Feykin Cultures
Cast aside from fey society for their mortality, feykin created their own self-sufficient communities free of fey politics or the expectations of normal mortal societies. Caught between nature and civilization, Feykin Camps rove throughout the world, picking up discarded, lost, or adventuring folk. These communes provide refuge for any and all who have ever felt unwelcome, encouraging freedom of expression and connection to the natural world. It is not uncommon to see wandering or outcast members of other cultures, such as wandering orcs or adventuring elementborn, find a new home among the feykin. While the exact organization, size, mobility, and composition of these camps vary wildly, they rarely have distinct leaders, almost never have titles, and have no hierarchy or social divisions beyond natural conglomerations of families and friends. This structure, or lack thereof, provides an environment that fosters individualistic discovery and loose exchange of knowledge and resources, however it can also provide an unstable and occasionally contentious environment when internal disagreements arise.
Goblin Camps
Goblin Camps, or portions of Feykin Camps with high goblin populations or cultural influence, are frequently filled with pranks and tricks designed to trip each other up or confuse visitors. In fact, Goblins often have a trick-name (in addition to their given name) they earn from fellow goblins bestowed upon them to commemorate a memorable trick or prank. These are sometimes gifted to outsiders, if they’ve earned it. These communities frequently prioritize fun and recreation, with a tendency towards chaos, disorganization, and a laissez faire attitude that can frustrate visitors. When they relocate, it is frequently without direction– wherever the wind takes them. Members of Goblin Camps will frequently flit between interests and occasionally will venture into the world to pursue a new interest or to spread chaos elsewhere. Despite their absences, these members are always welcomed home with open arms and intense curiosity for whatever new stories, trinkets, tricks, or skills they may have collected.
Brownie Camps
Brownie-influenced Feykin Camps, or portions of camps, center around the idea of family, finding your place in a family, and constructing a nurturing environment for new additions– be they children or wanderers. They adore visitors and will happily trade warm meals and soft beds for favors, labor, or goods they could not create themselves. Brownies gain or create family names (in addition to their given name) inspired by the unique characteristics of the family group. These names are exchanged frequently and with ease, so it is common for brownies, or those adopted brownies to have multiple family names representing multiple close-knit chosen or biological family groups. Adventuring brownies often consider adventuring party names a family name. Brownie Camps are less likely to travel and are more likely to have permanent structures, but– especially if the brownie population is a part of a larger camp– it is not unheard of them to relocate. Similarly, brownies or brownie-raised individuals are more likely to be content with their life in their camp and less likely to wander.
Gnome Camps
Gnome Camps as a whole are mostly likely to move with a purpose in mind– be that venturing into the wilderness, or visiting a central hub of knowledge and trade. These decisions are both communal and often contentious, but their cultural focus on exploration, discovery and invention helps lead to compromise in favor of progress. Unlike goblins who will frequently flit between new interests, gnomes and gnome-raised individuals often dedicate themselves to a specific goal or field with great enthusiasm. Their camps are often organized chaos– haphazard constructions and smoking experiments that are barely contained. Every visitor brings with them the potential of new knowledge or materials.