The Aralani

 Physiology

The Aralani, known as Wood Elves by other races, are the same height as Dwarves, averaging five feet. Unlike the mountain folk, however, they are thin of frame and lithe. Their nickname stems from the fact that they live in the woods and have pointed ears, though less pronounced than High Elves.

They stop growing between sixteen and eighteen years of age but are not considered full adults until they reach the Age of Understanding, usually twenty-five, at which time they can ‘feel’ the trees.

They are capable of bearing children any time after their physical maturity and remain fertile until the end of their lives. Despite this, it is rare for them to bear more than one child.

The Aralani have a natural lifespan of a hundred twenty years, although some remarkable individuals have lived long past this. Wanderers, those who leave their secluded lives behind to live in Human cities, have a shorter lifespan.

The Aralani are capable of eating almost anything, but for the most part, they partake in a vegetarian diet, eating what the woods provide. Wanderers have adapted and will eat meat, though not in the quantities of the other races.

Note that in survival circumstances, an Aralani can digest almost anything.

Psychology

The Aralani revere nature, living in harmony with it. Wanderers, those weary of such a life, leave their homes and take up residence either in or near human cities, identifying themselves as Wood Elves to avoid complications. They will return to their communities one day to spend their final moments in the place of their birth.

As they mature, Arlani learn ‘tree empathy’, a process by which they can feel the health of a tree. In their society, the trees are seen as fellow members of their community and are embraced as friends. This acceptance includes the tradition of naming the trees, which are passed down from generation to generation. When a new seedling is discovered, it is the duty of the discoverer to name it. This, however, does not extend to areas outside of their community.

When an Aralani dies, the roots of a tree are exposed, and the body is planted within and then covered back up. Thus, in death, they promote growth. It is their belief that the dead live on in the trees.


Family

An Aralani family consists of a mother and father (known as life partners) and a single child. Twins are extremely rare, so much so that when they do arrive, they are considered an indication of significant change coming to the community. A birth of this nature is not a portent of doom; it is seen as a positive development.

Young Aralani remain with their parents until they reach the age of understanding. Once they find their life partner, they will seek the aid of a Treeshaper (an Earth Mage), who will split the trunk of a tree to create a place for the new couple to live. Although they do not employ doors, thick boughs are used to keep the rain at bay.

Note that fires are never burned inside but will be in an open area, well away from any trees.

Education

Considered primitive and isolationist, the Aralani’s natural affinity for the world of plants has given them knowledge that far outstrips that of other races. From early childhood, they are taught how the forest provides for them, and by the time they reach physical maturity, they can recognize any plant type growing in and around their community. This knowledge allows wanderers to assume the profession of herbalist to make ends meet.

Common skills amongst the Aralani are gathering, planting, and weaving. They have some trades unheard of in the Human lands, such as a woodbender and the beastcaller. The woodbender, akin to carpenters, can shape wood retrieved from the forest floor using a variety of tools, chief amongst which are knives made from shadowbark. The Beastcaller learns to mimic the calls of animals and is often used to lure creatures away from their community or to call on creatures like badgers to help dig the earth for planting crops.

Aralani speak a variation of the Elder tongue used by Dwarves, Elves, and Orcs.

When a wanderer returns home, they will often become a Seed of Knowledge, imparting their knowledge and experiences to others as a scholar.


Government

Aralani society is matriarchal, falling under the supervision of the Earth Mother,  an older member of the community who is gifted in Earth Magic. She acts as an arbiter in dispute resolution and offers guidance to the rest of her people, but is not a ruler in the traditional sense of the word.

Aralani society has very few rules, and it is up to the other members of the community to enforce them. Aralani never refer to themselves as tribes or clans, only as a community, which symbolizes their close bonds to each other and the forest they call home.

A community numbers no more than a hundred, with most being around fifty individuals. Once a community grows beyond this number, it splits into two smaller communities. When different communities exist within the same forest, they meet once a year in a celebration known as High Summer. Such gatherings ensure a healthy supply of potential life partners.

Religion

The Aralani revere the natural world of plants. This reverence does not extend to animals, but they do understand that these creatures are natural denizens of the woods.

A community is centred around the largest tree in the forest. Should this tree die, it is seen as a sign that it is time to move on to a different location. Most communities have other trees picked out well in advance for just this purpose.

There are no gods nor Saints in their belief system, but they do believe that the spirits of the dead live on in the trees.

Magic

There is a strong tradition of magic within Aralani society. Earth Magic is the most common, with an emphasis on spells affecting the world of plants. Life Mages are less common, with their knowledge confined to the healing of flesh and other spells of healing, including neutralizing toxins.


Military

Aralani are a peaceful race, and though they have weapons at their disposal, they are seen as tools for protection more than instruments of war. Almost every member of the community carries a shadowbark knife, while those who wander farther afield are armed with wooden spears topped with a stone or shadowbark tip. Though they do not hunt animals, they will kill them if they pose a danger to the community. In such cases, the body is used to provide leather and sinew,  while the meat is buried to provide sustenance for their plants.

History

Though seldom mentioned in written histories, the Aralani have been living amongst the forests of Eiddenwerthe as long as the Orcs, Dwarves, and High Elves. Unlike the other races, however, they have chosen to become caretakers of nature rather than bending it to their will.

As such, their history is one of isolation and cultural solitude. While their knowledge of the outside world is limited, when wanderers return home, their experiences are passed on to others.

Relations with other races

Contact with outside races is very limited, with most communities refraining from any contact whatsoever. In Human lands, their very presence may well lie undiscovered for centuries, though tales of ‘faerie folk’ or ‘woodland spirits’ may circulate.

Wanderers adapt quickly to the ‘civilized’ lands, changing their ways to that of their new surroundings. They often see their wandering as a search for knowledge that they will one day take back to their community.

Aralani communities might seek aid from Dwarves, Orcs, or High Elves in times of distress but will seldom risk contacting Humans.

Paul J Bennett

Paul’s lifelong fascination with writing fantasy stories began in his early teen years when he happened upon the roleplaying game Dungeons & Dragons (D&D).

For years, he wrote adventures for his friends, but it was only in the past few years that he decided to share them with the world at large, beginning with his first book, Servant of the Crown.

Paul now has four series based in his fantasy world of Eiddenwerthe and looks forward to sharing many more tales with his readers.

https://www.pauljbennettauthor.com
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