Yanar: Difference between revisions

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{{Info races
{{Info races
|image = B22ac5ff78a7386eb2b8cb1dc6792fb7.png
|image = 3c1166940ed1b3c4fae5b461c035b301.png
|pronunciation = Yah-nar
|pronunciation = Yah-nar
|classification = [[Magus]]
|classification = [[Magus]]
Line 7: Line 7:
*Forest Child (endearing)  
*Forest Child (endearing)  
*Vasilta (Elven)
*Vasilta (Elven)
|languages = [[Modern Altalar]], [[Saan]], [[Common]]
|languages = Modern [[Altalar]], [[Nātl]], [[Common]]
|naming = See Language section
|naming = See Language section


|distinction = Plant-like humanoids with a mysterious past and open future
|distinction = Plant-like humanoids with a mysterious past and open future
|maxage = Yanar do not die of old age, though the oldest a Yanar can be is 400 years old, not accounting for the likelihood that all Yanar Wildbirth at least once per 100 years, and thus any Yanar will not have memories stretching further than 100 years.
|maxage = 500 years.
|height = from short to tall, depending on Floral Shift.
|height = from short to tall, depending on Floral Shift.
|}}
|}}
Fostered by nature, the Yanar are a [[Race]] of plant-like humanoids once called the heralds of Estel, now having to create a destiny of their own as Estel has gone silent to them. Yanar do not have a true state or society to call their own, but have seamlessly integrated into other Race structures across the world, finding purposes as wide as harmless tree-huggers, mercenary warriors, nature craftsmen and religious preachers. Wielding their relatively innocent and harmless appearance as both charm and weapon, the Yanar remain one of the most underestimated Races in the world. Bringing a strong sense of community and communal living with other Races in balance, the Yanar are well known to always have a friend somewhere, and that they will always overcome anyone who dares to underestimate them in any way.  
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==
==Core Concept==
It is difficult to apply a single core identity or aspects to the Yanar, due to their race being so diverse in their appeal and application around the world. Yanar are capable of being and imitating practically any Race, with on-command and on-will personality changes, physical transformations, and applications of their skills. The Yanar truly are the jack-of-all trade Race, more so than [[Ailor]] even, due to their flexibility to focus on many different kinds of pursuits in life.  
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.  
===Mysterious Origins===
 
The Origins of the Yanar are still barely understood, there remains a lot of debate in scholarly circles whether or not Yanar are created by a divine entity, whether they were designed by Exist Forces, or whether they came about through some other unknown manner. Much of their appearance during the most chaotic periods of the collapse of the [[Allorn Empire]] left whatever research and records were made of their appearance in ruin in the aftermath. Though the Yanar also seem particularly unbothered by this, while other Races with mysterious pasts keep trying to reveal them, the Yanar are more than content to let others do this, and focus on their future.
===History===
===Nature Masters===
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 the magical Elven Empire, the Yanar had the blessings and protections of the [[Estelley]] gods. Their intervention, when the Allorn Empire expanded and impeded on the Senlionn Forests (the Yanar homeland, now part of the Allorn Empire), made the Elves respect the Yanar as different from all other Empire minorities, granting them great freedoms and exemption from the military or service and the Elves seeing themselves as their protectors. The Yanar formed communities in and around Estelley Temples as a result, and as the Allorn Empire descended in mania and decadence, history mostly passed the Yanar by who were very politically unengaged, and uninterested in the carnal delights that the Elves had started lusting after. In many ways, because of this non-engagement and disinterest, as well as their community isolation, the Yanar could ethically avoid blame for the Allorn Empire's greater crimes like genocide (against the [[Dewamenet]]) and slavery (of all other Races) as Yanar do not take slaves. The Yanar finally became politically active several centuries before the collapse of the Allorn Empire, as agents of the Goddess Mana, using diplomacy, subterfuge and even violence to try and turn the tide of Void corruption among the Elves. They were far too few to change the tide when they finally did act, making only drops worth of change in an ocean of social decay. The Yanar suffered severely during the [[Night of the Weeping Stars]], when pre-[[Kathar]] Elves took axe and torch to the Estelley temples, burning down the Va'sil Trees and proto-Mana Trees, killing many Yanar in the process who desperately tried to defend them. As the Empire collapsed, many Yanar fled the Empire's boundaries for lands beyond, or retreated deeper into the forests, or in the case of the Dulon, were caught behind enemy lines. The Yanar diaspora that fled the continents of the Allorn would end up in places like [[Southwynd|Ashaven]] and [[Regalian Archipelago|Regalia]], international ports of which rumor was spreading far and wide. The Senlon Yanar who retreated deep into the forests eventually re-emerged, making alliances with the Xotik [[Maquixtl]], preaching for the need of a stronger connection with nature and a detachment from the corruption of urban culture. The Dulon were unfortunate enough at first to become corrupted with Void Essences in the [[Dread Empire]], but later would come to praise this circumstance, becoming fervent supporters of various darker gods and spreading their dominion over nature far and wide. Yanar society unlike that of many other Races is very divided in the modern era, with many Yanar choosing their own destiny away from the memories of the fallen Allorn Empire, while others try to stay true to their origins and rebuild the respect they once held in the eyes of the Estelley faithful.
Regardless of the disposition of the Yanar, the connection between Yanar and nature is unmistakable, and more-so undeniable. Even Yanar who engage in [[Artificer Point Buy]] or [[Magic]] keep the theme of nature alive in their work and activities, whether it is something as simple as plant-like patterns in [[Metallurgy]], or a fusion of living wood and technological design. Whenever any issue arises with nature, the Yanar are the first to the scene, and the last to leave, with intricate knowledge and a deeper understanding of plant life that no Race can compare with.
===Nelfin Glue===
===Yanar Sub-Cultures===
While the [[Nelfin]] Races are incredibly divided, from the religious opposition between the [[Estellon]] [[Teledden]] and the [[Void Worship]] [[Kathar]], to the war-like [[Maquixtl]] on land, and the sea-borne [[Fin'ullen]]. The one thing that unifies them all, is the Yanar, who act like peaceful mediators between all of them. Despite the violent opposition between the Nelfin races, Yanar are always able to safely and skillfully move between the subgroups without being blamed or accused of being complicit. The Yanar are universally well liked by all Nelfin Races.
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
{|
|[[File:noimg.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Ferlon Yanar'''</center></span>
The Ferlon are urban city dwelling Yanar, preferring to live in housing made by other Races, surrounded by literally anyone and everyone, and trying to be friends or allies with as many as possible. Ferlon are most accustomed to the ways of living among other Races, and as such try to appear more like them (including humanoid skin tones), by wearing silk clothing or having jobs as business owners. Ferlon Yanar often come to Regalia to experience the jewel of the world, where anything can be seen, anything can be tried, and any mistake can be made, to have it their way.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:noimg.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Senlon Yanar'''</center></span>
The Senlon are nature adoring Yanar, who try to live in or as close to wild unkempt nature as possible, preferring the company of Maquixtl and Estelley faithful. Senlon remain very true to their original roots, appearing more plant and flower like with vibrant dazzling colors and scents. The Senlon live more in tune with nature, taking and using only what they need and giving back by preserving the health of flora. Senlon often come to Regalia to be with their migrant Maquixtl allies, or to help the cause of environment preservation, a burgeoning cause in the capital.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:noimg.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Dulon Yanar'''</center></span>
Once caught behind enemy lines, the best way to describe Dulon Yanar is to call them "Void Yanar". The Dulon have abandoned their Estelley worship origins to join the Kathar in their worship of darker faiths. Their ideology dictates that Nature is not a force to be respected and lived under, but one to use their unique skills and command of to control and subjugate. Dulon are inherently antagonistic to Senlon and Ferlon, seeking to usurp power over nature, and aligning with other [[Evolism]] and Kathar allies. They seek power in Regalia, often at the expense of other Yanar.  
|}
</center>
</tr></table>


==Design==
===Physical & Mental Characteristics===
===Physical & Mental Characteristics===
[[File:EkT2XO-XgAQYGO4.jpg|260px|thumb|right|Yanera-Dul dress to impress]]
[[File:EkT2XO-XgAQYGO4.jpg|260px|thumb|right|Many Yanar use their control over the plants and flowers on their body to approximate clothing]]
Yanar have a very flexible physical appearance, because of their natural ability to Floral-shift into the appearance of other Races, though many of them are by default Floral-shifted to Teledden or Maquixtl. This means that their proportions are similar to these Races, with pointed ears, though every part of their body is made out of plant and flower matter, and some even have bark-skin. Their hair can be made out of vines or flowers or both, metals and leaves adorning their limbs, with a great deal of color and hue variance. Yanar may sample after other Races, so for example, a Yanar may choose to appear like an [[Eronidas]], but have wooden tusks and cactus-like skin, or they might appear like an [[Isldar]], but instead of white hair, they have white orchid petals for hair and light blue skin. The Race is agender, though through other cultures, Yanar can learn what gender means and adopt one, causing physical changes in line with an identity. The Yanar don’t have a personality guideline, because of how flexible they are. The next sections will discuss why this is the case.
Yanar have a very flexible physical appearance, because of their natural ability to Floral-shift, making them effectively shapeshifters though with obvious plant themes. Yanar (and half-Yanar) should always look recognizably plant-like with floral, bark, or other plant matter covering their body parts, hair, etc. Their skin tone can be that of vibrant flowers, however they are also able to mimic the skin-tone of other Races, and even reduce the amount of plants and vines and flowers on their body so they fit in more (or do the exact opposite and become more or less indistinguishable from a walking bark-person). Yanar appearances aren't always grounded in the same appearance, with many of them changing frequently. Yanar can also be encountered in many shapes and sizes, with a body that approximates a muscular form, a slender one, or a very burlesque one. They can be tall or short, have natural eye colors or funky combinations (though efforts should be taken to avoid eye color combinations common in [[Afflictions]] or [[Affinities]]). Yanar also inherently intersex, and can swap between any gender presentation or identity. Yanar are capable of reproducing with other Races, which always results in Half-Yanar, who have the same general appearance, though have noticeably less plant matter on their body, even less than those full Yanar who try to adapt to Regalian society by toning down the amount of flowers in their hair. Personality wise, Yanar are never grounded in any one particular personality. There are kind, generous, skittish, brave, and cruel Yanar, all products of their environment and a process called Wildbirth. Yanar when either choosing to do so, or undergoing a large deal of stress, can cocoon themselves, after which they are reborn they have a completely different personality better suited for their new situation or the stress they are dealing with. They retain all their memories, Abilities and connections, but may also shapeshift their appearance to look very different (though this does not extend their max age).
 
===Yanar Reproduction===
Yanar, while a-gender, lack conventional reproduction organs with which to reproduce, but that does not mean that their Race is incapable of increasing their numbers. While other Races usually have to copulate to reproduce, the Yanar are able to employ a form of self-division, by grafting a piece of themselves onto a tree, causing it to grow a Yanar Growthling pod. This pod grows over the course of a month to birth a fully grown adult clone of the original Yanar, personality and all. However, as time goes by (and through the use of Floral-shifting) the Yanar change their appearance and personality, to the point that they become two distinctly different people, though retain a family-like bond.  
 
===Yanar Wildbirth===
Yanar are capable of ‘Wildbirthing,’ or resetting their growth, as Yanar are naturally ageless. When a Yanar chooses to die, they may envelop themselves with a cocoon, which revives them after a day’s wait. In this process, the Yanar can choose to change their appearance, personality, and wipe all of their memories to the point they are functionally a different person. The only thing that must always stay is their connection to people. Even if they do not remember why, a Yanar will always like or dislike the same people across their incarnations and seek to be close to the ones they were before. Despite being Ageless, Yanar can die if they are killed by an external force like an accident or violence. It is important to note, however, that both Wildbirth and any "Shapeshifting" mechanics that Yanar have, for balancing reasons, do not function as Disguise mechanics or prevent the Yanar from being recognized as who they were prior.
 
===Yanar Graftbirth===
Yanar Graftbirth is how Half-Yanar are created. A Yanar may sample material from their non-Yanar lover and graft it to a tree much like normal Yanar reproduction, which in a month’s time creates a fully grown Half-Yanar. Half-Yanar share all Yanar abilities and design, but are aesthetically different. They appear like a fusion between the Race of their non-Yanar parent mixed with flowers and plants, always part of them, but never all of them. Visual aesthetics of the non-Yanar parent’s race must remain, especially skin-tone and eye color. Additionally, they can only Floral-Shift their Yanar parts, meaning they always resemble their non-Yanar Race.


===Dulofall Yanar===
==Heritage Traits==
Dulofall Yanar are a Yanar permutation that are out of the ordinary. They were created when a group of [[Kathar]] kidnapped a number of Yanar and called upon the Void God [[Eloblina]] to convert them into Void-influenced Yanar, instead. This turned the Exist-based Yanar into Void-Based Yanar. This culminated in a micro-cult called "Dulofall" Yanar to grow out of this initial group in the Dread Empire. Dulofall Yanar are entirely pitied and shunned by all other Yanar, as the penultimate example of the corrupting powers of the Void. All Yanar specials are also accessible to Dulofall Yanar, they just require some common sense translations for the Void instead of the Exist. It is not possible to turn a regular Exist Yanar into a Dulofall Yanar, only the Void God Eloblina is able to do this, nor is it possible to convert them back without any Exist Arken's assistance.
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.  


===Racial Abilities and Specials===
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).
Racial Abilities are generally a set of unique powers and effects that all peoples of that Race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. Yanar have only Specials themed around plants, nature, cottagecore and the changing of the seasons. Half-Yanar have access to all the same Specials, with one small change, in that Floral-Shift does not allow them to change Racial appearance, though they can change anything else.
===Free Packs===
* '''Existborne:''' The Yanar are born of the Exist, and as such, immune to: Becoming Vampires, being Void-Silven, becoming Void possessed, having Void Magic, becoming Ordial Mages, Geists, Archon, or any other Draconic, Primal, Void or Ordial Affliction or Heritage (except Marken). Yanar can only ever be exist-aligned. They can be revived as [[Undead]] under specific circumstances, explained on the Undead page.
* Yanar can choose one free Pack from the [[Medical_Point_Buy|Medical Point Buy]] Category, or choose one Pack from [[Magic Point Buy]].
* '''Ageless:''' The Yanar are Ageless, meaning they cease to visually age after birth as adults. Additionally, they can change their age-based appearance to any Ailor age equivalent they want (so long as it is 18+).
* Yanar can choose one free Pack from the [[Chem_Point_Buy|Chem Point Buy]] Category.
* '''Existform:''' Yanar may choose 1 [[Spell Point Buy]] Pack for free (including 3 Specials) without the Proficiency Point investment or cost, which breaks cap, allowing them to purchase up to 8 magic packs. However it does not count for the 7 Point Buy requirement for Greater Mage. Additionally, Yanar gain the Pet Husbandry Pack for free, though the pet must be made of plant/floral matter.
* '''Existweight:''' Yanar can transform their lower body into a storm of petals, twigs, and flowers, making them levitate above the ground. Yanar while in this state do not approach terminal velocity, instead gently floating down.
* '''Dreamrealm:''' While in the privacy of their Rental/Estate/Base, transport one’s mind into the Dreamrealm, plus any willing participant. While there, all imagination is free game, and all participants will remember everything after.
* '''Dreamhome:''' Yanar are able to grow any flowers/plants from any orifice or material inside their Rental/Estate/base, with changed smells, colors, shapes, growth-speed, behavior, and fruits and vegetables.
* '''Nature Grasp I:''' Yanar are able to rapidly cause plants, trees, or flowers to grow, give fruits, or go into bloom, anywhere in nature. (Limitations are imposed on progressions and events to prevent ending world hunger).
* '''Nature Grasp II:''' Yanar are able to apply nature aesthetics to any Power or Special even if they do not have the Nature Special from Spell Point Buy. Furthermore, they can also feel ambient fear or pain in nearby plantlife.  
* '''Yattil Parent:''' Yanar are able to create up to 5 Yattil Familiars out of fruits or flowers (only rodents, lizards, and small birds are viable). These Familiars behave the same and have the same rules as Pet Husbandry Pack pets.
* '''Solur Parent:''' Yanar are able to manifest as many Solurs as they like, small Acorn-people resembling green acorns with stubby limbs and big eyes that are skittish and run away from strangers, and tend a Yanar’s garden.
* '''Floral Shift I:''' Yanar have a great degree of Shapeshifting freedom, within the aesthetics of their plant-like form. Yanar can imitate any Race visually, though must always appear as a plant-like version of that Race.
* '''Floral Shift II:''' Yanar have a great deal of control over the color and shape of whatever plant matter, fruits, and flowers are present on their body. They can change their shape and color and texture at will and instantly.
* '''Floral Shift III:''' Yanar have control over the gender presentation of their bodies. While generally a-gender, they can opt to become male or female presenting, or somewhere in between the two binaries.
* '''Floral Shift IV:''' Yanar can control their height, musculature, body shape, body fat (or the representation there-of), shape and color of their hair, and any exterior growths congruent with their plant-like aesthetics.
* '''Empath Sense:''' Yanar are able to focus on a person and sense their emotions, even if they are hiding them, though not why they feel that way. With physical contact, they can also free them of those emotions by absorbing them to themselves.
* '''Nature Crafter I:''' Yanar are able to weave living wood into any non-organic craft they engage in, for example Metallurgy. Living wood will shape in whatever way they like to add a wooden aesthetic to the object.
* '''Nature Crafter II:''' Yanar are able to weave living wood into whatever Artificer or Technician  Branch they choose, for example weaving wood into the shapes of Clockwork or Steamtek constructs and Abilities.
* '''Nature Crafter III:''' Yanar are able to sacrifice one of their arms and turn it into a melee weapon with yanar aesthetics, but steel durability, which they can give to others. If the weapon is destroyed, the arm will regrow over a week.
* '''Noxious Immune:''' Yanar are immune to any gas or air-based miasmas, even Magical ones, being able to breathe normally in otherwise polluted air. This also allows them to travel to Guldar without negative effects.
* '''Yanar Aesthetics:''' Yanar are deeply intertwined with nature, and exclusively draw their powers from the Exist, their spells flavored with nature and plant like aesthetics, appearing like wood, vines and other such themes.


==Culture==
===Mechanics===
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.
* Yanar can regrow or re-attach lost limbs over the span of 24 hours after they were lost, they cannot become Undead unless an Ordial Entity intervenes.  
* Yanar can become Marken/Urlan, but if so, the fur is replaced with plant-fibers/leaves/roots/flowers.
* Yanar can manifest a dream realm where anyone who sleeps in their Region/Base/Estate can travel to.  
* Yanar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance.
* Yanar can even create new plants altogether in their own Region/Base/Estate, complete with fruits and flowers.
==Society==
===Language===
The Yanar have their own language called the Silmaan, but this language cannot really be used in Roleplay because it is a near-telepathic communication method that Yanar use with pheromones. It is not capable of transferring simple concepts like "I like this" or "I want that", and is certainly not useful to have whole conversations in, though other Races can pick up these concepts, even if they have never experienced it before. Their language in general lacks a vocabulary or translation, and as such, they often speak the languages of other Races like Elven languages or even Common in Regalia so all other Races can understand them. Yanar names are non-gendered and they often do not have surnames, only taking a spiritual clan-name in case they align with a Maquixtl family:


==Language==
'''Example Yanar names:''' Taethor, Critha, Aphelor, Leitha, Ram, Saegra, Aew, Caph, Merilin, Gwaun, Gail, Erist, Niid, Caan, Iach, Rusta, Hithu, Telia, Millia, Senila, Talia.
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.
Yanar do however have a so-called "Wild-name", but are very picky with who gets to know this name. There is a cultural understanding among the Yanar that handing out a real name grants a person power over them, and there have been some historical cases that imply this is more fact than reality, with Spirits seeking to discover the real name of Yanar and then invading them, secrecy being their only defense. Wild-names are normally created with a combination of Silmaan scents, but they can be roughly translated to three-word compounds:


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


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


==Religion==
===Families===
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.
Yanar are the only Race that find it comfortable to insert themselves into composite families of other Races, meaning, to be adopted when there is no blood relation. The Yanar population globally is not terribly large (not nearly as small as the Dwarven population, but certainly not sizeable). This is largely because of the fact that it is fairly rare for Yanar to copulate with other Yanar, in fact more commonly pairing and marrying into Maquixtl families, or just being adopted by them. Yanar families do exist, but they often model themselves after other Family units, or adopt non-Yanar into their fold to make sure it's not exclusively Yanar. Dulon Yanar are in fact very prized by the Kathar, and every Kathar family aims to have at least one Dulon Yanar present in their midst, because they bring a great deal of utility value in their nature control skills.  
 
==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==
==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 are always a bit ambivalent or negative about the return of the Allorn Empire. While they will vocally support their friends who want a return of the Allorn Empire. Once an Empire has fallen, it can fall again for the exact same urban corruption and decay reasons unless those aspects are removed.
* Yanar in Regalia are usually either very loyal to the Regalian State, believing it to be more stable and generally well put together than the Allorn Empire once was, or apathetic towards it, just being happy to be in a relatively peaceful place with relatively little repression and freedom of religion and movement.
* 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.
* [[Unionism]] does not acquire much of a hold on Yanar, due to it strongly contradicting Yanar Estelley sensibilities. Yanar Unionists do exist, but are generally ignored or excluded by the wider Estelley Yanar and Elves.
* Yanar are inherently ultra-progressive people who appreciate the concept of democracy and honesty, until they are not. Yanar generally lean progressive, but Yanar who are more violent or have a wilder temper, may be more inclined to believe autocracy is more effective, especially after the collective trauma over the inability to avert disaster of the Allorn Empire and how a stronger more centralized government like Regalia might have prevented collapse.  
* Yanar are 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.  
* 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.  
* 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.  
* It is commonly believed that Yanar photosynthesize or only eat plants, but both statements are false. Yanar can also be omnivores or outright carnivores, and in fact have a blood circulatory system and similar organs on the inside.
* A false theory about Yanar souls circulated for over a decade based on incorrectly interpreted data, that claimed that Yanar did not truly possess a soul of their own and were artificial. Recent research has shown this to be wrong.
* 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.  
* 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.  
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==Trivia==
==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.  
* 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.  
* The Yanar had a special relation with the [[Va'sil Tree]]s, though their closeness largely faded over time as they become accustomed to Allorn society. When the Va'sil were still around, Yanar would often socialize around and with Va'sil Trees.
* Yanar have an unexplained discomfort towards insects. Theories claim that it is because of the habits of insects to skitter and crawl, and Yanar over-sensitive skin to gentle touch.  
* Yanar 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.
{{Races}}
*Yanar historically had little connection to Manaseia, the being Mana was once part of. Their worship was instead broadly spread between the different Estelley deities, but the rise of nature in the final decades of the Allorn Empire alongside the Wildering, drove the Yanar to largely focus around Mana.
 
{{Peoples}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = MonMarty
|Writers = MonMarty
|Processors = Okadoka, FireFan96
|Processors = Okadoka, FireFan96, HydraLana
}}
}}
[[category:races]] [[category:Magus Races]]
[[category:races]] [[category:Magus Races]]

Latest revision as of 21:44, 10 March 2024

Yanar
3c1166940ed1b3c4fae5b461c035b301.png
Race
Pronunciation Yah-nar
Classification Magus
Common Nicknames
  • Plant-People (derogatory)
  • Forest Child (endearing)
  • Vasilta (Elven)
Languages Modern Altalar, Nātl, 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 Concept

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

History

The exact origins of the Yanar are murky, because they existed in a somewhat uncivilized state by the time the Elves first unified under Talea and formed the very first Allorn Empire. The Allorn Empire subjugated many minority Races (and purged a few as well), though the Yanar had a somewhat unique and privilege position. While most minority Races were demoted to slaves or class-less citizens of the magical Elven Empire, the Yanar had the blessings and protections of the Estelley gods. Their intervention, when the Allorn Empire expanded and impeded on the Senlionn Forests (the Yanar homeland, now part of the Allorn Empire), made the Elves respect the Yanar as different from all other Empire minorities, granting them great freedoms and exemption from the military or service and the Elves seeing themselves as their protectors. The Yanar formed communities in and around Estelley Temples as a result, and as the Allorn Empire descended in mania and decadence, history mostly passed the Yanar by who were very politically unengaged, and uninterested in the carnal delights that the Elves had started lusting after. In many ways, because of this non-engagement and disinterest, as well as their community isolation, the Yanar could ethically avoid blame for the Allorn Empire's greater crimes like genocide (against the Dewamenet) and slavery (of all other Races) as Yanar do not take slaves. The Yanar finally became politically active several centuries before the collapse of the Allorn Empire, as agents of the Goddess Mana, using diplomacy, subterfuge and even violence to try and turn the tide of Void corruption among the Elves. They were far too few to change the tide when they finally did act, making only drops worth of change in an ocean of social decay. The Yanar suffered severely during the Night of the Weeping Stars, when pre-Kathar Elves took axe and torch to the Estelley temples, burning down the Va'sil Trees and proto-Mana Trees, killing many Yanar in the process who desperately tried to defend them. As the Empire collapsed, many Yanar fled the Empire's boundaries for lands beyond, or retreated deeper into the forests, or in the case of the Dulon, were caught behind enemy lines. The Yanar diaspora that fled the continents of the Allorn would end up in places like Ashaven and Regalia, international ports of which rumor was spreading far and wide. The Senlon Yanar who retreated deep into the forests eventually re-emerged, making alliances with the Xotik Maquixtl, preaching for the need of a stronger connection with nature and a detachment from the corruption of urban culture. The Dulon were unfortunate enough at first to become corrupted with Void Essences in the Dread Empire, but later would come to praise this circumstance, becoming fervent supporters of various darker gods and spreading their dominion over nature far and wide. Yanar society unlike that of many other Races is very divided in the modern era, with many Yanar choosing their own destiny away from the memories of the fallen Allorn Empire, while others try to stay true to their origins and rebuild the respect they once held in the eyes of the Estelley faithful.

Yanar Sub-Cultures

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Ferlon Yanar

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

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Senlon Yanar

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

Noimg.png
Dulon Yanar

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

Physical & Mental Characteristics

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

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

Heritage Traits

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

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

Free Packs

Mechanics

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

Society

Language

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

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

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

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

Religion

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

Families

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

World View

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

Trivia

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

Accreditation
Writers MonMarty
Artists MonMarty
Processors Okadoka, FireFan96, HydraLana
Last Editor Firefan96 on 03/10/2024.

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