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{{Info races
{{Info races
|image = YanarNew.png
|image = 3c1166940ed1b3c4fae5b461c035b301.png
|pronunciation = Yah-nar
|pronunciation = Yah-nar
|nicknames = Plant-People, Children of the Forest, Forestfolk.
|classification = [[Magus]]
|classification = Florae.
|nicknames =  
|naming = Elven
*Plant-People (derogatory)
|languages = Elven and Common.
*Forest Child (endearing)
|subraces = Human Seedling, Dargan Seedling, Nelfin Seedling, Naylar Seedling, Gorr Seedling, Mer Seedling, Wulong Seedling, Dwarf Seedling.
*Vasilta (Elven)
}}
|languages = Modern [[Altalar]], [[Nātl]], [[Common]]
The Yanar are the embodiment of living nature, an attempt by [[Estale]] herself to create a race of her own in order to balance out the [[Shendar]] who serve the [[Archdemon]]. Yanar are like innocence given form, in that they mean good, peacefully devoting themselves to protecting nature. And yet, Yanar can be corrupted by that which the Shendar have unleashed upon them, a fungal curse that twists and perverts their being into hating everything they made to love and steward. As a relatively young race, Yanar have had trouble identifying themselves as a people, instead of preferring to integrate into other societies.
|naming = See Language section


==Physical Characteristics==
|distinction = Plant-like humanoids with a mysterious past and open future
Yanar resemble humanoid plant-like beings with two legs, two arms, a torso, and a head. The proportions of a pure Yanar are similar to that of an [[Talar]], having longer limbs and a more lithe body frame. Yanar do not have hair, rather they have plant like structures that resemble hair; the only thing on them that does not look plantlike are their eyes. All Yanar eyes have a halo iris of varying colors and purple or yellow eye whites. Their skin is often a mixture of plantlike materials and hardened surfaces. It is not uncommon for their shoulders or back to grow additional plant like objects, sometimes growing flowers or even fruits. Yanar range from [[Orc]] sized to [[Dwarf]] sized beings, some having additional appendages or looking different depending on their parentage. Perhaps the most unique aspect about Yanar is that they are agender, meaning they aren’t male or female. Yanar are traditionally born with both reproductive organs. Although a Yanar may have a bassy low voice, they might consider themselves female, or similarly, a small thin Yanar with female facial features may actually consider themselves male. Finally, Yanar cannot digest meat.
|maxage = 500 years.
|height = from short to tall, depending on Floral Shift.
|}}
A syncretic [[Race]] that once lived alongside the [[Elves]] in the [[Allorn Empire]] as one of its many non-[[Elven]] minorities, the Yanar are a Race of plant-like humanoids that have been around for about as long as the Elves have, but have since [[Cataclysm]] detached their entwined fate from the legacy of the collapsed Elven Empire. Many still foster good relations with the many offshoot Elves, but others have ventured into the wide world in search of new purpose, new allies, and new friends. The Yanar are truly undefined by history, their role in the Allorn Empire was so small that they do not face the same scrutiny as other Elves might, and for many, a Yanar is a unique and rare sight that invited curiosity. Inherently interested in nature, and also intrinsically a part of it, the Yanar go wherever mother nature has spread her roots, intent on preservation and harmony or to live as freely as they please.  


''More on [[Yanar Physical Characteristics]].''
==Core Concept==
The Yanar are roughly split between three distinct population groups that aren't really subraces, rather more like subcultures. The most commonly found in an urban setting are the Ferlon who have spread out in the world whether for curiosity or purpose. The Senlon have remained close at home and to their roots, still finding their way into cities, but living on the peripheries where nature can be felt all around. The Dulon are a rare sight, once unfortunately trapped on the wrong side of the Kathar-Allorn divide, but now having adopted a distinct culture of control over nature rather than subjection to it. Each subculture represents a different aesthetic, but also different reasons for why they might appear in Regalia, with different allies and different friends to make.  


==Mental Characteristics==
===History===
Yanar are by nature peaceful, organized, and thoughtful. They often spend hours just listening to people, never interjecting, and tend to wait for others to make the first move before deciding on anything. This has caused them to be seen as indecisive, though they prefer to be seen as careful. Yanar often undergo a personal identity crisis early on in their life that does not occur in other races, in which they decide which gender they wish to portray themselves as. Furthermore, Yanar are inquisitive by nature, curious about everything they do not know, but still careful about running into trouble. Additionally, no Yanar has been observed to die of old age yet, implying they could live for really long times. Due to longevity however, their mind usually starts failing at around 100 years, after which a period of rapid worsening memory takes place. After a few months, their maximum memory span may only be 10 years, or in some bad cases only two. When this occurs, most Yanars simply separate themselves from everything else and live isolated in the wild. The memory loss is not absolute however, and some Yanar have found ways around losing their memories by "whispering" them to seeding plants and flowers. The process isn't entirely understood, but ancient Yanar often attach their memories to plants around them before they lose them, and then their memory becomes a garden around their home. Yanars of advanced age usually lose their skill based memories as they can only attach historical memories to plants and flowers, retaining only a basic understanding of whatever magic skill they may have had before they started losing their memory.  
The exact origins of the Yanar are murky, because they existed in a somewhat uncivilized state by the time the Elves first unified under [[Talea]] and formed the very first Allorn Empire. The Allorn Empire subjugated many minority Races (and purged a few as well), though the Yanar had a somewhat unique and privilege position. While most minority Races were demoted to class-less citizens of the magical Elven Empire, the Yanar had the blessings and protections of the [[Estelley]] gods. Their intervention, when the Allorn Empire expanded and impeded on the Senlionn Forests (the Yanar homeland, now part of the Allorn Empire), made the Elves respect the Yanar as different from all other Empire minorities, granting them great freedoms and exemption from the military or service and the Elves seeing themselves as their protectors. The Yanar formed communities in and around Estelley Temples as a result, and as the Allorn Empire descended in mania and decadence, history mostly passed the Yanar by who were very politically unengaged, and uninterested in the carnal delights that the Elves had started lusting after. In many ways, because of this non-engagement and disinterest, as well as their community isolation, the Yanar could ethically avoid blame for the Allorn Empire's greater crimes like genocide (against the [[Dewamenet]]). The Yanar finally became politically active several centuries before the collapse of the Allorn Empire, as agents of the Goddess Mana, using diplomacy, subterfuge and even violence to try and turn the tide of Void corruption among the Elves. They were far too few to change the tide when they finally did act, making only drops worth of change in an ocean of social decay. The Yanar suffered severely during the [[Night of the Weeping Stars]], when pre-[[Kathar]] Elves took axe and torch to the Estelley temples, burning down the Va'sil Trees and proto-Mana Trees, killing many Yanar in the process who desperately tried to defend them. As the Empire collapsed, many Yanar fled the Empire's boundaries for lands beyond, or retreated deeper into the forests, or in the case of the Dulon, were caught behind enemy lines. The Yanar diaspora that fled the continents of the Allorn would end up in places like [[Southwynd|Ashaven]] and [[Regalian Archipelago|Regalia]], international ports of which rumor was spreading far and wide. The Senlon Yanar who retreated deep into the forests eventually re-emerged, making alliances with the Xotik [[Maquixtl]], preaching for the need of a stronger connection with nature and a detachment from the corruption of urban culture. The Dulon were unfortunate enough at first to become corrupted with Void Essences in the [[Dread Empire]], but later would come to praise this circumstance, becoming fervent supporters of various darker gods and spreading their dominion over nature far and wide. Yanar society unlike that of many other Races is very divided in the modern era, with many Yanar choosing their own destiny away from the memories of the fallen Allorn Empire, while others try to stay true to their origins and rebuild the respect they once held in the eyes of the Estelley faithful.
===Yanar Sub-Cultures===
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
{|
|[[File:noimg.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Ferlon Yanar'''</center></span>
The Ferlon are urban city dwelling Yanar, preferring to live in housing made by other Races, surrounded by literally anyone and everyone, and trying to be friends or allies with as many as possible. Ferlon are most accustomed to the ways of living among other Races, and as such try to appear more like them (including humanoid skin tones), by wearing silk clothing or having jobs as business owners. Ferlon Yanar often come to Regalia to experience the jewel of the world, where anything can be seen, anything can be tried, and any mistake can be made, to have it their way.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:noimg.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Senlon Yanar'''</center></span>
The Senlon are nature adoring Yanar, who try to live in or as close to wild unkempt nature as possible, preferring the company of Maquixtl and Estelley faithful. Senlon remain very true to their original roots, appearing more plant and flower like with vibrant dazzling colors and scents. The Senlon live more in tune with nature, taking and using only what they need and giving back by preserving the health of flora. Senlon often come to Regalia to be with their migrant Maquixtl allies, or to help the cause of environment preservation, a burgeoning cause in the capital.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:noimg.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Dulon Yanar'''</center></span>
Once caught behind enemy lines, the best way to describe Dulon Yanar is to call them "Void Yanar". The Dulon have abandoned their Estelley worship origins to join the Kathar in their worship of darker faiths. Their ideology dictates that Nature is not a force to be respected and lived under, but one to use their unique skills and command of to control and subjugate. Dulon are inherently antagonistic to Senlon and Ferlon, seeking to usurp power over nature, and aligning with other [[Evolism]] and Kathar allies. They seek power in Regalia, often at the expense of other Yanar.  
|}
</center>
</tr></table>


''More on [[Yanar Mental Characteristics]].''
===Physical & Mental Characteristics===
[[File:EkT2XO-XgAQYGO4.jpg|260px|thumb|right|Many Yanar use their control over the plants and flowers on their body to approximate clothing]]
Yanar have a very flexible physical appearance, because of their natural ability to Floral-shift, making them effectively shapeshifters though with obvious plant themes. Yanar (and half-Yanar) should always look recognizably plant-like with floral, bark, or other plant matter covering their body parts, hair, etc. Their skin tone can be that of vibrant flowers, however they are also able to mimic the skin-tone of other Races, and even reduce the amount of plants and vines and flowers on their body so they fit in more (or do the exact opposite and become more or less indistinguishable from a walking bark-person). Yanar appearances aren't always grounded in the same appearance, with many of them changing frequently. Yanar can also be encountered in many shapes and sizes, with a body that approximates a muscular form, a slender one, or a very burlesque one. They can be tall or short, have natural eye colors or funky combinations (though efforts should be taken to avoid eye color combinations common in [[Afflictions]] or [[Affinities]]). Yanar also inherently intersex, and can swap between any gender presentation or identity. Yanar are capable of reproducing with other Races, which always results in Half-Yanar, who have the same general appearance, though have noticeably less plant matter on their body, even less than those full Yanar who try to adapt to Regalian society by toning down the amount of flowers in their hair. Personality wise, Yanar are never grounded in any one particular personality. There are kind, generous, skittish, brave, and cruel Yanar, all products of their environment and a process called Wildbirth. Yanar when either choosing to do so, or undergoing a large deal of stress, can cocoon themselves, after which they are reborn they have a completely different personality better suited for their new situation or the stress they are dealing with. They retain all their memories, Abilities and connections, but may also shapeshift their appearance to look very different (though this does not extend their max age).


==History==
==Heritage Traits==
Yanar arrived in 21 BC on the eve of the [[Void invasion]]. Estale again attempted to warn her followers of impending doom. Elven priests of the [[Nenye]] temples watched as the Nenye grew giant flowers as large as full-grown horses. The flowers rapidly wilted, shed their petals, and bore fruit that slowly bent to the floor. The first Yanar burst from them and lay eyes on the world. Elven priests tried to heed the warning these Yanar delivered but could not persuade their leaders.
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.  


As the Void Invasion commenced, the Yanar wandered. Estale then bestowed them with the gift of Nenye speech, a magical way to speak to trees and plantlife, and the Yanar used this gift to turn the natural world against the voidlings. However, the Archdemon moved swiftly and the Shendar infiltrated the Nenye temples. On the Night of the Fallen Star, with fire and axe they first cut down the priests and then the trees themselves. Some fled, but most of these colossuses moved too slowly to escape. It is said that the forest itself wept and cried out that night as the trees fell one by one. As the Yanar were tied to the Nenye, they became confused and lost, and when Estale fell, so did the Yanar.
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).
 
===Free Packs===
They wandered the land for nearly 200 years, diminishing in number, existing in a fog-like uncertainty, and becoming merely a fable to Humans. Yet as magic slowly returned, so did the Yanar return to their senses and their original mission. Perceiving them as a threat, Shendar pursued a solution and were blessed with the fungal curse, the [[Essiphualë]]. Many Yanar succumbed to the corruption. Presently, they persist as caretakers of nature, but they do so as part of the [[Ailor]], Elven, and [[Tigran]] populations.  
* Yanar can choose one free Pack from the [[Medical_Point_Buy|Medical Point Buy]] Category, or choose one Pack from [[Magic Point Buy]].
 
* Yanar can choose one free Pack from the [[Chem_Point_Buy|Chem Point Buy]] Category.
''More on [[Yanar History]]''


===Mechanics===
* Yanar can regrow or re-attach lost limbs over the span of 24 hours after they were lost, they cannot become Undead unless an Ordial Entity intervenes.
* Yanar can become Marken/Urlan, but if so, the fur is replaced with plant-fibers/leaves/roots/flowers.
* Yanar can manifest a dream realm where anyone who sleeps in their Region/Base/Estate can travel to.
* Yanar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance.
* Yanar can even create new plants altogether in their own Region/Base/Estate, complete with fruits and flowers.
==Society==
==Society==
Yanar don’t necessarily have a society of their own—they simply integrate with other societies. Perhaps a more accurate way of describing it is that they attach themselves to other groups of people, invited or not, and simply tend to the plant life around that group. They eventually assimilate into that group and adopt whatever culture they have.
===Language===
 
The Yanar have their own language called the Silmaan, but this language cannot really be used in Roleplay because it is a near-telepathic communication method that Yanar use with pheromones. It is not capable of transferring simple concepts like "I like this" or "I want that", and is certainly not useful to have whole conversations in, though other Races can pick up these concepts, even if they have never experienced it before. Their language in general lacks a vocabulary or translation, and as such, they often speak the languages of other Races like Elven languages or even Common in Regalia so all other Races can understand them. Yanar names are non-gendered and they often do not have surnames, only taking a spiritual clan-name in case they align with a Maquixtl family:
''More on [[Yanar Society]].''
 
===Politics===
Yanar politics do not formally exist as all Yanar are naturally submissive and don’t group together, preferring living among other races. If one takes the past into consideration, Yanar lived in an effective monarchy, with Estale as their head and the Nenye trees as their aristocracy. This in itself caused them to be paralyzed when away from their purpose for nearly 200 years, similarly to how the [[Regalian Empire]] would collapse if all nobility died overnight.


''More on [[Yanar Politics]].''
'''Example Yanar names:''' Taethor, Critha, Aphelor, Leitha, Ram, Saegra, Aew, Caph, Merilin, Gwaun, Gail, Erist, Niid, Caan, Iach, Rusta, Hithu, Telia, Millia, Senila, Talia.


===Culture===
Yanar do however have a so-called "Wild-name", but are very picky with who gets to know this name. There is a cultural understanding among the Yanar that handing out a real name grants a person power over them, and there have been some historical cases that imply this is more fact than reality, with Spirits seeking to discover the real name of Yanar and then invading them, secrecy being their only defense. Wild-names are normally created with a combination of Silmaan scents, but they can be roughly translated to three-word compounds:
Yanar don’t have their own culture. They adopt the culture of whatever group they attach themselves, be it Tigran, Elven, or Human. However, they do have common trends that resemble a form of culture. Their love for flowers results in flowers often being central in their clothing or close to where they live. Their houses are often overgrown with plants. Additionally, they prefer herbal and nature tending occupations over other physical labor. They also all share their general pacifist nature, meaning they do not engage in warfare.


''More on [[Yanar Culture]].''
'''Example Tanar Wild-names:''' Resplended Autumn Mother, Verdant Valley Herald, Blessed Orchid Beauty, Eternity Lavender Matron, Greatest Daffodil Knight, Treasured Lilac Trophy.


===Religion===
===Religion===
Yanars exclusively worship Estale still, in the same way as the Elves did before the [[Cataclysm]]. Additionally, the Yanar pray to the eight [[Elven Pantheon#Virtues|Virtues]] in the hope that they will restore Estale to the throne of nature.  
By far and large, most Yanar are avid [[Estelley]] worshipers (except the Dulon, who often follow [[Evolism]] and other faiths the Kathar do), with a particular reverence for Mana in the modern day. That being said, other Gods and Goddesses may equally be worshiped, Estel herself is also considered important, while most other Races who worship Estelley leave Estel largely to the sidelines as the slumbering arch-goddess. Even when Yanar are not faithful, they still have a positive perception of Mana as their modern protector and patron (excepting the Dulon again). Because of the historical relation between Yanar and Mana, as well as the wider Estelley temples, other Elven Races tend to see Yanar as heralds of Mana, or the wider pantheon. They are considered in a higher statue of virtue, though this is largely historical revisionism, as Yanar are more than capable of committing sin, and frequently acting outside of the bounds of what is expected of the faithful. In many ways, this is a furtherance of the general perception among Elves that Yanar are weak, simple-minded, lacking in culture and in need of protection. Only those who have spent a lot of time around Yanar, and the Maquixtl, have a genuine deep respect for them as equals, seeing them less as heralds of the Gods, and more as just fellow faithful.


''More on [[Yanar Religion]].''
===Families===
Yanar are the only Race that find it comfortable to insert themselves into composite families of other Races, meaning, to be adopted when there is no blood relation. The Yanar population globally is not terribly large (not nearly as small as the Dwarven population, but certainly not sizeable). This is largely because of the fact that it is fairly rare for Yanar to copulate with other Yanar, in fact more commonly pairing and marrying into Maquixtl families, or just being adopted by them. Yanar families do exist, but they often model themselves after other Family units, or adopt non-Yanar into their fold to make sure it's not exclusively Yanar. Dulon Yanar are in fact very prized by the Kathar, and every Kathar family aims to have at least one Dulon Yanar present in their midst, because they bring a great deal of utility value in their nature control skills.  


===Economy and Technology===
==World View==
Yanars do not have an effective economy and possess no technology at all. They do not value currency and otherwise only handle it out of pure necessity rather than actual desire to gather wealth. They will use their money to buy plants and other materials they need to tend to their gardens or the forests around them and may sell the tended plants or products carefully extracted from the plantlife to afford their purchases. Whatever technology they handle is often just from the people they follow around. Yanar prefer to work with Magic, Nenye speech in particular, where they use a magical flow of Exist energy to communicate with the plants around them. Every Yanar has the basic ability to use Nenye speech, but not all can to the same degree, though they have lost their ability to instruct and otherwise command plantlife. This ability is normally learned around the age of 15, the same time the Yanar decides upon what gender they will portray the rest of their life.
* Yanar are always a bit ambivalent or negative about the return of the Allorn Empire. While they will vocally support their friends who want a return of the Allorn Empire. Once an Empire has fallen, it can fall again for the exact same urban corruption and decay reasons unless those aspects are removed.
* Yanar in Regalia are usually either very loyal to the Regalian State, believing it to be more stable and generally well put together than the Allorn Empire once was, or apathetic towards it, just being happy to be in a relatively peaceful place with relatively little repression and freedom of religion and movement.
* [[Unionism]] does not acquire much of a hold on Yanar, due to it strongly contradicting Yanar Estelley sensibilities. Yanar Unionists do exist, but are generally ignored or excluded by the wider Estelley Yanar and Elves.
* Yanar are inherently ultra-progressive people who appreciate the concept of democracy and honesty, until they are not. Yanar generally lean progressive, but Yanar who are more violent or have a wilder temper, may be more inclined to believe autocracy is more effective, especially after the collective trauma over the inability to avert disaster of the Allorn Empire and how a stronger more centralized government like Regalia might have prevented collapse.
* Yanar are very uncomfortable around Suvial, because everything they are is drenched in the aesthetic of fire, the very thing that Yanar are wildly afraid of. They don’t outwardly hate the Suvial, they just choose to stay clear of them as much as they can.  
* Despite their fear of fire, fire is not a sure-fire way to scare a Yanar into submission mid-combat. Usually, their bravery and dedication to their convictions triumph in the moment.
* It is commonly believed that Yanar photosynthesize or only eat plants, but both statements are false. Yanar can also be omnivores or outright carnivores, and in fact have a blood circulatory system and similar organs on the inside.
* A false theory about Yanar souls circulated for over a decade based on incorrectly interpreted data, that claimed that Yanar did not truly possess a soul of their own and were artificial. Recent research has shown this to be wrong.
* Yanar can never truly starve, as even the most isolated Yanar in the darkest of dungeons can grow small plants and fruitlings and nuts from the cracks between bricks and stones, even without water and sunlight.  
* Though Yanar are very gregarious and open to others usually, Yanar are extremely sensitive to unwanted touch, and consider uninvited bare-skin contact to be a grave insult.
* Yanar care deeply about the origins of a person, believing them to intricately affect what they are like in the present day. As such, Yanar will often ask “where are your roots?” so as to act where someone is from, to understand who they are now.
* Yanar (despite jokes and comedy to the contrary) do not consider eating plants or destruction of plant-life as murder or violence. That being said, they would prefer proper treatment of plants and a level of respect for nature that does not involve senseless destruction of flowers and trees.  


''More on [[Yanar Economy and Technology]].''
==Trivia==
 
* The Yanar had a special relation with the [[Va'sil Tree]]s, though their closeness largely faded over time as they become accustomed to Allorn society. When the Va'sil were still around, Yanar would often socialize around and with Va'sil Trees.
''More on [[Evergrowth Magic#Nenye Speech|Nenye Speech]].''
* Yanar have an unexplained discomfort towards insects. Theories claim that it is because of the habits of insects to skitter and crawl, and Yanar over-sensitive skin to gentle touch.
 
*Yanar historically had little connection to Manaseia, the being Mana was once part of. Their worship was instead broadly spread between the different Estelley deities, but the rise of nature in the final decades of the Allorn Empire alongside the Wildering, drove the Yanar to largely focus around Mana.
===Combat and Warfare===
Yanars do not engage in combat or warfare due to their pacifist nature. In ages past, they did ride large plant formed beasts into combat, but they never directly inflicted harm, simply telling the plants to do it for them.
 
''More on [[Yanar Combat and Warfare]].''
 
==Subraces==
Yanar reproduction is peculiar in that they are able to reproduce with anyone from any sentient race. Through a practice that is more ritualistic in nature than it is intercourse, the Yanar retrieve genetic information and create a seedling. The information they retrieve must be liquid. Enough saliva, blood, or other bodily liquids to fill a strawberry will suffice. A part of them will absorb the material and, over the span of a couple days, form into a small berry (reminiscent of a strawberry). This seedling is then attached to a tree, where it will mature over the period of a month before the child Yanar is born. Uniquely to the race of the non-Yanar parent, the seedling may have different characteristics. Yanar are not able to reproduce with those of their own kind, resulting in the largest population of Yanar being the product of a Yanar and an Elf. This is considered the standard, default Yanar, and everything else deviates from it. When a child is born, their Yanar-parent's seedling makes no difference. Only the other race will dictate the kind of seedling they become.
 
'''If a seedling doesn't specify a certain trait, assume it's the default mentioned in mental or physical characteristics above.'''
{{Racetable
|ailor  =
*Similar physical proportions to [[Ailor]].
*Ailor seedlings often have nothing semblant of hair, but a smooth, bald head instead. Designs, comparable to henna or tattoos, cover the head and are reminiscent of art or patterns from the culture in which they grew up. [[Daendroquin]] seedlings might have designs similar to the diverse plant life of the continent, while coastal seedlings might find patterns reminiscent of water and waves around their heads.
 
|chien  =
*Similar physical proportions to [[Ch’ien-ji]].
*Ch’ien-ji seedlings often have nothing semblant of hair, but a smooth, bald head instead. Designs, comparable to henna or tattoos, cover the head and are reminiscent of art or patterns from the culture in which they grew up. Ch’ien-ji seedlings from [[Yang-Tzu]] often have straight or jagged lines to imitate the plant life or mountains.
 
|qadir  =
*Similar physical proportions to [[Qadir]].
*Qadir seedlings often have nothing semblant of hair, but a smooth, bald head instead. Designs, comparable to henna or tattoos, cover the head and are reminiscent of art or patterns from the culture in which they grew up. Qadir seedlings from [[Faradh]], [[Farah’deen]], or [[Solangeria]] often have tribal patterns.
 
|dwarf    =
*Similar physical proportions to [[Dwarves]].
*A large mushroom cap grows atop their head, covering their face like a sun hat.
*Powder is often released by these mushroom caps that cause drowsiness when someone in a two-foot range inhales them. Collecting and consuming the powder has the same effect.
 
|wulong  =
*Similar physical proportions to [[Wulong]].
*Typically walk on all fours.
*A sticky sap comes from their hands and feet, allowing them limited climbing abilities. They can slowly scale vertical surfaces, but cannot hang from ceilings unless there were a beam or something comparable. They can remain off the ground for up to two minutes before they tire out.
*Vines wrap around their body and arms. While these vines are rumored to give them climbing abilities, they don’t move of their own free will, nor can they be shot from the seedling.
 
|talar  =
*Standard Yanar are [[Talar]] seedlings.
*Similar physical proportions to Talar.
*Plant-like growths blooming from head, instead of hair.
*Skin is a coating of bark and growths instead of animalistic skin.
*Physically agender, having both reproductive organs.
*Eyes with any-colored halo iris, and purple or yellow eye whites.


|isldar  =
{{Peoples}}
*White and pink colorings.
*Plumage is similar to colder-weather plants. Pine needles, mistletoe, holly, berries, etc.
*[[Isldar]] seedlings do not feel cold. While cold will physically affect them, they may not be aware of it. An Isldar seedling’s finger could freeze off, and they’d be unaffected by the chill and more by the missing finger.
 
|shendar =
*Black-colored mold grows in patches around the body.
*Blood has same effect on vampires as regular [[Shendar]] blood does.
*Orange-sized, brittle rose thorns grow on the outside of their elbows, while regular-sized, brittle thorns grow on each knuckle.
*Shendar seedlings are immune to [[Essiphuale]].
 
|drowdar =
*Blue and purple colorings.
*Immune to nonphysical magic, but cannot cast magic.
 
|tigran  =
*Similar physical proportions to [[Tigran]].
*Strong affinity for garnishes, such as parsley, oregano… and catnip.
*Anyone who consumes their plant-like parts undergo similar effects as catnip for felines.
*Low-light vision.
*Four arms -- two sprouting from the abdomen.
 
|ur      =
*Similar physical proportions to [[Ur]].
*Plumage grows thick, imitating fur as closely as possible and providing additional warmth in colder environments.
*Need consistent preening or their plumage will become overgrown and cause serious hindrance.
*Four arms -- two sprouting from the abdomen.
 
|thylan  =
*Similar physical proportions to [[Thylan]].
*Being dormant or still for more than a half hour (aside from sleeping) can cause wilting.
*Sparse flowers grow about body (1-5) that turn to point their faces at whatever the Thylan wants most at the time, assuming the Thylan knows the direction in which their greatest want is. If they don’t, the flowers will droop downward instead.
*Four arms -- two sprouting from the abdomen.
 
|allar  =
*Similar physical proportions to [[Allar]].
*Leaves cover the body, reminiscent of scales.
*Growths grow out of the temples -- either wooden antlers, or thorny growths and horns.
*Allar seedlings are immune to [[alchemy]] with mental effects or effects on the brain (including alcohol). Physical effectors (like acid) still work.
*Allar seedlings are immune to all diseases except [[Essiphaule]].
 
|dakkar  =
*Similar physical proportions to [[Dakkar]].
*[[Minerals|Chrysfaliyete]] grows about their body. It’s painful to remove, but will eventually regrow to make a crystalline formation.
*When broken off and ground to powder, these formations have the same properties as Chrysfaliyete: They can cause hallucinations and act as a highly efficient fertilizer capable of maturing most plants in days.
 
|slizzar =
*Similar physical proportions to [[Slizzar]].
*Slizzar seedlings emit pleasant, natural smells based on their environment. Wherever they are, they’ll emit subtle scents that fit well with their surroundings.
*Slizzar seedling plumage change color based on their mood.
*Instead of a tail, a mass of reeds or vines fall elegantly from where a tail would be (like the train of a gown). These have very limited movability (like Slizzar hair) but are also malleable. A slizzar could walk backwards and it’d inch off the ground so they didn’t step on it, but they could also scoop it over their arm like they would a train of a gown. To accompany this, they also have vines that come out of their head, reminiscent of Slizzar hair.
:{{Scolors}}
 
|mekett  =
*Mantle around neck, made of moss and fungus.
*Hollow bones.
*Red vines stretching from the head, like [[Mekett|Circci]] hair.
*Wings that resemble maple leaves grow from the back, either allowing very limited flight, or gliding. Flight can reach up to 10-15 feet from the ground, and can only be sustained for up to a minute before they reach exhaustion.
 
 
|qurebo  =
*Sizes range between a house cat and a goat.
*[[Q’urebo]] seedlings only need 3 hours of sleep a night, giving them much more free time.
*Q’urebo seedlings emit pleasant smells when happy, making them a great housepet/houseplant if they’re cared for properly.
*Can resemble large flowers (where the petals grow around their face and leaves up their body), weeds (prickly plant parts about the body), or bushes (imagine a small, walking shrub).
 
 
|ersin  =
*Similar physical proportions to [[Ersin]].
*Flowers grow in a ring around the head, like a flower crown.
*Excellent ability to disguise. Coloration and texture of their plant parts will change if they’re near another plant to imitate it as closely as possible, though the shapes and sizes of their plant parts do not change.
 
 
|crelin  =
*Similar physical proportions to a [[Crelin]].
*Body looks similar to a mandrake root, with black-colored mold or fungus for hair.
*Crelin seedlings have a long, sticky tongue that reaches out 5 feet, can wrap around objects, and lift up to 3 lbs.
 
 
|orc    =
*Similar physical proportions to [[Orc]]s.
*Body is coated in cactus spines, comparable to the prickly pear, that are incredibly brittle and painful to break off.
*1-5 red flowers can grow anywhere on the body.
 
 
|maiar  =
*Similar physical proportions to [[Dwarves]].
*Seaweed tendrils grow in place of hair, and can reach down to the feet.
*Can exist underwater or above water without problems.
*Has a single wooden horn upon the head that may be shaped by [[Maiar|Evolutionary Physiology]]. Hostile environments can make it sharper, et cetera.
*Teeth can be shaped by Evolutionary Physiology. Teeth sharpen if the Yanar's diet consists of tougher materials, and grow more blunt with softer foods, et cetera.
}}
 
==Trivia==
*Sometimes when many Yanar gather in a small area, they all use the same tree to “hang” their seedlings in. One such tree was accidentally set on fire once in [[Daenshore]], resulting in the immediate death of 212 unborn seedlings, an event called “the little falling star night”.
*Many people incorrectly believe that bark giants are Yanar, while they are not. Bark giants are often Nenyerina mages creating an unliving object, resembling a living beast.
*Not all Yanar decide on a gender, which usually happens before the age of 15. Some Yanar have been known to go through life simply referred to as “it” or "they."
{{Races}}
{{Accreditation
{{Accreditation
|Writers = MonMarty, Ryciera
|Artists = MonMarty
|Artists = MonMarty
|Processors = Levers, Shayin, Plecy, 0romir, Jared4242
|Writers = MonMarty
|Processors = Okadoka, FireFan96, HydraLana
}}
}}
 
[[category:Heritages]]
[[Category:Races]] [[category:Yanar]] [[category:Florae]]

Latest revision as of 19:42, 29 September 2024

Yanar
Race
PronunciationYah-nar
ClassificationMagus
Common Nicknames
  • Plant-People (derogatory)
  • Forest Child (endearing)
  • Vasilta (Elven)
LanguagesModern Altalar, Nātl, Common
Naming CustomsSee Language section
Racial Traits
DistinctionsPlant-like humanoids with a mysterious past and open future
Maximum Age500 years.
Heightfrom short to tall, depending on Floral Shift.

A syncretic Race that once lived alongside the Elves in the Allorn Empire as one of its many non-Elven minorities, the Yanar are a Race of plant-like humanoids that have been around for about as long as the Elves have, but have since Cataclysm detached their entwined fate from the legacy of the collapsed Elven Empire. Many still foster good relations with the many offshoot Elves, but others have ventured into the wide world in search of new purpose, new allies, and new friends. The Yanar are truly undefined by history, their role in the Allorn Empire was so small that they do not face the same scrutiny as other Elves might, and for many, a Yanar is a unique and rare sight that invited curiosity. Inherently interested in nature, and also intrinsically a part of it, the Yanar go wherever mother nature has spread her roots, intent on preservation and harmony or to live as freely as they please.

Core Concept

The Yanar are roughly split between three distinct population groups that aren't really subraces, rather more like subcultures. The most commonly found in an urban setting are the Ferlon who have spread out in the world whether for curiosity or purpose. The Senlon have remained close at home and to their roots, still finding their way into cities, but living on the peripheries where nature can be felt all around. The Dulon are a rare sight, once unfortunately trapped on the wrong side of the Kathar-Allorn divide, but now having adopted a distinct culture of control over nature rather than subjection to it. Each subculture represents a different aesthetic, but also different reasons for why they might appear in Regalia, with different allies and different friends to make.

History

The exact origins of the Yanar are murky, because they existed in a somewhat uncivilized state by the time the Elves first unified under Talea and formed the very first Allorn Empire. The Allorn Empire subjugated many minority Races (and purged a few as well), though the Yanar had a somewhat unique and privilege position. While most minority Races were demoted to class-less citizens of the magical Elven Empire, the Yanar had the blessings and protections of the Estelley gods. Their intervention, when the Allorn Empire expanded and impeded on the Senlionn Forests (the Yanar homeland, now part of the Allorn Empire), made the Elves respect the Yanar as different from all other Empire minorities, granting them great freedoms and exemption from the military or service and the Elves seeing themselves as their protectors. The Yanar formed communities in and around Estelley Temples as a result, and as the Allorn Empire descended in mania and decadence, history mostly passed the Yanar by who were very politically unengaged, and uninterested in the carnal delights that the Elves had started lusting after. In many ways, because of this non-engagement and disinterest, as well as their community isolation, the Yanar could ethically avoid blame for the Allorn Empire's greater crimes like genocide (against the Dewamenet). The Yanar finally became politically active several centuries before the collapse of the Allorn Empire, as agents of the Goddess Mana, using diplomacy, subterfuge and even violence to try and turn the tide of Void corruption among the Elves. They were far too few to change the tide when they finally did act, making only drops worth of change in an ocean of social decay. The Yanar suffered severely during the Night of the Weeping Stars, when pre-Kathar Elves took axe and torch to the Estelley temples, burning down the Va'sil Trees and proto-Mana Trees, killing many Yanar in the process who desperately tried to defend them. As the Empire collapsed, many Yanar fled the Empire's boundaries for lands beyond, or retreated deeper into the forests, or in the case of the Dulon, were caught behind enemy lines. The Yanar diaspora that fled the continents of the Allorn would end up in places like Ashaven and Regalia, international ports of which rumor was spreading far and wide. The Senlon Yanar who retreated deep into the forests eventually re-emerged, making alliances with the Xotik Maquixtl, preaching for the need of a stronger connection with nature and a detachment from the corruption of urban culture. The Dulon were unfortunate enough at first to become corrupted with Void Essences in the Dread Empire, but later would come to praise this circumstance, becoming fervent supporters of various darker gods and spreading their dominion over nature far and wide. Yanar society unlike that of many other Races is very divided in the modern era, with many Yanar choosing their own destiny away from the memories of the fallen Allorn Empire, while others try to stay true to their origins and rebuild the respect they once held in the eyes of the Estelley faithful.

Yanar Sub-Cultures

Ferlon Yanar

The Ferlon are urban city dwelling Yanar, preferring to live in housing made by other Races, surrounded by literally anyone and everyone, and trying to be friends or allies with as many as possible. Ferlon are most accustomed to the ways of living among other Races, and as such try to appear more like them (including humanoid skin tones), by wearing silk clothing or having jobs as business owners. Ferlon Yanar often come to Regalia to experience the jewel of the world, where anything can be seen, anything can be tried, and any mistake can be made, to have it their way.

Senlon Yanar

The Senlon are nature adoring Yanar, who try to live in or as close to wild unkempt nature as possible, preferring the company of Maquixtl and Estelley faithful. Senlon remain very true to their original roots, appearing more plant and flower like with vibrant dazzling colors and scents. The Senlon live more in tune with nature, taking and using only what they need and giving back by preserving the health of flora. Senlon often come to Regalia to be with their migrant Maquixtl allies, or to help the cause of environment preservation, a burgeoning cause in the capital.

Dulon Yanar

Once caught behind enemy lines, the best way to describe Dulon Yanar is to call them "Void Yanar". The Dulon have abandoned their Estelley worship origins to join the Kathar in their worship of darker faiths. Their ideology dictates that Nature is not a force to be respected and lived under, but one to use their unique skills and command of to control and subjugate. Dulon are inherently antagonistic to Senlon and Ferlon, seeking to usurp power over nature, and aligning with other Evolism and Kathar allies. They seek power in Regalia, often at the expense of other Yanar.

Physical & Mental Characteristics

Many Yanar use their control over the plants and flowers on their body to approximate clothing

Yanar have a very flexible physical appearance, because of their natural ability to Floral-shift, making them effectively shapeshifters though with obvious plant themes. Yanar (and half-Yanar) should always look recognizably plant-like with floral, bark, or other plant matter covering their body parts, hair, etc. Their skin tone can be that of vibrant flowers, however they are also able to mimic the skin-tone of other Races, and even reduce the amount of plants and vines and flowers on their body so they fit in more (or do the exact opposite and become more or less indistinguishable from a walking bark-person). Yanar appearances aren't always grounded in the same appearance, with many of them changing frequently. Yanar can also be encountered in many shapes and sizes, with a body that approximates a muscular form, a slender one, or a very burlesque one. They can be tall or short, have natural eye colors or funky combinations (though efforts should be taken to avoid eye color combinations common in Afflictions or Affinities). Yanar also inherently intersex, and can swap between any gender presentation or identity. Yanar are capable of reproducing with other Races, which always results in Half-Yanar, who have the same general appearance, though have noticeably less plant matter on their body, even less than those full Yanar who try to adapt to Regalian society by toning down the amount of flowers in their hair. Personality wise, Yanar are never grounded in any one particular personality. There are kind, generous, skittish, brave, and cruel Yanar, all products of their environment and a process called Wildbirth. Yanar when either choosing to do so, or undergoing a large deal of stress, can cocoon themselves, after which they are reborn they have a completely different personality better suited for their new situation or the stress they are dealing with. They retain all their memories, Abilities and connections, but may also shapeshift their appearance to look very different (though this does not extend their max age).

Heritage Traits

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.

Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).

Free Packs

Mechanics

  • Yanar can regrow or re-attach lost limbs over the span of 24 hours after they were lost, they cannot become Undead unless an Ordial Entity intervenes.
  • Yanar can become Marken/Urlan, but if so, the fur is replaced with plant-fibers/leaves/roots/flowers.
  • Yanar can manifest a dream realm where anyone who sleeps in their Region/Base/Estate can travel to.
  • Yanar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance.
  • Yanar can even create new plants altogether in their own Region/Base/Estate, complete with fruits and flowers.

Society

Language

The Yanar have their own language called the Silmaan, but this language cannot really be used in Roleplay because it is a near-telepathic communication method that Yanar use with pheromones. It is not capable of transferring simple concepts like "I like this" or "I want that", and is certainly not useful to have whole conversations in, though other Races can pick up these concepts, even if they have never experienced it before. Their language in general lacks a vocabulary or translation, and as such, they often speak the languages of other Races like Elven languages or even Common in Regalia so all other Races can understand them. Yanar names are non-gendered and they often do not have surnames, only taking a spiritual clan-name in case they align with a Maquixtl family:

Example Yanar names: Taethor, Critha, Aphelor, Leitha, Ram, Saegra, Aew, Caph, Merilin, Gwaun, Gail, Erist, Niid, Caan, Iach, Rusta, Hithu, Telia, Millia, Senila, Talia.

Yanar do however have a so-called "Wild-name", but are very picky with who gets to know this name. There is a cultural understanding among the Yanar that handing out a real name grants a person power over them, and there have been some historical cases that imply this is more fact than reality, with Spirits seeking to discover the real name of Yanar and then invading them, secrecy being their only defense. Wild-names are normally created with a combination of Silmaan scents, but they can be roughly translated to three-word compounds:

Example Tanar Wild-names: Resplended Autumn Mother, Verdant Valley Herald, Blessed Orchid Beauty, Eternity Lavender Matron, Greatest Daffodil Knight, Treasured Lilac Trophy.

Religion

By far and large, most Yanar are avid Estelley worshipers (except the Dulon, who often follow Evolism and other faiths the Kathar do), with a particular reverence for Mana in the modern day. That being said, other Gods and Goddesses may equally be worshiped, Estel herself is also considered important, while most other Races who worship Estelley leave Estel largely to the sidelines as the slumbering arch-goddess. Even when Yanar are not faithful, they still have a positive perception of Mana as their modern protector and patron (excepting the Dulon again). Because of the historical relation between Yanar and Mana, as well as the wider Estelley temples, other Elven Races tend to see Yanar as heralds of Mana, or the wider pantheon. They are considered in a higher statue of virtue, though this is largely historical revisionism, as Yanar are more than capable of committing sin, and frequently acting outside of the bounds of what is expected of the faithful. In many ways, this is a furtherance of the general perception among Elves that Yanar are weak, simple-minded, lacking in culture and in need of protection. Only those who have spent a lot of time around Yanar, and the Maquixtl, have a genuine deep respect for them as equals, seeing them less as heralds of the Gods, and more as just fellow faithful.

Families

Yanar are the only Race that find it comfortable to insert themselves into composite families of other Races, meaning, to be adopted when there is no blood relation. The Yanar population globally is not terribly large (not nearly as small as the Dwarven population, but certainly not sizeable). This is largely because of the fact that it is fairly rare for Yanar to copulate with other Yanar, in fact more commonly pairing and marrying into Maquixtl families, or just being adopted by them. Yanar families do exist, but they often model themselves after other Family units, or adopt non-Yanar into their fold to make sure it's not exclusively Yanar. Dulon Yanar are in fact very prized by the Kathar, and every Kathar family aims to have at least one Dulon Yanar present in their midst, because they bring a great deal of utility value in their nature control skills.

World View

  • Yanar are always a bit ambivalent or negative about the return of the Allorn Empire. While they will vocally support their friends who want a return of the Allorn Empire. Once an Empire has fallen, it can fall again for the exact same urban corruption and decay reasons unless those aspects are removed.
  • Yanar in Regalia are usually either very loyal to the Regalian State, believing it to be more stable and generally well put together than the Allorn Empire once was, or apathetic towards it, just being happy to be in a relatively peaceful place with relatively little repression and freedom of religion and movement.
  • Unionism does not acquire much of a hold on Yanar, due to it strongly contradicting Yanar Estelley sensibilities. Yanar Unionists do exist, but are generally ignored or excluded by the wider Estelley Yanar and Elves.
  • Yanar are inherently ultra-progressive people who appreciate the concept of democracy and honesty, until they are not. Yanar generally lean progressive, but Yanar who are more violent or have a wilder temper, may be more inclined to believe autocracy is more effective, especially after the collective trauma over the inability to avert disaster of the Allorn Empire and how a stronger more centralized government like Regalia might have prevented collapse.
  • Yanar are very uncomfortable around Suvial, because everything they are is drenched in the aesthetic of fire, the very thing that Yanar are wildly afraid of. They don’t outwardly hate the Suvial, they just choose to stay clear of them as much as they can.
  • Despite their fear of fire, fire is not a sure-fire way to scare a Yanar into submission mid-combat. Usually, their bravery and dedication to their convictions triumph in the moment.
  • It is commonly believed that Yanar photosynthesize or only eat plants, but both statements are false. Yanar can also be omnivores or outright carnivores, and in fact have a blood circulatory system and similar organs on the inside.
  • A false theory about Yanar souls circulated for over a decade based on incorrectly interpreted data, that claimed that Yanar did not truly possess a soul of their own and were artificial. Recent research has shown this to be wrong.
  • Yanar can never truly starve, as even the most isolated Yanar in the darkest of dungeons can grow small plants and fruitlings and nuts from the cracks between bricks and stones, even without water and sunlight.
  • Though Yanar are very gregarious and open to others usually, Yanar are extremely sensitive to unwanted touch, and consider uninvited bare-skin contact to be a grave insult.
  • Yanar care deeply about the origins of a person, believing them to intricately affect what they are like in the present day. As such, Yanar will often ask “where are your roots?” so as to act where someone is from, to understand who they are now.
  • Yanar (despite jokes and comedy to the contrary) do not consider eating plants or destruction of plant-life as murder or violence. That being said, they would prefer proper treatment of plants and a level of respect for nature that does not involve senseless destruction of flowers and trees.

Trivia

  • The Yanar had a special relation with the Va'sil Trees, though their closeness largely faded over time as they become accustomed to Allorn society. When the Va'sil were still around, Yanar would often socialize around and with Va'sil Trees.
  • Yanar have an unexplained discomfort towards insects. Theories claim that it is because of the habits of insects to skitter and crawl, and Yanar over-sensitive skin to gentle touch.
  • Yanar historically had little connection to Manaseia, the being Mana was once part of. Their worship was instead broadly spread between the different Estelley deities, but the rise of nature in the final decades of the Allorn Empire alongside the Wildering, drove the Yanar to largely focus around Mana.

Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsOkadoka, FireFan96, HydraLana
Last EditorHydraLana on 09/29/2024.

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