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Heranor Family

The Heranor family lives in a place called Murias at the eastern edge of the Jengu forest and Cailleach mountains. It is a place avoided by mortals due to stories of wanderers getting lost and never coming back in this region. Stories that hold a lot of truth to them where the Heranor family is concerned. As a family of fae, they all carry their immortal morals and no general fondness for mortals.

The Heranors are somewhat of an oddity, even among fae. The sheer size of the family is an outlier in and of itself. However, what sets them apart form other fae the most is that instead of simply following their whims as most fae do, they seem to follow a specific goal instead.

History

When the war of the Aos Sí ended 1,320 years ago, one among them refused to accept defeat. Why should Mereldia be ruled by creatures whose lives flickered out in the span of a breath? Immortals were meant to rule but the world had simply forgotten that truth.

Centuries passed. No allies answered their call and no courts were swayed. What began as conviction festered as a solitary resolve.

At last, another survivor of the war was found. An Aos Sí powerful in their own right, and not entirely deaf to old grievances. However, what began as a reunion after a dozen millennia apart did not remain one.

Desperation often has a way of reshaping even the noblest intentions.

When reason failed, captivity became a necessity. If no one would stand willingly at their side, then loyalty would have to be born rather than chosen.

The children of two Aos Sí would be powerful enough to reclaim what had been lost. And so a lineage was founded.

The names of those two Aos Sí were Adrik and Merianna.

Mentality

All Heranors are fae, and all are trained in the art of killing. To them, mortals are fragile, fleeting, and ultimately inconsequential. Some Heranors kill for necessity, some for sport, and some strive to avoid needless bloodshed; all, however, are expected to be capable of taking a life when required. Skill with a blade or spells is a mark of worth. 

From birth, every Heranor is taught absolute loyalty to their father and to the Elites of the family. Only Adrik and the Elites are deemed to understand what is right; all actions must serve their judgment. This obedience is ingrained so deeply it shapes thought as much as behaviour. No Heranor feels love for their mother, Merianna. She is a disruption, an outsider to the family’s purpose. Some despise her outright, though no Heranor may harm her since her role, however inconvenient, is still essential.

Caspanas are the only beings outside the family that can pose a true danger. Every Heranor is trained to recognize the threat they represent, to defend themselves, and, when the opportunity arises, to kill decisively. A Heranor does not attack lightly, but neither do they hesitate when survival or the safety of the family demands action. Bonds with Caspanas are forbidden, seen as weakness, and severely punished.

Ranks

The Heranor family, apart from Adrik and Merianna themselves, is divided into four ranks: Elite, Family Member, Ally and Outcast. The Family Member rank is further divided into its sub-stages of education.

Elite (unavailable)

A select few Heranor siblings, those who have proven exceptional in both body and mind, are granted the rank of Elite. With this honor comes freedom: Elites may govern themselves and follow their own paths. But such freedom is earned only by those whose loyalty to the family is unquestionable.

To ensure that no Elite acts against the family, they remain under the near-constant watch of Abigail. With her formidable mind-reading abilities, she can follow their thoughts almost at will, though none of them ever know when she is observing. No one dares defy Abigail.

Family Member

The majority of Heranor siblings are standard family members. They follow their father and the Elites without question, looking up to them above all. Their foremost goal is to grow in strength, hoping that one day they might earn a place among the Elites themselves. Because they act on the orders of the Elites, discretion is paramount. Drawing attention risks disrupting the family’s greater designs. They understand that betrayal against the family is a betrayal against themselves and everything they hold sacred.

Adult

Heranors who have completed their training and taken their first mortal life are considered adults. They are fully responsible members of the family, capable of independent action, judgment, and discretion. They are trusted to carry out the Elites’ orders and uphold the family's values.

Feyling

Feylings are Heranors undergoing training under the guidance of an older sibling. Their tutelage focuses on knowledge, magic skills, and the judgment required to eventually take mortal life and assume full responsibility within the family.

Child

Children are Heranors who have not yet begun their training. They remain under the care and instruction of the family, observed and guided until the time comes for them to enter their Feyling stage. Though they are not yet trained, they are recognised as full members of the family and are prepared from an early age to embrace its values and hierarchy.

Ally

Though the Heranors are largely composed of their own flesh and blood, they still seek allies among other fae. They go to great lengths to persuade them, offering protection, admiration, and promises in return for loyalty.

Those who join often act on their whims, resulting in bold moves while the Heranors always operate with subtlety. These allies are not regarded as equals to the Heranor family, but they are respected for their service and their utility.

Outcast (locked)

To defy the family, oppose their plans, or attempt sabotage is considered blasphemy. Those who do so are cast out, stripped of status, and marked as outcasts—a position universally despised. From birth, the Heranors are so thoroughly shaped by loyalty and discipline that few could even imagine challenging the family’s order.

Growth & Apprenticeship

There are three distinct life stages in a family member's life, starting with their birth and going all the way to them being considered a functional adult.

Childhood

As soon as a foal is able to walk, they are presented to Adrik. For most Heranors this is one of the only times they will ever see him unless they are personally summoned later in life or eventually rise to the rank of Elite.

During the nursing period the foal remains with Merianna, though she is only allowed to move through the castle under supervision. At some point during this time she usually conceives the next foal. When this occurs, the newborn is briefly placed in the care of one of their older siblings until she returns.

Once the foal is weaned, Merianna is removed from their life again and returned to her imprisonment for several months. This separation is intentional, ensuring that the foal does not form a lasting bond with their mother.

From this point onward the foal is raised almost entirely by their siblings. One or several older siblings usually take on a parental role, and it is with them that the young Heranor forms their first meaningful bonds.

During these early years the foal is taught the fundamentals of life within the family. Older siblings teach speech, behaviour, manners, and the values expected of every Heranor. Loyalty to the family and obedience to its hierarchy are instilled from the very beginning.

Apprenticeship

When a child is considered mature enough to begin formal training, they are matched with an older sibling who becomes their tutor. This pairing must share the same magical affinity and cannot have contradictory primary elements. If the elements do not fully match, supplementary lessons may be given by another sibling who possesses the required abilities.

If a pairing proves unsuccessful, tutors are permitted to hand the apprentice over to another sibling, exchange apprentices with someone else, or abandon the tutoring entirely so that another sibling may take over.

During training, apprentices eventually begin to favour certain forms of magic or techniques over others. Once this preference becomes clear, they may choose a specialization to pursue further. Depending on the chosen field, a change of tutor may be necessary if their current tutor lacks the knowledge to guide them properly.

The way an apprentice is trained varies greatly between tutors. Some place great importance on discipline and the honour of the family, restricting apprentices if they believe certain pursuits reflect poorly on the family. Others allow far more freedom, encouraging experimentation and creativity. Some tutors, in contrast, focus heavily on the art of killing and the many methods by which it can be carried out.

While learning to kill is considered a necessary part of training, the exact method by which this skill is taught is left entirely to the tutor. As long as the apprentice learns the necessary skills and is capable of passing the final examination, the process itself is not strictly regulated.

The length of an apprenticeship depends entirely on how quickly the apprentice learns. When the tutor believes the apprentice is ready, they may request the final examination.

The apprenticeship concludes with this exam, which is supervised by a member of the Elite. To pass, the apprentice must successfully kill a sentient mortal.

Adulthood

Once the apprenticeship exam has been passed, the Heranor is considered an adult.

At this point they are permitted to take on an apprentice of their own should they wish to do so. Beyond that, they are free to choose how they contribute to the family’s cause.

The primary expectation of every adult Heranor is to support the family. This may take many forms. Some assist the Elites in carrying out their plans, others recruit additional fae to strengthen the family’s influence. Many eliminate mortals who become inconvenient to the family’s interests. Others prefer to work in less visible ways, developing poisons, researching magic, or supporting the family’s operations from the background.

Regardless of the path chosen, the ultimate purpose remains the same: to strengthen and serve the Heranor family.

Your Character

  • Yes, this is a cult. If that makes you uncomfortable then don't create a character for this faction please.

  • Don't confuse the family mentality with them generally being "evil." Keep in mind that they are immortal and that mortals live very short lives in their perspective. Their position towards it could be comparable to different views on animals. Some love to have them around and keep them as pets, while others would rather not bother for various reasons. 

    • Some Heranors entertain themselves with being among mortals in cities, but going people-watching or holding the occasional conversation isn't the same was being friends with them.

  • If your character finished their apprenticeship, then they are free to do whatever they want as long as it stays within the family's interest and they are able to answer to orders from above on the fly. However, they are not allowed to meddle in politics, trade, or basically anything that would significantly impact mortal life!
    • They are allowed to cause minor annoyances or petty curses in cities and settlements, but they should not stand out!
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  • If you have an ally as a character rather than a born Heranor, then they'll have more freedom to act as they please. However, they are also discouraged to meddle on a major scale unless specifically ordered to.

  • Most Heranors hold a great fondness for fellow fae and even demons, so they're actualy quite approachable. It's only mortals that they have a distaste for.

More information can be found on the lore pages. The section for the Heranor Family in particular can be found here.

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