Dark Elves
Azari'lunn (Dark Elves) | |
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Pronunciation | Azaa-rie luun |
Classification | Elf |
Nicknames | Knife Ears (Derogatory)
Children of the Night |
Languages | Common, Anjyarr, Azari Linguae |
Average Height | 1.83m - 2.20m (6'0" - 7’3") |
Average Weight | 70kg to 90kg (155lbs - 198lbs) |
Maximum Age | ~450 Years Old |
Stat Bonuses |
+2 Strength +0 Defense +0 Agility +2 Intelligence |
Introduction
The deadliest blow is delivered from the shadows; and none know this better than the Azari'lunn. A cunning and ambitious people, the ‘Lunn stem from generations of mistreatment and resentment from every angle, yet remain steadfast in their journey to rebuilding their culture.
On the surface, it is easy to classify the ‘Lunn as only masters of deceit and deception; but this is hardly scratching the surface of a ‘Lunn’s many talents. Beneath the mistrust and caution is a vast basin of deep-rooted culture, often excelling in the creative arts and fashions, along with agile swordplay.
From their close-knit family units to their full-scale festivals, the ‘Lunn footprint in Eden is not one to be overlooked.
Standing with the blessing of the Son, Fineall, the Moon Elves favor their most important mantra: “Let your loyalty lay with your kind.” To earn a ‘Lunn’s trust is a near impossible feat, but to make one an enemy is a certain demise. Outsiders would benefit from treading carefully.
“The ‘Lunn? Ah. Resilient people. They’ve brought a lot of life and culture to our own. Heard some started movin’ back toward the Glade, though. I hope it’s the right move….”
- An elderly Khadan shop owner while he re-adjusts his wares. |
Character Creation
Appearance
Azar’lunn are tall, like most Azari. At maturity, they often stand between 6’0 (182.88 cm) and 7’0 (213.36 cm). They have skin tones ranging from light grey to deep purple, often with undertones of purple and blue. They are unable to grow facial hair, but their hair ranges from bone white to black, lacking any shades such as brown or blonde in between. An Azari’lunn’s physique is often quite different depending on each individual, though most range between a rather toned and muscular frame to more akin to an avid swimmer. What is common among almost all, however, is brutal strength. Elves reach adulthood at 72 common years and can live up to 400-450 common years. The Azari'lunn keep their youthful appearance for most of their lives, only starting to show visible aging when they reach the age of 350.
One of the most unique features of the Azari’lunn is their eyes. Often they are purple, grey, or lilac. But they can also appear as shades of yellow, ranging from a brighter orange to a pale ochre.
For the Azari race, all can begin having children at age 100. However, because of the elven year, they can only birth once every four seasons.
Languages
Azari Linguae: Quick Guide | |||||
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Greetings | Races | Titles | |||
Elvish | Common | Elvish | Common | Elvish | Common |
Vale | Hello/Greetings | Azari | Elf | Kerri’lunn | Herald of the Night |
Vale’tar | Farewell | Azari’cill | High Elf/Pure Elf | Lla'viltir | Head of Military |
Fílo(s) | Friend(s) | Azari’cerr | Wood Elf/Wild Elf | Tericyées | Chief |
Azari’lunn | Dark Elf/Moon Elf | Tri'cilus | Captain | ||
Azari’soll | Fire Elf/Sun Elf | ||||
Dur’arum | Denur | Visera | Minister | ||
Vari(s) | Human(s) | Ar’mágoi | Arch-Mage/Spellcaster | ||
Ghesiri(s) | Faulskins(s) | Mágoi | Mage/Spellcaster | ||
De’nevir | Tiefling | Scinar(i)’cilus | High Priest(ess) | ||
Scinari | Priestess | ||||
Scinar | Priest | ||||
Scini | (Older) Student | ||||
Scin | (Young) Student | ||||
Bessi’inn | Blessed one | ||||
Medi’cilus | Doctor/Medic |
Naming Schemes
As far as naming goes, it has been split for quite some time. Whether you are given a more Gladed name, that connects to the Azari'lunn roots. Something more elven. Or, on the other hand, for those who are still within the deserts. 'Lunn with more Anjyarri forenames connects with the culture and may have similar names to the Khadans that live amongst them.
Example of Gladedwellers forenames: Kanari, Zastra, Sellia, Lleveris, Arven, Fenrin, Karis, Malakai, Tallin, Zher. |
Example of Anjarri forenames: Rammon, Aziz, Kha’rit, Ralvvon, Nahida, Qhinari, Sig'Vyl. |
Example of Azari'lunn surnames: Tethass, Nobara, Casteneda, Avenell, Malasyon, Vanlor, Neodren. |
Cultures
The Sultanate of Anjyarr | At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Empire of Anjyarr. It is a paradise of great wealth and prosperity in the midst of an unruly wasteland. Founded by a tribe of nomadic traders, whom settled due to the pleasant climate and geographic location near the Ifriq, Al-Khadir quickly became a trading hub for races all around the world. The city is a gateway to anyone wishing to enter the Southern world. It offers a large market for all kinds of goods, from elven trinkets to dwarven drinks, but also an extensive range of local wares such as tobacco, carpets, coffee, spices, and garments! | |
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The Woodland Realm of Mitrona | Even the bravest of warriors have learned to fear the vast tracts of woodland that can be found throughout the realms of Eden. Surrounded by trees, it is all too easy to get disoriented and lost, but there is a more primal dread at work. In the forest, no one can ever be sure what is lurking just out of sight. Sounds are muffled, yet noises seem to come from everywhere – the snapping of twigs, a sinister rustling of leaves, and the creaking of the wind-stirred canopy above. Nowhere to hide, nowhere to run. Nothing to hear you besides the elemental wrath of the Azari’cerr. These people are highly-skilled elves with centuries of experience in their home environment, the forest. Once an outsider enters Myln Arbor - The mystical forest most of these people call home - it is unlikely he will leave in one piece. |
Since the Civil War, the Azari’lunn do not have a set homeland among the other Azari. Instead, populations are split. Some still reside in Anjyarr, whereas others are attempting to begin to return to the Glade of Dragons-- or adopt a nomadic lifestyle altogether.
Gladedwellers
In an attempt to re-integrate themselves with their roots in the Glade, some dark elves have split from their brethren in Anjyarr. Many ‘Lunn choose this path for different reasons, but often have the same goal in mind: the reestablishment of the Azari’lunn culture, separate from Khadan influence.
As of the early 1540s, the ‘Lunn population in the Glade has increased. With the help of the nation of the Woodland Realm, they have successfully re-established a foothold in their former homeland. Reconnecting with their shared kin has ignited a spark for the growth of ‘Lunn culture, and they have come together to construct an old Mitronan island by the name of Sunscape. This area is the closest remaining remnant of Azari’lunn civilization since the Age of the Fallen Spires, though it is not owned by the ‘Lunn. Mitrona owns the land, and bars the ‘Lunn from citizenship within the Arbor and Glade, but has allowed the Azari’lunn to reside and run the island--going as far as to appoint a half ‘Lunn as Tericyees. This is the biggest stride made so far for the reestablishment of a separate culture - and the first major step for other Azari to re-accept their distant ‘Lunn kin.
Gladedwellers Attire
While their Anjyarr brethren have taken on more of the Khadan’s clothing style, the ‘Lunn in the Glade have adapted. Their clothing tends to vary depending on personality, but are often seen sporting anything that can be both flashy and practical, showing skin and allowing breathability. Often, Dark Elves wear many different forms of jewelry, from chains on their ears to piercings adorning their faces, and unlimited rings and clasps. While the attire choice might be considered over the top by some, it is rare for a ‘Lunn’s outfit to not have utility; such as flowing clothing that doubles as hidden sheathes, or shield contraptions along arm bracers.
Additionally, all ‘Lunn are known for their tattoos and jewels.
Anjyarri ‘Lunn
Being as it was the first nation to accept any remaining ‘lunn after the Fall, many chose to remain in Anjyarr, where their culture blended and adapted to conform to the Khadan humans. With the 1547 revolts that usurped the Nobara line from the Anjyarri throne, activity in the region of both ‘Lunn and Khadan humans has decreased significantly; however, it is still the go-to for many Azari’lunn seeking their kind. With the adaptation of cultures, the Desert ‘Lunn has separated from many of their former practices, choosing to participate in the human holidays, stories, foods, and customs. The future of the Azari’lunn in the desert hangs in the balance now, as the fate of the nation as a whole is uncertain.
Anjyarri Attire: With the shifting of Azari’lunn culture to more of a Khadan-’Lunn take, the clothing has changed in turn. Wanting to sport clothing more practical in a desert environment, they are often seen wearing layers to protect their skin from the sun, though retaining the flowy aspect of their ancestors. Their choice of weaponry has shifted significantly as well, often choosing the curved blades of the Khadan people in place of daggers and short-swords. One thing that has been consistent between all of the Azari’lunn, however, is their love for intricate jewelry and tattoos; both of which are found to be common shops run by the species.
Despite the divides in distance and beliefs, some pieces of Azari’lunn culture remain united. Jewelry is a stable between both groups, as are tattoos. Often tattoos are a form of self-expression and bonding, received as a coming of age or to represent ties between their kin. It is not uncommon for couples to have matching designs, or for old scars to be reworked into artwork on a dark elf’s skin. This practice is seen as embracing hardship and perseverance, gifts given by Fineall.
World View
Character Traits
Racial Traits - Dark Elf | |
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Arcane initiate | Players with this trait know the "Flame Arrow" spell without needing to be a spellcaster. |
Nightseer | Players with this trait get the night vision effect when entering dark spaces and during the night. |
Knowledgeable | Players with this trait get two extra lvl 1 spell slots and one extra lvl 2 spell slot. |
Attuned to Ignos | Players with this trait can ignite their weapon. Applying the "Burning" status effect to whoever they hit. |
Deathspeaker | Players with this trait can interact with ghosts and corpses during events, being able to ask 3 separate ones 3 questions per event before the effect wears off. |
Races | |
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Human Races | Attians · Khadans · Hinterlanders |
Elvish Races | High Elves · Wood Elves · Dark Elves |
Dwarvish Races | Denur · Halflings |
Orcish Races | Orcs · Goblins |
Other Races | Sylvani · Tieflings |