Hey again! I'm not sure I'm ever going to get used to
how quickly a month goes by, but whatevs. It just means that it's time for our second
installment of the Species of Saorsa! As you may recall, assuming you watched the
video, last week we covered the Caragh and Dragons! Whew, tough acts to follow, those.
So who's our next lucky contestant? Who could stand up to a Dragon? Like seriously, who
would be willing to punch a Dragon in the snout?
I sure as hell wouldn't. The Ferax, however, would.
Loosely based upon hyenas, these apex predators are loud, eccentric and filled with life.
Their culture is a bit odd in that it's excessively fractured compared to most other species.
In the case of humans, yeah, we divide ourselves up into countries and so on, but the Ferax
have a thing where they quite vehemently are of the belief that like should be with like.
But not by race. Not by age. Not by really most of what you'd expect, but by personality and belief.
By value. The Ferax honestly don't care if you're one of their species, so long
as you hold similar beliefs to them you'll fit right in just fine. So how'd they wind
up in this kind of a situation, where every town is heavily specialized and populated
by those of similar mindset, where just a few kilometers away the mindset can be almost
alien the next town over? Well, this goes back to the savannah style
landscape the Ferax evolved upon. Large areas without water or nutrition led to a nomadic
lifestyle for most of their civilization's history. Survival skills weren't just required,
but also required to be put to the test. Almost every individual in a tribe would need to
be able to lead the others to safety were they to find themselves lost or low on resources.
These tribes had to be capable of splintering off from one another, branching out into smaller
groups and reforming as need be, as a means of survival.
This eventually grew into a coming of age ceremony, a tradition for all the females
of their tribes - The Rebirth Pilgrimage. As Feraxian females are substantially larger,
stronger, and a lot more aggressive than their male counterparts on average, this Rebirth Pilgrimmage
was to ensure that the females of their tribes would be fit for leadership and command. A
young girl, upon earning her third name, would head out into the savannah upon her
own, to show her capacity for survival on her own, and to travel between the various
nomadic tribes of the Ferax. Each tribe established its own unique personality of sorts, and it
would be her duty to track down each of them in turn, to gather information of their whereabouts,
and to temporarily become part of their tribe, to learn who they are and at the end of her pilgrimage,
to decide which most suited her, where she fit in best, and to join that tribe.
And so the tradition has continued for thousands of years, even into the modern era. Upon the
Ferax homeworld, they've progressed to a level of technology a bit beyond where our current,
twenty first century tech has brought us, not by too much. Mmm, 30-50 years kinda deal. These traditions have shifted
a bit over the years, such as males now being encouraged to partake of the rebirth pilgrimage
as well, but the basic concept remains largely the same - the young head out into the world
and travel for often months or years to discover who they are and where their place may be
in the various cultures. Once the individual has found their place, where they belong,
they can settle down. The pilgrimage itself largely involves going
from town to town and engaging in what are essentially pub crawls. Alcohol and wild,
gibbering laughter fill their halls, and stories of the local culture are offered up along
with guidance. It's a firmly embedded tradition to offer food and ale to the young pilgrims,
along with tales of glory and history. A well-rounded education of the neighbouring locales, and
a continual trade of the up and coming younger generation leads to a surprisingly low-conflict
society for the Ferax. Well, alright, relatively low-scale conflict may be a better term for it - bar
fights are practically a standard of living, and it's common for the young Ferax to learn
a wide range of brawling styles just from their pilgrimage alone.
Physically, the Ferax are large and intimidating to most other species, with even the smaller
males weighing in at about six and one half feet on the low end, while it's not uncommon
for an adult female Feraxian to reach well over seven feet in height. Gigantism, is particularly
common within the Feraxian genepool, and it's barely even uncommon for an individual to
reach upwards of ten feet in height. One more thing of note, is that the Ferax
technically have three sexes; the males are split relatively evenly between spotted and
striped offshoots, with both required for children to be borne. The larger females possess
traits of both, and after mating, the males are the ones to carry the eggs internally
until nearly ready to hatch, which is a large part of why the females are more aggressive
- they're essentially the more expendable of the three oddly enough, and are required to care for,
guard and protect the smaller males who bare their young.
Despite their great size, the Ferax are hardly lacking in finesse -- the broad arc their
fingers can swing in, and the exceptionally precise musculature within such, allow for
even relatively clumsy Ferax to possess a dexterity to their motions on par with the
finest of clockmakers and jewelers. The larger issue is that the Ferax tend to
be quite physical in their playfulness, and occasionally forget that a rough slap on the
back as a joke to them, can send some smaller species sailing across the room into a wall.
There are many cultural differences between the Ferax and most other species, but one
of the most notable is their tracking of an individual's age. Unlike most species, one's
physical age is of minimal relevance to the Ferax. An individual is given respect and
power based more upon their deeds. To a degree, survival itself is considered a deed worthy
of praise, but it's by far not the only measure. Every 8 years of physical age, a Feraxian
is given a new name to add onto her total. These names are befitting of her deeds, marking
her quality as an individual. For each exceptional deed committed as well, she's given yet another
name, and adulthood is reached after one's third name is granted. Females are given a
name upon birth, while males must wait until their first major deed, or their 8th year
of birth to earn their first true name. This is done partially to make it more fair for
males to compete against their larger and more aggressive sisters, but for those who
show inklings of greatness, being one name short is not enough to slow them down, often
pressing those same males to work harder and even more aggressively in the pursuit of their
life's goals. Truly, the majority of so-called Feraxian
elders, are rarely beyond thirty years of age in total when they first gain the title, though each has a life packed
to the brim with intense experience and great deeds, marking them with an elder's status
by action, far more than age. Those of the Ferax who are drawn to Saorsa
are like all other species in that their capacity to recall important details about advanced
technology seems to be just on the edge of their memory, yet just out of reach, stranded
at a medieval level of technology for the duration of their stay, however long that may take.
What's more of interest upon Saorsa, however,
is that the Ferax have come to consider it almost a second homeworld to themselves, eagerly
embracing the concept of the world and all it stands for, feeling it to be much akin
to their own Rebirth Pilgrimage. Truly, though Feraxians were one of the later species to
be brought to Saorsa, their numbers have swelled dramatically, making them the single most
populous of all species, with most towns having a substantial Feraxian presence. While thier
numbers are partially due to their quite emotional outbursts which can lead them far enough astray
to lose sight of themselves, it's also due in large part to many desiring to remain behind.
Many Ferax intentionally opt to remain upon Saorsa even after they have the option to
return home, considering it their proper place to be.
True to their nomadic heritage, the Ferax bring their home with them, for home is where
the heart is, and their hearts are both physically, and metaphorically, quite large, showing intense
passion in all that they do. In terms of the physical capabilities of the
Ferax within the game's rules, this large species possesses an enormous jaw strength,
yet amazingly fine-tuned motor control. Exceptional senses of both smell and taste, as well as
a remarkable immune system can make it nearly impossible to poison a Feraxian. With not
just an imposing physical stature, but also powerful leg muscles and a natural inclination
towards a firmly established stance to brace against powerful winds on their homeworld,
attempting to budge a Feraxian from where she's standing if she doesn't want you to
is largely an exercise in futility. If she decides to move you, however, the same could
not be said, as they are more than willing to throw their weight around.
And they are packing an awful lot of weight. And it's not fat.
Being both stubborn and excessively competitive,
the Ferax also are highly resistant to mind-altering effects, as well as being able to steel themselves
to the point of forcing a successful roll of their choice once per scene.
In the end, the Ferax are a larger-than-life people, intensely passionate in all they do,
and always looking for a chance to prove themselves, or to better themselves. Though their birth-families
mean little to them, once they've decided that someone is true family to them, that
bond is near unshakable and they can be come of the most fervent of allies to have by your side.
And who, after the Ferax, could possibly come next? Why the Humans, of course.
Terra itself is only a single world of many which harbour Humans, though it is their homeworld.
These Terrans aren't the strongest in total, nor the smartest of species upon Saorsa, but
they are far from lacking by any means. One of the most versatile of all species,
Humans have found their capacity to adapt to almost any circumstance or location to
be of immense value. Of particular note, is a Human's stamina and
capacity for endurance. A predatory species with exceptionally efficient locomotion, though
Humans aren't exceptionally fast, they can simply wear down prey with their relentless pursuit.
Give a human so much as a flask of water and they can pursue prey for hours on
end, something which virtually no other species can even come close to matching.
That same tenacity carries through to the personality of Humans as a whole - rarely
will they give in or give up. This can lead to issues with other species when bargaining with
Humans in general, and most other species flat out refuse to even attempt engaging Humans
in a war of attrition. In fact, what's often been quoted as the greatest
strength of Humanity of all, is the endless and insaitable need for "more." Whether it's
better living conditions, a closer devotion to their faith, more knowledge, more understanding
or more power, the fact of the matter is that the idea of "good enough" is a misnomer to
Humans in general, and they'll always eventually grow dissatisfied with what they have, and
that inability to be satisfied pushes them ever onward to seek out bigger and better
things, no matter how good they have it. The capacity for Humans to often remain calm,
almost in a serene state during a crisis, and their stubborn streak, and unyielding
desire to improve their position in life, has earned Humanity a certain status unique
among those species which have been drawn to Saorsa.
Lesser known of Humans, however, is their exceptional immune system - more than once
has an assassination failed when a Human was given a dose strong enough to kill three dragons
outright, and yet the Human merely grows intensely ill for some time, only to make a full recovery
a few weeks later. Another commonly unknown trait of Humans is
their exceptional vision, and in particular, the vertical tracking and ability to model
predictions of trajectories within their heads, making Humans some of the keenest archers
in existence. Also, despite not being physically intimidating
compared to many other species upon Saorsa, the human body is an impressive weapon when
honed, able to strike with punches, kicks, and even a vicious bite which can be quite
unexpected. As for the nature of Humanity's culture, such
is as broad and varied as the stars themselves, though the bulk of humanity drawn to Saorsa
are from the European local of the middle-ages. Even so, Humans have been drawn from all over
the galaxy, having branched out many times over. Humans can be found on hundreds of worlds,
though frequently they're called Terrans regardless of their point of origin.
Frequently, these humans change in subtle ways to become more suited to their new environments.
Elves, Dwarves, Orcs, Gnomes, Trolls, these are but a few subspecies of Human which are
hardly removed from Humanity's gene pool. Though many Terrans believe these creatures
to be completely foreign and alien creatures, often even deemed to be monsters, in practical
terms these subspecies are still so similar genetically to the original Humans of Terra
- indeed, being able to still procreate with their not-quite-so-distant ancestors - as
to be considered Human by practically any other species other than Humans themselves.
When the first Terrans in particular were brought to Saorsa, what greeted them was a
choir of Angels, and most immediately embraced the Path to Redemption as a way to atone for
their sins. The Æserians were not about to correct the mistaken identity, though they
did begin intentionally picking Human candidates from areas more likely to hold faiths which
would make them easier to guide down that same Path to Redemption, thus reinforcing
the belief in the whole angel thing becoming cyclical nature. Where many species resented the Æserians,
and indeed the concept of Saorsa as a whole, Humanity as a whole flocked to the idea and
flourished under the concept to such an extent that many Humans remain behind even after
having completed their trials, typically in order to aid with the purpose of Saorsa itself,
some even being elevated and enhanced, at least by the views of those relevant parties,
into Æserians themselves. To the minds of Humans, this ascension into divinity is often
considered the ideal goal to pursue. For many other species upon Saorsa, it's considered
to be Humanity's greatest failing - to fall to servitude to their oppressors by being
unable to see them as they are. Regardless of how or why, one thing is known
- Humanity has a large part to play in the events of Saorsa, though the specifics of
what that role shall entail has yet to be revealed.
And so ends the reveal of the next two races of Saorsa. And with that, I'm out.
I'll see you next time!
Hurp de derp, I'm a stupid human.
Look at me pretend to be an angel.
AHA! But I'm not pretending! So... it uh... doesn't count.
Crap. This was supposed to be insulting. Uh...
Look! An obvious distraction!
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