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Sylvans:

The following news files will give you information about the forest-roaming Sylvans; one of the four elemental races of this world. If you would like to choose a Sylvan background for your character, please read each one carefully, and contact a member of the staff if you have any questions.

[ History | Religion | Council | Resources | Description ]
[ Society | Customs | Domain | Population | Names ]

For more information about the Sylvans, visit the The Sylvans of Aether page, created by Morrigan@Aether.

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History:

The Sylvans have, for a long time, been one of the most mysterious races on Aether -- shunning civilization and living in isolated tribes deep in the forests. They are called "primitive" by the other races, for they use little technology and instead rely on nature and their own skills -- be they practical or magical -- to survive. Though there are wars and skirmishes between the tribes, for the most part, Sylvans seem to have little interest in conquest and the acquisition of property or wealth.

But this was not always the case. Long ago, before the spread of the Atlanteans, the rise of the Empyreans, and the Varati "Reign of Fire," there was a time where powerful woodland "gods" were worshipped on Earth. Bacchus, Cernunnos, Pan, Silenus, nymphs, dryads, faeries, and elves -- these were just a few of the names by which humans knew the Sylvans. And neither those names nor the ancient religions have been entirely forgotten.

In the tradition of Liu Talesinger, here is an oral history of the wood-dwelling Sylvans:

"Long ago, when the twin worlds were still linked as sisters, our great chief, Patrin of the Silver Brow, walked among the living. He was the first Sachem, wise in the ways of magic and men, and under his leadership, our people grew strong and powerful, and were the First among the races.

"It was a time of plenty. Before the scourge of 'civilization' branded the earth, our people showed the other races how to create without destroying, and how to live without harming the Grandmother. We built gateways on the sister-world so we could cross between, and there our people were heralded as teachers, mentors, and even gods.

"Patrin Silverbrow was a shaman as well as a chief, and with his magic, he could shape both wood and his own body. The wolf, raven, and dolphin were all his kin, and he was able to cross the boundaries of sky and sea, and forge a longlasting peace with the children of air and water. Like us, they looked to him for leadership, and some even believed he had mixed blood, which would allow him to take the forms of these creatures. But no matter the blood that ran through his veins, he was a true Sylvan; honoring the earth as a son would honor his mother.

"He was all but worshipped on the sister-world, for he had helped create the gateways that linked the two realms. With the magic of powerful shamans, the gates could be opened, and anyone could cross over. But that ancient art is lost to us, and the gates remain closed, though once we alone held the secret for crossing between.

"When death finally claimed Silverbrow's spirit, it was his son, Namid Stardancer, who succeeded him. He tried to walk in the footsteps of his father, but already our power was weakening, for the seeds of dissent had been planted in the tribes after Patrin's death. And during the reign of Stardancer's son, Dyami Eaglefeather, war broke out among our people.

"The wars did not cease, despite Dyami's effort to unite the splintered tribes. Our people went separate ways. Some moved deep into the heart of the wood where few dare walk, and they lived like wild creatures and lost the ancient teachings of our ancestors. Others settled on the edges of cities, and forgot how to honor the earth; instead cutting at her flesh with their tools of stone and metal, and taking what she would have given freely.

Graisha by Astraea@Aether "And a few lived somewhere in between wilderness and civilization -- taking the best from each without sacrificing honor and tradition. These are the ones we call the People, known to the other races as Sylvans. Our tribes are few and scattered, and ever since Silverbrow's time, we have never been united under one leader. But after Eaglefeather's passing, when the tribes warred with one another like a pack of hungry wolves, the elders of each tribe met and spoke of peace, and this was the beginning of the great Council.

"It did not unify our people, but it did help to forge a fragile peace among the tribes, which has only been broken three times in our long history. Once, when Ohanko Bearkiller kidnapped the daughter of a chief of a neighboring tribe, and the others went to war over her return.

"Again, when Winema, the Woman Chief, fought like a she-bear to protect her tribe's territory from a rival tribe, whose leader thought that the shaman-turned-chief should bow to his leadership. And last, when a feral graisha pack turned on its own kind, and the battles grew until tribe fought tribe over territory and game. Each time, it was only through the intervention of the Council that the wars ceased, and ever since then, the tribes have met at the end of each season outside Haven to trade, visit with kin, exchange tales, compete in games, and most of all, maintain the peace among our people.

"Some might think that our people are weak and 'primitive,' for we do not vie with the other races for control of this world. But empires rise and fall like the waxing and waning of the moon, and in the end, the earth is still the same as it was when we came into it. And in the end, we will still be here to watch over it."

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Society:

Most forest-Sylvans live in nomadic hunter/gatherer tribes of fifty members or less, and each tribe is led by a warrior chieftain and magic-wielding shaman. To an outsider, Sylvan society might appear as strictly patriarchal. The chieftains are traditionally men, and only once in Sylvan history did a woman ever hold that position. Women are more often relegated to the roles of foragers, caretakers, planters, healers, and bards, and the only time they become warriors is if they are graisha. Yet an outsider, peering more closely at the structure of Sylvan society, might notice that this division is not quite as clear-cut as it originally seemed.

While the tribes are led by men, bloodlines are always traced maternally, for with their lax views on sex, Sylvans cannot always be one hundred percent certain of a child's parentage. A woman's mate assumes the role of "father" to her children, whether or not he was truly their sire.

Dancer by Astraea@Aether Also, while the tribes are led by chieftains, their spiritual leadership is typically handled by a woman. The prominent shamans are almost always female, and they protect the tribe from otherworldly dangers just as the chieftain, or "sachem," protects them from that of the physical. This does not preclude men from becoming shamans, but usually it is a woman who trains and instructs the younger ones in developing their abilities.

The rich oral history of the Sylvans is also generally maintained by women; telling tales and singing songs are the duties of the bards, and this often goes hand-in-hand with becoming a shaman. They must uphold tradition, and one of the ways to do this is by keeping their history and culture alive through stories. Learning the myths and legends is as much a part of becoming a shaman as learning magic.

To the men go the tasks of hunting, protecting, and defending the tribe, as well as trading with other tribes or the citizens of Haven, and becoming "diplomats" or peacemakers in times of strife. Yet men with gifts for healing, spinning tales, or mastering various types of magic are trained to utilize their gifts, for rarely do the Sylvans let anything go to waste.

A loose hierarchy in an average Sylvan tribe would be: tribal chieftain, shaman/bard/healer, warrior/hunter/graisha, forager/planter/caretaker, diplomat/trader/traveler, and feral graisha. Depending on the tribe, the status of "tribal elder" may rank higher within this hierarchy, for the elders uphold tradition along with the bards, and often comprise a loose council of advisors to the chieftain.

At the lower end of this spectrum are the traders and travelers, for very few Sylvans live in cities, abhorring the destruction and damage to the earth caused by so many people living in one place. The very idea goes against their way of life, and Sylvans who have left the tribe in favor of "civilization" may become ostracized even by their own family.

Nor are they entirely accepted by those they chose to live among. They are considered little more than savages by the rest of Aether, and even those who have spent a lifetime in the city and abdicated all ties with their people may never escape this prejudice. The saying "you cannot go home again" is true for the Sylvans, for those who have lived in the city for a time, and then returned to the tribe will never quite be accepted again.

Wolf-graisha by Astraea@Aether Yet the lowest caste in the Sylvan hierarchy are the feral, or "wild" graisha. While there are shapeshifters in every part of Sylvan society and the nomadic bands have large numbers of graisha that help provide for and protect the tribe, there are some who have lost even that thin veneer of civilization. More animal than man, they can be found in wandering "packs" as well-organized as any tribal group, small pairings, or even the rare, single graisha. If the pack is wild enough, they may even attack their own kind, should food be low or if they perceive a threat to themselves or their territory. More often, they become raiders -- preying upon their own kind like vultures and stealing what they can. Sylvans call them "carrion-eaters" or "jackals," for that is the role they fulfill.

Sylvans typically live in single or extended family homes in shape-changed trees or hills. The families live off the land, leaving very little to indicate their existence, and when they move on, the tree or hill is reverted back to its original state.

There is no formal written language for the Sylvans, although a few of the shamans may use runes specifically for certain types of magic. Instead, their rich oral and musical history functions for anything from entertainment to education. Accompanied by drums and pipes (the Sylvans have no stringed instruments), these song-stories tell of their people's creation, gods, wars; even the proper way to till a field. They also help to keep track of the seasons, bloodlines, and instill morals in the younger generations.

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Religion:

To the Sylvans, all life is sacred and imbued with a "spirit" or "force" that is to be respected. The ultimate expression of this spirit is the great "Earth Mother," who is an embodiment of life itself. Most Sylvan tribes place her at the head of their pantheon, though they refer to her by different names. Some of the most common are: Akna, Atira, Crataeis, Eithinoha, and Nokomis. The pantheon news files will contain more details about her as well as the vast array of lesser deities that preside over different aspects of everyday life.

Ferrin by Astraea@Aether Some of these minor deities become the personal protectors of a certain tribe or family, and while this "patron" god won't supersede the mother goddess in importance, he or she may be called upon more often to aid the tribe in times of hardship, protect them from their enemies, and so on.

While shamans are generally believed to "commune" with the spirits and have more direct access to the supernatural world, religion is, for the most part, informal. Anyone can ask a request of the gods and have that prayer heard -- there are no priests or other intermediaries. In fact, addressing the gods and spirits is so common among the Sylvans as to go unnoticed. Before hunting, planting, harvesting, and other undertakings, a brief acknowledgment to the gods is made, requesting luck, prowess, or fine weather. Outsiders might call this superstitious, but to the Sylvans it is only customary.

There are no formal temples, idols, or shrines except trees, hilltops, or secluded groves that may have special meaning to a tribe or family. Nor do the Sylvans have any religious icons -- to them the gods and spirits already inhabit all living things, so crafting a symbol or representation would be a useless undertaking.

Death is seen as an inevitable part of the cycle of life, and funerals are little different from birthing ceremonies. Each mark the transition from one state of being to another. During a funeral, family and friends gather for two days, honoring the departed through songs and stories. On the third day, the body is buried beneath a mound of dirt or stones, along with any implements he or she used in life such as weapons, tools, musical instruments, clothing, or animal pelts. These are supposed to aid the spirit in the afterlife, and some tribes believe that the souls of the deceased then watch over their land and tribe, and help guard them against disease and misfortune.

Births are cause for celebration, and the entire tribe gathers to lavish gifts upon the new parents and witness the naming of the child, which is postponed until five days after the birth until it is more certain that the infant will live. Multiple births are considered a sign of luck or blessing from the gods, and indicate favor from the earth mother especially, who must have granted increased fertility.

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Customs:

Formal marriage ceremonies are different for every tribe. For some it is a binding vow between two people, often to improve relations between rival tribes. For others it is no more than an informal contract for the sake of having a child together. If the relationship does not go well and a man and a woman no longer wish to live with one another, then they simply cease. Any children produced from the union will live with the mother's family, and if she takes a new mate, he then acts as the father of her children.

Simple mating may occur with or without any type of formal marriage agreement. During certain special days, especially planting season, some tribes consider it a blessing for as many to "sow their seed" as possible, and even women in marriage contracts may join the celebrations. Rape is fairly uncommon; if one woman is unwilling, there are usually several others to take her place. Should a rape occur, the punishment is harsh for the rapist, involving either banishment or death.

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Council:

Although the Sylvan tribes are generally self-governed by their individual chiefs, shamans, and advisors, there have been three times in history that called for a meeting of all the tribes. By the third, a loose "council" was devised to bind the tribes together. This council meets just after harvest each year on the outskirts of Haven, and consists of chieftains, shamans, and any tribal elders a chieftain wishes to bring, as well as one bard to "record" the proceedings. If the council must deal with Haven or one of the other races, they will select a "spokesman" to act as an intermediary, and this is one of the few occasions where the "tribeless" Sylvans--those who live on the fringes of city life as traders or travelers -- finally gain some prestige. Their knowledge of "civilization" is an asset in dealing with the outsiders.

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Domain:

Sylvan territory extends from the outskirts of Haven to the deep forests and mountain terrain to the north. Typically though, the tribes confine themselves to areas rich in resources, such as the edges of the woods and the lowlands, where game is plentiful and the seasons are fairly mild. These areas rarely get snow, but winters may be cold and rainy. A few of the Sylvans live closer to the sea on high, rocky cliffs covered in thick grass. They often settle near rivers, streams, or small ponds, and their shape-changed homes will be disguised as an ordinary grove of trees, a cave, or a hillside. Only those familiar with the hidden entrances will ever glimpse the wonders within.

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Resources:

The following lists show what resources the Sylvans are known for:

Area: Products:
Farming: (settled tribes) grain, wheat, barley, vegetables, fruit
Livestock: goats, hogs, poultry, horses, dogs
Products: meat, lumber, herbs/medicine, furs, leather
Manufacturing: leather clothing/footwear, beads, dye, baskets, ceramics

Trade-Goods (Items/Services Sylvans need from other races):

Race: Products:
Atlanteans: salt, seafood, oil, pearls, coral, fishing rights
Empyreans: fabrics, weaponry, jewelry, livestock, grain, wheat, oil
Mongrels: wheat, grain, livestock
Varati: metal, precious gems, weaponry, textiles, spices, herbs

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Population:

Total Population: 3 million in scattered tribes (forest & settled)
Estimated number of tribes: 500-800
Average members per tribe: 20-60 for nomadic, forest tribes
500-1000 for domestic, settled tribes

Magical Breakdown:

Sylvans with the "affinity" for magic: 85% of population (2,550,000)
Magic at/above Adept level: 15% (of 2,550,000: 382,500)
Affinity for shapeshifting magic: 50% (of 2,550,000: 1,275,000)
Percentage of graisha: 85% (of 1,275,000: 1,083,750)

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Description:

A hardy people, Sylvans range from short and stocky to tall and muscular, to even a rare heavy patriarch or matriarch. Generally, the lifestyle leaves little extra weight on a person. Skin tone is freckled fair to dusky brown, and hair is found in all shades from pale blonde to dark brown. For the most part, they resemble a normal human. Yet the exceptions are that they always have green eyes, unless there is another race somewhere in their lineage; as well as the pointed ears that Earth's humans long ago associated with elves.

Graisha by Eranthe@Aether Clothing is usually hide or leather (though feral graisha wear little or no clothing). For the more settled tribes, there may be cotton or woven skirts and shirts, and colors tend toward neutral tans, browns, and off-whites, with very little dyed material. Feet are clad in soft-soled boots, sandals, or nothing at all.

Graisha, even non-feral, often wear the pelt of an animal, for children who show any shapeshifting tendencies -- such as a kinship with the beasts of the forest -- are often given a pelt to wear in the belief that it strengthens that link. These animal-pelts often determine which shape they will first transform into.

Sylvan weapons and armor are built of hardened wood, stone, and leather. Bows and arrows, spears, short knives, slingshots, and staffs may be used. Leg, arm, and breastplates are constructed of wood or boiled leather. There is little or no steel. Graisha, with their natural defenses, rarely resort to man-made weapons or armor.

Sylvans usually live to be anywhere from 60 to 80 years old.

For clothing or description ideas, check out the following sites:

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Names:

To the Sylvans, there is power in a name. A name is a link to the "spirit" of a person, place, or animal, and addressing that spirit directly carries its own kind of magic. It implies intimacy or familiarity, and so only in rare instances do they refer to their gods by name, preferring instead to use more ambiguous titles such as "Earth Mother" or "Shining One."

The same applies for their people, and children are therefore given two names. The first, chosen five days after birth, is the "public" name, and this one may change periodically throughout the child's life. Typically, it is more descriptive, having to do with an animal they resemble, an ability they possess, or some trait they're known for. It is akin to Native American names like Running Bear, Sitting Bull, Crazy Horse, etc. Graisha may often just be called by the name of the animal they can shift into, or by a certain animalistic feature they possess: Long-tooth, Yellow-eyes, and so on.

Then there is the "private" name, which is only used by close friends or family members. Sometimes the parents bestow this name upon a child; other times the child chooses his or her own name after completing some journey, task, or other ordeal.

A Sylvan's full name (see +finger online) would be their personal name followed by their public one, such as "Tohon Yellow-Eyes." The second is what most refer to them as -- it is similar to the American custom of calling a stranger by his or her last name preceded by Mr. or Ms. Only when we know a person well do we use their first name, and the same holds true for the Sylvans.

See the following for examples of Sylvan personal names.

Female: Aiyana (eternal bloom), Alameda (cottonwood grove), Algoma (valley of flowers), Alona (oak tree), Amitola (rainbow) Amoke (to know her is to pet her), Anaba (she returns from war), Apara (one who comes and goes), Aponi (butterfly), Ayita (the worker), Chenoa (white dove), Chilali (snowbird), Chimalis (bluebird), Cholena (bird), Dena (valley), Dyani (deer), Eyota (the greatest), Halona (happy fortune), Huyana (raining), Inoa (name), Ituha (the sturdy oak), Jora (autumn rain), Kamaria (like the moon), Kaya (wise sister), Lissa (honey), Lomasi (pretty flower), Magara (to stay), Magena (the coming moon), Mahala (woman), Meda (shaman), Meriwa (thorn), Migina (moon returning), Minowa (moving voice), Nashota (twin), Netis (trusted friend), Nita (bear), Nituna (my daughter), Olathe (beautiful), Onida (the looked-for one), Raina (wise guardian), Rilla (small brook), Sakuna (bird), Sanura (like a kitten), Shumana (rattlesnake girl), Sora (songbird), Taima (crash of thunder), Tala (wolf), Una (remember), Wenona (first-born daughter), Winema (woman chief)

Male: Ahanu (laughter), Ahmik (beaver), Ahren (eagle), Alon (oak tree), Annan (4th-born son), Ash (ash tree), Atsadi (fish), Attis (earth), Dasan (leader), Dohosan (a small bluff), Dyami (eagle), Ettowe (life-giving), Gosheven (the great leaper), Gur (lion cub), Honon (bear), Honovi (strong), Hototo (the whistler), Igasho (wanderer), Iniko (time of trouble), Iye (smoke), Jacy (the moon), Jolon (valley of the dead oaks), Kavan (handsome), Keahi (fire), Keir (dark-skinned), Len (flute), Liu (voice), Lokni (rainstorm), Lonato (flint), Mato (bear), Mawr (great), Mingan (grey wolf), Mojag (never quiet), Muraco (new moon), Namid (star dancer), Nigan (ahead), Nitis (good friend), Nodin (the wind), Odion (first of twins), Ohanko (reckless), Ohin (chief), Pallaton (fighter), Patrin (leaf trail), Phelan (wolf), Quillan (cub), Sahen (falcon), Sakima (chief), Songan (strong), Timur (tall), Tohon (cougar), Torin (chief), Usti (little), Uwasa (alone), Wapi (lucky), Yuma (chief's son), Yutu (coyote)

Also, see the supplemental names page, for some additional examples.

 

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