Test1: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
No edit summary
(Blanked the page)
Tag: Blanking
 
(37 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Info Lineage
|name = Isldar
|test = Yseldaar (in Altalar)
|test2 = [[File:Grayflag1.png|80px]] [[File:Grayflag3.png|80px]]
|test3 = '''Motto:''' "Truth Abides no Weakness."
|image = Isldarpslasho.png
|state = Life and Death Isldar States
|ruler = Tower Councils
|suzerain = Varied
|languages = [[Altalar]]
|religion = Varied
|first_recorded = 100 BC
|demonym = Isldar
|}}


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 often travelers from their home in 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 with the road to peace impossible to see, the Life and Death Isldar - now bitter enemies - both pray that they will one day triumph. 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.
==Design==
[[File:Medinkikf.png|294px|thumb|right|Priest Isldar used to turn themselves icy pale blue with Magic to show their dedication. The practice has largely died out, but some still do it.]]
The Isldar are patient and prudent Snow Elves, taught from birth to keep their feelings and intentions closely guarded. The Isldar are incredibly religious, with a schism down the middle based on if the Isldar worships Dragons (and is considered a Life Isldar, "Vixit" in their language) or worships the ice Goddess called the Glacial (and is considered a Death Isldar, "Rexit" in their language). They have a deep, sincere, and poetic culture which struggles with any sort of crudeness or sarcasm. The Isldar are just as famous for their beautiful poetry, as for their inability to laugh at jokes or smile. Physically, Isldar can have any body shape, but tend towards sharp, narrow facial features and angular frames, often lacking the broadness more common in Human descent. They tend to be tall, with an average height around six foot. Isldar usually style themselves in a traditional Elven way, with robes and long hair.
* '''Eye Colors:''' Isldar eyes must be purple if Life Isldar, green if Death Isldar, and blue if Neutral Isldar. Their sclera can be either white or black.
* '''Hair Colors:''' Isldar have very desaturated natural hair colors. Any white, black, or gray tone, or a pale tone like platinum or strawberry blonde, occurs naturally.
* '''Appearance:''' Isldar are mostly pale, but sometimes have a northern tan (see real life Inuit or Tibetans for examples). They can have any Caucasian or Asian features.
* '''Patron Traits:''' Life Isldar can have Dragonscale patches on their bodies, and Death Isldar can have black metal Dragonscale-like patches on their bodies.
===Isldar in Regalia===
A century ago, Isldar were so rare that they were frequently confused for the more numerous Elven races. Nowadays, however, the schism and civil war in Ellador has led to a massive departure of Isldar from their homeland. Though there are more in some places than others, there are now enough Isldar abroad that most people have heard of them and their culture, with little pockets scattered around the known world. Here are some concepts for player use:
* The Life and Death Isldar are currently under a truce. Some members of both factions have taken advantage of this to come to Regalia to lobby for the homeland.
* The Life Isldar have a refugee colony in [[Anglia]] under the high priestess of the Dragon Regulus, who frequently sends her people to Regalia.
* The Death Isldar understand that there is no better place to cause death than Regalia, the center of the world. It is an excellent place for their work.
* Isldar are famous musicians, poets and court performers. Irrespective of their side in the war, some of them come to Regalia just to perform.
==Heritage Traits==
Heritage Traits are free Packs and Mechanics. Free Packs never raise Proficiency Points, just giving the Pack, and obey lock-outs (if something would prevent you from buying the normal version of the Pack, you can't have the free Pack, either). A Character born from two parents with different Traits get the free Packs of one parent, but can mix and match from both parents' Mechanics. Isldar get their two general Mechanics, plus three more depending on what subtype of Isldar they are: Life, Death, or Neutral.
===Free Packs===
* Isldar can choose one [[Athletic_Point_Buy| Athletic]] or [[Magic_Point_Buy | Magic]] Pack for free.
* Isldar can choose one pack from [[Roguery Point Buy]] for free.
===Mechanics===
====All Isldar Mechanics====
* 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 can see things from incredibly far away if they focus, able to spot an eagle landing a kilometer away or a coin being flipped across a town. Ask DM for Event use.
====Life Isldar Only 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).
* 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).
* 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.
====Death Isldar Only Mechanics====
* 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).
* 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 KO'd.
* Death Isldar can Transform into the Bone Horror Shift, a hulking monster made of bones and rotting flesh, which counts as a Disguise but is obviously a Death Isldar.
====Neutral Isldar Only Mechanics====
* A Neutral Isldar can choose any three mechanics from the [[Teledden]] or [[Fin'ullen]] they want.
===Life and Death===
The Isldar descend from a cult of Dragon Worshipers, forced to flee from the Elven Empire they lived in for religious heresy. After a Magical event bathed their new homeland of Ellador in frost and killed the armies sent to hunt them down, they settled down in isolation, not knowing that their Dragon patron had been replaced, her body possessed by a great Demon of a Death God. Recently, other Dragons returned and exposed the Death God's scheme, resurrecting the true Dragon and sending Isldar society into a spiral. This pitted the city people (who stayed loyal to the Death God who had saved them, even if they had lied) against the rural tower people (who took up the cause of Dragons again and started a rebellion), creating the division between Death and Life Isldar. The Life Isldar would have lost and been driven off or killed if not for the Regalian Empire's intervention, which was enough to bring the two sides to a truce and allow them to focus on fighting off the dark Vampire kingdom of Dorkarth, which borders both of them.
At the moment of the Death God's exposure, every Isldar was forced to choose between staying loyal to the Death God, the Glacial, or returning to Dragons. A Death Isldar cannot change into a Life Isldar and vice versa, unless they kneel before the patron God of the opposing side (the Glacial or any Dragon, respectively), and admit that they were wrong (spend a God-summoning token for an offscreen conversion). However, if any Isldar converts away from their patron religion or declares that they will have no part in the war, they become a Neutral Isldar instead, and re-gain some of the biology of their Elven ancestors before they became Isldar. A Neutral Isldar cannot go back to either side. It is considered treason for a Life Isldar to associate with a Death Isldar, or a Death Isldar to associate with a Life Isldar, even though they are under a state of truce. Neutral Isldar can be received by both sides, but are sneered down on for supposed cowardice by fanatics, or those who have lost a lot in the war.
Though they share a culture page, Life and Death Isldar are bitter enemies with very different beliefs. The sections below will make it clear what lore refers to what group.
==Language and Naming==
The Isldar speak the Elven common language [[Altalar]], but have an incredibly strong dialect called Sulvaley. Sort of like a midpoint between Altalar and the Suvial language Agasi, it has much harsher sounds and different word choice in places that makes it very difficult for most other Elves to understand. Altalar borrows some sounds from real-world Spanish, but the strong accent of the Isldar gives them an almost Arabic feeling when they talk.
* '''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.
Like other Elves, Isldar usually have quite a few names. First, middle, last, and sometimes their more important parent's name prefixed by "ul-" to show who they are descended from. Clan names are important to the Isldar, as different Isldar houses were always famous for different crafts and skills. Now that their society has been divided by a civil war, some Clans have been destroyed by the division, but the stable and large ones have stayed together and chosen their path almost unanimously. An Isldar named Novyaan A'sil Lorqaar, the son of Anshaar and from a clan called Meyraal, would be called Novyaan A'sil Lorqaar ul-Anshaar Meyraal. Ticket in the Roleplay Discord if you would like help with naming.
==Brief History==
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. 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. It originated when an innocent archaeological society began to dig up Dragon ruins scattered around the Allorn Empire, learning that Elves had worshiped Dragons before the Empire's creation and the arrival of new prophets. Converting one by one, the society soon became the Dragon-worshiping so-called Cult of Dregodar, earning the enmity of the Allorn Empress’ inner court and the over-powerful clerics of the state religion, [[Estelley]].
Persuaded by manipulative advisors and secret Cultists of yet other religions who hated Dragons, an Allorn Empress outlawed the Cult and Dragon Worship around 1000 BC. This ignited a large-scale Dragon worshiper uprising across the Empire. It might have been kept to a local rebellion had the Dregodar not chosen to both aid the [[Eronidas]], Dragon-worshiping Orcs who had invaded the Allorn Empire in its north-west, and rapidly free and then arm all of the [[Asha]] slaves they had formerly kept to join their side in the war. These escalations eventually led to the Allorn army being mobilized against the Dregodar, beginning a hopeless war they could not survive. Though the Eronidas won and kept their state, in the end the Dregodar lost and were forced to cross the water to another continent with Aurora in tow, while any Dragon worshipers left in the Allorn Empire had to go into hiding and the Asha they had armed disappeared into the Asha resistance.
They arrived in 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 possessed by a a great Demon of the Death-God called the Glacial.
Still believing they served Aurora (now visibly turned Undead, and renamed to Frisit), 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.
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 decided to forgive and side with the Cult of Life, shipping [[Urlan]] shock troopers to Ellador to help them fight off the Death Cult. This worked well enough that the Death Cult was forced to accept a truce with the Life Cult, and turn to fight Dorkarth together for the time being. Both of them would like to re-ignite the war, but cannot do it so long as Dorkarth poses a mortal threat.
==Conflicts & Alliances==
A lot of MassiveCraft's lore is constructed around religious, historical, or societal grievances. This section sets out conflict and alliance points for the Isldar.
* '''Allorn Elves:''' Most Isldar hate Allorn Elves, considering their Empire a debauched evil state that hunted them and put them through an immense amount of suffering. Confusing an Isldar for a Teledden will start a fight.
* '''Asha:''' The Dregodar freed and armed an immense number of Asha slaves, not because they necessarily wanted to, but because they had to. The Isldar do not practice slavery: but individual Asha can decide how they feel about them.
* '''Eronidas:''' The Life Isldar remember how much the Dregodar did for the Eronidas, but the Eronidas do not remember or care at all. The Life Isldar have a positive disposition to them, yet any historical mentions wash off.
* '''Lanlath, Sihndar:''' These two groups speak well on behalf of the Life Isldar, who try to do them favors in return. This makes them enemies of the Death Isldar, who do the reverse and try to sabotage them when they can.
* '''Velheim, Dwarves:''' Isldar have a long history of warring with the Velheim Ailor, who usually do not trust them at all. However, there are cases of Isldar converting to Fornoss and integrating into Northern society.
* '''Vampires:''' Most Isldar hate Vampires very strongly, since they are locked in constant war with the Vampire state of Dorkarth in western Ellador with flying castles and nightmarish legions beyond imagination.
* '''Dragon Worshipers:''' As scribes and observers forced to descend into the world, Life Isldar are an elusive but essential presence in Dragon Worshiper circles, which their Deathly counterparts combat and seek to destroy.
* '''Each Other:''' The main conflict focus of the Isldar is the Life and Death civil war with each other. They are at once the same people, and one another's most bitter enemies in every meaningful way.
Life Isldar have listed allies and Death Isldar have listed enemies, but the advantage of the Death Isldar is their flexibility. Even though their religion is murderous and considered amoral by a large number of Regalians, they are commonly found shaking hands under the table with anyone unscrupulous enough to accept the benefit of their power, in exchange for death that will always be caused. Though they have many theoretical allies, contrarily, Life Isldar may sometimes get bogged down trying to please them or persuade them to think of Ellador, when they have so many other needs of their own.
==Religions==
* '''[[Draconism]]''': All Life Isldar by default must worship Draconism to be considered Life Isldar. They usually favor Aurora, but are found in every Dragon circle: Regulus and Caius both have important Isldar servants.
* '''[[Evolism]]''': All Death Isldar by default must worship the Glacial, part of the broader Evolist pantheon, to be considered Death Isldar. They prioritize her over the others, but still give favors where they can.
* '''[[Fornoss]]''': Some Isldar, both Life and Death, turn to Neutral Isldar by converting to Fornoss and living with the Velheim or Dwarves. There are not that many, but the number is not unnotable, especially in Hedryll.
* '''[[Baskarr]], [[Estelley]], [[Unionism]]''': There are few Isldar who worship any of these religions, because Baskarr is a homogeneous Asha ethno-religion, Estelley is the religion of the Allorn oppressors that they suffered for converting away from, and Unionism is simply very foreign, far away, and very alien to the Isldar historical narrative. Some Isldar convert away to these religions and become Neutral, but need strong justification.
Until Evolism is updated to include the Glacial, a basic version of Glacial dogma will be included here. The Glacial is an Isldar Archmage who lived during the war against the Allorn Empire, though it isn't specified when. In desperation to save her people, she delved into forbidden tomes of Magic and accidentally trapped herself within the Death Realm, gaining enough power and Ordial Magic over time until she could reach into the world of the living through Avatars and Spirits as a Death God, though it isn't clear how. The Death Isldar understand that when they ritualistically kill in the name of the Glacial, the souls are sent on to her power in the Death Realm. They believe that if she amasses enough power, she will destroy the Malefica who traditionally rules there, usurp the Dimension, and burst into Aloria to create an Undying Paradise and Empire for the Death Isldar where they languish in her love without suffering, interference, or interruption, from anyone who would seek to attack them, ever again. It is a very Undead- and Spirit- happy religion that encourages the mass use of both of these things as bound legions to wage wars for the Death Isldar, and cultivates powerful and corrupt Ordial Mages as its priesthood. Since its dogma effectively demands that people be murdered to increase the power of its God, most people are not happy to see a Glacial worshiper, but the Death Isldar like to say that "there was always going to be a death, only, it does not have to be you."
==Isldar Civil War==
The Isldar Civil War is so immensely important that it deserves its own section. Before the Civil War, the Isldar were ruled by an entity that called itself Frisit, the Undead Frost Dragon. Frisit was really a Demon of the Death God called the Glacial in a Dragon's body, but was pretending very carefully to be a genuine Dragon, and so operated for the most part within the bounds of Dragon Worship. Other than being oddly Death-obsessed and fighting in the wars across Ellador, the Isldar did not have an unusual society for Dragon Worshipers. Magic was relatively rare but still present and un-persecuted since Aurora lacked other Dragons' zeal for their war against Magic, with just a few Dragon-empowered Archon born from older lineages that dated back to Aurora's actual lifetime scattered through the towers in the countryside. Although the Death Isldar in the modern day are fierce necromancers and Death Magic spellcasters who fight with legions of the damned, this is an incredibly modern change that only happened once the Glacial was clearly revealed. Even though they are zealous enemies of Dragons and Dragon Worship, the Death Isldar were basically raised Dragon Worshipers of Frisit until the schism, with their expression of belief only changing as the visible nature of their Goddess did. That the Glacial's deceit could not be discovered for so long was not due to the absence of other Dragons, or supposed naive behavior on the part of the Isldar, but because the Demon Frisit was very, very good at pretending to be a Dragon, and did nothing to betray that belief until she was exposed.
Almost all Death Isldar come from the gigantic Isldar moon spire metropole cities built atop the mountains, and almost all Life Isldar come from the rural towers and shacks scattered out in the middle of nowhere. The Isldar Civil War has as much of an economic motivation as a religious one, although the Isldar consider any suggestion to that effect a crude form of insult, and would gladly start a fight over it. The fact is, however, that the more powerful Isldar clans in the cities had a lot of political power because of their closeness to the priesthood of Frisit. Joining the Life Isldar rebellion would have meant giving that all up to live in caves and fight on the run against overwhelming force, on behalf of Dragons they had never met, dying for a cause they were not even sure if they believed in anymore. As such, a sizeable majority of the Isldar population (70-30) belongs to the Death Isldar, even if the Regalian popular imagination would depict it the other way around. The Life Isldar, meanwhile, number so strongly from the rural towers and empty provinces because these lineages were settled well before the Battle at Udillin's Foot and the end of the War, having been so socially isolated that the entire transformation of Aurora into Frisit went completely over their heads, and their oral and written custom preserved direct proper Dragon Worship as held before without interference.
If the Life Isldar were to win, it would be their goal to achieve the old ideal from when the Isldar first set out to Ellador. The mountaintops to the Isldar, the mountain depths to the Dwarves, and the valleys to be split between the Urlan and Ailor humans depending on historical custom. If the Death Isldar were to win, they would likely turn any remaining non-Isldar prisoners into Shades or Undead and kill, convert, or expel the Life Isldar, then ruling Ellador as an Empire in the Glacial's image until the day of her prophesied return to greet her worshipers in the world of the living. The Death Isldar like to say that the Life Isldar are complacent cowards who are destroying their own nation with treachery for the sake of Gods who do not care about them and never will, and the Life Isldar like to say that the Death Isldar are mindless agents of a cruel, murderous Death Beast who would drown the world for the sake of their own petty selfishness. Even though the Death Isldar are discriminated in Regalia and the Life Isldar are not, both sides have a point to be made. The Glacial did protect and empower the Isldar for centuries, at the same time as she is a Death God, and her followers are murderers.
==Culture==
===Families and Romance===
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.
Some 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 the more powerful and stable or just ideologically convicted 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.
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.
===Clothing===
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.
===Art===
Lanlath art has been described as the crossing point between dreamy and vivid, bright colors that nevertheless seem to meld together into a slumbering haze. Most of their cultural works are produced with the brush: calligraphy, poetry, paintings, frescoes, and other paint or ink-reliant mediums as opposed to the statues, etchings, or cast bronze favored by others. The Lanlath school holds that art is intended to permanently capture the emotions of a particular moment for later consumption by others. The character of that moment is irrelevant, whether glorious or tragic, blessed or not, as long as it is something that another could benefit from understand. Many of the Lanlath Archmages are known to have taken this concept one step further, favoring paintings as the anchors for their portals that literally draw one into another realm if understood correctly. Considerable artistry is poured into Lanlath metalwork as well, predominantly the fabled material Nightsilver and all the arms and armor produced thereof, purplish like the midnight sky and shimmering like speckled stars. Equal to the creations of the Eronidas and the Dwarves, Lanlath craft carries a timeless grace that seldom dulls with age or fades with overuse. They make for storied finecrafters and jewelers as well, working shimmering thread and thin chains into complex paired ensembles that tell a story together. As for their poetry, one should not accept an invitation to a Lanlath reading ceremony without expecting to set aside at least eight hours. It is considered a contender with the Isldar style for the finest of Elven production, with the Isldar having a larger output of short poetry and the Lanlath of verbose lays and sagas that span decades of heroics.
===Cuisine===
The Lanlath are predominantly vegetarian, brought on by the fact that their home realm of Lathan does not contain native wildlife save for the Lathan Dove, which they do not hunt. While there are many imported animals of various species, many Lanlath choose to remain vegetarian in Aloria proper, both out of habit and out of a Mana worship-motivated desire not to hurt animals unnecessarily. The Lanlath diet could be further described as sweet, tangy, and floral, with an unusual mixture of fantasy ingredients from different fruits and thick-petaled starchy blossoms that can be ground into meal and baked. Lacking the climate in Lathan to grow anything resembling sugar, they rely on honey or various extracts for sweetener. While usually spiceless, Lanlath cooking is not considered tasteless like the Northern Ailor diet of meat, potatoes, and cabbage, solely due to the creative ways they have devised to use the large range of fruit that grows in their realm. Tea is also considered a Lanlath staple, mostly black tea as opposed to the Sihai green, with different kinds of vanilla root flavors held in tradition: some sweetened, or muddled with bark. Since most Lanlath recipes produce nothing even slightly resembling muscle in those who keep to it, the soldiering and Knightly classes have devised an eclectic combination of gluten-based protein (seitan/mianjin), lentils, oats, and almonds ground into meal to use across a variety of dishes as a means of substitution. A common Lanlath joke goes that the conscription office is an oatmeal cookery that happens to be accidentally staffed by bureaucrats.
===Architecture===
Lanlath architecture is considered the pinnacle of elegance without the ostentatiousness of Allorn designs in Daen, eschewing thousands of clumped towers for more attention paid to each one. Since Lathan has never had to face a proper invasion, its glittering citadels lack any boundaries beyond nominal aesthetic walls, sprawling out through the valleys and over the rivers as a seeming part of the landscape itself. Silverspun bridges cross between the upper levels of Lanlath buildings, grand walkways that join the tallest towers, dominating the horizon. Due to the sheer continuity of Lanlath households, it is common for places of living to pass down descendant lines uninterrupted for thousands of years, with multiple generations living in different parts of the same home. It would be impossible for most Lanlath architecture to exist outside of Lathan, purely because of how it is intentionally designed to compliment the ringing mountains that frequently surround their cities. Still, there have been attempts to create Lanlath Quarters in some of the major trade centers of Aloria, keeping to the white marbled material and serene appearance but working around the lack of traditional surrounding aesthetics by obscuring the outer world from view within inner layered gardens.
==Recommended Playstyle==
The Recommended Playstyle section explains some easy-to-enter niches that these people of Aloria function well in, or that fulfill their thematic niche. This is by no means an exhaustive list, and Players are encouraged to experiment, but this list should provide either inspiration or a great starting point from which to customize a character further. These Character Designs are guaranteed to provide lots of lore to work off of, and give players groups to interact with from the start.
* '''True Mages''' are common among the arcanely inclined Lanlath, leading to a good character design with investment in [[Magic Point Buy]].
* '''Lanlath Archers''' are held in high acclaim across the Alorian realms, leading to a good character design with investment in [[Ranger Point Buy]] or [[Deadeye Point Buy]].
* '''Lanlath Nobles''' practice their skill with the saber as much as the pen, leading to a good character design with investment in [[Melee Point Buy]] and [[Adapt Point Buy]].
* '''Lanlath Commanders''' are philosophers who chose to render their skill practical, leading to a good character design with investment in [[Command Point Buy]] and [[Chem Point Buy]].
* '''Lanlath Knights''' frequently favor a glaive-and-shield approach, leading to a good character design with investment in [[Melee Point Buy]] and [[Shielding Point Buy]].
* '''Lanlath Paladins''' are trained to put themselves in front of others, leading to a good character design with investment in [[Paladin Point Buy]] and [[Shielding Point Buy]].
* '''Lanlath Healers''' are held among the most capable Magic tenders of wounds, leading a good character design with investment in [[Magic Point Buy]] and [[Medical Point Buy]].
==Trivia==
* When Lanlath speak Altalar, it sounds antiquated and old-timey to most Elven listeners, caught halfway to Middle Altalar. This sometimes but rarely extends to their use of Common.
* The Lanlath are not always verbose, detached, and haughty. There is folk wisdom to beware one of their number if truly enraged, because given how difficult they are to snap, it is nigh impossible to calm them down.
* Though distant, Lanlath are deeply perceptive people who are never clueless about evil creeping up around them or people with bad intentions. They are immensely difficult to outwit or mislead.
{{Peoples}}
{{Accreditation
|Artists = MonMarty
|Writers = Okadoka
|Processors =
}}
[[Category:People of Aloria]] [[category:races]] [[category:Magus Races]]

Latest revision as of 14:24, 11 April 2024