WASP TRIBE WILDÂ ELVES OF ZENITHSTRAND
HISTORY
The Jhen’Vespen are a Wild Elf tribe founded in the Ebon Woods on the Isle of Lowgarryn 1200 years ago. They are territorial, pack oriented, and become vicious when provoked. Spears and alchemical agents are common weapons for them. Rarely do they attack a foe by themselves, as they tend to fight in numbers. Magic is almost unheard of within the tribe and those who wield it seem to be treated with great reverence. They are vile opportunists at their worst and protective allies at their best.
Since Lowgarryn sank, the survivors have scattered across Arthos. A splinter group, under the leadership of Chieftain Io’en Kinsbane and advised by Eldermost Shaman Nerissa Moonhaven, has migrated to the inner wilderness of Zenithstrand. They are foreigners, without proper territory of their own, and have adapted their ways in order to survive. As such, this culture pack applies only to the Jhen’Vespen in the Shadow Isles.
TRIBAL TATTOOS
Jhen'Vespen do not have the traditional green tattoos commonly found among the Wild Elves of Zenithstrand. Instead, their markings are black. To stand on their own, with their own, is how Jhen'Vespen show the world their strength and ideals.
Jhen’Vespen who abandon or desecrate their markings are hunted until their final death.
THE UNMARKED
When a Jhen’Vespen child is born, the baby is tattooed with the regular markings. They form the base of any subsequent tattoos, should the Jhen’Vespen succeed in a marking trial or should they manifest magical ability.
Many Jhen’Vespen wear these regular marks their entire lives. They are the crafters, the medics, and the merchants. They lack the prestige of those who are marked, but are well protected and valued members of the tribe.
Some of the Unmarked choose to pursue Hunter or Warrior markings. Once a trial has begun for one role, the Jhen’Vespen cannot ever choose to embark upon the other.
SHAMANS
Apprentices
Magic users within the Jhen'Vespen are few and far between. Even those who possess basic magic are considered to be invaluable. Each child that can channel mana is marked as an Apprentice. Three lines are added horizontally across their nose - the breath of magic.
The Jhen’Vespen believe that magical ability is heriditary and concentrated in great Shamanic bloodlines. They also believe that proper magic only manifests in childhood. Any Jhen’Vespen adult who has not been identified as an Apprentice and who channels mana is outcast from the tribe as abominations. There is an exception for those that are Favoured. It is acknowledged that their magic comes from their patron rather than themselves.
Apprentices share a similar position as Unmarked in that they are protected. However, Apprentices are expected to either earn their full Shaman markings by the time they are young adults or focus on martial capability. An older Apprentice with strong magical ability is seen as a danger. If they continue to fail or refuse the Shaman trials, they face more and more suspicion the more magical power they accumulate.
Shamans
Shamans are the guardians of tradition and rites. It is commonplace and a sign of respect to refer to the elder Shaman in a camp by title instead of name, unless the Shaman states otherwise. Many Shamans take additional roles within the tribes such as advisory, spiritual healing, and as adjudicators for disputes and law.
As keepers of tradition, they ensure that the Jhen’Vespen are free from unacceptable magic. The spheres of Necromancy and Wytchcraft are taboo.
Shamans tend to specialize in one of three paths: pursuing ritual magics, gathering knowledge and history, or communing with spirits. Many Shamans have a basis in all three paths, but all can channel mana.
Shaman Trials
An Apprentice will mentor under a Shaman until such a time that the Shaman believes them sufficiently tutored. Usually, an Apprentice will petition a Shaman that matches their skillset and the Shaman will decide whether to take them on or not. However, if there are no other Shamans nearby, refusing them is considered an insult to the Apprentice’s family.
In general, it takes years for a Shaman to train an Apprentice in the knowledge, skills, and demeanour expected of a Shaman. When they are ready, the Shaman calls a gathering of as many nearby Shamans as are available. The elder Shaman of that group then performs a ceremony to add three vertical lines across the Apprentice’s mouth - the voice of magic. The Apprentice is now a Shaman.
HUNTERS
Hunters
Marked Hunters are responsible for ensuring the survival and security of their Swarm. They scout the contours, guard the edges, and occasionally venture away from the camp altogether to gather information on possible threats. Though they usually travel in small groups, on urgent occasions, they travel alone. Hunters are the only Jhen’Vespen known to do so.
They train themselves to resist torture, quickly take down living targets with a flick of a blade, and become untraceable in the woods.
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Hunter Trials
An Unmarked Jhen’Vespen who wants to be a Hunter must find a marked Hunter willing to judge their trial. This trial can take up to a year and absorbs much of the Hunter’s time. It is not agreed to lightly.
For the first three months of the trial, the prospect must obey any and all commands issued to them by the Hunter, no matter how esoteric or dangerous. This is intended to be a period of teaching, but also a test of survival. It is not uncommon for Hunters to weed out weak prospects by sending them on incredibly perilous tasks.
If, after those three months, the prospect has obeyed every command and has not passed through the resurrection circle, then they have earned the right to embark on the next stage of their Hunter Trial. The prospect must identify something that their Swarm needs and acquire it alone. The Swarm and the judging Hunter must agree that what was acquired is suitably useful and impressive, given the resources of the Swarm.
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The prospect must also strike down an enemy of the tribe either alone or with their plan, executed by their Swarm.
These two feats must be accomplished to the judging Hunter’s satisfaction within a year of starting the Hunter Trial. If the prospect succeeds, the judging Hunter informs the elder Shaman, who adds two extra teeth to each of the prospect’s jawline markings - the Hunter’s bite. They are now a marked Hunter.
If the prospect fails at any stage, they must wait a year before beginning another trial.
WARRIORS
Warriors
Marked Warriors ensure the strength and protection of their Swarm. They are the Jhen’Vespen’s most proficient fighters; the last line of defense and the first line of assault. It is understood that each and every one of them is ready to sacrifice everything for the betterment of the tribe. As such, they are trusted with their Swarm’s law and order: a Warrior could kill another Jhen’Vespen in their Swarm at any time and face few questions.
Most of Warriors train non-stop to improve themselves, so that they are able to quickly and brutally take down those who threaten their Swarm, the tribe, or their territory, in that order.
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Warrior Trials
An Unmarked Jhen’Vespen may start their Warrior Trials at any time, provided that they are a member of a Swarm. They begin by choosing three Jhen’Vespen wards. These wards must agree and be Apprentices, Shamans, or Unmarked who are not currently on a Trial for markings. A ward may only be participating in one Warrior Trial at once.
For the next three months, the prospect must demonstrate that they can keep their wards safe. If any of the prospect’s wards pass through the resurrection circle or die their final death, the Trial ends in failure.
After those three months, the prospect must lead their wards in killing a target dangerous enough to threaten the Jhen’Vespen as a whole. Moreover, this target must be an appropriate challenge for the group at large; having a powerful Shaman as a ward demands a suitably impressive threat neutralized.
If the prospect’s Swarm accepts a neutralized target as worthy within a year of starting the Trial, the Swarm summons the elder Shaman of the area. The prospect continues to be responsible for their wards up until the Shaman’s arrival. If any wards pass through the resurrection circle or die their final death, the Trial fails. When the Shaman arrives, a specific marking ceremony begins.
A Warrior’s life belongs to their Swarm. To prove this, the prospect must hand over every single possession they have to individual members of their Swarm, down to the last scrap of leather. The Swarm may choose to keep any item given. Each member of the Swarm must then choose whether they accept the prospect as their Warrior. If they have any doubts, it is perfectly acceptable to show their disapproval by killing the unarmed prospect.
After this, if the prospect is accepted by their Swarm, the Trial succeeds and the elder Shaman adds a strip across their eyes - the Warrior’s gaze. They are now a marked Warrior.
After three failures of the Warrior Trial, no matter in what stage, a prospect may not pursue the markings ever again.
THE SWARM
A Swarm is the effective family unit for Jhen’Vespen. It is a dedicated hunting/gathering group consisting of 6 to 8 Jhen'Vespen. Generally, if you see one Jhen'Vespen away from their tribe, their Swarm is close by, stalking the woods or preparing to attack.
Swarms are repopulated when members are lost by absorbing others from fractured Swarms. Joining a Swarm is a solemn occasion. Swarms have their own ceremony for inducting new members and many Swarms have their own trials to ensure strength and acceptance.
Every Swarm has a leader, who is almost always a Hunter or a Warrior. Shamans, if present, are barred from leadership and expected to remain advisors.
TWINS
Twins are fairly common among the Jhen’Vespen. When twins are born, they are considered to be of the same flesh and soul, even if they are not identical. Their actions are considered to reflect on the other and often they will be treated as the same person. In the event that one twin dies, it becomes the goal for the surviving twin to eat the deceased's heart, as the Jhen’Vespen believe that without it their soul will remain incomplete.
PERSONALITY / SOCIAL BEHAVIOUR
The Jhen'Vespen are a very social tribe often trading, telling tales, or training with one another. However when an outsider is present, this social behaviour changes immediately. They become very cautious if not hostile. The average Jhen'Vespen has a very short temper and can easily be provoked, though the Shamans of the tribe differ and are trained to remain calm under aggravating situations. Arguments and disagreements within the tribe are often settled by combat, in which the loser is the first to drop or concede the fight. A conflict with someone external to the tribe is usually either dismissed as meaningless or met with violence as a group.
RELIGION
There are few gods who are worshipped commonly by the Jhen'Vespen: Sybil, Dunarthos, Pandora, Daelrion, and Ll’yandra (though there is no record of any Jhen’Vespen Favoured by Ll’yandra). Malagant worship or dealing with demons is considered as heinous as Necromancy or Wytchcraft itself. Dragon worship isn't outlawed, but those known to revere Styphon, Ilyxtriak, or Ixiad are often looked down upon and become social outcasts of the Tribe.
If a Jhen’Vespen becomes Favoured, their markings do not change and they can still pursue Trials appropriate for their markings. They cannot, however, lead a Swarm or become Chieftan.
TERRITORY
Territory
The Jhen'Vespen are highly territorial and will fight tooth and nail against any person they deem an invader. They mark their territory with long black marks on trees along commonly traveled paths. They expect anyone traveling through their lands to announce themselves and to make their business brief.
This contentious attitude tends to put them at odds with the native Zenithstrand Wild Elves, as it is in contradiction with their current situation on the island: the Jhen’Vespen have no official territory. They currently add odds with the Jackal tribe, fighting over territory. Though they have staked out a claim by growing a great tree from a seed of Coa's grove, they constantly have to work to defend their claim.
RITE OF AGE
For the Jhen’Vespen, childhood and adulthood are separated by the Rite of Age. It occurs at the age of twelve on the first full moon of the summer. All those who have become of age are divided into groups of six. If there are fewer than six candidates for the Rite, the young elves must wait another year to begin.
They are given three days to hunt a large animal as a group. When they bring down the creature, they must carry it back to the camp so it can be used for weapons, food, and clothing. The elders of the camp will judge whether the animal brought back is worthy. A 2-pointed stag or a tusked boar are fine prizes. A half-starved rabbit or a helpless bear cub are better than nothing, but not by much.
If the young elves are judged worthy, then a great feast and celebration is thrown for them. For the first time, they may join the adults at the fire and participate in the ceremonial exchange of stories. If they fail, they are kept for a full day without food, and sent out again for another three day hunt. This continues until they succeed, or they die.
The Jhen’Vespen do not tolerate weakness.
RITE OF THE FLAYED
Rite of the Flayed
The Jhen'Vespen are among the tribes who will accept other Wild Elves into their own. However, this acceptance isn't easy to come by. First the initiate must gain the trust of a Jhen'Vespen. Then, they must convince those of their tribe nearby. If the majority of the camp agrees, the initiate is given the opportunity to begin the Rite of the Flayed.
To prove their allegiance, the initiate must bring back a trophy from an enemy of the tribe. They must tell the story of how the trophy was acquired and what damage it represents to their enemy. This story is expected to be brief. Given a little context, the strength of the trophy should speak for itself.
If the majority of the camp is satisfied, the Flaying Ceremony will begin. The camp’s elder Shaman will carve out a single marking of their previous tribe from the initiate’s face. The initiate is then handed the knife and must remove all their other tribal markings with their own hand. Once the skin has healed, the basic markings of the Jhen’Vespen are donned upon the Wild Elf by the Shaman.
Though the Jhen’Vespen accept outsiders, they persecute deserters. Other Wild Elves who change their markings more than once or who display markings of multiple tribes are met with derision, scorn, and hostility. Their loyalties cannot be trusted and they would never be accepted into the Jhen’Vespen.
MATING
To the Jhen'Vespen, choosing a partner is an important decision that lasts until death. Jhen'Vespen typically look for strength when it comes to mates, which leads to stronger Jhen'Vespen mating with other strong Jhen'Vespen and weaker mating with weaker. No matter what the pairing, mated Jhen’Vespen are expected to produce children. If the mates do not produce a child every century or so, it is seen as irresponsible.
When a Jhen'Vespen has interest in courting someone, they will simply state their interest. Gender roles do not exist within the Jhen'Vespen, as men and women can be equally powerful and cunning. Should the intended partner accept their advances then it will become the initiators goal to bring back a trophy of their intended's hated race. This trophy can be collected alone or with their Swarm, but the stronger the trophy the better. Speed also plays an important role as well for it shows their strength and dedication to the intended. After the trophy has been delivered, it will be up to the intended to determine if the collected trophy is satisfactory. If so, they are considered to be mated in the eyes of the tribe, until one of them dies.
Jhen'Vespen may choose to share a bedroll with whomever they wish, regardless of culture or race, but to declare to be mated with another race of Elf is severely looked down upon. To do so with a non-elven race or a non-Jhen’Vespen Wild Elf is completely unacceptable.