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FERAL2

General
Society:
The feral are a race of humans that have been mutated by the forces of Chaos.
They share many of the same characteristics as other humans but have diverged
enough socially and physically to be an entirely different species. The feral
are anarchistic, nomadic scavengers by nature, living in loose colonies that
wander their arid homelands. The number of living feral is unknown, but is
estimated to be far less than the other major races, likely numbering in the
thousands.
 
There are no known permanent settlements of feral in the world. Feral tend to
form roving colonies, similar in style to cats. They live and travel together
but the individual takes care of all of the individual's personal needs. It is
not uncommon for lone or small groups of feral to break away from the main
colony for weeks at a time. They live a subsistence life and have little need
or capability for any political organization. 
 
Unlike other nomads, the feral do not follow game or raise animals, due to
the harsh nature of their environment. Moreover, they do not range between
water sources. They seem to move erratically, operating on a whimsical, day-
to-day basis. Most of their equipment is scavenged or improvised from the
tools of other races. Compared to those other races, the feral have a lesser
need for such tools, as their bodies and the typical range of mutations within
a colony provides a large, natural set of tools for most survival tasks. 
 
The daily life of the feral is very severe. Being based in the Forsaken
Lands, they have three major threats to their survival. The first of these is
the unforgiving environment itself, being an arid wasteland of a desert.
Temperatures are extreme, food and water are scarce, and there is little in
terms of natural resources.
 
It is not clearly understood how the feral survive the inherent natural
dangers of the Forsaken Lands. The most dangerous of these are the sand
golems, tainted scorpions, and torments that stalk through the night. Perhaps
the feral hide, perhaps the feral hunt them in turn, or there may be a sort of
understanding between the monsters and half-demons. Despite whatever the
case may be, when a feral journeys out from the Forsaken Lands and attempts
to return, that feral is attacked just as any other outsider would be. This
suggests that there is a connection between the area itself and the creatures
that live there.
 
The second major threat is that they must contend with the chaotic forces that
would see them turned into full-fledged demons. The chaotic energy that is a
part of their homeland is slowly tearing the race apart, making them half-
demon. All feral must learn to live with their disfiguring mutations. Some
mutations cause death while others are so psychologically damaging as to drive
the feral completely insane. Various degrees of mutations, insanity, and
illnesses have become a daily part of the average colony. 
 
The last major threat comes from the outside. Hunters, raiders, and the
occasional army from the Elven Kingdom, Maelbrim, and Miruvhor scour the edges
of Forsaken Lands, effectively hemming them. Gaia herself is even attempting
to purge the race should they ever venture into the natural wilderness.
The were-beasts in particular look down upon the feral as their opposite
counterparts. Druids have also been known to be aggressive, fearing infection
of the forests by the chaos that all feral carry within themselves.
 
Relationships with Other Races:
A vast majority of the feral who leave the Forsaken Lands find themselves
as highwaymen, small-time raiders, mercenaries, and vagabonds. Most races
tolerate the presence of feral much as they tolerate lepers, who are safe only
when out of sight or when they are useful. Many end up on the fringes of
Miruvhor and to a lesser extent Maelbrim, where they are mostly treated worse
than animals. Because of this, feral who live with other races are known for
their versatile survival and stealth skills. Due to their natural skills and
fitness, they are a valued commodity for governments and some organizations,
but they are rarely treated as more than a particularly cunning, dangerous,
wild animal.
 
Feral can be the following classes: 
Warrior, Ranger, Thief, Ninja, Blademaster, Cleric, Shaman 
 
See also: FURY, SENSE MOTION