
Note from creator
Not everything is meant to be followed down to a T; they are adaptable and can be used in nearly any way that one would desire to. Same for the world; it has its base for sure, but that is just a gateway to create and go about the path that you may wish, not what I made up. From their size to the biomes of the world, it’s all what you may desire to put in place, or if Lustre is even the world that you use.
General Breakdown
Oran’Ferta are survivors; having made their evolutions to what they are now, they host what keeps them alive. Venom, thermal vision, hooked and strong claws. They are expert climbers, ambush predators, war avoiders, and technomanic. Driven by their want to survive as a collective, they share information across their species. Low in population, they host a long life span. Their final age is still uncertain, as the oldest record was not of old age. In a hostile environment, they seek to simply survive. Radiated into what they are and into the brilliant minds that they hold, double-hearted, four-armed, and the tech to assist their living. Deep bond between their pairing, though a loose bond as a parent.
Before they were Ferta
After the bombs, the underground was a refuge. Those that could went underground to survive, digging and searching for food, and tunnels were common, but the ones that survived were the ones that could find the others in the network of ever-growing tunnels. Year over year, they adapted and adjusted to this life, one underneath the ground. They lost their eyes; their vision changed to detect lighting and heat. Larger bodies to wrestle with their prey, another set of arms so they could latch onto them, the wall, or even dig while attempting to bring prey back to them. Their claws started to curve and ended in a more hooked style. Strengthening to the point that they tore through the rocks underground that once made prey safe from them. Along their tail and spine came a strip of sensory hairs that detected changes in the air, from heat to pressure, to help them find their prey through the vast tunnel network. Their fur became thicker to keep dirt and debris from reaching down to their skin and irritating it as clothes were long a thought of the past. With their mutating came some losses; to gain the sensory along their back and tail, they lost many in less vital areas, the sexual organs. They became grand hunters and survived the underground better than most, but their difficulty soon came with their numbers; the lack of nerves in their reproductive organs made things more difficult. Later on, males grew a second to adjust, and females a second vaginal canal to adapt to their partners. Though they lack much of the previous sensitivity, their numbers began to recover, and the Ferta finally breached back to the surface and became what they are today.
The First Ferta
The packed members were the first to exist in the new world. Rising into the old city of Juliet, their return brought them into an old mall. With its divisions and vast amount of floors, this became their home, and with it, they brought their species back towards the surface. Discovering what life was back upon the ground they left thousands of years before.
Regional Differences:
There is little difference between the majority of the Oran’Ferta. The main pack that rests within the mega-capital often refers to itself as the Packed Ferta, and those that have ventured out are grouped into the Nomad Collective. One collective exists outside of these two, being the Villian Collective. Though three main collectives exist, they do not war with one another; instead, they send couriers to one another with their data shards, exchanging information as they all seek to further their survival.
Packed Collective
Packed Collective hosts and maintains the superior technology that allows them to exist. The resources that are present within the capital gave them easy replacements and mixtures. Though, Nomad Ferta did not appear till after the creation of the now vital pieces of their equipment. Packed Collective is the original collective and is far more established than any other collective. The best smiths, wirers, and gunsmiths come from the Packed collective; with better forges and tools, they can better customize augments to one person’s body over mass production. Packed Collective is the largest of all collectives and is often seen as the lead collective, though they hold no true power over Nomad or Villian collectives. The first of their kind to start developing true ferta structures to make their home. Often viewed as pampered or soft by the other collectives.
Nomad Collective
The Nomad Collective is not considered a rival to the Packed Ferta; they are part of one large society with a loose structure of rule. Nomads do not report to the Packed nor to one another. They follow the word to its truth, wanderers after their coming of age, with some beginning to establish civilization in the wreckage of other ruins; it is believed an official name may be coming to the larger packs of Oran’ferta that have collected there. Though the Nomad collective is spread out, there is one Techa over all of the Nomads; offshoots of the collective are called Bands. They have a leader, but this is not commonly called a Techa, though some bands use the language as there is not another term. Typically named after what they do or their location, there are many names for a band. Band of the Wastes, Band of the City, Band of the Harvest etc.
Villian Collective
Villian Collective is the largest gathering outside of the Packed Ferta; set within a different city, they often have darker colors than those of the Packed Ferta; their home, set far from the radiant zones of the mega-capital, has dulled their usual bright colors and hues. Their colors and hues softened into deeper blacks and browns over the, typically, more colored Nomadic Ferta and Packed Ferta. The Villian collective is constantly trying to reclaim more of their city and push innovation. Many prototypes start here and make their way back to the Packed collective for refining for other collectives and Ferta. Villian have an additional test when it is their time to come of age: the test of what makes them an adult in Ferta society. They are constantly and commonly fighting against the wildlife of Lustre, or wherever they are in a story, as they embrace a more aggressive approach to the world. The space they are in is theirs to have, and they will protect it until the last Ferta. With life always at risk, they seek nothing more than to find their Div and fight alongside them; to be a hunting pair is the dream of many.
Physical Description
Height and Weight
The average Oran’Ferta ranges between 7' 5 (2.28 m) and 9' 8 (2.95 m) and weighs between 350 lbs (158 kg) and 575 lbs (260 kg) on average.
Head and Face
The head of the Oran’ferta is heavily influenced by their canid heritage. A longer muzzle over a snout, eyes set to the sides and in front as a herbivore would. Their ears sprout high into the air above their heads, tipped with sensory hair to detect changes in weather. Their ears are able to express mood with their movement, able to fold back to their skulls. Their noses more resemble that of a shark, with one nostril to either side over a soft nose as a canine possesses.
Eyes
Oran’Ferta lacks eyes, though they possess eye sockets; the sickening radiation from after the war destroyed the tissue and eventually evolved it out. In their stead, skin and fur cover the sockets; however, these are sensory points for the Oran’Ferta. Combined with their visors, they are given sight during the day. The additional radiation from the sun renders them less effective during the day; at night, without the additional radiation waves, they are more effective. Their vision works more as heat vision, seeing in pink to flesh-like colors. They can see in color with their natural vision; however, only the colors of other Oran’ferta radiational colors. Colder objects appear as a deep flesh color; those with heat shine pink if within the visual range of the Oran’Ferta. With their odd sense of sight, with or without their visors, their visual range is 210 degrees around themselves. Their visors can display the idea of an eye that the Oran’Ferta desires, though they commonly follow one of the colors that is on it or their favorite.
Vocalizations
Oran’Ferta are a silent and quiet species, and with their ears being the same length as or larger than their skulls, their hearing is rather sensitive. They typically speak in a whisper and are heard on a large auditory scale. Chitters of their vocal cords and snaps of their jaws are their primary way of communication, but with a written language becoming more of a possibility, the Packed Ferta have begun to adopt less snapping and more chittering within their vocal language. When learning a language that is not their natural tongue, Ferta is quick to grasp and understand it. They will be speaking it far quicker than what is common for one to learn it in. Given relentless study, a new language could be gained in approximately a few weeks; more complex languages would take a few months, however. Ferta, however, will struggle to write any language they come across, as they do not have an established written language for their own. Though they can read other languages, they struggle when it comes to writing.
Mouth and tongue
Resting outside the mouth of an Oran’Ferta are two long, hollow fangs channeled with their venom that, often times, is overproduced. Their fangs are able to fold back within their gum line and often are held there unless their maw is opened or they wish to put them on display. Some Oran’Ferta will have different colored fur where their fangs rest against their bottom jaw and to their chest should they allow it to drip repeatedly upon it. Within their mouths are retractable teeth relating closely to those of their canid ancestry lining their jaws. Their tongue retains the thickness of that of a wolf’s, though it hosts the same spikes that are commonly found on felines. Used for cleaning the parts of them that they can reach, or more often to cleanse their own maws. Serving as a brush for their own teeth, these spines can work between their teeth to floss them effectively. Their tongues are rather lengthy, around four feet, and stored below the flesh at the bottom of their mouth. Extending out through a glottis but only connecting to the pouch of their tongue. If used in a more sensual manner, it can be folded over itself to cover the spines for more sensitive areas.
Venom
Oran’Fertas’ venom serves as a muscle relaxer. Releasing the tension within the body for easier consumption as they commonly swallow their prey whole. From bite to total loss of muscle control is an average of five seconds, though this is not commonly used as a trump card for Oran’Fertas and is more often used to create time to run away. Their venom serves as an aphrodisiac to other Oran’Ferta. Driving their senses into a hyper state, they will be able to feel far more than usual when it comes to their bodies. Additionally, it is a trusting action that they would allow even their Div to bite into their body, driving the connection between the two higher with their growing trust with one another.
Chest
Oran’Fertas’ have broad chests and wide shoulders; as well, they have four pecs to account for their four arms, the top two dominating most of the space before transitioning into two smaller ones. Females still only have two main breasts and can possess pecs underneath to below their breasts. Oran’Ferta possesses two hearts, one located just slightly higher than the other. They can survive up to a few years off of one but often lose the use of their lower arms as the circulation fails to reach them.
Hands, Feet, and Tail
Their hands have five fingers each, with a thumb. Their hands are furred over, though the nerve endings have an enhanced sense of touch. Their fingers tipped with sharp claws that have the ability to pierce steel, curved nearly like talons, they are meant to hook into what they are holding, ensuring they do not lose their grip. Their feet are padded, pawed in the center with four toes each with their own pad. Their claws are more hooked and able to grab onto prey or stones for climbing. Their tail extends out behind them from their body length to further. Prehensile to the tip, it is coated down the middle with a stripe of sensory hairs that help them identify further terrain, possessing a near third eye behind them. Able to detect changes in air pressure, moisture, and vibrations.
Age
Oran’Ferta grow quickly as their hostile world requires parents to need mobility to assist their offspring in survival, reaching maturity and adulthood at their third year. The eldest recorded Oran’Ferta was just over the age of five hundred at the time of their death. Most Oran’Ferta will begin to experience deterioration around 1,000 years of age and soon expire without the assistance of their collective. With their age, they will likely be left behind as bait to assist the collective and others that are younger to survive.
Children and Growth
Oran’Ferta are mammalian when it comes to children, hosting a gestation period of approximately four months and typically only having one child. If two or more children are born, the parents often choose to support only one, determined mostly by their silence. Villian Ferta, however, has recently normalized twin births. Upon birth, Oran’Ferta are able to fit within their mother’s hand. During their growth, mothers will simply use both of their arms on one side or upper/lower to hold onto their newborn. Once they outgrow this method, they hang onto their mother's or father's back as their arm strength develops first. Within their first month, newborns lack any speech still but are fully capable of walking and thinking for themselves. Though they can make noises from birth, they often do not express speech as adults do till their second year but understand the chitters and snaps well before then. At a child’s coming-of-age ceremony, their parents, adoptive or natural, will make a crystal for them; in this crystal will be the radiated colors of their parents. Saved for when they find the one that they wish to form a union with later in life.
Hybridization Potential
Hybridization is possible with the Oran’Ferta, but within their home world, they have not encountered another intelligent species that they could consider such actions with.
Coming of Age
All Ferta will go through a coming-of-age ceremony. When they have reached three years old, they will, within the next year, set a time for them to travel outside of the collective and gather sand from the blast site of one of the nuclear bombs. This sand is best for the smiths of the Ferta to make into their augments. When coming with their designs and the desired amount of augments, they will be given the proper amount to gather. Should a Ferta not collect all of their sand upon the first attempt, they will have to go again and complete gathering all of their sand before being given any of their augments. They go through their coming-of-age by themselves, with no arguments and minimum supplies given to them. When they return, the collective will have the ceremony of them donning their visor for the first time, as they transition from youth to adult.
Villian Ferta Coming of Age
Villian Ferta has an additional task when completing their coming-of-age. They first must hunt one of the carapaced creatures within their collective zone. Flesh-based wildlife is considered too easy for a Villian collective to claim as their first true hunt. With the added requirement, they are given special rifles and weapons that will work off of radiational canisters to power them, as they can not power them without their augments. Once they are victorious, part of the carapaced creature will be worked into their visor design to show their kill. Only after their hunt will they then seek the sanded crater to craft their augments.
Sexes and Genitalia
Female
Normally by a human standard, shaped as an average human female may be within, however, there exists a separate channel to host their male’s hemipenis for extra stimulation and semen collection. A prehensile clitoral hood exists to assist the insertion of both of the males genitalia, tucked within themselves within the secondary channel when not in use or left in place. Some female Ferta do have two wombs, though it is common that they only have one. When there are two wombs, they operate on the same cycle as one another and can host two different pregnancies.
Male
Males have the most variety; shape and size often come into question and typically follow a more hereditary design. From more equine shape to canid and even avian in nature. As well, they can be sheathed to within a slit. One common existence between males is a hemipenis. Commonly sheathed separately but may be contained within the same sheath, this feature also is typically hereditary.
Intersex
Intersex Oran’Ferta are rare but do exist within the lore of Oran’Ferta.
Trans
For the Oran'Ferta, it is properly recognized that it's more than natural for one to transition in order to display their temple proudly; a societal norm to fit anyone along or outside of the binary. Transitioning information: https://www.furaffinity.net/view/59847046/
Technology in Oran’Ferta life
Crater Sands
Ferta had to create, playing and testing with everything that they could get their hands on while on the surface. What wood they could find, sands that they could melt and design, from the old buildings that they attempted to claim and convert, but they always felt a draw to the craters. Their natural-born radiation drew them towards the stronger source. The craters where the bombs fell still radiated, storage of old waste, exploded reactors even. The craters drew in most of the wildlife; however, with the draw that it held, they became hunting, nesting, and resting grounds for whatever could stay close to them. The ferta eventually gained control over the wildlife and claimed one for themselves long enough to experiment. With this, the first augments started to be made, and the greatest discovery for their species had been made. That they could augment themselves with this sand and glass to gain advantages they could never have had before.
Data Blocks and Shards
Within a collective, a data block holds the history from the beginning of the collective, except for the Packed, and is to continually be filled with information that the collective collects. Data shards are typically small enough to fit in the hand or small enough to travel with easily so that they may collect real-time and more accurate information while away from the collective. Data blocks or shards hold within them radiational knowledge that can be understood by the Oran’Ferta, put there by their leaders and fellow guardians so that the Oran’Ferta’ can understand the history of the collective. The shape of a data block and shard is decided by the collective. The transfer of understanding from a data block or shard is a slow process and completed by the guardians. An Oran’Ferta must remove their visor and have their collar embedded within them to understand the microwaves. Within their fleshy, pink vision, history and knowledge will play out. All data blocks and shards are visual and, as of now, nonverbal. Memories of past members can be found here if planted within before their deaths, allowing others to view their life entirely after their coming of age.
Visors
Visors get crafted in their third year as they have finished growing. This visor cups their eye sockets and dampens the solar radiation so they may go out during the day without being blinded. Usually black, they can be coated with different colors and are forged through the smiths of the pack. The coming of age sees that an Oran’Ferta makes their way to the sands; the wasted sands will be gathered, and they will bring it back to be forged into the deep black glass of their visors. These are styled to the desire of the receiving Oran’Ferta. Some hold spikes, fins, spines, and eyes. This augment can be taken off.
Collars
Around the base of their neck lies another coming-of-age augment. Looped into their system a square piece stained with their radiation color at the front. Collars can also pick up sounds and reproduce them; these selections of what sound is picked up are filtered through the mind of the ferta. With a thought they can produce the sound they desire and even lower or increase the volume of their own language or noise they created. This augment cannot be removed.
Spinal Battery
Down from the starting point at the top, shoulders begin another of the flexible glass. Wired into their spinal column and ending at the base of their tail. An additional tradition is conducted for a coming-of-age Oran’Freta, augmenting them with greater battery capacity as light will fill up the reserve along their spine. It helps to run their radiation through their bodies, healing them and allowing for faster regeneration during injury. When they run empty, their rifles will no longer work, nor will anything else outside of their visor. Charging will take about eight hours off of an Oran’Fertas’ radiation and be cut down to one hour with the assistance of the sun, further amplified with additional radiation. This augment cannot be removed.
Palm and Arms
Upon the back of their hand or even within their palm, a disk of their glass may be embedded into their skin, allowing them to make a smaller field of radiation that protects them, though this uses a vast amount of energy to uphold. This augment can be removed.
Waist
Out of the Villian collective came the belt. Worn in the fashion that fits the Ferta, it allows the Ferta to trade their radiation for the ability to go invisible. This is rather costly on their radiation reserves, however, but greatly increases the hunting ability of any Ferta that has it upon their body. This augment can not be removed.
Ear Piercings (Only Villian or Nomad Collective)
Out of the Villian collective, after approval of their Techa to start piercings, ear piercings and gauges were modified to provide more than a cosmetic focus. They are able to link with other Ferta that possess piercings, trading radiation and linking one another; they can communicate over further distances. Though the technology is new, it is what propelled the creator to the spot of Techa. This augment can be removed.
Additional Augments
Oran’Ferta can work in additional augments to their body through the use of their nuclear sands and glass. Oftentimes this is more reserve power but can assist Oran’Ferta with common combat tasks given a smith and wirer's talent.
Power
All of an Oran’Fertas’ augments require power; for them, it is radiation. Through their bodies, they power a visor indefinitely. However, their rifles and other equipment will need the reserve from their spines. Other Oran’Ferta can assist in powering, charging, or firing any equipment wielded by another or those that are in possession of their technology.
Diet
It often consists of whatever can be consumed, more often scavengers. Meals are oftentimes consumed whole if they are small enough, and this is preferred, as their jaws can open rather wide, about the size to get a piglet to slide into their throat. When it comes to water or fluids, Oran’Ferta survives off of very little water. Needing to drink approximately 8 oz (236 mL) of water or mixed fluids, an Oran’Ferta can often satisfy themself through their diet and the blood of other animals that they consume unless rotten.
Ecology and Behaviour
Personality
The majority of Oran’Freta are focused on their survival, though they are pack-like creatures that will assist their own species until their own harm may be caused. They are curious but very cautious creatures due to their landscape and desire to protect themselves and their collective survival above all else, meaning that they will often avoid any hostility or potential for any.
Society
Hierarchy
The leader of each group or pack is often the smartest within the group; age does not play a factor in the election of their leader. The collective desire to survive in their environment. Upper positions are chosen by the current leader, and the leadership position is typically agreed upon by the entire collective. From a collective standpoint, the Packed collective is considered the “main” collective, though it holds no power in either of the other two.
Funerals
It is not often that Ferta gets the chance for a funeral. Most Ferta are killed in the lands and returned to it through more than natural means. Consumed by creatures is not considered a poor way to go, honorable even, but most Ferta still would prefer not to go this way. When a Ferta dies within the collective area, a final visitation is held with the collective. All Ferta will gather to see their body, properly clean it, and allow them a final night under the moonlight. Though some families may have more detailed rites for their dead generally, the bodies will be touched by the Techa, or leader of the band, along with any family that may still be with them. After all hands have touched the dead once more, they will put small amounts of radiation into them, filling them with their radiation and allowing it to take their bodies into the dust. Turning to sand over the course of a night and the sands given to their remaining family. Most return them to the earth and allow the wind to take them for a final trip into all of the lands, free of the conflict and pain it would have taken for them while living. Augments left behind, the family may keep them or have them broken down and spread with the sand of the deceased.
Common Illnesses
Radiation Sickness
Though rare for a Ferta to catch or reach, they can suffer after larger-than-expected doses or prolonged exposure to mass amounts of radiation for extended time. This may come from being granted too much radiation through transfers as well. As well, if they were to exhaust their stored and natural radiation and continue to use what was created, they would overload their bodies, and the response would be a flood of generated radiation that can cause sickness. Often this lasts only a few days and does not require the attention of a Branded, but they can ease many of the symptoms. Many of which copy the common cold of the old world.
Radiation Fever
A common affliction for Ferta, their augments will burn along their bodies and radiate outwards as it follows their nerves. Their augments will shine brighter during their time while being sick. Often they are bedridden while sick due to the symptoms that come with it. This can burn out within a week, or Branded can cure it within a few days; however, there are cases where it is lethal.
Colorless Strike
A serious affliction that removes the color from a Ferta’s radiation. With their color removed, they lose the pink in their sight and see in differing shades of grey. During this time, their radiation will fluctuate and pulse, causing deep-rooted pain to travel the length of their spine. This also requires their augments to be cleansed, as the bacteria causing this affliction can be stored within the radiation of their spinal battery. In rare cases this calls for the removal of augments to better battle the bacteria. Though this is a rare affliction, it is contagious. Often caught while out in the wastes, it settles into their nervous system before overloading it all at once. Branded are directed to heal this affliction over any other that may exist at the time. A colorless outbreak could devastate a whole band or collective if not cured. Branded have to flush the afflicted with their radiation; this may take multiple attempts over the course of a few days. This act can and often does cause radiation fever or sickness. Once cured, their radiation color and sight will return to them, but this could take several days to a few weeks, as well as they may still experience pain while regaining their color and sight.
Blue Sight
An eye disease that can still affect the Ferta. Affecting the tissue that they still have left. It turns their sight blue, and they no longer have any field of depth. Difficult to cure, Branded has to work day and night to cure before the afflicted lose full sight in their eyes, to include when they have their visor on. Laying their fingers along the eyeless sockets and pulsing radiation every few hours, there will be flashes in the vision of the afflicted. If the Branded fail, the afflicted will lose sight in their eyes.
Wet Lung
Bacteria cause the lungs to fill with fluid. Branded must delicately drain the fluid and pulse radiation over the lungs so that they can kill the bacteria. This can spread to other Ferta through the fluid and, if not cured, will cause the Ferta to drown in the fluid. A common day example would be pneumonia.
Dry Fur
Caused by a buildup of dirt and sand against the skin, dry fur begins as irritation to the skin due to overstimulation against the sharp and dirty grains. Buried deep underneath the coarse fur of a Ferta, it can be hard to clean out, and if the time is not given for proper hygiene, it can lead to worsening affliction. If left, it will fester and dry the skin of the Ferta, spreading quickly along their top layer of skin and within. Causing fur loss and tightening of the muscles. This is contagious and can be spread through touch along the diseased area. This can cover a Ferta within a few days and sink into the muscles within a week. The skin will look like stone and be hard to the touch. Branded will need to ensure their own hygiene when dealing with Dry Fur to ensure that they do not spread it further. They will have to run their hands along the afflicted body while utilizing their radiation to cleanse the body. If this does not stop the spread or weaken and return the skin to normal, it is possible that the Branded will have to remove the layers of skin that are infected. If they are not able to cure in time or left uncured, it will turn the Ferta to stone from the outside in.
Sensory Overload
Though not always caused by a microorganism, it is more commonly caused by the buildup of dust or quick winds. Ferta can experience sensory overload if most of their sensory hairs are triggered. This can make their bodies go numb, causing hearing loss, loss of taste, and sight for a short period of time. If they are constantly given stimulation to the majority of their sensory hairs, it is possible for it to make them go unconscious. Once they wake, as long as they are no longer being stimulated, most functions will be normal with some leftover tingling. Rare, but possible, the nervous system can be disrupted, and their own radiation could cause their sensory hairs to detect it. This will require a Branded to reset their radiation with a heavy pulse from the outside.
Titles
They speak to one another by using their title first, then their name. Common interactions will have Ferta speaking and using Ferta before the name of the person they are speaking to or whatever title applies to them. If they are speaking to someone that is outside of the Ferta species, then they will lead with the name of their species. To not use Ferta, or the applicable title, then it is seen as an insult and a drop of respect between the two Ferta. Should they encounter those outside of their species, they will use their species as the title.
Ex.
“Div Jinter”
“Ferta Jinter”
“Techa Xullian”
“Ex-Techa Xullian”
“Ferta Xullian”
“Fox, Kitsune, Dragon, Etc.”
Leaders and the collective have names for occupations within the group and even for their own lovers. Below is the ranking of titles. Though Div and Spark may be at the bottom, these are the most important to an individual.
Broodmother
Techa
Ex-Techa
Branded
Guardian
Smith/Wirer
Scout
Ferta
Relationship Titles
Div
Spark
Title and Role Explanation
Broodmother
The highest title that can be given. Broodmothers can help bolster a collective’s numbers but come with their own challenges. A gene within one of the collective females must awaken through special means. Once awakened, they will grow to massive size. At the lowest, they have been recorded to be 15 ft, with their height and their tails growing to match, ending with their length being 30 ft. All of their provisions were with them. They may fill their lower breasts, but this is not something that always happens. The radiation will grow nearly tenfold and be felt from a distance just as the radiation craters. Their augments will snap during their growth, causing them to need refitting. With the mass of radiation the broodmother brings, multiple wirers will be needed, and smiths will need to be brought in from the three collectives to outfit the new broodmother. The broodmother will be given their own chamber so they may fulfill their duties. The broodmother will consistently lactate and may even fulfill the hunger of many of the adults within the collective. Becoming the heart of the collective, their fellow Ferta know her location due to the mass of radiation she produces in stores. This mutation makes their ovaries continually produce and release eggs into their dual wombs. With their constant production, broodmothers can hold young at different stages within both of their wombs, leading to broodmothers often being permanently pregnant. Broodmothers know when it is time for them to give birth to one of their young. After their transformation they will never exit heat again. Though broodmother is the highest title, they do not outrank the Techa. Techa still leads the collective when a broodmother is within. When a broodmother is made, it is customary that males from the other two collectives are invited so that family lines can remain separated. There is no desire to cross heritage with one Not only is it customary, it shows Faith with the other two collectives when inviting their males over to assist with their broodmother. Broodmothers can birth one child per day if properly fertilized. Though they are large, they can still travel by themselves whether they are pregnant or not. With their transformation comes a longer lifespan; the oldest broodmother known was well over 2,000 years old. It is always said they were lost on a sweeper attack; however, they were wounded by the broodmother. It is thought that with proper warning, a broodmother could kill a sweeper, but most other capabilities are unknown due to their rarity and undocumented powers. The last broodmother was from the packed Collective, and little is known, as it was before the time of data shards and data cubes. Instead, their dwellings have been passed by word of mouth from generation to generation.
Broodmother Awakening
Though what is needed for a broodmother is small, the chance that it can form is miniscule. They must have a second womb; this is where the broodmother gene lies. This secondary womb also causes the potential broodmother to host a deeper radiational well that would allow for the transformation to take place. Without the higher amount of radiation, the awakening would not have enough fuel to activate. The process of growing in size can be a grueling one, and the gene first consumes the radiation of the female it is inside. Should there be a lack of radiation, the gene will destroy itself, and the failed attempt will lead to a specialized colorless strike, related solely to this event, that a Branded must heal. As well, Ferta must not have a Div. Being branded by their Div causes the broodmother gene to become unstable and burn itself out, no longer allowing her to transform should it have happened. The differing burst of radiation that stays on them, however, branded healing would not affect the gene as they are more specialized in their touch, nor do they truly brand a Ferta that they heal. The broodmother gene lies dormant within a female until the age of twenty-five; after this time, it may awaken. During this time, there is no special process to make the gene awaken or a technique that will ensure the development of a broodmother. This gene will be active till the day they turn one hundred years old, at which the decay of the gene will be too great for them to awaken with it, fading from them entirely over the next year with no effect on their body. Broodmothers are born, not made. There is no path to making a broodmother, and even should one have all of the aligning conditions to become one, their likelihood of awakening is miniscule. There is no outer tell that a female Ferta is hosting the broodmother gene; however, the only current tell is their lack of heat cycles until the gene is no longer active. With their rarity, it is highly unlikely that there would ever be two broodmothers at once, but there is nothing that would halt this from happening.
Techa
Standing as elected leader of the collective or band. If a band Techa is in the presence of a collective Techa, tradition is the band Techa will return to using the title of Ferta. Techa is the second highest title in Ferta society; they are respected but not all-powerful; they can be questioned and typically prefer that they are. Leading is not ruling, but this changes from Techa to Techa, and not all elected are meant to lead. There are some Techas that have led and others that have ruled. Often they are left in their position until an accomplishment of another calls forth a vote. This can be days, months, or years after the last naming. Techa’s may also choose to retire. There is no binding to the title and along with it no pack or vow that forbids them from having children or traveling outside of the collective area. A vote may be called by any Ferta if they believe the current Techa is leading them astray. This right is called the body of the collective. Calling of a vote or body of the collective ceases all collective activities until the matter is resolved.
Ex-Techa
A title to honor those who at once were Techa but are no longer serving as Techa. The current Techa or replaced Techa can choose to have this title removed and any old titles returned.
Branded
Branded are the healers of the Ferta, doctors in their own right. Most Ferta can heal themselves through the augment along their spine. Minor cuts and injuries are often done this way. Easily defeated diseases are done away with this way as well. Branded are for more life-threatening or major outbreaks of disease. Branded can repair bone, seal major cuts, regenerate flesh, and sometimes bring Ferta back from the dead. Branded used radiation to heal another Ferta. Often their healing only works if the Ferta they are working on is drained of their standby radiation. Branded uses different palm augments than an average Ferta. Their augments spread along their fingers so they may have more precise control over their radiation as they heal. They are deeply knowledgeable in the transfer of radiation between Ferta. As well, they are knowledgeable in more traditional routes of bandaging and medicine that do not include pharmaceuticals. Branded discovered that if a large pulse of radiation is given directly to the chest, they can revive a fallen Ferta. Branded will mix radiation and traditional methods to bring others back to full health.
Branded Awarded Symbols
Symbols are awarded for curing different affiliations caused by Ferta. For the pack, each moon will be separated from one another. For nomads, it is possible that they could be awarded triangles of the sun in any order or even the sun itself. For Villian, their interlocking triangles will be spaced with the thought of which they have not cured. If a Branded is at a different collective at the time of curing, they will receive their collective’s marking; however, they may elect to place the cured’s collective symbol above or below their collective’s marking.
Packed
New Moon (Just the outline of the circle)
Cured Radiation Sickness
Waxing Crescent
Cured Radiation Fever
Half Waxing
Cured Wet Lung
Waxing Gibbous
Dry Fur
Full Moon
Colorless Strike
Blue Moon (Requires someone with blue radiation to place)
Blue Sight
Triple Full
Brought a fellow Ferta back from death
Nomad
Top Triangle
Cured Radiation Sickness
Side Right
Cured Radiation Fever
Bottom
Cured Wet Lung
Side Left
Cured Dry Fur
Sun Center
Cured Colorless Strike
Blue Sun (Separated from the first sun, and requires someone with blue radiation to place)
Cured Blue Sight
All four sun triangles (Around Blue sun or placed to still accept the Blue Sun)
Brought a fellow Ferta back from death.
Villain
First Triangle Down
Cured Radiation Sickness
First Triangle Up
Cured Radiation Fever
Second Triangle Down
Cured Wet Lung
Second Triangle Up
Dry Fur
Large Triangle down (Placed at the end of the smaller, but first of the larger.)
Colorless Strike
Large Blue Triangle Up (Requires someone with blue radiation to place)
Cured Blue Sight
Extra Large Triangle Up (Placed and colored by current Techa)
Brought a fellow Ferta back from death.
Guardians
Carefully selected, those that work with the data cube have to keep the information organized, detailed, and easily understood so that their history may accurately be accounted for. Not only do these Ferta keep the history of the collective, they keep the history of all other Ferta and the lineages that come with them. It is difficult to track and record every Ferta that comes to the collective. With their coming, they are tasked with guarding the cube. Traditionally, the cube is kept within the Techa’s Chambers, and when they are gone, data guardians are the guard and work on further tasks: adding shards of data, managing the data, and transcribing for the common Ferta to understand. Data Guardians are the ones that will forge new additions to the cube and fuse them to it so that everything can be stored in one place. the shards after being transferred, stored, and managed by them. Rarely are there more than four Ferta who may do these tasks. Heritage is important to them, from father and mother to daughter or son. Some say it is their radiation that allows them to work the cube and add further additions without damaging the data cube. This would be correct. These Ferta have the right radiation wave to manipulate the cube properly. Although not all Guardians are born into this job, some Ferta can be taught how to manipulate the data cube and become a guardian.
Wirer
Wirers attach the augments to the Ferta. aligning it with their bodies, their radiation, and their nervous system so that they may correctly use all of their augments. They ensure that the mask communicates correctly with the nerves of the eye, ties into the nervous system along their back, and the spinal augment correctly builds radiation to store. If wirers make the wrong move or wrong cut while attaching augments, it could change a Ferta to never be the same again. Dealing with the nervous system is a daunting task, but wirers often complete these tasks with little incident.
Smith
Smiths are tasked with taking the crater sands and turning this sand into the very augments that the ferta were. Though they are called smiths, they are more akin to the common-day glassblower and are to take the designs that Ferta will have on their multiple augments and produce them. They are artists as much as they are smiths. Some of these designs can take them days, and they are the people that turn an Oran’Ferta youth into a Ferta.
Scouts
Scouts have a difficult job, often away from the collective for weeks to months. Often done alone, Scouts go out to gather information around the area. From wildlife to weather, they learn how to make data shards and are given crater sands before leaving so that they can make more if needed. Directed by the Techa or lead Scout, they can work as carriers, outposts, and safeguards and are tasked with settling safe houses for other Scouts to use while they are out on missions. When Scouts start, they are paired with a senior Scout if possible. Though they are more commonly alone when they work, Scouts are allowed to take their rest after long travels in the waist. Although it is often hard for Scouts to find meaningful connections and gather the time to dedicate to finding a div, if they are home during one of the heat or rut cycles, they're often offered the attempt to either produce or conceive a kin. For this arrangement, the Techa often will gather those that would not mind offering themselves up for this task.
Ferta
Ferta is the generalized title when they do not fall into any of the titles above. Though there are some nicknames for other jobs within ferta society, these are not official titles and are not recognized past the nickname that it is. Oran’Ferta are not granted the Ferta title until they have completed their coming of age; until then, they are referred to as only their name.
Div
Coming from the word of the old world Divine, the Oran’Ferta noted how many of the old people worshiped something Divine in nature, even if they all could not agree on what that was. For them, they are of the earth; they are people of their own will and the will of the collective, so they worship themselves and their bodies as they are seen as sacred temples, thanks to old texts of such worship. When two ferta go into their Divship ceremony, the idea of worshipping themself switches over to worshipping their partner and granting them the title of Div as they are now the temple that they must worship and ensure never breaks.
Spark
Spark refers to a romantic interest in another person. This is an agreed-upon title between two Ferta that wish to discover if they match for Divship.
Moonlight
Though the Ferta follow no gods, they are aware that the previous civilization, or current civilization, may follow a god. They created the term div out of divine as they see their partners as the ones that they should worship. However, they are fond of Moonlight; being nocturnal, they can have an affinity and connection to the moon. Thanking it, praising it, or expressing their gratitude for it upon a long trip. However, with the rise of farming in the Nomad Collective, they have shifted their generalized likeness to the sun.
Common practices and Thoughts
Sex and Nudity
Sex and nudity are rather open in the society; it would not be uncommon to find two Oran’Ferta enjoying one another out in the open or the lack of clothing on a Ferta while within the collective. Clothes are mostly worn to keep out the sand, though their fur is designed to help them with pushing off the elements. Such as sandstorms, rain, and snow, with a coarse layer of fur overtop, it forms like a shield against the softer skin below.
Survival
The societal standard is survival. The Oran’Ferta were not the first to come upon the destruction of their world; as such, they are, and oftentimes they are hunted. Each pack or group has one goal that they hold closest to them, and it is the survival of all members. The beasts upon their lands lack intelligence but make up for it with greater numbers of offspring and superior strength. All members of a group or pack will pool together their food, water, and findings to share for the sake of greater survival.
Sex Differences
Within Oran’Ferta society, there are no differences between what a male and female may do outside of child raising. No gender role exists due to the collective wish to survive. However, females tend to have a brighter color and more fur on their ears and tail than their male counterparts.
Sexuality, Seasons, and Sensitivity
Mating Season
Oran’Ferta have their mating season three times a year. This is an uptick in scent for both males and females. A day is picked within the fourteen-day window that the collective or group will have all at home to reproduce. Gestations last for approximately four months.
Erroneous Zones
They are heightened on an Oran’Ferta as they lack their main senses of sight, touch, and smell, with touch and smell being their main senses while with one another. Focus upon these is deeply enjoyed within any sexual moment. Foreplay focuses more on one’s body than on the organs of reproduction. Touching one another's body is sacred to the Oran’Ferta and seen more intimately than having children. With their lack of sight, oftentimes the pattern of one's radiated fur is all an Oran’Ferta knows of the other visually.
Relationships and Partners
Polyamory
Deeper intimate relations are developed through one another or even multiple other Oran’Ferta. Polyamory is uncommon but governed by the Oran’Ferta within. Couples often take care of any orphaned youth.
Same Sex
Oran’Ferta society does not taboo same-sex relationships, though there are some that will pester those within that they can not reproduce, lowering the overall amount of their species should they not allow for the creation of offspring outside or within their relationship. Just as any polyamorous couples, they take care of any orphaned youth if they are not caring for one themselves.
Divship
When a pair (two or more) of Oran’Ferta join in union, they go through a ceremony; the adult collective will bear witness to all of their happenings. This includes consummating their Divship to prove that they belong to one another.
Branding
The unioning Oran’Ferta will be prepared for the coming ceremony, losing all armor, clothing, and augments. As the body is sacred, each will take their turn radiating one another with one to all four of their hands. Handprints will be placed upon the other, branding them within the vision of their kind. On their fur, their color will appear overtop of their fur and shine in their radiation color to all other Oran’Ferta. The placer will not see these handprints, immune to their own radiation. These branded sites become sensitive to the radiation of their mate. Oran’Ferta are to memorize where they have branded their partner; the deep trust of radiating another's fur and body is not taken lightly; one’s partner would never forget where they had placed their four marks.
Visor
With the removal of their visor on the day of their ceremony, they will be reforged. Displaying a mixed style afterwards or one that they wish to join together with.
Crystal
Given to them by their parents at their coming of age, each Oran’Ferta will radiate the crystal again. Erasing the radiation of their parents symbolizes that they are no longer watching over them, as someone else has taken that role from them. Worn off the collar once their mate has radiated it.
General Roles and Jobs
Gunsmith
They work with the smiths or smith their own parts for the radiation rifles that the ferta have. They can also tune a ferta’s radiation to their rifle to make it more effective for them, though less effective for others to use. Reducing their own but increasing others. They are the ones that have to get all of the pieces together and the selection of the rifle correct so that it does not cause any issues when used.
Hunters
Hunters are meant for those that are a little braver, seeking out any beast to gather their meat to continue to feed the collective. Often, hunters go out in pairs but can be in a group of up to four. At times, Hunters are warriors, protecting the collective from the wildlife and teachers that inform others of how to hunt aggressive life outside the collective zones. The Techa may even guide Hunters to eliminating certain packs of wildlife to keep the collective safe. Being a hunter can be grueling. Being away from the collective for extended periods of time. To learn to be a hunter takes time, and learning comes between a senior and junior hunter. Often they stay no more than a few days in the collective area.
Smokers
Calling them cooks is overly complex; often they are called smokers. are given the task of maintaining the rations of the collective. smoking the meat brought in and turning it into jerky. Few can make meals out of the meat that is harvested. However, most of the collected meat gets turned into jerky so that it may last the collective a longer time. With the new addition of farming, the Ferta cuisine has only started venturing into different tastes and slices.
Farmers
With the rise of the new nomad Techa, Techa Kullni, the domestication of plants has come. Band of the stalks began farming with their finding of mutated rye and wheat. The taller stocks gave them their name. Ferta Kullni started to selectively breed plants while he was young. Soon this grew, and with it the large bread basket of the grain would grow into further bands throughout the Nomad Collective. This was just the beginning of what they could harvest and have since ventured into vegetables. The Nomad Collective is the first collective to begin farming and distributing to the other two collectives. The widespread Nomad Collective is able to grow different vegetables, grains, and fruits through the vast amount of land they inhabit.
Weapons and Combat
Radiation Rifle
Oran’Ferta have created rifles through the use of their technology and power it off of themselves. The preference of their weaponry comes down to the Oran’Ferta rifle to sidearm along with their fire rate to firepower depending upon the strength and radiation within the contained system or Oran’Ferta. An extra charge is needed to pierce through steel or the hardened exoskeleton.
Melee
Oran’ferta creates knives for themself that are often located somewhere on their hip or other preferred storage space. These knives are made of the same glass that their augments are, and the bladed edges glow in their radiation if they decide to use it. Using their radiation strengthens the blade and keeps it sharp. This can be extended to make a sword, spear, or any type of weapon that a ferta may desire.
Unarmed
With four arms and sharp claws, Oran’Ferta will go till they can escape. They seek the weak areas in which they may fight: eyes, groin, and stomach.
Combat Style and Ability
Avoidance unless ambushed; this is how the Oran’Ferta wish to deal with any threats that they may come upon. The wastes are littered with those that are waiting and watching for a victor, only to become their own. The Villian along with special groups within the other two collectives, will train and focus on engaging enemies. These groups often take on strike-and-run tactics, ambushes, or luring tactics. If they go head-to-head, they will become defensive, wishing to make their opponent push into them over pushing against them.
Armor
Made out of the crater sands, just like their augments, this armor can be shaped to the wearer and designed how they like. This armor can take many heavy blows before beginning to crack, but once it begins to crack, there is not much durability left to it. Though it is tough, it is weaker to finer-tipped points that can get through the hardened outer layer and shatter the softer inner glass.
Oran’Ferta in Fantasy
Environment
They will inhabit the deserts however, can be placed in cave systems, swamps, wetlands, rainforests, and jungle areas
Radiation Adjustment
Rather than being irradiated beasts as they are in a post-apocalyptic setting, they will use the world's mana, or magical system, or even be left alone.
Society
Within a fantasy setting, they would still work as a collective to maintain their population and pack. With being in fantasy, they have options to interact with members that are not ferta; they would attempt to hold contact with cities near their collective or bands but were unlikely to bring them within the collective unless they were collective or they were injured within the collective area.
Technology
Rather than the radiated sands of their home world, crystals, or mana sand, any other magic dust that may be turned to dust would make their coming-of-age augments and any further you may wish to expand on.
Weaponry and Armor
Armor may follow any of the settings that you are currently using. Though they would follow with the same stylistic choices shown. Just as the radiation can be stored for them to use their rifles, they would do the same for any spells that they may cast. Their mana pool is directly linked within their augments.
Not everything is meant to be followed down to a T; they are adaptable and can be used in nearly any way that one would desire to. Same for the world; it has its base for sure, but that is just a gateway to create and go about the path that you may wish, not what I made up. From their size to the biomes of the world, it’s all what you may desire to put in place, or if Lustre is even the world that you use.
General Breakdown
Oran’Ferta are survivors; having made their evolutions to what they are now, they host what keeps them alive. Venom, thermal vision, hooked and strong claws. They are expert climbers, ambush predators, war avoiders, and technomanic. Driven by their want to survive as a collective, they share information across their species. Low in population, they host a long life span. Their final age is still uncertain, as the oldest record was not of old age. In a hostile environment, they seek to simply survive. Radiated into what they are and into the brilliant minds that they hold, double-hearted, four-armed, and the tech to assist their living. Deep bond between their pairing, though a loose bond as a parent.
Before they were Ferta
After the bombs, the underground was a refuge. Those that could went underground to survive, digging and searching for food, and tunnels were common, but the ones that survived were the ones that could find the others in the network of ever-growing tunnels. Year over year, they adapted and adjusted to this life, one underneath the ground. They lost their eyes; their vision changed to detect lighting and heat. Larger bodies to wrestle with their prey, another set of arms so they could latch onto them, the wall, or even dig while attempting to bring prey back to them. Their claws started to curve and ended in a more hooked style. Strengthening to the point that they tore through the rocks underground that once made prey safe from them. Along their tail and spine came a strip of sensory hairs that detected changes in the air, from heat to pressure, to help them find their prey through the vast tunnel network. Their fur became thicker to keep dirt and debris from reaching down to their skin and irritating it as clothes were long a thought of the past. With their mutating came some losses; to gain the sensory along their back and tail, they lost many in less vital areas, the sexual organs. They became grand hunters and survived the underground better than most, but their difficulty soon came with their numbers; the lack of nerves in their reproductive organs made things more difficult. Later on, males grew a second to adjust, and females a second vaginal canal to adapt to their partners. Though they lack much of the previous sensitivity, their numbers began to recover, and the Ferta finally breached back to the surface and became what they are today.
The First Ferta
The packed members were the first to exist in the new world. Rising into the old city of Juliet, their return brought them into an old mall. With its divisions and vast amount of floors, this became their home, and with it, they brought their species back towards the surface. Discovering what life was back upon the ground they left thousands of years before.
Regional Differences:
There is little difference between the majority of the Oran’Ferta. The main pack that rests within the mega-capital often refers to itself as the Packed Ferta, and those that have ventured out are grouped into the Nomad Collective. One collective exists outside of these two, being the Villian Collective. Though three main collectives exist, they do not war with one another; instead, they send couriers to one another with their data shards, exchanging information as they all seek to further their survival.
Packed Collective
Packed Collective hosts and maintains the superior technology that allows them to exist. The resources that are present within the capital gave them easy replacements and mixtures. Though, Nomad Ferta did not appear till after the creation of the now vital pieces of their equipment. Packed Collective is the original collective and is far more established than any other collective. The best smiths, wirers, and gunsmiths come from the Packed collective; with better forges and tools, they can better customize augments to one person’s body over mass production. Packed Collective is the largest of all collectives and is often seen as the lead collective, though they hold no true power over Nomad or Villian collectives. The first of their kind to start developing true ferta structures to make their home. Often viewed as pampered or soft by the other collectives.
Nomad Collective
The Nomad Collective is not considered a rival to the Packed Ferta; they are part of one large society with a loose structure of rule. Nomads do not report to the Packed nor to one another. They follow the word to its truth, wanderers after their coming of age, with some beginning to establish civilization in the wreckage of other ruins; it is believed an official name may be coming to the larger packs of Oran’ferta that have collected there. Though the Nomad collective is spread out, there is one Techa over all of the Nomads; offshoots of the collective are called Bands. They have a leader, but this is not commonly called a Techa, though some bands use the language as there is not another term. Typically named after what they do or their location, there are many names for a band. Band of the Wastes, Band of the City, Band of the Harvest etc.
Villian Collective
Villian Collective is the largest gathering outside of the Packed Ferta; set within a different city, they often have darker colors than those of the Packed Ferta; their home, set far from the radiant zones of the mega-capital, has dulled their usual bright colors and hues. Their colors and hues softened into deeper blacks and browns over the, typically, more colored Nomadic Ferta and Packed Ferta. The Villian collective is constantly trying to reclaim more of their city and push innovation. Many prototypes start here and make their way back to the Packed collective for refining for other collectives and Ferta. Villian have an additional test when it is their time to come of age: the test of what makes them an adult in Ferta society. They are constantly and commonly fighting against the wildlife of Lustre, or wherever they are in a story, as they embrace a more aggressive approach to the world. The space they are in is theirs to have, and they will protect it until the last Ferta. With life always at risk, they seek nothing more than to find their Div and fight alongside them; to be a hunting pair is the dream of many.
Physical Description
Height and Weight
The average Oran’Ferta ranges between 7' 5 (2.28 m) and 9' 8 (2.95 m) and weighs between 350 lbs (158 kg) and 575 lbs (260 kg) on average.
Head and Face
The head of the Oran’ferta is heavily influenced by their canid heritage. A longer muzzle over a snout, eyes set to the sides and in front as a herbivore would. Their ears sprout high into the air above their heads, tipped with sensory hair to detect changes in weather. Their ears are able to express mood with their movement, able to fold back to their skulls. Their noses more resemble that of a shark, with one nostril to either side over a soft nose as a canine possesses.
Eyes
Oran’Ferta lacks eyes, though they possess eye sockets; the sickening radiation from after the war destroyed the tissue and eventually evolved it out. In their stead, skin and fur cover the sockets; however, these are sensory points for the Oran’Ferta. Combined with their visors, they are given sight during the day. The additional radiation from the sun renders them less effective during the day; at night, without the additional radiation waves, they are more effective. Their vision works more as heat vision, seeing in pink to flesh-like colors. They can see in color with their natural vision; however, only the colors of other Oran’ferta radiational colors. Colder objects appear as a deep flesh color; those with heat shine pink if within the visual range of the Oran’Ferta. With their odd sense of sight, with or without their visors, their visual range is 210 degrees around themselves. Their visors can display the idea of an eye that the Oran’Ferta desires, though they commonly follow one of the colors that is on it or their favorite.
Vocalizations
Oran’Ferta are a silent and quiet species, and with their ears being the same length as or larger than their skulls, their hearing is rather sensitive. They typically speak in a whisper and are heard on a large auditory scale. Chitters of their vocal cords and snaps of their jaws are their primary way of communication, but with a written language becoming more of a possibility, the Packed Ferta have begun to adopt less snapping and more chittering within their vocal language. When learning a language that is not their natural tongue, Ferta is quick to grasp and understand it. They will be speaking it far quicker than what is common for one to learn it in. Given relentless study, a new language could be gained in approximately a few weeks; more complex languages would take a few months, however. Ferta, however, will struggle to write any language they come across, as they do not have an established written language for their own. Though they can read other languages, they struggle when it comes to writing.
Mouth and tongue
Resting outside the mouth of an Oran’Ferta are two long, hollow fangs channeled with their venom that, often times, is overproduced. Their fangs are able to fold back within their gum line and often are held there unless their maw is opened or they wish to put them on display. Some Oran’Ferta will have different colored fur where their fangs rest against their bottom jaw and to their chest should they allow it to drip repeatedly upon it. Within their mouths are retractable teeth relating closely to those of their canid ancestry lining their jaws. Their tongue retains the thickness of that of a wolf’s, though it hosts the same spikes that are commonly found on felines. Used for cleaning the parts of them that they can reach, or more often to cleanse their own maws. Serving as a brush for their own teeth, these spines can work between their teeth to floss them effectively. Their tongues are rather lengthy, around four feet, and stored below the flesh at the bottom of their mouth. Extending out through a glottis but only connecting to the pouch of their tongue. If used in a more sensual manner, it can be folded over itself to cover the spines for more sensitive areas.
Venom
Oran’Fertas’ venom serves as a muscle relaxer. Releasing the tension within the body for easier consumption as they commonly swallow their prey whole. From bite to total loss of muscle control is an average of five seconds, though this is not commonly used as a trump card for Oran’Fertas and is more often used to create time to run away. Their venom serves as an aphrodisiac to other Oran’Ferta. Driving their senses into a hyper state, they will be able to feel far more than usual when it comes to their bodies. Additionally, it is a trusting action that they would allow even their Div to bite into their body, driving the connection between the two higher with their growing trust with one another.
Chest
Oran’Fertas’ have broad chests and wide shoulders; as well, they have four pecs to account for their four arms, the top two dominating most of the space before transitioning into two smaller ones. Females still only have two main breasts and can possess pecs underneath to below their breasts. Oran’Ferta possesses two hearts, one located just slightly higher than the other. They can survive up to a few years off of one but often lose the use of their lower arms as the circulation fails to reach them.
Hands, Feet, and Tail
Their hands have five fingers each, with a thumb. Their hands are furred over, though the nerve endings have an enhanced sense of touch. Their fingers tipped with sharp claws that have the ability to pierce steel, curved nearly like talons, they are meant to hook into what they are holding, ensuring they do not lose their grip. Their feet are padded, pawed in the center with four toes each with their own pad. Their claws are more hooked and able to grab onto prey or stones for climbing. Their tail extends out behind them from their body length to further. Prehensile to the tip, it is coated down the middle with a stripe of sensory hairs that help them identify further terrain, possessing a near third eye behind them. Able to detect changes in air pressure, moisture, and vibrations.
Age
Oran’Ferta grow quickly as their hostile world requires parents to need mobility to assist their offspring in survival, reaching maturity and adulthood at their third year. The eldest recorded Oran’Ferta was just over the age of five hundred at the time of their death. Most Oran’Ferta will begin to experience deterioration around 1,000 years of age and soon expire without the assistance of their collective. With their age, they will likely be left behind as bait to assist the collective and others that are younger to survive.
Children and Growth
Oran’Ferta are mammalian when it comes to children, hosting a gestation period of approximately four months and typically only having one child. If two or more children are born, the parents often choose to support only one, determined mostly by their silence. Villian Ferta, however, has recently normalized twin births. Upon birth, Oran’Ferta are able to fit within their mother’s hand. During their growth, mothers will simply use both of their arms on one side or upper/lower to hold onto their newborn. Once they outgrow this method, they hang onto their mother's or father's back as their arm strength develops first. Within their first month, newborns lack any speech still but are fully capable of walking and thinking for themselves. Though they can make noises from birth, they often do not express speech as adults do till their second year but understand the chitters and snaps well before then. At a child’s coming-of-age ceremony, their parents, adoptive or natural, will make a crystal for them; in this crystal will be the radiated colors of their parents. Saved for when they find the one that they wish to form a union with later in life.
Hybridization Potential
Hybridization is possible with the Oran’Ferta, but within their home world, they have not encountered another intelligent species that they could consider such actions with.
Coming of Age
All Ferta will go through a coming-of-age ceremony. When they have reached three years old, they will, within the next year, set a time for them to travel outside of the collective and gather sand from the blast site of one of the nuclear bombs. This sand is best for the smiths of the Ferta to make into their augments. When coming with their designs and the desired amount of augments, they will be given the proper amount to gather. Should a Ferta not collect all of their sand upon the first attempt, they will have to go again and complete gathering all of their sand before being given any of their augments. They go through their coming-of-age by themselves, with no arguments and minimum supplies given to them. When they return, the collective will have the ceremony of them donning their visor for the first time, as they transition from youth to adult.
Villian Ferta Coming of Age
Villian Ferta has an additional task when completing their coming-of-age. They first must hunt one of the carapaced creatures within their collective zone. Flesh-based wildlife is considered too easy for a Villian collective to claim as their first true hunt. With the added requirement, they are given special rifles and weapons that will work off of radiational canisters to power them, as they can not power them without their augments. Once they are victorious, part of the carapaced creature will be worked into their visor design to show their kill. Only after their hunt will they then seek the sanded crater to craft their augments.
Sexes and Genitalia
Female
Normally by a human standard, shaped as an average human female may be within, however, there exists a separate channel to host their male’s hemipenis for extra stimulation and semen collection. A prehensile clitoral hood exists to assist the insertion of both of the males genitalia, tucked within themselves within the secondary channel when not in use or left in place. Some female Ferta do have two wombs, though it is common that they only have one. When there are two wombs, they operate on the same cycle as one another and can host two different pregnancies.
Male
Males have the most variety; shape and size often come into question and typically follow a more hereditary design. From more equine shape to canid and even avian in nature. As well, they can be sheathed to within a slit. One common existence between males is a hemipenis. Commonly sheathed separately but may be contained within the same sheath, this feature also is typically hereditary.
Intersex
Intersex Oran’Ferta are rare but do exist within the lore of Oran’Ferta.
Trans
For the Oran'Ferta, it is properly recognized that it's more than natural for one to transition in order to display their temple proudly; a societal norm to fit anyone along or outside of the binary. Transitioning information: https://www.furaffinity.net/view/59847046/
Technology in Oran’Ferta life
Crater Sands
Ferta had to create, playing and testing with everything that they could get their hands on while on the surface. What wood they could find, sands that they could melt and design, from the old buildings that they attempted to claim and convert, but they always felt a draw to the craters. Their natural-born radiation drew them towards the stronger source. The craters where the bombs fell still radiated, storage of old waste, exploded reactors even. The craters drew in most of the wildlife; however, with the draw that it held, they became hunting, nesting, and resting grounds for whatever could stay close to them. The ferta eventually gained control over the wildlife and claimed one for themselves long enough to experiment. With this, the first augments started to be made, and the greatest discovery for their species had been made. That they could augment themselves with this sand and glass to gain advantages they could never have had before.
Data Blocks and Shards
Within a collective, a data block holds the history from the beginning of the collective, except for the Packed, and is to continually be filled with information that the collective collects. Data shards are typically small enough to fit in the hand or small enough to travel with easily so that they may collect real-time and more accurate information while away from the collective. Data blocks or shards hold within them radiational knowledge that can be understood by the Oran’Ferta, put there by their leaders and fellow guardians so that the Oran’Ferta’ can understand the history of the collective. The shape of a data block and shard is decided by the collective. The transfer of understanding from a data block or shard is a slow process and completed by the guardians. An Oran’Ferta must remove their visor and have their collar embedded within them to understand the microwaves. Within their fleshy, pink vision, history and knowledge will play out. All data blocks and shards are visual and, as of now, nonverbal. Memories of past members can be found here if planted within before their deaths, allowing others to view their life entirely after their coming of age.
Visors
Visors get crafted in their third year as they have finished growing. This visor cups their eye sockets and dampens the solar radiation so they may go out during the day without being blinded. Usually black, they can be coated with different colors and are forged through the smiths of the pack. The coming of age sees that an Oran’Ferta makes their way to the sands; the wasted sands will be gathered, and they will bring it back to be forged into the deep black glass of their visors. These are styled to the desire of the receiving Oran’Ferta. Some hold spikes, fins, spines, and eyes. This augment can be taken off.
Collars
Around the base of their neck lies another coming-of-age augment. Looped into their system a square piece stained with their radiation color at the front. Collars can also pick up sounds and reproduce them; these selections of what sound is picked up are filtered through the mind of the ferta. With a thought they can produce the sound they desire and even lower or increase the volume of their own language or noise they created. This augment cannot be removed.
Spinal Battery
Down from the starting point at the top, shoulders begin another of the flexible glass. Wired into their spinal column and ending at the base of their tail. An additional tradition is conducted for a coming-of-age Oran’Freta, augmenting them with greater battery capacity as light will fill up the reserve along their spine. It helps to run their radiation through their bodies, healing them and allowing for faster regeneration during injury. When they run empty, their rifles will no longer work, nor will anything else outside of their visor. Charging will take about eight hours off of an Oran’Fertas’ radiation and be cut down to one hour with the assistance of the sun, further amplified with additional radiation. This augment cannot be removed.
Palm and Arms
Upon the back of their hand or even within their palm, a disk of their glass may be embedded into their skin, allowing them to make a smaller field of radiation that protects them, though this uses a vast amount of energy to uphold. This augment can be removed.
Waist
Out of the Villian collective came the belt. Worn in the fashion that fits the Ferta, it allows the Ferta to trade their radiation for the ability to go invisible. This is rather costly on their radiation reserves, however, but greatly increases the hunting ability of any Ferta that has it upon their body. This augment can not be removed.
Ear Piercings (Only Villian or Nomad Collective)
Out of the Villian collective, after approval of their Techa to start piercings, ear piercings and gauges were modified to provide more than a cosmetic focus. They are able to link with other Ferta that possess piercings, trading radiation and linking one another; they can communicate over further distances. Though the technology is new, it is what propelled the creator to the spot of Techa. This augment can be removed.
Additional Augments
Oran’Ferta can work in additional augments to their body through the use of their nuclear sands and glass. Oftentimes this is more reserve power but can assist Oran’Ferta with common combat tasks given a smith and wirer's talent.
Power
All of an Oran’Fertas’ augments require power; for them, it is radiation. Through their bodies, they power a visor indefinitely. However, their rifles and other equipment will need the reserve from their spines. Other Oran’Ferta can assist in powering, charging, or firing any equipment wielded by another or those that are in possession of their technology.
Diet
It often consists of whatever can be consumed, more often scavengers. Meals are oftentimes consumed whole if they are small enough, and this is preferred, as their jaws can open rather wide, about the size to get a piglet to slide into their throat. When it comes to water or fluids, Oran’Ferta survives off of very little water. Needing to drink approximately 8 oz (236 mL) of water or mixed fluids, an Oran’Ferta can often satisfy themself through their diet and the blood of other animals that they consume unless rotten.
Ecology and Behaviour
Personality
The majority of Oran’Freta are focused on their survival, though they are pack-like creatures that will assist their own species until their own harm may be caused. They are curious but very cautious creatures due to their landscape and desire to protect themselves and their collective survival above all else, meaning that they will often avoid any hostility or potential for any.
Society
Hierarchy
The leader of each group or pack is often the smartest within the group; age does not play a factor in the election of their leader. The collective desire to survive in their environment. Upper positions are chosen by the current leader, and the leadership position is typically agreed upon by the entire collective. From a collective standpoint, the Packed collective is considered the “main” collective, though it holds no power in either of the other two.
Funerals
It is not often that Ferta gets the chance for a funeral. Most Ferta are killed in the lands and returned to it through more than natural means. Consumed by creatures is not considered a poor way to go, honorable even, but most Ferta still would prefer not to go this way. When a Ferta dies within the collective area, a final visitation is held with the collective. All Ferta will gather to see their body, properly clean it, and allow them a final night under the moonlight. Though some families may have more detailed rites for their dead generally, the bodies will be touched by the Techa, or leader of the band, along with any family that may still be with them. After all hands have touched the dead once more, they will put small amounts of radiation into them, filling them with their radiation and allowing it to take their bodies into the dust. Turning to sand over the course of a night and the sands given to their remaining family. Most return them to the earth and allow the wind to take them for a final trip into all of the lands, free of the conflict and pain it would have taken for them while living. Augments left behind, the family may keep them or have them broken down and spread with the sand of the deceased.
Common Illnesses
Radiation Sickness
Though rare for a Ferta to catch or reach, they can suffer after larger-than-expected doses or prolonged exposure to mass amounts of radiation for extended time. This may come from being granted too much radiation through transfers as well. As well, if they were to exhaust their stored and natural radiation and continue to use what was created, they would overload their bodies, and the response would be a flood of generated radiation that can cause sickness. Often this lasts only a few days and does not require the attention of a Branded, but they can ease many of the symptoms. Many of which copy the common cold of the old world.
Radiation Fever
A common affliction for Ferta, their augments will burn along their bodies and radiate outwards as it follows their nerves. Their augments will shine brighter during their time while being sick. Often they are bedridden while sick due to the symptoms that come with it. This can burn out within a week, or Branded can cure it within a few days; however, there are cases where it is lethal.
Colorless Strike
A serious affliction that removes the color from a Ferta’s radiation. With their color removed, they lose the pink in their sight and see in differing shades of grey. During this time, their radiation will fluctuate and pulse, causing deep-rooted pain to travel the length of their spine. This also requires their augments to be cleansed, as the bacteria causing this affliction can be stored within the radiation of their spinal battery. In rare cases this calls for the removal of augments to better battle the bacteria. Though this is a rare affliction, it is contagious. Often caught while out in the wastes, it settles into their nervous system before overloading it all at once. Branded are directed to heal this affliction over any other that may exist at the time. A colorless outbreak could devastate a whole band or collective if not cured. Branded have to flush the afflicted with their radiation; this may take multiple attempts over the course of a few days. This act can and often does cause radiation fever or sickness. Once cured, their radiation color and sight will return to them, but this could take several days to a few weeks, as well as they may still experience pain while regaining their color and sight.
Blue Sight
An eye disease that can still affect the Ferta. Affecting the tissue that they still have left. It turns their sight blue, and they no longer have any field of depth. Difficult to cure, Branded has to work day and night to cure before the afflicted lose full sight in their eyes, to include when they have their visor on. Laying their fingers along the eyeless sockets and pulsing radiation every few hours, there will be flashes in the vision of the afflicted. If the Branded fail, the afflicted will lose sight in their eyes.
Wet Lung
Bacteria cause the lungs to fill with fluid. Branded must delicately drain the fluid and pulse radiation over the lungs so that they can kill the bacteria. This can spread to other Ferta through the fluid and, if not cured, will cause the Ferta to drown in the fluid. A common day example would be pneumonia.
Dry Fur
Caused by a buildup of dirt and sand against the skin, dry fur begins as irritation to the skin due to overstimulation against the sharp and dirty grains. Buried deep underneath the coarse fur of a Ferta, it can be hard to clean out, and if the time is not given for proper hygiene, it can lead to worsening affliction. If left, it will fester and dry the skin of the Ferta, spreading quickly along their top layer of skin and within. Causing fur loss and tightening of the muscles. This is contagious and can be spread through touch along the diseased area. This can cover a Ferta within a few days and sink into the muscles within a week. The skin will look like stone and be hard to the touch. Branded will need to ensure their own hygiene when dealing with Dry Fur to ensure that they do not spread it further. They will have to run their hands along the afflicted body while utilizing their radiation to cleanse the body. If this does not stop the spread or weaken and return the skin to normal, it is possible that the Branded will have to remove the layers of skin that are infected. If they are not able to cure in time or left uncured, it will turn the Ferta to stone from the outside in.
Sensory Overload
Though not always caused by a microorganism, it is more commonly caused by the buildup of dust or quick winds. Ferta can experience sensory overload if most of their sensory hairs are triggered. This can make their bodies go numb, causing hearing loss, loss of taste, and sight for a short period of time. If they are constantly given stimulation to the majority of their sensory hairs, it is possible for it to make them go unconscious. Once they wake, as long as they are no longer being stimulated, most functions will be normal with some leftover tingling. Rare, but possible, the nervous system can be disrupted, and their own radiation could cause their sensory hairs to detect it. This will require a Branded to reset their radiation with a heavy pulse from the outside.
Titles
They speak to one another by using their title first, then their name. Common interactions will have Ferta speaking and using Ferta before the name of the person they are speaking to or whatever title applies to them. If they are speaking to someone that is outside of the Ferta species, then they will lead with the name of their species. To not use Ferta, or the applicable title, then it is seen as an insult and a drop of respect between the two Ferta. Should they encounter those outside of their species, they will use their species as the title.
Ex.
“Div Jinter”
“Ferta Jinter”
“Techa Xullian”
“Ex-Techa Xullian”
“Ferta Xullian”
“Fox, Kitsune, Dragon, Etc.”
Leaders and the collective have names for occupations within the group and even for their own lovers. Below is the ranking of titles. Though Div and Spark may be at the bottom, these are the most important to an individual.
Broodmother
Techa
Ex-Techa
Branded
Guardian
Smith/Wirer
Scout
Ferta
Relationship Titles
Div
Spark
Title and Role Explanation
Broodmother
The highest title that can be given. Broodmothers can help bolster a collective’s numbers but come with their own challenges. A gene within one of the collective females must awaken through special means. Once awakened, they will grow to massive size. At the lowest, they have been recorded to be 15 ft, with their height and their tails growing to match, ending with their length being 30 ft. All of their provisions were with them. They may fill their lower breasts, but this is not something that always happens. The radiation will grow nearly tenfold and be felt from a distance just as the radiation craters. Their augments will snap during their growth, causing them to need refitting. With the mass of radiation the broodmother brings, multiple wirers will be needed, and smiths will need to be brought in from the three collectives to outfit the new broodmother. The broodmother will be given their own chamber so they may fulfill their duties. The broodmother will consistently lactate and may even fulfill the hunger of many of the adults within the collective. Becoming the heart of the collective, their fellow Ferta know her location due to the mass of radiation she produces in stores. This mutation makes their ovaries continually produce and release eggs into their dual wombs. With their constant production, broodmothers can hold young at different stages within both of their wombs, leading to broodmothers often being permanently pregnant. Broodmothers know when it is time for them to give birth to one of their young. After their transformation they will never exit heat again. Though broodmother is the highest title, they do not outrank the Techa. Techa still leads the collective when a broodmother is within. When a broodmother is made, it is customary that males from the other two collectives are invited so that family lines can remain separated. There is no desire to cross heritage with one Not only is it customary, it shows Faith with the other two collectives when inviting their males over to assist with their broodmother. Broodmothers can birth one child per day if properly fertilized. Though they are large, they can still travel by themselves whether they are pregnant or not. With their transformation comes a longer lifespan; the oldest broodmother known was well over 2,000 years old. It is always said they were lost on a sweeper attack; however, they were wounded by the broodmother. It is thought that with proper warning, a broodmother could kill a sweeper, but most other capabilities are unknown due to their rarity and undocumented powers. The last broodmother was from the packed Collective, and little is known, as it was before the time of data shards and data cubes. Instead, their dwellings have been passed by word of mouth from generation to generation.
Broodmother Awakening
Though what is needed for a broodmother is small, the chance that it can form is miniscule. They must have a second womb; this is where the broodmother gene lies. This secondary womb also causes the potential broodmother to host a deeper radiational well that would allow for the transformation to take place. Without the higher amount of radiation, the awakening would not have enough fuel to activate. The process of growing in size can be a grueling one, and the gene first consumes the radiation of the female it is inside. Should there be a lack of radiation, the gene will destroy itself, and the failed attempt will lead to a specialized colorless strike, related solely to this event, that a Branded must heal. As well, Ferta must not have a Div. Being branded by their Div causes the broodmother gene to become unstable and burn itself out, no longer allowing her to transform should it have happened. The differing burst of radiation that stays on them, however, branded healing would not affect the gene as they are more specialized in their touch, nor do they truly brand a Ferta that they heal. The broodmother gene lies dormant within a female until the age of twenty-five; after this time, it may awaken. During this time, there is no special process to make the gene awaken or a technique that will ensure the development of a broodmother. This gene will be active till the day they turn one hundred years old, at which the decay of the gene will be too great for them to awaken with it, fading from them entirely over the next year with no effect on their body. Broodmothers are born, not made. There is no path to making a broodmother, and even should one have all of the aligning conditions to become one, their likelihood of awakening is miniscule. There is no outer tell that a female Ferta is hosting the broodmother gene; however, the only current tell is their lack of heat cycles until the gene is no longer active. With their rarity, it is highly unlikely that there would ever be two broodmothers at once, but there is nothing that would halt this from happening.
Techa
Standing as elected leader of the collective or band. If a band Techa is in the presence of a collective Techa, tradition is the band Techa will return to using the title of Ferta. Techa is the second highest title in Ferta society; they are respected but not all-powerful; they can be questioned and typically prefer that they are. Leading is not ruling, but this changes from Techa to Techa, and not all elected are meant to lead. There are some Techas that have led and others that have ruled. Often they are left in their position until an accomplishment of another calls forth a vote. This can be days, months, or years after the last naming. Techa’s may also choose to retire. There is no binding to the title and along with it no pack or vow that forbids them from having children or traveling outside of the collective area. A vote may be called by any Ferta if they believe the current Techa is leading them astray. This right is called the body of the collective. Calling of a vote or body of the collective ceases all collective activities until the matter is resolved.
Ex-Techa
A title to honor those who at once were Techa but are no longer serving as Techa. The current Techa or replaced Techa can choose to have this title removed and any old titles returned.
Branded
Branded are the healers of the Ferta, doctors in their own right. Most Ferta can heal themselves through the augment along their spine. Minor cuts and injuries are often done this way. Easily defeated diseases are done away with this way as well. Branded are for more life-threatening or major outbreaks of disease. Branded can repair bone, seal major cuts, regenerate flesh, and sometimes bring Ferta back from the dead. Branded used radiation to heal another Ferta. Often their healing only works if the Ferta they are working on is drained of their standby radiation. Branded uses different palm augments than an average Ferta. Their augments spread along their fingers so they may have more precise control over their radiation as they heal. They are deeply knowledgeable in the transfer of radiation between Ferta. As well, they are knowledgeable in more traditional routes of bandaging and medicine that do not include pharmaceuticals. Branded discovered that if a large pulse of radiation is given directly to the chest, they can revive a fallen Ferta. Branded will mix radiation and traditional methods to bring others back to full health.
Branded Awarded Symbols
Symbols are awarded for curing different affiliations caused by Ferta. For the pack, each moon will be separated from one another. For nomads, it is possible that they could be awarded triangles of the sun in any order or even the sun itself. For Villian, their interlocking triangles will be spaced with the thought of which they have not cured. If a Branded is at a different collective at the time of curing, they will receive their collective’s marking; however, they may elect to place the cured’s collective symbol above or below their collective’s marking.
Packed
New Moon (Just the outline of the circle)
Cured Radiation Sickness
Waxing Crescent
Cured Radiation Fever
Half Waxing
Cured Wet Lung
Waxing Gibbous
Dry Fur
Full Moon
Colorless Strike
Blue Moon (Requires someone with blue radiation to place)
Blue Sight
Triple Full
Brought a fellow Ferta back from death
Nomad
Top Triangle
Cured Radiation Sickness
Side Right
Cured Radiation Fever
Bottom
Cured Wet Lung
Side Left
Cured Dry Fur
Sun Center
Cured Colorless Strike
Blue Sun (Separated from the first sun, and requires someone with blue radiation to place)
Cured Blue Sight
All four sun triangles (Around Blue sun or placed to still accept the Blue Sun)
Brought a fellow Ferta back from death.
Villain
First Triangle Down
Cured Radiation Sickness
First Triangle Up
Cured Radiation Fever
Second Triangle Down
Cured Wet Lung
Second Triangle Up
Dry Fur
Large Triangle down (Placed at the end of the smaller, but first of the larger.)
Colorless Strike
Large Blue Triangle Up (Requires someone with blue radiation to place)
Cured Blue Sight
Extra Large Triangle Up (Placed and colored by current Techa)
Brought a fellow Ferta back from death.
Guardians
Carefully selected, those that work with the data cube have to keep the information organized, detailed, and easily understood so that their history may accurately be accounted for. Not only do these Ferta keep the history of the collective, they keep the history of all other Ferta and the lineages that come with them. It is difficult to track and record every Ferta that comes to the collective. With their coming, they are tasked with guarding the cube. Traditionally, the cube is kept within the Techa’s Chambers, and when they are gone, data guardians are the guard and work on further tasks: adding shards of data, managing the data, and transcribing for the common Ferta to understand. Data Guardians are the ones that will forge new additions to the cube and fuse them to it so that everything can be stored in one place. the shards after being transferred, stored, and managed by them. Rarely are there more than four Ferta who may do these tasks. Heritage is important to them, from father and mother to daughter or son. Some say it is their radiation that allows them to work the cube and add further additions without damaging the data cube. This would be correct. These Ferta have the right radiation wave to manipulate the cube properly. Although not all Guardians are born into this job, some Ferta can be taught how to manipulate the data cube and become a guardian.
Wirer
Wirers attach the augments to the Ferta. aligning it with their bodies, their radiation, and their nervous system so that they may correctly use all of their augments. They ensure that the mask communicates correctly with the nerves of the eye, ties into the nervous system along their back, and the spinal augment correctly builds radiation to store. If wirers make the wrong move or wrong cut while attaching augments, it could change a Ferta to never be the same again. Dealing with the nervous system is a daunting task, but wirers often complete these tasks with little incident.
Smith
Smiths are tasked with taking the crater sands and turning this sand into the very augments that the ferta were. Though they are called smiths, they are more akin to the common-day glassblower and are to take the designs that Ferta will have on their multiple augments and produce them. They are artists as much as they are smiths. Some of these designs can take them days, and they are the people that turn an Oran’Ferta youth into a Ferta.
Scouts
Scouts have a difficult job, often away from the collective for weeks to months. Often done alone, Scouts go out to gather information around the area. From wildlife to weather, they learn how to make data shards and are given crater sands before leaving so that they can make more if needed. Directed by the Techa or lead Scout, they can work as carriers, outposts, and safeguards and are tasked with settling safe houses for other Scouts to use while they are out on missions. When Scouts start, they are paired with a senior Scout if possible. Though they are more commonly alone when they work, Scouts are allowed to take their rest after long travels in the waist. Although it is often hard for Scouts to find meaningful connections and gather the time to dedicate to finding a div, if they are home during one of the heat or rut cycles, they're often offered the attempt to either produce or conceive a kin. For this arrangement, the Techa often will gather those that would not mind offering themselves up for this task.
Ferta
Ferta is the generalized title when they do not fall into any of the titles above. Though there are some nicknames for other jobs within ferta society, these are not official titles and are not recognized past the nickname that it is. Oran’Ferta are not granted the Ferta title until they have completed their coming of age; until then, they are referred to as only their name.
Div
Coming from the word of the old world Divine, the Oran’Ferta noted how many of the old people worshiped something Divine in nature, even if they all could not agree on what that was. For them, they are of the earth; they are people of their own will and the will of the collective, so they worship themselves and their bodies as they are seen as sacred temples, thanks to old texts of such worship. When two ferta go into their Divship ceremony, the idea of worshipping themself switches over to worshipping their partner and granting them the title of Div as they are now the temple that they must worship and ensure never breaks.
Spark
Spark refers to a romantic interest in another person. This is an agreed-upon title between two Ferta that wish to discover if they match for Divship.
Moonlight
Though the Ferta follow no gods, they are aware that the previous civilization, or current civilization, may follow a god. They created the term div out of divine as they see their partners as the ones that they should worship. However, they are fond of Moonlight; being nocturnal, they can have an affinity and connection to the moon. Thanking it, praising it, or expressing their gratitude for it upon a long trip. However, with the rise of farming in the Nomad Collective, they have shifted their generalized likeness to the sun.
Common practices and Thoughts
Sex and Nudity
Sex and nudity are rather open in the society; it would not be uncommon to find two Oran’Ferta enjoying one another out in the open or the lack of clothing on a Ferta while within the collective. Clothes are mostly worn to keep out the sand, though their fur is designed to help them with pushing off the elements. Such as sandstorms, rain, and snow, with a coarse layer of fur overtop, it forms like a shield against the softer skin below.
Survival
The societal standard is survival. The Oran’Ferta were not the first to come upon the destruction of their world; as such, they are, and oftentimes they are hunted. Each pack or group has one goal that they hold closest to them, and it is the survival of all members. The beasts upon their lands lack intelligence but make up for it with greater numbers of offspring and superior strength. All members of a group or pack will pool together their food, water, and findings to share for the sake of greater survival.
Sex Differences
Within Oran’Ferta society, there are no differences between what a male and female may do outside of child raising. No gender role exists due to the collective wish to survive. However, females tend to have a brighter color and more fur on their ears and tail than their male counterparts.
Sexuality, Seasons, and Sensitivity
Mating Season
Oran’Ferta have their mating season three times a year. This is an uptick in scent for both males and females. A day is picked within the fourteen-day window that the collective or group will have all at home to reproduce. Gestations last for approximately four months.
Erroneous Zones
They are heightened on an Oran’Ferta as they lack their main senses of sight, touch, and smell, with touch and smell being their main senses while with one another. Focus upon these is deeply enjoyed within any sexual moment. Foreplay focuses more on one’s body than on the organs of reproduction. Touching one another's body is sacred to the Oran’Ferta and seen more intimately than having children. With their lack of sight, oftentimes the pattern of one's radiated fur is all an Oran’Ferta knows of the other visually.
Relationships and Partners
Polyamory
Deeper intimate relations are developed through one another or even multiple other Oran’Ferta. Polyamory is uncommon but governed by the Oran’Ferta within. Couples often take care of any orphaned youth.
Same Sex
Oran’Ferta society does not taboo same-sex relationships, though there are some that will pester those within that they can not reproduce, lowering the overall amount of their species should they not allow for the creation of offspring outside or within their relationship. Just as any polyamorous couples, they take care of any orphaned youth if they are not caring for one themselves.
Divship
When a pair (two or more) of Oran’Ferta join in union, they go through a ceremony; the adult collective will bear witness to all of their happenings. This includes consummating their Divship to prove that they belong to one another.
Branding
The unioning Oran’Ferta will be prepared for the coming ceremony, losing all armor, clothing, and augments. As the body is sacred, each will take their turn radiating one another with one to all four of their hands. Handprints will be placed upon the other, branding them within the vision of their kind. On their fur, their color will appear overtop of their fur and shine in their radiation color to all other Oran’Ferta. The placer will not see these handprints, immune to their own radiation. These branded sites become sensitive to the radiation of their mate. Oran’Ferta are to memorize where they have branded their partner; the deep trust of radiating another's fur and body is not taken lightly; one’s partner would never forget where they had placed their four marks.
Visor
With the removal of their visor on the day of their ceremony, they will be reforged. Displaying a mixed style afterwards or one that they wish to join together with.
Crystal
Given to them by their parents at their coming of age, each Oran’Ferta will radiate the crystal again. Erasing the radiation of their parents symbolizes that they are no longer watching over them, as someone else has taken that role from them. Worn off the collar once their mate has radiated it.
General Roles and Jobs
Gunsmith
They work with the smiths or smith their own parts for the radiation rifles that the ferta have. They can also tune a ferta’s radiation to their rifle to make it more effective for them, though less effective for others to use. Reducing their own but increasing others. They are the ones that have to get all of the pieces together and the selection of the rifle correct so that it does not cause any issues when used.
Hunters
Hunters are meant for those that are a little braver, seeking out any beast to gather their meat to continue to feed the collective. Often, hunters go out in pairs but can be in a group of up to four. At times, Hunters are warriors, protecting the collective from the wildlife and teachers that inform others of how to hunt aggressive life outside the collective zones. The Techa may even guide Hunters to eliminating certain packs of wildlife to keep the collective safe. Being a hunter can be grueling. Being away from the collective for extended periods of time. To learn to be a hunter takes time, and learning comes between a senior and junior hunter. Often they stay no more than a few days in the collective area.
Smokers
Calling them cooks is overly complex; often they are called smokers. are given the task of maintaining the rations of the collective. smoking the meat brought in and turning it into jerky. Few can make meals out of the meat that is harvested. However, most of the collected meat gets turned into jerky so that it may last the collective a longer time. With the new addition of farming, the Ferta cuisine has only started venturing into different tastes and slices.
Farmers
With the rise of the new nomad Techa, Techa Kullni, the domestication of plants has come. Band of the stalks began farming with their finding of mutated rye and wheat. The taller stocks gave them their name. Ferta Kullni started to selectively breed plants while he was young. Soon this grew, and with it the large bread basket of the grain would grow into further bands throughout the Nomad Collective. This was just the beginning of what they could harvest and have since ventured into vegetables. The Nomad Collective is the first collective to begin farming and distributing to the other two collectives. The widespread Nomad Collective is able to grow different vegetables, grains, and fruits through the vast amount of land they inhabit.
Weapons and Combat
Radiation Rifle
Oran’Ferta have created rifles through the use of their technology and power it off of themselves. The preference of their weaponry comes down to the Oran’Ferta rifle to sidearm along with their fire rate to firepower depending upon the strength and radiation within the contained system or Oran’Ferta. An extra charge is needed to pierce through steel or the hardened exoskeleton.
Melee
Oran’ferta creates knives for themself that are often located somewhere on their hip or other preferred storage space. These knives are made of the same glass that their augments are, and the bladed edges glow in their radiation if they decide to use it. Using their radiation strengthens the blade and keeps it sharp. This can be extended to make a sword, spear, or any type of weapon that a ferta may desire.
Unarmed
With four arms and sharp claws, Oran’Ferta will go till they can escape. They seek the weak areas in which they may fight: eyes, groin, and stomach.
Combat Style and Ability
Avoidance unless ambushed; this is how the Oran’Ferta wish to deal with any threats that they may come upon. The wastes are littered with those that are waiting and watching for a victor, only to become their own. The Villian along with special groups within the other two collectives, will train and focus on engaging enemies. These groups often take on strike-and-run tactics, ambushes, or luring tactics. If they go head-to-head, they will become defensive, wishing to make their opponent push into them over pushing against them.
Armor
Made out of the crater sands, just like their augments, this armor can be shaped to the wearer and designed how they like. This armor can take many heavy blows before beginning to crack, but once it begins to crack, there is not much durability left to it. Though it is tough, it is weaker to finer-tipped points that can get through the hardened outer layer and shatter the softer inner glass.
Oran’Ferta in Fantasy
Environment
They will inhabit the deserts however, can be placed in cave systems, swamps, wetlands, rainforests, and jungle areas
Radiation Adjustment
Rather than being irradiated beasts as they are in a post-apocalyptic setting, they will use the world's mana, or magical system, or even be left alone.
Society
Within a fantasy setting, they would still work as a collective to maintain their population and pack. With being in fantasy, they have options to interact with members that are not ferta; they would attempt to hold contact with cities near their collective or bands but were unlikely to bring them within the collective unless they were collective or they were injured within the collective area.
Technology
Rather than the radiated sands of their home world, crystals, or mana sand, any other magic dust that may be turned to dust would make their coming-of-age augments and any further you may wish to expand on.
Weaponry and Armor
Armor may follow any of the settings that you are currently using. Though they would follow with the same stylistic choices shown. Just as the radiation can be stored for them to use their rifles, they would do the same for any spells that they may cast. Their mana pool is directly linked within their augments.
Category All / All
Species Unspecified / Any
Size 1537 x 2397px
File Size 2.95 MB
Before they were Ferta
After the bombs, the underground was a refuge. Those that could went underground to survive, digging and searching for food, and tunnels were common, but the ones that survived were the ones that could find the others in the network of ever growing tunnels. Year over year, they adapted and adjusted for this life, one underneath the ground. They lost their eyes, vision changed to detect lighting and heat. Larger bodies to wrestle with their prey, another set of arms so they could latch onto them, the wall, or even dig while attempting to bring prey back to them. Their claws started to curve and ended in a more hooked style. Strengthening to the point that they tore through the rocks underground that once made prey safe from them. Along their tail and spine came a strip of sensory hairs that detected changes in the air, from heat to pressure to help them find their prey through the vast tunnel network. Their fur became thicker to keep dirt and debris from reaching down to their skin and irritating it as clothes were long a thought of the past. With their mutating came some losses, to gain the sensory along their back and tail, they lost many in less vital areas, the sexual organs. They became grand hunters and survived the underground better than most, but their difficulty soon came with their numbers, the lack of nerves in their reproductive organs made things more difficult, later on males grew a second to adjust, and females a second vaginal canal to adapt to their partners. Though they lack much of the previous sensitivity, their numbers began to recover and the Ferta finally breached back to the surface and became what they are today.
The First Ferta
The packed members were the first to exist in the new world. Rising into the old city of Juliet, their return brought them into an old mall. With its divisions and vast amount of floors, this became their home, and with it, they brought their species back towards the surface. Discovering what life was back upon the ground they left thousands of years before.
Crater Sands
Ferta had to create, playing and testing with everything that they could get their hands on while on the surface. What wood they could find, sands that they could melt and design, from the old buildings that they attempted to claim and convert, but they always felt a draw to the craters. Their natural born radiation drawed them towards the stronger source. The craters where the bombs fell, still radiated, storage of old waste, exploded reactors even. The craters drew in most of the wildlife however, with the draw that it held, they became hunting, nesting, and resting ground for whatever could stay close to them. The ferta eventually gained control over the wildlife and claimed one for themselves long enough to experiment. With this, the first augments started to be made and the greatest discovery for their species had been made. That they could augment themselves with this sand and glass to gain advantages they could never have before.
Data Blocks and Shards
Blocks:
Formed for a collective, it establishes when a collective is truly formed. This rule was made long ago from the packed collective when the nomadic collective attempted to set up. The block allows for their history to begin and be stored for any to see and interact with from the first ferta to the last of the collective. The requirement of the block was made so that the history would begin with the collective and end with it, so that nothing may be forgotten. Forging a data block takes years, around a medium sized chest to begin with, it can be added to later on in its life. Data blocks shimmer even with its dark glass, rolling colors pass from edge to edge, almost like it is eager to interact with any ferta that gets close to it.
Shards:
Shards are smaller and come in varying shapes, though mostly something that a ferta can hold comfortably in one of their hands. Forging a shard can happen outside of a collective however, it takes sand from the crater and vast amounts of their radiational storage. Utilizing the augment on their palm they can implant their memories, knowledge, and speech inside for others to access and pass on.
After the bombs, the underground was a refuge. Those that could went underground to survive, digging and searching for food, and tunnels were common, but the ones that survived were the ones that could find the others in the network of ever growing tunnels. Year over year, they adapted and adjusted for this life, one underneath the ground. They lost their eyes, vision changed to detect lighting and heat. Larger bodies to wrestle with their prey, another set of arms so they could latch onto them, the wall, or even dig while attempting to bring prey back to them. Their claws started to curve and ended in a more hooked style. Strengthening to the point that they tore through the rocks underground that once made prey safe from them. Along their tail and spine came a strip of sensory hairs that detected changes in the air, from heat to pressure to help them find their prey through the vast tunnel network. Their fur became thicker to keep dirt and debris from reaching down to their skin and irritating it as clothes were long a thought of the past. With their mutating came some losses, to gain the sensory along their back and tail, they lost many in less vital areas, the sexual organs. They became grand hunters and survived the underground better than most, but their difficulty soon came with their numbers, the lack of nerves in their reproductive organs made things more difficult, later on males grew a second to adjust, and females a second vaginal canal to adapt to their partners. Though they lack much of the previous sensitivity, their numbers began to recover and the Ferta finally breached back to the surface and became what they are today.
The First Ferta
The packed members were the first to exist in the new world. Rising into the old city of Juliet, their return brought them into an old mall. With its divisions and vast amount of floors, this became their home, and with it, they brought their species back towards the surface. Discovering what life was back upon the ground they left thousands of years before.
Crater Sands
Ferta had to create, playing and testing with everything that they could get their hands on while on the surface. What wood they could find, sands that they could melt and design, from the old buildings that they attempted to claim and convert, but they always felt a draw to the craters. Their natural born radiation drawed them towards the stronger source. The craters where the bombs fell, still radiated, storage of old waste, exploded reactors even. The craters drew in most of the wildlife however, with the draw that it held, they became hunting, nesting, and resting ground for whatever could stay close to them. The ferta eventually gained control over the wildlife and claimed one for themselves long enough to experiment. With this, the first augments started to be made and the greatest discovery for their species had been made. That they could augment themselves with this sand and glass to gain advantages they could never have before.
Data Blocks and Shards
Blocks:
Formed for a collective, it establishes when a collective is truly formed. This rule was made long ago from the packed collective when the nomadic collective attempted to set up. The block allows for their history to begin and be stored for any to see and interact with from the first ferta to the last of the collective. The requirement of the block was made so that the history would begin with the collective and end with it, so that nothing may be forgotten. Forging a data block takes years, around a medium sized chest to begin with, it can be added to later on in its life. Data blocks shimmer even with its dark glass, rolling colors pass from edge to edge, almost like it is eager to interact with any ferta that gets close to it.
Shards:
Shards are smaller and come in varying shapes, though mostly something that a ferta can hold comfortably in one of their hands. Forging a shard can happen outside of a collective however, it takes sand from the crater and vast amounts of their radiational storage. Utilizing the augment on their palm they can implant their memories, knowledge, and speech inside for others to access and pass on.
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