# Topic: Law of the Wild The **Law of the Wild** is the ultimate authority in [[Region - Silvaria]], a druidic principle that governs wood elf society. ## Philosophy In Silvaria, nature itself is a god that takes whatever it wishes. The Law of the Wild values the cycle of life and death above all else—a perspective that often seems alien or even cruel to the inhabitants of cities like [[City - Treston]] or South Wessing. ## Impact on Society This deep connection to the primitive world has made the wood elves a profoundly ritualistic and superstitious people, far more so than their highborn kin in [[Region - High Vel'Nora]]. ### Traditions - Society is governed by ancient omens and signs - Meaning is found in the rustle of leaves or the flight of birds - Rituals mark all important moments of life and death ### Enforcement - A breach of tradition is not merely a legal offence but a spiritual rot that threatens the safety of the entire commune - The six brother-princes of [[Faction - House Greenroot]] ensure ancient ways are upheld with an iron will - [[NPC - Tree-King Olandir]] and his court guarantee that the spirit of the wood remains fierce and untamed ### Hostility to Outsiders - Wood elves maintain a deep, visceral hatred for those who go against the natural order - Industrial practices, metal mining, and "civilised" intrusions are seen as corruption ## Religion The Law of the Wild is paired with traditional elvish worship: - **Millith the Moon Mother** - Traditional elvish deity - **Elvarion the Sun Father** - Traditional elvish deity - Various archfeys, beast spirits, and legendary monsters Worship often bleeds into the fey realm, with numerous cults dedicated to powerful entities that stalk the cloying mists of the Syndani Forest. ## Related - [[Region - Silvaria]] - Where the Law of the Wild holds sway - [[Topic - Feylines]] - The magical conduits that empower the forest - [[Faction - House Greenroot]] - Enforcers of the ancient ways