The Beast-Tribe Union

## The Union

The Union's War Banner

The Beast-Tribe Union is a coalition of the various tribes of Beastkin, formed roughly 100 years after the conclusion of the Great Monster Wars. The various tribes of the Union form a distinct society encompassing many different local tribal customs and rituals, but all bound by an overarching desire to see the world restored to it's primal, unmolested state. While some may consider the Union to be a primitive, backwards society, The Beastkin possess an innate understanding of the flow of nature and it's various forms, allowing them to utilize both the primal energy of the planet, and to an extent, control it's flora and fauna.

The Union is widely known for it's far-reaching trade networks, which spans large portions of Malm. Due largely to their frequent interactions with other races, Union society has been influenced by a wide variety of other cultures, in both thinking and appearance. Union settlements separated by but a few hundred miles can be wildly different from one another in both custom and architecture. While the Union's general goals of undoing the years of damage done to the planet drive much of their society's political policies, they are not adverse to trading with Humans or Elves, creating a curious paradox.

Technologically speaking, the Union, to the average human for instance, would seem like a far cry from the industrial powerhouse of the Empire, or the glistening Aetherspires of the Dynasty. However, to underestimate them would prove unwise. What the Union might lack in raw technological progression, it makes up for in it's extensive harnessing of the natural forces of Malm. The Shamans and warriors of the Union possess a wide variety of elemental and spiritual abilities, which are fearsome to behold. Proper training can allow a Beastkin to harness the flow of mana to summon or control the creatures of Malm, from the smallest Rabbit, to the deadliest elemental Titans. Mana can be harnessed to gain control over the forces of nature as well, causing devastating quakes, unleashing firestorms, howling winds, torrential floods, or any number of other damaging abilities. There are tales of the greatest of the Shamans even harnessing the power of the Sun itself, but such accounts are generally regarded as ancient myths. This is not considered magic, but referred to as a "Primal Force" and mastery of the primal forces is considered a unique ability of the Union's Beastkin. It is a hallmark of their society, and probably what they are best known for.

The belief system of the Union varies from tribe to tribe, but most follow a core set of spiritual doctrines. The heart of the Unions spiritual hierarchy revolves around the World Tree. This towering oak reaches several kilometers into the skies, and spans far more in every direction from it's massive trunk. It is said that the World Tree is the spiritual heart of Malm, and that the flow of the mana of the world originates from it's roots. The Beastkin believe that the tree's condition reflects that of the entire planet. When Malm is threatened, thus does the Tree wither. Following the Great Monster War, it is written that a great branch of the World Tree fell, sparking panic and premonitions of the end of times among the various Shamans of the disparate beast tribes. Following this event, a great council of the Elders and Shaman of the tribes was called, and it was here that the one who would become the first Mag'ii of the Union, spoke on the coming together of the tribes, to reverse the damage done to Malm, and restore the World Tree. Much deliberation carried on in the weeks that followed, but in the end the Elders, Chieftains, and Shamans of the tribes agreed to the alliance, and thus the Union was formed. The Beastkin are generally known to accept that the gods of the Pantheon exist, but choose to worship and nurture the primal forces of Malm over the whims of unseen deities. The Shamans of the tribes are said to communicate with the spirit of the World Tree, and by extension the spirit of Malm itself, interpreting the will of the planet, and the various spiritual and elemental forces that inhabit it. It is generally accepted that the more powerful a Shaman is, the more connected they are with the spirit of the tree, thus granting them more influence over the forces of nature.

The architecture of the Union is widely varied from simple wooden huts, to mighty stepped pyramids, to sprawling desert villages. The appearance of the local buildings is largely dependent on geographical location. Those settlements bordering the great desert regions may take on a more Arabic design, while those closest to the tree resemble the mighty cities of the ancient Aztecs or Mayans. The construction methods of no two tribes are uniformly identical, leading to a wide disparity in the complexity of the structures. Many of the tribes live much as their ancestors did, in simple wood and stone huts, built sturdily to house the many generations of their families. This presents a vexing challenge to would-be foes, as one is never quite sure how advanced a localized tribe of Beastkin may be. Many settlements employ the use of powerful creatures or spirits to protect them, proving a deadly foe to unwary aggressors. What appears to be a simple trading village may house a vengeful Sand Golem ready to crush the life from those would would cause the citizens harm.

Inter-faction politics are typically a simple affair settled with a challenge of strength or skill if a diplomatic route is not taken. The nature of such such challenges varies wildly from tribe to tribe, but are never to the death. To take the life of the opposing party in a formal challenge is considered a grave crime, typically resulting the forfeiture of the transgressor's own. Challenges have been known to be a simple game of skill, a display of prowess or power, or an outright battle between the two parties. The results of a challenge are considered a sacred affair, and is thus respected by the members of the Union. It is said that the first Mag'ii of the Union, when contested for the right to lead the newly formed Union, challenged the opposing party to a simple game of stone skipping. The opposition scoffed at this, claiming it was children's game, and thus far beneath them. The Mag'ii wordlessly walked to a mighty boulder, as least a head taller than the opposer, and utilizing their mastery of the earth and water, threw the stone nearly a kilometer across a lake. The opposing party bowed immediately, and did not contest the Mag'ii again. It is unsure if such a story bears any truth, but is a fine example of the curious nature of Beastkin politics.

## Beliefs, Views and National Mission Statement

The Union's belief in their manifest destiny as guardians of nature and the Mother Tree, known as "the greater purpose" or "the greater good," shapes their entire worldview and mission. The Mag'ii, the spiritual leaders of the Union, have foreseen this destiny through their interpretation of the stars. The Beastkin members are bound by this purpose, considering it their law and life's work. Every action they take is in service of fulfilling this ultimate goal.

The Union sees themselves as essential to the preservation and sustenance of life on the planet. They believe in a perpetual cycle of life, where nothing is wasted. When a life is taken, it must be put to use in some form, contributing to the continuous flow of energy and sustenance for new life. The soul of the departed is believed to return to the planet, aiding in the process of reincarnation. The Union sees it as their responsibility to push back against those who harm the planet and utilize their Primal Force Arts to repair the damages caused by other sentient races.

Equality and fairness are core principles of the Union. They have established a Caste-based society, where everyone has a role to play and contributes to the greater good. The tribes were once chaotic and scattered until the Mag'ii unified them and established these laws. The Union operates on a system of true equality and democracy, where everyone has a say and decisions are made through votes and councils. While there are leaders within the Union, they are seen as equal to their members, as the strength of the leaders is dependent on the support of their followers. Weak leaders are identified and removed to ensure the strength of the tribe.

Those of the Union do not believe in traditional gods. Instead, they believe in “Ley” (What they understand aether as). They do not share the same views as others about Aether and have come to understand it differently than other races. To the Beastkin, Ley is a seemingly sentient force that flows through all creations of nature. In part they are correct, as Aether does flow in all creation in such a way. They will not deny the feats of the very real gods, but believe that these “gods” are just large collections of Ley and nature made manifest. Ley is the force that makes up all nature, and nature is the pinnacle of their religion, for without nature, all people and the planet will cease, and no new life can be created. The Beastkin seek to ensure no being impedes the will of nature and will eliminate any threat that gets in the way of Nature’s will, unless Nature does so itself first. They will make themselves warriors when Nature needs a little help, for the toils of other kin can sometimes impede nature’s plans. Because of this, they believe that Nature has bestowed it’s powers onto them in the form of Primal Force Arts, to be used when needed. With training, one can learn Primal Arts.

Ley can be controlled and shaped through use of Primal Arts when needed. The Beastkin believe they are the custodians and guardians of Ley, and recycle those they kill or hunt back to the planet, with the belief that they are to replenish the planet of it’s Ley. This goes for when their own pass on as well. Generally the dead are buried with respect and honor (even enemies) and their Ley (soul) is guided back to the great mother tree. After this ritual, it is believed that they will be reincarnated into a new form. The Beastkin believe that this is “the great cycle of life” and how it is replenished. Those that do not properly conduct this ritual are considered criminals against nature and must be stopped or reeducated.

## Faction Regulations

### Core Tenants and Laws:

* All Beastkin must obey the laws of the Mag’ii.
* No Beastkin shall have any gods but Nature and it’s flowing Ley.
* No Beastkin shall lie.
* No Beastkin will steal.
* No Beastkin will cheat.
* No Beastkin shall commit murder.
* No Beastkin shall bear false witness.
* No Beastkin shall trick or harm another Beastkin in any way, mentally or physically.
* No Beastkin shall ever put anything to waste.
* No Beastkin shall covet. All possessions are to be shared.
* All Beastkin shall honor any pledge or vow they make.
* All Beastkin will pledge allegiance and loyalty to the Mag’ii and Mother Tree.
* All Beastkin must give back to nature when they take.
* All Beastkin must protect and Serve Nature at all cost when called to duty.
* All Beastkin must follow the instruction and teachings of their chieftains, caste leads, and elders.
* All Beastkin have a voice and the right to vote on tribe matters.
* All Beastkin are custodians of the planet.When necessary; guardians.
* All Beastkin must come to know Ley.
* All Beastkin must adhere to their manifest destiny and the greater purpose.
* All Beastkin must work, be given a purpose, and join a Caste House.(
* All Beastkin shall protect The Mother Tree at all costs.
* All Beastkin shall never misuse or overuse Primal Arts, and use them only when needed.
* All Beastkin will attune and keep their Anima with them at all times.

These laws serve as a code of conduct for the Beastkin, ensuring that they live in harmony with nature, uphold their responsibilities, and fulfill their roles within the Union. By following these laws, the Beastkin contribute to the preservation and balance of the planet, aligning themselves with their greater purpose.

## Politics and Government of the Union

The Mag’ii established a system of equality and democracy within the Union. Each tribe is allowed to keep their individual customs and cultures. Many types of Beastkin tribes are part of the Union, and as such, there are alot of different views and races. Every tribe part of the Union must agree to respect one another. It was decreed when the Mag’ii unified the tribes. All tribes must follow Union-wide laws. The primary of which being; the Caste System. Second being; Unity, and doing everything for the greater good of the Union’s interests. The third being: giving back to the planet. These are the core tenants of the Union. Any tribes or individuals that do not agree or break Union laws are expelled from the grand Union.

When it comes to relations with other races, creeds, or nations, the Beastkin lean towards isolationism, prioritizing the defense of their lands and generally not allowing outsiders in. The Beastkin tend to harbor a distrust towards those outside of their Union, although there are rare instances where outsiders may earn enough trust to be considered as potential allies.

In the Beastkin language, outsiders are referred to as "On-Kai" if they have proven themselves to be trusted or great allies of the Union. These individuals may be allowed to participate in trainings, Union activities, and even apply to become initiates. However, such privileges must be earned through significant deeds and displays of loyalty. On the other hand, a "Zo-Kai" is an outsider who is not trusted by the Union and is considered a complete stranger. Zo-Kai are not granted access to secured Union camps, trainings, or entrusted with any knowledge. Initially, all outsiders are regarded as Zo-Kai, and it is through their actions that they may progress to become On-Kai and, eventually, initiates if they can gain enough trust.

The Beastkin enjoy a strong relationship with the Wood Elves of the forests, as their goals align closely with their own. Wood Elves and forest Fae are always considered On-Kai and are permitted to enter Beastkin territory or even join the Union directly. The historical commitment of Wood Elves and Forest Fae to repairing environmental damage and protecting nature resonates with the Beastkin's own values, leading the Mag'ii to declare them eternal allies of the Union.

Only Beastkin, and those considered to be On-Kai, can become citizens and progress to become full members of the Union. Zo-Kai individuals are limited to becoming citizens as they build up trust with the tribe, and are not granted full membership until they do so. Some citizens may earn enough trust to attend trainings or assist a specific caste, but they will never attain full-fledged membership. Such individuals must demonstrate an exceptional level of trustworthiness to achieve these privileges.

The Beastkin have a disdain for anyone who impedes upon their lands and takes from the planet. They must be punished if they do not respect the cycle of life and give back. War will be declared on any who take the Union’s lands. However, there are times when the Beastkin territories must expand in order to serve nature or when they feel it is time to cleanse that region of corruption and taint. So the Beastkin do not always keep to themselves and have pushed for aggressive capture of territory when they feel it is needed. Usually in the case of an emergency with the land that needs their attention.

The Beastkin of the Union do not take kindly of those who harvest resources of the planet and do not give back, and take for their own selfish needs. Machina and Aethertech machines are seen as sins against nature. They violate the core beliefs of the Union and harm the planet. There has been times where the Union must unite with the Empire, Dynasty, or even the Horde, if it suits the needs of the planet for the time, and are generally only temporary alliances.

## Technology & Society

In the Union, society for the Beastkin is both challenging and fulfilling. They are taught from a young age to contribute to their tribe and share their resources with their fellow brothers and sisters. Their way of life revolves around living in harmony with nature, relying on the land for sustenance and constantly learning from it. In this society, everything is earned through hard work and shared among the community.

Contrary to popular belief, Beastkin settlements are far from primitive. They have developed advanced techniques and architecture using natural materials such as bone, stone, and wood. These materials are molded into breathtaking structures and shapes that showcase their ingenuity. Some Beastkin reside in dwellings built within the walls or cliffs, while others inhabit immense tree homes that have been hollowed out. Although they do not utilize machina or aethertech, they have found creative alternatives to compensate for their absence. Mechanical mechanisms like pulleys and tools are allowed, enhancing their efficiency and productivity.

Instead of relying on vehicles and modern amenities, the Beastkin harness their primal forces and deep connection with nature and its creatures. They have mastered the art of taming and riding majestic beasts that others would find impossible to control. In battle, they eschew firearms in favor of primal artists who can hurl massive boulders at their enemies with incredible force.

The Beastkin's way of life is a testament to their resourcefulness and adaptability. Despite not having access to advanced technology, they have found innovative ways to thrive and flourish in their environment. Their society is a harmonious blend of ancient wisdom and creative solutions, challenging the notion that progress is solely dependent on modern advancements.

## The Mother Tree

Deep within the western landmass of Sha'an, nestled amidst Beastkin territory, stands the majestic World Tree. Surrounded by Beastkin cities and fortresses, this colossal tree holds a profound significance to its guardians. Swearing an oath to protect and preserve it, the Beastkin view the World Tree as a divine entity, a relic of the god of Earth, Ul'El'Baren. According to their beliefs, the tree is a fragment of his immense power, left behind during the creation of Malm. However, the Union and the Mag’ii, who do not share the same faith in gods, hold a different perspective. They perceive the World Tree as the ultimate manifestation of the planet's Ley, an ancient force that can be communicated with, interacted with, and accessed.

The World Tree, in its magnificence, provided the very foundations of life for the diverse races inhabiting Malm. It serves as a symbol of nature's essence, reflecting the planet's overall health. Any alteration in the tree's leaves serves as a warning sign, indicating that Malm is in a state of imbalance, necessitating restoration and repair. While the precise connection between the tree and the planet remains a mystery to most mortals, its undeniable importance is widely acknowledged.

To the Beastkin, the World Tree is not just a physical entity, but a sacred embodiment. Its destruction would bring about the potential demise of Malm itself. Other races have sought to harness and study the tree's magical energy for the betterment of their nations, yet their endeavors have been met with fierce resistance from the Beastkin, who steadfastly protect their sacred charge.

## Faction Hierarchy

The Union´s history is filled with various conflicts and their attempts to heal the damage done to Malm. Due to their origin, and that there are so many tribes, their Hierarchy is still based off of the mixed beliefs of the different tribes. Each tribe is organized into three sections, aptly named after the great mother tree; "Leaves": The top command and highest ranking members of the tribe. "Trunk": the core backbone and middle-ranked members of the tribe. Members here are organized into "Castes", and these Castes are expected to preform specific goals or jobs, with a Caste Leader overseeing each Caste, as well as select from recruits, and train them to become part of their Caste, based on their talents. "Roots": are the lowest ranking members of the Union, usually recruits, citizens, or slaves.

It is an act of respect to speak of rank within the Union and outsiders are addressed by their ranks too as a sign of value to their achievements. Using the name in public is seen as breaking privacy with a Union member. The private full name is something that is of value in terms of close family members or partners.

These customs have been created to display the unity of the members of the Union, stand united, fight united, mend united.

Due to how highly this custom is respected within the Union, it is in a stark contrast how it is seen as its purpose is to not turn the members of the Union into a gray nameless mass but more into a united community that displays their achievements up front.

### The Mag'ii (NPC Only)

Long ago, the Mag’ii witnessed the ceaseless conflicts among the warring tribes of diverse Beastkin. Driven by a vision of unity and a shared purpose, she embarked on a mission to bring all tribes together. With her eloquent words, she emphasized the significance of peace and understanding amongst the Beastkin. Swiftly, she managed to rally the leaders of the vast array of Beastkin tribes, captivating them with her celestial wisdom and the signs she discerned in the stars. The Mag’ii possesses a unique gift of glimpsing into the future, foreseeing multiple potential outcomes. However, she does not possess the certainty of which fate will ultimately unfold. Leveraging her foresight, she guides the Union towards the most favorable path, striving to fulfill the Beastkin's "Greater Purpose" or "Greater Good." Thus, she is revered as "the Starseer." Although the Mag'ii was successful at uniting the tribes of the Union, she has not been able to unify them all. There exist some tribes and nations, such as the Empire and Dynasty, who reject her teachings, laws, and visions as mere superstition and choose not to follow her.

Surrounding herself with a council of all of her tribal leaders, serving as her "Generals," the Mag’ii handpicks these individuals for their exceptional leadership abilities. They are tasked with overseeing the myriad tribes of Beastkin and executing the Starseer's directives. Should they falter or deviate from their duties, replacements are swiftly appointed. Additionally, the Mag’ii maintains a council of advisors, the "Grand Seers," who offer counsel and wisdom. To ensure her safety, she is accompanied by a formidable personal guard known as "The Alligator Unit," comprised of exceptionally skilled primal artists. Their heroic exploits have garnered them legendary status throughout the lands, though they are not Alligator Beastkin, but a mixture of different types of Beastkin that have proven themselves. Becoming part of the Alligator Unit is to be part of the Union’s most elite warriors and primal artists.

The Mag'ii is the leader of the Union entire, and stands in direct contact with the Mother Tree. The Mag'ii rules over the various tribal chiefs, giving them direction on how and when to act based on their communion with the Mother Tree. The Mag'ii´s connection to the World Tree exceeds that of any other shaman. By the word of Mag'ii the alliance with the Monsterkin was approached to ward of the greed of Humanity and the recent goal to heal the Sol Great Plains. This role is a NPC only role and can only be portrayed by a Crosswinds Game Master.

### The Grand Seers (NPC Only)

This is the personal council of the Mag'ii, and the most powerful Arch Shaman the Union has to offer. Oftentimes they were once Chieftains, but were promoted to this honorary role due to their aptitude with Primal Force. They are Primal Force masters, and usually the oldest and wisest of the Beastkin. They tend to the mother tree personally, and serve as it's protectors. They are NPC only and can only be played by Story Tellers, with approval, or by a Crosswinds Game Master.

### The Chieftains

The Chieftains oversee a Tribe, and act directly under the Mag'ii. Usually there are two Chieftains that oversee a tribe together, an "Alpha'' and a "Beta". Chieftains often take the surname of the Mag'ii, to show their dedication to them. They are the claws and the caring hand of the Mag'ii. They undergo several Rites of Ascension. They act as protectors of the shamans while most of them are also shamans. Theirs is to decide when to fight and when to cultivate. This role is fulfilled by the players who are chosen to be faction leaders.

### The Council

*Caste leads head up and oversee training for their particular caste, and ensure that the Caste is performing it’s duty at all times, serving the tribe. Caste leads also sit right under the chieftains and serve as their direct council. Sometimes they are referred to as council members of a tribe. If a member of a caste has a problem, they will bring it to their Caste Lead first, who will bring it to the Chieftain if they cannot solve it themselves.*

## A Typical Individual Tribal Structure within the Union

As stated, the Union is a coalition of many tribes, and as such, are allowed to retain their own culture and independent autonomy, as long as they are loyal to the Union, and the Mag'ii, and follow their regulations. Each tribe is led by at least two tribal chiefs, referred to as the “alpha” and “beta” chieftain, with a council of “Caste” leads serving under them, who oversee a tribe’s caste. Tribes operate based on a “Caste” system. Each member of a caste is given a specific role in the tribe that they are responsible for manning. The caste leads report to the chieftains, and the chieftains report directly to the Mag’ii and her elected advisors.

## Castes and Caste Houses

The great four Caste “Houses” that make up a Union’s Tribe are extremely important. Castes are designed to be divisions of a Tribe’s societal structure, tasked with performing a specific duty that benefits the tribe. When a member is placed into a caste, they are trained and expected to carry out that role, likely for the rest of their lives. Each Caste has equal say within their respective tribes. The Caste’s lead will become the member’s direct superior, and train them to perform their caste’s duty when they join.

### **The Warrior Caste "Sentinels"**

Warriors are protectors who tend to seek out honor. They are the claws, hide and teeth of the Union. Some of their Beastkin warriors are insanely strong, wielding weapons that humans, elves and most Monsterkin struggle to even fit. It creates quite a competitive mindset in those that are not Beastkin. Those that are not Beastkin hone their skills so much that they often exceed those that rely on their strength and endurance alone. A "Warmaster" from the Council oversees the Sentinels.

#### Thornhides

Thornhides are the guardians of the Union often protecting the Spiritual Walkers and the Chiefs, they earned their positions. It is a highly sought position within the Union. The Thornhides are the Elite Guardians of the Union and most of them wear heavy armor and weapons that focus on protecting others. A Thornhide that is not focused on protective gear can still go toe to toe with one that is focused on protection, wielding massive weapons that can shatter the earth.

#### Fangs

Fangs are Union members that rely upon their strength more than their cunning. Most of them stride to ascend to Thornhides. They are the military core of the Union and are usually the most varied of individuals. It is not uncommon to see a light armored Beastkin standing side by side to a heavier armored human of the Union.

Their Rite of Ascension might not be as confusing or as tormenting as the other Rites but their path usually leads them to deal with Monsters and other dangers that require them to use their physical powers and their mental ones. It usually does not require them to commune with the spirits.

#### Pups

The Military Recruits of the Union, called Pups. Pups are union members that wish to undergo the rite of ascension to ascend to a warrior that is remembered and revered. Due to the harshness of the Rite, they earn the respect of Union members rather fast. They will earn their scars.

### **The Merchant Caste "Speakers"**

The traders of the Union are less connected to Malm due their dabbling within the more physical aspect of Malm, often leading small caravans but never denying their connection to their communities. It is not uncommon for Union Traders to be seen in other Nations, even Draxington! Due to their open mind, they often gain the Ire of other Traders within Malm. They are often *the* richest people in Malm and their Zill control pales that of barons and dukes of the Empire and Dynasty.

Union Merchants are less focused on combat and some are even pacifistic. That does not mean that they are helpless. It is unwise to attempt to attack a Union Trade Caravan. Such an action might focus the ire of the connected Union community.  Capturing the focus of a trader city that is brimming with mercenaries is a death sentence. A "Magnate" of the Council oversees the the Merchant Caste.

#### Overseers

The Overseers of the Union are embodiments of their name. They oversee and manage most of the trades within the Union. They are extremely rich people that are connected to the Union. Some say they control the actions of the Union, which is untrue. They do not succumb to greed like other traders, even if they own mines and lumber mills where ore and wood is collected, they do it in a mindful fashion towards Malm.

#### Harvesters

The Harvesters are the trade core of the Union, scattered caravans and trade outposts throughout Malm is their territory and often their doing. They do not shy away from traveling to the other Nations. A good portion of them are farmers or business owners of smaller businesses.

#### Collectors

The Collectors are the lowest rank of traders within the Union freshly ascended Citizens that still have to refine their trades and connections within the Union. Smart people that are not to be underestimated.

### **The Force Caste "Spirit Walkers"**

The Spirit Walkers are the spiritual and magick focused group of the Union. Due to their immense skills of nature they have the best knowledge on how to cultivate the land and respect the world. Most Union members seek their knowledge. Where they guide, the Warriors protect and are equally respected. They are split into three sub groups. The Force Caste is lead by a member of the council called a "Vizier".

#### Shaman

The Shaman, ranking just below the Chiefs that are the Mag'ii. They are as feared as they are respected and have those within their ranks that have mastered Primal Force. Their bond to nature and their handling of its flora and fauna leaves most kin in awe, be it Beastkin, human, elven or even Monsterkin. It is not uncommon to see Shamans accompanied by at minimum two Thornhides. It is through their guidance that the Beastkin communities, be it tribes, villages or cities have not fallen into Chaos like most of the gatherings of Monsterkin.

#### Seers

Seers are below the Shamans. Seers are ascending Shamans that assist the Shamans. They are pupils that have undergone a Rite of Ascension and are one step closer to ascending again. Seers often undergo rituals that involve chemical brews in order to expand their visions upon the world. Through these they undergo visionary rituals which brought them great respect in the Union. Due to their visions, they are sought out even by the Chiefs. Their places of gathering are usually thick with the scent of herbs or concoctions and might cause a nauseating feeling for those who are not used to these combinations.

#### Menders

Menders are the magic users of the Union that are connected with nature itself. Their looks and approaches vastly differ but they unify in their intent to heal the scars of the world. Due to their connection to nature they benefit more from being a part of the Union as they can simply do what for most feels to be their purpose is, which is mending Malm.

### **The Hunter Caste "Veiled Claws"**

This is a specialized group within the Union, tasked with a few different functions: Recon, Intelligence Gathering, and Hunters. They often work alongside the Speakers, finding targets for the Merchant Castes' collectors. Lead by the Huntsman/Huntswoman. Members start off as a Watcher, a simple recon and scout, and can eventually move up the ranks into serious spy work and intelligence gathering, as "Veiled Claws". They are expected to be stealthy, efficient, calculating members of the Union and able to use their wit to get out of sticky situations.

#### Veil Brokers

The Trappers of the Union are the shady and scheming traders of the Union that handle the illegal wares and smuggling. They deal with the political War Servants of the Union, one way or another. This group acts like a criminal organization within each Union community and their Alphas are often criminal overlords that pull a lot of strings within the Union community that they are part of without the normal members even knowing that they are not average Union Traders. Wind up as a target for a Trapper Alpha usually ends with the offender dying through a mysterious accident. They often employ Talons to do a deadly job where a dagger has more value than poisonous words.

#### Talons

The Talons of the Union are rangers, archers, spellswords, rogues and assassins of the Union. They are a supporting Unit within the Warriors of the Union and attack from behind or from the sidelines. A lot of their members are not known to be part of said group save for their Alpha´s. Underestimating this group is deadly.

#### Watchers

These are the lowest ranks of the Veiled Claws, the Initiates. They start off with small time scouting missions such as, guarding the camp from the lookout towers, or working to find food and supplies for the Union, and tasked with working alongside a Collector of the Merchant Caste, to locate and capture prey. From here, Watchers will ascend once they have served their Union well, and proven themselves. Watchers are usually Archers or Rangers.

## Other Ranks

#### Sin and War Servants

Servants are the lowest members of the Hierarchy of the Union and are barren to undergo any rite of ascension. The Union does not brand servants as it is seen as barbaric, they will bear the scars of their servitude, one way or another. Sin and War Servants are bound to the Union as a Sin Eater Plant is attached to their nape. This plant coils around the neck of the Sinner and digs its roots into the central nervous system in order to  paralyze the Sinner should they act against their orders. If their  atrocities turn out to be too severe, the Sin Eater Plant will kill them and create a bouquet of Sin Eater Plants out of their corpse. This Plant is also known as the Sha' an Corpse Eater. The origin of the Union’s use of these plants is unknown.

#### The Union Citizens

The Union citizens are your normal Union Citizen in all the united communities. They work with  those higher in the chain of Ascension but they are not forbidden to seek advice even from a local chief. Experts in craft, trade and cultivation. They are the backbone of the Union.

#### The Initiates

Initiates are outsiders that seek to ascend to be a full member of the Union. Their goals and paths are mostly unknown to them. For Beastkin that are not part of the Union, one week of testing and waiting is required from them. Elven, Humans and Monsterkin have this extended to two weeks. Assisting the Union by doing quests or general tasks will reduce that time till they can undergo the Rite of Ascension to honor themselves and the Union to finally ascend to a Union Citizen.

## Rights of Ascension

*(this is not an all encompassing list, but an idea guide on how one can go about ranking up within the Union)*

* The Rite of Ascension are different Rituals that have to be done to be capable to rank up within the Union.
* The Rite of Ascension of an Initiate is a test of loyalty, honesty to the Union and endurance. The Initiates are usually tested for a week or two weeks to give them time to learn more about the Union and to see if the Union is the right way for them.
* A Union Citizen is allowed to rank up to any of the 4 core paths these involve, warrior, trader, veiled claw and spirit walker.
* A Warrior might have to hunt and kill a mighty beast or challenge their superior. Defeating the superior does not mean that these warriors replace the superior but are capable to stand beside them.
* A Spirit Walker might have to display how much they understand of Malms magick and its ley.
* A Trader might have to trade with other nations or people and achieve a specific amount of Zill in a specific timespan.
* A Veiled Claw might have to display how silent they are capable of killing or their precision as archers

## Awards and Accolades

Spending time in the Union can have awards too. Members who excel or push themselves will be awarded with feather merits. These are mesh objects that they can attach to parts of their costumes and should be worn and displayed with honor. Members who carry alot of feathers are considered highly decorated