- God Name: Adharc'aon - often called "The Horned God", "The Hunter", or "Old Horny", but the latter used only at the speakers' own peril.
- Title: The God of the Hunt, the Beasts, and Fertility
- Gender: Male
- Alignment: Neutral, more inclined towards Lawful Good when concerning his Followers.
- God Appearance: Adharc'aon, like many of the other deities of Pandeum, may manifest himself in many different forms. However, he is always male, and always has some form of antlers or horns on his head. He can appear as a wolf, bear, bull, minotaur, and various other Beasts or Hybrids, frequently accompanied by an exceptionally rare or strange Beast, or troupe thereof. There is no mistaking the arrival of Adharc'aon. Most commonly, he appears as a hybrid of a man and a stag, sometimes with a human head and sometimes not, carrying either a bow or a spear.
- Origins: In the beginning of Mortals' time, gathering and foraging were the primary means to find food. But Mortals were possessed of a voracious appetite. They began to hunt. Adharc'aon, before becoming Adharc'aon the Deity, was nothing more than Essence. A spirit, a shadow, conjured into being by the Will of Mortals. The will to Hunt, Kill, Feed, and Breed. He was not a God, was not even capable of truly manifesting in any form, but followed Hunters and Prey as a perpetual fog. Growing stronger over centuries in the endless cycle of Mortal appetite, absorbing the Essences of fallen Hunter and Prey, Adharc'aon was finally born. Still far too infantile and frail near the end of the War between the Archaic and the Young, Adharc'aon maintained his distance from other Deities, instead focusing his energy on Mortals. Those who became displaced or disenfranchised from their Gods turned to this new, primal force, and so his following grew. Now, Adharc'aon's eyes are drawn to promising Hunters and Worthy prey. Occasionally, he may manifest himself to those viewed worthy enough and invite them into his Circle.
- Personality: As a Deity of the Hunt, Adharc'aon is often perceived as bloodthirsty and savage by those unfamiliar with his ways, however as a Deity of all Natural Beasts he is capable of embodying traits belonging to both the predator and the prey. A Just and Fair God, he abhors the slaughter of ones own people except for in extreme circumstances, such as self-defense or protection of prey that is taken unfairly. To him, prey can be any living thing, but in order for a follower to hunt another of his own race or species, Adharc'aon must first give his blessing, else said follower will fall from his graces and become the hunted. Strangely to some, Adharc'aon finds it perfectly acceptable for, as an example, an Elf to hunt a Human, or vice versa, so long as the prey is never unfairly taken. As the God of Fertility, men and women pray to him to look favourably upon them and grant them Conception or for their children to be born unblemished and without deformity. Commonly, he ignores the pleas of Mortals whom are weak or have not proven themselves worthy hunters, so offerings of difficult-to-kill prey serve those who seek his blessings well.
- Mythology & Ritual: Always has Adharc'aon existed, since Mortals first took up spears and bows to Hunt their Prey, and so his presence is no secret across the entire continent of Pandeum. However, he is typically viewed as a Heathen God, and many avoid worship of him, in spite of his widespread presence. But those that do incite his name and beseech his blessing, and who offer substantial sacrifice, are often greeted warmly and with benevolence. Any Mortal can call upon Adharc'aon, as he is not a Jealous God, allowing his followers to worship other Deities without penalty. To those who wish to become Shapeshifters, civilized life must be neglected, in favour of the life of a Hunter. Should one fail to appease him, then their powers will be stripped, and if he is offended, they may also become Prey to his more devout. Many Rituals are also performed in his honor, but they follow no true set of rules. A sufficient gathering of Mortals seeking Adharc'aon can often conjure up a manifestation of him. Typically, when he manifests to a Ritual Gathering, mad bouts of lust seize the Mortals, sometimes not to the liking of uninvolved passersby.
- Concerning Hybrids: As a Young God, Adharc'aon cannot claim to be the sole creator of hybrid creatures. He is however, known to fuse certain Beasts together in order to create more challenging Prey, or even to create new Predators. Also, when a Hunter has earned his favor and performed a sufficient ritual, The Horned God has been rumoured to grant mortals the gift of becoming a Hybrid.
- Opinion of Mortals: "My Followers, for so long as they shall not fall from my grace, are my esteemed Hunters. All others are only potential Prey." - Adharc'aon does not actively encourage the slaying of Mortals, but when presented with the choice between a devout Follower and some other, may the best Hunter win. This disposition may appear to be callous and cold, but the Natural way of things is for the most capable to survive, whether they be predator or prey.
- Godâs Domain: Adharc'aon resides on a plane of never-ending woods, forests, glades and meadows abundantly filled with all varieties of Beasts. In this place, there is no conflict between Mortals, only the Hunt, extending on through all eternity. In an ever-repeating cycle, the Hunters endeavour to track and kill their Prey, only to become the Prey once they succeed. Very few Mortals ever gain entry to his plane, called "Fhorais'ielge", and once within, one can never leave, except for Adharc'aon's Avatar.
- Avatar Name: Lenwë, The Hunter of Man, The Poisoned Horn, or The Green Stag; Sometimes Lenwë Nightshade by his acquaintances, although his people do not commonly have surnames.
- Avatar Appearance: Rather tall for a Woodlands Elf, Lenwë comes in at about 6'3" with a slender, athletic physique. His features, like many Elves', are sharp and angular, with a well-defined chin tapering off the bottom of his face, full soft-looking but colourless grey lips, a short pointed nose, and angular green eyes. Although completely unblemished, his almost death-like grey complexion, as well as his jet-black hair, is entirely natural for his particular breed of Elves, known as the Deepwood Elves(hence the surname he was given), that dwell in forests and jungles so dense that they are drowned in perpetual darkness, the light of day never breaking through the overhead canopy. Lenwë's other features, the vibrantly glowing green eyes, the luminous cavity in the left side of his chest, and the tree-bark armour are all unique to him. The armour is a working of his own Nature-based magic, but his eyes only glowed the brilliant green of today after Adharc'aon chose him as Avatar. The cavity in Lenwë's chest was once in fact a mortal wound delivered by the patron-deity himself, Adharc'aon having gouged him with one massive antler at the climax of his trials.
- Personality: In spite of his rather grim reputation and some of the more unfriendly names he has been given, Lenwë is actually a rather dignified, noble, and polite individual. Perhaps these traits can be said to belong to any Woodlands Elf, along with their natural-born grace and affinity for nature, but the reason his demeanor is so shocking is because Adharc'aon's Chosen is rumoured across the continent to be a merciless and cold-blooded murderer. Since many people believe Adharc'aon to be a Deity for Heathens and otherwise godless Mortals, and fewer still understand anything about Adharc'aon's Tenants, it is naturally assumed that the Avatar of such a God must be some sort of monster.
- Magic Abilities: (Granted by Adharc'aon) Like any other of the Deities' chosen Avatars, Lenwë is frozen in time, never to age and never to die of any natural ailment. Being an Elf, he was long-lived anyways, and was a young 143 years of age when he earned Adharc'aon's favor and became the Avatar of the Hunt. But being the Chosen of a God comes with some small perks...
~Shapeshifting~ Although not a unique gift from Adharc'aon, as he gives all the favoured ones in the Inner Circle this power, Lenwë is the only one with such freedom in its' use. While others must choose to take the forms of Natural Beasts from either the Circle of the Land, the Circle of the Sea, or the Circle of the Sky, and only creatures from that Circle, ever, Lenwë can transform into Beasts coming from any of the three Circles. Adharc'aon could not, unfortunately, grant him the freedom to use more than five seperate Beast forms. The ability to transform into a specific Beast can only be earned by
Successfully and Fairly Hunting and Slaying said Beast in one of its' Natural Environments and Learning its' Essence. Trading out one Essence of a Beast for another is possible after one reaches his limit, but everytime the Essence must be acquired through the Hunt. Lenwë possesses five Essences, the Wolf, the Hawk, the Shark, the Serpent, and the Spider. Lenwë alone can vary the size of the Beast that he shapeshifts into, but not to any ridiculous sizes.
~Beast-Speak~ Adharc'aon did not give this gift lightly. For a Hunter to be able to commune with and influence potential Prey to do his bidding goes against the rotation of every Life Circle, and providing Lenwë with such a power was a show of Faith that is not often given to a Mortal by a God. With this telepathic ability, Lenwë can speak to any Natural Beast and command it, by the God of the Hunt, to do his bidding. Capable of only working within a few miles' radius after an initial connection has been made, this can also be used to see through the eyes of the Beast or even assume complete control. While Lenwë can make suggestions to and see through the eyes of countless Beasts so long as they remain within his radius, he can only ever control one at a time, regardless of size. With this ability he can also remain telepathically linked with other shapeshifters and see through their eyes, if they allow him to. This power comes with conditions; Lenwë is strictly prohibited from using Beast-Speak on a creature and then 'Hunting' it. Also, he is not allowed to use Beast-Speak so as to allow another to 'Hunt' it. Certain rare or mythical Beasts are entirely unaffected by suggestions Lenwë makes with Beast-Speak; i.e. a Unicorn, a Pegasus, a Dragon, a Kraken, cannot be controlled.
~Adharc'aon's Fertility~ More an ability to give blessings than an actual power or spellcraft, Lenwë has become a conduit for Adharc'aon to reach those who pray to him. To those deemed worthy, Conception can be guaranteed to women, or even be made to occur without the presence of a mate, birth defects guarded against, and children born strong and unblemished. - Magic Abilities: (Known before becoming Avatar)
~Natural Magick~ Not uncommon amongst Woodlands Elves, Natural Magick is an affinity for the Natural World, and is only strong in an individual who has a reverence for it. With it, the growth of plants may be accelerated significantly, and physical injuries may be mended quickly. Of course, there are limitations. Lenwë's healing magic works in the form of a sappy fluid that can stop bleeding and promote a more rapid closing of the wound than is natural. Severed limbs and the like cannot be regenerated with his talents. With intense focus on an individual, toxins may be purged from the body, often through normal orifices in the form of a putrid black ooze. Also, Lenwë's tree-bark armour is bound to his body via use of this magic, which is also how he would mend it or reinforce it should the need arise. His armour grants increases to the physical body-parts abilities it is bound to, his hands and his legs, thus giving him increased running speed, jumping power, and greater sureness of grip. Of course, this is nothing extreme, but a devoted practitioner of Natural Magick may be capable of augmenting Lenwë's armour further.
~Alchemical Expertise~ While not a power per se, a long Elven life gave Lenwë time to do more than pursue perfection of only martial prowess. The mixing of potions and identification of ingredients varying from flora to fauna, such as certain flower petals that grant healing properties when mixed correctly into a boiling mixture, to river-dwelling fish which possess kidneys that produce potent toxic gas when exposed to a flame. - Hero: Elisedd Caratacos, Leader of the Shark-men, member of the Inner Circle, battle-captain of the Horned Men, younger son of Cynwrig Caratacos
Rank/Reason: As a member of the Inner Circle of Adharc'aon, Elisedd is among the most influential and well-known people in the Commonwealth. On top of this claim to fame, his father is known as the Artabraic Bear, and has created a legacy that his son is hard-pressed to live up to.
Personality: Sharp of wit and sometimes abrasive of tongue, Elisedd is a purely forthcoming Artabri. His words are blunt to the point of occassionally being offensive, but his heart is in the right place. He fiercely believes in the ideals of the Commonwealth, being freedom, strength, self-reliance, and the inability to kneel to Mortal-kind. He is a close friend and advisor of the Avatar, Lenwë. - Hero: Cynwrig Caratacos, the Artabraic Bear, Leader of the Claw-men, Elder of the Inner Circle, battle-master of the Horned Men
Rank/Reason: As an Elder of the Inner Circle, Cynwrig's words bear the weight of an avalanche. His opinions are respected and stories are told of him throughout the Commonwealth. In his youth he was a Hunter of legendary renown, rumoured even to have slain a dragon in his heyday. Now, he serves as the premiere military leader of the Commonwealth, in direct command of the shapeshifting Claw-men and second in command of the Horned Men, with the Avatar coming in first.
Personality: Blunt, like both his sons, and loyal to the death to the Commonwealth and his God, Adharc'aon. With a single-mindedness and brutal demeanor, he lives as the embodiement of the Bear that is his favored Essence. Nothing stands in his way, nothing shakes his resolve, and nothing survives a bear mauling. - Hero: Drest Caratacos, the Red Bear, skirmish-leader of the Claw-men, elder son of Cynwrig Caratacos
Rank/Reason: The ideological Claw-man, Drest embodies the primal fury, passion, and strength of a Beast. While not yet proven to lead anything larger than squads of men into actual battle, nor proven to keep a tactical mindset amidst the heat of the fray, no one questions his strength or ability as a Hunter.
Personality: Sharing the trait in common with his father and younger brother, Drest lets you know exactly what is on his mind. The difference with Drest is, what's normally on his mind appears only to be bestial roars and ferocious profanities. And that's the reason he's only a skirmish-leader, and unable as of yet to join the Horned Men. - Hero: Duvainel, Priestess of the Deep Sect of Cthykull, battle-captain of the Claw-men, Elder of the Inner Circle
Rank/Reason: At 312 years old, Duvainel is a well-versed, well-trained individual that excels in the Shadow and Spirit Magics practiced by her people's Deep Sect, as well as an extraordinary shot with the bow. Having risen above the suspicion she was originally met with when joining Artabraic society, she is now a deeply respected member of the Claw-men and the Inner Circle.
Personality: Cold, Independent, and Unrelenting are the three words that best describe her demeanor. But devotion to her people and her Deep Sect come before all else, leading some to question how loyal to the Artabri she would remain if her people were threatened by outside forces. - Hero: Ninian Folte, lone member of the Hawk-men, member and Envoy of the Inner Circle, skirmish-leader of the Horned Men
Rank/Reason: Being the only current Hawk-man(or woman), Ninian is a treasured asset to the Inner Circle, most commonly being used only as a messenger and envoy to diplomatic purposes. She is relatively famous amongst the Artabri, and is frequently propositioned by men seeking to be her mate and "Help her to carry on the Order of Hawk-men,".
Personality: True to her people and the Commonwealth, Ninian is also a realist and can sometimes be extremely grim in tough times. The other members of the Inner Circle are reluctant to send her into dangerous regions, fearing for the future of the Hawk-men should she perish, but as any Hunter of Adharc'aon, Ninian is always anxious to prove herself and take the most dangerous or reclusive Prey for herself. - Hero: Boadicea Genovefa, the renowned Headhuntress and unofficial commander of the Artabraic Bounty Hunters, battle-captain of the Claw-men, member of the Inner Circle, battle-captain of the Horned Men
Rank/Reason: With a legacy surrounding her that rivals that of the Artabraic Bear, Boadicea is known far and wide across Pandeum as the Headhuntress because she always claims the heads of her targets to make into personal trophies. Also in control of most of the Bounty Hunters' treasury earned from assassination and tracking jobs, she is frequently asked to aid the Commonwealth in monetary form.
Personality: Light-hearted and carefree in most all things, Boadicea does not seem to match the dreadful reputation of the Headhuntress. A strong supporter of the freedom principles that define the Commonwealth. - Hero: Cian Kai, Currently a Prisoner in Slaghbra's Pit, former Claw-man and Horned Man
Rank/Reason: A murderer, a thief, and an arsonist that fell from Adharc'aon's grace and was stripped of his title of Horned Man and stripped of his ability to shapeshift. Living in Slabhra Pit has only made him a more dangerous individual, even without the ability to transform into a Beast. However, the coming of the Harvest brings with it the chance for freedom, and rebirth in the forge of FĂłmhar Fola.
Personality: Ruthless and merciless to a fault, Cian Kai is a creature of base instinct and desire. Born in the Commonwealth, a land lacking many laws and promoting freedom gave him opportunity to follow his desires. Unfortunately for him, attempting to steal the daughter of a farmer who retired from the life of the Horned Men became too big an issue to get away with. When a group of Horned Men tracked him and the daughter down, he saw fighting as the only means to escape and killed two of his former brothers before being knocked unconscious from behind and subsequently thrown into the Pit of Slabhra. - Hero: Chief Dalug gul'Rask of the Bonespear Orcs, battle-master of the Claw-men, member of the Inner Circle
- Hero: Keba gul'Rask, son of the Chief, member of the Claw-men
- Hero: Kera gul'Rask, daughter of the Chief, member of the Claw-men, member of the Horned Men
- Hero: Harpy Queen Nephyra
Rank/Reason: The reigning Queen of the savage Bloodtalon Harpies that reside atop the mountain region just North of Gol'riasc. Currently not aligned with the Commonwealth.
Personality: Told to be savage, bloodthirsty, and both terrifying and beautiful all at once, she keeps her sharp eyes and ears alert to the goings on of the world outside the Gol'riasc mountain region. She has a taste for jewels and things of beauty, rumored even to collect humans that she deems beautiful. - Terrain Preference: As a society of mostly Hunters, the Artabri go where the best game can be found. However, the Lands of the Commonwealth are for the most part densely forested. Few roads and settlements are found in the wilderness of their nation. The Déithamach Peninsula juts out into the Sea, and within sight of its' clifftops are the Crescent Isles, an archipelago of four small islands that form the shape of a crescent moon.
- Name of Kingdom/Empire: The Artabraic Commonwealth
- Capitol:
~Adrobricam Urbem~ The mountain-fortress that doubles as the capitol to the Commonwealth. It once belonged to a proud Dwarven society that was wiped out in the time of the War of the Gods, some say by the Cthykull Deep Elves. No trace or written records were left in the Dwarven Halls, leading some to speculate that the Dwarves had discovered something not meant to be found, prior to being exterminated by whatever force was responsible. - Major Cities:
~Cathair-sa-Chuan~ The City in the Bay, the major trading port of the Commonwealth, and the only coastal city to have a Harbour. Shacks, lean-to's and warehouses massed around the docks, with only one main road winding through it all to the massive oaken gates of the city proper. Thick stone walls that appear to have been stacked haphazardly separate the more important warehouses, shops, and residences of the Artabri folk from the chaos of the docks. With a sheer cliff at the city's back, Cathair-sa-Chuan sits nestled from outside influences, and a series of mineshafts descend into the face of the cliff.
~Faire Thuaidh~ The largest settlement in the Northern Commonwealth, Faire Thuaidh serves little purpose in regards to outsiders. No roads lead up the mountains to the oak and evergreen rich plateau on which the sprawling encampments that make up Faire Thuaidh reside. Largely untouched by any people aside from the Artabri, this region is a veritable paradise hidden away in the mountain forests. Winter frosts come early, and a variety of Prey passes through the area with the changing of seasons. The only way to reach Faire Thuaidh is by following the river up into the mountains, with occasional game trails easing the journey upward. The highest mountains above Faire Thuaidh are rich in gold, and every other month a shipment of the precious metal is ferried downstream.
~Bonespear Stronghold~ While the Bonespear Orcs have camps spread throughout the Central Commonwealth, they only refer to one as their Stronghold. Outsiders are never allowed here, and only rarely do Artabraic citizens who are not Orcish visit. Two-thousand Orcs live there permanently, breeding their Wargs and training their young in the arts of war.
~Tribal Grounds of Cthykull~ Hallowed ground, forbidden to outsiders and unwelcoming to even members of the Inner Circle, the thick forestlands just West of the Gol-riasc wetlands loom in ominous silence. Visible from the South Road, those entering the Commonwealth instantly get a taste of just how it feels to be stalked Prey, with ever-present but never-seen Elvish eyes upon you. Great spiders lurk in the overshadowing canopy of the region and vicious serpents lurk in the waters of the lakes and rivers nearby.
~Gealach Tine~ An active volcano and makeshift village of lean-to's and temporary huts that share the same name. The village is notable for being the primary place of harvest for the famed Mindstool mushroom, while the mountain is notable for being the only active volcano in the Commonwealth.
~Slabhra Prison~ Home to the major offenders of the Commonwealth, as well as the source for one of the most famous Artabraic traditions, Slabhra is a damp, sheer, slippery-sided pit used for criminal storage. With a steel grate covering the top, the only potential way out is a series of underwater tunnels accessible from the south-eastern corner of the pit. These submerged complexes of caverns, however, are guarded by the Shark-men, and criminals are subject to exemption from Adharc'aon's rule against hunting ones' own kind. Once yearly, at the time of the Harvest, the steel grate is removed from the top of the Slabhra pit, ropes thrown down to the prisoners, and those who have served a full year and no less are given the chance for freedom and redemption from their crimes. FĂłmhar Fola begins.
FĂłmhar Fola- "The Blood Harvest" At the coming of the Harvest Moon, criminals who have served a year and no less are freed from Slabhra Prison, and offered freedom and forgiveness if they can reach either tip of the Crescent Isles. There, rowboats await, along with bread and fresh water. But not only are the prisoners being offered a gift. So too are those against whom crimes were commited, or have been commited to their respective families. In fact, every Hunter in the Commonwealth is permitted to join in FĂłmhar Fola, in the Hunt for the prisoners of Slabhra. The Crescent Isles teem with the muffled movements of Hunters and shapeshifters anxious to sink arrows, axes, spears, or teeth into villainous men. Prisoners who reach a tip of the Isles are granted freedom and forgiveness, as promised, and may either rejoin Artabraic society or flee the Commonwealth, as they please.
~Nephyra's Nest~ Perch and Roost of the Legendary Harpy, Queen Nephyra. A derelict volcano serves as her nest proper, with an ancient Dwarven ruin built into the Northern face. Her brood of Harpies live scattered throughout this mountain region in caverns, Dwarven Halls, and high atop Dwarven towers. Although the South and East Roads give Nephyra's Nest a wide berth, when the trees occasionally break the dead volcano and Dwarven towers become visible. With no formal alliance or understanding between the Harpies and the rest of the Commonwealth, attacks sometimes occur on the roads or Hunters that are brave enough may venture up the mountains toward the dreadful Nest of Nephyra.
~Gol'riasc~ "Weeping Marsh" Situated between Nephyra's Nest, the ocean, and the Tribal Grounds of Cthykull, Gol'riasc is a mass of swampland, slow-moving rivers, and stagnant bodies of water. It is also home to many of the Commonwealth's more exotic and deadly creatures, such as the Swamp Wolf. - Society:
People- While originally the homeland of the fair-haired and pale-skinned humans known as the Artabri, the Commonwealth is now home to all variety of Mortal races. Now less a race and more an idea, Hunters who are devout to Adharc'aon may earn the right to be called Artabri. Artabraic people are generally accepting of other cultures entering the Commonwealth, with strong belief in freedom and self-reliance, and that the strong will prosper, while the weak will only survive. Many adopted Artabri worship another God aside from Adharc'aon, and normally face no persecution for it. Every citizen is a capable hunter or fighter, unless grown too old or otherwise crippled, or not yet having reached adulthood. Outsiders are permitted to live in certain areas of the Commonwealth, especially tradesmen, miners, loggers, fishermen, or farmers, and many proven Hunters often retire to one of these pursuits.
Economy- With abundant trees, Beasts, exotic natural fruits, and mountains rich in minerals or metals, the Artabraic Commonwealth has plenty to trade. However, lacking formal infrastructure, there is hardly anyone to actually transport goods out of the country. Instead, they allow trade to come to them, with lumber mills placed along the main road that traverses the thick forests and occasional mining routes breaking through the underbrush, commerce is there for those who search it out. The Harbour-city of Cathair-sa-Chuan openly allows merchant vessels to make port to trade or buy furs, minerals, metals, and the especially popular Mindstool mushroom or Redtooth Moss found exclusively on the Crescent Isles.
~Mindstool~ "You can just set it here for a while." A hallucinogenic mushroom found exclusively on the Crescent Isles that when eaten, causes intense hallucinations, makes one incredibly energetic, and after growing accustomed to the hallucinations a loss of fear, a sense of invulnerability, to the point of even completely losing one's sense of self-preservation. The cap is about six inches in diameter in fully grown specimens, and a radiant turquoise color. The stem is incredibly poisonous except to individuals who have built up a tolerance to the effects of the cap over years of regular use. Mindstool is a sought-after item for young nobility and the privileged who want to let their brains out for a while. A great export for the Commonwealth!
~Redtooth Moss~ A moss that, when smoked, gives a sense of euphoria and a complete loss of the sense of time. Every physical sensation is heightened, but the user has no desire to move. Produces red smoke, which can dye the teeth a reddish tint permanently. It is only harvested off of trees on the Crescent Isles.
Politics- While the people of the Commonwealth are largely a free folk, the true government of the Artabri is run by the Inner Circle of Adharc'aon. Proven hunters, warriors, and the Avatar of the Hunt are the only accepted members of this circle, numbering twelve in total, which acts as a council when coming to important decisions that affect the entire Commonwealth. Their word is law, after the word of Adharc'aon, in a nation that may appear to be largely lawless. More often than not, however, they allow the Artabraic Society and Economy to work on their own, allowing the free competition of trade, and for local people to resolve their own conflicts. - Other:
- The Intertwined Circles: The Natural Circles of the Land, the Sea, and the Sky
Circle of the Land- This circle is composed of the Beasts which naturally live on land, arguably including sentient Mortal beings.
~Order of Claw-men~ Faithful of Adharc'aon are sometimes granted the ability to shapeshift. This is done by fairly hunting a Beast and claiming its' Essence. Claw-men are those who can claim the Essence of Beasts of the Land.
Circle ot the Sea- This circle is composed of the Beasts which naturally live in bodies of water. Amphibious creatures classify as Beasts of the Sea.
~Order of Shark-men~ Far more rare than Claw-men, those who can claim the Essence of the Beasts of the Sea are a valued and esteemed part of Artabraic Society, especially in settlements along the coast.
Circle of the Sky- Beasts which can sustain flight, whether they are also capable of living on land or in water, belong to the Circle of the Sky.
~Order of Hawk-men~ The most rare occurrence of all, hardly ever numbering more than a handful, Hawk-men were thought to have died out ten years ago, when the last one mysteriously vanished. However, another has finally shown her affinity for the Circle of the Sky, and continues their legacy today. - The Horned Men: The elite of all Claw, Shark, and Hawk-men, the Horned Men are the most prestigious organized force in the Commonwealth. Although they do not possess powers any greater than those unordained with horns, they were not given their positions for no reason. Masters of tactics, stealth, and open combat, Horned Men are not to be trifled with. Often they serve as the honour guard of the Avatar and other members of the Inner Circle on expeditions outside of the Commonwealth. In times of peace, a majority of them are known to spend their days in Beast-form without ever changing back until called on to serve again.
- The Inner Circle: Entry is only given to those who have served Adharc'aon well, taking the most evasive or dangerous of Prey as tribute to their God. There is always to be twelve, including at least three Elders and no more than six. The Avatar is guaranteed a place in the Inner Circle, but the Avatar's word is no greater than any of the other eleven. The collective word of the Inner Circle is the Law of the Commonwealth, second only to the word of The Horned God.
NOTE: Claw, Shark, and Hawk-men are only allowed one Beast form at a time. This also goes for Horned Men. Essence may be traded for another, but this will force the loss of the first. Individuals are born with an affinity for Land, Sea, or Sky, they do not get to choose. Members of the Inner Council are allowed two Beast forms. The Essence of Hybrids cannot be claimed. - The Bounty Hunters: An Order founded by former Horned Men, The Bounty Hunters are a loose affiliation of Artabraic Mortals, whether they are natural-born Artabri or adopted into the culture, that serve Adharc'aon by Preying upon other sentient Mortals. So long as the Hunt is Fair(one Hunter for one Prey), and one does not Hunt his own kind, except for under special circumstances, The Horned God will view this brand of Hunting as worthy Tribute. Of course, The Bounty Hunters also charge a price that merits the risk.
- The Bonespear Clan: A displaced and Godless clan of Orcs that settled in the central Commonwealth during the time of the War between the Gods Archaic and Young, the Bonespears were one of the first cultures to actively worship The Horned God, in the time when Adharc'aon still had difficulty manifesting himself and had not even made his own name. Bonespear Orcs are a part of a society infused with hunting and killing. Many Bonespears become Claw-men and Horned Men, and they are accepted fully as citizens of the Artabraic Commonwealth, although they choose to live separately in their own settlements scattered throughout the central region.
- The Deepwood Tribe of Cthykull: The Deepwood Elves of Cthykull are one of many Deepwood Tribes scattered throughout forested regions on Pandeum. They were always resident in the Commonwealth, long before it was called by its' modern name, and they existed when the Artabri first learned the ways of the Hunt. Remaining abstract, distant and removed from outside societies for the most part, the Cthykull are not considered to be Artabraic, nor are they considered enemies. They simply are. Although they do not all worship Adharc'aon, a large portion of them have accepted The Horned God into their lives as part of the Natural Cycle, alongside their polytheistic belief in various Nature Deities. Their deepest sects, however, give praise to the dead, and rather than worshipping any Deities they worship their ancestors.
More pending; I'm tired and don't feel like it right now.. lol