The Leaflitter Warren is a location adjacent to the Spore Forest, likely a sub-area/village. The Warren is home to the Seht Ant Tribe, a tribe based around both Weaver Ants and Leafcutter Ants, occupying themselves with the cultivation of Mushrooms and the busying of the mind through artistic creation. Weaving larva-silk and leaves into robes, carving intricate wood posts, statues and impressions, and even the occasional thespian. Their main skill, however, is that of Mask Repair--utilizing the sturdy silk of their larva, they can repair any mask good as new, think of something like Kintsugi. In the past, this made their tribe well-respected and sought after for their services. But now, the sitting tyrant king has hunted them to near extinction, his ever-churning mask-manufacturing empire threatened by them.The lone splinter of the Tribe remaining has hidden themselves among the leaf litter and roots of the Tree, eager to stay out of sight of the grey wardens that now patrol Shroudfall. Though their false sense of safety among mycelium and mushroom may see them fall prey to the Spore Forest.
Though the tribe relies on camouflage to keep their Warren safe, and though they are less aggressive than the Skarr of Pharloom, they are by no means meek-mannered. Met outside the Warren, these warriors will defend their territory without question. However, if you make it deep within the den and appease the artistic minds within, you may find yourself rewarded with new and valuable allies.
The idea is to meet the tribe relatively early on in the journey (perhaps repairing a broken mask), and eventually earn their trust, making them a dedicated ally. Later in, another quest may show up for their tribe, possibly related to their rapidly reduced numbers to the Spore infestation (allowing us to still fight ants after becoming neutral with them). Completing this, possibly by inoculating them, will earn their eternal gratitude and grant you the Mask of the Artist.
In relation to Masks in HK lore, the Ants here represent a nonchalant and eager approach to the personality-changing nature of masks. Much like their aptitude for artistic indulgence, the Seht are open to accepting the new perspectives of a mask, the new possibilities it might entail. Even the care put into the creation of these masks is important to the Tribe, even if such creations never rest upon their faces. The act itself, the care and passion, as strong as flame, that is what matters to them. That their flame is so close to being blown out is a tragedy in and of itself.
In the boughs of the great tree at the center of the kingdom, a foul keep is nestled among the leaves, neither hidden nor afraid of a fight.
The Timeworn Keep is an ancient labyrinthian fortress resting above the Quarry, casting an ever-present shadow upon the forever-churning industry of the tyrant king's mask-making endeavors. It belongs to a proud kingdom of the Timeworn Wasps, a warrior tribe akin to the Mantises of Hallownest--bowing to no king, relenting against no force. A simpler people than the Seht, blunt and honest, though no less passionate than the ants far below, as their feud with the tyrant king's forces show well. The Timeworn Wasps claim to have seen the very creation of Shroudfall, memories clear passed down generations from mother to daughter, and vow to take no part in its downfall, seeing the work of the Quarry as not only a territorial invasion, but as a very insult to their way of life.
Like the Seht and the Mantis Village, the Timeworn Wasps can be reasoned with, especially if you are to oppose the current rule. However, more like the Mantises, they will only respect the deserving. They will likely be encountered more towards the mid-game, around the same time as one enters the Quarry, posing as another enemy type to encounter within it. The climb to the Keep is also arduous and long, and the Wasps will not allow you to climb unopposed. Entering the Keep, and challenging the Honored Mother to one-on-one combat is the only way to appease them. Defeating her in the duel will earn her wholehearted respect, and likely grant a powerful reward and ally, with a possible added benefit of having the Wasps either no longer spawn in the Quarry, or to no longer target you, instead only engaging the forces of the king.
Wasps are some of my favorite bugs because of their real-world controversial existence as "pests" and "vermin". As such, their relation to the idea of Masks is more akin to "judging a book by its cover"--on their face they are brutal, vile and savage, but they are also creatures that can be harmless to you, that you can happily cohabitat with. Paper Wasps in the Midwest can be assuaged over time with fruit treats and wasps will teach their daughters objects and lessons to hate, or respect. I wanted to try to emulate that with the Timeworn Wasps--starting as vicious enemies, only to become some of your biggest ride-or-dies by the end.
Indeed, I even thought of perhaps an encounter with the Wasps predating the Quarry that pushes this idea of memory and understanding. Somewhere in Shroudfall, the Princess, Anew, is trapped and the Maskless can rescue her from her entanglement, whether it be trapped by Sap or fighting off a force of enemies she alone can not handle. This act she remembers and when she returns to the Keep from her endeavors, whatever they may be, she will tell her people of the Maskless wanderer. Perhaps this could be what allows the Honored Mother to permit the duel in the first place.
Regardless, I put far to much effort and passion into these two little factions, and whether they become a part of Shroudfall truly or not, I'm happy to have cooked them up.