Venr'in

**Venr'in** are a group of ancient Variants who have lived in the wilderness together for many generations away from mass civilizations, they are a secretive society mostly keeping to themselves.

## **History**

### **Origin and Formation**

Venr'in are one of the longest living civilizations dating back roughly to the year 200AL with the discovery of "Dathena's Blessing" near the mountainous peaks of Malkina, this chunk of Dathena's debris is said to have granted the Venr'in the knowledge to unlock their inner power and is supposedly the cause of their purple irises, Venr’in are identifiable by their purple eyes. The Venr'in soon discovered in their travels that four other pieces found their way to Ladarthia, it was decided that these sacred celestial objects must be guarded at all times by building their civilizations nearby, thus creating five separate Venr'in clans spread across Ladarthia for each blessing.

During the rule of Sa'dar the Diamond King, acts of "magic" such as Variancy was abolished, those that practiced any form of mystical powers were executed, because of this it became the duty of the Venr'in to protect all aspects of remaining "magic" with the help of Dathena herself guiding them to safety, they managed to hide themselves away behind a cloak of magical energy and live in peace. They were for a time some of the only humans that continued to practice their abilities during and after the Dark Ages.

## **Clans**

The Venr'in are split into five different clans spread across the lands, while all share the same purpose, it is in their ideals and traits that separates them, while one would have preference for physical strength another may favour those that pursue knowledge. Each clan represents a nocturnal themed animal as well.

### **- Brenhic**

(Bat Clan) (Blood/Connections) Traits: Compassionate, Hard-Working, Affectionate

### **- Kina**

(Cat Clan) (Heart/Power) Traits: Ambitious, Patient, Enthusiastic

### **- Wornic**

(Wolf Clan) (Body/Strength) Traits: Brave, Determined, Adaptable

### - **Rala'vey**

(Raven Clan) (Soul/Spirit) Traits: Empathetic, Respectful, Valiant

### - **Ola'vey**

(Owl Clan) (Mind/Knowledge) Traits: Wise, Disciplined, Curious

## **Society**

### **Language**

The Venr'in speak Dathrian a language only used within their own people.

### **Variancy**

Because these clans are magical societies, they are usually made up of all Variants of the same type passed down for generations all with the same abilities. Venr'in children start learning to harness their abilities and study their ancient Variant heritage at the age of 5 until the age of 10 when they have to participate in a trial as a rite of passage on a full moon, after the trial they are proven of the clan and a ceremony is taken place. The clans gather every full moon to commune with one another and carry out the trials. Before the trial starts the individual is blessed by their High Venr'in, and must meditate under the moonlight until the moon is at it's highest, then the challenges begin. If a Venr'in fails the trial they may try again on the next Full Moon. At the end of a successful trial, the Venr'in selects a piece of jewellery which becomes the focus for their magic these can be in the form of

**- Bracelet** (Representing the Blood/Connection. Caretakers, Providers, family and the clan is the most important thing above everything.)

**- Brooch** (Representing the Heart/Power. Teachers, Mentors, learn to teach the next generations, they can grow to become Leaders.)

**- Necklace** (Representing the Body/Strength. Guards or Protectors of the Clans, learn melee combat in union with magic, magic is not the only aspects of a person.)

**- Ring** (Representing the Soul/Spirit. Watchers, Guides and Meditators, focus on magic within others, they journey across the lands in search of outside knowledge to give to the clans, help magic users connect themselves.)

**- Headdress** (Representing the Mind/Knowledge. Placed in libraries and archives, Organisers, Researchers, Protectors of Secrets.)

Whichever item the Venr'in chooses becomes their role within the society of their respected clan, each participant knows of each item and its associated role. Once an item is chosen at the alter, the High Venr'in of the clan belonging to the individual, draws the symbol of a their clan (a moon) from dust of Dathena's Blessing on the head of the individual, in front of the clans, a feast is held in the honour of the successors and they are officially welcomed by their new piers as part of their chosen role. Participants may choose to join another clan if a certain trait, beliefs or career path is more suited to them.

## **Relationships and Families**

### **Outsiders**

The clans do not trust many outsiders, especially since the rule of Sa'dar the Diamond King, they believe humanity is going down a dark path to self-destruction through technology, humans must return to their old ways once again to prosper as people did many years prior.

### **Families**

Family is an important aspect for Venr'in society, for it is the blood line of Variancy that allow their society to continue growing. Venr'in treat each other as if they are one big family always providing and looking out for one-another. Families hold reputations within the clans especially if a member of the family has given outstanding contributions to their society or in other cases a name can be soiled with the presence of an infamous individual within the family.

#### **- Noxorius Family**

Ancient Noxorius figures such as "Rias Noxorius" are curious, ever-seeking of knowledge and answers, they once prided themselves on their great mental power, able to shape the world with their telekinesis and always pushing their abilities to their limits. This desire inspired new thought processes: what if they could unlock more capabilities related to their mental powers? what could happen if all of them combined their power? The Noxorius should have stopped while they were ahead, but instead they conducted an experiment against all protest to move the ancient rock known as Dathena's Blessing, the motive was hidden under the guise of protection but was merely an act of selfishness and power flaunting. The rock was moved, destroying the surrounding ground below, the energy required for this feat almost killed many who attempted this act, leaving many stripped of their gifts, the mental strain blocking their Variancy, it is believed by the clans that this was a punishment from Dathena herself but a punishment nevertheless of their own making.

Noxorius would eventually regain it's reputation with the help of Sylana Noxorius and her emergence as the leader of the Kina Clan.