The Unnamed Village
"Far from the reach of mankind 'yond, a village once thrived within the depths of the Wood. 'Twas a quiet place of a language spoken through many deeds o'er few words. We, the viera who lived there, were salve-makers, warders, hunters, smiths, and caretakers from the Rava clan. Ours held rituals of stillness and listening. This was how we knew the Green Word and how we honored it."When the ground shook and the earth yawned to swallow us, we fled and chose death away from Her boughs. But we chose life, too, and are alive yet for it. So, we are still and we listen. We come into the outside that birthed those flames and forged those metals to bite at our quarters; into the lands that sculpted shells of steel who knew naught what they took. We are a part of this world that grows and changes as it grows.“I find it terrible and beautiful at once. If we could go back to those days in the Wood, perhaps we could bear to speak of it by name. But then, we would not know the vastness of these glades or the true strength of our bonds. We shall carve our paths together.”
—Jora
About
Out-of-Character, The Unnamed Village is a team of friends who adore Viera and extrapolating from primary lore materials to create within and enjoy Final Fantasy XIV. We are curious, independent, playful, and driven to have a great time, learn, and inspire.This carrd compiles and presents our interpretations of Viera lore across the Final Fantasy franchise for the dressing of one particular non-canon Rava tribe as a point of common interest and a foundation for storytelling in the world of Final Fantasy XIV.Our focus for the overarching narrative of The Unnamed Village is a displaced tribe of Rava as they find their way and acclimate to the unfamiliar outside world beyond their native Wood. It is our hope to make new friends and meet other characters who are interested in connecting, sharing ideas, collaborating, participating, impacting our story, and weaving their own narratives.We found a lot of inspiration in different aspects of the real world. Still, we have taken liberties to preserve the fantastical elements and fictional grounding of the Unnamed Village.
Lore

North of the oceanic river mouth, sea salt mixes with groundwater and run-off from the Skatay Range to carve a brackish current through the Golmore Jungle. The viera remember it was here in the neighboring understory that a tribe even more reclusive than many others of the clan made their home.Tangled mangroves line the banks. Life blooms about those estuaries as though untouched by Calamities and time. The Rava know that, with little incentive to journey far for foraging or hunts, the village once flourished. But this has changed with the arrival of men and machines. The great trees that cradled the tribe’s nest are vanished, and in their absence lie chasms where roots used to stretch and newly constructed warrens bustle over ash.Gone from its boughs and verdant paths, the village goes unnamed. By some formless and wordless oath, the last of its denizens seldom speak of their home, sworn to omission—perhaps to keep the bitter sting of loss away, or maybe to preserve the warmth and joy of that place in memory.Whatever their reasons, those Rava claim a difficult choice: to depart from the Wood in the face of some fates worse than a warrior’s valorous death.
Culture
The viera uphold a code to value wisdom and patience; though, they are not always perfect in their displays of either. Guided by their most experienced elders, the tribe takes measures to pass on their knowledge so that each and every member may know their crafts, techniques, and secrets.In times of crisis, a salve-maker may fill a wood-warder’s post. A caretaker may run with the hunters for prey. A smith may teach the tribe’s histories and lessons and advise those younger and older, both. As an elder takes up the loom, the needle, and the hammer in the forge, so does a hunter tend to their kits—or a warder craft those medicines potent and essential against ails.In times of peace, this needn’t be the case. As all of the village and the tribe are one, their freedoms are privacy and their individual paths. So long as each is able to live well enough, finding purpose and fulfillment within the family, the tribe is content.They are Rava yet, however. And so, they suffer no trespassers in their home. As viera must always live as one with the Wood, they shun any contact with the outside. A silent arrow laced with the neurotoxins of venomous fauna tends to be their only greeting at the edge of their territory.Now that they walk the lands of mankind, how they adjust to new laws and peoples remains to be seen.
Ritual
In-Progress

Physiology
Although an intensely dimorphic matriarchal society, the village and its members are hesitant to ascribe gender expressly to an individual's physiological traits. Caretakers look instead for a combination of features, measuring temperament and sociability in congruence with a kit's maturation as the young grow to adolescence.Those who find solace with the social nature of the village remain within the fold and are thusly regarded as women. They may choose from a variety of interests and paths, but the women are most concerned with tending to their hearth and young, and so they devote their lives to providing a secure environment. On the other hand, those with a propensity toward restlessness, wandering, solitude, and self-sufficiency are thusly regarded as jacks. They are given over to visiting males for apprenticeship, learning the skills necessary to sustain their life path. Many, however, perish in the wilds, leaving only the strongest to come of age.The majority of this difference splits rather consistently across physiological dimorphism with a four-to-one ratio of females to every male birthed. There are, however, known instances of social and unsocial behaviors that do not agree with one's genetic and biological expressions among the village, which see the tribe accepting or releasing individuals to their own volition and by the Green Word.Rava are born with naturally white hair and have a variety of hair textures, from coarse and wiry to thick or soft or smooth as silk. In the outside world, some villagers prefer to dye or glamour their hair when around unfamiliar company.Lithe and athletic, the Rava of Golmore are known for their leporine acuity. With their recognition and responses to earthen and aetheric stimuli, both, they have more than earned their name as "people of the Wood." Their exceptional hearing can pick up even the slightest sounds of life, and their eyesight allows them to navigate the forest even in gloaming.With their natural inclination toward magicks, many viera also emerge as skilled magi among the tribe. They live immersed in the Mist—their reference to the abundance of aether that saturates existence—and so they are sensitive to aetheric aspects, currents, and concentrations sometimes to a fault.High concentrations of volatile aether can trigger a Mist frenzy in viera. Once frenzied, they fly into an uncontrollable rage with augmented physical strength—enough to slay fully armored men bare-handed. The village observes this phenomenon as a defense mechanism against dangers that lurk within the Golmore. As the viera fathom that the Mist is a universal presence, they've an innate understanding that the Mist plays host to other magical creatures with their own share of abilities.Most viera grow long, rigid, and sharp keratin from the ends of their toes and fingertips that functionally serve as claws. Despite these, the viera are extremely dexterous, capable of using their nails to finely manipulate their crafts or probe narrow cracks within wood and stone. Their talons also serve as a natural defense in the absence of weaponry to use against assailants.Few creatures, however, are known to outpace the viera. They are fleet-footed and possess powerful builds, allowing them to safely leap from tall heights and swiftly cover malms of distance with little aid. This is attributed to their musculature, lifestyle, and the shape of their feet: elongated at the tarsals with a shortened heel. As such, they are effective athletes, experiencing reduced impact in their knees and hips—at the cost of muscular strain in their shins, calves, and ankles.To ward against injury, many of the village prefer rigid metal-toed shoes. The two long stilettos match their natural height, supplementing their stance to relieves stress on their lower legs. Other additions, such as shin-guards and ankle braces, are also popular for added protection.
Upbringing
Childhood is a treasured time for learning through play. Toys and games engaged in by kits often resemble tools and tasks performed by the adults.Upon the infant’s first summer, it is the tribe’s custom to place an assortment of articles including such toys before them. The caretakers and mothers wait with anticipation to see which item finds its way into the kit's possession—a tradition to loosely gauge the child’s initial and perhaps strongest interests or curiosities in their earliest year.Between their third to fourth summers, as fine motor and communication skills continue to develop, kits are introduced to weaving. A caretaker may bring their charge around other tribe members at work throughout the kit’s upbringing, cultivating any interests in the different roles, but it is weaving where all paths in the village begin.The first and simplest crafts are baskets. As the child grows to adolescence, they are taught how to operate a loom, sew, tan hides, work leathers, and even mend metal equipment or craft plates and filigrees.On their seventh namedays, they are handed true weapons fitted with blades or proper bows and arrows made to match their individual heights. Warders and hunters then pull from their own ranks to instruct their young in self-defense, combat, tracking, trapping, claiming prey, and traversing difficult terrain.By their thirteenth namedays, when kits reach puberty and begin to transition towards adulthood, they are allowed more space to begin their apprenticeships, pursue other interests, or support the village without taking on a role.At this time, caretakers are able to assess if any males are among the kits. The growing jack’s physical changes accompany social withdrawal as they begin to develop into their solitary natures. Soon after, they are encouraged under the wing of any adult males that visit the village. Through further training and instruction, jacks eventually learn to live on their own.Females, on the other hand, invest a great amount of effort in strengthening their interpersonal bonds. Some may bicker and stir conflicts or display a temper with the added complexity of emotional investments and hormonal surges. The moments of friction, however, are rarely severe. Even in youth, kits learn through experience and lecture that the longest life is yet too short to be angry with kin.
Adulthood
Maturation takes about the same time as with the average hyur. Viera exit puberty in their later teens and grow into their prime after their twentieth summer when aging slows to a near imperceptible rate. Over the next two-hundred years, viera retain their physical youth while their skills, wisdom, and knowledge continue to expand.Female viera spend their time settling into the village’s community, nurturing their strongest ties between tasks. They live in huts and hollows constructed around the large trees that support their walkways and bridges, suspending them above the forest floor and any dangerous predators.For their social nature, multiple adult viera commonly share the same hut. New mothers especially require attention, dwelling together with their kit, a caretaker, and a salve-maker to tend to their health. Many hours can be spent grooming one another, taking walks, and lounging with company throughout the day. Though, this is complementary to the adult's independence. After coming of age, viera are expected to look after themselves if they are to remain fit enough to contribute to the village. While more complex and difficult labors are handled in groups or by the tribe's specialists, adults are usually content to mind their own needs.Mature jacks born from the tribe are nomadic, traveling throughout the Golmore and keeping to themselves. They spend the majority of their lives in the wilds, warding away intruders as they commune with the Wood, live in solitude, and search for other viera tribes with whom they might sire new offspring. Some males may never return to their place of birth while others patrol their family’s territory and on occasion—up to decades apart—honor their mothers and sisters with gifts from hunts and foraging.In exchange, the females may place offerings of traditional foods, medicines, and bolts of fabric at the edge of their village for the wandering males. A great amount of awareness, mindfulness, and acceptance see the viera capable of connecting across physical separation.

Roles
• Elders
When first building the foundations of a village, elders are vital. They are keenly aware of local resources to tap, have honed their abilities to commune with the Wood, and are intimately familiar with each of their kinfolk. Even as the tribe comes into its own and settles for generations after, it is the village elders who coordinate tasks, counsel, and collect information. This is in large part due to their knowledge, memory, and expertise acquired over centuries of life experience.While seniority is a significant factor in the recognition of village elders, it is the elders' calm and fair temperament that earns them their respect. They carry the heavy weight of responsibility, ensuring the well-fare of their young and the longevity of their tribe, practicing leadership by example—and the village responds in kind.Elders are the most protected individuals of the village by far. Wood-warders are posted around their homes and guard them night and day. Other viera—often the elders' own daughters or a pair of experienced village salve-makers—also keep close to their leaders' sides at nearly all times. Thus, it is rare for an elder to ever travel beyond her settlement's perimeter, contented to stay at the core of her community.•Salve-Makers
Oral traditions originating since before the Great Flood of the Sixth Umbral Calamity pass down stories of hunters most agile and cunning who lived among the ancient boles as one with the Wood. At the behest of the elders, it is the salve-makers who create the vision dust and mold a sanctuary in the boughs above. So great were the salve-makers’ prowess and sensitivity that their teachings continue to permeate the village’s unspoken language even long after the founders’ passing.Although most if not all villagers wield some form of green magicks—wards to close paths through Golmore; illusions to evade a predator’s maw—salve-makers comprise the majority of experts and adepts. Theirs is the art of seeing into the Mist. They watch the weavings of the jungle world and how all things form the web of perception: from the touch of a termite’s leg to the fall of a guardian tree and the sprouting of new saplings as they race toward the open canopy.Over the course of many lessons and observations, this insight for detail, the relationships between the smallest of creatures, particles, and phenomena, equips the salve-maker to craft potent poultices, curatives, and even artifacts. Apprentices spend a great deal of time watching what occurs around the village and learning through practicum in the dens. The gathering greens, the foundries, the springs, and the huts are places of study, too, but it is the dens that house the materials and tools; the herbs, venoms, and wax; the mortars, pestles, wheels, bowls, and brushes for the crushing stones.There, apprentices recognize differences between granules and textures as they cure paste, concocting toxins for the wood-warders’ arms, mixing medicines for the elders and the ill. They leave the dens to be among their own and then forage in the wilds to find and harvest their materials, studying the deep chemistries, alchemies, and magicks of the Wood.To complete their apprenticeship, a salve-apprentice must fulfill seven tasks, tending to each of the village path’s needs with efficient efficacy, receiving from them components to at last craft the vision dust.
Successfully creating and applying vision dust is the apprentice’s final task and requires her to hunt the vorpal bunny alone. Although she may be escorted by wood-warders and hunters, none but she are permitted by the Green Word to pursue and fell the creature. It appears only once every seven years, and the rare oil in its tail contains unique properties found nowhere else.Once completed, portions of the vision dust are set to slow burns at cardinal and inter-cardinal points along the perimeter of village grounds. The barrier that forms is an illusory one, clouding the minds of other creatures and Spoken with powerful magicks and a distractingly sweet scent on the wind.A fully-fledged salve-maker holds dominion among the trees and vegetation. Some salve-makers find fulfillment as domestic magi, weaving boughs, roots, and vines into symbiotic shapes; infrastructures such as elevated paths and waterways through the understory. Others find that their talents lie alongside the village wood-warders, wielding their skills to confound intruders or even drive them into madness as defensive spellcraft protects the village kin.• Wood-Warders
After their initial exposure to weapons, many viera continue to pursue the path of the wood-warder. In doing so, they become protectors of the Golmore and guardians of their tribe. Although they are not all active at the same time, they are perhaps the most abundant among their village, making up over a sixth of the tribe's total population.Wood-warders cycle through shifts, patrolling the village, securing their kin's territory, and accompanying those who venture beyond the village boundaries. When all posts are filled in their settlement and the surrounding wilds, the viera dedicate a number of their forces to the jungle's edge, driving away those intruders unfortunate enough to find themselves in the Rava's sights. The viera are a fiercely territorial people, strict with their adherence to the Green Word, and so wood-warders do not hesitate to kill anyone foreign to the Golmore.Female apprentice wood-warders learn a number of martial techniques while enduring rigorous training. To refine their precision, reaction speed, as well as physical and mental endurance, acolytes participate in trials that include obstacle courses, spars, meditation, fasting, wilderness navigation, survival, and other contests of physical feats or group coordination. A village wood-warder is not considered fully fledged, however, until she has fulfilled a variety of tasks. Completion of her apprenticeship requires that she has served as a chaperone, a village sentry, a hunt escort, a salve-maker escort, a wood-warder, and at last an elder guard—once in the sunlight and once in the eve each.Additionally, wood-warders are exposed to a broad curriculum, employing techniques and knowledge from the other paths. Hunters teach them more details of the jungle's flora, creatures, and landscape; smiths, to repair their own gear; salve-makers, to craft and apply a number of remedies; caretakers, to peacekeep and de-escalate tension.As social and community-oriented as they are, female viera are not without their squabbles—which can sometimes take a violent turn. In the event of a confrontation with flaring tempers and the absence of caretakers, a wood-warder may be called to step in. This duty is even more paramount when Rava tribes encroach on each other's territory. Rarely does a wood-warder harm viera of other tribes, preferring diplomacy over conflict.Off-duty, wood-warders are able to rely on the village for support. Those who experience particular distress are taken from active service into the nurturing of salve-makers, caretakers, and elders. Although conditioned to withstand an array of hardships, whether they are resting from their tasks or performing in their roles, wood-warders are looked after by their peers and kin, as well.Due to the breadth of knowledge and skills acquired in their training, wood-warders and acolytes are also afforded plenty of room to pursue other paths.• Hunters
Though tumultuous and brutal, so too does the natural world emit stillness and peace. With its duality, the wilds offer their teachings. Enamored with the way of the Wood and the wealth of life She grants unto Her denizens, many viera choose to follow the Green Word as hunters.They are at once the most vicious and nourishing of the paths. Just as they learn the range of their weapons, the flight of them, and how true they must strike, hunters also come to understand the vitals and needs of those living creatures they encounter. Gait, pace, footprints, markings, diet, preferences: hunters observe all of these, taking measure of their prey and the balance they create as they exist within the Golmore together.Quarry and pursuit are only the beginnings of the hunter’s long list of concerns, fascinations, and unified purpose. While providing for the village is often how many young acolytes begin to hone their skills, the hunter’s duty is not to supply but to question and honor the village's hungers. Every sennight, hunters gather to discuss the stock of resources stored and depleted—of bones and meats, elusive fauna, and rarer herbs that may spring or bloom only once every so many years at a time—and when they should best commit to the hunt again.What is needed, how much is needed, how to use it, if there are better alternatives, if the impact would be poor: these weigh heavily upon the hunters' minds, as she who loves the Wood too loves everything within it.Thus does the apprentice hunter spend many years studying in the wilds, paying close attention to the growth and seasons and movements of their prey in congruence with the cycles of their surrounding flora. Rites of passage most often include conservation efforts, thinning overpopulated herds, monitoring and warding against transmittable diseases, taking quarry, dressing carcasses, and felling dangerous predators that wander too close to the village premises.Once a hunter has spotted the vorpal bunny and reported accurately of its location to the salve-makers twice, she is at last considered fully-fledged. As a result, most hunters rise from their apprenticeships in groups at a time, relying upon each other's sensory input. They are forbidden from taking the vorpal bunny for themselves, however. The creature is known to appear only every seven years, and such an act encroaches upon the salve-makers' own rites of passage.• Smiths
In-Progress• Caretakers
In-Progress
Artistry
While the world beyond the Wood, with its enterprises and markets, is content with plain tools, weapons, and clothing, it is much more common for Rava crafts to satisfy both usefulness and elegance in their designs. The Rava are a picky people—and their artisans, even more so.A village smith must work for many years to deliver the best of their labors. No member of the smithing caste deigns to offer a piece that cannot perform at the highest of standards.Individual craftswomen may emerge into their own style along the road to mastery and grow prolific among the villagers. This can be for any number of reasons pertaining to the work’s merit: its exquisite beauty, its exceptional efficacy, or both. That being said, there is no shortage of work for those villagers who pursue artistry, and if one is too preoccupied, it is expected that they decline a request so that it can pass on to another.When it comes to textiles, the Wood gives, and the viera receive what they need from Her. Proper silk is rare to see—owing to the complicated nature of its gathering, harvesting, and weaving—but cottons, linens, leathers, and, in the colder months of their subtropical climate, furs are all copious in Rava fabrics and clothes.Rava metals, however, are more limited. The tribe has no large-scale mining operations, and so only the occasional expeditions provide them with what they need. Copper, tin, and zinc are found in small deposits along the rivers of Golmore and in the surrounding soil—the largest of which often lie buried underneath the very roots of the viera’s settlement.Despite the relative scarcity of metal ore, or perhaps because of it, viera implementation and metalworking is as complex and deceptively delicate in appearance as it is sturdy. The viera’s sensitivity lends to an innate understanding of toxicity that occurs with materials such as copper and, thus, their isolated development of strong bronze and brass alloys. Through intuited practice and refined training over generations, Rava brass-work is especially intricate, precise, never lacking in versatility of application, and is usually blackened for additional hardening and durability treatment.Metal, however, is rarely used for more than ceremonial garb, armor plating, spears, arrows, or simple machines. Most viera weapons, tools, and other everyday items are crafted using wood, clay, or bone.For example, Rava structures are completely absent of nails. Their architecture is fitted together with wood joining—circumventing most issues incurred by internal rust, which can corrode the structural integrity of wooden frameworks. They are then painted with a protective coat of oil-based pigments, sealing gaps and guarding against rot. Similarly, bows are crafted from younger saplings stripped into layers and glued together; spears, from boughs and fitted with hardwood cores for added strength.Given the abundance of clay along the river delta, bottom, and banks, foraging villagers regularly harvest silt to mold into all manners of earthenware. Thus, ceramics play a significant role in water, food, and materials storage—especially among salve-makers and smiths, who work with a variety of wet and powdered substances.Though, while wood and clay can be found in the village's more specialized crafts, viera are most liberal with their use of bone. The Rava are prodigious hunters and make little waste of carcasses, and so bone is often applied where other cultures or craftspeople may instead apply wood.Bed frames, balustrades, light fixtures, handles, or any other manner of small objects that pass as wood at a glance are usually crafted from the remains of a large kill. Hairpins, fasteners, and clasps may similarly be sculpted from the ribs, teeth, or claws from smaller quarry. Horn in particular is a favorite and used to decorate as well as reinforce. As bone dust may be used for pigments or medicinal additives, a scapula may find itself fixed to a handle and made into a spade or a post hole digger.More precious materials such as corrosion-resistant metals, durable woods, animal parts, or crystalline minerals are often sought after and yet rarely harvested by the Rava. They are seen as key indicators of the conditions and health of their local territory—only to be gathered for ceremonial uses or in times of crisis.Gold, silver, and gemstones are particularly telling of the earth’s history and properties required to support the existing cycles. Thus, such materials are not often used in abundance for any individual. Most women of the tribe, however, own at least one or two pieces of fine jewelry, usually given as a gift for a special occasion such as their coming of age ceremony or the completion of an apprenticeship. Some of the tribe’s most renowned warriors and magi may be more decorated to augment their abilities or channeling of the Mist.Despite the close-knit nature of the tribe, there are no mandates regarding dress. Outside of very specific ritualistic ceremonies, each individual may choose to wear whatever they wish. While some prefer the comfort of fabrics, a vast majority may appreciate their ceremonial armors or their usual equipment as they perform tasks. Any gemstones used are rarely cut. The Rava certainly have many means to refine and shape especially difficult materials, much like their brass-work, but it is far more common that stones are kept in their natural state—purified through heat and simply polished. Though not necessarily a belief held by all, the villagers recognize this as an expression of respect for the stone’s inherent or natural beauty.The village has little understanding or means of currency. Each of those who pursue a path do so gladly, for it is their own way of expansion and growth. This is especially true for smiths, who may receive many requests from individuals and accept these based on a vast range of personal interests. On occasion, smiths, hunters, foragers, or general artisans may be offered a gift as compensation for their work; an acknowledgement of the effort; an expression of gratitude. But currency, such as minted coins, tomestones, or scrips to exchange for goods or services, are conceptually if not entirely foreign.In-Progress

Courtship
Lineage and health are of great concern to the viera. While many may freely choose their own partners or even share the same partner, the journey of courtship is a delicate process. Viera are strongly attuned to their families, and those of the village emphasize the importance of emotional wellness, physical fitness, as well as independence before any courtship occurs. It is typical for a viera to be adjusted and grounded prior to seeking a partner, and the vast majority of time spent courting to nurture a commitment is spread across years of separation.In-Progress
Parenting
When a kit is born, there is a waiting period of three weeks. Caretakers and salve-makers look after the child along with the recovering mother to support their health. After the period has passed and the child shows consistent signs of good health, it is the mother who communes with the Wood, listening for the forest name granted to the child.In-Progress
Villagers
???: A mysterious magus centuries old and on the last years of their life, they left the Wood long ago to chase curiosities and magicks.Asje: Myrn's and Hjar's mother, an artisan weaver and a salve-maker, she forms the third branch of the Elder's Trigon.Unnr: Adapted to trapping her prey rather than the traditional chase, she is an older huntress and lets little stand in her way—even her lame leg. The kits are particularly fond of her for her stories and willingness to entertain them and their antics. They especially prize those morsels of drama and magicks of the forest weaved with her tales.Jora: She is perhaps the most social member of the village and thusly acts as the head caretaker, guiding the young and seeing to their needs. It is not uncommon to find her mingling with her peers, elders, or those villagers of other disciplines while grooming and socializing their kits at the same time.Myrn: Daughter to Asje and Hjar's older sister, she drew away from her wood-warding duties into the outside world after a chance meeting with a hyuran magus. Choosing him as her partner, she followed him to Rabanastre and now honors the memory of her husband through her service to the Dalmascan Resistance.Hjar: Daughter to Asje and Myrn's younger sister; a hunter, instructor, and warrior who frequently filled and supplemented the wood-warders' posts, she has been wandering beyond the Golmore for more than seven years in search of her abducted youngest daughter. Currently, she serves in war efforts against Garlemald to aid with advancing battlefield fronts.???: Myrn's eldest son.???: Myrn's second daughter.???: Myrn's half-blooded son.???: Myrn's half-blooded daughter and youngest.Cjrn: Dedicated and shrewd, she is one of the older smith apprentices of many talents, materials, and ambitions. Her favorite crafts are with metals and crystals for jewelry. She often tends to the village's material needs, seeing to more substantial repairs and drafting specialized equipment.Alja: An apprentice salve-maker, she has a habit of chasing after Unnr to stuff more poultice into the huntress's bags when no one else is looking.Raja: Hjar's eldest daughter. Though trained as a wood-warder, she is most taken with studying the history and health of the land. Her knowledge of soil, sediment, and other earthen formations—including gems—is a great boon to the village's horticulturists, caretakers, and smiths.Luro: Twin to Ljtu and daughter to Hjar, she shares Jora's delight in mischief and teaching. She can often be found among the other kits, though she is a smith and has chosen to dabble in caretaking.Ljtu: Hjar's lost son, he was taken from Golmore when only four summers old, yet still lives in the world beyond, ignorant of his heritage and his mother's presence in his life.Nera: Hjar's youngest daughter. Long after Ljtu's disappearance, she was taken at six summers of age from the Wood and has since been living among the Empire for the past seven years.
Contact
Thanks for your interest!
We are based in Mateus on the Crystal datacenter.Hyjr Rava@Mateus
Cjrn Bone-shaper@Mateus
Vaithe Sav'terrak@Goblin
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