Veneficar

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The Veneficar is the largest clan of Serpent Ferox, which operates as a network of individual enclaves who all live with their city of Veneficeia, along the border of Arcipaxos and the Prometna Republic. These enigmatic Ferox are unlikely to permit outsiders into their society for any reason - however, their constant search for self-improvement makes them very likely to travel the world in search of knowledge, power, or wealth to bring back to their city. This highly classist society is made of strict social castes which are typically decided at birth, and range from elevated Masters, to lowly Thralls. The Veneficar desire nothing more than absolute perfection of their clan and its members. However, what represents ‘perfection’—and how it should be attained— varies greatly depending on each enclave, and its leader. This creates constant unease within the Veneficar. Infighting, assassination, and political scheming are widespread as each faction vies for control of their city. This chaotic flux of power is only held together by the unbreakable adherence the Veneficar have toward their rituals and traditions, and breaking social norms is a quick way to become a Thrall in one’s own den.

Veneficar ritualist performing a dance

History

Serpent Ferox history began in hostile environments that were teeming with life, but harsh for all who lived there. Hostile swamps could swallow entire tribes with floods and disease, while jungles provided ample food but also ample dangers. The mountains to the north made travel treacherous, and the arid plains to the south were utterly desolate. Clans rose and fell, dispersing and trying to carve out their own niches for survival.

The historic account of Veneficeia’s founding is lost to time, thanks to the hundreds of violent coups that have happened throughout its history. But the general understanding is that a clan of Ferox who resembled vipers managed to overtake every rival serpent clan in the region, before thralling them and forcing them to build the foundation of the great city in a place where the desert met the mountains. The enclaves rose both above and below ground, and expanded out for miles in all directions. The ancient Veneficar are considered almost divine to their modern descendants, who believe that their ancient city was a utopia, but can no longer grasp what specifically allowed it to reign supreme for so many centuries.

Several enclaves have established themselves in every corner of the massive city, some high and some low, some central and others on the fringe, varying in size from only a few hundred, to several thousand each. These groups each believe themselves to be the most enlightened, and thus attempt to seize power over the others, in a never-ending struggle for dominance. This infighting is why there is truly only one great Veneficar city, and why outsiders so rarely bother to interact with them. They can’t wage wars without central leadership that can survive the inevitable slew of assassination attempts, but their city is so mysterious and expansive that it’s nearly impossible to siege, and the Veneficar themselves are so proficient in murder and sabotage that any past attempts to capture the city have been met by swift failure.

Currently, the dominant enclave is known as Solenostyssa, though their reign is being challenged by at least three viable rivals. This enclave believes that perfection is derived from one’s understanding of forgotten secrets, and thus focuses heavily on collecting and studying ancient texts from around the world. All Veneficar love to hoard knowledge, but Solenostyssa has been the most successful at stealing information from others, and thus is currently keeping the other enclaves subjugated with a mix of blackmail, threats of curses, opportunistic poisonings, and wealth acquired by selling secrets to other world governments. But it remains to be seen how long this will last before they are inevitably dethroned by the next enclave, who may have their own vision of what makes for a strong and perfect society.

Philosophy

The Veneficar’s spirituality is not tied to any specific deity, with many individuals forgoing deities altogether. Instead, they believe firmly in the twin concepts of the Divine World and the Divine Self, combined into a single philosophy which is represented by a two-headed serpent called The Disumus. These two parts of their spirituality keep them adherent to the traditions of their clan, and also ever striving toward self-improvement. Lastly, Potentia is seen as the link between the World and the Self, which every individual seeks to become more attuned to whether they practice magic or not. The philosophy has no gods, but the icon of the Disumus is often mistaken for one by outsiders, being a common staple in Veneficar artworks.

The Divine World can be seen as all natural forces, including the power of the weather, the wisdom of the plants, and the will of time. Every piece of nature has its place in Veneficar ritualism, and is symbolic of some type of blessing. Veneficar usually carry crystals, seeds, shells, or other natural materials when they wish to channel certain blessings upon themselves, as their magic tends to be tactile with heavy use of these physical ingredients. Service to the clan and one’s own enclave falls into this category of serving the world before yourself, as do the core Ferox tenets of environmentalism. It is generally accepted that the World will guide you, but you must attune yourself to hear its message. The World is not a single conscious entity, but more of a force that will always lead an individual to where they should be to best serve themselves, and everything around them.

This is where the Divine Self comes in. It is in equal parts a humble acceptance of one’s place in the world, and the constant urge to improve upon oneself as an individual. To this end, almost anything is considered morally acceptable to the Veneficar, so long as it does not contradict the Divine World, and it contributes directly to the Divine Self. It is not a lawless society, but those who manage to show results by achieving greatness are considered to have an enlightened will, and unquestionable clarity about the world. One can imagine it this way: The Veneficar as a clan must be protected, but the individuals within it can be removed if you believe your way will lead to a more empowered society. If you succeed, you were right - and if you fail, you will be removed yourself. Veneficar following this self-assured philosophy has led to objective atrocities committed in the name of enlightenment and clan service, as those who succeed only prove the value of their own beliefs, further entrenching themselves into the clan. The removal of such people from power often takes an equal amount of cunning, sabotage, and brutality, and thus the cycle of endless conflict continues.

The duality of the World and the Self is echoed across Veneficar philosophy. There is no light without shadow, and no life without death. There has never been a leader who was not beloved by some, and despised by others. No Gods can exist without zealots both for and against them. Power is one half of resentment, horror is one half of awe, and fear is one half of respect. This duality, and their secretive nature, makes many outsiders look upon the Veneficar distrustfully. However, those in the clan understand that one cannot hope to cure a poison without studying its deadliness, and cannot cleanse a curse without knowing how to inflict it. And so no area is off-limits for study, and it is only individuals who can have their rights revoked, not the studies themselves.

As for the details of rituals, these vary wildly, and are in large part all considered viable. A Veneficar might read your tea leaves, or cast stones, or simply sing with the wind and interpret the sounds. They can interpret dreams as well, and many will use cards or dice to answer questions. There is no limit to what a ritualistic Veneficar might consider divine, because in the end it is the entire natural world, and their own ability to interpret it clearly, that they have faith in. Some rites are followed by an entire enclave, others by a single family, or even just one enlightened individual.

One ritual that is near-universally engaged with, is dancing. The Veneficar can be lithe and graceful, but also intensely energetic dancers. Their dances tend to focus on movements of the arms and hips, as well as isometrics. Viper Ferox, including Rattlesnakes, Sidewinders, and Adders, often hang instruments like bells, drums, shakers, and chimes to various parts of their body, seeking to make a continuous noise as they dance. Where this shifts from fun to spiritual, is in how intense the dancing is. Devoted spiritualists will attempt to dance for as long as they are able, denying food, drink, and rest until they physically collapse from exhaustion, in a ritual known as the Torquea. The following delirious state is considered a type of spiritual high, as the Divine World uses the opportunity to send visions and offer the dancer glimpses into their own spirit. These hallucinations can be interpreted by any spiritual guide. This ritual is most commonly performed in a large group on a single day of the year, just before the first harvest, though an individual seeking guidance might achieve similar results by ingesting hallucinogens and finding other ways to exhaust themselves into delirium.

Life for the Veneficar

Veneficar exist in enclaves who all populate their own area of Veneficeia, and every enclave is in a constant battle for dominance over the others. These enclaves are each led by a spiritual leader called a Praestar, who is considered by their followers to have perfect clarity to interpret the natural world and guide their people. This position is available to all genders, though power usually leans toward a matriarchy due to the unusual phenomenon of magical ability tending to appear more often in those who are born female. While magic is not a strict requirement for high status or rule in the clan, all enclaves are deeply superstitious and ritualistic, and mages tend to thrive the most in these circumstances.

Social Castes
Praestar The Spiritual Leader, whose will is considered divinely attuned and whose clarity is absolute. They are the pinnacle of what a specific enclave considers perfection, and they declare what is and is not socially acceptable at any time. Their word is law within their own enclave, and to deny them is treasonous, as they keep the law among their own people. They always seize this position, push out the former leadership, and form their own support around themselves. Following this, their offspring inherit the position and must defend it from constant attempts at sabotage.
Curates The Praestar’s Advisors, who can be from any social class, though almost always of the higher tiers. They see to the operation of inter-enclave Veneficar trade and politics, and handle much of the day-to-day business of leadership. They can also lead rituals, but only for the higher social castes. High class families may seek them for advice as well, or petition them for favors and political support. They have achieved or contributed something invaluable to the clan, and thus proven their worth beyond a doubt. This can be a slow contribution of family resources, or a single breakthrough achievement, or some incredible favor to their Praestar, any of which may serve as proof of their divine wisdom.
Masters The high class families, whose worth has been proven by significant, generational benefit to the clan. They may have strong lineages of magic, or have a signature style of martial prowess, or a technological style or alchemical research that is unique to them. These families are invaluable, but will regularly sabotage one another to strengthen their own position within their enclave.
Augurs The ritualistic priests of the Veneficar. They routinely travel outside their enclave to visit others, or go off to explore the outside world, but most stay to perform rites for the lower castes. They can lead small ceremonies, and are considered the most approachable by any caste below this point. They are somewhat looked down on by the higher tiers, who would prefer the blessings of the Curates, but are never abused by them. They are essentially a protected class, and are the highest social tier that most non-highborn Veneficar can hope to achieve. Being “spiritual” is not necessarily the same as being magical however, and non-mystics can and do become important ritual leaders in their communities.
Artisans This servile caste is dedicated to those who master some sort of craft, but come from a low background and lack an achievement or spiritual art to elevate them. Healers, engineers, mystics, weavers, alchemists, artists, and esteemed fighters belong in this caste above the unspecialized populace, but they have no significant following as spiritualists.
Squam The majority of the population falls into this caste. They are the typical commonfolk and servants. This word is also sometimes used by the high-born as an insult, but is generally just the word for peasant, while still acknowledging that the lower class Serpent Ferox are still considered more spiritually attuned than any outside race.
Thralls This class is the lowest of the low, and belongs to those who are disgraced beyond recompense. Thralls are not always chained, though some are. They are considered untrustworthy, and thus are generally disrespected. Being the only caste below the typical commonfolk, some simply look for any excuse to express power over them, or belittle them. This is generally accepted, because it’s understood that Thralls are damaged spiritually, are self-destructive, and will destroy others around them if left to the whims of their own poisoned wills. More detail on the complexity of Thralls is detailed below.

Thralls

The ultimate form of social ostracization, to be made a Thrall is to have one’s Divine Self denied and given completely over to the clan’s benefit, however they see fit. Thralls perform the hardest manual labor, and the most menial work. They are slaves in all but name, and even if some clan members don’t outright abuse them, they are never to be trusted or given material possessions. Thralls must always be in the direct service of another Veneficar, be they high or low in class, and are expected to either obey or face severe corporal punishments.

The crimes worthy of Thralling include disloyalty to the clan, or breaking of the tenets of Ferox in general. Those who disrespect the Divine World, or who cause calamity to it, cannot be trusted to operate freely within it. In a similar vein, those who fail to live up to their potential,squander their gifts, or attempt to achieve greatness only to end up defeated may also become Thralls. Due to the amount of infighting at every level of Veneficar social classes, Thralling is considered appropriate judicial punishment for those on the losing side of a feud. This is often enough to keep society functioning with the threat of severe punishment, while also rewarding those who are bold enough to seize power where they can. High class individuals, who tend to commit extreme crimes, will become thralls of the high class- but this does not elevate them in the caste in any way.

Another way to become a Thrall is by not obeying the strict laws about breeding offspring within the Veneficar. As a society obsessed with perfection, one is only permitted to have children once they have proven that their bloodline is worthy of continuing. Offspring are carefully planned for, and guided from a very young age into their expected roles in society. Additionally, children born without planning are born into Thralling, by the sheer sin of having been conceived. It is a cruel practice, but ubiquitous to all Veneficar enclaves. Because there is no punishment left for them, Thralls do sometimes have unsanctioned offspring as well: these children are also Thralls. This unsanctioned breeding, as well as the incredibly vague nature of some crimes and the highly subjective and varied judgment of enclave leadership, accounts for why there are always enough Thralls to do all the labor needed within Veneficeia. Thralls are typically marked in some way depending on their clan, either by branding, tattoo, or collar.

There are very few paths to redeem oneself from Thralling. One is to serve as a soldier for the clan, which may eventually lead to recognition and forgiveness. Another may be to save the life of an important spiritual figure. These will vary within the enclaves, but generally no enclave has more than one or two ways a Thrall can earn their individuality back, and it will always be something in line with that specific group’s values. But in all cases, only the Praestar themselves can raise a Thrall, and forgiveness is never easy to attain.

Naming Customs

Names of the Veneficar tend to use “sibilant” or hiss-like sounds, such as “s”, “sh”, “z”, “zh” or “g” (as pronounced in “genre”). They also use softer sibilants such as “f” and “v”. Repeated letters can extend the sound of the name with lengthy hisses, such as “ss”, “zhh”, or “shh”.

Common Feminine Names: Sibil, Sheera, Vazha, Fayge, Vey, Ashhanzi, Tssyllis, Vynne

Common Masculine Names: Victar, Satarus, Zahyrius, Shhaen, Haebrys, Villam

Common Gender Neutral Names: Taige, Zhone, Zarai, Vamille, Ssaryn

Within the Clan, all castes above Artisans are expected to be referred to with their title before their name. Such as “Augur Vickarian” or “Curate Ssalavaire”. All individuals have a surname, with lineage being very important to the Veneficar, though the high class will only bother to use the first names of those below them, and will refer to one another by surname. To show respect to a lower class, they can refer to them by surname, which is seen as a compliment. For example, a high-born Master might refer to their Artisan dress-maker by surname, to imply that they have done a good enough job to merit recognition. Even Thralls have surnames, but quite unlike the other castes, to use these is to insult the individual by reminding them that you will never forget how they have cursed their lineage.

Fashion

Veneficar fashion varies between enclaves, who each have something of their own culture and ways of identifying themselves. In general however, Serpent Ferox aim to dress well and be seen with respect. Those with wealth will show it by wearing fine silks and jewelry, and thralls will be expected to wear simple tunics or rags. Ritualists benefit from having a unique appearance, usually in line with how they perform rituals. For example, an Augur who derives wisdom by communing with the wind may wear light, flowing fabrics that swirl as she dances.

In general, Veneficar fashion includes loose-fitting clothing that shows off the beauty of one’s body and scales. Clothing that is equally comfortable for either legs or a tail is always in fashion, with saris and sarongs being particularly popular throughout all Serpent cultures and across all genders. It is common to emphasize the hips, usually with sashes, belts, or dangling accessories like chains and pendants. In general, their clothes are suited for warm environments.

Families

Veneficar bonding rituals are known as Sibilarra. It is a recognition of the value that another adds to one’s own life, and a promise to match that value, or to leave them. There is no stigma around “divorce” in the Veneficar, because a person who no longer “gives” to a relationship, no longer receives. The partners part ways, and so long as this is done honestly - even if one-sided and causing heartache - it is considered preferable to a passionless, untrusting relationship. There is also no limit on the number of partners one can make such vows to, so long as they are clear, direct, and keep up with everything they promise. There is very little considered “taboo” in Veneficar relationships, because it’s generally assumed all parties have communicated and agreed to one another’s desires.

The downside to being perhaps too talented or having too desirable of a lineage, is that Curates of the clan may begin to demand more offspring from someone than they intended to have. This is considered non-optional, and denying it means denying the clan, and leads to social ostracization. However, it will not incur a legal punishment, or thralling. It affects only how others perceive them spiritually, or as an equal participant to the clan. Even still, the choice of partner is always up to the individual. There are no arranged partnerships, because a partnership must always be based on mutual trust and desire.

Veneficar in Galudon

While the Veneficar is the largest unifying culture of serpent Ferox, they still account for less than half of the population overall. Over the centuries, many enclaves have collapsed through instability and infighting, and because of their adherence to strict rules about creating offspring, the population struggles to bounce back from such devastating events. Many Serpent Ferox outside of Veneficeia have thus become clanless, and simply integrate into other societies of the world, going on to make families and establish entire new lives for themselves apart from the Veneficar. Still, given the brutal reputation of the Veneficar, many Serpent Ferox struggle to rid themselves of the suspicious stigma around their race, and always feel that little voice in the back of their minds that reminds them of the brutal society they came from. Additionally, all Serpent Ferox are at least somewhat resistant to poisoning. This means that their alchemy and remedies also have to be a degree stronger than that of other races, which has led to the stereotype that Snake Ferox are poisoners who carry dangerous concoctions with them at all times - even if it is the equivalent of cough syrup to the Ferox.

While non-serpents are denied entry into the clan with extreme prejudice, it is very common for Veneficar themselves to travel the world. Depending on their social status, they might be mystics seeking knowledge, healers looking for exotic new remedies, or even engineers aiming to keep their finger on the pulse of new technologies, all in the name of bringing those boons back to their enclave. They may be on a path seeking personal enlightenment, or seeking a position of power that might grant them access to more resources, which can be used to benefit their people. The reasons for exploring the outside world are as varied as the Ferox themselves, but always with the intent of contributing to their own (and by extension, the Veneficar’s) perfection.

With all the focus on power, strength, wisdom, and perfection, one might consider a Veneficar Ferox to be quite judgmental of others. While this is sometimes true, it is in no way ubiquitous to the clan. In fact, given their belief in individual power, it’s often taboo to express your will or beliefs upon others outside of the clan. Within the clan, it is expected that one only has power over those of the social castes below them. And even still, the treatment of lower castes is strictly controlled by social standards. How a Veneficar treats others is simply indicative of their personal character, and whether they believe that treating others with respect will lead to achieving their own goals, or benefitting the clan.

Trivia

  • Veneficar laws about breeding, combined with their aptitude for alchemy and natural remedies, have led to the general understanding that Veneficar produce the most effective contraceptives in the world. Just about any type of contraceptive device or pharmaceutical can be found by seeking out Veneficar healers and apothecaries.
  • Veneficar who use a snake tail instead of human legs will often straighten and lift themselves as they grow angry, which makes them appear taller.
  • The Veneficar have spent generations cultivating a rare breed of two-headed snake, called the Diophis. This snake evokes the Disumus, and is thus a cherished animal in ritual settings. However, a few Diophis have been smuggled out into the wider world, meaning that someone with enough money might be able to track down and purchase one for themselves.
Races

Humans | Eiruks | Dwarf | Infernals | Venyra | Thalzar | Nephi | Nymphs | Giruk | Anomalies | Ferox | Tzchaari



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Last Editor LadyLekku on 03/28/2025.