CERVID
The Stag Tribe
EXILED
The Cervid were once nomadic mages and traders before the sundering. They were a loose confederation of related elves living in one of several nomadic ‘herds’ who roamed the lowlands in mobile villages of pack animals and yurts. They would travel the lands trading wherever they went while learning what they could of the world around them and protecting the relics of the Grey elves where they could be found, as they considered preserving the lore and knowledge of their fallen ancestors their sacred duty.
STAG TRIBE WILD ELVES OF THE SHADOW ISLES
Permission from the GM is required to play a Cervid.
THOSE WHO CAME BEFORE
The Olagot’Thalan that became the Cervid of the pre-Sundering isles had a policy of neutrality with all the other inhabitants of the isles whenever possible, and they used this to keep access to Grey elven ruins in the territories of other tribes by providing magical services, trade goods, and courier services to their neighbors. They treasured magical knowledge then as now, with a focus on the magic of movement which they used to travel between the structures they built over Grey elven sites. Gate magics and rituals were at this time considered the highest form of magic among these wild elves, and a Gatefather or Gatemother would have a herd form about them and guide them on their travels throughout the land, shepherding their charges through large ritual portals that could handle three wagons abreast. This knowledge of Gate magic was essential to their ability to bypass hostile lands and frozen passes in the winter, but despite this the mages were not yet the leaders of the society as the pre-sundering Cervid ancestors also treasured art, music and sport. The nomads would meet once a year on the plains of Pesegam (Peh-ce-gam) to share their knowledge and conduct trade. Pesegam was the only permanent encampment of the Gatefathers, and it was a city in which one could find anything, for the right price. During times of trouble, the Gatemothers would retreat to Pesegam to convene and discuss the best way forward for their people, and disputes were settled with debates before a council of peers (magi before mages, artisans before artisans, etc.)
During the beginning of the Sundering, which the Cervid refer to as the Deluge, the Cervid almost all returned to Pesegam via their Gatemothers/fathers as a reflex of terror. When the island shattered tidal waves swept in rapidly, and only those closest to a Gatemother or father could be saved, with many families opening gates to return to Pecegam even as the waters claimed it. In less than an hour from the first rumblings of trouble, the plains of Pesegam were on the bottom of the sea surrounded by what are now known as the isles of Nitrem, Sordestead, Zenithstrand and Acasa. The surviving nomadic pre-Cervid were merely a remnant, scattered and diminished, and suddenly the Mages were the most important people in their communities by far. In the shattered lands they were scattered about their previous neutrality was meaningless as the peoples of the isles struggled for survival. The bulk of the wealth of their people was on the bottom of the ocean, and while their neighbors were sympathetic, survival was paramount and the Gatefathers and mothers were often hurried along lest they be too much of a strain on the local food supply.
In the years immediately after the Deluge the tribe formed and the Cervid began a march towards their current Magi-dominated state. An artisan MIGHT be able to sell goods to a settlement, and trader MAY be able to locate goods someone would trade for, but a Magi could ALWAYS provide an escape route and was always a factor in scaring off or destroying scavengers who hoped to pick at the weakened Cervid herds. As such, the belief that a Magi grew a stronger magical Spark the more he or she could cast flourished, and all mages sought the brightest Spark. Within twenty years the herds focused everything they had on magical learning and power accumulation, augmented by their knowledge of and ability to utilize some Grey elven relics. During these lean times each fragment of the once-unified society began to take on unique characteristics and habits to survive in their own unique situations. For example, the Cervid who followed the Gatefather Kanthacar Tsuj learned Elemental Magic, Healing magic, the creation of Golems and Gate travel as those were his specialties, while Gatemother Branna Heskellith dabbled in Witchcraft, Psionics and Nature magics in addition to Gate rituals and founded a school tradition in those magics. Some groups, such as the Vapiti, were small but aggressive and dedicated to pure magic, while others such as the Sipep association retained several artisans and focused more on the manufacture of magical items enhanced with Enchantment, golems, and a Gate nexus used for transferring goods to fund a small settlement on what are now the Fingers of Zenithstrand.
Within a generation the Cervid of the Sipep association had made contact with most of the other descendants of the Gatemothers and Gatefathers in their trade travels and the again-unified people gathered on what is now Zenithstrand, but irreparable damage had been done to their society. Where before the groups would debate to discuss and mend differences now the Mages formed schools or associations of like minded individuals who became paranoid of the others, with each school focusing on the magics of their saviour mages and building defenses for their own centers of learning and experimentation while trying to access the lore of their rivals. Soon enough, Magi was assassinating Magi, and their non magical sect members were dying in droves, caught between warring titans of Power. This lead to the creation of what has been described as both the greatest achievement of the Cervid, and their greatest error. To stop the destruction of what little was left the Archmagi of the various regions of the isles tapped into the remains of the Library of the Grey Elves and built anew upon it. Making a great magical network to store memory itself so that nothing more would be lost, the Magi would ‘copy’ portions of their memories so that should a rival murder them their sect, family, school or association could access them. At the same time, due to a loophole in Cervid legal proceedings, many mages would cut memories completely from their minds and store them in the Library in order to pass a Psionic ritual interrogation had they done something… questionable. Once the Magi saw how effective depositing memories and mental processes could in avoiding thinking about dangerous or problematic memories the Healers among the Cervid began storing the trauma of their people in the Library, ending the nightmares of children drowning, homes lost and a people shattered. And VERY shortly thereafter, eager Magi were cutting out their fear, apprehension, caution and in some cases conscience in order to advance in their powers more quickly than their rivals. This led to increased conflict among the Magi, and severe punishments were put in place to rein in or punish the most aggressively advancing Magi, and in the chaos even the heads of the most power Magi associations sought to go back to the old, peaceful ways they dimly recalled thorough the intervening years of trauma. For a time the Cervid tried to go back to the old ways of trade, neutrality and mutual aid which gained them some allies in the Isles, but it was a doomed exercise. For only a generation the Cervid managed to hold onto their memories and dreams of living as in Pecegam in their past ways before the habits of the Magi destroyed the balance natural to their society once again. The Magi became jealous as they were expected to share power, and were so powerful and arrogant that they began to take slaves as payment from other peoples of the isles for their magical services and goods. Needless to say, this was somewhat unpopular with the other peoples of the isles, especially as slaves were considered ‘safe’ subjects for experimentation as even should they die no further Cervid blood would be lost. Therefore, the Cervid Magi caste forged close ties with two tribes of the isles, the Jacal whose use of Necromancy made them feared, and the Thorn tribe, who were respected as one of the tribes closest to Coa herself.
TRIBAL TATTOOS
The Cervid all have some form of antler on their foreheads, usually coming from somewhere along their eyebrow. The caste of servants was made where the antlers were tattooed in black with broken ends; this denoted slaves or chattels of some Magi or other, and it is considered very base and disgusting to use the actual names for these individuals. In addition, for every sphere of magic or rituals an individual could cast a blue tattoo under the eyes would be added so that other Magi could know where they stand in relation to one another in society. As a lower level caster, the blue tattoos would be mere circles, and once a caster had shown the ability to cast a ritual of that sphere they could fill it in for a solid dot and see a measure more respect in society.
CULTURE
The current culture of the Cervid is one of hunger for magical power. Casters mark their faces with tattoos to show how accomplished they are as Magi, and one’s standing is based on how many tattoos one has. While a caster with any amount of spheres is allowed to speak in polite company, deference is ALWAYS given to a caster of greater accomplishment. Since magical prowess is so important, Magi are frequently challenging and testing one another, leading to a culture of paranoia, hostility, and subterfuge. The most powerful Magi in a region was granted the title of Archmagi, and this was the ultimate goal of almost all competent casters. If one was able to claw one’s way to the top of the pile in a region one would gain immense power and respect… and condemn oneself to constant attack and harassment. This was seen as a good thing, as anyone capable of seizing this power would be considered strong enough to lead, bold enough to do whatever was necessary for the people to survive, and mighty enough to shatter the Cervid’s foes. This pursuit of magical perfection was eventually codified into the Code of the Magi, as outlined below.
Non casters have a sort of ‘under-culture’, which never is shown when a caster is near. They preserve some of the love of the arts, and they run a great deal of the society, but they Magi ALWAYS remind them of who has the real power. The Magi openly pity the nonmagical, and they put in all sorts of laws and restrictions designed to make the lives of the Non mages better… as the Magi think it should be. The actual desires, needs and wants of the nonmages is immaterial to the Magi and the Archmages. Within the Sparkless, a the Magi call non-casters, there is yet another pecking order, with those who can create items useful to the Cervid having a pecking order; Scribes at the top, then the Smiths, then the traders, then the labourers.
THE CODE OF THE MAGI
Life is a lie, there is only Magic.
"Magic is power beyond matter and spirit, animate and inanimate, and it needs to be understood to be applied properly. Magic applied properly forces change, growth, adaption, evolution… if applied poorly poorly it can lead to the stagnation of undeath."
Through Magic, I gain Enlightenment.
"It is our goal to be smarter, wiser and more cunning, to achieve our potential and not rest upon our laurels. We are the seekers, not the shepherds, and will ever strive for more. One can never understand too much, and there is no price too high to pay to understand magic more thoroughly."
Through Enlightenment, I gain Power.
"To be Magi is to strive forever to be the strongest and to lead our people. Test yourself against each other; strive for superiority against those of higher position and take it for your own. Be better, and WIN. But beware the trap of companionship; unless your victory is achieved by demonstrating that your personal power is superior, it is only an illusion, ripe to be shattered by a rival."
Through Power, I gain Unity.
"Magic is our servant and our master. Our teacher and our companion. A weapon and a tool. Know it and you know the universe. Master it and you master the universe. Strive for a perfect union with it and Magic shall reward you."
Through Unity, my Limitations are nullified.
"One who has freed themselves from all restrictions has reached perfection… their potential fulfilled. Perfect strength, perfect power, perfect destiny. Only through true Mastery of Magic can we transcend the mundane world in a meaningful way."
PERSONALITY / SOCIAL BEHAVIOUR
Cervid casters are infallibly polite in public with each other, as they are very conscious of class and social structure. Among themselves, they tend to defer to the most powerful casters publically, and they never do anything openly, as while being cunning and bold enough to annihilate an opponent is lauded being CAUGHT doing it by another is seen as being uncouth and crass, or “something a mundane would do”. A Magi caster generally is polite to everyone while they evaluate, rank, and rerank everyone in the room… while having a plan to kill everyone and escape if things don’t go their way.
Cervid non casters have a more earthy and friendly demeanor among each other, even among the different schools and sects. While the Magi tend to be rivals and hate each other the Sparkless understand that they are ALL lesser in the eyes of those with power. As such while Archmages of opposing sects may be in open war with each other the underclasses of their respective families still maintain contact and trade… as long as a Mage isn’t actively watching.
When dealing with non-Cervid all Cervid tend to be polite and accommodating. They are almost always open to trade, and they will inquire about magic and sources of power and try and trade for them whenever possible. Gold, weapons and items are not valued by the Magi… it is the means to make them that has value. As such they will offer made magical “trinkets” cheaper than their competition as this tends to both advertise their skill and loosen the tongues of their trade partners, though if someone strings the Cervid along too long, trade negotiations can take a far darker turn.
MATING AND FAMILY LIFE
Marriages are often arranged in Cervid society, with marriage between promising Magi often the seal on a deal to trade research or teaching, or to ally two schools or sects for the duration of the marriage. In all such marriages, the weaker of the two casters formally leaves their old sect and takes on the name of the stronger caster’s sect. Should two non casters of differing sects wish to marry one sect or the other will pay the other for the transfer of the dependant and a fee will be decided upon to be paid back to the selling sect should a child with a magical Spark arise from the union.
At some point the Magi began seeking magically powerful elven children, seeking to bolster their own factions. Cervid traders would give out toys and games to the small children of the isles which tested for magical aptitude, and those scoring above a certain threshold would be reported to the elder Magi, who often issued orders to obtain the children by any means necessary. The location of a “Cervid orphan” was an occasion for great celebration among the Cervid, both as a sign of the growing strength of the Magi and as a social statement that the discovering group has beaten a rival to the punch.
HERDS, SECTS, SCHOOLS AND FAMILIES
These are all roughly the same thing; after the Sundering groups of Magi clumped together for mutual protection and learning, and as the groups evolved they took different names for the shared rituals, knowings, and ways of life of their unique grouping. Some focused on creation magic, some on Healing, some were god worshippers and some followed Doranth or Shiloth. Some even experimented with Witchcraft. The only thing never studied was Necromancy, as the Cervid consider it a stagnation of magic and a sign of failure. Having said that, they love to study it by proxy through those willing to taint their Spark with the knowledge of the magic. Each group of Cervid Magi tends to have a core of certain additional tenets in addition to the Code of the Cervid, each tailored to the past experiences or traumas of their founders. These groups can be as few as four Magi or as many as a hundred. Each has its own handshakes, mage sigils, shorthand or other identifying marks to those ‘in the know’, and while Magi may be associated with more than one they will only identify as their own sect.
RELIGION
Being elves, many Cervid follow Llyandra, but the worship and following of Doranth, Shiloth and Selam are open and accepted as well. The old tales tell of great Paladins and Lightweavers of Llyandra being counted among the ancestors of the Cervid, but since the Sundering almost all of Llyandra’s Cervid favored have been of the darker variety. Having said that, the Cervid only very rarely become favored; the strongest of Magi cannot stand the thought of anyone being above them, even a god, so they tend to fall off divine pathways. Doranth is not so picky and the Cervid ironically have a HIGHER proportion of Dragon Knights among them of Doranth than other wild elven peoples, though they are still by no means common. As for Shiloth, the Nethammut school venerates her teachings and ways almost as much as magic itself and has for most of its history had an active Dragon Knight in it’s ranks, as well as several draconians of Shiloth associated with it.
ROLEPLAY TIPS
You are polite but intelligent and wary. Don’t let them know your full capabilities unless you are certain you can kill them all.
Determine who is the strongest caster and defer to them unless they show themselves weak.
Always plan an escape route, and be prepared to sacrifice the slowest in your herd to save the majority.
You are SPECIAL. Even a non casting Cervid carries the blood of greatness and may someday lead to a Spark arising. You are simply BETTER than other peoples.
Always be on the lookout for magical talent. After the Deluge many Cervid were scattered and found succour in the arms of lesser bloodlines. To the cervid, magically strong children are all descended from the Cervid in this way and need to be returned to their proper path, regardless of the wishes of the biological parents who obviously don’t know their own heritage.
Take any opportunity to harm the cause of a rival Cervid faction or to advance your own. The ultimate victory is to have a non-Cervid ally destroy a rival through your machinations while you look on, preferably while sipping tea and not lifting a finger.
If someone knows something you don’t, learn it. If someone threatens you, destroy them. If someone is weaker than you, use them. But always pay your debts; to become an Archmage one needs to stand on one’s own and owe nothing to anyone, lest that be a lever to dislodge them.
Things happen that may make you feel guilt or sorrow; when this happens go to a trusted Librarian and move these weak thoughts to a storage unit. Magic is mastered through will and determination, not weakness and hesitation.
CONTRIBUTORS
Daniel McCoshen
Graeme Preston-Deitner