Faun

Fauns are flighty forest dwellers. Although some take a fancy to the social scene of civilized areas, they always remain near their beloved woods. Fauns are a passionate, socially oriented race, and like nothing more than being at the centre of an admiring crowd. They are culturally devious; they play harmless practical jokes in an effort to make everyone else lighten up. They have had enough experience with other races to always keep an eye on the exits just in case one of their jokes is taken the wrong way. Fauns tend to rely on fleetness of foot, quickness of mind and advance preparation to deal with whatever troubles may be thrown at them.

Fauns are very busy people. They like projects. Many fauns will have a multitude of project on the go at any one time. Just because some of them will never get completed and others will fail doesn't mean there isn't a reason to start them. Fauns are among Faerie's most upbeat creations. Even when things look dark, the fauns are always the ones with a joke, or a crazy hundred to one plan.

Looking like a Faun
All fauns have two horns. There is great variety in the sort of horns fauns have. Some resemble those of a goat where others resemble a bull or deer. Some fauns like to paint or decorate their horns. (OOG note: Characters with a demon contract have red horns, and species that have horns already add red tips to their existing horns. Therefore, please avoid doing this unless you have the demon contract Blessing/Curse found in the rulebook.) In addition to their horns, some fauns have fur covered legs and/or tails. Faun tails are short, like those of a rabbit or a deer.

Fauns dress in one of two styles. Those dedicated to woodcraft and forest living tend towards more tailored cloths in browns and greens. Those fauns who prefer the company of the towns tend more towards loud multi-coloured garments. Some fauns may have clothes from both camps so that they can dress to suit the occasion.

Faunish Names
Fauns tend to have simple names, without too many syllables. They can be named for things in nature, ideals they want their children to embody, or just a fun sounding name that rolls off the tongue. Most do not have last names, though occasionally communes may share a second name to identify them as part of the group. Examples of faun names in Mystfall are Chastity, Fritz, Meadow, etc.

= Faun Culture =

Birth and Childhood
Fauns frequently practice group marriages, therefore children are often raised by all the adult fauns in the group. In some cases the child may not even know which of the adults are their biological parents. Fauns tend to teach through experience. An adult faun may allow the child to get themselves into trouble, stepping in only to prevent the child from getting seriously hurt. It is believed that experiences are more easily learned then a lecture. Fauns are considered to have reached adulthood at the age of 14, however, many will continue to live with their family after they have reached adulthood.

Love and Marriage
Fauns tend to fall in love intensely for short periods of time. This does not preclude the possibility of longer-term romances but this is not the norm. Most Faun love affairs are bright brilliant and burn out quickly and that’s the way they like it.

Faun marriages tend to be more a partnership built on friendship and co-operation then any sort of commitment to a monogamous relationship. Married Fauns work together to raise their children and to support their household but do not expect a exclusivity. In fact, they consider the idea to be strange. As such, Fauns see nothing wrong with polygamy.

Work and Play
Fauns generally prefer to work for barter, or favours done in return.

Fauns rarely differentiate between work and play. They tend to choose occupations that they enjoy so that work and play become one activity. They have a natural aptitude for alchemy, and many fauns practice at least some potion making. They may or may not consider themselves “alchemists”; for these fauns, alchemy is a way a life, a means to an end, not an end onto itself.

Fauns are drawn to the woods and often have a strong sense of wanderlust. They don’t like jobs that require them to live in cities for long periods of time. As such they gravitate to jobs that allow them the greatest amount of freedom. You will often find fauns acting as messengers, bards, peddlers, merchants etc. Fauns also like jobs which allow them to be creative. There are many fine faun bards and storytellers in the world, but there is no school of faunish literature. There are no traditional ballads handed down through the centuries. No poems that they must all learn by rote. Fauns much prefer to make things up as they go along.

War and Politics
Fauns have little use or need for formal government structures of any sort. In fact, many find the mere idea of laws, politics or the judiciary laughable. Fauns who live in close proximity to other races may choose to participate in whatever local government exists. This is generally either of out morbid curiosity or part of an elaborate practical joke on the part of the fauns.

Fauns are generally peaceful creatures. They are not interested in conquest or power. They would far rather live at peace with their neighbors then fight with them. But while it is true that few if any wars have been started by fauns, when provoked they will fight back. Many have been surprised by the passion and fortitude with which they fight. Fauns are generally thought of as flighty creatures but this does not mean they do not have a role to play during times of conflict. It is true that fauns do not make good front line fighters but many armies use fauns in support roles. Many fauns are excellent scouts. Their familiarity with the forests makes it easy for them to travel undetected. Whether tracking a fleeing foe or finding a new path through rough terrain, fauns are both comfortable and well suited to complete these tasks.

Fauns are also renowned for the cleverness of their traps. Most people killed by a faun will never see their attacker. A cleverly laid trap (or series of traps) can do just as much damage to an attacking force as a patrol of heavily armored orcs. The final area fauns are used in times of military strife is as military alchemists. They aren’t the ones swinging the swords but they can ensure that those who do are stronger, tougher and do more damage with every swing. Even with limited supplies, many fauns can aid their friends in defeating their foes.

Crime and Punishment
Fauns don’t go much for formal political structures. As such they don’t have to much in the way of formal laws. In fact for the most part, fauns only have one rule: “Do what you like, so long as it doesn’t interfere with other peoples ability to do what they like.” When someone breaks this rule, the normal cause of action if for the fauns near them to ostracize them. Given the social nature of fauns, ostracism is often viewed as a terrible thing. Each faun who disapproved of the original action decides the extent and length they will personally enforce the ostracism. It is often as simple as the fauns saying “We don’t like you, so we are going to play with someone else.”

Death and Burial
Fauns live every moment of their lives to the fullest. As a result they tend to burn out rather young. Most fauns do not see their 60th birthday. There is an old wive's tale that fauns are technically ageless, but die young due to accidents of their own creation. Beware old fauns, they say.

Fauns prefer to celebrate life than morn death. After the death of a cherished one, fauns will organize a great party in their honour. At this party, all the departed favorite foods will be served. Toasts will be given in their honour with their favorite drink. Memories of the departed will be revisited. If the departed one happens to resurrect, they are more then welcome to join in the fun.

Faunish Sign Language
Fauns have, however, developed a complex form of sign language. The signs are very regional so it is rare that fauns from different areas (or in some extreme cases different families) can communicate in this manor. A talented user of this art can communicate complex messages to their kin without a casual observer being aware that any communication is taking place.