Tie Melena - Fjetrell
Index:
Description
Lifespan
Height | Size
Diet
Racial magic
Earthly Domain
Areas they frequent
Society
Alliance
Religion
Birth and naming
Coming of age
Marriage
Burial
Reproduction
Naming tradition
Glossary
Gallery
Description
Lifespan
Height | Size
Diet
Racial magic
Earthly Domain
Areas they frequent
Society
Alliance
Religion
Birth and naming
Coming of age
Marriage
Burial
Reproduction
Naming tradition
Glossary
Gallery
Description:
The fjetrell are the mountainous people of Tie Melena. This species have a way of communicating with nature which far surpass any other species. The fjetrell come from specially blessed rocks that have been put in the ground. From these, their grow and then emerge as adults. Like with the acrias, they get a few years to learn from an elder before they're allowed to venture out on their own.
This species starts out brown or tan, with grey markings under their feet, part of the arms, hands, and chest, and on the face. This colouration changes based on the kind of soil or material the fjetrell rests in commonly.
While they are fully animated and can move quickly when needed, they don't have soft skin. It feels more like rough sandpaper, that they can further harden if they have time to, in the event of needing to defend themselves.
Lifespan:
Apprentice: 0-3 | Adult: 3 -- | Ancient: 1000 - ???
(Note, most fjetrell do not live long enough to become more than 700 years)
Height:
It varies with age, but a fjetrell will increase their height by roughly 5cm per year until they stagnate at 90 cm.
From 0y to 10y = 30cm.
11y - 35cm
12y - 40cm
13y - 45cm
14y - 50cm
15y - 55cm
16y - 60cm
17y - 65cm
18y - 70cm
19y - 75cm
20y - 80cm
21y - 85cm
22y - 90cm
(Thanks goes to Aim for helping with the age and the size troubles I ran across.)
Diet:
The fjetrell get what nutrients they need while lying dormant in the soil during the day. They will link up to their walking tree, or to the plants that they allow to grow on their arms and shoulders, to gather nutrients. When the fjetrell have no walking tree to "link" up to while they sleep in the ground underneath it, they will try and link up to any tree root, or plant roots.
Normally during the day, their walking tree will be rooted, and they will be sleeping about 90 cm/2'11'' underneath it, letting the tree take in energy from the sun.
That's not to say that fjetrell can't eat food that is offered to them. However anything more than a small bite, will eventually have to come back up in form of chewed mush. The fjetrell does not possess a digestive system, and have no exit for waste. While their cores can absorb and turn very small amounts of food into energy, this energy is subpar to what the fjetrell gets while sleeping underground during the day.
Throughout the day, they can consume small amounts of water, which they do to regulate the heat of their core. Excess water is stored under the outer shell. As a result, fjetrell can appear to sweat. However, they do expel water if they get emotional, in form of tears. But same as with solid food, if a fjetrell drinks more than two teaspoons of water, they'll cough or spit it back up again.
It should be noted that parched earth, or earth that's void of nutrients, make for very bad beds for fjetrell, and they will emerge lethargic.
Similarly, waterlogged earth is equally bad, as fjetrell cannot breathe under water. They'll either escape by emerging, or burrow to higher ground if possible.
Racial Magic:
They commune naturally with nature, as easily as other species speak to each other. They make use of this power to regrow damaged forests, always carrying seed and nuts in their bags with them, They may ask favours from it, such as correct an errant river that's changed its course caused flooding, to return to its river bed. Fjetrell also commune with animals, able to send messages long distance by the help of birds or small critters. They can sense strong magical auras, be it from people or objects. But at the same time, hide their own auras.
Fjetrell magic centers around the natural world, be it forests, grasslands, savannahs, wetlands, tundras, or mountains.
Burrowing is part of this magic, and any fjetrell can make a hasty escape by letting the ground swallow them. Some prefer to "hop into the earth" as other species might hop into water, and sink under.
They can move unhindered through earth, rock, and bedrock. They can also reshape rocks around them, depending on how well trained they are in this skill.
--Cores:
Fjetrells emerge from blessed lumps of raw rock, gem, or minerals that has been left in the earth for up to a year.
This core is what becomes their center, and their hair and the inside of their mouth will take on the colours from it. Not only that, but the skin of a fjetrell is in fact a animated outer shell, and the thick liquid continuously seeping from their core is what fills this shell. As a result, if a fjetrell's skin is cut, or broken, the liquid will seep out and harden (like tree sap) to form a scab. This scab falls off in time, and leaves a scar behind a paler colour of the core's.
Should a fjetrell's limb be severed, too much of the liquid will escape the outer shell all at once, killing the fjetrell in the process. The liquid will become grey like common stone, and brittle, breaking apart easily. This is regardless of what colour the core is.
Cores are inherently hot, and fjetrell regulate the temperature throughout the day by drinking to cool down, or keeping active to heat up. If a fjetrell's internal temperature falls below 10 Celsius (50 Fahrenheit), they'll be unable to move. However this doesn't kill them, rather it forces them into a form of hibernation, without the benefits of actually resting. When brought up to above 10 Celsius, they'll simply wake up, still in the moment of when they fall asleep. They will not have heard or sensed anything while asleep, even if their eyes stay open.
In the event that a fjetrell is exposed to constant fire for longer than 10 minutes, or is excessively active for long periods- The core will overheat, turning the thick liquid watery thin and the outer shell will crack open, killing the fjetrell.
On a lighter note, fjetrell can cut their hair, and if they're quick, can shape the lump into something before the hair lump hardens. Core liquid continues to produce through their life, so the hair grows back slowly but surely.
Earthly Domain:
Fjetrell exist on ALL continents of Tie Melena. They are just hard to spot, as they can hide their own aura, and blend in with nature.
Areas they frequent:
-Grassland and forest fjetrell prefer just that, as they will have colours that allows them to blend in easily. They might migrate during colder seasons to warmer areas.
-Mountain fjetrell are more adept to higher altitudes, and possess a higher resistance to cold and heat than the other variants. They often sleep in pockets of earth that they've made in the bedrock, with their tree rooted in the patch of heather or lichen.
-Wetland and swamp fjetrell are darker in colour than the previous two, and might either carry walking trees, or sleep inside the thick mangrove trees of their area. They are able to hold their breath longer, and travel through the wet ground to get from A to B, and then climb roots or onto stronger earth to get out of the water areas.
Society:
Fjetrell will aspire to be good and wise people, helpful to nature.
Many will embark on a journey to prove to the deities of Tie Melena that they are indeed wise people. The reason being that such fjetrell are granted the suffix and title of Neioa, and the deities will grow the wise fjetrell to the size of a mountain.
Not many succeed in this, with most only growing to be about 700 years of age, at which is when they begin to age and deteriorate/crumble. If they are chosen, they are given special powers, such as communing with other Neioa fjetrell across the world, using the earth itself to speak. They also gain the power to bless seeds and rocks that the acrias and fjetrell, respectfully, use to grow new members of their community.
This species do not possess genders, but if bullied enough, they might pick a gendered pronoun just to placate said bullies. But since the fjetrell have no need for them they will still see themselves as agendered.
While fjetrell do not need to be dressed, they do in order to show off some pride in their community. On the cloth, there's often some symbol woven in that represents the community as a whole.
Fjetrell is a naturally polite species, as this is how they gain favours from nature around them. Exposure to other species can change this, but when it comes to their natural state of mind, a fjetrell will always be mindful of how they speak. They are also quick to sink into soil, sand, and even rock, to avoid strangers, or possible dangers. The younger the fjetrell, the more skittish they will be.
That said, older and more experienced fjetrell can be angered, and can show their deadlier side if pressed far enough.
"One legend tells of a kiva army, let by a lowlander janborian guide. As they crossed a sandy desert, they found at the border to the grasslands, a long row of small stout trees. The janborian warned the general of the army to leave the trees be.
"They're walking trees, sacred to my people. If they're disturbed, horrible things happen."
One of the soldiers sneered at this and grabbed one of the spindlier trees to pull out of the ground. As they did, they gave a very short yelp as the ground swallowed them up.
Then there was only silence. No screams, and no commotion other than the soldier's friends exclaiming in disbelief at what they had witnessed. No trace was left of the soldier.
The general was the first to speak after a long silence, and calmly ordered the troops to maneuver around the trees gently.
"You spoke the truth, and they were foolish enough to distrust your word. I'll see too it that none of my kind disturb any of these walking trees as you call them." They told the janborian, asking if it was appropriate to leave a token of apology for the breach of respect. It was decided to sprinkle some water on the offended tree."
What had happened was that by uprooting the tree a fjetrell had been woken up below. One who had spent the entire night with their kin, fighting back against the creeping desert. Exhausted, and then rudely severed from the roots of their tree, the fjetrell had sucked the soldier underground without a second thought. Death by suffocation would have been almost instant as the fjetrell sank them deep enough that any hope of survival was out of the question.
Gathering/resting grounds:
-Grassland/forest: Forest fjetrell tend to make their resting grounds on grassy hills. Often these are circled by bushes, mushroom rings, or ancient trees. But in the clearing where they sleep specifically, there's only grass. This is so the fjetrell doesn't leech energy from other root systems aside from their walking trees. Imagine... potatoes, connected to their host plant. There would likely be nearby rocks piled into a cave formation or something, where the blessed cores for the community will be stored until they're needed.
-Wetlands: Fjetrell who live in swamps, wetlands, areas where the ground very often or always water-logged, have a different approach. While they might carry walking trees, many will open up thick trunks of trees, and "lock" themselves inside for the day. This does leave them more vulnerable to being discovered if someone comes along to cut a tree in half. But often, the mortals can tell, or even mark off areas that they feel are "out of bounds/sacred." Wetland fjetrell live in smaller than average communities, numbering barely past 15 individuals. Very often, they will grow these thick trees in thickets to keep each other close during the daytime.
-Mountain: The mountain variant live in the most exposed of areas, and as a result, mostly travel underground. They do have walking trees that they take with them underground. Groups can number up towards 40 individuals, though it can be hard to tell. The resting grounds are towards the north side of the mountain they live on. If not mountain, then rocky tundras. Regardless of which, the resting are always in pockets of earth, hidden down inside of deep caverns. Nenen will rarely leave these caverns before they graduate from their apprenticeship.
--Walking trees:
Almost all fjetrell make use of walking trees, which they grow as a rite of passage from nenen/apprentice, and into full-fledged member of the communities.
These walking trees are integral to the fjetrell, and losing it will feel akin to losing a limb. Eventually the fjetrell will grow a new walking tree, as it's one of the few ways for them to gather nourishment.
The trees will magically take root when the fjetrell place them onto soil with the intention of letting go. The trees will immediately withdraw their roots once their fjetrell pulls them back up again.
The fjetrell sleep in the soil, underground, with their walking trees right above them, connected to it via roots and thin tendrils- leeching energy from it as it in turn take in energy from the sun.
Walking trees are kept small by the fjetrell leeching from them, hindering the tree from growing later than the fjetrell can carry.
Alliance:
The fjetrell alliance with the acrias. They are one of the few species who communicate with the fabled winged creatures of the woods on normal basis. The acrias will often come to them if a storm has toppled the trees that they make their homes in, and the fjetrell ask for woven linen cloth when they need it.
Religion:
This species respects The Clan of Anani. Their elders, who are immobile mountains, receiving advice from them if there is a need for it.
The fjetrell does not worship the Clan the same way the janborians do, but they respect them. Often they call The Clan of Anani the "tall ones." Among them, Korh is the most well-known, as he was the one who blessed the first rocks and thus created the first fjetrell.
They do not observe any annual holy days, or rituals relating to the Clan.
The fjetrell are the mountainous people of Tie Melena. This species have a way of communicating with nature which far surpass any other species. The fjetrell come from specially blessed rocks that have been put in the ground. From these, their grow and then emerge as adults. Like with the acrias, they get a few years to learn from an elder before they're allowed to venture out on their own.
This species starts out brown or tan, with grey markings under their feet, part of the arms, hands, and chest, and on the face. This colouration changes based on the kind of soil or material the fjetrell rests in commonly.
While they are fully animated and can move quickly when needed, they don't have soft skin. It feels more like rough sandpaper, that they can further harden if they have time to, in the event of needing to defend themselves.
Lifespan:
Apprentice: 0-3 | Adult: 3 -- | Ancient: 1000 - ???
(Note, most fjetrell do not live long enough to become more than 700 years)
Height:
It varies with age, but a fjetrell will increase their height by roughly 5cm per year until they stagnate at 90 cm.
From 0y to 10y = 30cm.
11y - 35cm
12y - 40cm
13y - 45cm
14y - 50cm
15y - 55cm
16y - 60cm
17y - 65cm
18y - 70cm
19y - 75cm
20y - 80cm
21y - 85cm
22y - 90cm
(Thanks goes to Aim for helping with the age and the size troubles I ran across.)
Diet:
The fjetrell get what nutrients they need while lying dormant in the soil during the day. They will link up to their walking tree, or to the plants that they allow to grow on their arms and shoulders, to gather nutrients. When the fjetrell have no walking tree to "link" up to while they sleep in the ground underneath it, they will try and link up to any tree root, or plant roots.
Normally during the day, their walking tree will be rooted, and they will be sleeping about 90 cm/2'11'' underneath it, letting the tree take in energy from the sun.
That's not to say that fjetrell can't eat food that is offered to them. However anything more than a small bite, will eventually have to come back up in form of chewed mush. The fjetrell does not possess a digestive system, and have no exit for waste. While their cores can absorb and turn very small amounts of food into energy, this energy is subpar to what the fjetrell gets while sleeping underground during the day.
Throughout the day, they can consume small amounts of water, which they do to regulate the heat of their core. Excess water is stored under the outer shell. As a result, fjetrell can appear to sweat. However, they do expel water if they get emotional, in form of tears. But same as with solid food, if a fjetrell drinks more than two teaspoons of water, they'll cough or spit it back up again.
It should be noted that parched earth, or earth that's void of nutrients, make for very bad beds for fjetrell, and they will emerge lethargic.
Similarly, waterlogged earth is equally bad, as fjetrell cannot breathe under water. They'll either escape by emerging, or burrow to higher ground if possible.
Racial Magic:
They commune naturally with nature, as easily as other species speak to each other. They make use of this power to regrow damaged forests, always carrying seed and nuts in their bags with them, They may ask favours from it, such as correct an errant river that's changed its course caused flooding, to return to its river bed. Fjetrell also commune with animals, able to send messages long distance by the help of birds or small critters. They can sense strong magical auras, be it from people or objects. But at the same time, hide their own auras.
Fjetrell magic centers around the natural world, be it forests, grasslands, savannahs, wetlands, tundras, or mountains.
Burrowing is part of this magic, and any fjetrell can make a hasty escape by letting the ground swallow them. Some prefer to "hop into the earth" as other species might hop into water, and sink under.
They can move unhindered through earth, rock, and bedrock. They can also reshape rocks around them, depending on how well trained they are in this skill.
--Cores:
Fjetrells emerge from blessed lumps of raw rock, gem, or minerals that has been left in the earth for up to a year.
This core is what becomes their center, and their hair and the inside of their mouth will take on the colours from it. Not only that, but the skin of a fjetrell is in fact a animated outer shell, and the thick liquid continuously seeping from their core is what fills this shell. As a result, if a fjetrell's skin is cut, or broken, the liquid will seep out and harden (like tree sap) to form a scab. This scab falls off in time, and leaves a scar behind a paler colour of the core's.
Should a fjetrell's limb be severed, too much of the liquid will escape the outer shell all at once, killing the fjetrell in the process. The liquid will become grey like common stone, and brittle, breaking apart easily. This is regardless of what colour the core is.
Cores are inherently hot, and fjetrell regulate the temperature throughout the day by drinking to cool down, or keeping active to heat up. If a fjetrell's internal temperature falls below 10 Celsius (50 Fahrenheit), they'll be unable to move. However this doesn't kill them, rather it forces them into a form of hibernation, without the benefits of actually resting. When brought up to above 10 Celsius, they'll simply wake up, still in the moment of when they fall asleep. They will not have heard or sensed anything while asleep, even if their eyes stay open.
In the event that a fjetrell is exposed to constant fire for longer than 10 minutes, or is excessively active for long periods- The core will overheat, turning the thick liquid watery thin and the outer shell will crack open, killing the fjetrell.
On a lighter note, fjetrell can cut their hair, and if they're quick, can shape the lump into something before the hair lump hardens. Core liquid continues to produce through their life, so the hair grows back slowly but surely.
Earthly Domain:
Fjetrell exist on ALL continents of Tie Melena. They are just hard to spot, as they can hide their own aura, and blend in with nature.
Areas they frequent:
-Grassland and forest fjetrell prefer just that, as they will have colours that allows them to blend in easily. They might migrate during colder seasons to warmer areas.
-Mountain fjetrell are more adept to higher altitudes, and possess a higher resistance to cold and heat than the other variants. They often sleep in pockets of earth that they've made in the bedrock, with their tree rooted in the patch of heather or lichen.
-Wetland and swamp fjetrell are darker in colour than the previous two, and might either carry walking trees, or sleep inside the thick mangrove trees of their area. They are able to hold their breath longer, and travel through the wet ground to get from A to B, and then climb roots or onto stronger earth to get out of the water areas.
Society:
Fjetrell will aspire to be good and wise people, helpful to nature.
Many will embark on a journey to prove to the deities of Tie Melena that they are indeed wise people. The reason being that such fjetrell are granted the suffix and title of Neioa, and the deities will grow the wise fjetrell to the size of a mountain.
Not many succeed in this, with most only growing to be about 700 years of age, at which is when they begin to age and deteriorate/crumble. If they are chosen, they are given special powers, such as communing with other Neioa fjetrell across the world, using the earth itself to speak. They also gain the power to bless seeds and rocks that the acrias and fjetrell, respectfully, use to grow new members of their community.
This species do not possess genders, but if bullied enough, they might pick a gendered pronoun just to placate said bullies. But since the fjetrell have no need for them they will still see themselves as agendered.
While fjetrell do not need to be dressed, they do in order to show off some pride in their community. On the cloth, there's often some symbol woven in that represents the community as a whole.
Fjetrell is a naturally polite species, as this is how they gain favours from nature around them. Exposure to other species can change this, but when it comes to their natural state of mind, a fjetrell will always be mindful of how they speak. They are also quick to sink into soil, sand, and even rock, to avoid strangers, or possible dangers. The younger the fjetrell, the more skittish they will be.
That said, older and more experienced fjetrell can be angered, and can show their deadlier side if pressed far enough.
"One legend tells of a kiva army, let by a lowlander janborian guide. As they crossed a sandy desert, they found at the border to the grasslands, a long row of small stout trees. The janborian warned the general of the army to leave the trees be.
"They're walking trees, sacred to my people. If they're disturbed, horrible things happen."
One of the soldiers sneered at this and grabbed one of the spindlier trees to pull out of the ground. As they did, they gave a very short yelp as the ground swallowed them up.
Then there was only silence. No screams, and no commotion other than the soldier's friends exclaiming in disbelief at what they had witnessed. No trace was left of the soldier.
The general was the first to speak after a long silence, and calmly ordered the troops to maneuver around the trees gently.
"You spoke the truth, and they were foolish enough to distrust your word. I'll see too it that none of my kind disturb any of these walking trees as you call them." They told the janborian, asking if it was appropriate to leave a token of apology for the breach of respect. It was decided to sprinkle some water on the offended tree."
What had happened was that by uprooting the tree a fjetrell had been woken up below. One who had spent the entire night with their kin, fighting back against the creeping desert. Exhausted, and then rudely severed from the roots of their tree, the fjetrell had sucked the soldier underground without a second thought. Death by suffocation would have been almost instant as the fjetrell sank them deep enough that any hope of survival was out of the question.
Gathering/resting grounds:
-Grassland/forest: Forest fjetrell tend to make their resting grounds on grassy hills. Often these are circled by bushes, mushroom rings, or ancient trees. But in the clearing where they sleep specifically, there's only grass. This is so the fjetrell doesn't leech energy from other root systems aside from their walking trees. Imagine... potatoes, connected to their host plant. There would likely be nearby rocks piled into a cave formation or something, where the blessed cores for the community will be stored until they're needed.
-Wetlands: Fjetrell who live in swamps, wetlands, areas where the ground very often or always water-logged, have a different approach. While they might carry walking trees, many will open up thick trunks of trees, and "lock" themselves inside for the day. This does leave them more vulnerable to being discovered if someone comes along to cut a tree in half. But often, the mortals can tell, or even mark off areas that they feel are "out of bounds/sacred." Wetland fjetrell live in smaller than average communities, numbering barely past 15 individuals. Very often, they will grow these thick trees in thickets to keep each other close during the daytime.
-Mountain: The mountain variant live in the most exposed of areas, and as a result, mostly travel underground. They do have walking trees that they take with them underground. Groups can number up towards 40 individuals, though it can be hard to tell. The resting grounds are towards the north side of the mountain they live on. If not mountain, then rocky tundras. Regardless of which, the resting are always in pockets of earth, hidden down inside of deep caverns. Nenen will rarely leave these caverns before they graduate from their apprenticeship.
--Walking trees:
Almost all fjetrell make use of walking trees, which they grow as a rite of passage from nenen/apprentice, and into full-fledged member of the communities.
These walking trees are integral to the fjetrell, and losing it will feel akin to losing a limb. Eventually the fjetrell will grow a new walking tree, as it's one of the few ways for them to gather nourishment.
The trees will magically take root when the fjetrell place them onto soil with the intention of letting go. The trees will immediately withdraw their roots once their fjetrell pulls them back up again.
The fjetrell sleep in the soil, underground, with their walking trees right above them, connected to it via roots and thin tendrils- leeching energy from it as it in turn take in energy from the sun.
Walking trees are kept small by the fjetrell leeching from them, hindering the tree from growing later than the fjetrell can carry.
Alliance:
The fjetrell alliance with the acrias. They are one of the few species who communicate with the fabled winged creatures of the woods on normal basis. The acrias will often come to them if a storm has toppled the trees that they make their homes in, and the fjetrell ask for woven linen cloth when they need it.
Religion:
This species respects The Clan of Anani. Their elders, who are immobile mountains, receiving advice from them if there is a need for it.
The fjetrell does not worship the Clan the same way the janborians do, but they respect them. Often they call The Clan of Anani the "tall ones." Among them, Korh is the most well-known, as he was the one who blessed the first rocks and thus created the first fjetrell.
They do not observe any annual holy days, or rituals relating to the Clan.
Birth:
Fjetrell are born from the earth, sprouting from rocks and precious minerals that's been blessed and planted. It can take a full year for the chunk of rock minerals to finish gestation. Fjetrell don't have generations, as they only replenish their numbers when they notice that there's missing a lot of people. Due to their long age, and low mortality from natural enemies, there are never an abundance of fjetrell grown. Mostly, there will be 1 to 4 fjetrell grown per litter.
Coming of age:
Usually, a new fjetrell will be called an apprentice when they emerge. They're not children, no matter their size. They follow an older fjetrell around for up to 3 years, and only after this are they allowed to venture off on their own. So in a sense, their "coming of age" is when they turn 3, and are gauged to be able to act on their own. Of course, most fjetrell will stick to their communities until they're older and wish prove themselves. But this urge doesn't set in until they're past their 300th year.
Fjetrell grow a "walking tree" as a rite of passage from their apprenticeship. This tree will magically grow at the same pace as the fjetrell, and stop growing once the fjetrell does at age 22.
Marriage:
Fjetrell have no concept of marriage. They do know about the concept of love, and they know what sex is(from observing nature around them), but sex doesn't interest them naturally as they have no genitalia to stimulate. They're very content with building friendships with each other. There are cases of fjetrell falling in love, but this is uncommon to become public since fjetrell are often too bashful to announce their partnerships.
Burial:
Dead fjetrell harden and turn a dull grey. Then they become boulders which become gravel, which become pebbles, then earth over a span of months. Other fjetrell will mourn them, but eventually move on. There are no grave markers, or ceremonies. They keep the memory of a friend alive in their stories. In some cases, the walking tree the deceased fjetrell used, will be re-planted one last time. Some of these trees are imbued with strong magic, and acrias vying to learn magic will often make them their home.
Reproduction:
Only Neioa fjetrell have the power to bless rocks and minerals that will become new fjetrell.
The rocks are blessed on full moon nights. Then planted that same night. Up to a year can go past before a fjetrell emerges from the soil, and there will always be three fjetrell guarding these grounds. They won't appear personally, but use nature to defend or ward of anyone seeking to disturb the patch. With rocky landslides, or thorny grooves covering the perimeter, they will take shifts, and even stay up during the day to ensure that the earth is not disturbed.
Depending on the soil that the rock or mineral is planted in, the different traits of a fjetrell can vary.
Skin:
Their skin will always start out tan and grey, but can gradually grow more pale, or darker, depending on the soil that the fjetrell sleeps in over a longer period of time.
-More commonly are those fjetrell which live closer to the forests, will grow darker brown and grey skin, with grass emerging in spots on their shoulders and forearms. Similar are the wetland fjetrell darker than their forest cousins, with the rich nourishment of their home.
-Meanwhile and more rarer are the fjetrell who live more in the mountains, with less vegetation, will grow a paler brown and grey skin, and will have moss, lichen, or heather/ling, growing on their shoulders and forearms.
Markings:
Fjetrell Can have different markings, some that you can see on the example fjetrell up top. Some variation is allowed as long as it's not ridiculous or actual icons/symbols. The markings will always appear in the palm of their hands and under their feet though. But the face can have less or more grey to it.
Fjetrell are born from the earth, sprouting from rocks and precious minerals that's been blessed and planted. It can take a full year for the chunk of rock minerals to finish gestation. Fjetrell don't have generations, as they only replenish their numbers when they notice that there's missing a lot of people. Due to their long age, and low mortality from natural enemies, there are never an abundance of fjetrell grown. Mostly, there will be 1 to 4 fjetrell grown per litter.
Coming of age:
Usually, a new fjetrell will be called an apprentice when they emerge. They're not children, no matter their size. They follow an older fjetrell around for up to 3 years, and only after this are they allowed to venture off on their own. So in a sense, their "coming of age" is when they turn 3, and are gauged to be able to act on their own. Of course, most fjetrell will stick to their communities until they're older and wish prove themselves. But this urge doesn't set in until they're past their 300th year.
Fjetrell grow a "walking tree" as a rite of passage from their apprenticeship. This tree will magically grow at the same pace as the fjetrell, and stop growing once the fjetrell does at age 22.
Marriage:
Fjetrell have no concept of marriage. They do know about the concept of love, and they know what sex is(from observing nature around them), but sex doesn't interest them naturally as they have no genitalia to stimulate. They're very content with building friendships with each other. There are cases of fjetrell falling in love, but this is uncommon to become public since fjetrell are often too bashful to announce their partnerships.
Burial:
Dead fjetrell harden and turn a dull grey. Then they become boulders which become gravel, which become pebbles, then earth over a span of months. Other fjetrell will mourn them, but eventually move on. There are no grave markers, or ceremonies. They keep the memory of a friend alive in their stories. In some cases, the walking tree the deceased fjetrell used, will be re-planted one last time. Some of these trees are imbued with strong magic, and acrias vying to learn magic will often make them their home.
Reproduction:
Only Neioa fjetrell have the power to bless rocks and minerals that will become new fjetrell.
The rocks are blessed on full moon nights. Then planted that same night. Up to a year can go past before a fjetrell emerges from the soil, and there will always be three fjetrell guarding these grounds. They won't appear personally, but use nature to defend or ward of anyone seeking to disturb the patch. With rocky landslides, or thorny grooves covering the perimeter, they will take shifts, and even stay up during the day to ensure that the earth is not disturbed.
Depending on the soil that the rock or mineral is planted in, the different traits of a fjetrell can vary.
Skin:
Their skin will always start out tan and grey, but can gradually grow more pale, or darker, depending on the soil that the fjetrell sleeps in over a longer period of time.
-More commonly are those fjetrell which live closer to the forests, will grow darker brown and grey skin, with grass emerging in spots on their shoulders and forearms. Similar are the wetland fjetrell darker than their forest cousins, with the rich nourishment of their home.
-Meanwhile and more rarer are the fjetrell who live more in the mountains, with less vegetation, will grow a paler brown and grey skin, and will have moss, lichen, or heather/ling, growing on their shoulders and forearms.
Markings:
Fjetrell Can have different markings, some that you can see on the example fjetrell up top. Some variation is allowed as long as it's not ridiculous or actual icons/symbols. The markings will always appear in the palm of their hands and under their feet though. But the face can have less or more grey to it.
Hair:
Or what one could call that which grows from their heads. Fjetrell can trim and regrow the "hair" on their heads. It takes on the colours that the type of rock or mineral that the fjetrell has for a core. It will harden into proper rock if cut off. While attached to the fjetrell, it will remain soft and pliable. When the individual moves, imitating hair movement. The mineral is not treated/polished in it's natural state, so it doesn't appear translucent or overly shiny. Metallic ores are never used, as fjetrell just don't grow from them. It's common to chose dull coloured rocks and minerals, so that the fjetrell will not stand out among the environment they live in. Those who do have bright colours, either live among flora matching it, so they can easily hide, or cake their hair in mud when forced to move around during daytime. Here are some examples. - Green and orange. - Pale green with grey and white spots. - Deep red with lighter right spots. - Green with pink stripes. - White with thin grey stripes - Black. - Pale yellow and pale brown spots. - Blue with lighter blie stripes. Eyes: Like with hair, this varies depending on different factors. To be more precise, the sky. A fjetrell's eyes are blank, transparent, when they first emerge. It is only when they look at the sky for the first time, that their eyes take on the colour of the sky. So while their sclera are always a dark brown, their eyes can also have a wide range of colours. So their eyes can be: - A warm orange from a sunset. - A flush pink from a sunrise. - A dull blue from a stormy day. - A pale grey from an overcast day. - A firely red sunset. - A dark blue clear night. - And since sunsets and sunrises and the sky itself can be so many different colours, almost any colour is possible. But only one. Fjetrell do not have dual colours(or gradients between two colours) in their eyes. So no "green/yellow", "blue/purple" or "pink/orange" combinations. --- Note! Hair, eyes, and markings are not tied together in any way, you can mix and match as you please. For in the dusk, all fjetrell appear colourless. |
Naming traditions:
It goes without saying by now, but fjetrell have unisex names. Sometimes they allow for acrias to name new fjetrell, in which case they use the gender neutral name form from them, with acrias words as the basis.
It's normally the elder which decides on the name for a newly emerged fjetrell. This name can be changed during their lifetime, should the fjetrell not feel that it fits them.
The fjetrell themselves have very simple and short names. They also create their names based on the combination system.
However they pronounce letters according to the janborian alphabet, which means a name like "Laoa" is pronounced as "Li-a-Uh-a" while "Daeo" is pronounced as "Dah-euh."
A coloumn combined with the B column.
Titles/suffix:
Fjetrell use nicknames, which might seem odd since their names are already so short. I suppose they're more like titles, but they will refer to elder fjetrell and younger fjetrell by special suffixes.
An elder fjetrell will be referred to as "name + Niraa" Niraa meaning elder.
A younger fjetrell will be refrerred to as "name + Nenen" Nenen meaning younger.
A mountainous fjetrell will be referred to as "name + Neioa" meaning mountain/ancient.
A) - Emotion
1 - Fi - Sad 2 - Fa - Happy 3 - Fe - Angry 4 - Fo - Scared 5 - Fy - Stoic 6 - Sne - Somber 7 - Sna - Excited 8 - Sni - Irritated 9 - Sno - Fearful 10 - Sny - Pensive 11 - Li - Mournful 12 - La - Jovial 13 - Le - Trustful 14 - Lo - Hopeful 15 - Ly - Courageous 16 - Di - Prideful 17 - Da - Shy 18 - De - Patient 19 - Do - Devoted 20 - Dy - Modest 21 - Bi - Friendly 22 - Ba - Weeping 23 - Be - Surprised 24 - Bo - Confident 25 - By - Kind |
B) - Object or phenomena
1 - Er - Root 2 - Ey - Leaf 3 - Eo - Bloom 4 - El - Path 5 - En - Star 6 - Ai - Meadow 7 - Ay - Breeze 8 - Ao - Cloud 9 - Al - Rain 10 - An - Petal 11 - Ir - Aurora 12 - Is - Rainbow 13 - Io - Pebble 14 - Il - Boulder 15 - In - Stream 16 - Or - River 17 - Oy - Branch 18 - Oa - Flame 19 - Ol - Ember 20 - On - Coal 21 - Ur - Storm 22 - Uy - Lightning 23 - Ua - Forest 24 - Ul - Bark 25 - Un - Gem |
Glossary
Fjetrell have no written script/alphabet of their own. For the sake of simplicity of creation, I use the janborian script when I create words for the fjetrell, as the symbols can create sounds with very little characters needed.
They can learn other people's scripts, and they are very adapt at understanding languages due to their training with the All Tongue ability.
Below are a few words, sadly, not enough time to make a complete dictionary for this species. But you're welcome to try out new words.
English - janborian symbols used = pronounciation - (the way you write it)
Hello - HeLu = Heh-luu -(hehluu)
Bye - BoDoW = Buh-duh-wue - (buhduhwue)
Thanks - TyCy = Tieh-sieh - (tiehshie)
Thank you very much - TyCyMu = Tieh-sieh-muu - (tiehsiehmuu)
Oh for the patrons - Ao Fy PaTRoN = oh feii puah-teh-roh-nah - (Oh feii puahtehroonah) Like 'FFS DUDES' - Dulun setting.
Korh help me - Korh hiu ma = Ko-reh-ho hii-uu meah - (Korh hiu ma) like "give me patience/so help me-" - Aora setting.
No - Ne = Naeh - (naeh)
No Thanks - Ne TyCy = Naeh tieh-sieh - (naeh tiehsieh)
They can learn other people's scripts, and they are very adapt at understanding languages due to their training with the All Tongue ability.
Below are a few words, sadly, not enough time to make a complete dictionary for this species. But you're welcome to try out new words.
English - janborian symbols used = pronounciation - (the way you write it)
Hello - HeLu = Heh-luu -(hehluu)
Bye - BoDoW = Buh-duh-wue - (buhduhwue)
Thanks - TyCy = Tieh-sieh - (tiehshie)
Thank you very much - TyCyMu = Tieh-sieh-muu - (tiehsiehmuu)
Oh for the patrons - Ao Fy PaTRoN = oh feii puah-teh-roh-nah - (Oh feii puahtehroonah) Like 'FFS DUDES' - Dulun setting.
Korh help me - Korh hiu ma = Ko-reh-ho hii-uu meah - (Korh hiu ma) like "give me patience/so help me-" - Aora setting.
No - Ne = Naeh - (naeh)
No Thanks - Ne TyCy = Naeh tieh-sieh - (naeh tiehsieh)