Urlan: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 13: Line 13:
|demonym = Urlan
|demonym = Urlan
|}}
|}}
From the far north stampede the Urlan, a [[Race|society]] of beast-folk that roam the wilds, lording over all manner of beasts and creatures with their unrivaled hunting skills and large size. Urlan are a relatively rare sight, and much of their existence remains a mystery to many, even though the Urlan have been around for millennia. With their formidable size and high aggression in their natural territories, many of the lands the Urlan inhabit in little more than roving clans or tribes, have been declared off-limits by surrounding nations due to the danger the Urlan pose. Yet, these lands are equally home to many unraveled mysteries and treasures, drawing prospectors and adventurers alike to the frozen wastes. Many of them perish in these inhospitable lands at the hands of the Urlan, while others join their ranks and are transformed into the very beast-folk that hunted them. The Urlan are perpetually caught in a mental struggle between their past lives as Ailor or Elves, and their new lives as the savage yet noble Urlan. Even those who return to Regalia have trouble soothing to peace their call of the hunt and instinct-led behavior, with the rigid lifestyles of the Imperial capital. Much of what it means to be Urlan, is to discover one's self and one's own role in a strange society, and how changes to one's mind affect the true self. Note, the Urlan page contains some elements of body-horror, when this is discussed, it will be clearly noted.  
From the far north stampede the Urlan, a [[Race|society]] of beast-folk that roam the wilds, lording over all manner of beasts and creatures with their unrivaled hunting skills and large size. Urlan are a relatively rare sight, and much of their existence remains a mystery to many, even though the Urlan have been around for millennia. With their formidable size and high aggression in their natural territories, many of the lands the Urlan inhabit in little more than roving clans or tribes, have been declared off-limits by surrounding nations due to the danger the Urlan pose. Yet, these lands are equally home to many unraveled mysteries and treasures, drawing prospectors and adventurers alike to the frozen wastes. Many of them perish in these inhospitable lands at the hands of the Urlan, while others join their ranks and are transformed into the very beast-folk that hunted them. The Urlan are perpetually caught in a mental struggle between their past lives as Ailor or Elves, and their new lives as the savage yet noble Urlan. Even those who return to Regalia have trouble soothing to peace their call of the hunt and instinct-led behavior, with the rigid lifestyles of the Imperial capital. Much of what it means to be Urlan, is to discover one's self and one's own role in a strange society, and how changes to one's mind affect the true self.


==Design==
==Design==
Line 43: Line 43:


==Language and Naming==
==Language and Naming==
Talk about how they don't have a consistent process for language and naming
This section will be relatively short, because it suffices to explain that Urlan do not have a cultural naming or language custom. Because the majority of Urlan are not born but made, they retain their past languages and naming customs while they are Urlan. Only very rarely will an Urlan decide to change their name after Symbiosis, as even when Oorl and person fuse together into a new persona altogether, they still retain the old name of the body that it was made out of. They also retain the languages that they knew, but one change does occur. All Urlan who are born or made Urlan, learn the Oortaan Language instinctively from their Oorl half, when they transfer their memories to the new host/persona. Oortan is a guttural fantasy language that contains many hard consonants and long vowels, but does not have a naming custom, because Oorl worms do not have names but rather poetic phrases like "He who watches the sun set among the snow" or "He who cherishes the lonely mountain".


==Urlan Biology==
==Urlan Biology==
It is important to explain all biological factors of Urlan.
Urlan Biology is very distinct and contextual to their mental and physical condition. Their biology is so wildly different than that of the other Peoples of Aloria, that is begs further explanation to fully grasp how Urlan come to be, and how that informs their view on the rest of the world and the people in it. This section is mostly recommended reading, and each section that ventures into body horror will be marked with a warning in advance.  


===Oorl Worms===
===Oorl Worms===
Before they can understand anything, understand Oorl Worms.
Before one can understand anything about Urlan biology, one must understand the small purple-gray worm that lives in extremely cold climates. The Oorl worm is an adult hand-sized worm of gray-purple color that is slow and largely defenseless in the wild. Most other creatures and wild beasts ignore the Oorl Worm, but sentient people are not blessed with such precaution or knowledge to the dangers of interacting with Oorl Worms. Oorl Worms are very intelligent creatures that are sentient in themselves and live for centuries accumulating memories and experiences while they also have their own language and social interactions with other Oorl Worms. Common sentient chauvinism looks down on Oorl Worms as nothing but overgrown rainworms, but they do have complex caste systems and social hierarchies, they just lack architecture or statehood to express these concepts. Oorl Worms have the ability to combine with another host person through a process called Symbiosis, which is the usual process by which an Urlan is made. Simpler put, an Urlan is a combination of a host body and soul, with the Oorl Worm, which contributes its own positive and negative effects on the host.
===Symbiosis===
Symbiosis is the term given for the act of an Oorl Worm combining with a Host body (which can be of any [[Race|Peoples of Aloria]], except Mystech or Bralona). The Oorl Worm has several organs and functions in its own body that act like rapid-growth hormones and transformation alchemy on the host, transforming what once might have been an Ailor or an Elf, into an Urlan. In the process of Symbiosis, the Oorl Worm ceases to exist, as it is absorbed into the host's body, but their collective memories and persona is imprinted onto the mind of the host, where-in these personality aspects combine, thus creating a new identity. This aspect is further explained below in the Urlan Mind section, where it goes in detail what the process of Symbiosis does to a host personality.  


===Urlan Assimilation===
===Symbiosis Types===
Explaining that most Urlan are in fact not born, but created
There are different types of Symbiosis that can performed in different conditions. While it is possible for Urlan to reproduce conventionally with other Urlan, this process can only occur in sub-zero climates. The Urlan are aware, that their Dragon creators created an intentional flaw in their biology that prevents them from conceiving children outside of sub-zero climates to limit their population growth. As a result, 9 out of 10 Urlan that exist in Aloria, are made by Symbiosis, rather than conventional birth. It should also be noted that the Urlan are 8/10 Male, and 2/10 female by population numbers. The reason for this is further explained in the Gender Relations section under Culture. This section contains themes of Body horror and Body modification. Keep in mind that all forms of Urlan Symbiosis require strict OOC consent when performed in roleplay, as the outcome is permanent.
* '''Birth:''' Explain that birth is possible, but that Urlan can only be conceived in sub zero climates to prevent Urlan spreading globally by dragons.  
* '''Accidental Symbiosis:''' An Accidental Symbiosis occurs when an unfortunate host stumbles into an Oorl Worm in the wild, for example while exploring the wilderness as an explorer in Jorrhildr or the Cains, or getting lost in a blizzard on patrol in Ellador. Oorl Worms occur naturally in these environments, and when a potential host enters their territory, they feel threatened, using Symbiosis as a means of instinctive self-preservation. An Oorl Worm, when approached too close, will launch onto a host, and burrow into their torso either by biting through the chest, or forcing their way in through the throat. From here, the Worm will bite its way to and fuse with the heart, while initiating Symbiosis, and transforming the host into an Urlan. This process is considered painful and unwanted, usually Accidental Symbiosis occurs because a person did not know the risks of getting close to an Oorl Worm, or was not aware they were in its territory and nearly stepped on it. Accidental Symbiosis leads to a lot of mental confusion because it lacks the usual Mentors available to guide someone mentally to the right place.  
* '''Forced Symbiosis:''' Body horror, but Oorl worms die outside of cold climates which is dragon prevention mechanic #2
* '''Violent Symbiosis:''' Violent Symbiosis is a variant of the above form of Symbiosis, but one that is more controlled by other Urlan. Urlan are not considered a threat by Oorl Worms, which can safely be captured and domesticated by Urlan. Urlan in the frozen continents hold a pen of Oorl Worms available to their tribe for use in Symbiosis. These more violently and cruelty-inclined tribes roam the frozen wasteland capturing unfortunate explorers or wayward soldiers, some even venturing onto the seas on raider vessels to capture crews of ships that venture too close to the north and cannot defend themselves. In any and all situations, they pick out the potential hosts they think are strong in body and willpower (killing the rest), and then either coax the Oorl Worm to perform Symbiosis with the host, or force the host into a pen with an Oorl Worm which will then act in self-defense. This process is considered deeply immoral and in violation of consent in Regalia, but is justified by these Urlan tribes as an expression of right by might. And yet, the Urlan who are created from it, struggle with conflicting thoughts on the whole process due to the inclined vanity and sense of superiority all Urlan have to their physical prowess. While some Urlan reject this violent process as evil, others consider it a gift given in trial by fire, and thus look fondly upon it. This inherent contradiction of feeling violated and blessed at the same time, is explained further below in the Urlan Mind section.
* '''Willing Symbiobis:''' Mild body horror, same as the above
* '''Willing symbiosis:''' Willing Symsios is very similar to Violent Symbiosis, but performed by strict request or consent from the host. In many of these frozen climates where Urlan tribes exist, the locals know all too well what Symbiosis does to the body. In Symbiosis, lost body parts are regenerated, wounds and physical disablities are erased, and the body is toughened and made strong. Any person who feels themselves too weak to survive these harsh climates without the benefits of being an Urlan, or who has lost much to war and old age, might feel an inclination to willingly accept the Oorl Worm so as to be reborn anew, strong, and young, as Urlan also live much longer. In such situations, these willing hosts seek out Urlan tribes and request to have Symbiosis performed on them. This is still a violent process, because they end up in the same pen or situation as captives who are forcefully turned into Urlan, but it is considered a test of willpower and a respect-worthy decision to choose to become an Urlan. These types of Symbiosis usually result in very confident and self-assured Urlan who lack the usual confusion due to their pre-determined resolve.
* '''Ritual Symbiosis:''' No body horror, just drinking a potion or Oorl juice or urlan blood, only process that can be done in warm climates
* '''Ritual Symbiosis:''' Ritual Symbiosis is the only form of Symbiosis that can occur in warmer climates like Regalia, because of the simple fact that Oorl Worms cannot survive in temperate to warm climates. If an Oorl Worm leaves a sub-zero temperature climate, they die within hours of reaching the thawing threshold, yet another way that Urlan speculate Dragons try to limit the assimilation rate of Urlan outside of colder climates. Ritual Symbiosis involves either coaxing an Oorl Worm to turn into a runny liquid (in a cold climate), or drawing a similar liquid from an adult Urlan's Ichor bladder, which is a small organ seated just under the skin where conventionally an appendix would have been (which is removed in Symbiosis). Either of these liquids can then be ritually transmuted into Oorl Ichor, which can be consumed as a liquid by any willing host. This is considered a very peaceful and painfree manner of becoming an Urlan, because as opposed to the more violent versions, Ritual Symbiosis takes time across multiple hours instead of seconds or minutes, thus allowing the body to properly adjust to the changes. While Ritual Symbiosis can result in a mind transfer of the original Oorl Worm, if Ichor bladder substances were used, there is no mentality transfer, meaning that the Urlan retains 100% of their personality and persona upon becoming an Urlan.
* '''Fusing Symbiosis:''' No body horror, merging with a wounded/dying person by accepting them in your mind collective, not really symbiosis, but a new Urlan is made I guess


===Symbiosis in Regalia===
===Symbiosis in Regalia===
Explain why Regalia has Oorl worms in cryo pods and how it applies Symbiosis legally
Regalia has a couple of legal codes that tackle the concept of Symbiosis. Many forms of Symbiosis are considered illegal in Regalia. Regalia both has the Oorl Worm identified as a protected and endangered species, as well as an extremely dangerous creature that should be kept away from. Yet, it also retains its own domestic supply of Oorl Worms, kept in cryo-stasis by Qadir Clockwork machines that create artificial sub-zero temperature environments for them to survive. In Regalia, it is illegal to perform Symbiosis of any kind without consent, however consenting adults are permitted to engage in Symbiosis. Furthermore, the State has its own supply of Oorl Worms, and is willing to perform Symbiosis on near-death or dying soldiers who wish to serve their Empire for longer before death. In such instances, doctors can admit an Oorl Worm from cryo-stasis to perform Symbiosis, thus saving the life of said soldier but making them Urlan in the process. Urlan have a privileged role in the Regalian Military through the Horned-Legions, specific shocktrooper legions created by House Kade to serve in the military and make optimal usage of Urlan biology on the battlefield. 
 
===Other Biology===
There are a couple of other notable aspects about Urlan Biology that are worth noting. These factors do not contribute into Combat Roleplay, because we cannot fairly fairly attribute these physical characteristics in competitive Roleplay, but players are free to incorporate them in non-Combat or non-Competitive Roleplay or private Roleplay where the conventional rules may not necessarily apply. These aspects of roleplay should never be forced on other players without their clear knowledge of their implication and OOC consent.
* '''Thick Skin:''' Urlan canonically have much thicker skin than other People of Aloria, that would normally be so tough that it could deflect slashing damage, and necessitate piercing strikes instead. This, for example, means that Urlan don't get paper cuts or cut themselves while cutting food, and can even do this in their hands, using the palm of their hand as an improvised cutting board.
* '''Fast Metabolism:''' Urlan have a fast and very efficient metabolism. This primarily leads to them having a much higher body heat than people of other heritages, which contributes to them not feeling the cold. This can cause them discomfort in very hot summer temperatures with clothes on, but also means they must consume a lot more alcohol to become inebriated than other people would.
* '''Sense of Smell:''' Urlan have an extreme sense of smell, as good as a blood hound's even. They can track prey from miles away, and can distinguish animals and even people from each other purely by familiarity with their smell. Some Urlan even claim to be able to smell fear on a person. This should purely be used for private and consensual roleplay, not to metagame through disguises or other such Abilities.
* '''Urlan Blood:''' Urlan Blood is caustic to Vampires and Geists. It not only tastes revolting, the sensation of their blood in a Vampire's mouth is described as akin to acid. Urlan Blood refuses under any circumstance to mix with Vampiric Blood, meaning that it can be used (with consent) to identify if someone is a Vampire or not, by drawing blood from both a person and Urlan and seeing if it will mix or not.


==Urlan Mind==
==Urlan Mind==
Line 86: Line 94:
==Culture==
==Culture==
the usual, but caveat to explain that this speaks purely of Urlan-unique cultural aspects, and that most Urlan carry cultural customs of their pre-Urlan lives.
the usual, but caveat to explain that this speaks purely of Urlan-unique cultural aspects, and that most Urlan carry cultural customs of their pre-Urlan lives.
===Gender Relations===
===Families and Romance===
===Families and Romance===
the usual
the usual

Revision as of 20:10, 16 March 2024

Urlan
Orok Uraan (in Oortaan)
Urlanflag.png
Motto: "The March without weakness, fear, or faltering."
146684e79d277f9e82f5e8830a7d73ff.png
Nation State None (Tribes)
Ruler High Artok (High Chief)
Other Present Varied
Languages Oortaan, Common
Religion Vaired
First Recorded 5,000 BC
Demonym(s) Urlan

From the far north stampede the Urlan, a society of beast-folk that roam the wilds, lording over all manner of beasts and creatures with their unrivaled hunting skills and large size. Urlan are a relatively rare sight, and much of their existence remains a mystery to many, even though the Urlan have been around for millennia. With their formidable size and high aggression in their natural territories, many of the lands the Urlan inhabit in little more than roving clans or tribes, have been declared off-limits by surrounding nations due to the danger the Urlan pose. Yet, these lands are equally home to many unraveled mysteries and treasures, drawing prospectors and adventurers alike to the frozen wastes. Many of them perish in these inhospitable lands at the hands of the Urlan, while others join their ranks and are transformed into the very beast-folk that hunted them. The Urlan are perpetually caught in a mental struggle between their past lives as Ailor or Elves, and their new lives as the savage yet noble Urlan. Even those who return to Regalia have trouble soothing to peace their call of the hunt and instinct-led behavior, with the rigid lifestyles of the Imperial capital. Much of what it means to be Urlan, is to discover one's self and one's own role in a strange society, and how changes to one's mind affect the true self.

Design

At first glance someone might mistake the Urlan for yet another group of Asha, but there are very distinct differences. Firstly, Asha are animal-people with very distinct animal designs, while Urlan defy any one specific animal-like comparison. Their heads are bovine or goat-like, yet appear more like early Pliocene megafauna in their unfamiliar facial structures. Secondly, Urlan always have an arrangement of horns, tusks, or sabreteeth that are pronounced, and their general appearance is more fantasy-oriented than any particular fur pattern or shape design. The best way to describe Urlan, is to refer to them as fantasy-Minotaurs, with the difference here being that their heads never quite resemble bovine heads, but inspired by them. Within Urlan design, there is a great deal of variation possible due to their creation origin:

  • Eye Colors: Urlan eyes can be any combination of eye colors, including sclera colors. More common are colors reminiscent of the other people of Aloria, like blue or green or brown, but it is entirely possible for an Urlan to have orange eye-whites and white irises. If an Urlan is Godborn or Arkenborn or other condition that causes eyes to appear a particular color, their eyes default to those conditions with dark sclera.
  • Fur Cover: Urlan can either have fur covering their entire body, or only their shoulders and head up, retaining the skin tone and appearance of their pre-Urlification. The technically more canon version of their appearance is to have their full body covered in fur, but Players have the option to play around with this concept to suit their preference. They may even choose to make only specific body parts covered in fur, but the head must always be covered in fur and beast-like.
  • Cloven Feet: Urlan can either have legs with hooves, either in plantigrade or digitigrade shapes, or normal humanoid legs with feet. The technically more canon version of their appearance is to have furred legs in digitigrade shapes with hooves, but Players have the option to play around with this concept to suit their preference. Urlan can even have tails such as short fluffy ones, or long tails with tufs of fur at the end, like a lion's.
  • Urlan Faces: Urlan heads should resemble certain animals (like Wild Cattle, Bison, Elk, Deer, Megatherium, Ancylotherium, Goat, Mouflon, etc.) but not exactly. Urlan are meant to have more creative or imagined facial features that defines them as beast-folk but not just appear like an anthropomorphized cow. We strongly recommend players experiment with fantastical fur patterns, horn shapes and arrangements, claws, teeth, tusks, and other cranial adornments and details.
  • Urlan Size: Urlan are exclusively large. The Urlan were designed by divine hands to be the tankiest and brawniest of possible sentients on Aloria, and so all their members should be appropriately large in body frame and muscularity. While it is, in theory, possible to play a slim or delicate Urlan, such an Urlan is a mockery and aberration among them, and usually a sign of failure and an inability to compete. Urlan are meant to be the "tank" choice for MassiveCraft.

Heritage Traits

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Urlan cannot be included in Mixed Heritage Characters, as there is no such thing as a "Half-Urlan" (explained in Urlan reproduction).

Free Packs

Mechanics

  • Urlan can declare one person their "Ward" (does not need consent), which grants +1 Defense Stat (break cap up to 9) while in Emote Range. This must be declared on a Character Application to apply.
  • Urlan gain +2 Defense Stat (break cap up to 9) while either in Gloomrot Forest, or while outside of the city boundaries, such as the Hunting Trails, the Forests, and roads leading out of Regalia.
  • Urlan have superior metabolism, needing to eat less to survive, do not feel cold temperatures or suffer hypothermia, have night-vision in the dark, and can eat spoiled/raw/poisoned foot without issue.
  • TODO
  • Urlan can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.

Urlan Fusion

Dragon Ball Z Fusion explained

Urlan Magic

Explain all the complexities of Urlan Magic

Language and Naming

This section will be relatively short, because it suffices to explain that Urlan do not have a cultural naming or language custom. Because the majority of Urlan are not born but made, they retain their past languages and naming customs while they are Urlan. Only very rarely will an Urlan decide to change their name after Symbiosis, as even when Oorl and person fuse together into a new persona altogether, they still retain the old name of the body that it was made out of. They also retain the languages that they knew, but one change does occur. All Urlan who are born or made Urlan, learn the Oortaan Language instinctively from their Oorl half, when they transfer their memories to the new host/persona. Oortan is a guttural fantasy language that contains many hard consonants and long vowels, but does not have a naming custom, because Oorl worms do not have names but rather poetic phrases like "He who watches the sun set among the snow" or "He who cherishes the lonely mountain".

Urlan Biology

Urlan Biology is very distinct and contextual to their mental and physical condition. Their biology is so wildly different than that of the other Peoples of Aloria, that is begs further explanation to fully grasp how Urlan come to be, and how that informs their view on the rest of the world and the people in it. This section is mostly recommended reading, and each section that ventures into body horror will be marked with a warning in advance.

Oorl Worms

Before one can understand anything about Urlan biology, one must understand the small purple-gray worm that lives in extremely cold climates. The Oorl worm is an adult hand-sized worm of gray-purple color that is slow and largely defenseless in the wild. Most other creatures and wild beasts ignore the Oorl Worm, but sentient people are not blessed with such precaution or knowledge to the dangers of interacting with Oorl Worms. Oorl Worms are very intelligent creatures that are sentient in themselves and live for centuries accumulating memories and experiences while they also have their own language and social interactions with other Oorl Worms. Common sentient chauvinism looks down on Oorl Worms as nothing but overgrown rainworms, but they do have complex caste systems and social hierarchies, they just lack architecture or statehood to express these concepts. Oorl Worms have the ability to combine with another host person through a process called Symbiosis, which is the usual process by which an Urlan is made. Simpler put, an Urlan is a combination of a host body and soul, with the Oorl Worm, which contributes its own positive and negative effects on the host.

Symbiosis

Symbiosis is the term given for the act of an Oorl Worm combining with a Host body (which can be of any Peoples of Aloria, except Mystech or Bralona). The Oorl Worm has several organs and functions in its own body that act like rapid-growth hormones and transformation alchemy on the host, transforming what once might have been an Ailor or an Elf, into an Urlan. In the process of Symbiosis, the Oorl Worm ceases to exist, as it is absorbed into the host's body, but their collective memories and persona is imprinted onto the mind of the host, where-in these personality aspects combine, thus creating a new identity. This aspect is further explained below in the Urlan Mind section, where it goes in detail what the process of Symbiosis does to a host personality.

Symbiosis Types

There are different types of Symbiosis that can performed in different conditions. While it is possible for Urlan to reproduce conventionally with other Urlan, this process can only occur in sub-zero climates. The Urlan are aware, that their Dragon creators created an intentional flaw in their biology that prevents them from conceiving children outside of sub-zero climates to limit their population growth. As a result, 9 out of 10 Urlan that exist in Aloria, are made by Symbiosis, rather than conventional birth. It should also be noted that the Urlan are 8/10 Male, and 2/10 female by population numbers. The reason for this is further explained in the Gender Relations section under Culture. This section contains themes of Body horror and Body modification. Keep in mind that all forms of Urlan Symbiosis require strict OOC consent when performed in roleplay, as the outcome is permanent.

  • Accidental Symbiosis: An Accidental Symbiosis occurs when an unfortunate host stumbles into an Oorl Worm in the wild, for example while exploring the wilderness as an explorer in Jorrhildr or the Cains, or getting lost in a blizzard on patrol in Ellador. Oorl Worms occur naturally in these environments, and when a potential host enters their territory, they feel threatened, using Symbiosis as a means of instinctive self-preservation. An Oorl Worm, when approached too close, will launch onto a host, and burrow into their torso either by biting through the chest, or forcing their way in through the throat. From here, the Worm will bite its way to and fuse with the heart, while initiating Symbiosis, and transforming the host into an Urlan. This process is considered painful and unwanted, usually Accidental Symbiosis occurs because a person did not know the risks of getting close to an Oorl Worm, or was not aware they were in its territory and nearly stepped on it. Accidental Symbiosis leads to a lot of mental confusion because it lacks the usual Mentors available to guide someone mentally to the right place.
  • Violent Symbiosis: Violent Symbiosis is a variant of the above form of Symbiosis, but one that is more controlled by other Urlan. Urlan are not considered a threat by Oorl Worms, which can safely be captured and domesticated by Urlan. Urlan in the frozen continents hold a pen of Oorl Worms available to their tribe for use in Symbiosis. These more violently and cruelty-inclined tribes roam the frozen wasteland capturing unfortunate explorers or wayward soldiers, some even venturing onto the seas on raider vessels to capture crews of ships that venture too close to the north and cannot defend themselves. In any and all situations, they pick out the potential hosts they think are strong in body and willpower (killing the rest), and then either coax the Oorl Worm to perform Symbiosis with the host, or force the host into a pen with an Oorl Worm which will then act in self-defense. This process is considered deeply immoral and in violation of consent in Regalia, but is justified by these Urlan tribes as an expression of right by might. And yet, the Urlan who are created from it, struggle with conflicting thoughts on the whole process due to the inclined vanity and sense of superiority all Urlan have to their physical prowess. While some Urlan reject this violent process as evil, others consider it a gift given in trial by fire, and thus look fondly upon it. This inherent contradiction of feeling violated and blessed at the same time, is explained further below in the Urlan Mind section.
  • Willing symbiosis: Willing Symsios is very similar to Violent Symbiosis, but performed by strict request or consent from the host. In many of these frozen climates where Urlan tribes exist, the locals know all too well what Symbiosis does to the body. In Symbiosis, lost body parts are regenerated, wounds and physical disablities are erased, and the body is toughened and made strong. Any person who feels themselves too weak to survive these harsh climates without the benefits of being an Urlan, or who has lost much to war and old age, might feel an inclination to willingly accept the Oorl Worm so as to be reborn anew, strong, and young, as Urlan also live much longer. In such situations, these willing hosts seek out Urlan tribes and request to have Symbiosis performed on them. This is still a violent process, because they end up in the same pen or situation as captives who are forcefully turned into Urlan, but it is considered a test of willpower and a respect-worthy decision to choose to become an Urlan. These types of Symbiosis usually result in very confident and self-assured Urlan who lack the usual confusion due to their pre-determined resolve.
  • Ritual Symbiosis: Ritual Symbiosis is the only form of Symbiosis that can occur in warmer climates like Regalia, because of the simple fact that Oorl Worms cannot survive in temperate to warm climates. If an Oorl Worm leaves a sub-zero temperature climate, they die within hours of reaching the thawing threshold, yet another way that Urlan speculate Dragons try to limit the assimilation rate of Urlan outside of colder climates. Ritual Symbiosis involves either coaxing an Oorl Worm to turn into a runny liquid (in a cold climate), or drawing a similar liquid from an adult Urlan's Ichor bladder, which is a small organ seated just under the skin where conventionally an appendix would have been (which is removed in Symbiosis). Either of these liquids can then be ritually transmuted into Oorl Ichor, which can be consumed as a liquid by any willing host. This is considered a very peaceful and painfree manner of becoming an Urlan, because as opposed to the more violent versions, Ritual Symbiosis takes time across multiple hours instead of seconds or minutes, thus allowing the body to properly adjust to the changes. While Ritual Symbiosis can result in a mind transfer of the original Oorl Worm, if Ichor bladder substances were used, there is no mentality transfer, meaning that the Urlan retains 100% of their personality and persona upon becoming an Urlan.

Symbiosis in Regalia

Regalia has a couple of legal codes that tackle the concept of Symbiosis. Many forms of Symbiosis are considered illegal in Regalia. Regalia both has the Oorl Worm identified as a protected and endangered species, as well as an extremely dangerous creature that should be kept away from. Yet, it also retains its own domestic supply of Oorl Worms, kept in cryo-stasis by Qadir Clockwork machines that create artificial sub-zero temperature environments for them to survive. In Regalia, it is illegal to perform Symbiosis of any kind without consent, however consenting adults are permitted to engage in Symbiosis. Furthermore, the State has its own supply of Oorl Worms, and is willing to perform Symbiosis on near-death or dying soldiers who wish to serve their Empire for longer before death. In such instances, doctors can admit an Oorl Worm from cryo-stasis to perform Symbiosis, thus saving the life of said soldier but making them Urlan in the process. Urlan have a privileged role in the Regalian Military through the Horned-Legions, specific shocktrooper legions created by House Kade to serve in the military and make optimal usage of Urlan biology on the battlefield.

Other Biology

There are a couple of other notable aspects about Urlan Biology that are worth noting. These factors do not contribute into Combat Roleplay, because we cannot fairly fairly attribute these physical characteristics in competitive Roleplay, but players are free to incorporate them in non-Combat or non-Competitive Roleplay or private Roleplay where the conventional rules may not necessarily apply. These aspects of roleplay should never be forced on other players without their clear knowledge of their implication and OOC consent.

  • Thick Skin: Urlan canonically have much thicker skin than other People of Aloria, that would normally be so tough that it could deflect slashing damage, and necessitate piercing strikes instead. This, for example, means that Urlan don't get paper cuts or cut themselves while cutting food, and can even do this in their hands, using the palm of their hand as an improvised cutting board.
  • Fast Metabolism: Urlan have a fast and very efficient metabolism. This primarily leads to them having a much higher body heat than people of other heritages, which contributes to them not feeling the cold. This can cause them discomfort in very hot summer temperatures with clothes on, but also means they must consume a lot more alcohol to become inebriated than other people would.
  • Sense of Smell: Urlan have an extreme sense of smell, as good as a blood hound's even. They can track prey from miles away, and can distinguish animals and even people from each other purely by familiarity with their smell. Some Urlan even claim to be able to smell fear on a person. This should purely be used for private and consensual roleplay, not to metagame through disguises or other such Abilities.
  • Urlan Blood: Urlan Blood is caustic to Vampires and Geists. It not only tastes revolting, the sensation of their blood in a Vampire's mouth is described as akin to acid. Urlan Blood refuses under any circumstance to mix with Vampiric Blood, meaning that it can be used (with consent) to identify if someone is a Vampire or not, by drawing blood from both a person and Urlan and seeing if it will mix or not.

Urlan Mind

It is important to explain all mental conflicts within the Urlan.

Mind Fusion

Explain the concept of fused personalities creating a new identity

Wild vs Tame

Explain the struggle between instinct and nurture from the past

Gift vs Curse

Explain how Urlan view Symbiosis in general and their "Creator".

Brief History

General history of the 5000 years span

Quick Summary of History in context to Regalia

explain stuff like the horned stipulation and cedromar's involvement with urlan

==Conflicts & Alliances The usual stuff

Religions

Explain they can be of basically any religion but have a secular understanding of Dragons

Dragons

Explain how they see Dragons outside of Draconism because their creation by Dragons is clear.

Culture

the usual, but caveat to explain that this speaks purely of Urlan-unique cultural aspects, and that most Urlan carry cultural customs of their pre-Urlan lives.

Gender Relations

Families and Romance

the usual

Clothing

the usual

Art

the usual

Cuisine

the usual

Architecture

the usual

Unique Habits

New section, explain a bunch of physical and subtextual interactions Urlan have with each other and non Urlan.

Recommended Playstyle

The usual Stuff

Trivia

The usual Stuff


Accreditation
Writers MonMarty
Artists MonMarty
Processors FireFan96
Last Editor MonMarty on 03/16/2024.

» Read more