zeevmoor

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Races

Ze`evmoor

The Ze`evmoor, so-called wolfmen, look like wolves given the form of tall men.  They are not numerous and while they can live anywhere, circumstances and their nature has forced them to live in the high steppes, boreal forests and even the ice pack of the far north.  They are renowned as hardy woodsman or riders on inhospitable plains.  They see themselves as the children of the wild.  The first folk.  Others may be greater, stronger and more prosperous, but the Deities see the Ze`evmoor as their fist children and have them live on the crown of the world.

Personality: They are clannish, martial and crass.  Many are laconic and easy going to the point of laziness.  They are also stereotyped (not without reason) as foul smelling, brawling drunken louts. Their canine behavior and sardonic manner often disguise sensitive souls and clever minds. 

Every Ze`evmoor belongs to a tribe, which is named after its animal totem.  A tribe consists of several ‘packs’- smaller family oriented units.  Most of their people are either nomads or live the permanent stockades under a martial hierarchy.  Inter-Ze`evmoor relationships are complex, even Byzantine, depending on tribe pack, age or status.  Towards humans, elves and the like (the prettyfolk), they can be domineering, flippant, laconic or chummy as the circumstances dictate.  While a Ze`evmoor may take orders from humans, open displays of respect are rare. They prize prettyfolk slaves.  The are almost reverential to the fairies, however.

The Ze`evmoor disdain the use of swords, regarding them as a ‘prettyfolk’ perversion.

Also, perpetually (*ahem*) clouding relations with other races is the inability among many Ze`evmoor to properly digest starchy, roughage filled foods like potatoes, bread, rice, pasta and beans.  The result is harmless, but extreme flatulence.  It’s funniest upwind, however.

Relations: The Packs are generally in low level conflict with their neighbors, both Ze`evmoor and others- engaging in raids to steal sheep or capture slaves.  On the other hand, Prettyfolk merchants and traders are respected and welcomed.  Their small number prevent them from being more than a nuisance, however.   Of all the packs, the Raccoon tribe- famous for its merchants and aping ‘prettyfolk’ ways has the best relationships with non-Ze`evmoor.

Alignment: Any lawful.  The pack structure makes chaotic behavior- even among rebels who depart- rare.  Many who seek their fortunes hope to found new packs back home.

 Ze`evmoor Lands:  The coldest plains, highest mountains and most rugged forests they call home.  The tribes are too small to be able to contest more desirable lands.  They are not a nautical people, though a river tribe and inhabitants of the ice pack are noted exceptions.

Religion: There are eight major deities, as well as the tribal totems.

 Head Deity: War.  Justice.  Weather.  Law.  Justice.

Queen Deity: Fertility.  Nature.  Agriculture.  Healing.  Mercy.

God of Forge and masculine crafts.

Goddess of domestic crafts and hearth.  Patroness of arts.  Mate to God of Domestic arts.

Herdsman of the sky.  Master of stars and moon.

Mistress of the waters.  Mate to sky herdsman.

Ruler of the underworld.  King of the dead and master of rebirth.

Sun Goddess.  Mate of Underworld king.

Falcon- Plains

Polar Bear- Tundra

Otter- Rvierine

Lynx- Mountains

Elk- Hills

Wolverine- Boreal Forest

Bat- Deciduous Forest

Fox- Steppe

Bison- Prairie

Raccoon- ‘Civilized’ tribe

Language: The original Ze`evmoor language seems to be dying out as a vernacular.  It is used for religious rituals.  The Ze`evmoor have their own bastardized dialect of common.

Adventurers: Most Ze`evmoor among the humans are merchants of the Raccoon tribe.  Increasingly a number of young warriors (especially younger sons) from all the tribes emigrate, seeking to make their fortunes or mark outside the packs. 

 © Ze`evmoor copyright Rossum and Lands End

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Races