05-14-2023, 03:02 PM
(This post was last modified: 05-16-2023, 11:56 AM by Jazzy. Edited 3 times in total.)
The Holdfast of Deepwoods
(red hexes in upper left corner)
Brief Description
(red hexes in upper left corner)
Brief Description
Deepwoods is a heavily forested holdfast, crisscrossed with wetlands and fens, and fairly sparsely populated. Most of the holdfast’s population lives a nomadic life, traveling with the seasons, but there are some larger settlements too. These settlements are usually built on platforms in the expansive treetops, which can sometimes get so thick that it’s more akin to a second layer of ground.
Together with Fenwood, Deepwoods forms the larger region of Mistwood. Though the region overall is quite marshy, Deepwoods is relatively speaking less so, being more dominated by trees. The people of Deepwoods have a long tradition of making use of the forest's resources in various rituals and enchantments, which over time has resulted in a lot of ambient magic and abandoned artifacts. This makes Deepwoods a quite attractive destination for adventurers, though they do well to be cautious or employ a local guide, as the forest is also home to many dangers.
Together with Fenwood, Deepwoods forms the larger region of Mistwood. Though the region overall is quite marshy, Deepwoods is relatively speaking less so, being more dominated by trees. The people of Deepwoods have a long tradition of making use of the forest's resources in various rituals and enchantments, which over time has resulted in a lot of ambient magic and abandoned artifacts. This makes Deepwoods a quite attractive destination for adventurers, though they do well to be cautious or employ a local guide, as the forest is also home to many dangers.
Government Structure
Most of the holdfast works on a familial system focused around the nomadic clans, where authority is fairly equally shared. Most are simply seen as leaders in the capacities they are most experienced in. For instance, a clan medicine man would be the leader in matters of healthcare, but the foremost hunter would be the leader when it comes to laying down plans for an upcoming expedition.
In the larger settlements the clans tend to consolidate more, and often choose a representative to exercise the clan’s will in a town moot. Most often the chosen individual is the clan’s eldest member, but should another make a strong enough case as to why they are the wisest they may sometimes be opted for. The moots fluctuate wildly in both size and authority, as the seasons bring new clans and see constantly changing dynamics, but their general purpose is to coordinate the settlement’s logistics and oversee inter-clan relations and issues. Some of the permanent residents of the settlement end up in unofficial moderating roles, but are only ever granted official moderating power in exchange for their own right to decide on issues. Thus, moderating power is only rarely granted, most often for matters of great import that impacts all the clans, as no representative wants to forfeit their clan’s right to partake in the decision making.
In the larger settlements the clans tend to consolidate more, and often choose a representative to exercise the clan’s will in a town moot. Most often the chosen individual is the clan’s eldest member, but should another make a strong enough case as to why they are the wisest they may sometimes be opted for. The moots fluctuate wildly in both size and authority, as the seasons bring new clans and see constantly changing dynamics, but their general purpose is to coordinate the settlement’s logistics and oversee inter-clan relations and issues. Some of the permanent residents of the settlement end up in unofficial moderating roles, but are only ever granted official moderating power in exchange for their own right to decide on issues. Thus, moderating power is only rarely granted, most often for matters of great import that impacts all the clans, as no representative wants to forfeit their clan’s right to partake in the decision making.
The Dyipfolk
The Dyipfolk (singular Dyipling): a ratlike humanoid species of Fae inhabiting the secret spaces of Mistwoods, colloquially sometimes referred to as “ratfolk”. They stand at about 100 - 140 cm tall, although their slightly hunched gait makes them look somewhat smaller.
They have very large ears and correspondingly quite acute hearing, which in some ways acts as their primary sensory organ. Their vomeronasal organs are also well developed and allow for sensing of a larger span of smells, although the usage of this sense tends to be limited in polite company, as it involves bringing particulates into the mouth, often through licking or otherwise tasting the subject matter. Vision is another sense that somewhat differs among the Dyipfolk as compared to that more commonly found in other intelligent species. Their eyes are adapted to a lower light environment, particularly to the conditions surrounding dawn and twilight, and as such they have an easier time navigating such lighting conditions. However, this comes at a cost too, as this light sensitivity means that many Dyipfolk are quite uncomfortable during the day or in the more well lit environments other species prefer, often resulting in a form of snow blindness if exposed for long periods of time. Thus, many Dyipfolk that have to brave such conditions have resorted to some form of eye-covering, be that something simple like a piece of bark with slits carved in it or something more elaborate like goggles.
They are quite communal and tend to form large closely knit clans, which they often live and travel among. Most Dyipfolk live a nomadic life, traveling between a set series of camping sites in accordance with the seasons. Many such routes terminate in a common node during midwinter and midsummer to mingle with other clans and celebrate their largest holidays. The largest such sites have grown into larger permanent settlements where some clans act as hosts to the others. These clans have developed agriculture and other trappings of civilization to a larger extent than their kin and stand for the majority of the holdfast’s production.
Despite their looks, they are in fact not related to the rodents they look so similar to, but some of the stigma surrounding these smaller creatures has nevertheless spilled over onto the Dyipfolk. To contrast themselves from this as much as possible, they often keep immaculately clean and take care to act in a polite manner. Even so, there are some impulses that somewhat shatter this image, such as the “skittering” - a phenomenon similar to “the zoomies” some other species might experience. During such instances a Dyipling acts in an energized and often playful state, somewhat akin to a mild form of mania. Such instances are particularly common around dawn and dusk, as the Dyipfolk are a naturally diurnal species and tend to schedule their day around such times.
They have very large ears and correspondingly quite acute hearing, which in some ways acts as their primary sensory organ. Their vomeronasal organs are also well developed and allow for sensing of a larger span of smells, although the usage of this sense tends to be limited in polite company, as it involves bringing particulates into the mouth, often through licking or otherwise tasting the subject matter. Vision is another sense that somewhat differs among the Dyipfolk as compared to that more commonly found in other intelligent species. Their eyes are adapted to a lower light environment, particularly to the conditions surrounding dawn and twilight, and as such they have an easier time navigating such lighting conditions. However, this comes at a cost too, as this light sensitivity means that many Dyipfolk are quite uncomfortable during the day or in the more well lit environments other species prefer, often resulting in a form of snow blindness if exposed for long periods of time. Thus, many Dyipfolk that have to brave such conditions have resorted to some form of eye-covering, be that something simple like a piece of bark with slits carved in it or something more elaborate like goggles.
They are quite communal and tend to form large closely knit clans, which they often live and travel among. Most Dyipfolk live a nomadic life, traveling between a set series of camping sites in accordance with the seasons. Many such routes terminate in a common node during midwinter and midsummer to mingle with other clans and celebrate their largest holidays. The largest such sites have grown into larger permanent settlements where some clans act as hosts to the others. These clans have developed agriculture and other trappings of civilization to a larger extent than their kin and stand for the majority of the holdfast’s production.
Despite their looks, they are in fact not related to the rodents they look so similar to, but some of the stigma surrounding these smaller creatures has nevertheless spilled over onto the Dyipfolk. To contrast themselves from this as much as possible, they often keep immaculately clean and take care to act in a polite manner. Even so, there are some impulses that somewhat shatter this image, such as the “skittering” - a phenomenon similar to “the zoomies” some other species might experience. During such instances a Dyipling acts in an energized and often playful state, somewhat akin to a mild form of mania. Such instances are particularly common around dawn and dusk, as the Dyipfolk are a naturally diurnal species and tend to schedule their day around such times.
Population
Dyipfolk: ca. 64000
Nissar: ca. 1000
Fairies: ca. 800
Centaurs: ca. 100
Fauns: ca. 500
Satyrs: ca. 200
Elves: ca. 500
Forest guardian spirits: ca. 100
Feijnfolk: ca. 800
Other: ca. 1000
Total population: ca. 70000
Nissar: ca. 1000
Fairies: ca. 800
Centaurs: ca. 100
Fauns: ca. 500
Satyrs: ca. 200
Elves: ca. 500
Forest guardian spirits: ca. 100
Feijnfolk: ca. 800
Other: ca. 1000
Total population: ca. 70000
Natural and Processed Goods
Hardwood (Natural)
Furs (Natural)
Leafblend “Ratfolk tea” (Processed good)
A category of brews made from crushed and dried leaves boiled in water, often drunk as the main source of liquid for many Dyipfolk. Very similar to tea, though predating Dyipfolk contact with the other holdfasts and thus being more akin to convergent culinary evolution.
Dyes (Processed good)
Many pigmented organisms are found in Deepwoods, particularly various flowers and fungi growing in the treetops, but also mollusc shells left by many species inhabiting the forest and fens. Common dyes include yellow, blue, and green variants, though turquoise is a particular favorite. Notably, reds are a rarity among the Dyipfolk, as iron and copper sources that otherwise are abundant in many other societies are few and hard to access in the forest. Most reds are produced from blood, and as such are exceedingly rare and seen as symbols of status and wealth. Orange is somewhat prestigious too, though diluted, being a mixture of red and yellow.
Pumpkin hearts (Processed good)
The residue left over from a pumpkin summoning ritual, be that the literal remnants of a pumpkin or an object that has had the summoned spirit imbued into it. The Dyipfolk have long had a tradition of magical rituals, often focusing on communing with the spirits of the world, as they see it. At some point they discovered that pumpkins were a particularly potent focus for such rituals, although whether or not this is due to some actual connection to the beyond or just selection bias is another matter. In these rituals pumpkins are imbued with a summoned or otherwise bound spirit, which can then be used to power various magical constructs. But pumpkins are not forever, and thus the spirit is often transferred over to some other object, often a carved stone or piece of wood. New spirits are believed to be created if the pumpkin has a face carved into it, and the nature of the spirit depends on the carving. Thus it’s not uncommon to find jack-o-lanterns among the Dyipfolk, or various golems and constructs that have had said face transferred over to it.
Furs (Natural)
Leafblend “Ratfolk tea” (Processed good)
A category of brews made from crushed and dried leaves boiled in water, often drunk as the main source of liquid for many Dyipfolk. Very similar to tea, though predating Dyipfolk contact with the other holdfasts and thus being more akin to convergent culinary evolution.
Dyes (Processed good)
Many pigmented organisms are found in Deepwoods, particularly various flowers and fungi growing in the treetops, but also mollusc shells left by many species inhabiting the forest and fens. Common dyes include yellow, blue, and green variants, though turquoise is a particular favorite. Notably, reds are a rarity among the Dyipfolk, as iron and copper sources that otherwise are abundant in many other societies are few and hard to access in the forest. Most reds are produced from blood, and as such are exceedingly rare and seen as symbols of status and wealth. Orange is somewhat prestigious too, though diluted, being a mixture of red and yellow.
Pumpkin hearts (Processed good)
The residue left over from a pumpkin summoning ritual, be that the literal remnants of a pumpkin or an object that has had the summoned spirit imbued into it. The Dyipfolk have long had a tradition of magical rituals, often focusing on communing with the spirits of the world, as they see it. At some point they discovered that pumpkins were a particularly potent focus for such rituals, although whether or not this is due to some actual connection to the beyond or just selection bias is another matter. In these rituals pumpkins are imbued with a summoned or otherwise bound spirit, which can then be used to power various magical constructs. But pumpkins are not forever, and thus the spirit is often transferred over to some other object, often a carved stone or piece of wood. New spirits are believed to be created if the pumpkin has a face carved into it, and the nature of the spirit depends on the carving. Thus it’s not uncommon to find jack-o-lanterns among the Dyipfolk, or various golems and constructs that have had said face transferred over to it.
Needed Resources
Metals of all kinds are a rarity and very valuable in Deepwoods. There are few ore veins and available mineral deposits, and those are often tightly controlled by some clan or group. Thus, worked metals are highly sought after, particularly practical tools, but also ornamental items as a sign of status.
Edit: clarified some population stats
Edit 2: changed format to abide by application standard and also added government section which I forgot oopsie
Edit: clarified some population stats
Edit 2: changed format to abide by application standard and also added government section which I forgot oopsie