The Feliseans of Cartyrion

This article is one of a series providing basic information for someone choosing to role-play a Catfolk Player Character (PC) in a TTRPG based in the World of Cartyrion. The series is designed to encourage preparation of a Player Character by focusing on nature of the character without focusing on the game statistics.
Forest Catfolk Artisan
For many years after your Awakening, your people, the Feliseans - called the Catfolk by the other Folk of Cartyrion - were content to live their lives within their small region of the world. It was only incursions by the Humans into their territory long ago that caused your ancestors to realize they were not alone in the world. Initially, they fought to maintain their lands against such incursions, but over the years, and as has been the case with many of the racess of Cartyrion, they have come to realize that the World exists for all. Today, your people feel that their best path forward lies in their embracing the variety of life that Cartyrion offers.

Physical Description

Facial Characteristics
Your face and entire body, except for hands and foot-pads, is covered with a short, fine fur. You may sport a long, thick mane that resemble heads of hair on other Folk. This is much more likely if you are of the Savanna Culture. Your people have very expressive faces, though many other races have difficulty sometimes discerning the difference between a smile and a snarl. Your own people can, of course, tell the difference easily. The pupils of your eyes are vertical pointed oval shapes in irises that range in color from tawny gold to almost neon green.
Preferred Race Name
Felisean. "Catfolk" is not offensive if used by other Folk, and is even often used by Feliciar themselves.
Native Language
Felisean, though almost all Catfolk speak Common.
Lifespan
approximately 70 years
Average Height
5' to 6' (150 to 180cm)
Average Weight
140 to 200 lbs (65 to 90kg)
Savanna Catfolk Fighter
Coloration & Markings
Your fur and skin may be of various colorations and markings depending partly on which culture you derive from. Your coloration is most likely tuned to provide you with some natural camouflage in the environment in which your culture developed. These colors can range from tawny shades for those who live out in the open, to black for those in the deepest forests, to white in the polar regions. Many are either somewhat mottled or have dark spots of varying sizes to better hide in dappled sunlight, and even shades of grey have become well known among Urban culthre Catfolk.

Special Senses
While you cannot see in complete darkness, your cat eyes give you the ability to see well in light that humans and some other races would consider quite dim. You also have an exceptional sense of balance that enables you to survive falls with less damage than would be expected - and you always tend to land on your feet ready to move after a fall.

Demeanor

While much of your attitude and demeanor will be based on your culture, as a Felisian it is safe to say that you will exude self-confidence, courage, and patience. You will not back down from reasonable threats or challenges, but your approach to meeting them may not always be with physical force - cunning and patience are weapons in your arsenal as well.

Catfolk Wizard

Origin and Spread Across Cartyrion

The Feliseans were Awakened upon the world by the Felinar, one of the many Astralar races of deific beings that have shaped Cartyrion since its initial creation. Two distinct groups were Awakened, each in a region supporting a different biome: an open plain / savanna region south of the Great Basin, and a heavily forested jungle reagion between the sea and the mountains that ring the basin to the south and east. The first members of these Folk quickly adapted to the biome in which they found themselves, and thus two distinct cultural groups formed almost immediately: the Forestfolk and the Plainsfolk. Over time, some of the Feliseans moved into the high mountains themselves, giving rise to a culture similar to, but distinct from that of the Forest. Still others discovered they had a fascination environments completely alien to those into which their race was born: the frozen wastes of the extreme north and south, urban environments built up by Folk of other races, and even the sea itself.

Until your people started interacting with other Folk, they did not build cities or settlements. The Savanna Folk built temporary shelters that could be easily brokwn down and transported when they moved to follow the game. The Forest and Cragwalkers built more permanent shelters, but as they are loners, villages were not a concept they understood.

In the time since they started interacting with other Folk, though, your people have begun to adopt some of the ways of others. Today, there are some small clusters of dwellings in the Felisean jungles that could be called villages. In the plains, there are several settlements where some of the Catfolk live permanently. These also act as collection points for the nomadic groups to come together for celebrations and trading. FInally, as the Mariner Catfolk culture grew, the need for seaport settlements arose; there are several along both the savanna and jungle coastlines.

For a long time, there was no overarching political organization among the Feliseans, but their first encounters with the Humans caused your people to rally around a central leader to respond to incursions. Since then, the Feliseans have considered their lands to be one Kingdom - the Kingdom of Felise. There is practically no administrative structure behind this kingdom, though, other than the (mostly figurehead) King or Queen, who has been elected by the Elders of the Plains, the Elders of the Forest, and the Elders of the Mountains.

Forest Catfolk Druid

Lifecycle

Your life began with a typical live birth, and you are as likely as not to have a twin that was born with you. The odds of identical twins are very small; 'fraternal' twins are the general rule. You were born helpless, much like human children, but developed basic survival abilities much faster. You were walking by the age of five months, and beginning to speak intelligently by nine months.

Your childhood passed by more quickly than that of a human child, with you entering adolescence at about six years of age. Adolescence for Catfolk, though, is a long period of learning everything it is to be Felisean. in fact, a full twelve years will pass before your Catfolk society considers you a full adult and ready to find a mate.

Mating for life is not unheard of among the Catfolk, but it is far from common. Specific mating and family formation customs vary with culture. Among the savanna culture, "group families" may include several polygamous maies and females, and while one of each will be the "alpha", that designation is for purposes of decision making, not mating rights. Among the Forest and Cragwalker Catfolk, mating may be a fleeting activity, with the mother left along to raise any young. The other cultures have shown a variety of mating and family formation tendencies that probably reflect their original cultural ancestry.

Females are fertile till about the age of forty and barring illness or accident, individuals are expected to live approximately seventy years.

Cultures of the Catfolk




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