Table of Contents
Fetterlings
Fetterlings, also known as Fetterfolk, hail from a realm just above Earth. Their world was lush, full of life, and filled to the brim with magic. These creatures thrived on this world for many generations, and as they grew and honed into the world's natural magic and learned how to shift into an upright form at will. This was the start of what would be known as the Golden Age. This new form allowed Fetterfolk learn how to tame the land they lived on and tame the magic the world produced. Spell casters and mages were common during this age, and the most powerful in their respective crafts soon became leaders to Fetters with similar elements or interests. Population and technology boomed with small settlements growing into advanced civilizations during the Golden Age, even past the advancements of Humanity.
However, no Golden Age lasts forever. As the world thrived above, another entity deep beneath its crust also grew. Along with it a sickness boiled, beginning to infect the world form the inside out. The black, tar-like plague seeped upwards and infected all it touched. This sickness didn't worry the Fetterlings much at first as it grew without their knowledge. The first signs of the infection was deep in the oceans and water wells. Some fish and Fetterfolk grew ill as it spread, however it was set aside as pollution from the growing technology and cities on the surface. They tried to keep their waste minimal to fight what they thought was pollution, until the plague infected the dirt. The dirt withered and killed the plants, and eventually turned them into the first visible effects of this plague. Then the beasts of the Plague began to walk the world, and finally the Fetterling population was turned to the true nature of this sickness.
Famine of the entire planet and the toxification of drinking water eventually held the pleasant life that Fetterlings lived in as a distant memory. The plague infected all corners of the world, but the Fetterfolk believed that they could still create a cure. That was until the sickness began to affect them as well, spreading like an untamed wildfire that killed millions. Those who were infected but survived the sickness became mutated abominations. There was no longer a hope for saving their home, and instead they had to make a plan to leave.
Using the remaining magic masters that survived the plague so far, they planned to create a portal to a new realm. The Leaders united with what remained of the population to create the portal in the lone spires of the mountains that remained free of the infection. It took over a year for the construction of the portal to be completed, and due to the rushed circumstances it was only built for one way - out. One by one the Fetterfolk filed through the portal, away from the one place they had called home. The portal stood just long enough for the last Fetterlings to pass through, collapsing not long after.
Their first steps into their new world were swarmed in curiosity and fear, as the circumstances were different than what they had grown used to. Magic was little to none, and a lot of the old leaders lost their extraordinary magical abilities while their shifting abilities stayed. The fear of the unknown of this world kept the remaining Fetterlings population close together, however the fear eventually waned and the group began to split up to explore.
The farther they explored, they came across another species on this planet: Humans. However where the Fetterfolk rejoiced in the discovery, Humans recoiled in fear. Despite the Fetterfolk learning that this world could not be infected by the same plague and celebrated in that fact, the Humans worried that the infection they spoke of could evolve and destroy their world as well. Their fear was not unfounded, as some Fetterlings were still being infected (although to a lesser scale) and few would still mutate into the monsters they had left behind. Due to this fear of Earth's new inhabitants, Fetterfolk and Humanity never grew close.
Over 30 years have passed since Fetterlings came to Earth, and the tension between Humanity and themselves still grows. Earth has begun to show signs of magic becoming present because of the Fetterfolk's presence, and it brings hope to their futures.
Variants
Though all types of Fetterlings share similar features, there are several different variants of the Fetterfolk. This includes Orko, Fettan, and Wyrm.
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Orko/Common Variant
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-Orko/Common Fetter Information: Orko fetters are the most common type of fetterling and make up most of their species population. Their strong muscles and high energy levels make them great explorers. They are naturally great diggers and swimmers, with their third eyelid and the ability to completely close their nose keeps out dirt and water there is very few places they won't venture to. Their durable nature makes them a great addition to any exploration team.
-Natural Traits: None
-Condensed form details:After the introduction of Alfiens Orko fetters learned how to condense their form down to be smaller and more compact when needed. Since most Orko fetters are keen on exploring they will use this form to get into smaller places as needed but usually tend to prefer their standard form since it allows them to cross long distances with ease.
-Grand form details: Orko fetters unlocked their Grand form after learning from the Alfiens and have really used it to their advantage. The stiff fur down the neck stands up straight and is sensitive to changes in the wind, allowing them to better track scents and follow their nose. Large claws allow them to better climb trees, rocky surfaces, and gives great traction when running. Their thick fur allows them to do better in colder climates. While their size did cause them to lose some of their natural agility, it makes up for it in an increase of strength. Their natural instincts are heightened in this form which can lead them to have a harder time controlling their emotions and impulses. Due to the use of a grand form in high population areas is frowned upon but not banned. Orko fetters are encouraged to practice shifting in and out of this form to become more familiar with it and how to best control it. When the ability to use this form was first unlocked it was thought they were turning into 'were-fetters'.
-Susbtype notes:An Orkos fetters back legs are usually black or a solid dark color from the knee down. This is something that is the standard but it does not require a trait for them to have markings or other colors in this area.
Fettan Variant
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-Fettan Information: Fettans are a newer subtype within the fetter species. After fetters arrived on Earth humans began to try and find ways to prevent the spread of zoonotic diseases. During this research period Earth's magic began to active and fetters became magically gifted once again. When this happened humans had a desire to control and wield magic themselves and as a result they began to experiment with fetter DNA. These experiments eventually lead to the creation of fettans who are a splice of human and fetter DNA. This mixed DNA has left fettans with some odd and unique features. Their teeth are sharper and fetter like towards the front but all teeth behind the canines are flat and human like in nature. While fettans have some control over magic it is greatly reduced and their shape shifting abilities are very limited.
Their standard form is always in a bipedal stance and they actually do not have a quadrupedal form like other fetter subtypes do. Fettans are not born but rather are made in labs on Earth. This has lead to a lot of ethical questions but is still being done to this day. In the beginning they were used exclusively for testing and medical research but after several years of activist work they are now able to live 'normal lives' outside the labs. They can still volunteer to help with research to better bridge the gaps in the current knowledge about them.
Due to their lack of magic prowess they are often given special items or devices that they can wear and enhance their ability to channel magic. After a lot of trial and error most fettans learned to unlock their condensed and grand form. Their hands are as dexterous as a humans and do not present as paws unless they have unlocked a trait to do so.
Fettans don't fit in the same boxes as the other subtypes and don't excel at swimming and digging the way that Orko fetters do, nor do they excel at shapeshifting and flight the way that Wyrm fetters do. Instead they excel in forests where they can climb trees, rocks, and traverse uneven terrain with ease due to their long limbs.
-Natural Traits: None
-Condensed form details: A more compact form that is still good at climbing trees or exploring tight spaces. This form features a rounded head shape like the standard form but seems typically have less fur on the shoulders and more fur on the neck and thighs.
-Grand form details: A lanky and visually awkward form that the fettans take full advantage of. While the longer limbs seem like they would caught up in things, they actually can move through trees, thick brush, and cluttered spaces with surprising grace. This form is naturally bi-pedal just like the fettans other forms but that does not stop them from trying to run on all fours for short distances. Despite their large size they can thrive in tree branches and canopies as long as the limbs they grab onto can support them.
-Susbtype notes: A fettan's arms from the shoulder down and legs from the knees down are usually black or a solid dark color from the knee down. This is something that is the standard but it does not require a trait for them to have markings or other colors in this area.
Wyrm Variant
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-Wyrm Information: Wyrm fetters are long bodied and have fur on the backs of their heels and elbows. Their faces are thin at the tip of the muzzle and get don't have much of a nose bridge. Their longer body and limbs make them the largest variant of fetter. They are generally very playful in nature and let the wind take them where they want to go. Wyrm's have strong magical abilities and can naturally levitate. They use this to their advantage and will travel to far off places in search of thrills and adventure. Wyrm fetters can tend to hyper focus on things they find interesting and will often hoard materials or items related to the things they enjoy the most. Their strong magical prowess means that they make great magic teachers for other fetters that are trying to learn.
While wyrms are not the rarest subtype they are few and far between. This has made it harder for humans to research on Wyrms and originally it was the research teams desire to use wyrm DNA when creating fettans all the samples reacted negatively to the human DNA. This is still not fully understood but it is thought that the human DNA that is magic neutral had an adverse reaction with the wyrm's magic fluent DNA.
Many great leaders in fetter history have been wyrms and their contributions to magical knowledge has been invaluable for the species.
-Natural Traits:Levitation ability unlocked.
-Condensed form details: Their longer body has become more compact and proportional to a standard bi-pedal creature. Most wyrms do not prefer this form as they really enjoy their magic being able to 'stretch out' in their standard and grand forms.
-Grand form details: Even longer and more lanky than the standard form the wyrm's grand form is daunting to look at sometimes. Their very flexible bodies allow them to coil around things and humans have remarked that when it flight they resemble 'Eastern Dragons.' This form can fly faster than the standard and condensed form and may wyrms say that their magic is able to spread out in this form more. They have given up their ability to dig and burrow well and have instead traded it for agility when in the air. Once they take off it is hard to catch up with them again and takes a skilled flier to keep pace with a wyrm.
-Susbtype notes:A wyrm arms from the elbow down and legs from the knees down are usually black or a solid dark color from the knee down. This is something that is the standard but it does not require a trait for them to have markings or other colors in this area.
Plague Touched
Plague touched is a retired subtype that is no longer available in the ChS world. If you have a design that has the Plague touched subtype you can submit a request on site to have the fetters subtype changed to an Orko/common, Fettan, or Wyrm fetter if you wish.
Life Cycle
The average Fetterlings live to be around 200 years old, and throughout their lifespan there are different milestones they reach.
From birth to two years of age, a Fetterfolk is considered a baby. During this time they cannot change into their bipedal form, and are quite helpless without their parents. They have no horns at this age and are quite small with huge eyes.
From the age of three to thirteen, a Fetterfolk is considered a child. At this age, Fetterlings are learning how to shift forms and are exploring more. They want to learn more about everything during this time. Their horns become more prominent.
From the age of fourteen to twenty, a Fetterfolk is considered a teen. During this time, Fetterfolk start maturing into adults and start living away from their parents. Horns are fully grown.
From the age of 21 to 170, a Fetterfolk is considered an adult. This is the prime time for Fetters. They can travel far and wise, find love, jobs and much more. They are free.
From the age of 171 to the end of their lives, a Fetterfolk is considered an elder. Fetterfolk from this time are wise and tend to keep to themselves or in small hidden communities until they pass.
Lifestyles
Due to the rift between Humanity and Fetterlings, the Fetterfolk have become divided in how their interactions and lifestyles are with Humanity. Some Fetterfolk (called Hiders) hide in areas with little to no Human activity, or in small pocket realms created from the little magic Earth contains. Hiders try to keep the old Golden Age culture. Other Fetterfolk (called Survivors) have decided to stick with and work with to Humans. This lifestyle is normally difficult and full of separation between Human and Fetterfolk, but they can at least make a decent living. The remaining Fetterfolk (called Rebels) despise Humanity with a deep passion. They have decided to make it a goal to remove Humanity from the Earth to claim the world as their own for the Fetterlings.
Despite the irreparable fault between Humanity and Fetterlings, they have become more welcome in Human cities and lifestyles as they were able to bring Earth to the forefront of space travel technology. The planet has since became an open hub for other species to visit, trade, and have a standing in the galaxy's political system.
Species Trivia
Most Fetterlings
-Are free spirited
-Have a love for adventure
-Are social butterflies
-Thrive in manmade chaos
-Adapt well to new environments
-Do well with change