A Deep Darkness
This population has a remarkably close bond with nature and with the energies that permeate the world. This feature makes them foremost sentries against the sinister advance of darkness. They can clearly perceive the grip of Enfaerun encroaching on reality, forcing them to become increasingly fierce and dedicated to their oath as sworn protectors of Rahidra, the last symbol of enduring primeval life.
Matriarchal Society
The Primevals were once fractured into many tiny clans, scattered across the grasslands. These clans always formed around a Druid that led the family or even the entire community. These leaders have no assembled the tribes, creating a unified clan residing in Old Civis, the city that formed at the base of the Elder Tree.
All of the Druids answer to Rahidra, the one who is as old as the dawn of her people. She was the first leader wise enough to filly understand the secrets of the primitive source of power, making her intrinsically linked to primordial entities. Such access to the energies of life and reality has given her a centuries long lifespan and an appearance close to that of the gargantuan millennial trees than any mortal. Her life force, however, along with her magical and diving powers, is gradually yielding to the necrotic aura of the Dark Mirror and the beings who dwell there, whose influence on the world increases more and more every day.
Although Rahidra’s strength has declined, the respect her entire people have for her does not fade, as she has never failed to guide them in times of need. Her wisdom and mastery of esoteric arts make her an expert in Lunar Divination, magical arts, different languages, and traditions. There are those who pass on the conviction that she, like Ezreal El, was one of the Daggerford Sages of the First Age, and that she established the society of Primevals after the unveiling of the Fourth Truth, desperate to prevent the inevitable. She structured a cult that adored the Primes, from which she had learned to draw strength, and through it populated the grasslands, dwelling in one of the great trees that had watched over that land for millennia. She remained open to dialogue with other peoples and cultures, while prioritizing the people who had followed her, along with the pagan customs that respected ancient creatures.
Ancestral Customs
The Primevals are renowned among other ethnicities for their primitive customs, their vocation for mysticism and their strong bond with creation. They are called Ejre, derived from the primordial rune Ejrzin, which literally means “People of the Moon”, by virtue of the predisposition towards the various forms of Lunar Divination and the strength they draw directly from the energies that the Primes and Mirithlen have imprinted on Faerun.
In the Second Age, many welcomed the Ancient Tradition, although maintaining a detachment from the entities of the Sempiternal. The Ejre, therefore, rejected the will to ascend to Sidir after his death, and were the first to consider joining the primitive energies that underlie the Earthly World. This doctrine lies at the root of their fight against the terrors of the night because, should darkness prevail, the Primes would fall and with them the world in which generations of Ejre lived in perpetuity.
Since ancient times, the Ejre have also made myths out of earthly creatures of a minor order, such as Nanni Orku, son of the Primes. Nanni Orku was also a title bestowed on the most talented warriors, as strong as the giant’s children. In the Grassland of the Ancients, you can admire many monoliths that the Primevals had once used as places of worship and epicenters of their mystical rituals; tradition assimilated by the Beronzin, with whom they had many cultural exchanges.
Racial Traits of the Primevals (Ejre)
The Primeval culture blends old customs and wild lifestyles. The often become warriors as ferocious as the large predators or powerful Masciari. Their appearance is similar to that of the Gray People, appearing as common humans, usually in clothes of skins, feathers, with beaded braids in their hair. Many of them tattoo their faces and hands as an apotropaic and ritual custom. The paints and pigments obtained from earth, plants, and natural elements, are processed, and used as inks and are for them a symbol of oneness with nature.
Names of the Ejre
The Primevals have never given importance to onomastics and often recycle names belonging to older cultures, such as Satyrs and Gray People. Their connection with nature, although dying, very often leads them to adopt nicknames of naturalistic origin. These nicknames are conferred by shamans and druids once maturity has been reached and are a form of good omen for those Ejre who begin their journey through life, with all the responsibilities that come with it. When the men and women of this people do not want to draw on other cultures for the choice of name, they tend to use a runic concept form the Primordial Runic Alphabet to name their children.

- Ability Score Increase: Your Wisdom score increases by 1 and two other ability scores of your choice increase by 1.
- Age: The duration of their lives is the same as other humans, although before the Last Sun they lived more than a century thanks to the blessings bestowed by the energy of the Primes.
- Alignment: Primevals are mostly good, for almost the entire population is part of the Apostates of Rahidra, preserving customs and traditions and a strong bond with the faint light of the Primes, for which they are willing to fight strenuously; some of them tend towards neutrality, favoring what seems most right to them, regardless of their creed.
- Size: As a human, your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Long Step: Your speed increases to 40 feet, but only if you wear light armor or no armor.
- Bond with Life: Thanks to your particular connection to the Primes, you have Advantage on Saving Throws against poison, petrification, and instant death effects.
- Source of Innate Power: You know a cantrip chosen from the Druid’s spell list (your spellcasting ability for this feature is Wisdom).
- Tribal Culture: You are proficient in two skills of your choice among Animal Handling, Nature, and Survival.
- Savage Weapons Training: You are proficient with axes, javelins, spears, and short bows; in your hands these weapons deal 1 additional damage.
- Languages: You can speak, read, and write Common, and you know how to read and write in Primordial Runic.
Source: Adaptation of Nightfell © Angelo Peluso & Mana Project Studio 2021.