The rearing of a child into an adult within a Gelvani House largely follows the "it takes a village…" philosophy.

Gelvani society/culture is very conservative, family-oriented, and religious. This comes down to Gelvani history. The Gelvani believe that their gods are their direct ancestors. As such, it is natural for the elders of the family to be looked at as closer to the gods (by dint of their age and generation) and thus as the proper leaders.

These things shape a child's upbringing and education. Gelvani children learn, before everything else, the language and the history of their people. They don't learn these things in classrooms, but from their elders. These lessons in turn feed into their later apprenticeships. Because Gelvani history and religion are inextricably intertwined, the skills children and young adults learn from their elders are less a "job" and more a legacy. Learning to wield the longbow, for instance, is not just a matter of being able to go out and kill a deer for food; it's the symbolic inheritance of a lineage that goes back to a god, for whom the bow is, in fact, a holy tool.

The path a Gelvani child will take in life is thus very often determined by their family. The first daughter of a Thena, for instance, will be taught the skills needed to be a proper leader. At least one other daughter (if not the eldest herself) will take up the path of priesthood, to ensure the ancient ways are not lost. Since magic is so central to the Gelvani, rare is the family line wherein at least one child per generation does not receive training in the arts of Shamora (either wizardry or sorcery). This is a reflection of the fact that the Alathan is not just a family, but a proper community (and political entity) on its own. The Thena is always going to look at her second sister's son as her beloved nephew, for example, but he was also brought up to be the House's Huntmaster. As such, he is responsible for mundane hunts, for scouting the frontier of their lands, and for leading efforts against dangerous beasts and monsters.

In truth, only the last children of any generation are afforded any choice in what path or profession they will follow in life.

These apprenticeships go on for decades, and generally last until a Gelvani reaches adulthood (though some young adults feel the wanderlust and seek their own path earlier than is the norm). They provide valuable skills and experience, though, and are one of the main reasons why sons and daughters of the elder races are seen as so dangerous and powerful by other peoples.


Under Character Creation, there should probably be a Youth and Duty section that reflects non-human societies, which operate differently than those of the Duneimen.

For instance, a typical Que'Gelvani youth might be have access to the following skills -
Craft (Any), Knowledge (Arcana), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility), Knowledge (Religion), Perception, Stealth, Survival

This would reflect a childhood and youth spent learning about Gelvani society, history, their environs within the Gelvanmyr, etc. Of course, I'm assuming Gelvani are automatically literate. If not, add Literacy to that.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License