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* '''Yanar Buff 3:''' If Ferlon/Senlon Yanar: gain the [[Cleric_Point_Buy#Healing_Pack|Healing Pack]] for free. If Dulun Yanar: gain the [[Curses_Point_Buy#Infection_Pack|Infection Pack]] for free. Both includes Abilities. | * '''Yanar Buff 3:''' If Ferlon/Senlon Yanar: gain the [[Cleric_Point_Buy#Healing_Pack|Healing Pack]] for free. If Dulun Yanar: gain the [[Curses_Point_Buy#Infection_Pack|Infection Pack]] for free. Both includes Abilities. | ||
===Limitations=== | ===Limitations=== | ||
* '''Natureborn:''' Yanar cannot become Undead if they perish, their soul is always guaranteed passage | * '''Natureborn:''' Yanar cannot become Undead if they perish, their soul is always guaranteed passage. If they become [[Marken]], they have plant fibers for fur. | ||
* '''Plantborn:''' Yanar are not explicitly banned from using Artificer or Technician Point buy, but are recommended not to, to avoid contrarian design. | * '''Plantborn:''' Yanar are not explicitly banned from using Artificer or Technician Point buy, but are recommended not to, to avoid contrarian design. | ||
===Mechanics=== | ===Mechanics=== | ||
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* '''Floral-Shift:''' Yanar are effectively shapeshifters. They are able to change any part of their body, even to the degree that it would count as a Disguise. They can mimic other Races, but must always look like plant-like versions of them, with at most similar eye colors and skin tone, but undeniable floral/plant elements present. Floral-Shifting gives a great degree of freedom, allowing a yanar to change their skin to tough bark, or change the type of flowers and fruits in their hair, or arms to vines and so forth. | * '''Floral-Shift:''' Yanar are effectively shapeshifters. They are able to change any part of their body, even to the degree that it would count as a Disguise. They can mimic other Races, but must always look like plant-like versions of them, with at most similar eye colors and skin tone, but undeniable floral/plant elements present. Floral-Shifting gives a great degree of freedom, allowing a yanar to change their skin to tough bark, or change the type of flowers and fruits in their hair, or arms to vines and so forth. | ||
* '''Soulsave:''' Any person that a Yanar kills, either in RP or Progressions, they can duplicate their Soul and turn it into a Hosted, Vested, or Anchored Spirit, while their real soul passes on. This Spirit must have plant-like appearance themes. Additionally, if a Yanar dies, they can choose to become Exist Apparitions of the Anchored Spirit variant (or pass into the afterlife), with full 14 Proficiency Points (but all other Rules apply). Unlike the Kathar exception, Yanar cannot under any circumstance become Undead. | * '''Soulsave:''' Any person that a Yanar kills, either in RP or Progressions, they can duplicate their Soul and turn it into a Hosted, Vested, or Anchored Spirit, while their real soul passes on. This Spirit must have plant-like appearance themes. Additionally, if a Yanar dies, they can choose to become Exist Apparitions of the Anchored Spirit variant (or pass into the afterlife), with full 14 Proficiency Points (but all other Rules apply). Unlike the Kathar exception, Yanar cannot under any circumstance become Undead. | ||
Naturegift: Natural environments like carnivorous plants or toxic flower pollen can never harm Yanar either in Roleplay or in Progressions. Additionally, exclusively in Progressions, Yanar are able to effortlessly traverse temperate (non frozen or volcanic) plant-like environments that would otherwise cause a great deal of difficulty or disease for other Races and are better able to infiltrate closed off locations or areas, so long as there is not an impassable mundane or magical object like a very tall wall or barrier. | * '''Naturegift:''' Natural environments like carnivorous plants or toxic flower pollen can never harm Yanar either in Roleplay or in Progressions. Additionally, exclusively in Progressions, Yanar are able to effortlessly traverse temperate (non frozen or volcanic) plant-like environments that would otherwise cause a great deal of difficulty or disease for other Races and are better able to infiltrate closed off locations or areas, so long as there is not an impassable mundane or magical object like a very tall wall or barrier. | ||
==Culture== | ==Culture== | ||
The Yanar do not really have a culture. Rather than creating societies that are entirely stand-alone, Yanar join other societies to the point that they make up a sizable part of them. Common groups that Yanar join up with are Maquixtl, Teledden, Kathar, [[Solvaan]], [[Sihndar]] and (non-wild) [[Urlan]]. The only Race Yanar often avoid are the [[Suvial]], because of their love of fire and the inherent danger fire poses to Yanar. Most Yanar exist in an ex-Allorn pro-Nelfin environment, with Estellon worshiping groups being the most common, though Void-harmonious Yanar also exist among the Kathar, who the Kathar are not explicitly hostile to, as Yanar provide entertainment that the Kathar enjoy. Yanar also don’t really have fashion of their own, often adopting the styles of other Nelfin Races and making floral additions, or in fact wearing nothing at all. Due to the fact that most Yanar are agender and lack any sort of reproductive organs or other areas that Ailor might wish to be covered up, Yanar’s own bodies can mimic the appearance of clothing through petals and leaves, and as such clothes may be redundant. | The Yanar do not really have a culture. Rather than creating societies that are entirely stand-alone, Yanar join other societies to the point that they make up a sizable part of them. Common groups that Yanar join up with are Maquixtl, Teledden, Kathar, [[Solvaan]], [[Sihndar]] and (non-wild) [[Urlan]]. The only Race Yanar often avoid are the [[Suvial]], because of their love of fire and the inherent danger fire poses to Yanar. Most Yanar exist in an ex-Allorn pro-Nelfin environment, with Estellon worshiping groups being the most common, though Void-harmonious Yanar also exist among the Kathar, who the Kathar are not explicitly hostile to, as Yanar provide entertainment that the Kathar enjoy. Yanar also don’t really have fashion of their own, often adopting the styles of other Nelfin Races and making floral additions, or in fact wearing nothing at all. Due to the fact that most Yanar are agender and lack any sort of reproductive organs or other areas that Ailor might wish to be covered up, Yanar’s own bodies can mimic the appearance of clothing through petals and leaves, and as such clothes may be redundant. |
Revision as of 03:18, 5 April 2023
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Yanar | |
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Race | |
Pronunciation | Yah-nar |
Classification | Magus |
Common Nicknames |
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Languages | Modern Altalar, Saan, Common |
Naming Customs | See Language section |
Racial Traits | |
Distinctions | Plant-like humanoids with a mysterious past and open future |
Maximum Age | 500 years. |
Height | from short to tall, depending on Floral Shift. |
A syncretic Race that once lived alongside the Elves in the Allorn Empire as one of its many non-Elven minorities, the Yanar are a Race of plant-like humanoids that have been around for about as long as the Elves have, but have since Cataclysm detached their entwined fate from the legacy of the collapsed Elven Empire. Many still foster good relations with the many offshoot Elven Races, but others have ventured into the wide world in search of new purpose, new allies, and new friends. The Yanar are truly undefined by history, their role in the Allorn Empire was so small that they do not face the same scrutiny as other Elves might, and for many, a Yanar is a unique and rare sight that invited curiosity. Inherently interested in nature, and also intrinsically a part of it, the Yanar go wherever mother nature has spread her roots, intent on preservation and harmony or to live as freely as they please.
Core Identity
The Yanar are roughly split between three distinct population groups that aren't really subraces, rather more like subcultures. The most commonly found in an urban setting are the Ferlon who have spread out in the world whether for curiosity or purpose. The Senlon have remained close at home and to their roots, still finding their way into cities, but living on the peripheries where nature can be felt all around. The Dulon are a rare sight, once unfortunately trapped on the wrong side of the Kathar-Allorn divide, but now having adopted a distinct culture of control over nature rather than subjection to it. Each subculture represents a different aesthetic, but also different reasons for why they might appear in Regalia, with different allies and different friends to make.
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History
The exact origins of the Yanar are murky, because they existed in a somewhat uncivilized state by the time the Elves first unified under Talea and formed the very first Allorn Empire. The Allorn Empire subjugated many minority races (and purged a few as well), though the Yanar had a somewhat unique and privilege position. While most minority Races were demoted to slaves or class-less citizens of a magical Elven Empire, the Yanar had the blessings and protections of the Estellon Goddess Mana, the Mother Tree. Her intervention when the Allorn Empire expanded and impeded on the Senlionn Forests (the Yanar homeland, now part of the Allorn Empire), made the Elves respect the Yanar as different from all other Empire minorities, granting them great freedoms and exemption from the military or service and the Elves seeing themselves as their protectors. The Yanar formed communities in and around Estellon Temples, and as the Allorn Empire descended in Void Worship mania and decadence, history mostly passed the Yanar by who were very politically unengaged, and uninterested in the carnal delights that the Elves had started lusting after. The Yanar suffered severely during the Night of the Fallen Stars, when pre-Kathar Elves took axe and torch to the Estellon Temples and burned down the Mana Trees, killing many Yanar in the process. As the Empire collapsed, many Yanar fled the Empire's boundaries for lands beyond, or retreated deeper into the forests, or in the case of the Dulon, were caught behind enemy lines. The Yanar diaspora that fled the Daen continent would end up in places like Ashaven and Regalia, international ports of which rumor was spreading far and wide. The Senlon Yanar who retreated deep into the forests eventually re-emerged, making alliances with the Xotik Maquixtl, preaching for the need of a stronger connection with nature and a detachment from the corruption of urban culture. The Dulon were unfortunate enough at first to become corrupted with Void Essences in the Dread Empire, but later would come to praise this circumstance, becoming fervent supporters of Eloblina the Toadmother Goddess of Void Worship, and spreading their dominion over nature far and wide. Yanar society unlike that of many other Races is very divided in the modern era, with many Yanar choosing their own destiny away from the memories of the fallen Allorn Empire, while others try to stay true to their origins and rebuild the respect they once held in the eyes of the Estellon faithful.
Design
Physical & Mental Characteristics
Yanar have a very flexible physical appearance, because of their natural ability to Floral-shift, making them effectively shapeshifters though with obvious plant themes. Yanar (and half-Yanar) should always look recognizably plant-like with floral, bark, or other plant matter covering their body parts, hair, etc. Their skin tone can be that of vibrant flowers, however they are also able to mimic the skin-tone of other Races, and even reduce the amount of plants and vines and flowers on their body so they fit in more (or do the exact opposite and become more or less indistinguishable from a walking bark-person). Yanar appearances aren't always grounded in the same appearance, with many of them changing frequently. Yanar can also be encountered in many shapes and sizes, with a body that approximates a muscular form, a slender one, or a very burlesque one. They can be tall or short, have natural eye colors or funky combinations (though efforts should be taken to avoid eye color combinations common in Afflictions or Affinities). Yanar also inherently intersex, and can swap between any gender presentation or identity. Yanar are capable of reproducing with other Races, which always results in Half-Yanar, who have the same Racial Traits and appearance, though have noticeably less plant matter on their body, even less than those full Yanar who try to adapt to Regalian society by toning down the amount of flowers in their hair. Personality wise, Yanar are never grounded in any one particular personality. There are kind, generous, skittish, brave, and cruel Yanar, all products of their environment and a process called Wildbirth. Yanar when either choosing to do so, or undergoing a large deal of stress, can cocoon themselves, after which they are reborn they have a completely different personality better suited for their new situation or the stress they are dealing with. They retain all their memories, Abilities and connections, but may also shapeshift their appearance to look very different (though this does not extend their max age).
Racial Traits
Racial Traits are a set of Abilities, Free Packs, Limitations, and Mechanics that each Race has access to. Half-Race characters select a dominant parent, thus receiving all Racial Abilities & Talents of that Race only, unless specified otherwise, while also taking dominant physical traits like for example skin tone, hair and fur color, ear shape, etc. If Abilities, Free Packs, Limitations, or Mechanics are not mentioned, it is safe to assume this Race does not have one of those. Abilities are usually Combat-Roleplay based, Free Packs give free Proficiency Packs that fit in a Race's design, Limitations are limits imposed on Character design to stay consistent with lore, while Mechanics change the way a Character is played, or how certain Packs interact in Roleplay.
Abilities
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Limb Recovery | Healing Power | Self | Grants the user Limb Recovery | Yanar Modifier |
Knockdown Immune | Passive Power | Self | Grants the user Knockdown Immune | N/A |
Free Packs
- Yanar Buff 1: Yanar gain the Nature Invocation Pack for free, and should always be "better" at it, than anyone else who has it.
- Yanar Buff 2: Yanar gain the Diplomat Pack for free, including the Ability "Forced Truce", but this does not count as a Charisma investment.
- Yanar Buff 3: If Ferlon/Senlon Yanar: gain the Healing Pack for free. If Dulun Yanar: gain the Infection Pack for free. Both includes Abilities.
Limitations
- Natureborn: Yanar cannot become Undead if they perish, their soul is always guaranteed passage. If they become Marken, they have plant fibers for fur.
- Plantborn: Yanar are not explicitly banned from using Artificer or Technician Point buy, but are recommended not to, to avoid contrarian design.
Mechanics
- Dreamrealm: Yanar have a great deal of control in areas where they have grown their own plants (Rental Regions/Noble Estates/Clandestine Bases). They are able to cause spores to be released, giving them a great deal of control over hallucinations that anyone else in that Region can experience with them, though initiating combat instantly breaks the effect. With OOC consent, these pollen can also affect the memories of the individuals involved, giving Yanar a great deal of control over their visitors (or trespassers).
- Floral-Shift: Yanar are effectively shapeshifters. They are able to change any part of their body, even to the degree that it would count as a Disguise. They can mimic other Races, but must always look like plant-like versions of them, with at most similar eye colors and skin tone, but undeniable floral/plant elements present. Floral-Shifting gives a great degree of freedom, allowing a yanar to change their skin to tough bark, or change the type of flowers and fruits in their hair, or arms to vines and so forth.
- Soulsave: Any person that a Yanar kills, either in RP or Progressions, they can duplicate their Soul and turn it into a Hosted, Vested, or Anchored Spirit, while their real soul passes on. This Spirit must have plant-like appearance themes. Additionally, if a Yanar dies, they can choose to become Exist Apparitions of the Anchored Spirit variant (or pass into the afterlife), with full 14 Proficiency Points (but all other Rules apply). Unlike the Kathar exception, Yanar cannot under any circumstance become Undead.
- Naturegift: Natural environments like carnivorous plants or toxic flower pollen can never harm Yanar either in Roleplay or in Progressions. Additionally, exclusively in Progressions, Yanar are able to effortlessly traverse temperate (non frozen or volcanic) plant-like environments that would otherwise cause a great deal of difficulty or disease for other Races and are better able to infiltrate closed off locations or areas, so long as there is not an impassable mundane or magical object like a very tall wall or barrier.
Culture
The Yanar do not really have a culture. Rather than creating societies that are entirely stand-alone, Yanar join other societies to the point that they make up a sizable part of them. Common groups that Yanar join up with are Maquixtl, Teledden, Kathar, Solvaan, Sihndar and (non-wild) Urlan. The only Race Yanar often avoid are the Suvial, because of their love of fire and the inherent danger fire poses to Yanar. Most Yanar exist in an ex-Allorn pro-Nelfin environment, with Estellon worshiping groups being the most common, though Void-harmonious Yanar also exist among the Kathar, who the Kathar are not explicitly hostile to, as Yanar provide entertainment that the Kathar enjoy. Yanar also don’t really have fashion of their own, often adopting the styles of other Nelfin Races and making floral additions, or in fact wearing nothing at all. Due to the fact that most Yanar are agender and lack any sort of reproductive organs or other areas that Ailor might wish to be covered up, Yanar’s own bodies can mimic the appearance of clothing through petals and leaves, and as such clothes may be redundant.
Language
The Yanar do not have a language of their own. Rather, the majority of them speak Altalar or Saan with the vast majority of them also being fluent in Common. Yanar do have a unique naming style. A Yanar has two different names, their first name which is a permanent name, and their surname or second name which changes every time they Wildbirth, into a name that is descriptive of their personality or purpose in life. Yanar names are generally non-gendered, though additional vowels can be added to make them sound more feminine, or more masculine with more consonants.
A list of example Yanar first names: Taethor, Critha, Aphelor, Leitha, Ram, Naegra, Aew, Caph, Merilin, Gwaun, Gail, Erist, Niid, Caan, Iach, Rusta, Hithu, Telia.
Surnames (or personality names) are usually more related to what they intend to do that life, or a major streak in their personality. A Yanar with a particularly heated personality might for example have the surname Burnweed, while a Yanar with a particularly peaceful personality might have Tranquilflor as a surname. A Yanar who works in metallurgy might have the surname Barkforger, while a Yanar who works in a pub might be called Dewleafbrewer. Whatever the outcome, some type of nature reference or plant name should always be included.
Finally, it is possible for Yanar to adopt so-called clan names. Clan names are similar to family names, though they are rarely if ever used when referring to a person. While family connections matter, Yanar generally don’t want to be identified by clan affiliations, preferring their own surname. Clan names are usually fairly short and have more to do with the rough area where the Yanar are from, for example: Graymountain, Verdanthill, Pinecove, Coralbed, Stonewald, all names that refer to the rough environment the clan calls home.
Religion
By far and large, most Yanar are avid Estellon worshipers, with a particular reverence for Mana, Mother of the Living Soil. That being said, other Gods and Goddesses may equally be worshiped, Estel herself is also considered important, while most other Races leave Estel largely to the sidelines. Even when not faithful, they still have a positive perception of Estel, though none of them can remember why. Due to the habit of Wildbirth, any Yanar who was alive during the days of their first appearance in the Allorn Empire has no memory of these events, so none of them fully understand their role in Estellon or wider history. Still, other Races who worship Estellon consider the Yanar to be messengers and heralds of Estel, as folklore has it that they first appeared when the downfall of the Allorn Empire was all but guaranteed, as the last hope to save the Nelfin. As such, Yanar are often treated as the bearers of warnings and good will, to remind the faithful to stay true to the Gods and not be led astray by vice and corruption.
Families
Yanar organize into clans, with all clans having a single founder, who has sub-divided a number of times to produce several Yanar of varying personalities, occupations, and predispositions. These clans however can also adopt members of different Races, which isn’t the same as a legal contract of adoption, but is more an informal manner of conveying honor and reverence onto a person to accept them as one of their own. Yanar can also be lone wolves, and decide to reject a clan, founding one of their own and severing ties with their previous clan. This isn’t considered a hostile act, after all, Yanar are generally laid back and lack real reason to have conflict unless they specifically go looking for it. There is no such thing as Yanar childhood, as all Yanar are born mentally and physically as adults with a basic understanding of how to do basic things like washing clothes and preparing food. Yanar romance is fairly open to interpretation.
World View
- Yanar are always a bit ambivalent about the return of the Allorn Empire. While they will vocally support their friends who want a return of the Allorn Empire, there always remains that nagging feeling in the back of their minds, that once an Empire has fallen, it can fall again for the exact same reasons.
- Yanar in Regalia are usually either very loyal to the Regalian State, believing it to be more stable and generally well put together than the Allorn Empire once was, or apathetic towards it, just being happy to be in a relatively peaceful place with relatively little repression and freedom of religion and movement.
- Unionism does not acquire much of a hold on Yanar, due to it strongly contradicting Yanar Estellon sensibilities. Yanar Unionists do exist, but are generally ignored or excluded by the wider Estellon Yanar and Nelfin.
- Yanar are inherently ultra-progressive people who appreciate the concept of democracy and honesty, until they are not. Yanar generally lean progressive, but Yanar who are more violent or have a wilder temper, may be more inclined to believe autocracy is more effective, especially after the collective trauma over the inability to avert disaster of the Allorn Empire and how a stronger more centralized government like Regalia might have prevented collapse.
- Yanar are very uncomfortable around Suvial, because everything they are is drenched in the aesthetic of fire, the very thing that Yanar are wildly afraid of. They don’t outwardly hate the Suvial, they just choose to stay clear of them as much as they can.
- Despite their fear of fire, fire is not a sure-fire way to scare a Yanar into submission mid-combat. Usually, their bravery and dedication to their convictions triumph in the moment.
- It is commonly believed that Yanar photosynthesize or only eat plants, but both statements are false. Yanar can also be omnivores or outright carnivores.
- A false theory about Yanar souls circulated for over a decade based on incorrectly interpreted data, that claimed that Yanar did not truly possess a soul of their own and were artificial. Recent research has shown this to be wrong.
- Yanar can never truly starve, as even the most isolated Yanar in the darkest of dungeons can grow small plants and fruitlings and nuts from the cracks between bricks and stones, even without water and sunlight.
- Though Yanar are very gregarious and open to others usually, Yanar are extremely sensitive to unwanted touch, and consider uninvited bare-skin contact to be a grave insult.
- Yanar care deeply about the origins of a person, believing them to intricately affect what they are like in the present day. As such, Yanar will often ask “where are your roots?” so as to act where someone is from, to understand who they are now.
- Yanar (despite jokes and comedy to the contrary) do not consider eating plants or destruction of plant-life as murder or violence. That being said, they would prefer proper treatment of plants and a level of respect for nature that does not involve senseless destruction of flowers and trees.
Trivia
- There have been many wild theories about Yanar being related to the Grul and even some now-extinct Races that existed in the west of the old Allorn Empire, but no records remain to verify truth from fiction.
- The Yanar had a special relation with the Vasil, though Vasil existed for thousands of years before the Yanar first appeared. When the Vasil were still around, Yanar would often graft their pods onto a Vasil tree.
- Yanar have an unexplained discomfort towards insects. Theories claim that it is because of the habits of insects to skitter and crawl, and Yanar over-sensitive skin to gentle touch.
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