Halcyonic Empire of Arcanum

The Flag of Arcanum

A hereditary monarchy, The Halyonic Empire of Arcanum (Hàlycii Impero di Arcanys) is ruled by the royal Beaumont Family. Patrons of the arts, the Arcanum have cultivated a libertine society filled with great art, food, wine, and music. They are known for their chivalrous nature and honesty. The Halyonic Empire of Arcanum are loyal to the Church of Halcyon, and have been for generations.

Church of Halcyon is headquartered in the City of Halcyon, and the Magistrate is highly influential to the Monarch. They have historically been one of the most isolationist nations, with all of its following Monarchs agreeing to the Arcadian Clause of 466, which states that no Monarch that rules Arcanum may trade, communicate, or form alliances with Outsiders. However, in recent years, the Empire has began to tear this clause apart.

## Government

**(Note: Native names for titles will be provided in brackets)**

The Empire (Impero) is an absolute, hereditary monarchy, at its head the Monarch (Λúta), who holds absolute power over the nation, and is considered to be the living, speaking herald of the God Solaris (Ωãlγçona). They must be a descendant of the Holy Lineage of Beaumont, and are usually male, though the latest Monarch, Sadie Beaumont, is a woman. The Monarch's partner, the Crown Attendant (Cäséĩa), will usually be of a Major House, to ensure the continuation of the peace between the Crown and Houses. Under the Monarch is the Crown Regent (Σásü), who trains their whole life to prepare for their ascension to the throne.

## Culture

The Halyonic Empire of Arcanum is protected by the Order of Arcadia, a Holy Crusader Force, commissioned by the Magister of Halcyon. The Order is considered to be a powerful force in the region, and is extremely well-trained and well-equipped. Each Holy Knight (Castellum) of the Order is taken from their family at birth, and forced to undergo brutal training which stretches them to their limits. The ones who make it out alive are kinghted at 16, and are fully ingrained into the order at 20.

The physical geography of the Empire mostly consists of fertile grasslands between 2 massive rocky, snow-capped mountain ranges spanning the length of the island. The nation sits on the Yyuimsk tectonic plate, a volatile plate which smashed into the Westreach plate about 200,000 years ago, and created the 2 ranges that surround the grasslands. The only resource that the Arcadian Clause allowed states to trade is Skywhale Oil, which is found in fossils of Skywhales, which can be commonly found in the Eastern Range mountains, near to the icy south of the island. The Empire is a relatively diverse nation, with several species of elves and humans co-existing on the island.

### Cuisine

The typical Arcanum diet consists of baked potatoes, rice and bread from wheat, and various herbs and spices. In the past, in the plains where Brexxon now resides, the Leilani farmlands used to feed the entire nation. They produced enormous amounts of wheat and other food products to generate wealth and feed the population. However, after Brexxon began construction, it became obvious that Arcanum would need to find its food supplies elsewhere. Leblanc would be the first answer. Located in the middle of the Leilani Birches, the small farming village basically turned into a bustling city overnight, with large amounts of potatoes being produced.

A classic Arcanum homemade dish would be sautéed potatoes topped with sea salt and rosemary. The ingredients are below.

 A generous sprinkling of sea salt

Put the whole unpeeled potatoes in a pan of water. Bring to the boil and cook for 15 minutes. Drain and leave to cool. Can be done several hours ahead. When ready to serve, strip the skins from the potatoes, then cut them into thick slices. Heat the oils together in a very large non-stick pan. Add the potatoes in a single layer if there is room, and cook for 10-15 minutes, tuning them frequently with a fish slice until they are golden and crispy. Sprinkle with the rosemary and flaky salt, then serve.

Another classic Arcanum dish would be baked sea bass with lemon caper dressing. The ingredients are below.

 2 tablespoons chopped flat-leaf parsley, plus a few extra leaves (optional)

To make the dressing, mix the oil with the lemon zest and juice, capers, mustard, some seasoning and 1 tbsp water. Don't add the parsley yet (unless serving straight away) as the acid in the lemon will fade the colour if they are left together for too long. Heat the oven to 220C/200C fan/gas 7. Line a baking tray with baking parchment and put the fish, skin-side up, on top. Brush the skin with oil and sprinkle with some flaky salt. Bake for 7 mins or until the flesh flakes when tested with a knife. Arrange the fish on warm serving plates, spoon over the dressing and scatter with extra parsley leaves, if you like.

### Fashion

Internationally, Arcanum is known as the "fashion capital", and for good reason. The nation is widely known for holding extravagant fashion contests, as well as being the largest producer of dresses and suits in all of Tatiana, providing outfits to nobles and nation leaders across the world. Famous fashion designers include Lafeyette de Monet, Zoé Laurens, and Jules Thoreau.

Monet was most known for his skill of mixing patterns. He famously used a technique he designed called "**mélange de motifs**", which used a specific ratio devloped for each of his designs to produce pleasing visuals. Laurens and Thoreau were both known for using colours to turn basic outfits into something fresh and pleasing. They harmonized tops and jackets with similar colours, juxtaposed brights and neutrals, ending up with casual but elegant designs.

Typical modern Arcanum fashion is often gender-open, with outfits being designed for all genders. A common masculine-leaning outfit utilises tweed jackets, vests, and a cotton twill sleeved shirt coupled with linen dress-pants to produce a common designs. A common feminine-leaning design utilises a long-sleeved silk blouse, with a rayon skirt, which are fastened with leather belts to the blouse, with either a soft wool fedora or a wool beret to top the outfit off.

Of course, different eras and different states of Arcanum have their own unique styles. The most famous of them would be modern Auxian Chic. The style is known for its sleek, cotton dresses and well-tailored leather coats and jackets. The chic also heavily relies on capes, fedoras, and canes to top off its designs. A commonly found outfit in the Brexxoni middle-class would be leather-linen blend jackets with long sleeved, chequered, flannel shirts, and cotton pants, topped off with a cane and a leather fedora.

Another widely known style would be Eianwardism. It is the opposite of Auxian style, utilising heavy, striped coats and tailored jeans, with top hats to signify wealth and quality of life, used by the very rich. The style is most promienent in Leblanc and Ravenna, the twin cities of Entrepenuers and Businessmen. Lumieran and Ermontian Chics are also quite well known, as they are extremely similar. Lumieran Chic is quite opposed to the non-gendered style of Arcanum, prefering to have explicitly feminine and masculine styles.

The most common feminine outfit worn is worn by the upper-middle-class, and consists of a single breasted coat, a crew neck cardigan sweater, and tweed pants. It is a simple outfit, but works wonders in fashion shows. Ermontian Chic is most well known for its extremely simple designs, most notably this following design worn by the middle-class, which consists of just 2 fashion items, a rayon long sleeve shirt dress, and a leather belt.

### Music

Arcanum music is known for its long, drawn out piano solos coupled with the soft singing of lyrics in Brexxo. Arcanum musicians also incorporated strings, usually a viola, cello, or an upright bass, which became standard instruments for chamber ensembles and smaller orchestras. At the same time, the guitar became more typically associated with six-string models, rather than traditional five-string versions.

Arcanum Blues is a prime example of this, mixing acoustic, nylon and steel stringed guitars with the soft playing of a single piano as well as a viola and a bass. Arcanum Jazz is also another well-known style of music. It originates from the farming town of Vienne, usually played with a saxophone, a piano, and a bass, in slow, low-paced beats.

The piano will play low chords, whilst the saxophone and bass will accompany it, sometimes playing 2 or 3 beats behind to give momentum to the whole song. A well known song is "*Je pense donc je suis*", translating to "I think, therefore I am". It is a variation of Arcanum Jazz, instead playing the saxophone and bass by 5 beats to create an ethereal atmosphere of echoes.

### Art

Arcanum Art can be classified into 9 distinct periods. The first, Tsnism (Anglicised: Senism), which focused on art depicting paintings of Emperors in the Qwe'tsn Empire. A portrait of Emperor Had'di Shallom VI can be found in the Nov'tsn Museum in Brexxon, which perfectly displays the styles of the period. Human figures bow to the Emperor, as he looks upon them, light shining from his sceptre.

This period ended with the ending of the Shallom bloodline, giving rise to the Terraic art period, which focused much more heavily on backgrounds and nature. The last of the Qwe'tsn art periods was the Recession, which took place from the Qwe'tsn Empire's defeat at the Crimson River to the dissolution of the Empire just 20 years later. It focused on depressive scenes of people descending to Helos, the "Hell" of Vanirii.

After these 3 periods, art was not widely created in the area for hundreds of years, until about 400 years later, when Windwalker migrants began influencing the region. This gave birth to the fourth art period, known as Lumisc, a word in Windwalker tongue translating to "light". The period is known for its focus on objects like wheat, or flowers, or common-people, as the Windwalkers were fascinated by these things.

This period lasted about 250 years, ending when Umarin settlers began entering the region. The next period would be known as the Neo-Terraic, which was a rebirth of the Terraic art period, which had died out over thousands of years before. It, like the Terraic, focused on landscapes. This period would last about 390 years.

The arrival of the privateers would spell the end of the Neo-Terraic, and the start of Expressionism. Expressionism was created as a middle-ground between the Lumisc and Neo-Terraic. The period is known for its unique style, using inverted colours to paint, creating a sort of Neo-Realism. The Lumisc and Neo-Terraic styles were also incorporated with the use of objects in the foreground and landscapes in the background.

The next period would be Art Nouveau, which was a general evolution of what Expressionism was. It moved further away from the Lumisc and Neo-Terraic styles, and more towards anti-realism. The inverted colours were carried over, but they were modified to be more pleasing to the eye with warmer colours. Also, painters would often paint in random objects like flowers and furniture to sometimes replace an element of the painting.

The next period would be sparked by the Arcanum independence movement, and started with the reformation of Bijoux into Arcanum. This would be called Surrealism. This would become the peak of anti-realism in Arcanum art. Surrealism is highly psychological, and many Surrealist artists would paint directly from their dreams. Sometimes dealing with uncomfortable concepts, hidden desires, and taboos, Surrealism was a direct critique of the ingrained ideas and beliefs of the bourgeois.

Finally, art began to move away from anti-realism as Arcanum art entered the latest stage in its life, Minimalism. Minimalism describes movements in various forms of art and design, especially visual art and music, where the work is set out to expose the essence, essentials or identity of a subject through taking away all non-essential forms, features or concepts.

### Agriculture & Aquaculture

Agriculture in the Empire is highly developed and makes use of several technologies that are unavailable to outsiders. 95% of Arcanys' crop yield comes from the Oshowa Grasslands, which cover 60% of the total land area on the island. They mostly produce wheat, carrots, potatoes amongst other crops. Also, there are several wineries spread throughout these fields, which grow grapes and other items needed for alcohol brewing.

Animals like cows, sheep, and horses, are bred and raised in large pastures. Horses are usually used by the Order to easily traverse the island, and several competitions have been held in the past to have horse races. In lore, the main export of the Halyonic Empire is Skywhale Oil, which can power airship travel. Following that is animal products, and crops.

However, Arcanum is not just a farming nation. It also has a vibrant fishing industry. It harvests coubu from the ocean, which is a breed of salmon that is commonly found in the Westreach Sea. Coubu is widely known for its health properties and high nutrient levels, which makes it the ideal food for foot soldiers in war. Fish farms can be mostly found on the east coast of the island, and catch large hauls of coubu, salmon, and cod. However, further out to the northwest of the Island of Arcanum, past the iceberg fields, fishing vessels often catch more exotic fishes.

### Architecture

Architecture often varies from town to town. Each town has its signature building style. Brexxon, situated on a cliff overlooking the Westreach Sea, is majorly made out of materials available in the area, such as brick and terracotta. Leblanc, situated around Kyote Bay, is made mostly out of wood from the forests that used to surround the area, and brick from clay deposits in the bay. Halcyon, situated on the peak of Mont-Orxello, is made out of quartz found in the mountains surrounding it, and gold, from the gold found inside the mountain.

### Criminal Syndicates

The Brexxoni underbelly, whilst not much is known about it, or how to infiltrate it, researchers have gathered up sparse information released by the Arcanum National Guard and collected it into articles like these. Crime syndicates like *Le Milieu* (Literally "The Underbelly"), *Halcyon's Servants,* amongst others, have been around for hundreds of years, and influence the criminal underbelly through their control over certain banks, which allows them to move their money around without arousing suspicion.

#### Criminal Tattoos

Crime Syndicates in Arcanum, such as Halcyon's Servants, often make use of Criminal Tattoos to designate members. Brickets ink is the most common ink used across Arcanum. This ink is black and dyed from the common mushroom ‘Brickets Cap’ which is found near most water sources.

Rachnidian ink is less common and disappears completely in bright daylight; allowing the bearer to operate freely without drawing undue attention or suspicion. Though the ink is often very costly, some opt for this treatment so as to not directly implicate themselves.

**Thumb - Failures**

The local term, “To cut your thumb” originates from this tattoo; meaning to persevere through failure. In criminal terms, a cross tattoo to the thumb denotes a serious infraction of the criminal code. The position of this tattoo is also relevant to its meaning - Since the thumb is face up when one shakes hands, it is therefore easy to judge one’s trustworthiness through a single handshake.

**Index Finger - Authority**

Your index finger, or pointing finger, can be tattooed to indicate authority over others within the criminal faction. This jurisdictive power is deeply respected amongst criminals as it is notoriously difficult to gain rank within a faction. Though this symbology changes from faction to faction, simple horizontal lines are most often used. Forged authority is not tolerated and often punishable by death, and it is possible to be demoted permanently if you make persistent errors or failures within your role.

*Example:*

*One Line = One rank.*

*Hastate leaf = leader or captain.*

**Middle Finger - Service**

Your middle finger is often tattooed with iconography that represents your core role within the faction. Many roles fall well within common law, so it is possible to be a ‘law abiding’ member of a faction and commit no crimes to the realm.

Three-armed spiral = Magic user

Inverted sword = Assassin

Three dots = Mediator

**Ring Finger - Family**

Once you are officially a member or ‘associate’ to a criminal faction, you are often oathed in service to that faction indefinitely. A common way to swear your allegiance to your faction is to have their insignia tattooed - affirming your ongoing loyalty. These initiation tattoos are also referred to as ‘black pledges’.

*Arrow = Cassian Will*

*Cup = The Listeners*

**Little Finger - Origin**

Many criminals honour their past through tattoos; giving others an insight into their hardships, training or background. It is common faction etiquette that these tattoos should never be remarked on or asked about.

*Elk or deer = Graven or outcast*

*Wheel = Migrant*

*Nib = Scholar or academic*

**Feats - Forearm or hand**

‘Medal’ tattoos and boasting rites are kept to hands and forearms only, and generally discouraged as they may implicate you in a crime. That said, these tattoos are greatly revered amongst criminal factions; It is a common phrase to ask a fellow criminal to ‘roll sleeves’ prior to combat, so that both parties can display their crimes in a bid to intimidate the other.

## Royal Houses

The Royal Houses are dynastic seats of power within Arcanum, sometimes limited to small plots of land, or sometimes spanning several towns. Numerous houses exist within the Empire's hierachy, and collectively, they formed the Casian dil Sulej, a body that represented the Houses. It is ruled by the High Council, and is overseen by the Monarch. Houses can be differentiated into Major and Minor Houses.

### Balance of Power

Each House usually maintains a base of operations in a specific town or city - typically their ancestral homeland. Banished Houses are exiled to the Great White Mountains. Banishment is usually decreed by the Monarch, or by a ruling of the Casian dil Sulej. This would usually occur because the House in question did not follow the Great Convention by committing a terrible crime, such as high treason.

Not surprisingly, some Houses possessed more power and influence than others. Some even possessed power enough to rule entire biomes. These were known as *Great Houses*, *Major Houses*, or *Great Families*. It was from one of these Houses that control of the Halyonic Empire, the official realm of Arcanum, was maintained. For more than 300 Holy Years, the Halyonic Empire has been ruled by House Beaumont.

As a consequence of this governmental structure, there was near constant state of plotting conducted between the various noble Houses, though on occasion two or more Houses would form an alliance with one another to thwart or destroy a rival House. This House system represented the nobility of the Halyonic Empire, and formed part of the Uldristi class system.

### Major Houses

Typically, a Major House is a familial dynasty that rules a town or a city. In the modern age, this usually takes the form of a fiefdom handed down by the Emperor himself.

A Major (or Great) House that ruled a planet was ruler of that town or city, and charged by the Emperor to uphold the laws of the Halyonic Empire, and the societal order of the Uldristi. A Great House would usually have its own standing army, flag, symbol, coat-of-arms, and representative colours. It is said that only the combined military power of all the Great Houses in the Halyonic Empire would have been enough to defeat the Arcadian Knights employed by the Beaumonts.

Thus, a delicate balance was struck between the Great Houses and the Imperial House, since all the Great Houses were never expected to ally themselves together against the Emperor, or anyone else. Indeed, during the entire lifespan of Arcanum, the majority of Great Houses seemed to be preoccupied in petty squabbles. Each Great House maintained trade and business interests, and some Minor Houses could over time be granted Great House status through amassed wealth from enterpreneurial endeavours.

#### House Escaz

House Escaz is the second most major Royal House in Arcanum, only behind the Beaumonts in terms of influence and and money. House Escaz is quite well-known for being the one of the only Halyconic Houses, as well as being the most religious house of all of the houses. The other Great Houses look to House Escaz for advice and guidance, and they also lead the Casian dil Sulej's High Council as its Speaker.

House Escaz is based in the City of Halcyon, and also rules over the surrounding mountains. They are known for their industrialness, and since their move to the City in 452 have heavily developed and industrialised the City into a mix of old and new architecture.

#### House Terrasej

House Terrasej is the only House in Arcanum which is completely foreign to it. House Terrasej was originally a powerful House in Cirven, but rebelled during the Cirven-Arcanum War of 456 to join Arcanum. House Terrasej is known for being the most militarily powerful house, with Gendarmerie force to rival even the Arcadian Order. House Terrasej is based in the village of Baysildjor, and also rules over the spruce forest near it.

## Races

### Brexxoni

The Brexxoni race is an ethnicity of *Homo sapiens,* or common humans. Brexxoni are lighter-skinned, and live in the temperate, colder countryside of Arcanum. They are cool-headed, make up a majority of Arcanum, and are usually artisans, historians, and all sorts of jobs which are considered "high-society". Racism towards races, especially the minority race of Adventii, is unfortunately common in Arcanum.

The Brexxoni race originated in the far north, a companion race to the more populous Kaszatti, but most Brexxoni have immigrated to Arcanum, and become the dominant race. They control nearly all aspects of government and high-ranking positions in Arcanum society.

### Halyconic

The Halcyonic race is native to the mountain peaks of Arcanum, and live mostly in the religious, icy city of Halcyon. The Halcyonic race is actually a variant of Snow Elf, which in itself is a variation of the Elf species. Halcyonians are usually darker-skinned, and wear fur-jackets made from Mountain Lions, which are won in combat. Halcyonians are extremely tilted towards nature, and build their cities around it.

The Halyconic race sees its origins in the Cirveni, a racial group of elves who, whilst originally dominating elf populations in the world, have drastically reduced in the past 100 years due to the fall of the Kingdom of Cirven.

### Adventii

The most oppressed, and minor race of Arcanum, Adventii, are often hard-workers who take on hands-on jobs like mining, fishing, or woodcutting. In the past, some in debt would even push themselves into slavery to pay off their debts. Most of the enslaved Adventii, however, never escaped from slavery, and would stay in slavery until they were no longer profitable, in which their bodies would be used as burning material. However, Adventii oppression still continues to this day, and although multiple movements have attempted to raise awareness about this, nothing much is being done.

Adventii are descended from Torumain dwarves, which explains their immense physical strength. However, after existing on Arcanum for centuries, the Adventii are smaller and more adapted to the warmer climate of Arcanum.

## Laws

### Crown Law

  1.1  On exclusions to the Crown

      1.1.1  Only the first son or daughter of the sitting Monarch can take the throne after their parent dies.

      1.1.2  Only the line of Beaumont can take the throne.

      1.1.3  Only followers of the Church of Halcyon, verified by the Magister, can be Monarch.

  1.2  On inclusions to the Crown

      1.2.1  A monarch can be of any gender.

      1.2.2  If a monarch wills it, they can transfer the Regentship of the Throne to another individual other than their hier.

      1.2.3  If an ascending monarch is under 16, they must have a council of Royal Advisors.

  1.3  On Death

      1.3.1  If a monarch dies and has no regent, the regentship will look for the closest relative of the same generation of that regent.

      1.3.2  If a monarch dies before they appoint a regent, but an individual who qualifies for regentship exists, they will ascend.

      1.3.3  If a monarch dies before they appoint a regent, and an individual who qualifies for regentship does not exist, the regentship

             will follow the protocol of Crown Law 1.3.1.

  1.4  On the powers of the Crown

      1.4.1  The Crown is allowed to make most decisions without consulting their Advisors.

      1.4.2  The Crown must consult their Advisors before enacting the following actions:

             ・ Selecting a regent

             ・ Declaring war

             ・ Merging with another nation

             ・ Making a Crown Announcement

### Judicial & Criminal Law

  2.1  On Courts

      2.1.1  2 courts are to be established, Judicial Court, and Royal Court

      2.1.2  Judicial Court will uphold the general law of Arcanum, and handle all cases concerning commoners, diplomats, and travelers.

            2.1.2.1  Judicial Courts must have 3 judges each.

            2.1.2.2  Judicial Court cases must be passed by a simple majority by the Judges.

            2.1.2.3  Judicial Court judges must be appointed by the Monarch.

            2.1.2.4  Judicial Court judges can be removed at any time for any reason.

      2.1.3  Royal Court will uphold the Crown Law of Arcanum, and handle all cases concerning the Crown and the Royal Family.

            2.1.3.1  There must only be 1 royal court.

            2.1.3.2  Royal Courts must have 5 judges each.

            2.1.3.3  Royal Court cases must be passed by a simple majority by the Judges.

            2.1.3.4  Royal Court judges must be appointed by the Monarch.

            2.1.3.5  Royal Court judges can be removed at any time for any reason.

  2.2  On Criminal Law

      2.2.1  A crime refers to any act that is in violation of any crime stated below which is committed inside the territory of the Halyonic Empire

             of Arcanum.

            2.2.1.1  If a crime is committed outside of the territorial claims of the Halyonic Empire of Arcanum, it is void.

      2.2.2  The following acts of crime are punishable by a fine of $5000 or more to the Halyonic Empire and other parties involved.

            ・ Espionage

            ・ High Treason

            ・ Malpolitics

            ・ Terrorism

            ・ Bribery

      2.2.3  The following acts of crime are punishable by a fine of $2000 to the Halyonic Empire and other parties involved.

            ・ Murder

            ・ Assault

            ・ Arson

            ・ Banditry

            ・ Identity Theft

      2.2.4  The following acts of crime are punishable by a fine of $1000 to the Halyonic Empire and other parties involved.

            ・ Conspiracy

            ・ Destruction of Property

            ・ Embezzlement

            ・ Forgery

            ・ Fraud

            ・ Theft

### General Law

  3.1  On Economics

      3.1.1  If a citizen or foreigner wishes to set up a business in Arcanum, they must apply for a Economic Permit.

            3.1.1.1  Economic Permits can be applied for in #placeholder.

            3.1.1.2  Economic Permits can be revoked at any time.

            3.1.1.3  Economic Permit applications will be reviewed by the Head Financier.

      3.1.2  If a citizen or foreigner wishes to initiate trade within the nation, they are free to do so.

            3.1.2.1  However, if this trade involves the following, it will be shut down:

                    ・ Animals

                    ・ Land

      3.1.3  A trading market will be established to allow for ease of trade.

            3.1.3.1  This market must be under the supervision of the Crown.

  3.2  On Construction

      3.2.1  If a citizen or foreigner wishes to construct something in Arcanum, they must apply for a Construction Permit.

            3.1.1.1  Construction Permits can be applied for in #placeholder.

            3.1.1.2  Construction Permits can be revoked at any time.

            3.1.1.3  Construction Permit applications will be reviewed by the Head Builder.

## Languages

### Brexxo

Classification and Dialects

Brexxo is a well-known language isolate, although research is ongoing regarding possible affiliations with other languages. Despite its relatives which have been confirmed, Brexxo does have some dialectal variation of its own, in the dialect of Advenara. A member of the Bijouxi language family, it is related to Bouic and Halcyonian. Mostly spoken in the Arcanum capital of Brexxon, its namesake; this standard is the form reflected in this article unless otherwise noted.

Phonology

Consonants

Brexxo has a fairly average-sized consonant inventory, with 19 total consonant phonemes. Its inventory is fairly standard in its contents as well, with the notable features being its series of palatalized coronals, and the phonemes which are realized in most dialects (including the standard) as affricates, of which /p͡ɸ/ and /k͡x/ are unusual.

 Fricative
 Trill

The most salient of consonantal allophony in Brexxo is the typical intervocalic voicing of non-aspirated obstruents, including affricates; this voicing also applies in clusters with voiced consonants (i.e. sonorants). The sibilants /s/ and /ʃ/ may also voice to [z] and [ʒ], respectively, when in a coda preceding a nasal stop in the following onset. Furthermore, the liquid /rʲ/ may be realized as [j] in consonant clusters in the standard dialect, while in some non-standard dialects it may be realized as such in all positions, leaving [rʲ] and [j] to be in free variation in such dialects.

In the actual dialect of Advenara, the bilabial and velar affricates are reduced to fricatives, however this is a shift unreflected in the standard form of the language.

Vowels

Even more average than Edebro's consonants are its vowels, which form the common five vowel system.

 Mid
 Low

Despite the fairly small inventory, Brexxo vowels do not exhibit significant allophony. The mid vowels do lower, however, to [ɛ] and [ɔ] before phonetically voiced consonants (so this includes voiceless stops which have been intervocalically voiced). Additionally, non-low vowels in word-initial position receive epenthetic glides when the preceding word also ends in a vowel.

While the dialect of Advenara, and the standard form, lack diphthongs, some dialects retain diphthongs from older forms of the language. Such diphthongs include /ai/, /au/, /ei/, /ou/, /ia/ and /ua/; these have been monophthongized to /e/, /o/, /i/, /u/, /a/, and /a/, respectively, in the varieties that lack them.

Phonotactics

Brexxo's syllables may consist of a maximum of CCVC. Syllable onsets may consist of any lone consonant or a cluster of a plosive or nasal with a liquid. A nucleus, of course, may be any vowel.  Syllable codas in Brexxo may only be a sibilant fricative or sonorant.

Stress

Stress in Brexxo is contrastive, and plays a key role in distinguishing nouns from verbs. Nouns are typically marked with word-final stress, while verbs are usually marked with penultimate stress.

Writing System

Stress may optionally be indicated with an acute on the stressed vowel; this is typically done in dictionaries, but otherwise omitted from writing. Digraphs, besides those involving <j>, ought to have both elements capitalized when capitalized, but this is often neglected.

Grammar

Nouns

Brexxo nouns are morphologically quite simple. They do not inflect for case or definiteness, although they do decline according to number. While singular nouns remain unmarked, plural nouns are marked through reduplication, of the first CV pair in consonant-initial nouns, and of the first vowel with an epenthetic glide in vowel-initial nouns. An example of both is demonstrated in the following table:

 dog

In front vowels, the epenthetic glide is [j]; in back vowels, it is [w]; and in the low vowel /a/, it is [ɦ] as seen above. Nouns also do not have gender, although they do have an inherent animacy level. This animacy level is not marked explicitly on the noun itself, but will be relevant later for verbal conjugation.

Pronouns

Brexxo has few personal pronouns, having only true pronouns for the first and second persons. However, demonstratives can also be used in a standalone fashion that act as third person pronouns. The pronouns are presented in the table below.

 2nd
 For
 3rd
 AnDist
 InanProx
 InanDist

When used as a standalone pronoun, demonstratives have an optional plural form formed via reduplication. These are typically only used when the context would otherwise leave ambiguity. Personal pronouns do not vary in form for case, and do not have distinct possessive forms. Possession by pronoun is instead constructed the same way as possession by a regular noun.

Verbs

In Brexxo, all clauses (with one exception, which will be covered later) require two parts to express the function of a verb: a lexical verb and an auxiliary verb.While the lexical verb, which carries the semantic content of the action or state being described, does not inflect for any grammatical information itself, the auxiliary verb inflects for categories of transitivity, inversivity, voice, tense, and mood. The forms of auxiliary verb appear in the chart below.

Lexical verbs may be either active or stative. While stative verbs will typically take the copular auxiliary, active verbs may take the intransitive, direct or inverse, and some active verbs, such as verbs of movement, may also take the copular auxiliary.

As Brexxo is a direct-inverse language, the auxiliary verb makes a distinction in inversivity in transitive clauses. The direct form of the auxiliary verb is used in clauses in which the more animate noun is taking the role of the agent, while the inverse form is used when the less animate noun is the agent. Therefore, a sentence like *sjúrjo anjásj tjo mas* translates to "a man saw a dog," while the same sentence but replacing *mas* with *mare* results in a translation as "a dog saw a man."

Syntax

Brexxo is a head-final language with a mandatory auxiliary verb. As such, its underlying default word order is SOVA (subject, object, verb, auxiliary). However, as Brexxo is topic-prominent, this is often not the order that actually surfaces. Both topic and focus are mandatory in all transitive matrix clauses, except when both arguments are pronouns, as pronouns cannot be focused. Topics are fronted to the beginning of the clause, and focuses immediately precede the auxiliary verb. The auxiliary verb always appears at the end of a clause, apart from any complementizer that may be present.

Because there is no morphological case marking on nouns, and word order is complicated by the topic-comment structure, Brexxo has no morphosyntactic case. Instead, to indicate the roles of arguments in transitive clauses, nouns are inherently ranked on an animacy hierarchy; nouns higher on the hierarchy are the agent by default. In cases where the lower animacy argument is the agent, the auxiliary verb is marked with an inverse marker, *-re*, which indicates that the arguments' roles are reversed. This system is known as direct-inverse alignment.

Additionally, as there is no agreement marking on verbs, Brexxo is not pro-drop; pronouns must always be explicit. Furthermore, there are no articles such as 'a' or 'the', but Brexxo does have a set of demonstratives, *ru* 'this (inan.)', *dsa* 'that (inan.)', *ki* 'this (anim.)', and *dsjas* 'that (anim.)'; which also function as the third person pronouns. These words reduplicate for plurality when functioning as pronouns, but not when determiners.

Brexxo employs serial verb constructions, often for expressions that would be conveyed in English using adverbs. In these constructions, the clause has two or more lexical verbs, but only one agent and one auxiliary verb; there may be more than one patient, however. In cases with multiple patients, patients may intercede the lexical verbs, but only one may be focused. Other uses for serial verb constructions in Brexxo are to express causally or temporally linked actions, or actions/events with more than two arguments.

Brexxo has no true adjectives, but rather stative verbs that must occur alongside the copular auxiliary *o*. When modifying a noun, these stative verbs occur within a relative clause. Relative clauses are constructed using a gapped construction with a relativizer particle, which appears as the clitic *=m(i)*. Relative clauses, in accordance with head-final tendencies, precede their heads.

Brexxo indicates possession via a locative construction, and makes a distinction between alienable and inalienable possession. Alienable possession is expressed with the postposition *e* 'at', while inalienable possession is indicated with the postposition *no* 'on'. In possessive clauses, the possessor is expressed as an argument, and the possessee as an adpositional phrase, linked by the copular auxiliary *o*.

Simple polar questions are formed by the addition of the question particle, *sje*, to the end of the clause, following the auxiliary verb. Content questions are formed using interrogative pronouns, which are always placed in the focused position, preceding the auxiliary verb.

Imperatives are formed by omitting the auxiliary verb (or in other analyses, by use of a zero auxiliary), and in those cases directed towards a second person singular, the subject. In the latter cases, the lexical verb may appear alone, or followed by objects or adpositional phrases. In second person plural or first person plural imperatives, the pronoun always occurs before the verb (effectively in the topic position). Lexicon (WIP)

### Bouic

**Bouic** is the language of the Brexxoni and Halcyonic people, who live on the island of Arcanum. It is the national and official language of Arcanum, where it is spoken as a first language by the people. It is also spoken by diaspora communities across the planet.

Classification and Dialects

Bouic is the most spoken member of the Bijouxi family. It is one of three extant languages of the Northern branch, the only extant branch of the family. The other two languages, Halcyonan and Brexxo, are closely related though not mutually intelligible with each other or Bouic.

There are two main dialects of Bouic, which are mutually intelligible. The western dialect, known in Traveler's Tongue as Baxxon after the mountain range of Baxxonia, is the more innovative dialect, while the southern dialect, called Marunaean in Traveler's Tongue after the eastern mountain range Marúné, is more conservative. Marunaean is the prestige dialect, although Baxxon is increasing in popularity. Amongst these two main dialects are several subdialects, found primarily in major urban centers, such as Brexxon or Leblanc.

Phonology

Consonants

Bouic has the largest consonant inventory of any Bijouxi language, totaling in at 32 native standard phonemes in Baxxon and 37 in Marunaean.

* Speakers of Baxxon have lost contrast of /ɱ/, /p͆/, /b̪/, /ɴ/ and /ɢ/, merging them with /m/, /p/, /b/, /ŋ/ and /g/ respectively; this can cause some intelligibility issues with Marunaean speakers
* /s/ is voiced to [z] when in the syllable coda and the next syllable begins with a voiced consonant
* /r/ is realized as [rˠ] following consonants and as [ɾˠ] elsewhere in Marunaean, but is generally realized simply as [rˠ] in Baxxon dialects, though this is not universal; the same may apply to /r̊/
* The distinction between /r/ and /r̊/ is neutralized in consonant clusters; voicing assimilates to the adjacent consonant
* Velar and uvular consonants become labialised before rounded vowels
* /ʃ/ and /ʒ/ are found only in loanwords in Baxxon; Marunaean replaces these with /s/ and /z/ respectively
* Some rural subdialects of both major dialects may insert a glottal stop between adjacent vowels, though speakers of the standard dialects regard this as a sign of uneducated speech

Vowels

Bouic has an equally large vowel inventory, ranging in size from 25 phonemes in Baxxon to 29 in Marúné.

* Baxxon merges /ɯ/, /ɯ̃/, /ɤ/ and /ɤ̃/ with /u/, /ũ/, /o/ and /õ/ respectively, and also fronts /ä/, /ä̃/, /ɐ/ and /ɐ̃/ to /a/, /ã/, /æ/ and /æ̃/ respectively
* In Baxxon, /a/ and /ã/ in open syllables (those without a coda) tend to be backed to /ɑ/ and /ɑ̃/ respectively
* Permitted diphthongs: /ṷV/, /i̭V/, /aṷ/, /ɛṷ/, /øṷ/\*, /ai̭/, /ɔi̭/, /ɤi̭/\* (where V stands for any vowel or other diphthong; asterisked diphthongs occur only in Marunaean)
* Diphthongs may also be nasalized
* /ə/ may become voiceless or even be elided after voiceless consonants in rapid speech

Phonotactics

Syllables must be in the form (C1)(C)(C2)V(C3)(s), where V is any vowel (including permitted diphthongs and triphthongs), C is any consonant, C1 is /s/ or /z/, C2 is /s/, /z/ or /r/, and C3 is any sonorant. C and C1 must agree in voicing. Thus, an example of the simplest syllable possible is /ɛ/ (Eng. "a") and an example of the most complex is /scrṷɔi̭ls/ (a disease native to the continent of Katsura), though such highly complex syllables are incredibly rare.

The vowel /ə/ may only appear at the end of a word in an open syllable (i.e., one without a coda).

Stress

Stress is not distinctive in Bouic, much like in French. This means that two words may not be differentiated based on stress alone, as can be the case in Traveler's Tongue such as in the pair "dessert" and "desert." In fact, the difference between stressed and unstressed syllables is much less marked than in Traveler's Tongue, making such a distinction impossible anyway.

Pitch Accent

Some dialects of Bouic employ a simple tonal system realized as a pitch accent on a minority of words. Pitch accented vowels are always pronounced long, although vowel length is otherwise not contrastive in Bouic. The pitch accent's tone may vary by dialect, though in standard Marunaean it is realized as a cresting tone. This pitch accent is more common in Marunaean dialects, whereas Baxxon dialects typically either eliminate the accent entirely, or replace it with an interrupting glottal stop. For example, the word *íí* "beauty" is pronounced [îː] in Marúné, but in Baxxon it is simply [iː], and in the western city of Leblanc it is pronounced [iʔi].

Writing Systems

Bouic has two native scripts, a true alphabet and a featural abugida. The alphabetic script, known as Se Hízôl, is used for everyday purposes, and has two cases, with capitalization rules similar to those of the Latin alphabet. The abugida, known as Se Φώteentar, is used for special purposes such as ceremonial events, religious scripture, or decorative design. It has only one case, though it uses a diacritical mark to mark what would otherwise be a capital letter. It can however be written in two styles, one rounded and the other square, the former being more common. All native speakers are taught to read and write in both.

The standard orthography used throughout the country is based on the Marunaean dialects, as these dialects use more phonemes than do the Baxxon dialects. Words that may be distinguished in Marunaean dialects can be homophones in Baxxon.

In this article, Bouic will be transcribed in a Latin script appended with some Greek and Cyrillic characters to maintain a 1:1 phoneme to grapheme ratio. This script is called the Stón transliteration, and is as follows.

/ʃ/ and /ʒ/ are transcribed in this system as ⟨Śś⟩ and ⟨Źź⟩ respectively, however they are not included in the standard alphabet.

There are two other systems of transliteration, however the Stón system is the most common.

Se Hízôl

Se Hízôl was invented in antiquity by Λúbatä scholars. Since this time, the script has changed very little, only developing new styles and a few changes in punctuation.

Se Hízôl is a featural abugida. Consonants in this script are square characters whose shapes represent details about their manner of articulation and whose direction represent details about their place of articulation. Details about a consonant's voicing are represented by the presence of a diacritic above the consonant character. Therefore, consonants that are pronounced similarly look similar. Vowels are written as diacritics below the consonant character. Vowels are also featural, though to a lesser extent.

Although there are fifteen oral vowel qualities in Bouic, there are only eight basic vowel diacritic shapes. The other seven qualities are noted by adding a dot diacritic to the right of the vowel diacritic. Nasal vowels are represented by adding a dot diacritic to the left of the vowel diacritic. For vowels not following a consonant, there is a vowel place holder which takes the form of a line placed at the baseline. Non-syllabic vowels also use a placeholder, however this placeholder is modified by a vertical dash extending from the baseline to the midline, and the vowel is placed above the placeholder so that a following syllabic vowel may be placed below it.

There are additional marks for punctuation. A short horizontal dash placed midline is the equivalent of a full-stop, and a dot placed midline is the equivalent of a comma. A dot diacritic above a consonant is used to denote proper names (this diacritic goes above or to the left of the voiced diacritic if present, depending on the writing style). Quotations are set off using marks resembling Latin brackets.

In the charts above is the square style of writing, which is more angular and is more common in monuments and print. There is also a round style, which uses fewer strokes and is more common in handwriting.

Romanizations

The Stón System

The Stón system, the most common non-native transcription of Bouic, is a Latin-based script appended with Greek and Cyrillic characters in order to maintain a one-to-one phoneme-to-glyph ratio. This is the system used on all Bouic articles on this wiki. The system transcribes sounds as follows:

The sounds /ʃ/ and /ʒ/ are transcribed in this system as ⟨Śś⟩ and ⟨Źź⟩ respectively, however they are not included in the standard alphabet since they are not native phonemes. When included in the alphabet, they are both sorted between ⟨Zz⟩ and ⟨Çç⟩.

The Kajdra System

This system was developed in response to the complaint that the non-Latin characters used in the Stón system are often difficult to type. For this reason, the Kajdra system was developed using only Latin characters.

\*/β/ should be transcribed with a B with acute, but this character is not encoded in Unicode and is therefore replaced with B with dot above here.

\*\*/ɴ/ is sometimes also seen written as ⟨Ǹǹ⟩ or ⟨N̂n̂⟩.

The foreign sounds /ʃ/ and /ʒ/ are transcribed in this system as ⟨Śś⟩ and ⟨Źź⟩ respectively, however they are not included in the standard alphabet since they are not native phonemes. When included in the alphabet, they are both sorted between ⟨Zz⟩ and ⟨Çç⟩.

The Perdis System

The Perdis system was also developed in response to complaints about the earlier system. The Kajdra system resolved the issue of non-Latin characters, however the large number of characters with uncommon diacritics still hindered its use. The Perdis system resolves this problem by scrapping non-Latin and diacritical characters in exchange for digraphs, allowing it to remain within the ASCII character set. This system however suffers from the loss of a one-to-one phoneme-to-glyph ratio, and is therefore rarely used except for when the writer is limited to ASCII characters.

This system may require apostrophes to divide vowel clusters that could be mistaken as digraphs. Unlike the other transliteration system, when this system is used for dictionaries and other similar resources, words are sorted using the standard Latin alphabet order, digraphs do not count as distinct letters. This means that, while "tel" comes before "hajla" in the Stón and Kajdra systems, in the Perdis system, "hayla" comes before "tel." The above chart is in that order only for comparison reasons with the other two systems.

Grammar

In Bouic, most words have roots that take the form of nouns. All basic roots of nouns, verbs, adjectives, and adverbs are expressed as the absolutive case of the noun. For example, *haïla* is the noun "music" in the absolutive case. To form the infinitive of the verb "to perform music," one simply adds the suffix -sä to form *haïlasä*, which can then be conjugated. Likewise, the adjective "musical" can be formed as *haïlatä* and the adverb "musically" can be formed as *haïlaþä*.

Nouns

Nouns in Bouic do not decline directly. However, all nouns must carry a determiner with them. These determiners are marked for definiteness, number, and case. Bouic nouns possess no grammatical gender.

Determiners

Every noun is required to carry a determiner, which may be either an article or demonstrative. Articles and demonstratives carry the noun's definiteness or proximity, and number.

 Definite
 Proximate
 Medial
 Distal

Case

Nouns in Bouic decline for a large number of cases. In most dialects this number is 26, though some dialects still use the now-archaic vocative case. Nouns decline for cases with simple suffixes that attach to the noun's determiner, and the unmarked form is in the absolutive case, which is used as the subject of intransitive verbs and copulae. Examples of each case are given in the table below, with the phrase *se жom* "the house, home."

\*The genitive suffix -â combines irregularly with determiners. In determiners ending in -e, the -e drops and is replaced with -â. In determiners ending in -é, the -é drops and is replaced by -ã. Some cases may be combined. For example, the ergative and accusative may be combined to express a reflexive action. "Ánnadu sevílase" means "I washed myself."

Pronouns decline for case directly, by adding the above suffixes directly to the end of the pronoun, without need for a determiner.

As a result of the extensive case system, Bouic has no adpositional system. It lacks prepositions or postpositions.

Verbs

Infinitive verbs in Bouic are formed from noun roots by adding the suffix *-sä* to the absolutive. These infinitives may then conjugate for tense and mood, but not for voice or agreement with any arguments (i.e., the subject or object), and aspect is denoted using adverbs. Infinitives always end in *-sä*. The infinitive ending is then replaced with other endings to denote tense and mood. The consonant of the ending reflects the mood, and the vowel the tense. The following table demonstrates the conjugation of the verb *víêsä* "to see."

Most verbs are regular and follow these conjugations. There are a few verbs, however, that drop the -sa ending in the present indicative. These verbs are *vasä* "to be," *vósä* "to be," *masä* "to have," *sasä* "to exist," and *pésä* "to do." Some colloquial speech may also do this with *tasä* "to go, come," though this is informal and almost never found in writing.

Moods may also be compounded, much like noun cases. To do this, one simply suffixes both endings, so that "Could you see him?" becomes "Aóna qâdu víêñexe?" Note that the vowels (and thus the tense) of both suffixes are the same. The indicative cannot compound with the other moods.

Copula

Bouic has two copulae, *vasä* and *vósä*. Much like in Spanish, the difference between these two is a difference of status versus essence. *Vasä*, used similarly to Spanish *estar*, is used to describe a noun's state of being, a temporary condition. Meanwhile, like Spanish *ser*, *vósä* is used to describe a noun's essential nature, permanent characteristics inherent to the person, place, thing or concept being described. The exact uses of these two verbs is often difficult for second-language learners to master, as the division between status and essence is often somewhat arbitrary.

In Bouic, copulae require different syntax than other verbs. While a typical verb usually appears after both of its arguments, a copula appears in between the subject and the complement. Note that while most verbs have flexibility in their placement within a clause, the word order for copular phrases is fixed. Additionally, any noun appearing in a copular phrase will be in the absolutive case, so that even phrases with two nouns, which would require one to be in the ergative and the other in the accusative in normal verbal phrases, will have both nouns in the absolutive case.

Gerunds and Participles

Gerunds and participles are formed by suffixing noun and adjective endings to the indicative forms of the verbs, respectively. If a gerund is the subject of an intransitive verb, it takes the ergative ending.

Pronouns

Bouic uses eighteen personal pronouns that distinguish between five persons and two numbers, and clusivity in the first person and animacy in the third and fourth persons. Pronouns do not distinguish gender or formality. Singular pronouns of the second, third, and fourth persons have two forms that are equal in meaning; they are used to distinguish between multiple possible antecedents, resolving abiguities that exist in languages such as Traveler's Tongue (e.g., "He gave him the apple."). The forms correspond to the order in which the possible antecedents were mentioned. The following is a list of pronouns:

 Inclusive
 Second Person
 Second Form
 Third Person
 Second Form
 Inanimate
 Fourth Person
 Second Form
 Fifth Person

The third person denotes a proximity close to the speaker, whereas the fourth person denotes a proximity farther from the speaker. (The third is normally used when the antecedent is within sight, and the fourth when the antecedent is not within view.) Both are translated as the third person in Traveler's Tongue. The fifth person denotes a general, nonspecific antecedent; it is often used in general truths.

Adjuncts

Adjuncts come in three forms: adjectives, adverbs, and intensifiers. As in most languages, adjectives modify nouns and adverbs modify verbs. Intensifiers can modify both adjectives and adverbs. Unlike in Traveler's Tongue, adverbs do not modify adjectives or other adverbs; this is solely the job of intensifiers.

Adjectives and adverbs can be formed from nouns using the suffixes *-tä* and *-þä* respectively. Intensifiers however are a closed word class, meaning that they have their own roots and new ones cannot be derived. Most intensifiers do not take a suffix like the *-tä* or *-þä* of adjectives and adverbs.

Comparative and superlative forms of adjectives and adverbs are formed using an intensifier. For the comparative, this intensifier is the word *ka*, while in the superlative it is *kí*. In comparative constructions, the comparative form of the adjective is followed by the word *pá* "than" and then the noun being compared in the absolutive case.

Syntax

The basic, default syntax structure in Bouic is SOV. However, due to the extensive use of cases, word order is virtually free. In many subordinate clauses, the default order is SVO instead, though this is not universal. Additionally, Bouic does not require a subject to be present, though it is not a pro-drop language in the sense that the Romance languages are. An absence of a subject indicates the passive voice. Modifiers always follow the word being modified. The standard modifier order is manner-place-time, which is uncommon cross-linguistically, the common orders being place-manner-time and time-manner-place.

Lexicon

**(Work In Progress)**

Example Text

* Án lússa seke Bouic.
	+ [ɐn lussə sɛkɛ ɪ.ɐθɪ]
	+ "I speak Bouic."

Universal Declaration of Human Rights, Article 1

* Zédu téúné þelstä kemïesa φaïlaþä le méλúþä sece жóvês le zéce çedalí. Δándu bâxisa sesi crê le sesi hínól só δán ótrâga psa se ô dastä esi tímí sece kúpevo.
	+ [zedʊ teune θɛlstə kɛmjɛsa φai̯laθə lɛ meʎuθə sɛcɛ ʝovɛ̃s lɛ zecɛ çɛdali ðɐndʊ bãxɪsa sɛsɪ cr̊ˠɛ̃ lɛ sɛsɪ hinol so ðɐn otr̊ˠãga psa sɛ ɔ̃ dastə ɛsɪ timi sɛcɛ kʷupɛvɔ]
	+ "All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood."

**Neuvailléa Lore Document**

The United Territories of Neuvailléa is an elven nation with Italian inspired architecture and culture. We are set in the 1910s, and we plan to be very RP-heavy. We are a parliamentary monarchy, with a tricameral system. We are also a feudal nation, with Clans and Houses going head to head in our extensive history.

As mentioned previously, we are a tricameral parliamentary monarchy. The lowest of these 3 houses is the Parliament, which is the basis of democracy throughout Neuvailléa. The middle of these 3 houses is the Landsraad, which comprises Ducés and Duchésses. The highest of these 3 houses is the High Council, which is composed of various individuals who help the Illéatio run the nation.

We worship Caellearn, and it influences much of Neuvailléa’s culture, demographics, and language. Caellearn promotes an environmentalist message, and sometimes refers Neuvailléa to as the Wood, or the Humble-Wood, or the Forest.

## Types of States in Neuvailléa

Heartland Territory: The most populated area of Neuvailléa, usually a cluster of big cities, ruled by the Imperial House.

Fiefdom Territory: There are 3 types of these, and they are located within the borders of Neuvailléa.

I - Orionean Fiefs: Orionean Fiefs are ruled by Great Houses, located in more industrialised regions.

II - Darotan Fiefs: Darotan Fiefs are ruled by Clans, located in more sparsely populated regions.

III - Caellearni Fiefs: Caellearni Fiefs are ruled by the Clergy, and by extension, Caellearn.

Greater Neuvailléa Territory: These are usually made up of autonomous vassals which joined the union outside of its borders.

# **History**

## Neuvailléan Holy Calendar

The Neuvailléan Holy Calendar is used in all essays and works of literature concerning Neuvailléa’s history. Currently, it is the Holy Year 1692, at the time of writing. The Calendar system was developed in conjugation by the Caellearn Papacy and the Crown of Neuvailléa.

Before Holy Year (BHY), is used to designate all events that occured before the arrival of the first colonists to Neuvailléa. Holy Year (HY), is used to designate all events that occured after the formation of the first nations in Neuvailléa. For example, an event that happened 10 years before nations formed in Neuvailléa would be Before Holy Year 10 (Note: BHY is commonly shortened to, for example, -100, as it is easier to write). One Neuvailléan year is equal to 7 days in real life.

### **The Settling Era**

The first era of Neuvailléa is named the Settling Era, and has 4 distinct periods. The Settling Era lasted from -783 to -213. The Settling Era is most known for the settling of Humblefolk and Birdfolk to the Isles.

### **The Colonisation Era**

The second era of Neuvailléa is named the Colonisation Era, and has 3 distinct periods, lasting from -213 to 852. The Colonisation Era is most known for the introduction of Humans and Elves to the Isles, and the disruption of the natives’ lifestyles

#### **The Kairos Period**

The Kairos period, from the Year -213 to the Year 141. At this point, humans and elves had already migrated here, some fleeing from the political disorder of the mainland, some seeking a better life. The island was known to the mainland, but none of the big Empires of the time bothered to explore it. These humans and elves formed the first settlements.

These settlements eventually evolved over the years to become the first towns, with the biggest still surviving to this day. The first kingdom, Arteau, was formed, and consisted of several villages and towns mainly around the central area of the island.

Arteau was made up mostly of Cirven refugees, and copied the pre-existing political structure of Cirven. The second Kingdom, Kyote, was formed shortly after, made up mostly of human settlers who felt threatened that Asheau might invade their towns.

#### **The Expansionist Period**

The next period would be known as the Expansionist period, lasting from 141 to 455. This period saw the rapid growth and expansion of kingdoms, and the first wars breaking out. These were mostly sparked over control of the fertile Linene grasslands, which were easy to farm and produced over a million kilograms of wheat a month. 4 kingdoms would eventually gain power and become known as the Great Four. Arteau, Euycalse, Paola, and Syracuse.

These 4 kingdoms would eventually merge into the first known iteration of Neuvailléa, the Neuvailléan Commonwealth. This would immediately break apart as the 4 kings could not agree on any internal decisions and the Commonwealth dissolved. It was during this time that a new power rose in the Isles, the Duchy of Brexxon. They fought a series of brutal expansion wars to the point where they began to overshadow the former "Great Four''.

Brexxon eventually emerged as the Empire of Brexxonia, and mounted an invasion of the southern mainland, which went terribly wrong and they were forced into exile. The Kingdom of Cirven, the origin of many of the settlers on the Isles, decided to pull what many historians today like to call a "UNO reverse card", and invaded the Neuvailléan Isles.

However, this would not last long, as the many Kingdoms of the Isles would band together in a coalition and repel the elven threat, before returning right back to fighting each other.

#### **The Unification Period**

The last period of the Settlement Era, the Unification period, lasted from 455 to 852. It saw the slow unification of the Isles, and formation of the second iteration of the Neuvailléa Imperia. It started with the rise of a new power on the southernmost island, the Duchy of Arcadia. Arcadia was ambitious, powerful, and most of all, good peacemakers.

They slowly moved from island to island, either warring or merging with all the nations on that island, before moving onto the next. This process was repeated over 20 times, for most of the nations of the southern islands of the isles.

After consuming those nations, Arcadia reformed itself into the Empire of Neuvaillé. It was by all accounts, similar to modern-day Neuvailléa's political structure, minus the House of Parliament. It kept the system of Fiefs, Houses and even the Landsraad. Slowly, Neuvaillé worked its way up the Isles, and finally, in 344, it united the Neuvailléan Isles under one nation for the very first time.

### **The Revolutionary Era**

The Revolutionary Era is the third period of Neuvailléa known so far, lasting 730 years from 852 to 1583. This period was defined by the slow collapse of the old systems, the general chaos that followed, and the invasion of Cirven. There are 4 clear periods in this Era.

#### **The Democratization Period**

This period would be defined by the slow democratization of the Empire, lasting from 852 to 1029. It saw the establishment of the House of Parliament, the introduction of several motions which curbed the Illéatio's power and introduced checks and balances, and the creation of ministries.

It began with the civilian protest of 873, with the common people demanding more rights and more democratization to the government, other than the Landsraad, who were not elected. Just the next year, the Empire gave in and created the House of Parliament, forming the second iteration of government, a bicameral legislative process and a monarch with veto powers.

In 902, the House of Parliament passed a motion which heavily curbed the Illéatio's power, including requiring the then Illéatio Frances II to register all big decisions like increasing or decreasing taxation, declaring war, or expanding territory, to pass a motion through both Houses. The Illéatio accepted the motion out of fear of more protests.

Finally, in 988, the Landsraat passed a motion creating ministries. Ministers and Grand Ministers would lead these ministries and would be appointed by the Illéatio. Originally, there were only 5 ministers. The Ministries of Finance, State, Interior, Trade and Infrastructure. Over time, this would grow to 13 with the addition of the Ministries of Justice, Agriculture, Defence, Propaganda, Staff, Immigration, Culture and Logistics.

#### **The Shield War Period**

The second period of the Revolutionary Era, the Shield War period, lasted from 1029 to 1145. The period would be defined by the century-long civil war that was fought between 2 houses which claimed the throne after the sitting Illéatio, William IV, died without an heir. It would come to be known as the War of the Shields.

It began when Illéatio William IV died without a direct heir, nor an obvious non-direct heir to the throne for 3 generations. In the end, 2 houses, House Cortino and House Syracuse, went head to head over the throne. As Syracuse controlled the capital city of Caen, Cortino was extremely disadvantaged. Cortino began with a full-scale naval assault on the city, severely damaging its walls.

In retaliation, House Syracuse, with its superior land army, set fire to Minerva Forest and raided Williamsburg. The raid was not successful, and both houses decided to play the long game, with small skirmishes occurring here and there. For 8 decades, Syracuse and Cortino were both unsuccessful in toppling the other.

All this while, the common folk were suffering the effects of the brutal war, and both sides had to reduce their spending in order to save their cities. During this time, the other major houses, namely House Leblanc and House Osteria, stayed neutral whilst selling weapons and armour to both sides in order to profit off the war.

Eventually, the war would cool down and would end in 1144 with a peace treaty and the formation of a new Imperial House to replace House William, House Montfort. House Montfort was given the Imperial City of Caen to rule over, as Syracuse could not afford to repair it.

# **Government**

The United Territories of Neuvailléa is a hereditary, parliamentary monarchy. It is partially run by a bicameral system of governance. The oldest of these 2 institutions is the Imperial Landsraad, a council of the Great Houses and the Imperial House, which discusses external and internal affairs and elects ministers.

The newer institution is the Imperial Parliament, which is made up of 30 elected representatives from all the lands of Neuvailléa, which discusses purely internal issues and makes suggestions to the Imperial Landsraad, which ultimately has the final say.

However, the Imperial Landsraad still answers to the Imperial Throne, which can veto any decision made by both houses. As a feudalistic empire, Neuvailléa contains multiple cultures, most of which belong to its constituent protectorates which make up Neuvailléa.

### **Imperial Parliament**

The Imperial Parliament is the lower house of legislature. It follows a typical parliamentary structure. A speaker of the house who ensures that everything is civil and debate stays on-topic, a majority leader who is the leader of the largest coalition of parties, a minority leader who is the main opposition to the majority coalition, and parliamentarians who debate, discuss and put forth motions.

### **Imperial Landsraad**

The Imperial Landsraad is the upper house of legislature. It follows a unique system of governance called the Landraati Parliament. There is no speaker of the house, and it is left to its own devices. The house has 4 groups of voters, the Marquis, the Dukes, the Ministries, and the Imperial House. Each Marquis receives 1 vote, whilst each Duke receives 5, and the Imperial House receives 25. The Ministries also receive 1 vote for each ministry.

### **Imperial House**

The Imperial House comprises the sitting Illéatio, the Regent Illéatio, and the Ministries. The sitting Illéatio is the final decision on all matters concerning the nation. The Regent Illéatio sits to the right of the Illéatio, and learns the ways of the Imperial House before they ascend to it.

The Ministries are 13 in number, comprising of the ministries of Justice, Agriculture, Defence, Propaganda, Staff, Immigration, Culture, Logistics, Finance, State, Interior, Trade and Infrastructure. 3 of these ministries, namely the Ministry of State, Finance, and Justice are more important, as they are Grand Ministries.

# **Royal Army**

## Imperial Neuvailléa Navy

The Imperial Neuvailléa Navy, or as it is more commonly known, the INN, is the maritime branch of the Royal Army. It is made up of 41 ships. 14 corvettes, 11 frigates, 7 cruisers, 4 battleships, 3 destroyers, and 2 airships. It operates 3 fleets, Amaranthine Fleet, made up of 14 ships, Ardea Fleet, made up of 16 ships, and Tyton Fleet, made up of 11 ships. The INN uses the ship prefix UNS, which stands for United Neuvailléa Ship.

The INN is known widely for having airships, the first of the major navies to do so. However, due to monetary and supply constraints, there are only 2 in service. The INN is based out of the Imperial City of Caen, and is headed by Grand Admiral Eillía del Luna.

### **Registry and Naming Conventions**

As stated previously, the INN uses the ship prefix UNS, which stands for United Neuvailléa Ship, and its own naming convention for its ships. For example, the battleship UNS Eccellente (C-03-023). C designates a commissioned ship, the first number is the class designation, and the second number is the ship number.

# **Races of the Wood**

The various folk who make up the wood are divided into two categories: the birdfolk and the humblefolk. While they resemble animals, the folk who inhabit the cities, towns, and villages of the Wood are all humanoids. This section outlines the ten core races, five birdfolk and five humblefolk, who make up half of all races found in the Wood.

## The Birdfolk

The birdfolk races of Humblewood are as diverse and unique as the wood itself. Only the skillful survive the wood, and the birdfolk have become masters of both the forest floor and the canopies above, creating several settlements (known colloquially as “perches”) throughout the Wood.

Despite regional differences and cultural peculiarities among the different kinds of birdfolk in Neuvailléa, the birdfolk races nevertheless share much of their culture, language, history, and origin myths. This solidarity has allowed them to work together and prosper, creating a harmony in the Wood which has lasted for an age, or at least until the colonists arrived.

While a diverse group, adapted for a variety of environments within the Wood, birdfolk also share several physical traits which have allowed them to find common ground in the construction of their perches. Beyond the obvious physical similarities, all birdfolk possess arms covered in feathers, which extend into wing-like appendages.

While incapable of true powered flight, the strong hollow bones and lightweight bodies of birdfolk allow them to easily use their feathered arms to glide, and unless severely encumbered, all birdfolk can recover gracefully from what would otherwise be a deadly fall. In some birdfolk races these wings have grown strong enough to bear their owners upwards in a mighty flap, while others instead developed talons which make for both deadly defensive weapons and useful tools for scaling tall trees.

The birdfolk have established themselves as a political force to be reckoned with in the Wood. They shaped their mighty capital from the great tree Alderheart, and from this bastion of safety their ruling body, the Birdfolk Council. The birdfolk are well-defended from outside threats thanks to the Perch Guard, a force of soldiers trained in both aerial and ground combat, that keeps their cities and the denizens within safe.

While Alderheart had been a beacon of peace and harmony for many years, the coming of the colonists threw the region into chaos. The Perch Guard forces were spread thin across the canopy cities, barely able to secure the main roads for merchants while keeping their homes safe from the exploration parties which colonists sent out.

This eventually came to an end in the Year 54, when the Birdfolk Council decided to establish the Alderheart Commonwealth, a union of Birdfolk-majority cities across the isles. This would eventually be assimilated into Arcadia and Alderheart and the surrounding cities were made Fiefs by the Impare, giving the Birdfolk their own Royal House, House Leblanc.

### **Corvum**

Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in birdfolk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It’s hard to say whether the corvums are distrusted because they behave the way they do, or if they behave the way they do because they are distrusted.

It is widely believed that corvums only look out for themselves. Sometimes this presents as flexible morals, and at other times it simply means they follow a personal code instead of subscribing to general law. Either way, corvums are a crafty race and they tend to get what they want, one way or another.

Corvums are typically found in positions with a modicum of power, such as advisors or minor officials. The stigma they face usually prevents them from attaining too prominent a position in birdfolk society, but corvums are adept at working behind the scenes, spreading their influence subtly and to great effect.

Corvums are commonly accepted, sometimes begrudgingly, to be among the smartest of birdfolk. Keen observers, they trade in information the way others trade goods. They are hungry for knowledge and leverage it to further their goals whenever possible. Their undeniable skill in matters of logistics and planning make them valuable to councils and powerful individuals alike.

### **Gallus**

The gallus commonly dwell in small, familial communities as opposed to the grand perches of the Wood. Of the birdfolk, they are the most likely to be found living among the humblefolk. Gallus have a deep respect for nature and a love of gardening unmatched by other birdfolk. They value their social bonds above all else, and are always ready to help their neighbors and promote the common good. They are polite but have little patience for deceit and rudeness.

The gallus are a varied folk, resembling as many different varieties of wildfowl as there are trees in the Wood. Some are pheasant-like, others are grouse-like, while some resemble chickens or turkeys. There are dozens of variations of feathers, colors, and patterns even between gallus of the same subrace. The gallus are proud of their appearances but not to the point of vanity.

Maintaining good grooming is akin to keeping a knife sharp and shows a level of respect for oneself. Birdfolk are generally welcoming to other races, but the gallus are particularly well-known for their willingness to include virtually anyone in social or familial groups. In Gallus culture, it is customary to always offer your seat at a table to guests.

This is seen as the basis of a popular and hilarious children’s story about a meal growing too cold to eat as the gallus continually give up their seats to late arrivals at a party. Gallus are a social and communal folk. They tend to form close-knit communities wherever they roost, and their sense of pride for their community runs deep.

When tragedy leaves children in their village orphaned, it is customary for gallus families to take them in. Gallus value honest work, such as farming and smithing, and share labor equally between all community members. There is nothing a gallus would not give to their neighbors in a time of need.

While other birdfolk might look down on gallus for their common ways, the gallus have excellent interpersonal skills. They are insightful and empathetic, but not to the point of being socially exploitable. The gallus have an ear for the truth, and are often capable of rooting out lies and dishonesty.

### **Luma**

Lumas are a race of polar opposites when it comes to their role in perch society. They are as often shunned for their eccentricities as they are celebrated for them. Lumas are smaller than most birdfolk, and resemble either doves or pigeons.

Many have ruffs of feathers that shine with unique iridescent colors, something which can be seen as either alluring or unusual. Most fledgling lumas approach social situations with hesitation, until a time when society inevitably labels them an outcast or a notable figure, and the individual naturally adapts to the role.

To most, lumas seem perpetually disorganized and distracted, which has led to a belief that they are of low intelligence. In truth, lumas have a unique perception of the world.

They are able to interpret information in an uncommon way, allowing them to see possibilities others cannot. These inherent talents, sometimes dismissed as luck, can be improved upon with training and study. Pairing their natural gifts with magical education, powerful luma wizards and radical scholars have been at the forefront of magical innovation for some time in Humblewood.

While most lumas find their peculiar nature to be a hindrance in society, some make use of their gifts to climb the social ladder. These individuals inspire curiosity and have an air of authority about them. This divide in social standing among lumas can make for curious and strained relationships among families and friends. Other lumas find it difficult to exist in the larger society of birdfolk cities.

It is said that this is a main contributing factor for the close-knit, and exclusive luma districts in larger cities. Lumas tend to keep to themselves, preferring the company of those who understand them rather than those who pass judgement.

### **Raptor**

When the birdfolk think of hunters or rangers, they picture a raptor. Resembling small hawks, eagles, and other birds of prey, they have sharp talons and agile builds that help them effortlessly glide through the canopy. These birdfolk are swift and strong with an uncanny knack for tracking. They are rarely prey, and are quick to turn the tables when finding themselves hunted.

Given their heightened senses, often raptors appear to be distracted or deep in thought. In reality, they are processing the wealth of sensory information they receive from their particularly keen eyes and sensitive ears. While many folk are only ever aware of what goes on directly around them, raptors have an extremely wide field of awareness.

Raptors are adept at living off the land. They are skilled hunters, usually leading the harvesting of meat and skins for their perches. Raptors are especially well versed in stalking prey from great heights, lining up impossible shots that their prey could not predict.

While many of the birdfolk races are culturally communal, raptors don’t have a great sense of connectedness, nor do they tend to create their own perches. They are more likely to adopt a transient lifestyle, moving from perch to perch, or to simply live in the vast forests of the Wood itself. Though typically quiet, raptors are not averse to forming relationships with other birdfolk. Despite their reserved nature, raptors value personal bonds more highly than societal or even familial ties.

### **Strig**

Strigs are the most imposing of the birdfolk races. Resembling owls, their thick feathers, solid bodies, and broad wings have earned them a reputation as the most powerful of the birdfolk races. They value strength and endurance, traits they believe crucial for survival in the Wood. Although they are not necessarily prejudiced against those who are weaker, strigs are quick to call out when someone is not doing their best for the common good.

While many birdfolk rely on their prowess or intelligence for superiority, strigs use their immense strength and stamina to endure even the most punishing assault. They make mighty warriors, and whether defending their perch or braving the Wood itself, strigs never shy away from a fight. Strig culture is largely based on principles of strength and endurance above all, but not necessarily for the purposes of combat. Protecting and providing for others in hard times is considered just as impressive, if not more so, than winning a fight.

Strigs, more than any of the other birdfolk races, are most at home in the wild. Their mottled feather patterns, though not as bright or beautiful as others, allow them to easily hide in the forest. Due to this inherent advantage, along with their speed and power, strigs make excellent hunters and rangers.

Strigs prefer the relative simplicity of the forest to the machinations of society and politics. Despite these individualistic tendencies, they are capable of forming familial and community bonds that transcend a permanent or single physical home.

## The Humblefolk

Not all denizens of Neuvailléa are birdfolk. The term “humblefolk” is used throughout the Wood to refer to the non-birdfolk peoples who live a little closer to the forest floor. Unlike the birdfolk, whose shared language, histories, myths, and culture have allowed them to exist in harmony for most of Humblewood’s history, the humblefolk represent a disparate group of peoples, cultures, and ways of seeing the world, many of whom haven’t always seen eye to eye.

Ages ago, an accord was struck between the people of the forest floor to unite against roving bandits and quell the in-fighting that was wreaking havoc across the Wood. This accord was known as the “Humblefolk Treaty” and was witnessed by the birdfolk, who were just then beginning to shape the trunk of Alderheart.

The birdfolk offered the humblefolk safety within their great city, and many accepted their offer. Over time, more and more humblefolk migrated to newly-established birdfolk perches, though many found birdfolk architecture to be restrictive for creatures without wings. In the same way, some groups of birdfolk, feeling too crowded within the booming perches, began to spread out and seek shelter within small woodland villages. Even today, the birdfolk who choose to live on the forest floor find themselves stigmatized, as a life in the canopy is considered proper in birdfolk society.

After the establishment of the treaty, humblefolk began to live once again in small woodland villages beneath the trees, although now in more diverse communities alongside some ground-dwelling birdfolk. With the expansion of the Humblefolk Treaty to allow humblefolk to call upon Perch Guard garrisons in times of crisis, and the birdfolk militias keeping the roads safe for merchant caravans, the Wood truly entered a golden age. Life for many humblefolk was peaceful and prosperous...until the colonists came.

With the spreading explorations, humblefolk villagers petitioned the overextended Perch Guard for aid, only to see help arrive too late, if at all. To make matters worse, after many years the divisions between the humblefolk communities have intensified: those who found prosperity in the birdfolk cities have adopted a perch-dweller’s perspective, while those who live in the woodlands face a constant threat from forest fires and banditry.

Others had even left to join the newly reformed Bandit Coalition, seeing not only a path for survival, but a chance to get even with the perch-dwelling birdfolk for broken oaths and unequal treatment. Yet, the treaty held strong, vibrant humblefolk communities survived.

Eventually, like the Birdfolk, they were assimilated into Arcadia, and given rule over several Humblefolk cities as their Fief, and with that came the Humblefolk House of Osteria.

### **Cervans**

Cervans are a versatile deer-like folk who make their homes in small, intimate villages throughout Humblewood. More insular than other humblefolk, cervans often reside deep in the most ancient parts of Humblewood’s vast forest, in tree stands and groves far from birdfolk perches.

Cervans have a robust physique and are rarely sick. They are one of the longest-lived races among the humblefolk. Though their wariness has earned them a reputation as timid, cervans are cautious because they remain active and alert, and generally prefer practice to contemplation.

Cervans like to pursue skills independently in order to give themselves a sense of purpose. This striving is what propels some cervans to positions of great import throughout the Wood. A happy cervan is one who is hard at work.

One of the reasons cervans form such close-knit communities is a mistrust of outsiders. Before the Treaty, vulpin raiders and mapach thieves were serious threats. These times have long since passed, but cervans still possess a wariness that makes it hard for others to gain their trust. After the implementation of the Humblefolk Treaty, many cervans continued to live by the old ways. However, some cervan villages have since started to contain the odd family of jerbeen, or a few lone hedges.

Even under such circumstances, cervans have maintained positions of leadership and delegated responsibilities to make sure that villages are run in accordance with the old cervan teachings, ensuring that work necessary for survival in the most remote villages is accomplished, so that all its inhabitants may be kept healthy and happy.

The ability to balance their innate caution with practical considerations is one of the cervans’ greatest strengths. Cervans teach that the best means of survival in any situation is to remain calm and weigh one’s options. The best cervan leaders favor this approach.

Cervans have a unique ability to bounce back and survive a physical shock that might kill others. Occasionally, cervans who survive such traumas are granted mystical visions. Sometimes these are flashes of insight into the world around them, sometimes portents of doom, and other times visions of a far away future.

Known among cervans as “The Sight”, this phenomenon is elusive, and out of the control of mortals. Cervans who have seen visions in this way are known as “The Sighted”, and after this initial event, some will suddenly find themselves receptive to visions of the past, present, and future. A cervan whose Sight has been triggered is encouraged to hone it, so that they might take on the role of a seer within their village.

However, these efforts aren’t always met with success. The Sight will sometimes visit a cervan only once in their lifetime, with no amount of training granting a glimpse of such visions again. This is believed to be for the best, as cervans acknowledge that those who are truly Sighted carry knowledge that can be both a blessing and a curse.

While it’s not unusual for some cervans to have small antlers or buds visible on their heads, only rarely is a cervan born who can grow a full set of antlers. These cervans are a different subrace—pronghorns—and are thought to be specially blessed by their Amaranthine Cairith, a sacred spirit of life and growth believed to watch over all cervans. Unlike other subraces, pronghorn and grove cervans are the same people. The arrival of a pronghorn cervan is an event to celebrate, as it can occur only once in a generation.

### **Hedges**

The most diplomatic and good natured of all the humblefolk, hedges like to live quiet lives in villages throughout the Wood, or within the safety of birdfolk perches. They resemble hedgehogs, although the quills that cover their backs are far tougher, hard enough to repel blades and sharp enough to pierce the solid hides of monstrous creatures.

Despite their sturdiness, hedges are sensitive and emotional creatures, who display meekness more than bravado. Their meek demeanor and deference in social situations has earned them a reputation

as cowards in the eyes of outsiders. But rather than being born of cowardice, their behavior stems from a desire to respect the feelings and sensitivities of others, something considered to be of utmost importance in hedge society.

Hedges have an incredible capacity for empathy, and tend to view all creatures, from the smallest beetle to the largest beast, as being equally deserving of respect and dignity. They are known across the Wood for being excellent conflict mediators, and usually find themselves acting as diplomats or emissaries between towns trying to broker an agreement.

Hedges feel most at home when everyone gets along. They are one of the few races who truly understand that conflict is not an evil force but simply represents an imbalance which must be resolved. This is not to say that hedges have never known strife, only that their proactive approach to mediation, coupled with their deep respect for the dignity of all living creatures, results in fewer occasions for conflict.

Yet, when a serious conflict does arise, hedges who feel they have been truly and deeply wronged can close themselves off from the rest of their society, sometimes resulting in splits in a community. One of the reasons hedges display such deep empathy and compassion towards others is due to the intensity of the emotions they feel. The strength of these emotions applies as much to positive feelings as it does negative, meaning emotional wounds run deep with hedges.

Gifted with a unique connection to the Great Rhythm, hedges are tied into the natural world in a fashion similar to the connection possessed by some gallus. This has granted hedges special magical gifts, such as the ability to speak with the smallest ground-dwelling creatures in the Wood, and the power to cause flowers to bloom.

It is quite common for hedges to have a variety of animal friends who share their home. Hedges who dwell outside of the birdfolk cities prefer to live in individual burrows under the great roots of trees. Communities of hedges enjoy living surrounded by nature, near clearings within the forest or lone copses. Central meeting areas and communal gardens can be constructed in the spaces between burrows. Hedges love gardening, and tend to keep a few small gardens wherever they live.

Hedges need special consideration when wearing clothes, and favor loose tunics, baggy trousers, flowing robes, and other clothes which fit easily over their quills. When not actively flared out, these tough quills naturally flatten, becoming smooth to the touch. However, if suddenly frightened, their quills reflexively flare out and stiffen, an accident which can ruin a hedge’s clothing.

Adventuring clothes made specifically for hedges are available in nearly every major city in Humblewood, and tailors throughout the Wood are familiar with making alterations to suit a hedge’s needs.

### **Jerbeens**

Jerbeens are small mouse-like folk with long, furred tails that help them balance. In proportion to the rest of their body, a jerbeen’s legs are long and powerful. Jerbeens can be found in a variety of places across the Wood, usually forming their own communities within birdfolk perches and humblefolk villages. Seldom do they live alone.

A jerbeen’s home can contain several generations, including extended family and cousins living together under one roof. Jerbeens have a strong sense of family and like to surround themselves with good company wherever they rest.

Jerbeens are the smallest inhabitants of Humblewood, dwarfed by nearly every kind of creature they encounter. While they are quick and nimble, and possess an affable attitude, they are not very strong, brave, or powerful on their own. When they stand with a group, jerbeens are emboldened: the presence of others reassures them, granting them the courage to face even the largest threats head on. They excel in team strategies, helping one another solve problems that could not be surmounted alone.

The communal slant of jerbeens stems from more than just their love of good company: jerbeen are kind and considerate creatures, known for their joviality and charm. Being small and not particularly strong gives them a perspective that allows them to easily empathize with others, though not all jerbeens share this compassionate outlook.

Some respond to the dangers outside their community by becoming insular and fearing all non-jerbeens. Jerbeens value privacy, but true isolation from friends, families, or loved ones is considered to be the worst possible fate a jerbeen could suffer.

### **Mapachs**

Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them. Mapachs have incredibly light hands and a great degree of fine motor control that doesn’t diminish with age.

They are also adept at climbing and sneaking. This, combined with their love of trinkets, has earned them an undeserved reputation as thieves. While there are exceptions, most mapachs are quite good-natured, if a little eccentric.

Mapachs are adept at surviving tough woodland conditions, and at intuiting the right course of action when faced with a problem. They are also inveterate opportunists. Some may consider them brash, but mapachs know that opportunities rarely present themselves and are quick to act on them. Mapachs are alert and have a keen awareness of their surroundings. Only the truly foolhardy among them are taken in by obvious traps.

One of the traits mapachs are most well-known for is their ability to find a use for just about anything. This knack for creating functional or useful items out of debris, junk, or on-hand materials is known as “scroungecraft”, and is a cultural staple among mapachs. This activity is considered an art form among mapachs, on par with the high art of other peoples.

Scroungecrafting demonstrates creativity, ingenuity, and resourcefulness, but is misunderstood by outsiders who see it as primitive or crude. Genius ideas created by mapach hands frequently began as scroungecraft prototypes. Many who have built such interesting or unique creations achieve celebrity status among mapachs, going on to showcase their skills in loosely-organized scroungecraft fairs.

Mapachs are often loners, but when they do establish communities with humblefolk or birdfolk, they have a habit of fostering innovation wherever they go. Mapach ingenuity was responsible for the contraption upon which Alderheart’s pulley system was based. The pulley system was so successful that birdfolk perches beyond Alderheart have adopted the technology.

### **Vulpins**

Vulpins are fox-like in appearance, with light builds and sharp fangs. One of the least understood and most often vilified humblefolk in the Wood, vulpins have earned a bad reputation that isn’t entirely deserved. Much of this stems from the fact that vulpins are ambitious. Sometimes their drive to succeed can make it difficult for them to empathize with others.

Vulpins feel just as deeply as other folk of the Wood, but they possess a keen survival instinct which sometimes causes them to take courses of action that are selfish. Moreover, they are sharp and savvy, possessing an uncanny force of personality that allows them to easily sway the trust of others. In the right situations, vulpins can be true friends, and in the wrong ones, deadly enemies.

Vulpins are naturally intelligent, rivalled only by corvums. However, where corvums are studious, vulpins are more creative. They enjoy the arts and the pursuit of leisure. Some devote their lives to mastering an art form; learning sculpture, poetry, or refined swordplay. Even though vulpins come from every walk of life, they also have a reputation for being snobbish and looking down on others.

All vulpins have a natural connection to the magic of the Wood, though they channel it in specialized ways. The right look from a vulpin can bewitch or terrify, and vulpins who are truly skilled can command an entire room through sheer force of presence.

Before the Humblefolk Treaty was signed, vulpins controlled a large part of the Wood outside the influence of the birdfolk, and bands of vulpin raiders provided their own kin with a wealth of plundered goods at the expense of birdfolk and other humblefolk alike. Those days are long since gone,

but the memory of the sinister vulpin has yet to fade from the minds of the humblefolk, who endured great suffering at their hands.

A few vulpins have attempted to change public opinion, but the majority are unconcerned with their notoriety. Vulpins learn from a young age that they are of two natures: the sophisticated and the savage. While sophistication and elegance are generally preferred, it is considered common sense that vulpins should know when to keep their fangs hidden and when to bear them.

# **Caellearn**

In the beginning, there was only the sound of wings. Faint at first, the distant beats were easy to miss, but as time passed they grew stronger, faster, until they could be heard across the great unending dark. Then, with a single flap, creation burst forth: fire, ice, air, water, soil and sky, all came from the sound of feathers that resonated throughout the cosmos.

This is the Great Rhythm, and by the Great Rhythm are all things moved. The Rhythm tells the sun when to set, and the moon when to rise. The Rhythm tells the seeds when to flower, the trees when to shed their leaves, and the snows when to fall. The essence of everything there is comes from the Great Rhythm. One day, the Rhythm may cue the end of creation—but there will be no end to the Rhythm itself.

As every downbeat has an upbeat to follow it, so too will the cycles of nature eventually start again—for even though the Rhythm can be faint at times, it is everlasting and eternal. Every denizen of the world, from the large to the small, from predator to prey, knows of The Great Rhythm: the beating force that is the pulse of life itself.

To the birdfolk, the Rhythm began with the sound of beating wings, but other folk of the Wood tell that it began with the thundering of hooves, the padding of paws, or with a tiny heartbeat. Birdfolk believe that two great spirits emerged from the Rhythm. They were the first Amaranthine: Ardea, whose wings usher in the dawn, and Tyton, whose wings are the shadow of night. They are the avatars of life and death, and keepers of the Rhythm.

## The Amaranthine, Guardians of the Rhythm

Just as we need a heart to make our pulse pound, so too does the Rhythm require a drummer. The heart of the Rhythm lies within the Amaranthine. They are the immortals, who have been given new life by the Rhythm, and act as its guardians, maintaining the balance of nature.

The Amaranthine are the gods of the Wood. They are entrusted with maintaining the cosmic balance known as the Great Rhythm. Unlike gods in other settings, the Amaranthine rarely squabble with one another, for any strife between the Amaranthine is a threat to the balance of nature itself. The Amaranthine tend to keep to themselves, and rarely meddle in each other’s affairs.

Though each Amaranthine is a powerful being in their own right, holding a great degree of autonomy over their dominion, each understands that they are but a small part of a greater whole. Like the themes of a concert, the Amaranthine are the harmonies that create the Great Rhythm.

## Birdfolk VS. Humblefolk Amaranthine

The Amaranthine are venerated by all races of Neuvailléa , although birdfolk and humblefolk worship them differently. The five whose origins are described in the “Tales of the Amaranthine” (Altus, Clhuran, Gesme, Reya, and Hanera), are primarily worshiped by birdfolk, and they (along with Ardea and Tyton) form the most common pantheon worshiped across the Wood.

While humblefolk still recognize the birdfolk pantheon, most worship Amaranthine specific to their culture and heritage. Belief in these Amaranthine is not as widespread, but their power is just as real. The humblefolk Amaranthine are less cohesive, with each having varied tales, origin myths, rather than a single origin story. Many fables are told of the humblefolk Amaranthine, such as the time Kren tricked Gesme into dropping her flaming staff to flush game out of a bush, or when Henwin sheltered Gaspard from a great monster.

To humblefolk who live outside of birdfolk perches, Ardea and Tyton are known as Dawnmother and Nightfather. They are depicted in forms that closely resemble the features of the humblefolk who worship them. In the perches, humblefolk Amaranthine tend to be viewed as a folk religion alongside the primary birdfolk pantheon. Occasionally, perch-dwelling humblefolk will have small shrines in their homes, or in their shops dedicated to their Amaranthine.

While these Amaranthine go largely overlooked by most birdfolk, some who have taken the time to learn their legends pay homage to the featherless Amaranthine. This bothers a few humblefolk, but the priests of these Amaranthine understand that each one is but a reflection of the Great Rhythm, and welcome any birdfolk to learn from them.

## The Amaranthine

### **Ardea**

Ardea is depicted as a great stork with shining golden feathers, wreathed in flowers or other plant life. She is the Amaranthine of the sun who watches over the flora and fauna of the Wood and provides them with light and energy to grow.

Ardea’s light is present in all living things, from the tiniest sprouting seed to the mightiest beast. Her light also represents love and kindness, which every creature is believed to possess. All birdfolk are said to be Ardea’s children, and many think she appears as a stork to demonstrate her maternal love for them—although she is speculated to appear in a different form to each woodland race.

When she vacates the sky she rests in a plane of pure light and life. There, great celestial storks carry out her will, and act as her messengers in the mortal world. An old folk story relates that Ardea sends these storks to fly unnoticed into the Wood where they place her animating light into unhatched eggs. This is why birdfolk often refer to her as “Mother Stork”. She is worshiped by good aligned characters of every sort: Poets write of the love she has bestowed upon the world, priests ask her to watch over the newly born, and farmers pray to her for good harvests and light winters.

### **Tyton**

Tyton is depicted as an immense black barn owl. It is believed he ushers the night in by spreading his wings over the sky. Tyton also governs time, memory, and death. As the sun must set, so too must the light of life give way to the darkness of the grave. Rather than being seen as a frightful figure, Tyton is looked upon as kind; he greets the old, the frail, and those at the end of their lives as familiar friends, guiding their souls peacefully back into the Great Rhythm, where they will be reborn, in time.

When not occupying the sky, it is believed Tyton resides in the lands of death. Not an afterlife, rather this is a part of the Great Rhythm where everything is cold, dark, and eternally still. His abode lies beyond the parts of the Rhythm associated with life, a divide impossible for mortals to cross. Even other Amaranthine find travel to the lands of death difficult, except for Altus, who resides there with Tyton for most of the year, only leaving to bring winter storms across the land.

In addition to guiding the souls of the dead, Tyton is associated with the coming of old age, and the keeping of memory. When Tyton is invoked at funerals, it is to remember those who have passed, and to recall their lives and deeds. He watches the living, patiently observing all beneath him. Tyton can learn all there is to know of your life by watching your dreams.

Because Tyton watches the living from birth to death,he is known as “Father Owl”. Tyton frowns upon those who would seek to enslave the souls of the dead using necromantic magics, and those who would desecrate the tombs of the deceased, as these actions corrupt the natural cycle.

### **Altus**

Altus is depicted as a powerful horned owl with white feathers, who rides across the sky pouring thunderheads from his chalice. Altus is a pragmatic Amaranthine, believing that strength is cultivated through enduring hardships, overcoming challenges, and testing mortal limitations.

Stories of Altus’ tenacity and endurance abound, including the time he captured the moon as a gift to Ardea, and the time he made the mountains by lifting the earth. Themes of bravery and strength are common in his myths. Altus resides with Tyton in the lands of death. Legend says that every year Altus makes the long and arduous journey to bring winter storms and foul weather.

According to myth, this is as much to test the endurance of his people as it is to test himself by crossing the divide between life and death, which binds the Great Rhythm. Summers with especially bad weather are credited to Altus, who made the trip early to keep his people strong and vigilant.

Altus is the patron Amaranthine of the Strig, and is celebrated by them annually in a great winter festival. Games and activities during this festival challenge entrants with feats of strength and endurance. No official winner is declared, and all who participate are lauded for their courage and given a special place at the feasting table. Altus usually finds veneration among warriors or athletes, but also among common people who pray for strength to withstand personal hardships, bad harvests, and natural disasters.

### **Clhuran**

Fickle and unpredictable, Clhuran is the Amaranthine of fortune, magic, and fate. He is commonly represented in dual profile: on one side as a jester with bangles and bells, carrying a marotte, and on the other as an executioner, weilding an axe. Clhuran’s double profile illustrates his fickle nature, and the nature of fate. Clhuran’s tales are of his luck, mirth, and jest, though he is also known to be a capricious Amaranthine.

His normally pleasant demeanor can shift at a moment’s notice to melancholy or jealousy. Clhuran teaches that everyone is tied to the web of fate by invisible strands. Each thread extends out into the cosmos, darting and weaving as it moves to the Rhythm. Clhuran’s wisdom is to allow yourself to be moved by the threads of fate, to feel the pull of possibility around you, and to act in accordance with their whims. Even misfortune may lead one to an important place, or so Clhuran says.

Good times and bad times are all part of the tapestry of fate, and there is a strength that can be drawn from accepting one’s destiny. According to his teachings, good luck is nothing more than being open to change, and following the will of the universe. Lumas are seen to be Clhuran’s chosen, because of their connection to the threads of fate, which manifests as a natural magical talent.

Arcane spellcasters, seers, and fortune tellers pray to Clhuran for insight into the will of the universe.  Bards, artists, and writers also pay homage to Clhuran, because of his wild moods and connection to emotion. They hope to follow their fate to events of great import, which may be immortalized by their art.

### **Gesme**

An enigmatic figure, Gesme is the Amaranthine who governs knowledge, insight, and inspiration. She represents fire, the spark which both inspires and destroys. She acknowledges that delving into the unknown requires the courage to be burned. Gesme is depicted as a raven, whose body is alight with the flames of knowledge.

In her talons she carries a staff of burning oak which lights the way for scholars. Gesme is best known for stealing fire from Ardea’s sun and bringing it to the Wood, burning her feathers black in the process. Her stolen flame brought fire and the light of reason to the world. While this act earned her a place among the Amaranthine, many feel it was a folly to give fire to mortals.

She is the patron spirit of the corvums. Legend has it that all corvums have at least one black feather, symbolic of Gesme’s seared plumage. Gesme teaches that chaos and innovation are part of a great cycle. Each discovery spawns a new mystery, which leads to further discovery in a never-ending loop, in which the old becomes fodder for the new.

She is a symbol of all that birdfolk can achieve if they dare to push boundaries and harness their creativity. First among her followers are those who study the arcane arts or experiment with magical forces, such as scholars and mages. She is also revered by artisans, and craftspeople of every kind. Blacksmiths in particular understand the danger and power of working directly with flames and pay her special reverence. Her followers pray to her for the spark of creativity that will ignite the fires of creation.

### **Hanera**

Hanera is the birdfolk Amaranthine closest to nature. She holds dominion over all things that grow within the earth. While Ardea is the animating force of life, Hanera is the guiding heart that gives life purpose and meaning. She encourages birdfolk to see the world not only from the treetops, but from the loam and all the tiny living things beneath.

Everything, Hanera teaches, is connected as part of a vast continuum of life stretching back to the earliest ancestors. Hanera is depicted as a pheasant with feathers that fade to green as they morph into plants and flowers. She is the patron Amaranthine of the gallus, and is invoked when growing anything from the soil.

As a spirit of both earth and hearth, Hanera governs the bonds that connect people to one another and to nature. She is celebrated at feasts, and during ceremonies involving the sharing of food. Her generosity and kindness are renowned, as is her intolerance for evil. It is Hanera’s will that evil be challenged wherever it is found. Not with violence, but with acts of compassion.

Those who harbor darkness in their hearts require the warmth of friends, family, and shelter to heal, and so Hanera teaches birdfolk never to give up on each other. Even the most wicked among us can be healed with love. Hanera is worshiped by farmers and druids, but many clerics tend shrines in her honor, mostly in modest woodland villages. Her holy symbol is often hung above the doorway, inside a home, to bless the dwelling and all those within.

### **Reya**

Reya, the Amaranthine of wind, is depicted as a great hawk wrapped in a cloak of swirling clouds, wielding a great longbow in her talons. She is the patron of the raptors, and is believed to have endowed them with their superior senses. The wind is free, streaming unimpeded across land and sea.

Reya embodies this freedom. Her spirit glides through trees, over mountains, and out to the four corners of the world. She is the Amaranthine of exploration; her holy symbol forms a compass. Free-spirited folk who feel an insatiable urge to wander and roam the lands have been touched by her winds. Reya is a skilled hunter, credited with the invention of the bow, a gift she passed down to the birdfolk. She is also honored for her skills in navigating wild country and surviving off the land.

Travelers undertaking long journeys pray to be blessed by a portion of her talents, to assist them in the perilous wilderness. Reya watches over those who embark on daring expeditions, protecting travelers and presenting them with challenges to make their journey all the more memorable. Reya is worshiped by hunters, travelers, sailors, and explorers. She is revered by wandering bards, who carry their journeys home in the form of songs and tales.

### **Cairith**

An Amaranthine of vigor and strength, Cairith is the patron spirit of the cervans. The energy that Cairith oversees is the cause of slow, steady growth and longevity. In living beings, this force manifests as the ability to run, jump, grow, and become strong. Ancient forests, where plants cover the trees and giant beasts are endowed with the intelligence to speak, are seen as signs of Cairith’s blessing. Cairith teaches that adversity brings strength, but his teachings differ from those of Altus.

Altus encourages his followers to seek out challenges, where Cairith sees life itself as a perpetual struggle. The true test of survival is always against oneself and one’s own limits. By persevering in spite of these limits, Cairith counsels his adherents to triumph over the forces of death. This struggle must one day end, of course, and so the followers of Cairith seek to honor the daily triumphs of life as they happen. An existence is considered well-spent if it was lived unflinchingly, even in the face of sorrows and hardships.

Cairith adamantly opposes necromancy as those made undead truly cannot appreciate life’s struggles. Cairith is described as a mighty stag with antlers covered in moss and flowering vines. He is massively tall, and wherever he walks plants sprout from the earth. Where others see a tangle of vegetation, Cairith sees the plan of nature unfolding. All Cervans profess a kinship to Cairith. But rather than claiming him as a direct ancestor, he is seen as a guardian spirit. Some say he was the first to be born from the land when the Dawn-mother gave the world life.

Cairith guided the first cervans, and blessed them with many gifts so that they might survive in the primitive wood. One of these gifts, the power of The Sight, is attributed to Cairith. Certain cervans are gifted with The Sight, and this allows them to glimpse events that have occurred in the past, present, and future.

Cairith finds reverence among rangers, druids, healers, and community leaders. Paladins invoke his dogma to give heart to those they defend. Cervan diviners gifted with the Sight call upon Cairith in their rituals. Cairith also has many followers among common people, especially humblefolk who have suffered hardships.

### **Gaspard**

An Amaranthine of heroism and valor, Gaspard is “The Champion”. In life, Gaspard was a great jerbeen leader. Upon his death, the Great Rhythm took him, and his spirit ascended as an Amaranthine. It is believed he was chosen to serve as an example of greatness, one to inspire others for generations to come. Tales of his mortal adventures have earned him renown.

He traveled the whole of the Wood, with his closest companions, slaying monsters, unseating tyrants, and bringing peace and prosperity wherever he roamed. Gaspard’s followers believe the actions of an individual ripple outwards, affecting those around us, which in turn can embolden anyone to achieve greatness. The example of Gaspard teaches jerbeen to affect others with acts of courage, heroism, and kindness.

At times, Gaspard has been at odds with other Amaranthine. Before he ascended, there is a tale of him meeting Kren, where he was forced to show no sign of fear, lest she eat him and his companions. Thankfully, his composure kept his group strong, and in turn their bravery kept him strong. They escaped with their lives. Gaspard’s example has led many to heed the paladin’s call.

Gaspard is worshiped by warriors who seek to match his exploits, as well as bards who seek to inspire others through the telling of heroic tales. Humblefolk hold summer festivals in his honor. These holidays include storytelling, puppet shows, and magnificent jousts where armored jerbeens mounted on tamed wolves put on a spectacle of courage and daring before the crowds.

### **Hath**

Known as “The Uncaring”, “The All-Knowing Stars”, and “The Whisperer”, Hath is an Amaranthine that humblefolk and birdfolk alike struggle to understand. In spite of this conflict, Hath is revered by the mapach. According to them, Hath was a constellation of stars who listened carefully to the Nightfather. In ancient times, the Nightfather spoke and spread his vast wisdom across the primordial darkness.

He spoke of night, of time, and of the worlds beyond life. The constellation listened and grew wise, too wise to remain as stars. Thus, it became a part of the Great Rhythm as the Amaranthine of fear, doubt, and secrets. This is why, the tellers say, the Nightfather no longer speaks. Ever since, Hath has whispered its unsettling secrets to the creatures below, speaking quietly so the other stars cannot hear.

Mapachs were not the first to hear its voice, but they claim to be the first to truly make use of its secrets. While priests of Hath do not necessarily “hear” the words of the stars, mapachs believe that Hath speaks in subtle ways. Those frightened while traveling at night or caught in dangerous situations are bestowed with cautious and crafty thoughts by Hath.

If heeded, one may survive. If ignored, one may die. Either way, Hath, The Uncaring, is apathetic. The stars teach the importance of trusting in oneself and keeping your wits about you, even in dire situations. When a mapach gets a shiver of premonition, something they could never have known, it is said to be the whispers of Hath they have heard.

Hath has few followers, and most are mapachs. Rangers and travelers passing through dangerous parts of the Wood at night often pay homage to the All-Knowing Stars. While some pray to this Amaranthine for guidance, others hope not to hear Hath’s voice, as the stars only whisper to those in peril. Warlocks make pacts with this Amaranthine for knowledge of the worlds beyond life.

Most consider this practice to be rather reckless—The Uncaring is known to exact a terrible price for such secrets. Some lose their mind delving into the vast reservoir of knowledge that Hath is all too eager to supply.

### **Henwin**

Henwin, the patron spirit of hedges, is venerated by humblefolk of all kinds. They are the Amaranthine of balance, and teach that all things in the forest must be respected, as all are connected in a great web of kindness. It is thanks to the sun that the plants grow, and because the plants grow, all living things have food.

Decayed food turns into soil, which nourishes more life. The teachings of Henwin ask followers to take into consideration the many kindnesses which brought each of them into being and nourished them throughout their lives. It is only fitting, then, that Henwin is said to be a hedgehog who spends their life in the forest. Storytellers say that they reside in an ancient part of the world, hidden from the eyes of most mortals, where they inhabit a tangle of roots from every forest that has ever grown.

Here they tend to a garden of moss, fungi, and insects, helping to keep the living roots healthy. Henwin ensures that even the husks of withered plants can provide for the vegetation and creatures who rely on dead things for sustenance. Unlike other Amaranthine, Henwin is not described as male or female. Being a spirit of balance, they are considered to possess traits of all genders. They are often depicted carrying a yellow rose, which is their symbol.

When a yellow rose blooms, it is said to be Henwin, blessing a forest with the beauty of their quiet grace. These roses are often given as tokens of friendship. Henwin teaches understanding, and respect for the web of kindness that connects all life. If death is dealt indiscriminately, the web may become damaged. Although it is resilient, the web is still as fragile as one made from spider’s silk.

It is the duty of all who follow Henwin to strengthen the web and to help maintain the balance which supports all living things. Henwin is followed by druids, who take the message of nature’s web of kindness to heart. Henwin’s druids can be found protecting groves and leading communities, keeping both safe from those with harmful intentions.

Priests of Henwin often invoke the Amaranthine Henwin’s name to protect the fauna, flora, and folk under their care. Gardeners honor Henwin by keeping plots filled with a diverse array of complementary plant and insect life.

### **Kren**

The Amaranthine of predation and guile, Kren is portrayed as a great fox-like beast, whose form is usually obscured by shadows. The only known parts of her form are her fangs and her eyes, glinting as they catch the light. Kren appears in many tales, as often a villain as a hero, and even then it is rare that her motives are laudable. Yet, one can learn from Kren, for her stories often demonstrate how hubris can be exploited, how heroes can be laid low, and how there is no weapon so deadly as flattery.

The patron spirit of the vulpin, Kren teaches them to walk the line between savagery and sophistication, and how and when each should be used. For many other humblefolk she demonstrates the value of cunning, showing that no creature is so wise or mighty that they cannot be taken advantage of. Stories of her origin are often vague and contradictory.

A popular vulpin myth tells that Kren came from a time before life existed in the Wood. That she was an ancient force, ready to feast on a world full of new and fresh meat, who simply awoke when the Dawnmother and Nightfather set creation in motion. Others believe she was the first vulpin, who ascended from an ordinary fox.

As the story goes, Kren tricked the Dawnmother into allowing her to watch over the Amaranthine’s two divine feathers. Kren ate a single feather and became the Amaranthine of guile. This is why the Dawnmother only carries one feather in her beak. Kren isn’t worshiped in the same way as other Amaranthine. Rather, Kren is invoked in stories to teach the dangers of vainglory.

Many outlaws keep shrines to her patronage. These individuals include thieves, smugglers, and purveyors of black market goods. Priests of Kren use her stories to teach others how to be crafty and cunning, but also to be cautious of the wiles of others. There are those, however, who invoke Kren for dark rites and rituals to gain power for themselves. Kren is always ready to make bargains with such supplicants, but all who do are fated to be devoured by her when their lives finally come to an end.

## Tales of the Amaranthine

### **The Tale of Ardea and Tyton**

With the birth of Ardea and Tyton, the world was set into motion. Where once there was nothing but barrens, the land came alive with the coming of the Amaranthine, and the world began its endless cycle of life and death. Their arrival split the formless sky into day and night. They created the sun and the moon, and the succession of light and dark which emerged from their movement across the heavens told all life when to act and when to rest.

Ardea and Tyton were born from opposite parts of the Great Rhythm. Each knows of the other’s existence, but they keep to their separate spheres, meeting only in the early hours of dawn and the late hours of dusk to exchange dominion over the sky. In seasons of warmth, Ardea has a greater reign over the sky, while in seasons of bitter cold, Tyton’s power increases.

The two Amaranthine created much of the life in The Wood. Ardea suffused the days with sun-loving flowers, plants, and animals, while Tyton baptized the night with insects and animals that embrace the dark. They birthed sentient races, and from them originate all birdfolk, the first of their children, followed shortly after by the humblefolk, and finally, the commonfolk (i.e. Humans, Elves)

Originally, all birdfolk were the same. It was difficult to distinguish them from the birds of the forest, as they even possessed the ability to fly. One day, the entire flock of birdfolk decided on a grand contest of gift-giving, to prove which of them was the most worthy to lead. Ardea agreed to act as

judge; whoever could present her with the greatest gift would become leaders among her children.

For an entire season, birdfolk searched and scrounged, gathered and hunted, returning with trinkets, baubles, gifts great and small. Though Ardea commended all her children for their gifts, only five were truly deserving of her boon.

Gesme, Reya, Hanera, Altus, and Clhuran: these five became leaders of the birdfolk. They inspired tales of devotion, and gave the birdfolk races their distinct forms and skills. These great ones went on to become part of the Great Rhythm as keepers of nature’s balance and protectors of birdfolk across the Wood, eventually ascending and joining the Amaranthine.

The followers of each of the five were granted new forms and great gifts, to match their leader’s exploits. Yet, to accept these gifts, something needed to be lost. This is why the birdfolk of today can only glide: their gift of flight was taken as the price for becoming something new.

### **The Tale of Gesme, the Brilliant**

The first to present Ardea with a worthy gift was Gesme, a clever birdfolk who saw potential in the world that her kin could scarcely imagine. She had observed the great orb of fire that Ardea had placed high in the sky, and how Ardea had positioned it a great distance from the land and its creatures, so it would warm them gently without burning them.

But Gesme also saw that the sun vanished with the coming of night, when the creatures of the dark began to prowl, and thought: “How remarkable would it be to have some of that fire in the world?” Other birdfolk laughed at Gesme as she spent days plotting, and reading the sky. She examined every tree, from the great ash to the supple willow.

Each day she carried a new branch in her beak, dropping many in frustration. The birdfolk were puzzled, but dismissed her actions. Then, one day at dawn, when the sun was at its lowest point in the sky, Gesme appeared with an oak branch in her beak.

Without a word, she took off straight into the horizon. She flew for what seemed like ages, but the oak branch was light and did not trouble her. As she neared the sun her feathers, talons, and beak began to blacken in the heat. Still, she persisted. The oak was hardy and spry, and did not wither. Finally, she stuck the tip of the branch into the sun, igniting it.

Hastily she flew back toward the ground, with the branch burning bright in her talons. The oak was patient, and did not burn up, keeping the flame steady as Gesme returned from the sky. “See what I have brought here!” she bragged, as the astounded birdfolk looked upon her scorched feathers. “This will keep us warm on the cold days of winter, and safe through the long nights!”

Ardea was at first concerned at the presence of fire in the world, for she knew the forests could burn, and that misuse of the fire would bring harm to the Wood. But, when she saw the birdfolk gather around the fires, and felt the gentle warmth a small flame could provide to her children, she was overcome with happiness.

“This,” she declared, “is worthy of a boon.” And thus Gesme changed. Set ablaze with the flames of knowledge and creativity, she became an Amaranthine. The forms of her followers changed too, and they became the first corvums. They were gifted with a bit of her cleverness and foresight, but Ardea gave them all black talons, feathers, and beaks as a reminder of the price Gesme paid to bring fire into the world.

### **The Tale of Reya, the Explorer**

The second to present a worthy gift was Reya, whose hunting skills were second to none. Though she was small, she was nimble, swift, and wise in the ways of the forest. Reya was capable and reliable, but birdfolk deemed her too independent to be a leader. She would travel the length and breadth of the land on her hunts, sometimes not returning for weeks at a time.

During one of her journeys Reya encountered a stranger. The traveler’s true form was hidden under a cloak, but they could fly and clearly felt as comfortable in the trees as any birdfolk. They had heard of Reya’s skill in racing, hunting, and navigating the forest, and proposed three challenges, to which Reya agreed.

For the first event, the pair moved to a patch of open sky overlooking rugged plains. There was a rocky outcropping in the distance; whoever flew there first would be the winner. The race began, and Reya immediately fell behind, the cloaked figure moving faster than Reya had ever seen.

Reya summoned all her strength to keep up, beating her wings like never before. Yet the traveler kept inching forward, and she was unable to close the gap in time. Reya steeled herself for the next challenge. They flew to the meadows, where small creatures grazed, and it was decided that the first to catch five hares would be the winner. Reya moved with purpose, confident no one could best her skills with a bow, a tool of her own creation. Each of her shots found its mark, until she had but a single hare left to catch.

But when Reya looked over at the traveler, she was shocked to see them waiting impatiently with a full complement. For the third and final event, the pair flew to the center of the Wood. The first to emerge into the open fields beyond would be the victor. These were forests Reya knew well, and she was certain she would win. As soon as they had started though, Reya saw the traveler alight, darting through the trees as if weightless.

Reya kept pace, using every trick she could to give herself an advantage. Still the traveler pulled ahead, if only by inches, and emerged victorious. Reya landed on a nearby branch and cursed her lack of skill. After a moment of pause however, she regained her composure, and thanked her competitor. Yet the traveler laughed, a sound so familiar, Reya wondered why she hadn’t noticed before.

“You have nothing to be ashamed of, birdfolk. I see your skills are real. You are the first to so nearly best me in every event, and this is no easy feat.” The traveler removed their cloak, and Reya could not believe her eyes. She had been challenged by the wind itself.

It swirled, spinning a cloak out of the very clouds, which it placed around Reya. “Consider this a gift, for providing me with such sport.” Reya thanked the wind, and with that, it departed, caressing Reya’s feathers in a familiar breeze. When the time came to present a gift, Reya offered Ardea her cloak of clouds, along with the story of her adventure. As Reya told her tale, Ardea could see the eyes of the other birdfolk light up with excitement.

When Reya had finished, Ardea returned Reya’s cloak to her, saying the story of her adventure was the rarer gift. Reya was changed, and became the Amaranthine of wind, archery, and exploration. Those she inspired became the first raptors. They began to take on a nomadic lifestyle, finding their fortune day by day as Reya once did and told tales of their own adventures by the light of the campfire.

### **The Tale of Hanera, the Provider**

The third to present a precious gift was Hanera, a gentle birdfolk and the first to shift her focus away from the sky. Rather than live in the trees with other birdfolk, Hanera made a home for herself below the canopy. She cared for the soil and the earth, and in return the earth gifted her with wisdom. From the earth, Hanera learned to speak with plants—knowledge she used to better care for them.

She soon earned fame among the birdfolk, as one who grew the largest and best-tasting crops. “These crops,” Hanera thought, “are the finest gift I could offer to our Mother.” And so she set about planting a large garden, its bounty reserved for Ardea. One day, while tending to her garden, Hanera saw a family of haggard travelers making their way out of the woods. When they saw Hanera, the mother begged her for aid.

“Please, kind sister, we are in great need. We were traveling through the forest when a creature attacked me and wounded my wing. We escaped, but I cannot fly. Please, help us, we are terribly hungry.” Hanera knew that she couldn’t feed herself and this family while storing crops for Ardea.

Even still, she could not turn them away in their desperate state. She offered to share her home and her food for as long as the travelers needed, making sure their needs were met before saving any food for Ardea. The travelers stayed with Hanera for many nights while the mother healed. Each day, Hanera would prepare the family meals, telling the plants of their plight.

The plants understood, and were honored to nourish the weary and wounded birdfolk. In return, Hanera ensured their seeds were saved and planted again, so their lives would continue indefinitely. At night, Hanera applied medicine to the mother’s wound made from the leaves of kindly herbs.

By the end of the season the mother had healed, the family was in good health, and they gratefully flew away. When the day finally came for birdfolk to present their gifts, all Hanera could offer Ardea was a few fruits and vegetables. She wove them together along with flowers she had grown, attempting to make her offering look more cheerful.

“I’m sorry, Mother Stork,” Hanera said. “I had meant to present you with a great harvest, but this is all I could provide.” Ardea took the wreath, and spoke gladly: “You have given me more than enough, for you see my child, I received your compassion for an entire season.”

As Ardea spoke, celestial messengers appeared by her side, and together they transformed into the birdfolk family Hanera had so tenderly cared for. For her charity, Hanera received the Amaranthine’s boon: her feathers turned green and grew into vines and shoots, adorned with the most beautiful flowers. Other birdfolk stared in awe, and those who followed Hanera became the first gallus, blessed with her inspiring kindness, as well as her closeness with the earth and all growing things.

### **The Tale of Altus, the Enduring**

The fourth to present a commendable gift was Altus, whose hunting skills were second only to Reya’s, though Altus journeyed the Wood to test his limits rather than explore as Reya did. Altus felt pure joy when overcoming obstacles. He loved the cold seasons and challenged himself by hunting at night.

His nocturnal existence granted Altus a perspective other birdfolk lacked. “What if I gifted Ardea something she has never seen before?” he thought. “Yes! I shall hunt the moon, and present it to her, so that she may see its lovely glow.” This would be unthinkable to any other birdfolk, but Altus was resolute, confident his gift would please Ardea.

However, he was neither as skilled or nimble as Reya, nor as clever or cunning as Gesme. His arrows would not scratch the moon, and despite his great strength, he could not move it. But Altus was stubborn, for many nights he tried and failed to bring down his quarry. The more he tried, the more frustrated he became. Altus even thought he could hear the moon’s laughter reflected in the babbling brooks and rippling ponds, mocking his futile efforts.

Still, Altus remained determined. Tyton, intrigued, observed Altus as he struggled. “Why do you persist in this task, my child?” the Amaranthine of night asked. “You must know you will not succeed.” Altus replied, “If I did not try, then I would never know for certain if I could. But you may be right. For all my strength, I can never best the moon, and only a fool refuses to acknowledge when he has been bested.”

Altus paused, letting out a sigh. “Pity, it would have made a lovely gift for Ardea.” Tyton was touched, not just by the sentiment but by the incredible will of this birdfolk. “Your resolve does you credit,” Tyton said. “To capture the moon, you will require this.” He said producing a lidded chalice, intricately carved from the wood of an alder tree. Tyton gave it to Altus, then the Amaranthine of night disappeared.

Altus was puzzled, until the moon appeared from behind a cloud. He heard its laughter in the pond behind him. When he turned, he saw it: the moon’s reflection set perfectly in the still, clear waters. Without delay, Altus filled the chalice with water. With the moon clearly reflected within the chalice, he quickly shut the lid. The moon was caught.

As dawn began to break over the horizon, Tyton appeared once again before Altus, “Let my sister gaze upon my creation, but return it by day’s end. The night has need of it,” old Father Owl said, before departing for the lands beyond life. And so it was that Altus presented Ardea with the moon. He became the first Strig, and his people were gifted with his great strength and indomitable will.

He kept his oath to Tyton, returning the moon that very evening. For this, Tyton gifted all Strigs with the ability to see clearly under its light. Tyton welcomed Altus as a guest in his home, deep within the lands of death. Altus found the cold there bracing, and decided to share it with the people of Everden. This is why the weather is so inclement in winter; Altus returns each year, carrying storms of sleet and snow in his chalice, to test the birdfolk’s endurance.

### **The Tale of Clhuran, the Fickle**

The last to present a worthy gift was Clhuran, who seemed an odd choice for a leader. Clhuran had no desire to lead. He was whimsical and impulsive. He had wild moods, and was never able to focus on one task for too long. He also had incredible luck. Most saw him as little more than a bumbler, someone who floated their way through life. In truth, Clhuran was full of mirth and cunning. “Where I am,” he often remarked, “is simply where I am meant to be. I follow the flow of the universe.”

For all his mirth, Clhuran was notoriously fickle; he was a trickster, who delighted in humbling birdfolk who boasted about their cleverness. This earned him many admirers, and just as many enemies. Clhuran never intended to compete in the gift-giving contest.

“What should I care what others think of me,” he harrumphed, “So long as I am happy?” Some birdfolk, bitter at having been fooled by him, claimed Clhuran could never hope to win such a contest. Clhuran tried to pay them no heed, in his heart he felt the barbs hit their mark. “Who am I kidding,” Clhuran sighed. “I am not strong, nor smart, nor skilled, nor leaderly...I couldn’t possibly produce a gift worthy of Ardea.” With this last thought he sank into a bitter melancholy.

It was only when a young boy approached him that he regained his confidence. “Please Clhuran, won’t you show us what you can do?” the small birdfolk said. “Many of us love your tricks, and your jokes. You bring joy to all birdfolk! Surely if you try you can do it!” Clhuran saw the sincerity in the boy’s eyes, and suddenly he knew what to do. “Fine, fine,” he exclaimed in mock annoyance. “I suppose I shall entertain you.”

With newfound confidence, he approached Ardea. All of the birdfolk were gathered, and when Clhuran looked upon the crowd he saw both enemies and friends. Thoughts of those friendships allowed Clhuran to reach deep within himself, and from the depths of his soul he felt a beat, like the Great Rhythm itself. Channeling this energy, Clhuran opened his beak and brought forth a most beautiful gift: a song.

It was a song so perfect, so harmonious, that no birdfolk could deny its charm. Ardea beamed.“My child, you have within you a rare gift. May all of your kin be blessed by it.” With those words, Clhuran became the first luma, the Amaranthine of all fortune, good or ill. His peculiar connection to fate is shared by all his kin.

Ever since Clhuran’s performance all birds sing, hoping that they might imitate the perfect song he sang to Ardea. While some sing pleasantly, Clhuran made it so those who mocked him can only trill, shriek, or caw artlessly. This is why it is always important to show respect for others, no matter how odd they may seem.