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{{ infobox
{{Info Lineage
| bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB;
|name = Isldar
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
|test = Yseldaar (in Altalar)
| datastyle  = text-align: left; font-size: 0.95em;
|test2 = [[File:80px-Grayfsssag1.png]]
| header1    = Ethical usage of Ai/Machine Learning/Algorithm Generated Art Disclaimer
|test3 = '''Motto:''' "Truth Abides no Weakness."
| data2      =
This page makes use of "Ai-Art". MassiveCraft is managed by, played by, and supported by a diverse and varied community of artists. We strive for Human-Art on all pages, though finance/time constraints may require temporary use of Ai-Art for visual themes. MassiveCraft has an "Ethical-Ai-Use" policy, defined as: A. Not claiming Copyright B. No for-profit benefit C. Clearly marking Ai-Art when used D. Long-term replacement with Human-Art. Please support human artists, or refrain from using Ai-Art if you cannot safeguard ethical constraints.
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{{Info races
|image = Isldarpslasho.png
|image = Isldarpslasho.png
|pronunciation = Ysel-dar
|languages = Sulvaley
|classification = [[Nelfin]]
|religion = Varied
|subraces = None
|nicknames =
*Frostlings (derogatory)
*Frozen People (derogatory)
*Frost Horrors (derogatory)
|languages = [[Sulvaley]]
|naming = Fantasy Elven (but not Tolkien Elven)
 
|distinction = Snow Elves who guard the cycle of life and death and the memory of [[Dragons]]
|maxage = 500 years
|height = Tall
|eye = Any shade of purple if Life Isldar, any shade of green if Death Isldar
|hair = Black or White, regardless of which cult they belong to
|skin =
[[File:Skin1.png]]
|}}
|}}
Silent watchers of the frozen mountain peaks, the Isldar are a [[Race]] of Snow-Elves who dwell in the distant continent of [[Ellador]] and guard its endless, icy valleys. With humble origins as a minor religious cult in the [[Allorn Empire]] of old, the struggle of their history drove the Isldar to eventually become their own people and their own nation. Seen as mysterious, reclusive, and barely understood by the outside world, the Isldar are roguish adventurers from one of [[Aloria]]’s few remaining unexplored corners. In recent years their society has been cruelly divided by a religious schism that has boiled into war, and they must contend with the [[Dwarves]], [[Ailor]], and [[Vampire]]s who also live on Ellador for land and power: yet the Isldar of the Cult of Life and Cult of Death alike pray that they will one day win. Though they appear in many of the world’s courts as precious advisors and historians, home and family are always close to an Isldar’s heart, for the roads of all their choices eventually lead back to the glimmering spires of Ellador.
[[File:Eyenhds.png|268px|thumb|right|The fractal ice-like pattern in the pupil of Isldar is the only way to tell them apart from other Elves. This patterning occurs regardless of color, Affliction, or Affinity.]]
 
Dwellers of the high mountains and the wind-still valleys, the Isldar are a heritage of Elves. Once part of the collapsing Allorn Empire, the forerunners of the Isldar named Dregodar fled the heartland of their corrupt homeland to flee the murder of the Dragons. With their Dragon patrons leading them, the Dregodar fled far north, eventually settling in Ellador and creating a watchful state built on secrecy and isolation. War eventually came for them through the Dwarves and Velheim Ailor who the Allorn Elves manipulated to covet the Dregodar cities, which culminated in a string of disastrous wars. Beset by powerful Magical events, the Dregodar became the Isldar, wiping both their opposition and memory of their existence from the world. After a long period of isolation, Isldar society collapsed into a brutal civil war when dark secrets were revealed, only having become more of a cold war in recent times.  
==Core Concept==
[[File:Medinkikf.png|260px|thumb|right|Icy elemental invocations allow the Isldar to become one with the ice that they are so defined and themed by.]]
Isldar are really one culture, but religious warfare between the Cult of Life and Cult of Death that make up their society leads to them being commonly divided into two cultures, or sometimes even two distinct Races. Much of Isldar history was spent under the protection of the Dragon Frisit, who was recently slain by other Dragons and revealed to be an imposter Death-God from another dimension, with her real self having perished long ago. While some Isldar started a rebellion to return to the true ways of the Dragons, becoming the Cult of Life, other Isldar simply accepted things as they were and maintained the status quo, becoming the Cult of Death. These two cultures are explained below.
===History===
This is an abridged version of Isldar history, with a more nuanced, complex explanation on the [[Elven History]] page. Over the course of the Allorn (Elven) Empire’s existence, it imported new ideas from abroad as well as developing its own, creating diversity of opinion and religion in its formerly single-minded population. One of these diversities was [[Draconism]], or the act of showing favor to Dragons, the oldest beings on Aloria. While most civilizations begin with some form of Draconism, they are usually abandoned, because Dragons dislike giving blessings, suggesting that they be worshiped, or even acknowledging that there are people worshiping them. Draconism in the Allorn Empire rallied around the Creation Dragon Aurora, a patron of craftsmen and living things who forged life into the world’s many creatures within her Craters of Creation. The Dragon worshiping Allorn citizens, a secret society called the Cult of Dregodar, soon became enemies of the Allorn Empress’ inner court and the over-powerful clerics of the state religion, [[Estelley]].  
 
A breaking point came when their faith was outlawed around 1000 BC, leading to a long guerilla war and slow retreat of both Aurora and her Cult to the north of the Allorn Empire, from where eventually they would be driven across the ocean to the lush and vast continent of Ellador, where they would meet the locals, the Dwarves. Though they began on good terms, Allorn ambassadors soon followed the fleeing Cult and manipulated the Dwarves into declaring war on them. A hundred-year series of wars followed in which Allorn Archmages and Dwarven mechanical ingenuity together brought the Cult of Dregodar to its knees. Yet, at the final battle beneath the mountain of Udillin’s Foot, Aurora supposedly cast a great spell in revenge, turning the once green Ellador into a frozen wasteland and slaughtering the Allorn and Dwarven armies where they stood, but transforming her Cult into the Race now known as Isldar. Casting the spell changed her, turning her withered and bloated, Undead in appearance. Unbeknownst to the Isldar, she had fallen to her fear and been replaced by a Death-God called the Glacial, one of their number who had gotten lost in the land of the dead and plotted to usurp it from the inside, who had been the true source of the [[Magic]].


Under the Glacial’s protection, but still believing they served Aurora (though called Frisit in her Undead form), the Isldar took advantage of their newfound immunity to the cold to take control of most of Ellador. Mostly ignoring the [[Cataclysm]] which wracked the wider world, the Isldar soon came into conflict with the Vampire state of [[Dorkarth]] which came to exist in the north of Ellador, along with parties of [[Velheim]] Ailor colonists and Dwarves looking to reclaim lost Holds that had been destroyed by the Glacial’s scheme. Brutal ambushers who could melt into the snows and reappear at any moment, the Isldar acquired a fearful reputation, becoming hated by the rest of Ellador’s people and an obstacle to all their efforts. This would continue until very recently, when two powerful Dragons appeared above the Isldar capital and slew Frisit where she stood, revealing the Glacial’s trickery and reviving the true Aurora, who immediately left the Isldar to return to one of her Craters of Creation instead.
==Design==
The Isldar are identical to many of the other Elven heritages. While many of them have snow-white hair, this is by no means a requirement, as many Isldar also have black, brown, blonde, or red hair. The only true way to tell an Isldar apart from all other Elves is that their eyes no matter what their color is, have a pupil texture that appears like reflective shards of ice. Body-modding also occurs among the Isldar, though it tends to be more common in specific Factions. For example, the Evolvers combine their blood with Urlan and Wyvern genes, becoming a form of hybrid (see art on this page for inspiration), while those of the Pilgrims faction accept dragon scales and horns on their body to appear more Draconic. Finally, among the Truebloods, their skin is rarely turned blue or frost-like, with ice formations on their skin and hair to make them look permanently frozen but alive. Isldar are generally secretive, and secluded, with a frozen demeanor that hides a deep and sincere poetic culture. Though, Isldar have traveled all over the world, and it is just as possible for Isldar to have picked up habits from other people.  


Since then, Ellador has been wracked not just by war between the Isldar and their Dorkarthi, Velheim, and Dwarven enemies, but also between the pro-Dragon Life Cult rebellion and the pro-Glacial Death Cult regime. The Velheim and Dwarves, as well as the Regalian Empire, have grudgingly accepted the Cult of Life as the lesser evil (while not entirely forgiving them), and supported them against the stronger Cult of Death. With the two sides locked in a truce behind a complex network of enclaves and exclaves even as they cooperate to keep up the war with Dorkarth together so that Ellador does not fall to the Vampire curse, it remains unclear what the future holds for either side, and doubtful that the Isldar will ever truly reunify.
==Factions==
The Isldar civil war has ground to a halt. While officially there are still frontlines between the Draconism worshiping and the Evolism worshiping Isldar, these boundaries are fluid and are not hard-set. What this means is that Isldar society is rather fluid, since the end of the civil war, various factions that have no clear allegiance are present in both Vixit (Draconism Isldar) and Rexit (Evolism Isldar) societies, causing both societies to be split yet connected. Every Isldar is a member of a Faction, which dictates their life philosophy and role in the civil war. Note, Faction membership is not permanent, Isldar can change their allegiances based on world or personal events around them at any time. Most Factions are in a near-constant state of conflict, though some Factions have sensible agreements, for example, Menders and Frostlanders, and Pilgrims and Evolvers, who have secondary ideologies that agree with one another (conflict avoidance, faith, etc).
===Stalwarts===
[[File:Untitled Artwork-1.png|120px|caption|right]]
The Stalwarts are a faction of Isldar present both among Vixit and Rexit, who prioritize what they consider the real threat for all Isldar: the Vampire Queendom of Dorkarth. The Stalwarts consider themselves above the civil war, want no further conflict between the two sides, and want instead to focus all efforts on combating the Vampires from the west, and other foreign incursions on Isldar soil. They directly oppose anyone who would work with the Afflicted or those who would limit the autonomy of the Isldar. In Regalia, Stalwarts work to send supplies and military expertise to the homeland.
===Truebloods===
[[File:Untitled 222Artwork-8.png|120px|caption|right]]
The Truebloods are a faction of Isldar present both among Vixit and Rexit, who descend from the great Imperial houses of the Allorn Empire and have a long history of leading the Isldar people during their flight from the Allorn Empire. The Truebloods are traditionalists and autocrats, who believe the true enemy is not the Vampires to the west or the conflict among the Isldar, but the Allorn Empire. They remember the Cold March (their flight), and those who find themselves in Regalia agitate the Regalian Empire against the Allorn Empire, trying to turn the game of politics on their former enemy.
===Menders===
[[File:Untitled213 Artwork-6.png|120px|caption|right]]
The Menders are a faction of Isldar present both among Vixit and Rexit, who initially took sides in the civil war, but eventually came to despise it for the destruction of the common history and culture it represented. The Menders primary objective is to create a lasting peace between the Rexit and Vixit, to find ways to reduce the friction between the two Religions and their cultural beliefs, and to repair Isldar society to what it once was after the Cold March. Menders in Regalia often act to expand their diplomatic repertoire, hoping to later turn social credit to the benefit of peace in their homeland.
===Frostlanders===
[[File:Untitl32ed Artwork-7.png|120px|caption|right]]
The Frostlanders are a faction of Isldar present both among Vixit and Rexit, who have rejected any form of conflict and more specifically the civil war on a fundamental level. The Frostlanders have abandoned the secretive mountain holds and dark fortresses to build settlements in collaboration with the Ailor colonists, Dwarven reclaimers, and peaceful Urlan who live on the land. The Frostlanders seek to show a better way than the constant running and fighting, by creating communities of multicultural acceptance and freedom. Those in Regalia have simply come there to express this sentiment in the most multicultural city.
===Shrouded===
[[File:Untitlssed_Artwork-5.png|120px|caption|right]]
The Shrouded are a faction of exclusively Rexit Evolism believers who veer close to being Death Cultists but reject the Death Gods outright. They have an obsession with the concept of death and are often the most beautiful and skilled dealers of it. The Shrouded meddle with Ordial powers, rejecting the authority of the Malefica, but trying to make bargains with the Consigner and Machinist to their benefit. The civil war is a means to an end, and they see a benefit in its resumption to provide them with the souls they need to bargain for power from the Death Gods. In Regalia, the Shrouded feel closest to their ambitions.
===Icebloods===
[[File:Untitled Ar22twork-4.png|120px|caption|right]]
The Icebloods are a faction of exclusively Rexit Evolism believers who flirt with the powers of the Afflicted, and see the Dorkarthi Vampires as potential allies. The Icebloods either are or sympathize with Vampires and consider themselves to be the true inheritors of the crown of Ellador. The Icebloods have a strong power-based ideology where they reject the weak and recruit the strong. They insist the civil war must restart so that they can cleanse the weak both from Vixit and Rexit society, and force the rest to see their ways. In Regalia, the Icebloods seek allies among the Vampires and undermine the other factions.
===Pilgrims===
[[File:Untitled Artwork343-2.png|120px|caption|right]]
The Pilgrims are a faction of exclusively Vixit Draconism believers who hold onto strong principles of piety and virtue in the eyes of Draconism, and preach the original dogma of isolated watching of the world's events without interfering. The Pilgrims established great houses of prayer and traveled the land administering religious services. To them, the civil war is a necessary evil, to cleanse Ellador of the corruption brought by the Rexit and their betrayal of the Dragon Gods, though they often do not do the fighting themselves, instead coming to Regalia to recruit other Draconists of other cultures and societies.
===Evolvers===
[[File:Untitled Artwork-3.png|120px|caption|right]]
The Evolvers are a faction of exclusively Vixit Draconism believers who believe that the flaws of the civil war and Isldar society at large were caused by the inherited Elven heritage. To them, the Isldar are a people out of place and out of time, and the key to adapting to their new environment and world is right there in Draconic wisdom. They use Magic to unlock the secrets of Wyverns and Urlan, becoming Elf-Wyvern-Urlan hybrids of sorts. They favor starting up the civil war as quickly as possible, showcasing their evolved superiority to remove the blemish of the Void Gods from the pristineness of the Dragons's Craters of Creation. Not all Evolvers are genetically modified, some of them are just standard Isldar who just support the movement. Additionally, the appearance of Evolver Faction Isldar is not unique to the faction, Evolvers can have swapped to a different faction, but retained their genetic modifications.  


===Isldar Cultures===
==Heritage Traits==
<table style="width: 100%;"><tr><td style="vertical-align: top; width: 50%;">
[[File:Ragondunhf.png|268px|thumb|right|Evolver Faction Isldar who have undergone genetic change, are hybrids bred for war.]]
{|
[[File:Deathcool.png|268px|thumb|right|Rexit Isldar use body-modding to graft Dark-Metal into their body to give them natural armor.]]
|[[File:Vixitculture.png|170px|thumb|left]]
[[File:Isldorihdhdhft.png|268px|thumb|right|White hair is exceptionally common among the Isldar, regardless of faction or religious lean.]]
|
[[File:4dfffb7dd4f86748bb240b50077065fd.png|268px|thumb|right|It is believed that Rexit have black hair, and Vixit have white hair. This is not true, hair color has no bearing on allegience.]]
<span style="font-size:130%;><center>'''Bene Vixit'''</center></span>
[[File:Eahtisld.png|268px|thumb|right|Isldar who follow Draconism are allowed to use green and black, and Evolist Isldar are allowed to use purple.]]
The Bene Vixit, the Cult of Life, are the Isldar who re-pledged to the old way of Dragon Worship and the teachings of the Dragon Aurora. They emerged mostly from the ranger class of the old Isldar state, the merchants and drifters who moved from city to city, as well as from the guards of the Moon Vault banks at the center of spires and the court scholars. To be Bene Vixit is to embrace Aurora’s teachings of observance, to be the watcher on the wall who records history and every so often reaches a long finger down to nudge it in the right direction. The Bene Vixit are common as international advisors on the Dragons and their schemes, employed in noble courts to explain Dragon-lore to the uninformed and navigate Draconic related issues with minimal loss of life. Seen as stoic and dispassionate, the Bene Vixit are famously hard to read. There is also a Bene Vixit diaspora in the Regalian province of Anglia, where the high priestess of the Dragon Regulus has made her camp and set up spires of her own resembling the ones in Ellador to call home.
[[File:Medinkikf.png|268px|thumb|right|Trueblood Isldar can adopt the "shiva" body-modding to make them appear like frozen people.]]
|}
[[File:Vultalarv.png|268px|thumb|right|Vixit Isldar often body-mod Dragon scales onto their skin, and use blue tattoo colorings.]]
</td><td style="vertical-align: top; width: 50%;">
[[File:A276279cc1745a7e2731d0b56444aa56.png|268px|thumb|right|Meeting an Isldar on patrol while trespassing on their territory, is a guarantee for death.]]
{|
[[File:Benegesseret.png|268px|thumb|right|Isldar despite their reserved nature, can have ostentacious fashion styles.]]
|[[File:Rexitculture.png|170px|thumb|left]]
[[File:Darkpriesti.png|268px|thumb|right|Since the adoption of Evolism and Ravaal, Isldar society is full of powerful Ordial Mages.]]
|
[[File:Auroragoddess.png|268px|thumb|right|Aurora is the original Dragon the Isldar followed as Dregodar, but her relationship with them currently is fraught, as she spends more time tending to her Craters of Creation than guiding them. Still, she still provides them with subtle steering.]]
<span style="font-size:130%;><center>'''Bene Rexit'''</center></span>
[[File:Odella_for_martyravaal.png|268px|thumb|right|The Goddess Ravaal is far more present in the lives of the Rexit Isldar, with Frisit even appearing personally in pivotal moments to command the Isldar on the frontlines against the Vixit and Dorkarthi Vampires alike.]]
The Bene Rexit, the Cult of Death, are the Isldar who accepted reality for what it was and pledged to openly serve the Glacial. They emerged mostly from Frisit’s priesthood, who refused to be re-admitted into Dragon Worship, and the large Isldar soldier rank and file who suffered on the front line. To be Bene Rexit is to embrace the Glacial as one’s true savior in the centuries the Dragons abandoned the Isldar to their fate, to embrace Death Worship while secretly siphoning the power of other Death Gods for the Glacial instead, so that one day she can break free and become the true queen of hell. The Bene Rexit are a passionate and deeply emotional people, sometimes characterized as unstable, who yet retain a veneer of high-class and honor that leads to their employment as advisors on the mysterious death realm, the Beyond. While there are not established Bene Rexit communities, a few of them can be found everywhere, creating Undead in the shadows, binding Spirits to their will, and raging against the light.
In Character Design, [[Proficiency]] allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free [[Magic]] Packs can always be defined as any Alignment.
|}
</center>
</tr></table>
===Physical & Mental Characteristics===
[[File:Isldorihdhdhft.png|260px|thumb|right|Even if Life Isldar are just as closed off as Death Isldar are, they tend to look somewhat more inviting and benevolent.]]
[[File:Vultalarv.png|260px|thumb|right|This Isldar with purple Dragonscale also applied moon-themed war paint before going to battle.]]
Isldar are similar to Teledden (the High Elves). Like all Elves, they are more slender and tall than Humans. Isldar specifically have pale skin and long, pointy ears, longer than those of other Nelfin Races. Death and Life Isldar can have natural black or white hair, though many dye it other colors. The only real way to tell Death and Life Isldar apart is that Life Isldar have purple irises with blue specks in them, while Death Isldar have green irises with blue specks in them. Both kinds may also have blue, green, or black sclera. Visually speaking, Isldar have a range of appearances from Caucasian to Asian, with different regions appearing differently. Isldar are ageless: they look young forever, even into old age, but can choose to look older inside of adult age ranges. The Isldar who used to tend to the Wyvern roosts, called Voltalëy, can have a unique physical appearance where their limbs taper off into violet Dragonscale (if Vixit) or Dragonscale-like black metal plates (if Rexit). Mentally speaking, Isldar are stereotyped as stoic and pensive. Their language and its literary works are full of beautiful metaphors and analogies, but completely lack any kind of comedy or sarcasm, leading to Isldar fresh from Ellador missing every single joke made in their direction. Moreover, Isldar culture does not encourage smiling, meaning that smiling without a reason is usually seen as an insult or a smug invitation to fight, which has resulted in quite a few mistaken cross words. It is possible for Isldar to have children with other Races, resulting in Half-Isldar who have the same Racial Traits.


==Racial Traits==
When designing a Character, [[Proficiency]] Points allow for a limited Ability selection with Point Buy Packs. Racial 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 Race 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 Race. Free Packs never cause a Character to become Occult, nor do they raise Proficiency Points. Note, because this page represents both the Life Isldar and Death Isldar, some differentiation in Racial Traits is necessary. The Life and Death Isldar both share the same Free Packs, but have separate Mechanics.
===Free Packs===
===Free Packs===
* Isldar choose one free [[Radiant_Point_Buy|Radiant]], [[Enchant_Point_Buy|Enchant]], or [[Sinistral_Point_Buy|Sinistral]] Point Buy Pack, Classified as Dragon (Life) or Ordial (Death) Magic.
* Isldar can choose one [[Athletic_Point_Buy| Athletic]] or [[Magic_Point_Buy | Magic]] Pack for free.
* Isldar gain the [[Roguery_Point_Buy#Soft_Landing_Pack| Soft Landing Pack]] for free.
* Isldar can choose one pack from [[Roguery Point Buy]] for free.
===Life Isldar Mechanics===
===Mechanics===
* Life Isldar can perform the Life Song on a recently deceased person of any heritage or culture, ensuring they pass into the afterlife (with OOC consent).
* Isldar are natural-born Arctic survivalists who have spent centuries adapting to the cold of Ellador. Not only are they immune to the harm from frost or cold sources, but they do not suffer loss of vision or orientation during a blizzard or weather conditions. Isldar are not affected by Magical Weather Area Effects. Isldar can sing frost into the water, causing ice crystals to form that do not melt when exposed to heat.  
* Life Isldar can use the [[Songaskia#Sofawaati_Form|Sofawaati Form]] like the Songaskians, but with aesthetics of the moon, starry night sky, dark blue, and ice/crystal.
* Isldar hold power over the passage of life and death. If they are near a person who is about to die, they can either ensure that the soul passes into the afterlife and is not stolen by other entities or prevent it from even detaching from their body, thus turning that person into an [[Undead]] forcibly (keep in mind, doing either has moral weight and is judged by Religions). Additionally, Isldar can see the Soul Rivers, the natural pathways souls take to reach the afterlife, and can tell if a person has died if they know their true name.
* Life Isldar can see the Soul Rivers of Aloria where the dead pass through, and are able to tap into it, to feel random memories, emotions, or feelings from long ago.
* Isldar who follow the Evolist Religion can use a Monster Transformation that turns them into a monster of flesh and bone that counts as a Disguise (but is an Evolism worshiping Isldar). Isldar who do not follow the Evolism Religion can put security incantations and prayers on their homes, making them naturally impervious from being spied upon, or broken into. With the OOC consent of other players, they can also use spy equipment to discover what is happening in their Rental Regions.  
* Life Isldar are immune to harm from frost or cold sources (unless they are Magical), and do not suffer decreased visibility or choking hazard in a blizzard/snow-storm.
* Isldar have natural suppressants in their own mind against interference and meddling from the outside. Even with OOC consent given, Isldar minds have stronger protection against any form of Mind Control. Their emotions are also not readable by those who can read and change emotions, unless they specifically let their mind be entered. Finally, Isldar minds also hold strong protections against the prying of Spirits. While they are not immune to a Spirit's influence, Spirits cannot easily detect their vices and ambitions to seduce them.
* Life Isldar can use Farsight to receive vague visions of things happening and existing in faraway lands. (this may require communication with Event DM's or Tickets).
* Starting Combat in a cold weather environment (with blocks of snow or ice present), Isldar gain +2 Attack Stat (breaking Cap up to 11) for every Attack Emote. This is limited to mountainous regions and Magical Ice Area Effects, but when the snow has blanketed Regalia during winter, this applies to the whole map for a 1-and-a-half-month period between November 15th and January 1st, but the bonus is halved to 1 instead of 2.  
===Death Isldar Mechanics===
===Evolver Traits===
* Death Isldar can perform the Death Song on a recently deceased person of any heritage or culture, forcibly turning them into an Undead (with OOC Consent).
Evolvers Faction Isldar are biologically slightly different from standard Isldar, so much so that they could be considered a sub-group. Being Elf-Wyvern-Urlan hybrids, Evolver Isldar have their own set of Mechanics outlined below. This only applies to Evolver Faction Isldar who have also physically changed, as it is also possible to play an Evolver Isldar who has not yet (or won't) taken on physical body-modding.  
* Death Isldar can Transform into the Bone Horror Shift, a large hulking monster made of bones and rotting flesh, which does not count as a Disguise.  
* Evolver Faction Isldar who have been genetically altered, receive Mechanics 1, and 2 from the Isldar Heritage Mechanics.
* Death Isldar can manifest non-Magic aspects of Dark Metal Frisit Behemoth, such as Dragon-like appearance traits but made of Black Metal and/or Dark Ice.
* Evolver Faction Isldar who have been genetically altered, receive Mechanics 1, 2, and 5 from the [[Urlan]] Heritage Mechanics.
* Death Isldar can steal non-Player Spirits from other Characters, and force them to be servants. They can only be taken back if the Death Isldar is Knocked Down.
* Evolver Faction Isldar who have been genetically altered may exchange their free Roguery Point Buy Pack for a [[Training Point Buy]] Pack.
* Death Isldar can use an infiltration Disguise that changes their appearance to that of a random dead Life Isldar who died in the Isldar Civil War.  
==Society==
===Language===
[[File:Deathcool.png|260px|thumb|right|The Bene Rexit employs some of the most skilled Isldar warriors, this one clad in Summoned black metal armor shaped to still mimic draconic claws and scales.]]
[[File:Isldork.png|260px|thumb|right|Bene Vixit do not have an extravagant dressing style, usually preferring muted or simple tones with little skin showing.]]
The Isldarrin language, Sulvaley, shares a family with other Nelfin languages. It has diverged somewhat over the centuries the Isldar have spent in Ellador since their departure from the Allorn Empire. Sulvaley has Arabic phonetics, with glottal stops and harsh consonants not found in most other Nelfin vocabularies.
 
Example Isldar male coded names: Arfa, Eriannan, Irifa, Ursal, Arqaam, Arslan, Aryaan, Irsaley, Ercaror, Henqaan. Most Isldarrin male names start with vowels, and double As are common.
 
Example Isldar female coded names: Almeya, Cuadhïra, Erthira, Kharaera, Isra. They can also be made by modifying male coded names. For example, Erianna, Ursaela, Arslanna, Irsaleya, Ercantha, Henqaena.
 
Isldar names are not very complicated. In addition to their first name, most have a last name, but some Isldar do not bother. When decades are spent in the field, many soldiers abandon the difficulty of a second word to remember.


===Religion===
==Language and Naming==
It is religious differences which sent the Isldar spiraling into civil war, so it should come as no surprise that individual Isldar can have very different religious interpretations. Bene Vixit Isldar usually follow the Dragon Aurora from Draconism and all related tenets of the religion, including its struggle against the encroachment of Magic and Demons and maintaining the cycle of life in the world. However, with an Isldar ascending to become the high priestess of the Dragon Regulus, there are quite a few Bene Vixit Regulus worshipers as well. Even if they have a specific Dragon patron, the Bene Vixit tend towards respect for all Dragons, but notably favor the more moderate and gentle ones, because Isldar society was full of Mages drawing on the Exist dimension until very recently, and the Vixit prefer to slowly convert them to Dragon Mages rather than kill or exile them like more extreme Dragon Worshipers would suggest they do.
Isldar speak an Elven language called Sulvaley, which descends from the common Elven tongue but has heavily diverged. This is because the Isldar have been influenced over the centuries by Daranet, the incomprehensible tongue of Dragons, which has contributed many loanwords. An Isldar who speaks 'pure' Sulvaley can be roughly understood by other Elven speakers if they are familiar with grammar shifts, but 'common' Sulvaley is so Draconically warped that it becomes impossible. Though they are still Elves, the accent of the Isldar gives them an almost Arabic feeling when they talk in Common.  


The Bene Rexit, meanwhile, worship the Glacial from [[Ordial Cultism]]. This transcends religion to include a form of self worship, since it is common knowledge that the Glacial herself was once a Dregodar Cultist desperate for more power to fight the Allorn armies, and her descendants still walk the world as [[Godborn]]. While the Bene Rexit are favorable to all forms of Ordial Cultism, this comes on the catch that they secretly siphon power from the other Death Cults to feed the Glacial instead in the hopes that she can overthrow the Death realm’s original creator god, the Malefica, and usurp them. A Bene Rexit always worships the Glacial plus a cover Ordial god who they perform acts in false worship of, all in the Glacial’s name.
* '''Example Male Isldar Names:''' Asrel, Henqaan, Nayaal, Novyaan, Anshaar, Ravlan, Marcaror, Sonraal, Narvael, Alrifar.
* '''Example Female Isldar Names:''' Samala, Isavaila, Saaliya, Silyana, Fismeya, Savraela, Veana, Naerassa, Eyfa.
* '''Example Unisex Isldar Names:''' Sil, Aleyras, Asir, Esmeya, Asamey, Manyaar, Qiaan, Feynral, Savaa, Qirnar.  


===Families===
==Religions==
Family is incredibly important to the Isldar, whose broader society is very tribal, strung together by clans. When living in a place as large and inhospitable as Ellador, it is important to have an easy way to judge the value of strangers without spending time on knowing them, which for the Isldar is done through their last name and spire city of origin. Unlike the other Elven peoples, the Isldar frequently have large numbers of children such that every Isldar can name a nigh-infinite list of first and second cousins, and families get large enough to become a force in politics and the military just by association to one another. While there is not a pre-written list of Isldar families nor are players obligated to think about their Characters’ in detail, it is encouraged to work little details into Roleplay such as having one’s Character wrinkle their nose upon hearing another’s last name because they had a bad run-in with their third cousin four years ago, and other things to this effect.  
The vast majority of Isldar are either Draconism worshipers or Evolism worshipers, with a clear split of Vixit and Rexit respectively. The Religion section provides explanations for how any Isldar could worship other Religions, though these two Religions are so core to their history and playstyle, that it is recommended to retain one of these two Religions.
* '''[[Draconism]]:''' Draconism is the original Religion of the Isldar back from when they were Dregodar. The Dregodar accepted the faith of the Dragons when the waning Allorn Empire became rife with corruption, believing that Dracon creationism was the answer to the Empire's woes. Modern Vixit Isldar still hold to Draconism, taking particular patronage of Aurora and more recently Regulus.  
* '''[[Evolism]]:''' Evolism is a relative newcomer for the Isldar, but a natural conclusion after the revelation, that their society had been controlled by the Death Goddess Ravaal since they had become Isldar. In Evolism, the Rexit Isldar take particular patronage of Ravaal and her undead Dragon Frisit, who they in the past mistakenly thought was Aurora.
* '''[[Unionism]]:''' Some Isldar in the Regalian Empire have converted to Unionism, especially after they have abandoned the conflict in Ellador.
* '''[[Fornoss]]:''' Some Isldar both in the homeland and Regalian Empire have converted to Fornoss, due to their alliance and proximity with Velheim Ailor.  
* '''[[Estelley]]:''' Estelley is a strange Religion to follow for Isldar, as it is the faith of their persecutors. Not many do, with no real logic.
* '''[[Khama]]:''' Some Frostlanders have gotten close to Asha who live in Ellador, resulting in a small smidgen of Khama converts.
* '''[[Nilthism]]:''' Nilthists are present in all societies, as the visions come and go, and are received by all heritages.
* '''[[Minor Faiths]]:''' Most Minor faiths are far removed from Isldar, what with the oceans being frozen, and no proximity to the Primevals.


Isldar families and traditional clan bonds were completely ripped apart by the religious schism between the Cult of Life and Cult of Death, with brother turning on sister and mother turning on son. While a few of the most powerful and stable Isldar clans were able to use social pressure to force conformity and make the transition to their new situation, many Isldar are still coping with a new world where you cannot assume anything just by hearing someone's name, and adjusting accordingly. As a result, in Regalia especially, there is usually a lot of hesitation to take a name at face value. There is a silver lining in this that some have pointed out, in that the destruction of over-powerful family ties means freedom for many young Isldar, and the elimination of nepotism caused by the practice of nominating relatives to positions.
==Brief History==
Isldar history started several thousand years ago in the waning Allorn Empire, which was collapsing slowly under its own weight and corruption. Through the influence of the Demons and Dark Gods, Allorn society became seduced by murderous magics and cruel customs. The Dregodar formed a cult around the Dragons, believing their stewardship of the natural world to be the answer to the corruption that plagued the Allorn Empire. They then attempted to either convert the princes or secretly steer the Allorn Empire back to stability through the teachings of Dragons and Dragon Magic. Ultimately, they failed and caught the ire of the same Allorn princes they tried to convert, who declared them interlopers and hunted them down. This is where the Cold March began, and they continued ever northward.  


Isldar traditional upbringing is considered very spartan, with an emphasis on learning how to fight and survive out in the frigid wilderness of Ellador, and few material comforts. With the stoic public attitude that Isldar are taught to have, it is also usually difficult for Isldar children to express when they are having trouble with something or need an explanation, leading to childhood complexes generally going unresolved. All the same, with free choice of marriage and a lax attitude towards same-sex relationships because there are so many Isldar already, the Isldar believe that they have it rather good. Isldar romance is however famously bloody, because Isldar literature and poetry romanticizes sacrifice made in the name of one’s love, so the road to holding down a courtship is usually full of moonlight saber duels and dramatic challenges made during regiment dinners because two people share wishes to have the same partner.
The Dregodar met many people along the way, some who offered them shelter, others who collaborated with the Allorn. Battles ensued that whittled down their numbers, and even Dragons fell over the century or so it took them to flee ever north. Eventually, they found themselves in Ellador, which was sufficiently removed from the Allorn Empire not to draw attention, or so the Dregodar thought. While the Dregodar built their crystal palaces high up in the mountains, Allorn saboteurs influenced the Dwarven underground Empire, and the Velheim Ailor settlers on the coast to covet the lands the Dregodar had settled. They convinced them that the Dregodar were planning to eradicate the Dwarves and Ailor and take all the lands for themselves, despite the Dregodar's best efforts to share the land with the native populations.  


==World View==
This eventually culminated in a series of disastrous wars that led to massive casualties on all sides and ended with the Dregodar inflicting a pyrrhic victory on the Ailor and Dwarves. The Dwarven Empire would soon collapse with the majority of their population being decimated by the Dakkar who rose up from the deep tunnels under their underground cities, weakened from the war with the Dregodar. The Ailor in turn would be pushed to the brink of being expelled from Ellador altogether in the ensuing Vampire Wars after the Cataclysm, also weakened by a century of war with the Dregodar. The Dregodar themselves were affected by powerful Magics when the Dragon Aurora sacrificed herself to end the war, becoming the Undead Dragon Frisit who would continue to lead their people for the next 400 years. The continent of Ellador became frozen over by the Dragon's death and has remained arctic ever since.
[[File:Lookatheaddress.png|260px|thumb|right|Bene Rexit head dresses and clothing is some of the most extravagant and alien designed in the world.]]
[[File:Benegesseret.png|260px|thumb|right|Death Isldar always know what they want and that they can get it, and dress to impress.]]
[[File:Darkpriesti.png|260px|thumb|right|The Bene Rexit has a large number of powerful Ordial Mages at its service.]]
Below is additional cultural information.
* Isldar fashion is pragmatic for Ellador's environment, usually mixing some combination of tighter, simpler underclothes with traditional Elven robes that can be quickly shed if a fight breaks out. While still recognizable as Elven in style, it sits somewhere between the forced ostentatiousness of the Teledden and the total pragmatism of the Maquixtl or Sihndar, striking a middle position that is still finely and richly decorated, but without becoming hard to move around in or a problem in a difficult situation. Isldar have a fondness for silver over gold, relating it to the moon, which is in turn a very common theme in Isldar symbolism (though they still use gold as well). Both types of Isldar also have a fondness for wearing gloves with metal claws attached, a piece of Draconic symbolism that stayed with both.
** Bene Rexit fashion is grim and dark, with black and green colors that play directly into jokes about Dimensional color theory. The Bene Rexit usually do not mind looking evil beyond belief because they also feel that to look evil is to look powerful, with elaborate headdresses and swaying golden jewelry links, dark eyeliner and heeled shoes, all carefully combined to give a gothic and spidery first impression. This is as much considered a form of self-expression, dressing for the self, as it is a way to dress for others, as the Bene Rexit like to impress and stun with their glamor.
** Bene Vixit fashion is similar, but with inclusion of the so-called starlight capes, pieces of translucent dark purple fabric speckled with white dots to resemble the night sky above Ellador, a shimmering and unique form of silk. This fabric is both worn in cloaks and used as translucent paneling between different parts of an outfit where otherwise skin would be shown. The Vixit also have a long tradition of tan, durable ranger clothes in the style of the Keeper Archon who are their scouting arm, and after the style of a certain Isldar Kade, lined with white fur and crossed with belts to hold knives and potions.
** Isldar are skillful tattoo artists, with their long history of religious cultism leading to a love for marking their own bodies to show dedication. Isldar have a unique style of blackout tattoos that cover the entire body in pigment and use the revealed open space that is not tattooed to draw the shapes instead. While both Isldar cults share some things, including moon designs and Ellador's jagged mountains, the Bene Vixit usually use different shades of purple ink with themes of Dragonscale, wyvern wings, and the Occult sigils of the various Dragon Thrones, while the Bene Rexit favor green ink with themes of skulls, bones and the Glacial's most famous relics. Most Isldar at least have a glyph tattooed at the base of their neck, that indicates their Cult and deity of preference.
* Isldar are famous [[Wyvern]] riders, fancied to be among the best in Aloria even among the other Wyvern-riding civilizations. They form lifetime bonds with their mounts, and believe that if they perish that the next Wyvern they acquire is the spiritual reincarnation of the previous, giving them the same name: and going to painstaking lengths to find a new mount that was born on the same day that their previous one died. Bene Vixit wyverns are usually lighter and quicker for long-range travel, while Bene Rexit wyverns are usually heavier and with larger claws for combat and dives against infantry.
* Isldar music centers around large choral arrangements, harps, and the hammered dulcimer (Persian or Iraqi santur), famed for its graceful air and almost angelic quality. Opera houses around Aloria like to use Isldar acts to close out an evening’s shows. The Isldar in general have a very strong relationship with music and believe it relates to poetry, rarely performing one without the other.
* Isldar poetry is considered very profound, often reflecting on life and love, about which the Isldar have a number of famous ballads as well as quatrains referred to as Sulvariyát, after the Sulvaley language which they speak. Important to understand is that despite Isldar culture's surface stoicism, this value was only earned due to the constant suffering and loss during their culture's formative period as the Cult of Dregodar fleeing from Allorn armies and losing almost everything they had. Isldar are very passionate and feel very deeply inside, with their poetry showing this in its romanticization of self-sacrifice and suffering for those one loves. Also important to understand is that Isldar stories do not usually have happy endings, with one side of a love story dying alone, or a large family having all siblings die except the narrator, who ends the story on a wistful note. It is believed that forcing a happy ending undercuts the true purpose of storytelling, because storytelling is a reflection of the beauty of life, a beauty that is found in the bad as well as the good.
* Isldar are stereotyped as fatalistic and wistful people who cope with inevitability very well but have an it cannot be helped, woe is me attitude about it. Isldar are often willing to keep up hopeless struggles just because of a single promise they made years ago, because it is not right to abandon one's purpose even if defeat is certain, and it is better to play one's role and bow out than be forced to suffer the shame of conceding defeat. Since Isldar are so clear in their sense of self-purpose, this has the side benefit of making them very difficult to sway or corrupt, with an often religious dedication to their life beliefs.
* Isldar have sport culture, but their sports always have a military angle to them, or some kind of military usability. For example, javelin throwing and archery competitions are very popular, but only because these skills are applicable on the battlefield as well. The individualistic Isldar also have a disdain for any kind of team sports, only wanting to be represented by themselves.
* Isldar love symposiums, debates, and rules-lawyering competitions. The scholarly class is mostly to blame for this, as well as remnants of their Allorn cultural heritage, but there are few feelings more satisfying to an Isldar than thoroughly proving someone else wrong, especially about something they’re supposed to be an expert on.
* Even though the Isldar have strong family bonds, the civil war between the Bene Vixit and Rexit ripped them apart and put the Isldar clan system under a strain it has never felt before. Siblings have turned on one another and parents no longer talk to children: everyone has lost someone to the other side, and everyone knows someone who has died, making it all just that much more bitter.
* Isldar have a very strong concept of guest right and hospitality. If one is enemies with an Isldar, the safest place to be is at their doorstep begging sanctuary. Isldar also do not poison food or water offered, at least not in their own homes, considering this against their sacred guest right. The most common way guest right is given is by offering a glass of ice water. If an Isldar offers one among five captives a drink, then that one should breathe easy, and the other four should start sweating.
* All Isldar own a dueling saber passed down through their family line, or made for them upon reaching adulthood, and stamped with calligraphy of their name or a fragment of religious text. These swords are ceremonially only intended to be used for duels of honor against other Isldar, for which optional combat rules are included below.
** Roll flat d20s, with the best of three winning, before any emoting is done.
** The winner attacks first, the loser defends for an emote, then the winner attacks again, and the loser goes down.
** This is completely optional, and intended for quick cinematic duels that do not drag on.
* Isldar put an undue amount of focus on their word, and keeping the exact letter of their verbal agreements, no matter how much time has passed. Isldar debtors always pay back their debts as seriously as possible, and Isldar can be trusted not to haggle or cheat, because when you live in a place like Ellador a reputation is everything, not just in the hands of one’s friends but one’s enemies as well. This is one of the ways in which Isldar can be perceived as honorable, even by those who dislike them.
* All Isldar love hunting and wilderness pursuits of all kinds, showcasing their skill at tracking and moving undetected and unsupplied for long periods of time. It is common for Isldar to embark on weeks-long hunts without showing their face in a city, something that they can use to make friends with otherwise distant Urlan or Velheim. While this is hard to do on-server, extended journeys done as Lore Stories or planned events between friends are encouraged.
* Isldar do not see shame in running away from fights, or from retreating and redeploying. As the historical inventors of ambush guerilla warfare with tactics studied worldwide, there is a famous Isldar saying that translates roughly along the lines of "they call us cowards, but they are dead and we are not," alongside the other proverb "only a fool would waste good men for fleeting glory," showing a cynical and patient attitude to warfare. Isldar do not see shame in shooting their enemies in the back and ambushing them, either, as the victor writes the history, and the shame of backstabbing is washed away by victory.
* Isldar are almost all archers, but a small minority of them have begun to reverse engineer donated or seized firearms from the Regalian military. There is a unique Isldar rifle pattern commonly called 'jazalya', with a hooked stock and long range enabling the user to sit on the crags of mountaintops behind rocks and fire down at hapless armies in the valleys below them while remaining completely out of range of anything except artillery. These are usually heavily decorated with silver inlays and the mark of the wielder's Moon Vault of origin. It is however not expected to replace the generations of Isldar master archers, or to obsolete archery.
* Isldar have an unusual artistic practice called Aysur, where they carve abstract statues out of Ellador's unmelting ice and forge jewelry and other charms for them, hanging them on extended limbs or from their necks. It is believed that the Isldar that by lavishing their Aysur with attention and riches rather than wearing them themselves, they are humbling themselves and ensuring that they will receive good fortune in the future by voluntarily surrendering their wealth. Guests soon learn not to trifle with an Isldar's "weird-looking ice mannequins" without earning their anger.
* Isldar holds in Ellador are usually referred to as spire-cities, with many towers clustered around a buried, silvery-metal vault in the center called a Moon Vault that only opens during the phase of the full moon. Moon Vaults hold historical records and Isldar city-states' holds of wealth and loot, as well as artifacts accrued over the years and anything a citizen needs personally held while they are away, with the added function of serving as a panic room in the event of a hold's complete military collapse, and a place to cure Vampires. Most of them have been added to over the centuries, and are considered almost impervious to siege.
* Isldar love hiking and difficult terrain. In Regalia, this means that many Isldar take to parkour, something they invite strangers along on frequently just for the experience. Crookback residents frequently complain about the clatter of Isldar feet on their shoddy roofs at nighttime. Rooftops also make a good spot to sit down privately and talk about personal feelings without a looming crowd, something the privacy-insistent Isldar always appreciate, who would never want a stranger they don't intend on trusting hearing about their problems.
* Isldar, both Vixit and Rexit, like to use the greed of their enemies to lure them to their demise. For the Rexit, this was the mythos around the false invincible metal Skysteel, which they carefully crafted over the decades to lure Ailor travelers from the south to their death searching for it, even creating false artifacts out of the material and then killing their wielders and stealing the false artifacts back to help maintain the myth. Isldar are very aware of the weakness that desire creates in others, and try to avoid succumbing to it themselves by living simply and never wishing for too much more than what they have.
* Isldar cooking usually lacks meat except for game stews from whatever they can hunt in Ellador, since there is no room inside their spire-cities for agriculture. Instead, they live on highly productive fruit gardens enchanted by Aurora or the Glacial's Magic to produce far more yield than any other, knowing a thousand different ways to cook up the various tropical-looking and exotic-sounding crops that they have access to, but basically no experience with worldwide staples like bread, beef, or milk. Dates and blackberries are favorites of the Isldar, as well as a specific type of savory, oversized peach that is dried into strips. Isldar alcohol is also usually fruit-based, different types of brightly flavored liquors drunk in shots and heavily spiced with cinnamon and other flavors, similar to the Wirtem schnapps.
* The Isldar are famed observers, who have built Crystal Spires hidden away in mountains all around the world, even in Regalia, where observation teams work to record the details of history as it passes and make sure that the record is kept properly. More can be read about this on the [[Ellador]] page, which also helpfully explains the geography of their homeland and nearby areas. For the dedicated reader, the [[Dwarf]] page is also useful, to see their point of view on historical events relative to the Isldar's.


After the Cataclysm, most of the world forgot about the Isldar, who were content to be isolated from it and only affect key events that were to their interests. Isldar society was slowly molded into a distrusting and vengeful people that would not tolerate any outsiders, leading to stories of ghosts in the snow that would kill anyone trespassing on their territory. When the Dragons returned, it was revealed that the Dragon Frisit was an Ordial Entity under the control of the Death Goddess Ravaal instead, unmasked by the Dragons. This caused an immediate civil war between those who wanted to return to the dogma of the Dregodar and those who descended into full worship of their now Evolist Goddess Ravaal. The civil war ended recently due to the intervention of the Regalian Empire and the large migration of Urlan into the territory, forcing both Rexit and Vixit into an uneasy truce while they fortified their borders with each other and the Dorkarthi Vampires to the west. Over time, factions formed in both societies, that started creating memberships in both societies, causing their people to re-connect with one another through these memberships.
==Expanded Lore==
Expanded Lore exists to apply more content and deep-lore exploration. This section is optional reading that is not required for a good experience, but if you play a scholar of some kind, it's encouraged to read this information.
===Detailed Evolver Description===
While art exists on this page to explain what Evolvers who use genetic manipulation looks like, this single image cannot wholly capture the full variances. For purposes of clarity, the design will be referred to as Evolver, even though this appearance is not unique to Evolver Faction Isldar, nor applied to all Evolver Faction Isldar, it is just easier when referring to it as a single word. Evolvers appear like Elf-Wyvern-Urlan hybrid, meaning their body has aspects of all three present (but never wings). Evolvers can have scales, or fur, or both. Their head is never quite fully lizard-like or furred animal-like, but somewhere in between more humanoid and beastly with for example an exaggerated nose bridge and mouth with tusks that appear more animalistic. They can have full body fur cover save for the face, parts of it, or just aggressive body hair, or none. They can have tails, digitigrade legs, cloven hooves or dragon-claws, and horns either like antlers or a Dragon's horns. Some of the aesthetics may evoke yeti's or frost trolls, as most Evolvers tend to be on the brawny side. Evolvers have come about through Magical manipulation of the Creation Particles, a very complex and barely understood type of Dragon Magic that genetically adapts a body to different environments. These Evolver Faction Isldar created this genetic mixture by reverse engineering the Symbiosis effects of the Oorl worm, and the Wyvern as an animal. Needless to say, Urlan may not look kindly on the historical experimentation on Oorl worms, even if there is a form of kinship with the Evolvers.
===Clothing===
Isldar fashion is more pragmatic than most Elven styles, made for Ellador's sub-zero environment. It tends to mix a combination of tighter, simpler underclothes with traditional Elven robes that can be quickly shed if a fight breaks out. While the Isldar still wear embroidery and jewelry, they are considered more on the austere side, with muted dulled colors. Isldar inside wear and underclothes tend to be darker and more vivid, while the opposite is true of their cloaks and shrouds, which are overwhelmingly plain, designed with the empty white tundra of Ellador in mind. Moon symbolism is very common with the Isldar because the pale moon was one of the first emblems of the Cult of Dregodar back in the Allorn days, but the Evolists have mostly discarded this and other traditional Elven symbolism for a macabre focus on bone motifs. Dark skeletal mock armor, black metal plates arranged like scales, giant nails and elaborate headdresses: the Evolist fanatics have a head for the ostentatious and sleek, dressing to draw eyes from every room they walk into. Most Isldar, though, have a persistent sort of "ranger" look about them due to their origin as soldiers across many lifetimes. With belts for field equipment and hidden knives, even their upper class, such as it is, looks ready for a week lost in the snow-covered wilderness. There are a few unique Isldar fabrics, such as Starshimmer fabric that looks like a thin translucent dark purple gauze with white star speckles across its surface, that are quite prized and hard to get in Regalia. Additionally, Isldar are skillful tattoo artists: many show religious devotion, while some others are just stylistic. Most Isldar, at least, have Magical glyphs tattooed at the base of their necks in honor of their patron Gods, that are supposed to ward away the eyes of those who would want to harm them.
===Families and Romance===
Family is incredibly important to the Isldar, whose broader society remains somewhat tribal, strung together by clans. When living in a place as large and inhospitable as Ellador, clans become an easy way to establish relations with someone else: with each clan usually having a trade, a social standing, and a vague place of origin, just learning a name can communicate a lot of information. Unlike the other Elven peoples who keep very small and slow to grow families, Isldar often have many siblings, first cousins, and even more second cousins. While there is not a pre-written list of Isldar families or great clans, it is encouraged for players to think about their Characters' and use them for easy backstory ties with one another. While some Isldar families and traditional clan bonds were destroyed by the religious schism, the more powerful or stable clans were mostly able to stick together. A situation where an entire great clan of thousands of people fought on the same side and a situation where a family of four split halfway down the middle are equally possible, depending on the desired story. The Isldar have a very deep but slightly prudish culture around romance. While they are not as conservative as the Lanlath, for example, the usual ideal demands long sheafs of sappy poetry penned in the honor of one's lover. Another common cultural theme is to sacrifice for love: there are many heroes in the Isldar poems and epics, who were forced to lay down their lives for a spouse or forbidden lover, immortalized after death. Needless to say, the Isldar make for very passionate partners under their frigid, emotionless exteriors, if one is able to survive their love for the dramatic and the occasional moonlight saber duel fought with a competitor for a darling's hand.
===Art===
The Isldar are famous for two forms of visual art: calligraphy, and wall carvings. Their intricate and alien etched designs laid into the permafrost of the deepest Hold interiors can spiral up around the viewer for so high and long that they cannot see the end of them from the ground. Isldar wall carvings are usually renditions of the poetic epics to put them into memory, or more relevantly, religious texts. Many of the countryside Isldar built their crystal towers of observation atop old obelisks and hidden chambers of the gospel of Dragons from the Allorn day. Though some have been destroyed, most yet remain. Isldar calligraphy is prized mostly because of their unique flowing script. While still decidedly Elven, other Elves like to use it in artwork from time to time to make text illegible to the common eye or evoke the distant air of snowy Ellador, while non-Elven cultures see beauty in the twisting, looping shapes, much the same. Otherwise, their poetry and choral song are prized for their intensity, especially the romances. Isldar poetry is often very tragic, dreary, and emotionally heavy: they believe that an honest story must include lows as deep as the highs are tall. Even the Isldar Song of Life and Song of Death, the magical cants that pass the dead on or damn them to Undeath, have been described as a love song to a life and a hate song to a death respectively, begging the listener in swirling verse to accept the beauty of the time they have had, or rage against what was taken from them.
===Other Cultural Habits===
* Ordial Magic is not exclusive to Evolism Isldar, and Dragon Magic is not exclusive to Draconism worshipers. Magic Alignment can exist across religions, because Draconism allows the existence of Ordial Magic that is not strictly tied to the Death Gods, and Evolism has no strong anti-Draconist lean.
* There are two important figures in Isldar history from the Cold March. Empress Vinnalea, the Allorn Empress who presided over chasing and attacking them, and Prince Varendracar, her cousin who converted to Draconism and sided with the Dregodar. Vinnalea is routinely cursed and her memory spat on, which causes friction with other Elves who remember her as a glorious, capable ruler, and Varendracar is praised as a noble hero, since he died in battle alongside the Dragon Gaia around halfway through the March in a heavy pitched battle.
* Isldar cannot stand spicy food, but they have the inverse: very, very strong minty substances that can get so strong as to numb the mouths of those without appropriate tolerance. A common Isldar response to being made fun of for not being able to handle a pepper is offering the offender a sprig of Ellador Blizzardmint.
* Isldar have a very strong tea culture. It is a critical element of any and all Isldar hospitality to offer a guest some tea. Some Isldar even barter with tea bricks. Most famous of all is their black tea steeped for a very long time to be incredibly strong, and then muddled with butter from Ellador mountain yaks, so that it has a buttery and warming feeling to it.
* Isldar alcohol is very sweet and fruity, with bright peach and pear and apple notes. They drink it in shots served in engraved steel cups inlaid with silver. Sometimes Isldar alcohol is flavored with the mint mentioned in the previous bullet point, which gives it a chilling kick in the back of the throat.
* Isldar are Wyvern riders, and fancied to be the best in Aloria. Even though they are excellent riders who form lifetime bonds with their mounts, there is an Isldar saying that "only a southlander would fly a wyvern for everyone to see." Just like one can be ambushed on the land, one can also be ambushed in the sky by those who take offense to one's presence.
* Isldar are not just singers. They also have a long tradition of harp and lyre music, and very deep, wistful flutes carved from the reeds that used to grow on the banks of southern Ellador before it froze over. All the same, it is their choirs that remain the most famous both at home and abroad, usually as a medium for their poetic tradition.
* Isldar enjoy accuracy-based sports like rifle, archery, javelin, and dart competitions with the best shot being rewarded. These take precedence over any kind of organized team sports. On the intellectual side, they are also fond of symposiums, debates, and other kinds of verbal sparring. Anything with a duel theme is bound to be popular.
* Isldar have a very strong concept of guest right and hospitality. If one is enemies with an Isldar, the safest place to be is at their doorstep begging sanctuary. The most common way guest right is given is by offering a glass of ice water. If an Isldar offers one among five captives a drink, then that one should breathe easy, and the other four should start sweating.
* Isldar prize their ornamented, inscribed dueling sabers, which are passed down their family line as an object of honor and dignity. These swords are only intended to be ceremonially used for honor duels, and are so richly decorated that they would not long survive the beating that a tour of use on the battlefield would mark on them.
* Isldar camping and woodcutting blades are short, curved forward at the tip (refer to real-life Nepalese khukuri). In a pinch, it can be a useful sidearm.
* Isldar are one of the cultures of Aloria that sometimes uses gunpowder weapons. They have no native gunpowder artillery, or sidearms like pistols, but make very long metal-banded rifles they call 'jazalya,' for sniping into valleys.
* Isldar do not see honor in standing and fighting. They are relentless ambush warriors who attack their enemies unseen, cover them in a hail of javelin fire, dive in with their moon-glaives, and then turn around and escape back onto their Wyverns and leave. The Isldar saying on this goes, "the men who call you cowards will die."
* Isldar love hunting and wilderness pursuits. They are stealthy and silent hunters, the calculated and chilling opposite of the nature-attuned Urlan. If Isldar and Urlan are hunting together, it is doom for their target.
* Isldar also love parkour and roof climbing and running in urban settings. Rooftops also make space to sit privately and talk about personal feelings without a looming crowd, making them an Isldar favorite.
* Isldar are very adept observers and astronomers, especially with their brilliant eyesight. Their Crystal Spire observatories hidden around Aloria also double as places to chart the stars.
* Isldar are fond of moon and lunar symbolism. In the early days, the Dragon Worshipers disguised themselves as worshipers of Leyon by using a slightly different moon, and this stuck.
==Trivia==
==Trivia==
* The Isldar like to play checkers. Not because it is considered mentally challenging, but because the white pieces are a metaphor for the Life Isldar and the black pieces are a metaphor for the Death Isldar: different colors, but the same shape.
* The Isldar are very fond of elaborate board games, and have a good knowledge of different internationally famous ones, especially chess.
* The elaborate acrobatic games of the Isldar, like throwing darts and backflipping, have achieved some renown around the world as evidence of the unrivaled dexterity of these mysterious Snow Elves.
* The elaborate acrobatic games of the Isldar, like throwing darts and backflipping, have achieved some renown around the world as evidence of the unrivaled dexterity of these mysterious Snow Elves.
* The once-beloved tradition of Isldar family reunions has turned into anxiety-inducing nightmare fuel after their religious schism, since no one knows who chose what side and no one wants to tell for fear they'll be the only one.
* Isldar could do to smile a little more, but none of them ever will.
{{Races}}
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[[category:Races]] [[category:Magus Races]]
 
[[Category:Heritages]] [[Category: Magus]]

Latest revision as of 17:24, 27 October 2024

Isldar
Yseldaar (in Altalar)
Motto: "Truth Abides no Weakness."
LanguagesSulvaley
ReligionVaried
The fractal ice-like pattern in the pupil of Isldar is the only way to tell them apart from other Elves. This patterning occurs regardless of color, Affliction, or Affinity.

Dwellers of the high mountains and the wind-still valleys, the Isldar are a heritage of Elves. Once part of the collapsing Allorn Empire, the forerunners of the Isldar named Dregodar fled the heartland of their corrupt homeland to flee the murder of the Dragons. With their Dragon patrons leading them, the Dregodar fled far north, eventually settling in Ellador and creating a watchful state built on secrecy and isolation. War eventually came for them through the Dwarves and Velheim Ailor who the Allorn Elves manipulated to covet the Dregodar cities, which culminated in a string of disastrous wars. Beset by powerful Magical events, the Dregodar became the Isldar, wiping both their opposition and memory of their existence from the world. After a long period of isolation, Isldar society collapsed into a brutal civil war when dark secrets were revealed, only having become more of a cold war in recent times.

Design

The Isldar are identical to many of the other Elven heritages. While many of them have snow-white hair, this is by no means a requirement, as many Isldar also have black, brown, blonde, or red hair. The only true way to tell an Isldar apart from all other Elves is that their eyes no matter what their color is, have a pupil texture that appears like reflective shards of ice. Body-modding also occurs among the Isldar, though it tends to be more common in specific Factions. For example, the Evolvers combine their blood with Urlan and Wyvern genes, becoming a form of hybrid (see art on this page for inspiration), while those of the Pilgrims faction accept dragon scales and horns on their body to appear more Draconic. Finally, among the Truebloods, their skin is rarely turned blue or frost-like, with ice formations on their skin and hair to make them look permanently frozen but alive. Isldar are generally secretive, and secluded, with a frozen demeanor that hides a deep and sincere poetic culture. Though, Isldar have traveled all over the world, and it is just as possible for Isldar to have picked up habits from other people.

Factions

The Isldar civil war has ground to a halt. While officially there are still frontlines between the Draconism worshiping and the Evolism worshiping Isldar, these boundaries are fluid and are not hard-set. What this means is that Isldar society is rather fluid, since the end of the civil war, various factions that have no clear allegiance are present in both Vixit (Draconism Isldar) and Rexit (Evolism Isldar) societies, causing both societies to be split yet connected. Every Isldar is a member of a Faction, which dictates their life philosophy and role in the civil war. Note, Faction membership is not permanent, Isldar can change their allegiances based on world or personal events around them at any time. Most Factions are in a near-constant state of conflict, though some Factions have sensible agreements, for example, Menders and Frostlanders, and Pilgrims and Evolvers, who have secondary ideologies that agree with one another (conflict avoidance, faith, etc).

Stalwarts

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The Stalwarts are a faction of Isldar present both among Vixit and Rexit, who prioritize what they consider the real threat for all Isldar: the Vampire Queendom of Dorkarth. The Stalwarts consider themselves above the civil war, want no further conflict between the two sides, and want instead to focus all efforts on combating the Vampires from the west, and other foreign incursions on Isldar soil. They directly oppose anyone who would work with the Afflicted or those who would limit the autonomy of the Isldar. In Regalia, Stalwarts work to send supplies and military expertise to the homeland.

Truebloods

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The Truebloods are a faction of Isldar present both among Vixit and Rexit, who descend from the great Imperial houses of the Allorn Empire and have a long history of leading the Isldar people during their flight from the Allorn Empire. The Truebloods are traditionalists and autocrats, who believe the true enemy is not the Vampires to the west or the conflict among the Isldar, but the Allorn Empire. They remember the Cold March (their flight), and those who find themselves in Regalia agitate the Regalian Empire against the Allorn Empire, trying to turn the game of politics on their former enemy.

Menders

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The Menders are a faction of Isldar present both among Vixit and Rexit, who initially took sides in the civil war, but eventually came to despise it for the destruction of the common history and culture it represented. The Menders primary objective is to create a lasting peace between the Rexit and Vixit, to find ways to reduce the friction between the two Religions and their cultural beliefs, and to repair Isldar society to what it once was after the Cold March. Menders in Regalia often act to expand their diplomatic repertoire, hoping to later turn social credit to the benefit of peace in their homeland.

Frostlanders

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The Frostlanders are a faction of Isldar present both among Vixit and Rexit, who have rejected any form of conflict and more specifically the civil war on a fundamental level. The Frostlanders have abandoned the secretive mountain holds and dark fortresses to build settlements in collaboration with the Ailor colonists, Dwarven reclaimers, and peaceful Urlan who live on the land. The Frostlanders seek to show a better way than the constant running and fighting, by creating communities of multicultural acceptance and freedom. Those in Regalia have simply come there to express this sentiment in the most multicultural city.

Shrouded

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The Shrouded are a faction of exclusively Rexit Evolism believers who veer close to being Death Cultists but reject the Death Gods outright. They have an obsession with the concept of death and are often the most beautiful and skilled dealers of it. The Shrouded meddle with Ordial powers, rejecting the authority of the Malefica, but trying to make bargains with the Consigner and Machinist to their benefit. The civil war is a means to an end, and they see a benefit in its resumption to provide them with the souls they need to bargain for power from the Death Gods. In Regalia, the Shrouded feel closest to their ambitions.

Icebloods

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The Icebloods are a faction of exclusively Rexit Evolism believers who flirt with the powers of the Afflicted, and see the Dorkarthi Vampires as potential allies. The Icebloods either are or sympathize with Vampires and consider themselves to be the true inheritors of the crown of Ellador. The Icebloods have a strong power-based ideology where they reject the weak and recruit the strong. They insist the civil war must restart so that they can cleanse the weak both from Vixit and Rexit society, and force the rest to see their ways. In Regalia, the Icebloods seek allies among the Vampires and undermine the other factions.

Pilgrims

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The Pilgrims are a faction of exclusively Vixit Draconism believers who hold onto strong principles of piety and virtue in the eyes of Draconism, and preach the original dogma of isolated watching of the world's events without interfering. The Pilgrims established great houses of prayer and traveled the land administering religious services. To them, the civil war is a necessary evil, to cleanse Ellador of the corruption brought by the Rexit and their betrayal of the Dragon Gods, though they often do not do the fighting themselves, instead coming to Regalia to recruit other Draconists of other cultures and societies.

Evolvers

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The Evolvers are a faction of exclusively Vixit Draconism believers who believe that the flaws of the civil war and Isldar society at large were caused by the inherited Elven heritage. To them, the Isldar are a people out of place and out of time, and the key to adapting to their new environment and world is right there in Draconic wisdom. They use Magic to unlock the secrets of Wyverns and Urlan, becoming Elf-Wyvern-Urlan hybrids of sorts. They favor starting up the civil war as quickly as possible, showcasing their evolved superiority to remove the blemish of the Void Gods from the pristineness of the Dragons's Craters of Creation. Not all Evolvers are genetically modified, some of them are just standard Isldar who just support the movement. Additionally, the appearance of Evolver Faction Isldar is not unique to the faction, Evolvers can have swapped to a different faction, but retained their genetic modifications.

Heritage Traits

Evolver Faction Isldar who have undergone genetic change, are hybrids bred for war.
Rexit Isldar use body-modding to graft Dark-Metal into their body to give them natural armor.
White hair is exceptionally common among the Isldar, regardless of faction or religious lean.
It is believed that Rexit have black hair, and Vixit have white hair. This is not true, hair color has no bearing on allegience.
Isldar who follow Draconism are allowed to use green and black, and Evolist Isldar are allowed to use purple.
Trueblood Isldar can adopt the "shiva" body-modding to make them appear like frozen people.
Vixit Isldar often body-mod Dragon scales onto their skin, and use blue tattoo colorings.
Meeting an Isldar on patrol while trespassing on their territory, is a guarantee for death.
Isldar despite their reserved nature, can have ostentacious fashion styles.
Since the adoption of Evolism and Ravaal, Isldar society is full of powerful Ordial Mages.
Aurora is the original Dragon the Isldar followed as Dregodar, but her relationship with them currently is fraught, as she spends more time tending to her Craters of Creation than guiding them. Still, she still provides them with subtle steering.
The Goddess Ravaal is far more present in the lives of the Rexit Isldar, with Frisit even appearing personally in pivotal moments to command the Isldar on the frontlines against the Vixit and Dorkarthi Vampires alike.

In Character Design, Proficiency allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free Magic Packs can always be defined as any Alignment.

Free Packs

Mechanics

  • Isldar are natural-born Arctic survivalists who have spent centuries adapting to the cold of Ellador. Not only are they immune to the harm from frost or cold sources, but they do not suffer loss of vision or orientation during a blizzard or weather conditions. Isldar are not affected by Magical Weather Area Effects. Isldar can sing frost into the water, causing ice crystals to form that do not melt when exposed to heat.
  • Isldar hold power over the passage of life and death. If they are near a person who is about to die, they can either ensure that the soul passes into the afterlife and is not stolen by other entities or prevent it from even detaching from their body, thus turning that person into an Undead forcibly (keep in mind, doing either has moral weight and is judged by Religions). Additionally, Isldar can see the Soul Rivers, the natural pathways souls take to reach the afterlife, and can tell if a person has died if they know their true name.
  • Isldar who follow the Evolist Religion can use a Monster Transformation that turns them into a monster of flesh and bone that counts as a Disguise (but is an Evolism worshiping Isldar). Isldar who do not follow the Evolism Religion can put security incantations and prayers on their homes, making them naturally impervious from being spied upon, or broken into. With the OOC consent of other players, they can also use spy equipment to discover what is happening in their Rental Regions.
  • Isldar have natural suppressants in their own mind against interference and meddling from the outside. Even with OOC consent given, Isldar minds have stronger protection against any form of Mind Control. Their emotions are also not readable by those who can read and change emotions, unless they specifically let their mind be entered. Finally, Isldar minds also hold strong protections against the prying of Spirits. While they are not immune to a Spirit's influence, Spirits cannot easily detect their vices and ambitions to seduce them.
  • Starting Combat in a cold weather environment (with blocks of snow or ice present), Isldar gain +2 Attack Stat (breaking Cap up to 11) for every Attack Emote. This is limited to mountainous regions and Magical Ice Area Effects, but when the snow has blanketed Regalia during winter, this applies to the whole map for a 1-and-a-half-month period between November 15th and January 1st, but the bonus is halved to 1 instead of 2.

Evolver Traits

Evolvers Faction Isldar are biologically slightly different from standard Isldar, so much so that they could be considered a sub-group. Being Elf-Wyvern-Urlan hybrids, Evolver Isldar have their own set of Mechanics outlined below. This only applies to Evolver Faction Isldar who have also physically changed, as it is also possible to play an Evolver Isldar who has not yet (or won't) taken on physical body-modding.

  • Evolver Faction Isldar who have been genetically altered, receive Mechanics 1, and 2 from the Isldar Heritage Mechanics.
  • Evolver Faction Isldar who have been genetically altered, receive Mechanics 1, 2, and 5 from the Urlan Heritage Mechanics.
  • Evolver Faction Isldar who have been genetically altered may exchange their free Roguery Point Buy Pack for a Training Point Buy Pack.

Language and Naming

Isldar speak an Elven language called Sulvaley, which descends from the common Elven tongue but has heavily diverged. This is because the Isldar have been influenced over the centuries by Daranet, the incomprehensible tongue of Dragons, which has contributed many loanwords. An Isldar who speaks 'pure' Sulvaley can be roughly understood by other Elven speakers if they are familiar with grammar shifts, but 'common' Sulvaley is so Draconically warped that it becomes impossible. Though they are still Elves, the accent of the Isldar gives them an almost Arabic feeling when they talk in Common.

  • Example Male Isldar Names: Asrel, Henqaan, Nayaal, Novyaan, Anshaar, Ravlan, Marcaror, Sonraal, Narvael, Alrifar.
  • Example Female Isldar Names: Samala, Isavaila, Saaliya, Silyana, Fismeya, Savraela, Veana, Naerassa, Eyfa.
  • Example Unisex Isldar Names: Sil, Aleyras, Asir, Esmeya, Asamey, Manyaar, Qiaan, Feynral, Savaa, Qirnar.

Religions

The vast majority of Isldar are either Draconism worshipers or Evolism worshipers, with a clear split of Vixit and Rexit respectively. The Religion section provides explanations for how any Isldar could worship other Religions, though these two Religions are so core to their history and playstyle, that it is recommended to retain one of these two Religions.

  • Draconism: Draconism is the original Religion of the Isldar back from when they were Dregodar. The Dregodar accepted the faith of the Dragons when the waning Allorn Empire became rife with corruption, believing that Dracon creationism was the answer to the Empire's woes. Modern Vixit Isldar still hold to Draconism, taking particular patronage of Aurora and more recently Regulus.
  • Evolism: Evolism is a relative newcomer for the Isldar, but a natural conclusion after the revelation, that their society had been controlled by the Death Goddess Ravaal since they had become Isldar. In Evolism, the Rexit Isldar take particular patronage of Ravaal and her undead Dragon Frisit, who they in the past mistakenly thought was Aurora.
  • Unionism: Some Isldar in the Regalian Empire have converted to Unionism, especially after they have abandoned the conflict in Ellador.
  • Fornoss: Some Isldar both in the homeland and Regalian Empire have converted to Fornoss, due to their alliance and proximity with Velheim Ailor.
  • Estelley: Estelley is a strange Religion to follow for Isldar, as it is the faith of their persecutors. Not many do, with no real logic.
  • Khama: Some Frostlanders have gotten close to Asha who live in Ellador, resulting in a small smidgen of Khama converts.
  • Nilthism: Nilthists are present in all societies, as the visions come and go, and are received by all heritages.
  • Minor Faiths: Most Minor faiths are far removed from Isldar, what with the oceans being frozen, and no proximity to the Primevals.

Brief History

Isldar history started several thousand years ago in the waning Allorn Empire, which was collapsing slowly under its own weight and corruption. Through the influence of the Demons and Dark Gods, Allorn society became seduced by murderous magics and cruel customs. The Dregodar formed a cult around the Dragons, believing their stewardship of the natural world to be the answer to the corruption that plagued the Allorn Empire. They then attempted to either convert the princes or secretly steer the Allorn Empire back to stability through the teachings of Dragons and Dragon Magic. Ultimately, they failed and caught the ire of the same Allorn princes they tried to convert, who declared them interlopers and hunted them down. This is where the Cold March began, and they continued ever northward.

The Dregodar met many people along the way, some who offered them shelter, others who collaborated with the Allorn. Battles ensued that whittled down their numbers, and even Dragons fell over the century or so it took them to flee ever north. Eventually, they found themselves in Ellador, which was sufficiently removed from the Allorn Empire not to draw attention, or so the Dregodar thought. While the Dregodar built their crystal palaces high up in the mountains, Allorn saboteurs influenced the Dwarven underground Empire, and the Velheim Ailor settlers on the coast to covet the lands the Dregodar had settled. They convinced them that the Dregodar were planning to eradicate the Dwarves and Ailor and take all the lands for themselves, despite the Dregodar's best efforts to share the land with the native populations.

This eventually culminated in a series of disastrous wars that led to massive casualties on all sides and ended with the Dregodar inflicting a pyrrhic victory on the Ailor and Dwarves. The Dwarven Empire would soon collapse with the majority of their population being decimated by the Dakkar who rose up from the deep tunnels under their underground cities, weakened from the war with the Dregodar. The Ailor in turn would be pushed to the brink of being expelled from Ellador altogether in the ensuing Vampire Wars after the Cataclysm, also weakened by a century of war with the Dregodar. The Dregodar themselves were affected by powerful Magics when the Dragon Aurora sacrificed herself to end the war, becoming the Undead Dragon Frisit who would continue to lead their people for the next 400 years. The continent of Ellador became frozen over by the Dragon's death and has remained arctic ever since.

After the Cataclysm, most of the world forgot about the Isldar, who were content to be isolated from it and only affect key events that were to their interests. Isldar society was slowly molded into a distrusting and vengeful people that would not tolerate any outsiders, leading to stories of ghosts in the snow that would kill anyone trespassing on their territory. When the Dragons returned, it was revealed that the Dragon Frisit was an Ordial Entity under the control of the Death Goddess Ravaal instead, unmasked by the Dragons. This caused an immediate civil war between those who wanted to return to the dogma of the Dregodar and those who descended into full worship of their now Evolist Goddess Ravaal. The civil war ended recently due to the intervention of the Regalian Empire and the large migration of Urlan into the territory, forcing both Rexit and Vixit into an uneasy truce while they fortified their borders with each other and the Dorkarthi Vampires to the west. Over time, factions formed in both societies, that started creating memberships in both societies, causing their people to re-connect with one another through these memberships.

Expanded Lore

Expanded Lore exists to apply more content and deep-lore exploration. This section is optional reading that is not required for a good experience, but if you play a scholar of some kind, it's encouraged to read this information.

Detailed Evolver Description

While art exists on this page to explain what Evolvers who use genetic manipulation looks like, this single image cannot wholly capture the full variances. For purposes of clarity, the design will be referred to as Evolver, even though this appearance is not unique to Evolver Faction Isldar, nor applied to all Evolver Faction Isldar, it is just easier when referring to it as a single word. Evolvers appear like Elf-Wyvern-Urlan hybrid, meaning their body has aspects of all three present (but never wings). Evolvers can have scales, or fur, or both. Their head is never quite fully lizard-like or furred animal-like, but somewhere in between more humanoid and beastly with for example an exaggerated nose bridge and mouth with tusks that appear more animalistic. They can have full body fur cover save for the face, parts of it, or just aggressive body hair, or none. They can have tails, digitigrade legs, cloven hooves or dragon-claws, and horns either like antlers or a Dragon's horns. Some of the aesthetics may evoke yeti's or frost trolls, as most Evolvers tend to be on the brawny side. Evolvers have come about through Magical manipulation of the Creation Particles, a very complex and barely understood type of Dragon Magic that genetically adapts a body to different environments. These Evolver Faction Isldar created this genetic mixture by reverse engineering the Symbiosis effects of the Oorl worm, and the Wyvern as an animal. Needless to say, Urlan may not look kindly on the historical experimentation on Oorl worms, even if there is a form of kinship with the Evolvers.

Clothing

Isldar fashion is more pragmatic than most Elven styles, made for Ellador's sub-zero environment. It tends to mix a combination of tighter, simpler underclothes with traditional Elven robes that can be quickly shed if a fight breaks out. While the Isldar still wear embroidery and jewelry, they are considered more on the austere side, with muted dulled colors. Isldar inside wear and underclothes tend to be darker and more vivid, while the opposite is true of their cloaks and shrouds, which are overwhelmingly plain, designed with the empty white tundra of Ellador in mind. Moon symbolism is very common with the Isldar because the pale moon was one of the first emblems of the Cult of Dregodar back in the Allorn days, but the Evolists have mostly discarded this and other traditional Elven symbolism for a macabre focus on bone motifs. Dark skeletal mock armor, black metal plates arranged like scales, giant nails and elaborate headdresses: the Evolist fanatics have a head for the ostentatious and sleek, dressing to draw eyes from every room they walk into. Most Isldar, though, have a persistent sort of "ranger" look about them due to their origin as soldiers across many lifetimes. With belts for field equipment and hidden knives, even their upper class, such as it is, looks ready for a week lost in the snow-covered wilderness. There are a few unique Isldar fabrics, such as Starshimmer fabric that looks like a thin translucent dark purple gauze with white star speckles across its surface, that are quite prized and hard to get in Regalia. Additionally, Isldar are skillful tattoo artists: many show religious devotion, while some others are just stylistic. Most Isldar, at least, have Magical glyphs tattooed at the base of their necks in honor of their patron Gods, that are supposed to ward away the eyes of those who would want to harm them.

Families and Romance

Family is incredibly important to the Isldar, whose broader society remains somewhat tribal, strung together by clans. When living in a place as large and inhospitable as Ellador, clans become an easy way to establish relations with someone else: with each clan usually having a trade, a social standing, and a vague place of origin, just learning a name can communicate a lot of information. Unlike the other Elven peoples who keep very small and slow to grow families, Isldar often have many siblings, first cousins, and even more second cousins. While there is not a pre-written list of Isldar families or great clans, it is encouraged for players to think about their Characters' and use them for easy backstory ties with one another. While some Isldar families and traditional clan bonds were destroyed by the religious schism, the more powerful or stable clans were mostly able to stick together. A situation where an entire great clan of thousands of people fought on the same side and a situation where a family of four split halfway down the middle are equally possible, depending on the desired story. The Isldar have a very deep but slightly prudish culture around romance. While they are not as conservative as the Lanlath, for example, the usual ideal demands long sheafs of sappy poetry penned in the honor of one's lover. Another common cultural theme is to sacrifice for love: there are many heroes in the Isldar poems and epics, who were forced to lay down their lives for a spouse or forbidden lover, immortalized after death. Needless to say, the Isldar make for very passionate partners under their frigid, emotionless exteriors, if one is able to survive their love for the dramatic and the occasional moonlight saber duel fought with a competitor for a darling's hand.

Art

The Isldar are famous for two forms of visual art: calligraphy, and wall carvings. Their intricate and alien etched designs laid into the permafrost of the deepest Hold interiors can spiral up around the viewer for so high and long that they cannot see the end of them from the ground. Isldar wall carvings are usually renditions of the poetic epics to put them into memory, or more relevantly, religious texts. Many of the countryside Isldar built their crystal towers of observation atop old obelisks and hidden chambers of the gospel of Dragons from the Allorn day. Though some have been destroyed, most yet remain. Isldar calligraphy is prized mostly because of their unique flowing script. While still decidedly Elven, other Elves like to use it in artwork from time to time to make text illegible to the common eye or evoke the distant air of snowy Ellador, while non-Elven cultures see beauty in the twisting, looping shapes, much the same. Otherwise, their poetry and choral song are prized for their intensity, especially the romances. Isldar poetry is often very tragic, dreary, and emotionally heavy: they believe that an honest story must include lows as deep as the highs are tall. Even the Isldar Song of Life and Song of Death, the magical cants that pass the dead on or damn them to Undeath, have been described as a love song to a life and a hate song to a death respectively, begging the listener in swirling verse to accept the beauty of the time they have had, or rage against what was taken from them.

Other Cultural Habits

  • Ordial Magic is not exclusive to Evolism Isldar, and Dragon Magic is not exclusive to Draconism worshipers. Magic Alignment can exist across religions, because Draconism allows the existence of Ordial Magic that is not strictly tied to the Death Gods, and Evolism has no strong anti-Draconist lean.
  • There are two important figures in Isldar history from the Cold March. Empress Vinnalea, the Allorn Empress who presided over chasing and attacking them, and Prince Varendracar, her cousin who converted to Draconism and sided with the Dregodar. Vinnalea is routinely cursed and her memory spat on, which causes friction with other Elves who remember her as a glorious, capable ruler, and Varendracar is praised as a noble hero, since he died in battle alongside the Dragon Gaia around halfway through the March in a heavy pitched battle.
  • Isldar cannot stand spicy food, but they have the inverse: very, very strong minty substances that can get so strong as to numb the mouths of those without appropriate tolerance. A common Isldar response to being made fun of for not being able to handle a pepper is offering the offender a sprig of Ellador Blizzardmint.
  • Isldar have a very strong tea culture. It is a critical element of any and all Isldar hospitality to offer a guest some tea. Some Isldar even barter with tea bricks. Most famous of all is their black tea steeped for a very long time to be incredibly strong, and then muddled with butter from Ellador mountain yaks, so that it has a buttery and warming feeling to it.
  • Isldar alcohol is very sweet and fruity, with bright peach and pear and apple notes. They drink it in shots served in engraved steel cups inlaid with silver. Sometimes Isldar alcohol is flavored with the mint mentioned in the previous bullet point, which gives it a chilling kick in the back of the throat.
  • Isldar are Wyvern riders, and fancied to be the best in Aloria. Even though they are excellent riders who form lifetime bonds with their mounts, there is an Isldar saying that "only a southlander would fly a wyvern for everyone to see." Just like one can be ambushed on the land, one can also be ambushed in the sky by those who take offense to one's presence.
  • Isldar are not just singers. They also have a long tradition of harp and lyre music, and very deep, wistful flutes carved from the reeds that used to grow on the banks of southern Ellador before it froze over. All the same, it is their choirs that remain the most famous both at home and abroad, usually as a medium for their poetic tradition.
  • Isldar enjoy accuracy-based sports like rifle, archery, javelin, and dart competitions with the best shot being rewarded. These take precedence over any kind of organized team sports. On the intellectual side, they are also fond of symposiums, debates, and other kinds of verbal sparring. Anything with a duel theme is bound to be popular.
  • Isldar have a very strong concept of guest right and hospitality. If one is enemies with an Isldar, the safest place to be is at their doorstep begging sanctuary. The most common way guest right is given is by offering a glass of ice water. If an Isldar offers one among five captives a drink, then that one should breathe easy, and the other four should start sweating.
  • Isldar prize their ornamented, inscribed dueling sabers, which are passed down their family line as an object of honor and dignity. These swords are only intended to be ceremonially used for honor duels, and are so richly decorated that they would not long survive the beating that a tour of use on the battlefield would mark on them.
  • Isldar camping and woodcutting blades are short, curved forward at the tip (refer to real-life Nepalese khukuri). In a pinch, it can be a useful sidearm.
  • Isldar are one of the cultures of Aloria that sometimes uses gunpowder weapons. They have no native gunpowder artillery, or sidearms like pistols, but make very long metal-banded rifles they call 'jazalya,' for sniping into valleys.
  • Isldar do not see honor in standing and fighting. They are relentless ambush warriors who attack their enemies unseen, cover them in a hail of javelin fire, dive in with their moon-glaives, and then turn around and escape back onto their Wyverns and leave. The Isldar saying on this goes, "the men who call you cowards will die."
  • Isldar love hunting and wilderness pursuits. They are stealthy and silent hunters, the calculated and chilling opposite of the nature-attuned Urlan. If Isldar and Urlan are hunting together, it is doom for their target.
  • Isldar also love parkour and roof climbing and running in urban settings. Rooftops also make space to sit privately and talk about personal feelings without a looming crowd, making them an Isldar favorite.
  • Isldar are very adept observers and astronomers, especially with their brilliant eyesight. Their Crystal Spire observatories hidden around Aloria also double as places to chart the stars.
  • Isldar are fond of moon and lunar symbolism. In the early days, the Dragon Worshipers disguised themselves as worshipers of Leyon by using a slightly different moon, and this stuck.

Trivia

  • The Isldar are very fond of elaborate board games, and have a good knowledge of different internationally famous ones, especially chess.
  • The elaborate acrobatic games of the Isldar, like throwing darts and backflipping, have achieved some renown around the world as evidence of the unrivaled dexterity of these mysterious Snow Elves.
  • Isldar could do to smile a little more, but none of them ever will.

Accreditation
WritersOkadoka, MonMarty
ArtistsMonMarty
Last EditorFirefan96 on 10/27/2024.

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