Felkata

Foreign, strange, alien, these are just some of the ways the people of the continent describe the Felkata. The Felkata are a race of anthropic cat people that arrived on the continent in the early 3rd Era. They came from across the vast seas and made first landfall in the Eastern Kingdoms region of the map. They were first contacted by humans in the region but this was shaky at best. Imagine you are a simple farmer on your day off, fishing on the beach when over the horizon you see strange ships appear. You have no idea who they belong to because their crests and markings aren’t familiar at all. Then when they land, bizarre cat people come off them. Reactions on both sides varied and according to records the First Encounter was one of tension. The humans thought they were being invaded and the Felkata thought they were being attacked by locals. There was fighting at first, but after about three months of skirmishing along the coastlines during a time known as the Red Waves a truce was brokered. The Felkata came from a far off land called Zarnalis that was devastated by a calamitous natural disaster that led to the lands’ destruction and rendering it uninhabitable. They say “That the land quaked, the mountains spat flames, the winds tore the trees from the ground, and the seas opened up to swallow the remains.” They gathered populations from across their homeland and fled to new shores. After a long voyage of 3 years they came upon this realm. They weren’t looking to invade, although many thought and proclaimed that is just what they did, intention or not. With the peace between the humans of the region gained, the Felkata began to disperse throughout the lands following the southern tides. Many stayed in the Eastern Kingdoms region to the south coast favoring its fishing, while many ventured west. A number of them made home on what was known as the Scaly Isles, a beachy warm semi-tropic land that many Felkata felt at home in. Yet still more would push west along the La’Tarnish coast and into the southern lands of Masselonia to the west. They are a truly alien folk to the lands but show a remarkable ability to adapt and thrive. Over the centuries since they made first contact, they have truly come into their own and made many homes and living styles for themselves. Many have since branched out and like the various groups they were when they arrived; they have of course found homes and ways to best suit each of them. Felkata seem to have the same kinds of life spans as humans if a bit longer than most and though they prefer meat dishes are omnivorous with a notable liking for sweets and stews. The range in height and weight but tend to come in just over normal human standards. They mature at the ages of 18 to 22 and mate usually once in their lifetime for the remainder of their lives. However, like the strange appearances, customs, and languages they speak, they are even more diverse than at first glance.

Subcultures
An interesting feature of the Felkata people is that though there appear to be a great and wide variety of them in terms of special types, they are in fact fundamentally the same species. In light of this they tend to intermingle and form tribal communities of seemingly different “breeds” of Felkata yet exist as a single umbrella culture with subcultures like other races on the continent already. However this isn’t to say some tend to stick with the same “kind” of Felkata, looks are more or less superficial to these people in majority circumstances. Though many detail folk history of their people being the descendants of a flourishing civilization in their homelands, here they exist in simple tribal societies and sometimes as roaming groups. This however never deters them from making the best of situations others would abandon and they show a remarkable spirit to carry on when odds aren’t favorable. Adaptive and learnitive, these folk can improve themselves, learn new skills, and show great potential to forge greatness for themselves if allowed or unhindered. Though most are slow to warm up to Felkata folk, they have shown few reasons for outright hostility and tend to abide by the laws of the lands they inhabit and try to live in as much peace as can be afforded them.

Vanasa The largest of the Felkata populations, the Vanasa are a nomadic group that travel the realm from region to region according to the change of season and availability of resources and food. They are a tribal group comprised of several familial clans that travel together and exist in harmony with each other. They are hunter gatherers by nature but sometimes farm wheat and beets often pitching their yurt tent dwellings by water sources for fishing and farming patches. They prefer to move around rather than settle in one spot for too long out of fear of either exhausting resources or becoming too reliant on what is around. They remember the tales of their ancestors of why they fled the homeland and in an effort not to repeat this, travel as precaution, ever ready to flee if trouble arises. The Vanasa are highly mercantile and are excellent traders in whatever region they find themselves in. Trade is essential to them as it adds to resources the tribe can use between migrations and helps build relations with locals in the area. Not ones to provoke tensions, the Vanasa seek peace at any sign of trouble due to not wishing to jeopardize the tribe. That being said, they are willing and are able to defend themselves fiercely. The tribal warriors are a guard force that watches over the tribe and by means of speed and keen senses are renowned spearmen. Able to bullseye a pigeon from yards away they will see, hear, and smell trouble coming from far away. In close combat they aren’t to be trifled with either, as like all Felkata they make use of their natural claws and teeth to kill assailants if unarmed. Led by a group of 3 elders called the Three Moons, they are unified and move as one in all matters. The Moons are normally the eldest of the largest clans and the most trusted among the tribe. Trust is crucial to the Vanasa as without it, they feel one is truly isolated from all things. The bonds of kinship are sacred to these people and if there is even a hint of doubt, nothing can be accomplished with them. If a merchant seems shady or is trying to fence stolen wares, the Vanasa won’t trade with them. If a dignitary seems to hold ulterior motives, they won’t have anything to do with them, if a clan member is dishonest in the tribe then they run dire risks from punishments and beatings to banishment or execution, the former they see as worse than the latter. The Vanasa worship a pantheon of five spirits in a faith called Zal’ati.The spirits are responsible for the continued survival and good fortunes of the tribe and are said to be represented as follows:

Sena, Spirit of Growth (farming and family)

Ama, Spirit of Wisdom (learning and guidance)

Yurshi, Spirit of the Wheel (seasons, life and death, and renewal)

Thaedo, Spirit of Protection (warriors and strength)

Feisa, Spirit of Artistry (crafts and expressive arts)

They worship these spirits by means of ritual dances and tribal celebrations. Religious observance is important to the Vanasa as it bonds the tribe as a whole. Normally a dance is held around the feasting fires after a hunt of a good harvest and thus prayer and honoring the spirits becomes a common place practice to these folk. With all that they gather and hunt, fish and grow, these folk are premier craftsmen. Often they sell their wares and crafts to locals either in bartar or for coin. The serenity these people value so highly serves as a reminder to them however of the chaos they once endured in ages long past and thus the tribal bonds they share are the most treasured possessions they will ever claim to hold.

Immakandi The Immakandi are a group of Felkata that are a single breed of lion looking or vaguely lynx like people to some that inhabit the savannas of central Masselonia. They are isolationists by nature and hunters by tradition. When it is said that they are hunters, this can’t be understated in any way with these people. They live to hunt and live to live. The Immakandi are hunters of such prowess that they often outdo the local Massara and even the elite Tong’Fei. They hold little to no rival when on the hunt. Organized into a small tribal group, the Immakandi are divided into two subgroups, the Krasa or the familial groups that make up the bulk of the tribe, and the Forai or the hunter warriors that the Immakandi are famed for. Their tented tribes are led by 4 shamans called the Rakora, a word of theirs meaning “True Sight”. They are said to speak with the spirits of their ancestors and divine the course of actions of the tribe. The Immakandi follow a faith called Umboro which to them means “Hunter’s Creed”. It lays out by means of various rites of the hunt how an Immakandi can come into their own and how they can stay true to their ancestral ways. These rites are brutal and unforgiving and can often lead to death or exile from the tribe if failed. They are organized into four trials known as Th’wei’s or “Bloods”.

The first is Omuga’th’wei, the “Primal Blood.” In this right one must hunt a local animal or beast that is seen as a threat or predator to others. The hunter must hunt it alone or with a group of 3. They must track it and not allow it to make the first attack, rather they must strike without being noticed to prove hunting prowess. After the kill they are to honor the prey by marking their weapon in the blood of the kill with a sigil of the sun, showing that no prey can hide forever. Afterward they are to take a trophy of the kill, either something on the corpse or the skull which is more preferred. Once the rite is over the next begins, this is Sanaka’ th’wei, the “Nearest Blood”. In this rite the hunter is to track and kill a beast or creature in a neighboring land. The same protocols apply as the first rite but they must do so without alerting the rulers of that land. Doing this rite shows that nowhere is safe for any prey once marked. The hunter is to take a trophy of the kill and mark in blood of the kill an eye on their weapon. Next comes the Kencala’th’wei, the “Far Blood”. This ritual sees the most deaths of the ones undertaking it, as it requires the hunter hunt alone, a prey of a far off region that would otherwise be more than a match for the hunter. If the hunter wins, then they are to mark their weapon with the sigil of a star, to symbolize there is nowhere for prey to run that the hunter can’t intercept. With trophies taken from the last hunt, the final challenge lay before them. The Ameda’th’wei, “Familiar Blood”, is the ritual that sees the most failures as it calls for the hunter to kill either a member of their hunting party or a member of their own clan. This proves total devotion to the Creed and shows the hunter is worthy of the Immakandi name. If the challenge is met and the prey is slain the hunter takes the trophy and marks their weapon with a sigil of a crescent moon, symbolizing that the long hunt for glory has come to an end and the hunter has earned his place in the ranks. The Immakandi with their hunting faith might appear savage to some but there are rules in place to check the bloodlust of a hunter and maintain honor. They are never to hunt the ill, disabled, or them expecting children nor children themselves. The hunters are to only hunt those which can hunt or kill them back. It is key to hunt with one tool and to discard said tool if the prey is unarmed and willingly seeks combat. And finally if a hunter in a party falls to a prey, the prey if able is entitled to a trophy of the fallen hunter or five days without being tracked. These rules keep the Immakandi tethered to an honorable hunt and ties them to a tradition they claim harkens back to the dawn of time for their people. These practices make them prime candidates for outside groups to hire them as assassins but the Immakandi will consider such matters only if the target is worthy of their time and skill. This has also gotten them into a fair amount of trouble with other groups as sometimes they hunt members of said groups for reasons that matter not to the “unblooded” and seem like murder to others. While not hostile to them with the courage enough to approach them on their own grounds, it must be understood that it is because they hold no reason to fear outsiders as they are literally walking into a lions’ den.

T’laxine Among the Felkata, the T’laxine are by and large the most notorious in reputation and interculturally involved on the continent. They are a society of various breeds among Felkata but the more predominant breed tends to be a panther like variety. T’laxine are a peculiar group of Felkata in that they choose to be more entwined with the native races of the realm and their societies. They opt to live in the villages and towns of others if and whenever able rather than form their own communities. If they aren’t allowed in for whatever reason, they live as hermits nearby. This practice of the T’laxine comes out of a survival tactic they adopted in order to get a quicker start in the new lands. They like the Vanasa have come to understand the value of trade with the native peoples and here is where they excel. In contrast to the Vanasa who offer goods, T’laxine offer service. They are often employed as alchemists and medicine makers for their knowledge of herbs and minerals. Some run potion shops in hamlets and towns while others hire themselves out to private citizens as physicians and alchemy teachers. However this is a double edged sword for them, as many are skilled in the arts of making deadly poisons. This has led many to employ them for assassinations and thieves. Because of this not many societies allow them into their midst without thorough background checking and investigating any prior areas they have lived before. The T’laxine aren’t bad people, they are opportunists trying to make the best of a strange new world to them. More often than not, they are a welcome lot in towns for their medicinal knowledge and inquisitive attitude toward teaching alchemy and healing. While they aren’t the largest group of Felkata, numbers from all over the continent show they are on the rise. It is not known whether or not T’laxine will seek an independent state in the future as they seem well content enough as is. However it is worth noting that when they live outside of the cities that don’t let them in they tend to become considered little more than foreign witches. This isn’t far off from the truth as these people practice a form of witchcraft as their religion called Yalla. In this faith they invoke spirits of their ancestors and local spirits and conduct rites to bring about changes in their fortunes or hexes on their foes. More often than not they are treated as local soothsayers, fortune tellers, natural healers by the locals but for every good one it is likely there are two elsewhere that aren’t. It is rumored among the Felkata that the T’laxine or rather their ancestors were at the heart of many conspiracies and webs of intrigues that cast them more as chaotic agents and tricksters which is evident that even among other Felkata, they are given shifty glances. In warfare, they are the medicine makers and poison crafters in camps and forts. Not much of warrior people, the T’laxine relay on a keen intellect and methodical reasoning abilities to think and plan calmly under immense stress. In this regard they are a wild card that other races gamble on with trust and suspicion. It is also important to note that for the one that are allowed to live with other races they often either adopt their social traditions easily and sometimes even convert to the local faith entirely. This makes them one of the more adaptive of the Felkata. Social and easy going, the T’laxine are a strange but friendly enough lot to have around, if a little weird at first. However once accepted into a town, they quickly become a fellow citizen as if they had always lived there to begin with. “What is the name of that cat woman behind the bar?” “Not sure, can’t remember the name even when sober, but she brews a damn good beer.” - Conversation overheard in a human tavern, 3rd Era.

Yong’Yao Of all of the Felkata people to come to the continent in the 3rd Era, none are as mysterious and yet well known as the Yong’Yao. The Yong’Yao are a mixed group of feline folk that made their home on the Scaly Isles in between the Eastern Kingdoms and the Le’Tarnish regions of the map. They are an interesting lot indeed that they exist in two ways as part of a whole. The first is as a social group of village farmers and fishermen organized into small family clans that make a basic population of the Yong’Yao. The second is a monastic order of warrior monks that live in a temple they erected soon after coming to the continent and settling on the isles. The Yong’Yao warrior monks are the elite martial artists of the continent, with the highly honed unarmed combat skills and peak physical conditions obtained from years of vigorous training they make complete use of their abilities, claws, fangs, and fighting styles learned in their order. The monastic order of the Yong’Yao monks long predates the first landing of the Felkata on the continent and most among the Felkata aren’t sure when they began either as the knowledge was long lost in the great calamity. The monks are a spiritual order that promotes peace, harmony, and spiritual enlightenment and inner perfection through meditation, prayer, and rigorous martial training. They follow a spiritual religion called Mu’Tai wherein they seek a spiritual enlightenment that they believe will bring them perfect peace in all aspects in life and in death. The idea is that there are many things in the world that come to break a person’s will and subject them to pain of mind, body, and spirit. Ultimately the soul corrupts and gives into the negative and loses itself in it, thus a person is prone to terrible actions and madness. The mind and heart corrupt and the spirit twists and taints, enlightenment becomes a fever dream and the cycle of suffering becomes all one knows. This is where the higher path comes in. To lift the mind from darkness and ignorance, meditation becomes essential. To stop the heart from twisting and corrupting acts of compassion and kindness become paramount. And to cease the pain of a withering body, rigorous physical training is practiced in the form of the martial arts to strengthen it. Combined with discipline and immense patience and what you are left with is a Yong’Yao warrior monk, a being bent of peace and harmony with the strength and skill to back it up. The monks protect the people on the island and the temples in which they themselves live. However they often venture away from the isles to spread the Mu’Tai way to others and to aid in other lands if and whenever needed. The monks aren’t people that value gold, though they are aware of its power in the right hands. Hence they spend whatever is earned or given to them on bare essentials and donate the rest to others in need. The monks of the Yong’Yao are masters in 4 martial styles. The first is Tai’Fae, an acrobatic style that makes use of the graceful poise and agility of these Felkata folk. The second is Sa’Mat, a series of weapon specializations designed to ready the monk to handle just about any weapon they come into contact with. The third is Gua’Rho, a strong and counter offensive style emphasizing unarmed martial prowess. Finally, the fourth style is Hen’Yo, a more spiritual style predicated on the idea of pacifying foes by means of submission holds and nerve strikes. The Yong’Yao are a people of culture, peace, and cooperation. They learned early on that in a land with no allies, it is better to make friends rather than go it alone in the unknown. While they do receive visitors often, they are open to pilgrims willing to make the journey and while they are peaceful by nature, they are staunch defenders of their people and home. The Grand Abbot is the one that leads these people, a figure said to have achieved enlightenment in life and seeks to aid others in the search. The Grand Abbot is often an elder monk who has well mastered all four styles and who is in perfect harmony with themselves, a truly enlightened being. The other clergy of the temples are as follows:

The Abbots, the next in line for the Grand Abbot post and the guides to lower monks.

The Priests, religious figures that tend the temple and the handle ceremony for the lay visitor and cleric.

Master Monks, the seasoned teachers of the martial arts styles of the temples.

Warrior Monks, the guardians and clerics of the order.

Monk Acolytes, monks and priests in training.

The temple and its religious teachings are open to all and shun virtually none. Yet, only monks and Acolytes learn the styles. With Abbots and Priests serving as communal figure heads to the Yong’Yao society and outside, the rest are left to their own devices. The Yong’Yao are a free people but greatly heed the word of the Order.

(Written by Ricortix)