<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://fablesfantasyrp.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Littlebuggie</id>
	<title>Fables and Fantasy Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://fablesfantasyrp.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Littlebuggie"/>
	<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/Special:Contributions/Littlebuggie"/>
	<updated>2026-04-11T09:13:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:RainAxe&amp;diff=6571</id>
		<title>User:RainAxe</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:RainAxe&amp;diff=6571"/>
		<updated>2024-10-30T01:01:22Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;bing bing bam bam&lt;br /&gt;
whore&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6569</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6569"/>
		<updated>2024-10-30T00:58:54Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The History of [[Wood Elves]]&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6568</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6568"/>
		<updated>2024-10-30T00:55:31Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=6567</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=6567"/>
		<updated>2024-10-30T00:53:05Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please note that: &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''◇''' are macro categories &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''❀''' are tiny critters&amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;text-align:center; width: 70%; margin:auto;&amp;quot;&lt;br /&gt;
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Common&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:green&amp;quot;| Uncommon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:teal&amp;quot;| Rare&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:purple&amp;quot;| Epic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:olive&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
| A common creature.&lt;br /&gt;
| You can find this only as a random encounter.&lt;br /&gt;
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.&lt;br /&gt;
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.&lt;br /&gt;
| It's believed extinct and people in Eden even have a doubt they exist.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:Header1.png|center|frameless|565x565px]].{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #2eb54f&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;[[Frogs|◇Frogs]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #10ab36&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Fishes|◇Fishes]]&lt;br /&gt;
:[[Sea Serpent]]&lt;br /&gt;
:[[Squids]]*&lt;br /&gt;
:[[Siren]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #0e962f&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Common Birds|◇Common Birds]]* &lt;br /&gt;
:[[Tropical Birds|◇Tropical Birds]]*&lt;br /&gt;
:[[Bats|◇Bats]]&lt;br /&gt;
:[[Owls|◇Owls]]&lt;br /&gt;
:[[Chicken]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconic&lt;br /&gt;
|HeaderColor = #0c8029&lt;br /&gt;
|Desc = The legendary creatures known as dragons come in various shapes and sizes. Most dragons can easily be categorized as variants of the classical dragon, and while those are the most commonly known depictions of dragons in Eden. Scholars have found out that the offspring of Dragons have a few more branches of creatures such as Wyrms and Demidragon types.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Dragons|Dragons]]&lt;br /&gt;
:[[Demidragon]]&lt;br /&gt;
:[[Wyrms]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcane&lt;br /&gt;
|HeaderColor = #0a6b22&lt;br /&gt;
|Desc = The only &amp;quot;magical&amp;quot; creature that can sustain itself without a tear nearby. Arcane creatures live within Eseron using the little magic the realm itself has. However, Arcane creatures are arguably the most rare to come by. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[The Thing in the Woods]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #08551b&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Giants|◇Giants]]&lt;br /&gt;
:[[Kobolds|◇Kobolds]]&lt;br /&gt;
:[[Centaurs]]&lt;br /&gt;
:[[Minotaur]]&lt;br /&gt;
:[[Satyr]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #064014&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Bears|◇Bears]]*&lt;br /&gt;
:[[Wolves|◇Wolves]]&lt;br /&gt;
:[[Camel]]*&lt;br /&gt;
:[[Cat]]*&lt;br /&gt;
:[[Cow]]*&lt;br /&gt;
:[[Donkey]]*&lt;br /&gt;
:[[Elk]]*&lt;br /&gt;
:[[Goat]]*&lt;br /&gt;
:[[Hedgehog]]*&lt;br /&gt;
:[[Horse]]*&lt;br /&gt;
:[[Llama]]*&lt;br /&gt;
:[[Pig]]*&lt;br /&gt;
:[[Raccoon]]*&lt;br /&gt;
:[[Skunk]]*&lt;br /&gt;
:[[Rabbit]]*&lt;br /&gt;
:[[Griffin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #042b0e&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Snakes|◇Snakes]]&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Insect&lt;br /&gt;
|HeaderColor = #021507&lt;br /&gt;
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Flies|◇Flies]]*&lt;br /&gt;
:[[Bees and Wasps|◇Bees and Wasps]]*&lt;br /&gt;
:[[Fireflies|◇Fireflies]]*&lt;br /&gt;
:[[Scorpions|◇Scorpions]]&lt;br /&gt;
:[[Spiders|◇Spiders]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}[[File:Divider.png|frameless|1696x1696px]][[File:Header2.png|center|frameless|567x567px]].{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aros&lt;br /&gt;
|HeaderColor = #3d61bc&lt;br /&gt;
|Desc = With a realm filled by only a deep, dark ocean, the realm of Aros can be petrifying to those who hear of it.  Distance sounds of echoing and calling, the sea is a large anomaly only some are able to wield. If one were to search hard enough, the creatures of Aros may appear in Eden's very own sea.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Frost Phoenix]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aether&lt;br /&gt;
|HeaderColor = #42d4df&lt;br /&gt;
|Desc = Fast winds and even higher mountainous ranges, the Realm of Aether is mosts worst nightmare. The cold can be unbearable with only selective creatures to be able to withhold it. Creatures from the realm are majestic and stoic. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Usebilein|Unicorn]]&lt;br /&gt;
:[[Pegasus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Ignos&lt;br /&gt;
|HeaderColor = #cc3826&lt;br /&gt;
|Desc = Creatures hailing from the elemental realm of Ignos, a fiery landscape where it is far too hot for the Eseron populace to reside it. Sometimes, though, the  creatures of Ignos come to visit Eseron,  the dangerous and seemingly harmless.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Fire Lizard]]&lt;br /&gt;
:[[Magma Golem]]&lt;br /&gt;
:[[Fire Phoenix]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Kor&lt;br /&gt;
|HeaderColor = #d36820&lt;br /&gt;
|Desc = A vast, hilly plane. Unlike Aether, this one is much less intriguing to stare into.  On the contrary, Kor wields vast and complicated Forests similar to Eden's Myln Arbor.  Creatures from Kor are diverse, arcane and fae alike. With some making appearances in Eden.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Stone Golem]]&lt;br /&gt;
:[[Great Stag]]&lt;br /&gt;
:[[Sand Golem]]&lt;br /&gt;
:[[Gimeek]]&lt;br /&gt;
:[[Dryads]]&lt;br /&gt;
:[[Nymph]]&lt;br /&gt;
:[[Pixie]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}[[File:Divider.png|frameless|1696x1696px]][[File:Header3.png|center|frameless|570x570px]].{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcus&lt;br /&gt;
|HeaderColor = #2b50c7&lt;br /&gt;
|Desc = Arcus, named after the All-Seeing Oracle, is an empty wasteland with scattered libraries over the desolate realm. As well as hidden tombs and spellcaster towers. Most of the demons, who are weak, are busy building more structures for the ruler. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Gula&lt;br /&gt;
|HeaderColor = #9d209c&lt;br /&gt;
|Desc = A world entirely crystallized, leaving little to no place for life, is a seemingly entrancing realm. With impressive spires and glittering towns, this is exactly what the twin seducers of Gula intended.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Succubus/Incubus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Khar&lt;br /&gt;
|HeaderColor = #931c1c&lt;br /&gt;
|Desc = A chaotic realm that rivals the landscape of Ignos, Khar is filled with volcanoes and lava. Khar is occupied by demons of low intelligence with no ruler, though some believe that this won't be the case for long.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Rot&lt;br /&gt;
|HeaderColor = #68d463&lt;br /&gt;
|Desc = The realm of Rot would make someone wonder as to how it sustains itself. The entire inhabitance is a permanent state of decay and madness. This planet is filled with a Forest, however, and ruled by Zarzareth and his underlings.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Kyphret Vine]]&lt;br /&gt;
:[[Augel'Garn]]&lt;br /&gt;
:[[Plague Bringers]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermyx&lt;br /&gt;
|HeaderColor = #d78b58&lt;br /&gt;
|Desc = Like Arcus, this realm is desolate. However, filled with sands upon sands with no structure in sight. There seems to be no ruler and the only life is the low-intelligence demons that ravage through.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Giant Rat]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Shyir&lt;br /&gt;
|HeaderColor = #1d1b1b&lt;br /&gt;
|Desc = Feared by even lesser demons that do not hail from here, Shyir is the realm of the dead. Black sand dunes fill the sphere and necromancers that are proficient in their craft draw from Shyir. The &amp;quot;Lord of Bones&amp;quot; rules over Shyir and sends himself and his minions to terrorize the population of Eseron.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Banshee]]&lt;br /&gt;
:[[Ghost]]&lt;br /&gt;
:[[Ghoul|◇Ghouls]]&lt;br /&gt;
:[[Skeleton]]&lt;br /&gt;
:[[Spectre]]&lt;br /&gt;
:[[Skeleton Lord|Wight]]&lt;br /&gt;
:[[Wraith]]&lt;br /&gt;
:[[Zombie]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Sylveryx&lt;br /&gt;
|HeaderColor = #e54d4d&lt;br /&gt;
|Desc = One of the more advanced chaotic realm, if not the most, Sylverix is filled with various advanced structures. Though they are filled with lesser demons. The great Vampiric houses rule over the realm, and this is where Hemomancers draw their power from.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;[[Vampire Spawn|◇Vampires]]&lt;br /&gt;
:[[Werewolves]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Khul&lt;br /&gt;
|HeaderColor = #d8d353&lt;br /&gt;
|Desc = The most confusing chaotic realm. No mortal can stand to comprehend Khul. If one were to look through, there wouldn't be the same location twice-- and each vastly different from the next. Mariketh, the trickster &amp;quot;prince&amp;quot;, rules over Khul.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;[[Deygrim]]&lt;br /&gt;
:[[Puppeteer of Khul]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6566</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6566"/>
		<updated>2024-10-30T00:47:30Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Meow 1 ==&lt;br /&gt;
MeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEow&lt;br /&gt;
&lt;br /&gt;
== Meow 2 ==&lt;br /&gt;
[[File:Azari Reunion.png|frameless]]&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6565</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6565"/>
		<updated>2024-10-30T00:46:53Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Meow 1 ==&lt;br /&gt;
MeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEowMeowMeowMEow&lt;br /&gt;
&lt;br /&gt;
== Meow 2 ==&lt;br /&gt;
[[File:Azari Reunion.png|frameless]]__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6564</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6564"/>
		<updated>2024-10-30T00:41:45Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: Replaced content with &amp;quot; __NOTOC__&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Tieflings&amp;diff=6555</id>
		<title>Old Tieflings</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Tieflings&amp;diff=6555"/>
		<updated>2024-10-25T06:52:33Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = TieflingAI.jpg&lt;br /&gt;
|Name = Denevir (Tieflings)&lt;br /&gt;
|Pronunciation = Tief-ling&lt;br /&gt;
|Classification = Tiefling&lt;br /&gt;
|Nicknames = Devenir&lt;br /&gt;
Tieflinere&lt;br /&gt;
|Languages = Common, Notre Voix&lt;br /&gt;
|Average Height = 1.52m - 1.71m (5'0&amp;quot; - 5'7&amp;quot;)&lt;br /&gt;
|Average Weight = 52kg - 68kg (115lbs - 150lbs)&lt;br /&gt;
|Maximum Age = ~130 Years Old&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +3&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Nearly long forgotten, and looked at strangely, tieflings are a dispersed race across all of Eden. Coming from a collective broken home at some point, most had to move across Eden from the year 1511 to start a new life. Petrified, and not knowing where to go, most had slowly adjusted to other culture's accustoms, and began to lose their own. &lt;br /&gt;
&lt;br /&gt;
Most tieflings, Denevir amongst themselves, are far more jovial than one might think. They have endured much hardship. At first glance, it seems they are content with this, living by another nation's culture. However, this is far from the case. They long for a sense of belonging and even more so a place to express their roots back at Nous. &lt;br /&gt;
&lt;br /&gt;
Speaking in an almost forgotten language, the Denevir are tight-knit but are open and accepting to those who are willing to respect them as well. They will treat any other race as if they were their own, feeling great empathy for others as they know what it is like to lose what was rightfully theirs. A rejected race, but actively looking to find a place to call home. They do not let this keep them down, however, and instead use this as emotional strength to pull themselves up.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |“The tiefling race? Well, most are willing to sing and dance if you just ask them… Always with a smile on their faces, too. I’ve never seen anyone else content with just existing. It’s almost motivational.”&lt;br /&gt;
'''-An Anjyarri Jeweler traveling through Al-Jabrid.'''&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The tiefling race is born in shades of grey strictly from the years of living in the crevice known as Nous. Never has there been a naturally bright, or colorful, tiefling. With most not being able to grow past five foot six, 1.71 meters. The Denevir exists as a short and lithe race. As they get older, their horns grow into a naturally curved shape akin to rams, with some cases of horns growing upwards with no bend. Their eyes come in a vast array of colors. Most notably: yellow, blue, and any natural color, though far more vibrant to humans. A small branch of tieflings, however, can grow antlers instead. These resemble deer in a sense, but can be just as large as horns.  &lt;br /&gt;
&lt;br /&gt;
Their ears are similarly pointed like an elf’s but shorter. Tieflings are also equipped with sharp canines. They have comparable builds to a human with regular limbs, though with long prehensile tails that stretch to about .7 to 1.1 meters that can be used to move along heavier objects. The younger the tiefling, the smaller their horns. However, tieflings live up to one hundred and thirty. Because of this, their aging is similar to humans, again, though they do not show physical signs of aging until seventy years old.&lt;br /&gt;
[[File:Example of Tiefling woman.jpg|thumb|An example of a tiefling woman.]]&lt;br /&gt;
[[File:Screenshot 2024-08-01 at 15.20.34.png|none|thumb|425x425px|First photo depicts possible shades of a tieflings real skin. The second photo depicts possible colors a tiefling may want to paint themselves.]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Denevir Linguae: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
!Notre Voix&lt;br /&gt;
!Common&lt;br /&gt;
! Notre Voix&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Bonjour&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|Elfe&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Au revoir&lt;br /&gt;
|Farewell&lt;br /&gt;
|Haut&lt;br /&gt;
| High Elf/Pure Elf&lt;br /&gt;
|-&lt;br /&gt;
|Ami(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Boisé &lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
|Sombre&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|-&lt;br /&gt;
|Soleil&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|-&lt;br /&gt;
|Rocheux&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
| Humain&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vert(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Denevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Despite not knowing home for many years, keeping names in the Notre Voix language is incredibly important to those close to their roots. Some tieflings may have Anjyarri or elven-sounding names, but in many homes the usage of Notre for names.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Examples of Tiefling forenames:''' Jolie, Grace, Andre, Pierre, Luebella, Briette, Jean.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Examples of Tiefling surnames:''' Alarie, Dubois, Cherean, Beaufort, Anouilh, von Joy, Aloi, Fleur.&lt;br /&gt;
|}&lt;br /&gt;
=== Cultures ===&lt;br /&gt;
Although tieflings may live in many places, they do not have a set home. Because of this, majority of tieflings have decided to live a nomadic lifestyle. They wish to be their own in Eden and never stick to one place. Many tieflings, as they have travelled for well over twenty years, have picked up from other cultures. Some tieflings speak that nations dialect by choice. Perhaps they join in on that nations events and when they are ready to leave, they carry a piece of that nation with them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:AnjyarrAI.png|frameless|200x200px]]&lt;br /&gt;
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]&lt;br /&gt;
|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!&lt;br /&gt;
|-&lt;br /&gt;
![[File:MitronaAi.png|frameless|200x200px]]&lt;br /&gt;
![[The Woodland Realm of Mitrona]]&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfCityAI.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
|The Scions of Illumination, as the Azari’cill call themselves, invoke this name because their existence reflects the pinnacle of civilization under the Mother’s wing. These luminous beings have blood that glimmers by magical properties. The glittering spires of the Azari cities stand like beacons in the lands where skill and enlightenment saturate the very air. The Azari’cill absorbed so much of this innate potential that when at war, it is said that the phalanxes of the Azari warhosts glow with robust power. An assault by an Azari’cill army is swift and carried out with flawless precision. The enemy is met with a forest of blades and barrages of elemental wrath. This claim of mastery also carries a deadly arrogance. The Azari come in glory, but they hail from a broken land, their elegant spires toppled and their statuary crumbled into the dust of a dead empire. The stories tell that it was the scourge of Fineall that ravaged the lands of silver; it was unavoidable. The age of the fallen spires has turned the empire of enlightenment into a spell-haunted ruin. Ever since the Time of Reinvention, the Azari’cill have managed to make peace with the lands they call home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AverageChad.png|frameless|200x200px]]&lt;br /&gt;
!On Attians...&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“The most successful race of the humains… It’s strange to get a proper read on them. Some Attians will accept us with open arms. Others will insult you in their native tongue. All in all, it’s best just to let them be.” &lt;br /&gt;
*Elise Robin, a traveling artist across Eden.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“It seems the war has made them a lonely race. A diverse set of folks, too. One looked at me weirdly on my way up north. They must not see horns and tails every day. They’re similar to the Attians, but are somehow more… rugged. I can’t put my finger on it, quite.” &lt;br /&gt;
*Charles François, a nomadic geomancer. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KhadanMale.png|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“From what I’ve seen, they were more welcoming when… ah, forget it. They’re nicer than what most of us expected. And since the move-ins, some of us have indulged in their culture. It’s not all that bad. Even if it’s not home.” &lt;br /&gt;
*Anne Ordin, a jeweler in Al-Jabrid. &lt;br /&gt;
|-&lt;br /&gt;
![[File:HighElfMan.png|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“After realizing the heat wasn’t for me, I slowly approached Luminion. Their ways aren’t exactly close to how it was back home, but the Haut were nicer than what one could expect. I don’t live here, but it’s nice to visit and look at the infrastructure.”&lt;br /&gt;
*Marie Baudet, a roaming magician. &lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Slightly Negative''' &lt;br /&gt;
“Though it was well over thirty years ago, it all seems like it happened yesterday. I was just a small denevir. I am unsure how to feel about it now. I can’t look at a wood elf without thinking back to that day… Perhaps it is true that all wounds can be healed with time. Even though the Boise is generally an unforgiving race, I've seen a few with remorse. Strange...”&lt;br /&gt;
*Arnoul, an elder tiefling in Luminion.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“A scattered race, much like us. Though they started in Anjyarr, some yearn for their homes back. I can certainly sympathize with that sentiment. Their endurance is admirable, too. I don’t think we’re too different, honestly…”&lt;br /&gt;
*Randall, a warrior in Mitrona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurManAI.png|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“They can be quite… negative. I don’t believe any Denevir has treated them poorly, but their grudges run deep into the ground. I hope one day they can learn to overcome their resentments. They can brighten the room if they truly want to.” &lt;br /&gt;
*Henri Charles, a carpetmaker in Al-Khadir.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAIMan.png|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“I don’t usually see many around. I have heard plenty of stories, though. Some are thieving. So it’s best to steer away.”&lt;br /&gt;
*Antoinette Fleur, a young tiefling in passing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcGrrrMan.png|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Seeing the size comparison of the average orc to the average denevir... it’s quite intimidating. I don’t usually see many of them, either. But some of them are nice.”&lt;br /&gt;
*Claire, a Jundi for Anjyarr.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GreedyLilThing.png|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“I’ve seen a lot of wandering goblins, though their homes are with the orcs in Zadh. Don’t let their small size mistake you. They’re fast– I am pretty sure one stole a few coins off of me on my way to the market…”&lt;br /&gt;
*Gabriel Aloi, a traveling merchant.&lt;br /&gt;
|}&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Tieflings&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Flame Arrow&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Knowledgeable&lt;br /&gt;
|Players with this trait get two extra lvl 1 spell slots and one extra lvl 2 spell slot.&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Piercing gaze&lt;br /&gt;
|Players with this trait are immume to the &amp;quot;blindness&amp;quot; status effect.&lt;br /&gt;
|-&lt;br /&gt;
!Bodily resillence&lt;br /&gt;
|Players with this trait are immume to diseases, venom, and poison.&lt;br /&gt;
|-&lt;br /&gt;
!Packmule&lt;br /&gt;
|Players with this trait have a maximum weight cap of +20.&lt;br /&gt;
|}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Orcs&amp;diff=6554</id>
		<title>Orcs</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Orcs&amp;diff=6554"/>
		<updated>2024-10-25T06:50:32Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = OrcAI.jpg&lt;br /&gt;
|Name = Orcs&lt;br /&gt;
|Pronunciation = Ork&lt;br /&gt;
|Classification = Faulskin&lt;br /&gt;
|Nicknames = Foulskins, Orukk&lt;br /&gt;
|Languages = Common, Orkish.&lt;br /&gt;
|Average Height = 1.72m - 2.18m (5'8&amp;quot; - 7'2&amp;quot;)&lt;br /&gt;
|Average Weight = 89kg - 104kg (196lbs - 230lbs)&lt;br /&gt;
|Maximum Age = ~150 Years Old&lt;br /&gt;
|STR = +3&lt;br /&gt;
|DEF = +1&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Emerging from the shadowy depths of Eden's most foreboding landscapes, the Orcs burst forth, their presence heralded by thunderous roars and a display of raw, unbridled aggression. The very ground trembles at the advance of the Green Tide, a formidable force of Foulskins that sends ripples of fear across all nations of Eden. Known amongst themselves as Orkz, these ancient beings are shrouded in mystery, their barbaric customs obscuring much of their history. Possessing a fierce and primitive nature, these muscular, beast-like humanoids from tribal communities, uniting under the banner of conquest at Zadh-Nadrozz, their stronghold in the Derlowaki Savannah. They rally together in warbands, intent on unleashing their wrath upon Eden. However, their relentless aggression has fragmented their society, as the combined forces of Eden's nations have historically repelled their invasions. Only recently have the Foulskins begun to regroup in their ancestral lands, signaling a new era for their kind.&lt;br /&gt;
&lt;br /&gt;
The mighty green folk of Eden, known as the Orcs, stand as the pinnacle of strength and ferocity in a land where appearances can be deceiving. This formidable race, often underestimated for their intellect, leaves devastation in their wake, overpowering any foe before a sword can even be drawn. Despite the civilized races' efforts to eradicate this scourge, the Orcs' savage nature, combined with their loyalty to tribe and kin, renders them as persistent as the most tenacious of pests. United in their ferocity, the Orcs are recognized across Eden for their unparalleled prowess in battle, a testament to their barbaric zeal and lethal efficiency. &lt;br /&gt;
&lt;br /&gt;
Yet, a shift has occurred within their ranks; no longer content to be seen as mere monsters, the Orcs strive to showcase their multifaceted capabilities. From construction to blacksmithing and hunting, they aim to demonstrate their worth beyond the battlefield, seeking respect and understanding from the other races of Eden. However, this quest for recognition does not dull their edge; honor and loyalty remain paramount, for nothing stands higher in an Orc's values than the bonds that tie their society together.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|''“The orcs, you say? Impossible to get a hang of I’ll say. They’re rude brutes who care little for any existing norm. But the bonds they have for each other is admirable at least.”''&lt;br /&gt;
'''- A Khadan caravan man on the road back from Zadh Nadrozz'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&lt;br /&gt;
==== Physical Traits ====&lt;br /&gt;
[[File:FemaleOrcAIV2.jpg|thumb|An example of a female Orc]]&lt;br /&gt;
Orcs, with their imposing stature and distinct physicality, are rumored to be descendants of the ancient ogres or trolls, a lineage that speaks to their formidable presence. Their skin tones vary significantly, a reflection of their diverse habitats and lifestyles within the Delorwaki. Standing between 1.72m and 2.18m (5'8&amp;quot; - 7'2&amp;quot;) tall, both male and female Orcs share this range in height, showcasing a remarkable uniformity in stature across genders, further emphasizing their race's robust and intimidating nature. Orcish hair is typically characterized by its dark shades, predominantly black, and is known for its strength and resilience. It is common for orcs to grow their hair long and style it in braids, a practice that not only serves a practical purpose in battle by keeping their hair out of their faces but also holds cultural significance, with the intricacy of the braids often denoting status or achievements within their society or family. &lt;br /&gt;
&lt;br /&gt;
The most recognizable are those with vibrant green skin, a color believed to have evolved from their dwelling in dense, magical forests where the ambient energy influenced their pigmentation. Orcs from the savannah regions boast a brownish hue, a natural adaptation to the arid, sun-scorched environments where blending with the earthy tones offers a tactical advantage. Meanwhile, those who have made the caverns of the Delorwaki Savannah their home exhibit a grayish skin tone, a result of living in the dimly lit, subterranean realms. This variety in skin color among the Orcs is not just a testament to their adaptability but also to the rich diversity within their race.&lt;br /&gt;
&lt;br /&gt;
A distinctive feature setting orcs apart from all other races is their prominent tusks protruding from their lower jaws. While most orcs possess relatively short tusks that are visible even when their mouths are closed, it is widely believed that larger tusks signify a more formidable warrior. Orcs hold their tusks in high esteem, as they are unique to their race. It's common to see these tusks adorned with decorative rings or other forms of jewelry. &lt;br /&gt;
[[File:OrcSkin.png|none|thumb|663x663px|A guide to typical Orc Skin Colors.]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
Orcs have had a long history of speech which was nearly impossible to understand to anyone but other orcs since it was mainly random screaming. This was referred to as Ancient Orcish, still practiced by few and only found in ancient recordings. Nowadays, the orcs have mixed their ancient language with the common tongue of the humans who often tried to communicate with the orcs. An orcish variant of common was born which is now referred to simply as “orcish”. &lt;br /&gt;
&lt;br /&gt;
This variant is a lot more guttural and lispy than the average common. Many words in a sentence are not pronounced fully or can become a single word by dragging out the words while already starting to pronounce the next one. It’s hard to pinpoint exactly how orcish operates since each speaker seems to have their own dialect. But there are some common occurrences in the language; the '''h''' is nearly never pronounced. The '''s''' is usually replaced with a '''z''' and any word ending on '''ing''' would end shorter with just an '''in’'''. Any '''th''' is replaced with the '''d'''. The possessive in orcish is portrayed with an '''‘v'''. &lt;br /&gt;
&lt;br /&gt;
''“Da intereztin’ zword’v ‘im!”'' would translate into ''“The interesting sword of him”.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |The Orc Language: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
!Orcish&lt;br /&gt;
!Common &lt;br /&gt;
!Orcish&lt;br /&gt;
!Common&lt;br /&gt;
! Orcish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Ay!&lt;br /&gt;
| Greetings&lt;br /&gt;
| Panzie(z) / Long Earz&lt;br /&gt;
|Elf(ves)&lt;br /&gt;
|Ladz&lt;br /&gt;
|Friends&lt;br /&gt;
|-&lt;br /&gt;
|‘Owz yerr?&lt;br /&gt;
|How are you? &lt;br /&gt;
|Whoite panzie&lt;br /&gt;
| High Elf&lt;br /&gt;
|Gitz&lt;br /&gt;
|Allies &lt;br /&gt;
|-&lt;br /&gt;
|Be zeein’ ya. &lt;br /&gt;
| See you later.&lt;br /&gt;
| Tree panzie &lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Filth/Filf&lt;br /&gt;
| Enemies, slaves&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;11&amp;quot; |&lt;br /&gt;
|Zand panzie&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|Big ‘Unz&lt;br /&gt;
|Tribal Leaders&lt;br /&gt;
|-&lt;br /&gt;
|Dwarf &lt;br /&gt;
|Denur&lt;br /&gt;
|Da Bozz&lt;br /&gt;
|Ruler&lt;br /&gt;
|-&lt;br /&gt;
|‘Umie(z)&lt;br /&gt;
|Human(s)&lt;br /&gt;
| Zhaman&lt;br /&gt;
|Shaman&lt;br /&gt;
|-&lt;br /&gt;
| Gobbo&lt;br /&gt;
|Goblin&lt;br /&gt;
|Arch Zhaman &lt;br /&gt;
|Arch-Shaman&lt;br /&gt;
|-&lt;br /&gt;
|‘Orn’d one(z)&lt;br /&gt;
|Tiefling&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Common Words&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
!Orcish &lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Uruk’tal(i)&lt;br /&gt;
|Ancestor(s) &lt;br /&gt;
|-&lt;br /&gt;
|Urneldash&lt;br /&gt;
|The Green Flame&lt;br /&gt;
|-&lt;br /&gt;
|Grauhm&lt;br /&gt;
|Voidal entities/mages&lt;br /&gt;
|-&lt;br /&gt;
|Zorzerah’v’[element]&lt;br /&gt;
|Elemental mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
An orc’s name usually consists of two parts, namely their first name which is often decided by their parents and their last name which is often an aptronym chosen by the orcs themselves. Usually, something that reflects who they are or what they’ve accomplished. &lt;br /&gt;
&lt;br /&gt;
An orcish first name is rarely longer than two syllables long, usually intercepted by an apostrophe in the middle of those two syllables. Orcs might decide on a name themselves for a child which they find fitting or wait for the first sound the child makes and derive a name from that sound. &lt;br /&gt;
&lt;br /&gt;
The addition to the first name is more interesting, as this is no set-in-stone title. The last name of an orc represents who they are in either character, profession, deeds they have done, or feats they have achieved. If an orc considers themself to be quite strong they might call themselves “Da Ztronk” or if their profession is a healer they might call themselves “Da Medik”. Therefore, familial last names are uncommon but not unseen, as some orcs prefer their family ties and decide to create a family name.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which the Orc race is present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:ZadhCulture.png|frameless|200x200px]]&lt;br /&gt;
! [[Zadh Nadrozz|The Faul Tide of Zadh-Nadrozz]]&lt;br /&gt;
| Zadh Nadrozz, a once-majestic Denur hold nestled in the mountains, now serves as the formidable stronghold of the Foulskins, Orcs and Goblins who have made it their own. This mountain fortress is the heart of Foulskin power on Eden, a place where they rally, grow in strength, and honor their ancestors. It's here that the Foulskins practice The Green Flame religion, a belief system that venerates the pathway to the land of the ancestors, emphasizing their values of rigidity, strength, and honor. Zadh Nadrozz symbolizes the Foulskins' resilience and their deep connection to their past, making it a pivotal location in their dominion over Eden.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians...&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Ztewpid ‘umiez ‘n dey emprahz! Dey be zkemin’ ‘n nevah ztop foightin’ fer shoite reazonz. Iv it werr up tew me, all’o’dem wud be drake food!”''&lt;br /&gt;
* Bral’ba Horzemastah, stable keep.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders… &lt;br /&gt;
| '''Negative'''&lt;br /&gt;
''“Short ‘umiez, tall ‘umiez, z’moztly da zame. Dey’re loud ‘n annoyin’ nae worf keepin’ ‘round ferr long ‘nlezz dey gotz lotza zhoiniez.”''&lt;br /&gt;
&lt;br /&gt;
* Batul-Arak, Zadh-Nadrozz resident&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
| '''Slightly Positive'''&lt;br /&gt;
''“Da zand ‘umiez ‘r not da worzt, dey keep tew demzelfz ‘n nevah kauze troub’l on da roadz. Dey be nowin’ da ztrugglez ‘v da Delorwaki.”''&lt;br /&gt;
*Kar’gath da fazt, Savannah patrolman.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
! On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Long ear’d panziez ‘r olweyz finkin’ dey’r zew much bettah den uz orrukz. Dey’re not da worzt’v da bunch bu’ mez don’ loik dey’r attitudz.”''&lt;br /&gt;
*Eslo Balvard, Shaman’s apprentice in Zadh Nadrozz&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves… &lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Tree panziez ‘r kowardz! Hidin’ up in derr treez ol da toim ‘n nevah foightin’  wiff ‘onah! We zhud be burnin’ dem treez down mez zayz!”''&lt;br /&gt;
*Grombald Trollzbane, member of a warband.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Yeah, wez ‘ad our dealingz with them. They’r ‘old up with the zand ‘umiez ‘an zeem too treat us alroight. Ztill, panziez’ll be panziez.”''&lt;br /&gt;
*Shla’bul da legz, a merchant who frequents the Anjyarri desert.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
! On Denur…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Ztinky dwarvz! Olweyz lewkin’ ferr troub’l wiff uz faulzkinz, talkin’ shoite about derr mount’n. If dey werr twoice’z long dey moight’ve been warriaz ‘nuf tew protect derr mount’n befo’ we kame ‘long.”''&lt;br /&gt;
* Roob’i Jet’ten, savannah scavenger&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings… &lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Wez don’ be zeein’ much smol onez ‘round da zavannah, but wez’r olweyz welkome norf’v’da’zpoine. ‘Ave ta be kareful not ta be zteppin’ on da lil onez ‘n konfuze dem wif smol beaztz.”''&lt;br /&gt;
*Knaraugh Goltoof, Fleetmaster&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Goblins… &lt;br /&gt;
|'''Very Friendly'''&lt;br /&gt;
''“Aye, da lil’ gobboz ‘r propah ladz. Dey be nowin’ woz gud wenn ‘t komez tew shoiniez ‘n zneaky planz. Dey’re a bit zmall doe.”''&lt;br /&gt;
*Gru da drinkah, local tavern ejoyer.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:TieflingAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Slightly negative'''&lt;br /&gt;
''“Da zhamanz sey dey’re Grauhm born bu’ mez ‘aven’ found much problemz wiff ‘em. Dey go’ zum ztrange war paint on ‘em which doezn’ wash of eazy ‘n taztez loik shoite. ‘Zlong az dey be behavin’ dey’ll mozt loikely be foine.”''&lt;br /&gt;
*Bobun da Manglah, employee of the fighting pits in Zadh Nadrozz.&lt;br /&gt;
|}&lt;br /&gt;
==Character Traits==&lt;br /&gt;
Upon creation of an orc character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Orcs&lt;br /&gt;
|-&lt;br /&gt;
!Too Angry to Die&lt;br /&gt;
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)&lt;br /&gt;
|-&lt;br /&gt;
!Savage Blows&lt;br /&gt;
|Players with this trait do 2 additional damage when striking a critical hit (18+) with a melee attack (this trait can only activate twice per turn).&lt;br /&gt;
|-&lt;br /&gt;
!Frenzy&lt;br /&gt;
|Players with this trait can choose to go into a frenzy. Whilst in this frenzy, they double their attacks with melee weapons but suffer a -2 to their defensive rolls. &lt;br /&gt;
Frenzy is deactivated after the player takes 5 damage and can be freely reactivated.&lt;br /&gt;
|-&lt;br /&gt;
!Spidah ridah&lt;br /&gt;
|Players with this trait start with a spider mount. (Voras Pet)&lt;br /&gt;
|-&lt;br /&gt;
!Prophet of the Green Flame&lt;br /&gt;
|Players with this trait know the&amp;quot;Fireball&amp;quot; spell without needing to be a spellcaster. &lt;br /&gt;
Additionally, this flame is green and applies the burning effect to any player it hits for D3 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Boss Skewer&lt;br /&gt;
|Players with this trait do D2 additional damage to Nation/City-State/Claim leaders &amp;amp; stewards with melee weapons&lt;br /&gt;
|-&lt;br /&gt;
!Great Hunter&lt;br /&gt;
|Players with this trait do D3 additional damage to creatures with the BEAST or ANIMAL tag.&lt;br /&gt;
&lt;br /&gt;
|}{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=6553</id>
		<title>Old Denur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=6553"/>
		<updated>2024-10-25T06:46:15Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Denur1.jpg&lt;br /&gt;
|Name = Denur&lt;br /&gt;
|Pronunciation = Dé-nuur&lt;br /&gt;
|Classification = Dwarf&lt;br /&gt;
|Nicknames = Mountainfolk, Dwarf (Derogatory)&lt;br /&gt;
|Languages = Common, Denurûm&lt;br /&gt;
|Average Height = 1.02m - 1.52m (3’4” - 5’0”)&lt;br /&gt;
|Average Weight = 60kg - 80kg (132lbs - 176lbs)&lt;br /&gt;
|Maximum Age = ~200 Years Old&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +4&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Denur, or the Mountainfolk as they are sometimes dubbed by the other races of Eden, are one of the most ancient and proudest of the races on the continent. The stories of their ancestors are etched deep into the core of the continent and the hearts of these stubborn folk. Once they controlled an Empire that spanned across all the mountains, north to south, east to west, the remnants of their fallen holds can still be found and are hard to overlook. These days they are reserved to the northern part of the continent, most prominently their ancient capital of Dar-ach Denur, said to have been built by the first High King. Here they gather their strength in the hope that one day they will be able to return to the lost greatness of their ancestors and reclaim their birthright. &lt;br /&gt;
&lt;br /&gt;
Your average Denur believes in three things: strength, fame, and wealth. Most prominently the last of these three, the Denur are known for their greed and willingness to delve deep for what they want, among those the most coveted metal of all; Starmetal. Through ages of living underground and honing their skills, the Denur have become the undisputed masters of the mine, their halls being the largest example of their prowess. Aside from being prolific miners, the Denur are also highly proficient engineers, smiths, and craftsmen, priding themselves on being able to produce weapons, armour, and even prosthetics that are far more advanced than anything the Humans or Elves could conjure.&lt;br /&gt;
&lt;br /&gt;
To outsiders, the Denur can come across as arrogant or sheltered. They tend to keep to themselves and are distrusting of outsiders and visitors. Their harsh belief in their Ancestor Gods gives them an aura of ambition that one can easily get swept up in. These folk as a whole are a strong-willed and sturdy people, talented craftsmen, and hardy warriors. Above all they pride themselves on their loyalty to one another and those they have sworn an oath to. A Denur breaking a sworn oath would mean complete disgrace and an outsider breaking an oath to them will mean a deeply rooted grudge that will not be forgotten. The unbreakable bonds of kinship have made it so that the Denur are one of the most collected and unified races on the continent, and even though their way of ruling is often an absolute one, there exists a complete belief in a shared goal and ambition among the Denur.&lt;br /&gt;
==Character Creation==&lt;br /&gt;
===Appearance===&lt;br /&gt;
====Physical Traits====&lt;br /&gt;
[[File:DenurFemale.jpg|thumb|An example of a Denur Woman.]]&lt;br /&gt;
The Denur are a short and stunted race in nature but possess an incredible degree of durability and endurance. They are often referred to as humanoid boulders, much like their environment, as they are practically immovable. The average Denur stands at a humble 1.02m to 1.52m in height, but they make up for their lack of height with their strong build, most noticeably their broad shoulders and powerful legs.  &lt;br /&gt;
&lt;br /&gt;
Denur often have pale skin due to one main reason, their lack of exposure to sunlight. It is not uncommon to see Clan colours painted upon their face as decoration. These mountain folk have a broad spectrum of hair colours, ranging from the deepest blacks to the brightest reds. The colour of their eyes often leans towards the lighter side of blues and greens, as these help with the dim lighting usually found within their underground holds. From a very young age (~12 years old) beards begin to grow on the faces of male Denur, these beards will from then on continue to grow for the rest of their lives. These beards hold a special place in Denur society, as they show their age, wealth, and experience. The longer their beard, the more respect a Denur deserves from his kin, having it trimmed or shaven is seen as a grand slight on one’s honour. Female Denur have this same system, only they similarly braid their hair to show status and renown.&lt;br /&gt;
====Apparel:====&lt;br /&gt;
The Denur have always been masters of adapting to their environment, and now that they mostly dwell in the snowy mountains and frozen tundras, the Denur have made it customary to wear multiple layers of clothing. The materials used for this clothing can consist of fur, leather, and steel and are usually covered in engravings of runes and symbolism of their feats and respective clans. [[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Denur Skin Colors]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Through the centuries of Denur civilization, the language of the Mountainfolk has evolved alongside them. All Denur speak the common tongue, paired with what is usually a hefty accent derived from their original language, known as Denurûm. While speaking the common tongue, Denur often create more guttural sounds than the average speaker. For instance, the present participle of a verb would end with ‘-ing’, but a Denur would pronounce it as ‘-en’. The vowel ‘u’ sounds more similar to an ‘oo’-sound, the ‘i’ would sound more like an ‘eh’-sound, and more often than not they do not pronounce the ‘t’ if a word ends with it, resulting in words like ‘That’ becoming ‘Tha’. Their own, ancient, language of Denurûm is guttural. Denur have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Consonants are often spat aggressively or gargled in the back of the throat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | The Denurûm Language: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Kverit &lt;br /&gt;
|Greetings&lt;br /&gt;
|Elrik(ar)&lt;br /&gt;
| Elf&lt;br /&gt;
| Harrikum &lt;br /&gt;
|High King&lt;br /&gt;
|-&lt;br /&gt;
|Farvel &lt;br /&gt;
|Farewell&lt;br /&gt;
|Vit-Elrik &lt;br /&gt;
| High Elf&lt;br /&gt;
|Kalanfadur &lt;br /&gt;
|Clan Father&lt;br /&gt;
|-&lt;br /&gt;
|Felag(ar) &lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Holt-Elrik&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Langstrom &lt;br /&gt;
| Ancestor&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;14&amp;quot; |&lt;br /&gt;
|Dôk-Elrik&lt;br /&gt;
|Dark Elf &lt;br /&gt;
|Harstrom &lt;br /&gt;
| Graybeard&lt;br /&gt;
|-&lt;br /&gt;
|Denur&lt;br /&gt;
|Denur &lt;br /&gt;
|Langstrom&lt;br /&gt;
|Longbeard&lt;br /&gt;
|-&lt;br /&gt;
|Ferum(ar)&lt;br /&gt;
| Human(s)&lt;br /&gt;
|Darstrom &lt;br /&gt;
|Fullbeard &lt;br /&gt;
|-&lt;br /&gt;
|Urk(ar)&lt;br /&gt;
| Faulskins(s) &lt;br /&gt;
|Strommi &lt;br /&gt;
|Beardling&lt;br /&gt;
|-&lt;br /&gt;
|Tuvlin&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Thagi &lt;br /&gt;
|Shaven (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Smidur &lt;br /&gt;
|Smith &lt;br /&gt;
|-&lt;br /&gt;
|Grungar &lt;br /&gt;
|Miner&lt;br /&gt;
|-&lt;br /&gt;
|Fadur &lt;br /&gt;
|Father&lt;br /&gt;
|-&lt;br /&gt;
|Modir &lt;br /&gt;
|Mother&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   '''Commonly Used Words'''&lt;br /&gt;
|-&lt;br /&gt;
|Karazum &lt;br /&gt;
|Mountain(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kalan &lt;br /&gt;
|Clan&lt;br /&gt;
|-&lt;br /&gt;
| Urk &lt;br /&gt;
|Enemy&lt;br /&gt;
|-&lt;br /&gt;
| Bryn &lt;br /&gt;
|Gold&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Naming Schemes===&lt;br /&gt;
The naming of a Denur is often a complicated matter, as throughout their lives they can accrue multiple surnames. When a Denur is born, they are granted the name of their Clan as their surname such as “Whitebeard” or “Grudgebearer”, these names usually describe an overbearing physical feature, ability, skill, or profession that is common in their family. As they get older and begin to gain fame and renown, they may be given (nick)names such as “Heavybrow” or “Flameheart” which would then be placed in between their first name and their family name. These names can get even longer should titles or ranks be rewarded to the Denur.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which the Denur race is present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:DarachDenur.png|frameless|200x200px]]&lt;br /&gt;
![[The High Kingdom of Arduan]] &lt;br /&gt;
|What is left of the ancient Empire of the Denur has now been dubbed the High Kingdom of Arduan, the lands in the north of Eden, controlled from the ancient seat of Dar-ach Denur. Here they mine their minerals and hoard their wealth, so that they one day may retake their fallen holds. The High Kingdom is ruled by a council of clans, who all advise the High King in matters of state. Due to this ancient system, the Denur have created a stable base from which to expand. The way of living within the High Kingdom is deeply rooted in their ancient customs and religion, believing that the mountains provide all they need. One nation, one purpose, one High King.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World View==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Denur opinions on the other races of Eden.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Aye, I do trade with ‘em from time to time. Easy enough to get some bryn out of, they’ll pay for just about anything Denur. Aside from tha’, I don’t talk to ‘em more than I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Thordek Glimmerfist, Merchant from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Hardy folk, those Hinterlanders. The northern ones at least, last time some o’ the southern ones moved up north they flooded the area with friends o’ the Urks.”''&lt;br /&gt;
&lt;br /&gt;
*Uzrak Stonehearth, Denurish Scout.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“They serve the Dôk-Elrik, an’ anyone who chooses to serve a friend o’ the Urks is an enemy o’ mine. I’m sure they’re equally as tolerable as the rest o’ the Ferumar, if anythin’.”''&lt;br /&gt;
&lt;br /&gt;
*Thoror Stormbeard, Engineer in Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“We’ve always been cordial with these Elrikar, but there’s somethin’ about ‘em tha’ makes me squint, mostly the fact they look down ‘pon us so much, lanky bastards.”''&lt;br /&gt;
&lt;br /&gt;
*Thorina Makaibiter, guard of the High Kingdom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“They are fine as long as they stay inside their holt, they stay out o’ my way, I’ll stay out o’ theirs. I trade with ‘em, but only because I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Kudri Coingaze, a Denur merchant based in the Glade of Dragons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Urk lovers, plain an’ simple. I’ve never been a fan o’ sand, and they choose to live on top of it, reason ‘nough to keep them at arm’s length I’d say.”''&lt;br /&gt;
&lt;br /&gt;
*Kharnrir Barrelborn, Soldier in the High Kingdom's forces.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“I keep ‘em as far away from me as I can, abominations. Tale goes they were once Denur like meself, only they got corrupted by the sun. Nowadays they live down south I believe, they can stay there.”''&lt;br /&gt;
&lt;br /&gt;
*Alaric Silvervein, Jeweler from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Urks, truly our greatest urks. I ever see one o’ them near me hold, it’ll get an axe between its eyes, tha’s for sure.”''&lt;br /&gt;
&lt;br /&gt;
*Karerna Broadbeam, Mason from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Travel in packs, these lot, easy ‘nough to end. Sneaky an’ dangerous should ye give ‘em the chance though. Not a chance I’ll let one of ‘em get away should I stumble ‘pon one.”''&lt;br /&gt;
&lt;br /&gt;
*Belegar Stonebeard, Smith from Dar-ach Denur&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Spawn o’ the chaotic realms, I tell ya. The Ancestors warned us about them lot, only bad things can come from trusting a Tuvlin. Horns are ‘sposed to be on yer helmet, not yer skull..”''&lt;br /&gt;
&lt;br /&gt;
*Kaledor Hornhammer, Diplomat to the Glade of Dragons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Traits==&lt;br /&gt;
Upon creation of an Denur character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Denur&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Enduring as Rock&lt;br /&gt;
|Whenever damage is done to this player, roll a D6. On a 4+, the attack that hit the player with this trait does -1 damage, to a minimum of 1. &lt;br /&gt;
(Resilience potion effect outside CRP)&lt;br /&gt;
|-&lt;br /&gt;
!Too Angry to Die&lt;br /&gt;
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)&lt;br /&gt;
|-&lt;br /&gt;
!Magical Resilience&lt;br /&gt;
|Players with this trait may ignore spell effects if the effectiveness roll is below 12, additionally, players with this trait take -1 damage from spells to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
!Natural Sprinter&lt;br /&gt;
|Players with this trait may once per battle add 5 to their dash action range.&lt;br /&gt;
|-&lt;br /&gt;
!Warden&lt;br /&gt;
|Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.&lt;br /&gt;
When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dark_Elves&amp;diff=6552</id>
		<title>Dark Elves</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dark_Elves&amp;diff=6552"/>
		<updated>2024-10-25T06:42:06Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = DelfAI.jpg&lt;br /&gt;
|Name = Azari'lunn (Dark Elves)&lt;br /&gt;
|Pronunciation = Azaa-rie luun&lt;br /&gt;
|Classification = Elf&lt;br /&gt;
|Nicknames = Knife Ears (Derogatory)&lt;br /&gt;
Children of the Night&lt;br /&gt;
|Languages = Common, Anjyarr, Azari Linguae&lt;br /&gt;
|Average Height = 1.83m - 2.20m (6'0&amp;quot; - 7’3&amp;quot;)&lt;br /&gt;
|Average Weight = 70kg to 90kg (155lbs - 198lbs)&lt;br /&gt;
|Maximum Age = ~450 Years Old&lt;br /&gt;
|STR = +2&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +2&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
From their close-knit family units to their full-scale festivals, the ‘Lunn footprint in Eden is not one to be overlooked. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |“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….”&lt;br /&gt;
'''- An elderly Khadan shop owner while he re-adjusts his wares.''' &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
[[File:DarkElfColors.png|none|thumb|438x438px|Skin colors for dark elves.]]&lt;br /&gt;
[[File:Sultan Sig'Vyl Al-Buthara.jpg|thumb|432x432px|Retired Sultan Sig'Vyl Al-Buthara]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Azari Linguae: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
! Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Vale&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|Azari&lt;br /&gt;
|Elf&lt;br /&gt;
|Kerri’lunn&lt;br /&gt;
| Herald of the Night&lt;br /&gt;
|-&lt;br /&gt;
|Vale’tar&lt;br /&gt;
|Farewell&lt;br /&gt;
|Azari’cill&lt;br /&gt;
| High Elf/Pure Elf&lt;br /&gt;
|Lla'viltir&lt;br /&gt;
| Head of Military&lt;br /&gt;
|-&lt;br /&gt;
|Fílo(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Azari’cerr &lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|Tericyées&lt;br /&gt;
|Chief&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
|Azari’lunn&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tri'cilus&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Captain&lt;br /&gt;
|-&lt;br /&gt;
|Azari’soll&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dur’arum&lt;br /&gt;
|Denur&lt;br /&gt;
|Visera&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
| Vari(s)&lt;br /&gt;
|Human(s)&lt;br /&gt;
| Ar’mágoi&lt;br /&gt;
|Arch-Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Ghesiri(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Mágoi &lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|De’nevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
| Scinar(i)’cilus &lt;br /&gt;
|High Priest(ess)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
| Scinari&lt;br /&gt;
|Priestess&lt;br /&gt;
|-&lt;br /&gt;
|Scinar &lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Scini&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Scin&lt;br /&gt;
|(Young) Student &lt;br /&gt;
|-&lt;br /&gt;
|Bessi’inn&lt;br /&gt;
| Blessed one &lt;br /&gt;
|-&lt;br /&gt;
|Medi’cilus&lt;br /&gt;
| Doctor/Medic&lt;br /&gt;
|}&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Example of Gladedwellers forenames:''' Kanari, Zastra, Sellia, Lleveris, Arven, Fenrin, Karis, Malakai, Tallin, Zher.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Example of Anjarri forenames:''' Rammon, Aziz, Kha’rit, Ralvvon, Nahida, Qhinari, Sig'Vyl.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Example of Azari'lunn surnames:''' Tethass, Nobara, Casteneda, Avenell, Malasyon, Vanlor, Neodren.&lt;br /&gt;
|}&lt;br /&gt;
=== Cultures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Image.png|frameless|200x200px]]&lt;br /&gt;
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]&lt;br /&gt;
|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!&lt;br /&gt;
|-&lt;br /&gt;
![[File:MitronaAi.png|frameless|200x200px]]&lt;br /&gt;
![[The Woodland Realm of Mitrona]]&lt;br /&gt;
|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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Gladedwellers ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Gladedwellers Attire ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally, all ‘Lunn are known for their tattoos and jewels. &lt;br /&gt;
&lt;br /&gt;
==== Anjyarri ‘Lunn ====&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Commonly Shared Attire ====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AverageChad.png|frameless|200x200px]]&lt;br /&gt;
!On Attians...&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Attians, most reside in the capital, or something. Just another group of humans, though I’ve noticed these ones glare at us too much. Not sure if that’s personal, or just the way they look. Either way, no Azari fits well with these guys, and I don't exactly wish to start anytime soon.” &lt;br /&gt;
*Maji, an Elder in Anjyarr&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Not much to say about ‘em. Some of them live far North, where it’s pretty cold. Guess that’s neat. We've seen the war that happened, and some of our kin fought &amp;quot;proudly&amp;quot; in. Though it was all futile. Sometimes, the Hinterlanders seem they're second-class in their nation. I can understand that. ” &lt;br /&gt;
*Selea, a barkeep in Sunscape&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KhadanMale.png|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
“When we had to migrate, forced out of our homes, it was the Khadan who picked out spirits back up. They let us integrate into Anjyarr when we had nowhere else to go. The Khadan race is mighty and it seems we share similar motives. Though alas, their short lifespans cut them off short.” &lt;br /&gt;
*Raevion, Anjyarri ‘Lunn Jewelry Maker &lt;br /&gt;
|-&lt;br /&gt;
![[File:HighElfMan.png|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
“High and mighty, priding themselves on &amp;quot;purity&amp;quot; when they are anything but. It makes me sick thinking about it. If I've learned anything in this world, it's to never trust those guys. They have fallen from grace. The mother, who is supposed to be the most intelligent and righteous, though they can't see beyond their selfishness.”&lt;br /&gt;
*Av’al, Gladedwelling ‘Lunn Huntsman&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Slightly Positive''' &lt;br /&gt;
“The Father, whom they represent. Granted strength, much like endurance. The 'Cerr took us in when we had nowhere else to go. When our supposed &amp;quot;home&amp;quot; didn't feel like that at all. It's nice in the Forest, and the natives treat us with respect as long as we respect them. Though I can't help to feel like we have a pair of eyes on us at all times...&amp;quot;&lt;br /&gt;
*Alaren, Blacksmith in Sunscape&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurManAI.png|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&amp;quot;Crafty and loud. Some of them have left their homes willingly. Much like me. They can forge some fine pieces, one even made my sword. Oh, and a few needles. I wish we saw them more often-- though I hear it's not exactly smooth sailing in the mountains. They are probably dealing with their own.”&lt;br /&gt;
*Eliena, Wandering Tattoo Artist.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAIMan.png|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&amp;quot;Another small, thieving race.. One time, I was making a trade with a halfling, some gems for his woodwork. Next thing you know, I'm fifty andros short when I'm at the market. Besides that, there isn't much else to know about these guys. I pass by Mapledale frequently, but nothing comes up.&amp;quot;&lt;br /&gt;
*An unnamed ‘Lunn blacksmith in passing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcGrrrMan.png|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&amp;quot;When an orc walks in, you can feel everyone tense up, wondering how the brute will react. The 'Lunn are gifted with endurance and much physical strength, but no Moon Elf in their right mind will go against an orc. I'm not sure if two would work. Just get out of their ways when they come marching in.&amp;quot;&lt;br /&gt;
*Maraleith, Old Warrior.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GreedyLilThing.png|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Thieving little creatures. I would clutch your coins around them. And... I hardly understand them sometimes. Much like the halfling race, but I've noticed a Goblin will be far more conniving and cynical. Though it makes sense. They live amongst the orcs in the wastelands.&amp;quot;&lt;br /&gt;
*Disgruntled 'Lunn tradesmen in passing.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingPorple.png|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“It amazes me that the tiefling race has been able to stay so... jovial? They lost their homes not long ago. Many tieflings still remember Nous. Though they're old, now. We watch them from afar in Anjyarr. Some in the Glade. Maybe there's something to learn from them as Azari'lunn... Who knows, really?” &lt;br /&gt;
*Lilitha, Anjyarri Baker.&lt;br /&gt;
|}&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Flame Arrow&amp;quot; spell without needing to be a spellcaster.&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Knowledgeable&lt;br /&gt;
|Players with this trait get two extra lvl 1 spell slots and one extra lvl 2 spell slot.&lt;br /&gt;
|-&lt;br /&gt;
!Attuned to Ignos&lt;br /&gt;
|Players with this trait can ignite their weapon. Applying the &amp;quot;Burning&amp;quot; status effect to whoever they hit.&lt;br /&gt;
|-&lt;br /&gt;
!Deathspeaker&lt;br /&gt;
|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.&lt;br /&gt;
|}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Wood_Elves&amp;diff=6551</id>
		<title>Wood Elves</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Wood_Elves&amp;diff=6551"/>
		<updated>2024-10-25T06:38:43Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = WelfAI.jpg&lt;br /&gt;
|Name = Azari’cerr (Wood Elves)&lt;br /&gt;
|Pronunciation = Azaa-rie ser&lt;br /&gt;
|Classification = Elf&lt;br /&gt;
|Nicknames = Azira'cerr, Wood Elf&lt;br /&gt;
|Languages = Common, Azari Linguae&lt;br /&gt;
|Average Height = 1.70m - 1.93m (5’7&amp;quot; - 6’4&amp;quot;)&lt;br /&gt;
|Average Weight = 52kg to 88kg (115lbs - 194lbs)&lt;br /&gt;
|Maximum Age = ~450 Years Old&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +3&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Wood Elves, also known as the “Azari’cerr” amongst themselves, are intense guardians of the Amber Forest. They fight with everything to protect the sacred lands Kharash, the Father, has given to them. &lt;br /&gt;
&lt;br /&gt;
Much like their Azari’cerr ancestors, they come from generations upon generations of grudges, fierceness, and blunt brutality. Their minds cannot be easily changed and once they have a goal, they choose to pursue it at any cost. As a result, most of their kind do not fare well with other races outside their own. They believe any outsider is just that. “Second chances” is not within the vocabulary and to receive forgiveness from an Azari’cerr is a gift from the Spirits themselves.&lt;br /&gt;
&lt;br /&gt;
Contrary to the Azari’cill, Azari’cerr would consider themselves humble amongst and only to one another. The elves can often be seen staying close together as if they were a pack. No Azari’cerr is completely alone. Myln Arbor is their home and to anyone who goes against their home or leaves, is cast out permanently. They take the spirits they surround themselves with deep care and choose to listen to them over all else.&lt;br /&gt;
&lt;br /&gt;
As outsiders traverse through their home territory, the Azari’cerr are ready to attack. Though silently and without much trace.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |“The fierce Wood Elves. I believe I heard a story once, from a friend of a friend. He traveled through that Golden Tree of theirs. And he came back home without a hand! That guy refused to talk further about them. I wouldn’t go through those lands after hearing that.” &lt;br /&gt;
'''- Jander Balker, Traveling Hinterlander through Mapledale.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Azari’cerr, also known as Wood Elves, are a lithe race. They can span from 1.70m to 1.93m. This is suited better for the Forest to be able to maneuver the vast vines and dense woodlands. While females may be slightly shorter than the average male, they mostly hold the same type of build. Wood Elves do not gain a lot of weight in muscle mass to keep a lean frame. With their slender builds, it is common for them to be lightweight. This way they can easily stand on the branches of trees and stealth around without being caught. Most Wood Elves will wear loose-fitted garments. With most of it hand-made by themselves, they make the clothes in shades of the Forest. Green, brown, darker shades of yellow and orange. Though it might seem mundane, most can be creative in their style. More often than not, shorter clothing is preferred to not snag any of their fabric onto a nearby tree. Many Azari’cerr incorporate the nature around them to add it into their outfits. &lt;br /&gt;
&lt;br /&gt;
When it comes to uniforms, the ‘Cerr make use of Kharash’s blessings around them. With the bark of trees and darker colors to blend in the Forest, they can move freely with their bows and weapons. As well as guide themselves through the thickened Forest. Elves reach adulthood at 72 common years and can live up to 400-450 common years. The Azari'cerr keep their youthful appearance for most of their lives, only starting to show visible aging when they reach the age of 350.&lt;br /&gt;
&lt;br /&gt;
It is typical to see a wood elf with brown eyes as it is the most common eye color amongst them. It also spans to shades of green, amber, and in rarer cases, a deep shade of purple. Though that is highly uncommon, most ‘Cerr believe it to be a sign of luck given by Kharash. Their hair, unless impure, are darker shades. Azari’cerr will have darker shades of brown or a deep red. For hairstyles, the women will leave it long. Many incorporate flowers or headbands for ceremonies. While it is uncommon for a Wood Elf female to have her hair up, it is not looked down upon. In fact, most men put their hair up, as they commonly grow it out as well. This is because many Azari’cerr connect their hair to their own spirit. And most will only cut it if something in their life changes, or when they are grieving the loss of a loved one. &lt;br /&gt;
&lt;br /&gt;
The Azari’cerr are a tanned race. As most are hard workers, they spend countless time outside. They prefer it most to being inside.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
[[File:Screenshot 2024-04-02 at 15.16.39.png|none|thumb|461x461px|A simple selection of skin tones for the average Wood Elf.]]&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
While Azari'cerr prefer Elvish amongst each other. When met with an outsider, most Azari'cerr will speak common. While, they're neighbors speak Elvish, it is nearly an entirely different dialect. The Azari'cill and Azari'cerr can speak to each other and hold conversations, their titles are different.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Azari Linguae: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Vale&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|Azari&lt;br /&gt;
|Elf&lt;br /&gt;
|Khari'cerr&lt;br /&gt;
|Wild Father/Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Vale’tar&lt;br /&gt;
|Farewell&lt;br /&gt;
|Azari’cill&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|Lla'viltir&lt;br /&gt;
|Head of Military&lt;br /&gt;
|-&lt;br /&gt;
|Fílo(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Azari’cerr&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|Tericyées&lt;br /&gt;
|Chief&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
|Azari’lunn&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|Tri'cilus&lt;br /&gt;
|Captain&lt;br /&gt;
|-&lt;br /&gt;
|Azari’soll&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|Theri'cerr&lt;br /&gt;
|Sentinel of the Wilderness&lt;br /&gt;
|-&lt;br /&gt;
|Dur’arum&lt;br /&gt;
|Denur&lt;br /&gt;
|Visera&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Vari(s)&lt;br /&gt;
|Human(s)&lt;br /&gt;
|Ar’mágoi&lt;br /&gt;
|Arch-Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Ghesiri(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Mágoi&lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|De’nevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Scinar(i)’cilus&lt;br /&gt;
|High Priest(ess)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|Scinari&lt;br /&gt;
|Priestess&lt;br /&gt;
|-&lt;br /&gt;
|Scinar&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Scini&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Scin&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Bessi’inn&lt;br /&gt;
|Blessed one&lt;br /&gt;
|-&lt;br /&gt;
|Medi’cilus&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Elven names are complex and most of the time, hard to pronounce for outsiders. However, there is quite a lot of structure behind it. Azari'cerr believes names hold power, and a name is often tied to natural or magical elements. Most of the Elven family names are written in the ancient Elven tongue, the Azari Linguae, a mostly unused language lost to time but kept alive by Elves of the Glade in order to keep some semblance of their glorious past alive.&lt;br /&gt;
&lt;br /&gt;
Elven surnames are the most important part of an elven name, being tied to your ancestors and the deeds they did. Surnames hold power and honor in them, as the surname is the deeds and strength of those who bear it themselves. But the opposite is true too, if one were to be a traitor or failure, that would be passed on by surname as well. To any Wood Elf, the greatest punishment is to bring shame to their surname because of Trial failures or treason. Wood Elven family names are a sign of power and respect, as the deeds one's ancestors have done may pass on to the descendants, thus a surname is a way to identify the stronger individuals.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of Wood Elven surnames:''' Auril, Cerill, Delarus, Erd’ale, Faesatra, Mylin, Pineblossom, Roseshade, Vidarr.&lt;br /&gt;
|}&lt;br /&gt;
Most Wood Elven forenames are written in Azari Linguae, just like surnames. They do not hold as much honor or strength as a surname, however, it is a special name, often housing natural or magical elements them. Most of the names have references to the natural season they were born in, as that ties them to the natural calendar. Parents also put in elements of their name to continue the legacy in their offspring. Furthermore, sometimes a name includes elements of the natural world, seeing the ties between Wood Elves and nature is enormous&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of Wood Elven forenames:'''  Apollon, Aestan'err, Crius, Eldris, Elion, Feay'ill, Freyr, Hythis, Ilona, Khar'vill, Lamen'vir, Mythan'tharr, Rennyn, Solana, Yelran, Zhoron.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cultures ===&lt;br /&gt;
Nations and cultures in which the Wood Elven race is present sorted by dominance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:MitronaAi.png|frameless|200x200px]]&lt;br /&gt;
![[The Woodland Realm of Mitrona]]&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Image.png|frameless|200x200px]]&lt;br /&gt;
![[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
|The Scions of Illumination, as the Azari’cill call themselves, invoke this name because their existence reflects the pinnacle of civilization under the Mother’s wing. These luminous beings have blood that glimmers by magical properties. The glittering spires of the Azari cities stand like beacons in the lands where skill and enlightenment saturate the very air. The Azari’cill absorbed so much of this innate potential that when at war, it is said that the phalanxes of the Azari warhosts glow with robust power. An assault by an Azari’cill army is swift and carried out with flawless precision. The enemy is met with a forest of blades and barrages of elemental wrath. This claim of mastery also carries a deadly arrogance. The Azari come in glory, but they hail from a broken land, their elegant spires toppled and their statuary crumbled into the dust of a dead empire. The stories tell that it was the scourge of Fineall that ravaged the lands of silver; it was unavoidable. The age of the fallen spires has turned the empire of enlightenment into a spell-haunted ruin. Ever since the Time of Reinvention, the Azari’cill have managed to make peace with the lands they call home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AverageChad.png|frameless|200x200px]]&lt;br /&gt;
!On Attians...&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
&lt;br /&gt;
“These Vari really think they own the world, do they? For as long as they're outside the Forest, they are safe from us. I am merely grateful they have such short lifespans. Not only this, but I've not seen a singular one whom is to be trusted. Their selfish thinking will put many in danger. Not even their highest priest can save them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Pallar Erd’ale, a Warrior from Mitrona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
&lt;br /&gt;
“They are for sure barbarians from the stories I’ve heard, but as long as they stay away from us there will be no problem. If they do decide to ravage our forest, they will see what kind of barbarians we can be.”&lt;br /&gt;
&lt;br /&gt;
* Hythor Branchborn, Festival Worker in Sunscape.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KhadanMale.png|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“The Vari of the South. We do not really come in contact with them much, and that’s good. As long as they stay away from us, we will stay away from them. The place they live in really is desolate, very different from Myln Arbor.”&lt;br /&gt;
&lt;br /&gt;
* Raelynn Sporeblossom, Salus Limin Shop Owner.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HighElfMan.png|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“The Azari’cill, our brethren. As long as they stay to their ground and we to ours, I see no problem. Although they are a little extremist and strange with their entire purity system. However, I see that they're arrogance will only take them so far.”&lt;br /&gt;
&lt;br /&gt;
* Céus Festrea, Mitronian Bartender.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DarkElf.png|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
&lt;br /&gt;
“Oh, you know the stories? The Age of Fallen Spires, we and our brethren banishing them from the Glade! It is said to be a legend by many, but even legends have truth behind them. Be cautious of those 'Lunn. Who knows what they are plotting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Faey Mylin, Scholar in Mitrona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurManAI.png|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“The Denur, a crafty people. They live in the North, so we do not see them often. They are stubborn people, but so are we. We each tend to our business and that is perfectly fine. I have heard they are amazing constructors and their homes are magnificent.”&lt;br /&gt;
&lt;br /&gt;
* Myth’ley Auril, Wood Elven Hunter.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAIMan.png|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“Though they claim to be friends to nature, you can never be too sure of them, just like the rest of those outsiders. They can be quite strange, too. It’s easier to always keep a watchful eye around them.”&lt;br /&gt;
&lt;br /&gt;
* Soli Faestar, Dockworker in Salus Limin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcGrrrMan.png|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
&lt;br /&gt;
“Foul Ghesiri, they know nothing but violence. We show force to protect our forest and our traditions, but they show force only to destroy. They are mindless creatures, only wanting flesh and blood. If we let them, they would burn down our forest.”&lt;br /&gt;
&lt;br /&gt;
* Aeden Cerrill, Mitronian Guard.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GreedyLilThing.png|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
&lt;br /&gt;
“They are cunning people, you really cannot trust them around here. If they get a chance, they will steal anything they lay their eyes on. However, you can empower them quite quickly, if they do not hit legs.”&lt;br /&gt;
&lt;br /&gt;
* Maeryn Silvas, Salus Limin Marine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingPorple.png|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Friendly'''&lt;br /&gt;
&lt;br /&gt;
“During the Rotten Plague, we attacked and destroyed their home. I kind of feel sorry for them. But they are a wandering people and have done quite well for themselves in many kingdoms. I feel like in Mitrona, they are accepted again. As if nothing happened…”&lt;br /&gt;
&lt;br /&gt;
* Freyr Leaftale, Herbalist in Myln Arbor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
Upon creation of a Wood Elf character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of The Amber Dawn&lt;br /&gt;
|Players with this trait double the amount of attacks on ranged weapons during the season Amber Dawn. &lt;br /&gt;
Outside of The Amber Dawn characters with this trait may use this effect once per CRP engagement.&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of Eden's Shine&lt;br /&gt;
|Players with this trait deal one additional damage on all melee attacks during the season Edens Shine (this trait can only activate twice per turn).&lt;br /&gt;
Outside of Eden's Shine characters with this trait may use this effect once per CRP engagement.&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of The Emerald Dusk&lt;br /&gt;
|Players with this trait can use the action &amp;quot;healing burst&amp;quot; which heals DE HP to everyone within 3 meter range during the season The Emerald Dusk. &lt;br /&gt;
Outside of The Emerald Dusk characters with this trait may use this action once per CRP engagement.&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of Lilith's Veil&lt;br /&gt;
|Players with this trait know the &amp;quot;Ice Maiden's Kiss&amp;quot; spell without needing to be a spellcaster during the season Lilith's Veil. &lt;br /&gt;
Outside of Liliths Veil characters with this trait can attempt to cast this spell once per CRP engagement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=High_Elves&amp;diff=6550</id>
		<title>High Elves</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=High_Elves&amp;diff=6550"/>
		<updated>2024-10-25T06:34:28Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Aldir'tor character art..png&lt;br /&gt;
|Name = Azari'cill (High Elves)&lt;br /&gt;
|Pronunciation = Azaa-rie sill&lt;br /&gt;
|Classification = Elf&lt;br /&gt;
|Nicknames = Anypsóste (The Exalted)&lt;br /&gt;
Azari’Lefká (White Elves)&lt;br /&gt;
|Languages = Common, Azari Linguae&lt;br /&gt;
|Average Height = 1.87m - 2.20m (6’2&amp;quot; - 7’3&amp;quot;)&lt;br /&gt;
|Average Weight = 75kg to 90kg (165lbs - 198lbs)&lt;br /&gt;
|Maximum Age = ~450 Years Old&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +4&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
As the Azari’cill call themselves, the Scions of Illumination invoke this name because their existence reflects the pinnacle of civilization under the Mother’s watchful gaze.&lt;br /&gt;
&lt;br /&gt;
These luminous beings have blood that glimmers by magical properties. The glittering spires of the Azari cities stand like beacons in the lands where skill and enlightenment saturate the very air. The Azari’cill absorbed so much of this innate potential that when at war, it is said that the phalanxes of the Azari warhosts glow with robust power. An assault by an Azari’cill army is swift and carried out with flawless precision. The enemy is met with a forest of blades and a tidal wave of arcane wrath.&lt;br /&gt;
&lt;br /&gt;
This claim of mastery also carries a deadly arrogance. The Azari'cill come in glory, but they hail from a broken land, their elegant spires toppled and their statuary crumbled into the dust of a dead empire. The stories tell that it was the scourge of Fineall that ravaged the lands of silver; it was unavoidable. The age of the fallen spires has turned the empire of enlightenment into a spell-haunted ruin.&lt;br /&gt;
&lt;br /&gt;
Ever since the Time of Reinvention, the Azari’cill have managed to make peace with the lands they call home.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|''“High Elves? Yes, I have seen them from afar once when I made my way over the spine, wandering through their crystal cities. At first, I thought I was seeing ghosts! I saw them moving and they seemed… not normal. It was like a blur of puppets that were moved by an expert puppeteer, so coordinated! Never do they move unless they really have to. Very interesting folk for certain.”'' &lt;br /&gt;
'''- Catraca Goldnail, Halfling merchant from Mapledale'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The High Elves, or Azari’cill as they like to call themselves, are tall, fair-skinned people that mainly reside on the eastern plains of Eden commonly known as Arda or The Glade of Dragons. The average High Elven male can grow up to an average of 2 meters tall. Females tend to be a little shorter, coming in at an average of 1,85 meters. They have blonde or silver hair, yet none of them can grow any facial hair. The Azari’cill commonly has blue or green eyes. Some recorded cases speak of High Elves having silver eyes, however, those are extremely rare cases,  in which the ‘cill individual is seen as personally blessed by the Mother, the ‘cill’s patron Goddess. The most distinguishing feature of an Elf is a pair of long ears with a pointed tip. Elven ears can grow up to an average of 15 centimeters.   &lt;br /&gt;
&lt;br /&gt;
The Azari live significantly longer than the other races on Eden. Understanding the aging of the Azari can be complicated because they work with two calendars. The official one in most Azari  [[File:Cirlia2.png|thumb|An example of a High Elf Woman.]]&lt;br /&gt;
&lt;br /&gt;
nations is known as the Stargazer Calendar and is based on the position of Eseron in the great void towards the sun. An Azari year counts four seasons and ends when Eseron has come full circle around the sun. Besides this elven calendar, the Azari use something known as the Imperial, or common calendar. This calendar developed in the ancient Attian Empire is these days used around the continent and is built to better reflect the lifespan of most other intelligent races and creatures. This calendar runs significantly quicker at four years per single Elven year. The Imperial calendar uses the changing of the seasons as the start of a new year. Making it so that seasons in the Imperial calendar system last for the entire year. &lt;br /&gt;
&lt;br /&gt;
While the Azari’cill do count in common years, it is not unheard of to hear a particularly conservative Azari’cill still using Elven years and refusing to recognize the imperial system as a valid alternative. The most common place to find active usage of the Elven Calendar is the academic scene. Most Elves prefer to use common years for more mundane things like counting their age or to refer to calendar years. Elves reach adulthood at 72 common years and can live up to 400-450 common years. The Azari'cill keep their youthful appearance for most of their lives, only starting to show visible aging when they reach the age of 350. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
[[File:Helfskin.png|none|thumb|392x392px|A guide to typical High Elven Skin Colors.]]&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Elves generally speak the common tongue. This language, through its extreme popularity, has been adopted and normalized in Elven culture. A dialect has sprung up in Aerial from a combination of Ancient Elvish and the common tongue. The ancient elven language is a mostly forgotten one. Scholars in Luminion are trying to rediscover their ancient language and bring it back to the vocabulary of the Elves. “Cilus” is a word without a specified meaning. When someone bears a title with the word “Cilus” in it,  it is generally seen as a high-ranking individual.&lt;br /&gt;
&lt;br /&gt;
Often used ancient elven words that found their way into common speech:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Azari Linguae: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Vale&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|Azari&lt;br /&gt;
|Elf&lt;br /&gt;
|Therri’cill&lt;br /&gt;
|Guardian of Purity/King&lt;br /&gt;
|-&lt;br /&gt;
|Vale’tar&lt;br /&gt;
|Farewell&lt;br /&gt;
|Azari’cill&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|Aeri’cill&lt;br /&gt;
|Mother of Purity/Queen&lt;br /&gt;
|-&lt;br /&gt;
|Fílo(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Azari’cerr&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|Pricecilus&lt;br /&gt;
|Prince&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
|Azari’lunn&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|Pricecili&lt;br /&gt;
|Princess&lt;br /&gt;
|-&lt;br /&gt;
|Azari’soll&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|Nobicilus&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Dur’arum&lt;br /&gt;
|Denur&lt;br /&gt;
|Visera&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Vari(s)&lt;br /&gt;
|Human(s)&lt;br /&gt;
|Ar’mágoi&lt;br /&gt;
|Arch-Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Ghesiri(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|mágoi&lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|De’nevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Scinar(i)’cilus&lt;br /&gt;
|High Priest(ess)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|Scinari&lt;br /&gt;
|Priestess&lt;br /&gt;
|-&lt;br /&gt;
|Scinar&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Scini&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Scin&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Bessi’inn&lt;br /&gt;
|Blessed one&lt;br /&gt;
|-&lt;br /&gt;
|Medi’cilus&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Elven names, particularly the ones of High Elves are a complex almost unpronounceable mash of sounds to outsiders. Yet do not be fooled by the seeming lack of any structure to Elf names, for they are incredibly valuable to an elven family and mostly of all of massive political importance. Elven family names are all written in the ancient Elven tongue, the Azari Linguae, a mostly unused language lost to time but kept alive by Elves of the Glade in order to keep some semblance of their glorious past alive. It has many different dialects and relies on more than simple syllables to convey meaning.&lt;br /&gt;
&lt;br /&gt;
Elven surnames are the most important part of an elven name, for not only is it a distinguishable trait that comes with a certain amount of prestige, but it is also used as a way to reward Elves of great renown by granting them the right to form a branch of a greater family. For surnames hold only as much value as the power it grants them and adoptions and the forming of new families and branches are common to wash away stains from traitorous names or to profit from the prestige of a greater name. To any High Elf, the greatest punishment is to bring shame to their surname because of the damage it can do to the greater branch. Examples of High Elven family names are; Zaithrall (main branch) and Zaithrec, (granted branch). High Elven families are thus more than a bloodline connection but above all a political tool. Age and deeds contribute the most to the status of a family name and its value in Elven politics.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of High Elven surnames:''' Zaithrall, Aey’flir, Eidrith, Illysar, Aedaere, Celephin’nel, Araloth, Vithalion’dir.&lt;br /&gt;
|}&lt;br /&gt;
High Elven forenames just like surnames are written in Azari Linguae. They hold far less prestige and are nothing more than what a forename means to most other peoples. High Elven names are very sleek and elegant in the way they are written and spoken, emitting a sort of radiance from them that can only be comprehended and understood by the Elves who more than earned the prestige.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of High Elven forenames:''' Aeden, Aldir’tor, Avellorisas, Arathalle, Baruidl, Circya, Cirlia, Deralac, Eldarain, Erethond, Fynenar, Galag, Ilona, Korhian, Maeron, Tetheris, Tharhindrel, Tilly, Veraunn, Zaathos, Zubaran.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cultures ===&lt;br /&gt;
Nations and cultures in which the High Elven race is present sorted by dominance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfCityAI.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
|The Scions of Illumination, as the Azari’cill call themselves, invoke this name because their existence reflects the pinnacle of civilization under the Mother’s wing. These luminous beings have blood that glimmers by magical properties. The glittering spires of the Azari cities stand like beacons in the lands where skill and enlightenment saturate the very air. The Azari’cill absorbed so much of this innate potential that when at war, it is said that the phalanxes of the Azari warhosts glow with robust power. An assault by an Azari’cill army is swift and carried out with flawless precision. The enemy is met with a forest of blades and barrages of elemental wrath. This claim of mastery also carries a deadly arrogance. The Azari come in glory, but they hail from a broken land, their elegant spires toppled and their statuary crumbled into the dust of a dead empire. The stories tell that it was the scourge of Fineall that ravaged the lands of silver; it was unavoidable. The age of the fallen spires has turned the empire of enlightenment into a spell-haunted ruin. Ever since the Time of Reinvention, the Azari’cill have managed to make peace with the lands they call home.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MitronaCityAI.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Woodland Realm of Mitrona]]&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:HadrianCulture.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Hadrian Empire]]&lt;br /&gt;
|The Hadrian Empire, often referred to as simply ‘the Empire’, is the far-stretching country west of Eden’s Spine. A land inhabited mainly by the dutiful folk that are the [[Attian Humans|Attian humans]], one can see the many fields that cover the landscape being toiled by its hard-working citizens. Its cities are often bustling with life, places where trade, commerce, and politics take the main stage. The Hadrian way of life is deeply rooted in tradition and is often relatively simple, mainly because of this the Hadrians are known for their versatility and perseverance through hardship. The civil wars that have plagued the country in the past have left their scars, yet it seems Hadrians always find their way back, dedicating such feats to their deity; Alder. Within the Empire, the political and the martial often go hand in hand, with a large focus on retaining order and stability through military force. Within the Empire, it is not uncommon to see commoners rise through the ranks, oftentimes talented men and women are recognised and get the chance to prove themselves useful to their nation in places such as the army or civil offices. A land full of chance, and one of recognition, with its Kaiser at the helm.&lt;br /&gt;
|}&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians...&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Simple-minded people, yet numerous. I must admit that their development is noteworthy for such an underdeveloped species, yet it does not excuse their elitist stance on continental affairs. Chosen people of the Gods, don’t make me laugh. Let them wither away in their cities. They much rather kill each other than seek out true enlightenment.”'' &lt;br /&gt;
&lt;br /&gt;
* Miradrin Sindarin, Scholar from Luminion&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
! On Hinterlanders…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Barbaric people for certain, yet useful tools when the need arises. After a lifetime of being toyed with by their Attian kin and mind-twisting voidal influences, it is rather easy to bend them to our will, yet they cannot be relied upon. They are far too chaotic for anything more than a proxy force or band of mercenaries.” &lt;br /&gt;
&lt;br /&gt;
* Liandra Syldarin, Aesti’Solilunn from Aerial&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On the Khadan…&lt;br /&gt;
| '''Negative'''&lt;br /&gt;
“I pity them sometimes I will not lie. These poor simple creatures have been enslaved by their ‘lunn masters. Yet they are a victim of their own stupidity for following these fallen Azari like their deities after their so-called earth-shaper Gods left this world, thinking that these new greater beings are their replacements. A pity, they cannot be allowed to live now that the ‘lunn stain is upon them.”&lt;br /&gt;
&lt;br /&gt;
* Anaryll Zaldiran, Sailor from Illumnia&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“They are our bredren, yes. And they have been of great use during the wars of ages past. But it does not warrant their newfound excess and obsession with all things coming from that Golden tree of theirs. I think that them straying from the path of our holy Mother has put them on a long painful journey to self-destruction, and when that time comes, we will not be there to save their damned souls.”&lt;br /&gt;
&lt;br /&gt;
* Aphazel Baldasir, guardsman of the Tyr’es Alari&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
“Those rats, I am glad they were driven to the deserts by our forefathers. Though sadly they were not exterminated, I had the unfortunate experience of running into one in the Hadrian Empire the other day, the sight of it was revolting, it almost made me throw up. I pray to the Mother every day to strike them down and cleanse this world of their sickening presence.”&lt;br /&gt;
&lt;br /&gt;
* Cylas Levelathar, Diplomat to the Hadrian Empire&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
| '''Neutral'''&lt;br /&gt;
“I personally have not seen many. They mostly hold up in the west from what I have heard, yet their sins still stain the glade to this day. Dar-Azur will never be forgotten. I hope they find inner peace and restore their mountain Empire to its former glory. I much rather deal with them than Faulskins who infest their tunnels more and more.”&lt;br /&gt;
&lt;br /&gt;
* Azriel Lindarel, Phoenicium worker from Aerial&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Friendly'''&lt;br /&gt;
“Oh the Halflings… funny people they are. Truly. Did you hear they once almost brought the Hadrian Kingdom to its knees? They are a cunning people that have proven themselves exceptionally useful, especially when you want something done without a trace, or a trace of your choosing.”&lt;br /&gt;
&lt;br /&gt;
* Edelia Dalarin, [redacted] from Aestarius&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
“I once saw some Orcs join a tournament outside Luminion. Their brutality was unmatched just like their lack of any sort of intelligence. Not that they were welcome, but after they practically stormed the field we figured it would be a nice sport to kill them publicly. I enjoy hunting these brutes, yet I would much rather have them stay down south where they belong. They cause too much trouble when they are on one of these quest marches for their green flame.”&lt;br /&gt;
&lt;br /&gt;
* Arhalien Halirus, Knight of Luminion&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
“What can I say about these creatures? I once heard they milk each other and serve that to their Orcish overlords, that should speak for itself. Absolutely insane. May they never set foot in the glade again.”&lt;br /&gt;
&lt;br /&gt;
* Inrion Kerinar, Bartender from Illumnia&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Friendly'''&lt;br /&gt;
“They are a mysterious people for certain. I do not fully trust them, but their connection to the arcane must at least mean that they are blessed in some way. They make for excellent tutors for our children. If only they did not try to breed like rabbits. The population of them is getting a little out of hand within the glade… Yet nothing to be concerned of… as of now.”&lt;br /&gt;
&lt;br /&gt;
* Laurum Tirim, Scholar from the Luminion College of Magic.&lt;br /&gt;
|}&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
Upon creation of a High Elf character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - High Elves&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;[[Pyromancy|Flame Arrow]]&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Dragon Blooded&lt;br /&gt;
|Players with this trait know the &amp;quot;[[Pyromancy|Breath of the Dragon]]&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Phalanx&lt;br /&gt;
|Players with this trait may use the action &amp;quot;form Phalanx&amp;quot; in combat. When they do, they provide a +1 to defensive rolls for everyone and themself within 1 block of them until their next&lt;br /&gt;
|-&lt;br /&gt;
!Swift learner&lt;br /&gt;
|Players with this trait require one less lesson/rp session per magic level before they may do their next bonding trial.&lt;br /&gt;
Players can reset their grimoire once every half a month instead of once per month.&lt;br /&gt;
|-&lt;br /&gt;
!Knowledgeable&lt;br /&gt;
|Players with this trait get two extra lvl 1 spell slots and one extra lvl 2 spell slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6549</id>
		<title>The Khadan Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6549"/>
		<updated>2024-10-25T06:30:31Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image=KhadanAI.jpg|Name=Khadan Humans|Pronunciation=Kaa-dan|Classification=Human|Nicknames=Desert Folk, Desert-dwellers|Languages=Common, [[Anjyarri]], Azari|Average Height=1.70m - 1.90m (5'7&amp;quot; - 6'3&amp;quot;)|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}Living along the coast of the Al’Hadar Deep, their cities standing out as shining jewels between the dunes of the Anjyarri desert, the Khadan, as they are known, inhabit the sun-scorched realm known as Anjyarr. Their history is one shrouded in ancient legends, arcane sorcery, mythical kings known as Pharos, and secrets that now remain hidden beneath the sands of the dune sea. These people, born and formed by their history, have introduced their own wisdom to Eden through inventions and philosophy. Now, they are defined by their resilience, compassion, and their will to thrive in the harshest of environments.&lt;br /&gt;
&lt;br /&gt;
The world knows the Khadan as merchants, sailors, having a sea-faring nature. Their cities are filled with bustling bazaars offering precious minerals, exotic spices, and master-crafted wares such as musical instruments and tools. Trade is their lifeblood, and it can be seen flowing to the farthest corners of the continent. This has caused them to develop a respect for other cultures, races, and religions. Accepting them for who they are, no matter their origin, for trade is more important to them than unnecessary disputes over differences.&lt;br /&gt;
&lt;br /&gt;
To see a Khadan is to see the representation of the desert itself. The climate and culture of their realm has introduced them wearing vibrant and colorful robes, showing the beauty, but also the intensity of the desert and sea.&lt;br /&gt;
&lt;br /&gt;
Nowadays, the Khadan are often underestimated due to their compassionate views and hospitality. Yet, the Khadan have a deep-rooted warrior’s spirit, burning with the desire to defend their homeland, their culture, and their history whenever threatened. No one knows the oceans and the deserts better than the Khadan, and those that forget their origin, shall easily succumb to their insolence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“While their loyalty to the Azari’Lunn brings me nothing but disdain, one cannot deny that their generosity and expertise in their crafts are astounding. They elevated societies with new science, math, and various inventions. Their cities stand out as jewels in the desert. And yet, I wonder if it will remain for centuries to come. Only the Mother and time can tell.”&lt;br /&gt;
&lt;br /&gt;
* '''Arüe Mi'thílion, Scholar of Luminion.'''&lt;br /&gt;
|}&lt;br /&gt;
[[File:SmallerKriegs.png|thumb|Nomadic Khadan priest hosting a sermon on [[the Old Path]]. Artwork by RkdVanguard]]&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Compared to the remaining human inhabitants of Eden, the Khadan people's physical appearance distinguishes them from the rest, be it by their attire, culture, and, of course, their darker skin tones. Compared to the average Attian, Khadan men are slightly shorter, reaching an average height of 180cm (5'9&amp;quot;), and women reaching an average height of 170cm (5'5&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Looking back at the history of the Khadan, one can see that their population consisted of numerous tribes, each settling in different regions of the desert that suited their needs for survival. Due to their diverse surroundings, the appearance of the Khadan changed over time, making each tribe varied, yet all shared the common trait of having a tan or dark skin tone. The tribes, collectively known as the Zanmirs, inhabited the coastal areas and regions near waterways, becoming renowned for their captivating beauty among the Khadan people. Over time, their appearance shifted to having a lighter complexion similar to an Attian who had been sun-kissed, having long flowing hair in shades of brown and red, which was complemented by eyes in various shades of green and brown.&lt;br /&gt;
&lt;br /&gt;
Compared to these tribes, those known as the Zanmir tribes had chosen their homes in the vast desert regions and had striking differences from those at the coast. Their hair spectrum ranged from profound dark darkness of jet black to even the rare gleam of near-white, an exceptional characteristic that only a few Khadan could have. Skin tones ranged from a deep, sun-burnished tan to a rich, dusky, or deep brown, with their eyes displaying hues that spanned from deep brown to captivating shades of orange illuminated by the desert sun. The enigmatic beauty of hazel eyes made an occasional appearance as well. The Khadan don cloaks to cover themselves in various colors and seek shelter from the relentless sun. However, at times when these cloaks were removed in rural areas, their arresting appearance inevitably captivated onlookers when they emerged into the streets. &lt;br /&gt;
&lt;br /&gt;
The topic of beauty among female Khadans mainly involves maintaining both body and hair to a high standard. Having the contours of an oval shape, elegantly shaped dark eyebrows, and exquisitely detailed eyelashes that contrast sharply with the eyes are considered a defining feature. Men traditionally sport meticulously maintained facial hair, ranging from beards and mustaches, often taking inspiration from their northern human neighbors. In some Khadan cultures, any form of visible or hidden scars is revered as a mark of beauty. These scars would often symbolize courage, strength, and honor. It is also not uncommon to see a person's body covered in various tattoos. Seen as a form of art in Khadan society, these tattoos would depict culture, history, family bonds, and religion. Favored are those symbolized with stars or religious deities or animals. [[File:Khadan Skin Colors.png|none|thumb|563x563px|An example of the various skin colors for Khadans]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
In the populated areas of Anjyarr, primarily both rivers and the coastal regions, the predominant language spoken by the Khadan is Anjyarr. Anjyarri is a dialect that formed from its root language of Akhadi due to the influence and mixing of the Azari'lunn language, which ultimately became more prevalent than Akhadi itself. When the Khadan language of Akhadi formed remains unknown. Yet, it is speculated to have emerged during the first ancient Empire of Anjyarr. Anjyarri itself formed roughly around the first centuries of A.F.S. and has since then been established as the national language of the civilized regions of the desert. &lt;br /&gt;
&lt;br /&gt;
Although there are few differences between the two languages, some individuals are able to understand both. However, due to future generations no longer being taught in Akhadi, the language itself has become somewhat estranged and distant, often mistaken to be the actual dialect instead of Anjyarri by modern-day citizens and non-natives of Anjyarr who are not familiar with the origins of the language. However, despite this, the language of Akhadi continues to be spoken dominantly among the nomadic residents of the desert, particularly by the diverse tribes collectively known as the Kha'mal. Some have described Akhadi as being pronounced more harshly yet having a mysterious tone to it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Anjyarri Dialect: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
|-&lt;br /&gt;
|Hello&lt;br /&gt;
|Merhaba&lt;br /&gt;
|Human&lt;br /&gt;
|Adam&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;'Prophet of The People''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Pharo&lt;br /&gt;
|-&lt;br /&gt;
|Welcome&lt;br /&gt;
|Merbaan&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|La'adam&lt;br /&gt;
|Emperor&lt;br /&gt;
|Sultan of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|Goodbye&lt;br /&gt;
|Verdaba&lt;br /&gt;
|Tiefling&lt;br /&gt;
|I'jadam&lt;br /&gt;
|Empress&lt;br /&gt;
|Sultana of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|How are you?&lt;br /&gt;
|Jut lo'ua&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Erididam&lt;br /&gt;
|King / Queen&lt;br /&gt;
|Sultan(a)&lt;br /&gt;
|-&lt;br /&gt;
|Nice to meet you.&lt;br /&gt;
|Iru nunyeti ua.&lt;br /&gt;
|High Elf&lt;br /&gt;
|Ue'ladam&lt;br /&gt;
|Prince&lt;br /&gt;
|Şehzade&lt;br /&gt;
|-&lt;br /&gt;
|Friend&lt;br /&gt;
|Tovara&lt;br /&gt;
|Denur&lt;br /&gt;
|Jitadam&lt;br /&gt;
|Princess&lt;br /&gt;
|Shehzadi&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Halfling&lt;br /&gt;
|Sha'adam&lt;br /&gt;
|Patriarch&lt;br /&gt;
|Hemiria&lt;br /&gt;
|-&lt;br /&gt;
|Faulskin&lt;br /&gt;
|Adamja&lt;br /&gt;
|High-priest(ess)&lt;br /&gt;
|Al-Kahyn(a)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|Duke&lt;br /&gt;
|Sheihykh&lt;br /&gt;
|-&lt;br /&gt;
|Duchess&lt;br /&gt;
|Shahykh&lt;br /&gt;
|-&lt;br /&gt;
|Lord / Lady&lt;br /&gt;
|Emyhr(a)&lt;br /&gt;
|-&lt;br /&gt;
|Ser / Dame&lt;br /&gt;
|Sih'di / Mih'de&lt;br /&gt;
|-&lt;br /&gt;
|Noble&lt;br /&gt;
|Nabil(a)&lt;br /&gt;
|-&lt;br /&gt;
|Chieftain&lt;br /&gt;
|Zaeim&lt;br /&gt;
|-&lt;br /&gt;
|Advisor&lt;br /&gt;
|Astisha&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
In Anjyarr, as elsewhere, the personal name of an individual was the most important means of identification, not only in this life but in the hereafter and in social memory for eternity. To the Khadan, the name and essence were inseparably interconnected. In their ancient culture and religion, it was believed that the world was created by pronouncing the name of everything that came into existence, and,  in magical practice, knowing the &amp;quot;true&amp;quot; name of supernatural and transcendent beings helped one to gain power over them. Thus, the name was considered a vital constituent of one's personality in Khadan culture. &lt;br /&gt;
&lt;br /&gt;
Names would often be differentiated or linked to historical or literary figures. These include the names of legendary figures, kings, religious personalities, and old gods and goddesses. For instance, male names like Ahman, Muhaddin, Metehan, and Khurshid and female names such as Sa'har, Isha, Ra'na, and Met'hani reflect this tradition.&lt;br /&gt;
&lt;br /&gt;
In modern times, Khadan names have taken on new forms, often appearing as compounds or bearing specific meanings. Female names commonly feature suffixes such as -i, -eh, -ah, or -a, as seen in Somayeh, Noora, Kazirah, Farid, Shana, Mija, Jahanara, and Sadia. Meanwhile, male names, which had common short first names, often end with -an, -ar, -id, -ad, -in, -ir, -al, or -il, for example, Danyal, Rashad, Qusar, Sahil, and Zayan. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the addition of -El or -Al serves as the definitive article, indicating that the family name begins with &amp;quot;the.&amp;quot; This convention often signifies the family name's association with a profession. However, there are instances it may also be associated with a title or specific origin of the person in question.&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:AnjyarrAI.png|frameless|200x200px]] &lt;br /&gt;
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]&lt;br /&gt;
|At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Sultanate 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!&lt;br /&gt;
|}&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+'''General Khadan Human opinions on the other races of Eden.'''&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“If you know their history, you know our cousin-kin have suffered as much as we did in our ancient history. However, where I believe we grew, Attians wouldn't dare to accept a world where we could all coincide with our different cultures and beliefs. But, despite this, they can be excellent company, share a drink or two, or be great trade partners.”&lt;br /&gt;
&lt;br /&gt;
* Mohsen Hatama, Scholar of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“Hinterlanders? I mean, they have been less troublesome than the Attians of Hadriana. They are open-minded, kind, and less religiously strict than their Attian kin. We profit greatly from each other's wares and goods during trade. Though, despite this, I do have to mention they often seem greedy with their coin. But which merchant wouldn't, right?”&lt;br /&gt;
&lt;br /&gt;
* Dakhe Nin'gal Al-Idina, spice merchant of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Their culture is filled with so much disdain and hatred for other races, other beliefs, and cultures—most notably our Dark Elven companions. They would never share anything with anyone else. We have High Elven citizens in our cities and bazaars; they seem to have adapted to the rest of Eden, have learned to coexist. Why can't they?”&lt;br /&gt;
&lt;br /&gt;
* Asardin Osma'han, guard of the eastern Al-Khadir gate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“We don't know much about their forest realm. I've heard stories of walking trees, giant magical creatures that defend nature itself from outsiders. I've seen them walk around our streets; they seem so full of themselves and reserved, as if we should be thankful for whatever they protect in the far east. Though, I always wonder what their realm is like. It must be quite the opposite from our own, a desolate desert compared to a lush, magical forest.”&lt;br /&gt;
&lt;br /&gt;
* Shala el-Amu'barahk, handweaver in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Very Positive'''&lt;br /&gt;
“The Dark Elves? You don't know the stories? Do you know how they brought salvation upon our kin when our civilization began to collapse? More than a thousand years ago, they arrived in our realm and introduced us to art, medicine, and science, fleeing war-stricken lands and cast from their homes. Of course, over the centuries, we have experienced some of their rulers being corrupt or grim, but we have so much to thank them for. Being our rulers does not bother me; they have only helped our people.”&lt;br /&gt;
&lt;br /&gt;
* Mahmood Khurshid Al'asar, Fisherman of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Denur? Never seen them. They don't like our climate, I suppose. I heard they often stumble around on the streets of Al-Jabrid, trying to obtain some Dark Steel minerals or sell their newest inventions. But other than that? They don't seem to do any harm. I say: keep it that way.”&lt;br /&gt;
&lt;br /&gt;
* Ali Sal'hama, shipwright of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
“The smallfolk seem always so passionate about our food markets. They don't often come by due to the scorching heat, but when they do, they are such a joy to be around. They tell the funniest stories and are eager to hear more about our newest items in the Bazaar. Say, have you seen my bag of coin by chance?”&lt;br /&gt;
&lt;br /&gt;
* Amata Balashi, barmaid of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Brutes are what they are. They are strong and aggressive, but they have a sense of humor. If you respect them, they can respect you, that is, if they have some sort of manners. They enjoy socializing with our soldiers because they think they have much in common with their warrior culture. I say: good. It reduces the mess we have to clean up in our taverns and markets.”&lt;br /&gt;
&lt;br /&gt;
* Iya Mas'hati, merchant in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
“Scheming, backstabbing, looting: thieves. Last week, they stole two of my sheep, gutted one of my chickens, and displayed it like some bloody artwork as if it were a sick joke! It cost me a fortune. They are nothing but scum. I avoid them in our markets as much as I can.”&lt;br /&gt;
&lt;br /&gt;
* Arsames Al-Ma'zar, farmer of Al-Adam&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Very positive'''&lt;br /&gt;
“They are good people. Like us, they do not care where you come from or what gods you believe in. We've accepted them for who they are, and they paid us back with kindness and have become part of our society. Like us, they live and fight for something they believe inn: a place to call home.”&lt;br /&gt;
&lt;br /&gt;
* Appan Raasuht, palace guard&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Characters ===&lt;br /&gt;
&lt;br /&gt;
==== King Tarath the First ====&lt;br /&gt;
Born in the temple city of Al'Tojik, the first city of Anjyarr more than a thousand years ago, Tarath was the royal heir to a wealthy king of a tribe who sought to build an empire based on his image and of his great fathers before him. Through masses of slaves taken on his conquests, he built temples greater than any of its time, statues of himself, spreading his fame throughout Anjyarr, turning Al'Tojik into the grandest city of the realm and its capital. He united the first tribes, created borders, and made conquests to gain wealth for the Khadan thanks to an ever-growing army. While he was not bestowed immortality like the Pharo's after him, he set the foundation of the many cults that would gather the means of sorcery and put the first foundations of the realm that would soon be known as Anjyarr. His legacy, however, is lost through the age of time, with the ruins of Al'Tojik all but gone, claimed by the desert once again. Only the abandoned gold mines near the supposed location of its former existence are left today.&lt;br /&gt;
&lt;br /&gt;
==== High Queen Met'hani, Pharo of Aanos ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“Bow, pilgrims, bow before High Queen Met'hani, The Golden Queen of Aanos, Eternal Lady, She Who Bares the Beauty of Kathra, defiance made flesh, the Serpent Queen. &lt;br /&gt;
Kneel so that you might bask in her radiance! For she has come to unite us.”&lt;br /&gt;
&lt;br /&gt;
'''- Sha'alti, High-Priest of Aanos, 615 B.F.S'''&lt;br /&gt;
|}&lt;br /&gt;
The stories of Met'hani, the first female Pharo, are favorites among the women of the Kha'mal tribes. What makes her so famous is the start and tragic end of her legacy. The &amp;quot;Eternal Lady&amp;quot; and &amp;quot;The Golden Queen of Aanos,&amp;quot; her intelligence, temper, and bravery were as legendary as her beauty and added to an intense sense of honor and justice. She fought against the enemies of Anjyarr on the frontlines and used her charismatic political power to further the realm's gain. She changed the laws of the realm to allow women to practice the Arcane magics, and through this, her popularity grew. However, her sister Somnyah'la, famously known as &amp;quot;The Sleepwalker,&amp;quot; grew jealous of her sisters' power and, as one of the priests in the Sorcerers' Cult, sought out the darkest powers for answers. Meeting with a Demon and solving its riddles, she was influenced to sacrifice Met'hanis's firstborn and heir, consuming the infant's blood to obtain the power of immortality. While she succeeded, and the Demon granted her what was promised, she was turned into a Vampire who began a short conquest for her power with her undead followers. She was eventually banished into the Demonic realm thanks to the Sorcerers' Cult and at the cost of Met'hani's life. Her reign was tragically short, cut down as she was in her prime. All of Anjyarr mourned her passing, for they knew she would have brought great glory to the empire. She was embalmed and placed in a seated position within a specially-made reliquary in the southern mountain ranges. There she sits, her tomb faded over the course of history, with many still waiting for her return.&lt;br /&gt;
&lt;br /&gt;
==== Pharo Akhmat, &amp;quot;The Great Uniter&amp;quot; ====&lt;br /&gt;
[[Akhmat's Tomb|Akhmat]] was known as the Great King and Pharo of the city of Sepharat, the capital of Anjyarr at his time, now known as the &amp;quot;[[Valley of Kings]].&amp;quot; Going by many titles, such as his most famous, &amp;quot;The Great Uniter,&amp;quot; Akhmat is known all over Anjyarr by all the Khadan tribes that still kneel to him today. Akhmat was depicted as a great and powerful Pharo; he himself a vision of splendor and martial prowess, but also as an arrogant and cruel king. He listened to the priests of the Sorcerers Cult and realized that only a leader who could command the gods' respect would earn the people's total adoration. To this end, Pharo Akhmat, alone amongst all the kings of Anjyarr, paid homage to the ancient gods; early in his reign, he ordered the restoration of temples and erected magnificent statues to be constructed in their honor. It turned Sepharat into a temple city, more significant than any human city ever made at the time. He sacrificed his two children at the highest temple of Kathra to gain the gods' favor, and when the time came, he conquered the various city-states that tried to break free from Anjyarr's Empire. He reigned as the greatest Pharo to be ever known and, thanks to the cult, the first to find the answer to immortality. Through arcane sorcery, Akhmat's life was extended. Now seen as a new deity by the Khadan, he ascended to godhood and led the Khadan into a prosperous golden age. Yet, after a long reign of 300 years, he eventually came to pass. His legacy was never forgotten, for he was interred in the most astonishing tomb ever constructed, so large that no other tomb would outdo it. Some today believe that if he were to be awakened, he would lead Anjyarr back into a new golden age, for that is all that Akhmat sought: dominion over the desert realm and beyond.&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Khadan Humans&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Flame Arrow&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Limb Carver&lt;br /&gt;
|Players with this trait can replace parts of their body with sandstone sculptures when lost. If they do, the body part becomes fully functional again after one IC year. &lt;br /&gt;
Though the body part is and still looks like sandstone.&lt;br /&gt;
|-&lt;br /&gt;
!Nomad's Stomach&lt;br /&gt;
|The food bar of players with this trait lowers significantly slower than usual.&lt;br /&gt;
|-&lt;br /&gt;
!Follower of Akhmat&lt;br /&gt;
|Players with this trait can summon a small sand golem as an action which can be used using the skeleton stat block.&lt;br /&gt;
Only one of these golems can exist at the same time.&lt;br /&gt;
|-&lt;br /&gt;
!Decapitating strike&lt;br /&gt;
|During CRP, once per target, the player may choose to make decapitating strike as an action instead of their normal weapon attack(s).&lt;br /&gt;
If this attack hits, it deals D3+3 damage&lt;br /&gt;
|-&lt;br /&gt;
!Attuned to Ignos&lt;br /&gt;
|Players with this trait can ignite their weapon. Applying the &amp;quot;Burning&amp;quot; status effect to whoever they hit.&lt;br /&gt;
|-&lt;br /&gt;
!Soul Reaper&lt;br /&gt;
|At the start of combat, players with this trait can select a target who's soul is marked by Akhmat and which they must claim.&lt;br /&gt;
If they do, the player can re-roll attack rolls against this target for the duration of the battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Hinterlanders&amp;diff=6548</id>
		<title>Hinterlanders</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Hinterlanders&amp;diff=6548"/>
		<updated>2024-10-25T06:24:36Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = HinterlandersAI.jpg&lt;br /&gt;
|Name = Hinterlanders&lt;br /&gt;
|Pronunciation = Hin-ter-lun-dair&lt;br /&gt;
|Classification = Human&lt;br /&gt;
|Nicknames = Highlanders, Nordlanders&lt;br /&gt;
|Languages = Common, Hintish&lt;br /&gt;
|Average Height = 1.68m - 1.80m (5'6&amp;quot; - 5'11&amp;quot;)&lt;br /&gt;
|Average Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Maximum Age = ~80 Years Old&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Humanity can be traced down throughout all corners of Eseron, each grouping of them existing on a spectrum of subraces on which Hinterlanders are by far the most numerous, for Hinterlanders are not exactly one subrace like their Attian and Khadan kin, but rather a collection of smaller tribes and cultures mashed together under a big umbrella called Hinterlanders. One way to sort out the Hinterlanders is to divide them between northern and southern Hinterlanders. &lt;br /&gt;
&lt;br /&gt;
'''Northern Hinterlanders''' live in the rugged spell-haunted regions in and around Magna Attia. They are the natives of the land and free peoples that resisted the [[Attian Humans|Attian]] conquests. These people are hardened warriors from the kingdoms of the frozen plains where they despite all odds have carved out their own space among the many eldritch horrors, undead hordes, and hags who dominate the forests with their wicked spawns. Northern Hinterlanders unlike many other civilized realms have never cast out many of their tribal traditions and beliefs, of which an example is the primary religion among Northern Hinterlanders called “[[The Circle of Hags]].” A tribe-to-tribe varying religion where the hags, witches, and truth sayers of the northern frozen woodlands are called to the towns, villages, and cities to gaze at the stars every full moon to interpret the will and prophecies of the Pantheon of the Savage Hunt, the Gods of the Circle of Hags religion. The people of the north gather in Tzardoms and pillager tribes along the coast who terrorize the southern Attians and Hinterlanders constantly.&lt;br /&gt;
&lt;br /&gt;
To many outsiders, the northerners are seen as harsh and unapproachable folk who seem to be mostly isolated in their own world away from others. Though mostly true, the northern people have traditionally made great allies to the Denur Kingdoms of the far north who provide the northern realms with technology and tools to withstand the conditions they find themselves in.&lt;br /&gt;
&lt;br /&gt;
'''Southern Hinterlanders''' are the polar opposite people to their northern counterparts who mostly reside around coastal regions around the west side of the Spine of Eden surrounding the Al’Hadar Deep in large free cities and other maritime merchant hubs that connect to one another in many trade leagues and organizations. They are a far more open-minded people than other humans who traverse the waters that separate the Empires of the north and the southern Sultanate through trade and a rich cultural exchange. They lack a strong sense of identity and national unity but make up for that through their extremely adaptable nature, making them easy to have around and even easier to integrate. It is not uncommon to find Southern Hinterlanders in many shapes and forms around the Al’Hadar deep. The most prominent group among these are the ones that live close to or inside the Hadrian Imperial lands and speak an accent similar to the Attian one called South-Hintish, just Hintish, or in some rare instances, East-Attian. These people trace their lineage back to the many republics and small nation-states the Southern Hinterlanders have created throughout history.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|''&amp;quot;I don't know how they do it, genuinely. Why would anyone want to live their life in this barren wasteland up north? Eternally struggling and fighting off the many horrors that such a place throws at the common man. Ridiculous. I wouldn't do it, but you got to respect their spirit for trying. But you would find me sitting in a Southern Hintish tavern enjoying an exotic drink earlier.&amp;quot;'''''- An [[Attian Humans|Attian]] Hunter living along the Northern border of [[The Hadrian Empire]]'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
'''Physical Traits'''&lt;br /&gt;
[[File:NorthHintWoman.png|thumb|An example of a Northern Hintish woman.]]&lt;br /&gt;
Hinterlanders are quite diverse-looking people due to the nature of their people as an umbrella name for many smaller tribes and peoples spread all over the continent. When taking an average in terms of height they end up somewhere between their Attian and Khadan bredren, standing at around 1.68m - 1.80m (5'5&amp;quot; - 5'9&amp;quot;) for males with a small downward trend for females. Hintish skin tones vary enormously from place to place, almost all Northerners trend towards pale skin tones, and the Southerners are far more pigmented and in many cases come close to the Khadan when found south of the Al’Hadar Deep due to racial mingling between the two.&lt;br /&gt;
&lt;br /&gt;
Across the board, Hinterlanders have a wide spectrum of eye colors ranging from shades of brown and grey to in some rare instances blue or green, though that is mostly seen in the north. Northern Hinterlanders often grow their beards and hair long to act as an additional barrier against the unforgiving climate which is quite the opposite to the south where most Hinterlanders enjoy a clean-shaven or short bearded look with kept hair over the rugged styles of the north and see it as a simple indicator of a civilized people when the face is well maintained. &lt;br /&gt;
&lt;br /&gt;
'''Apparel:'''&lt;br /&gt;
&lt;br /&gt;
Southern Hinterlanders as a race hold no definitive style in the choice of apparel, usually simply adapting to the regional culture. Northerners on the other hand are way more defined, often tightly packed in many layers of warm clothes made of animal skins to keep themselves protected against the cold. Most men and women when out and about are seen wearing big bear fur hats.&lt;br /&gt;
[[File:Southern Hinterbro.jpg|thumb|An example of a Southern Hintish man.]]&lt;br /&gt;
[[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Hintish Skin Colors.]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
The many people under the Hintish umbrella naturally come with a wide variety of languages. All of them speak the common tongue of course, yet there are many different little speech pattern differences that make each Hinterlander group stand out in its own right with many different blends of words and titles sprinkled throughout their sentences. The two most spoken languages among Hinterlanders are “'''Govorya'''” in the north and “'''South-Hintish'''” in the south. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Govorya: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Govorya&lt;br /&gt;
!Common&lt;br /&gt;
!Govorya&lt;br /&gt;
!Common&lt;br /&gt;
!Govorya&lt;br /&gt;
! Common&lt;br /&gt;
|-&lt;br /&gt;
|Tevrit&lt;br /&gt;
|Greetings&lt;br /&gt;
|Elfai(a) &lt;br /&gt;
|Elf / Elves &lt;br /&gt;
|Czar&lt;br /&gt;
| Tzar&lt;br /&gt;
|-&lt;br /&gt;
|Tevasti&lt;br /&gt;
|Farewell&lt;br /&gt;
|Bal-Elfai&lt;br /&gt;
|High Elf&lt;br /&gt;
|Czarina&lt;br /&gt;
|Tzarina &lt;br /&gt;
|-&lt;br /&gt;
|Sobrat(a)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Med-Elfai&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Printz&lt;br /&gt;
|Prince(ss)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;15&amp;quot; |&lt;br /&gt;
|Tam-Elfai &lt;br /&gt;
|Dark Elf&lt;br /&gt;
|Printzess &lt;br /&gt;
| Duke/Duchess &lt;br /&gt;
|-&lt;br /&gt;
|Dezkya &lt;br /&gt;
|Denur&lt;br /&gt;
| Kroonprints&lt;br /&gt;
|Crown Prince &lt;br /&gt;
|-&lt;br /&gt;
| Mesk(a)&lt;br /&gt;
|Human(s) &lt;br /&gt;
|Krahv(ina)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Orkai(a)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Boyar &lt;br /&gt;
| Lord&lt;br /&gt;
|-&lt;br /&gt;
|Tevlin(a)&lt;br /&gt;
|Tiefling(s)&lt;br /&gt;
|Boyarina&lt;br /&gt;
|Lady&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|Ratska&lt;br /&gt;
|Knight&lt;br /&gt;
|-&lt;br /&gt;
|Prastanya&lt;br /&gt;
| Clergyman &lt;br /&gt;
|-&lt;br /&gt;
|Sventa&lt;br /&gt;
| Priest / Preacher &lt;br /&gt;
|-&lt;br /&gt;
|Mova&lt;br /&gt;
|Mother&lt;br /&gt;
|-&lt;br /&gt;
| Tava&lt;br /&gt;
|Father&lt;br /&gt;
|-&lt;br /&gt;
|Vedma&lt;br /&gt;
|Hag&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words &lt;br /&gt;
|-&lt;br /&gt;
|Oblast &lt;br /&gt;
|Province&lt;br /&gt;
|-&lt;br /&gt;
|Koldovya&lt;br /&gt;
|Witchcraft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |South-Hintish: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!South-Hintish&lt;br /&gt;
!Common&lt;br /&gt;
!South-Hintish&lt;br /&gt;
!Common&lt;br /&gt;
!South-Hintish&lt;br /&gt;
! Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|Elf &lt;br /&gt;
|Elf &lt;br /&gt;
|Koning&lt;br /&gt;
| King&lt;br /&gt;
|-&lt;br /&gt;
|Salut&lt;br /&gt;
|Farewell&lt;br /&gt;
|Hoge Elf&lt;br /&gt;
|High Elf&lt;br /&gt;
|Koningin&lt;br /&gt;
|Queen &lt;br /&gt;
|-&lt;br /&gt;
|Vriend(en)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Woud Elf&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Prins(es)&lt;br /&gt;
|Prince(ss)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;16&amp;quot; |&lt;br /&gt;
|Duistere Elf &lt;br /&gt;
|Dark Elf&lt;br /&gt;
|Hertog(in) &lt;br /&gt;
| Duke/Duchess &lt;br /&gt;
|-&lt;br /&gt;
|Dwerg &lt;br /&gt;
|Denur&lt;br /&gt;
| Kroonprins&lt;br /&gt;
|Crown Prince &lt;br /&gt;
|-&lt;br /&gt;
| Mens(en)&lt;br /&gt;
|Human(s) &lt;br /&gt;
|Graaf / Gravin&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Urk(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Heer &lt;br /&gt;
| Lord&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Dame&lt;br /&gt;
|Lady&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;11&amp;quot; |&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Edelman&lt;br /&gt;
| Nobleman &lt;br /&gt;
|-&lt;br /&gt;
|Edelvrouw&lt;br /&gt;
| Noblewoman &lt;br /&gt;
|-&lt;br /&gt;
|Ridder&lt;br /&gt;
|Knight&lt;br /&gt;
|-&lt;br /&gt;
| Priester&lt;br /&gt;
|Clergyman&lt;br /&gt;
|-&lt;br /&gt;
|Zuster&lt;br /&gt;
|Sister/Nun&lt;br /&gt;
|-&lt;br /&gt;
|Broeder &lt;br /&gt;
|Brother/Monk&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words &lt;br /&gt;
|-&lt;br /&gt;
|Stadsraad&lt;br /&gt;
|City council&lt;br /&gt;
|-&lt;br /&gt;
| Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Gewest&lt;br /&gt;
|Region&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Much like their Attian and Khadan kin, Hinterlanders from both the north and south put great importance on their given family names which have passed down from generation to generation through the years. Southern Hintish family names follow similar patterns to those of Attians due to the years-long process of integration they went through since the Attian conquests. This means that for example, Southern Hintish families usually have a surname that signifies the family’s trade around the time the name was taken on, or for example the family’s birthplace or region by the time the name was taken on. Examples of those would be ''Leerman, (leatherworker), de Boer (farmer), van Dam (from the dam),'' and so forth.&lt;br /&gt;
&lt;br /&gt;
Northern Hintish people work rather differently in that regard, having taken on a thing or two of their Denur allies whom they mingled with for many years now. The only name a child is given at birth is their first name, given to them by the child’s parents. These are often names of grandparents or other noteworthy figures from the bloodline. Examples of northern first names are, ''Aleksandr, Aleksandra (F), Anton, Borodin, Igyor, Olaf, Oleg, Mishka (F), Svetlana (F), Nicolai, Novgo, Yuri, Vejena (F), Ivana (F).'' Northern family names are only given when a child or other lone nameless northerner enters a clan, after which they take on that name as their surname. A system directly taken from their Denur allies. Examples of Northern Clan names are, ''Taalov, Novgrodi, Volkov, Yozhin, Vasyl, Azarov, Dubov, Golovich,'' and so forth.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which Hinterlander Humans are present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:HadrianCulture.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Hadrian Empire]]&lt;br /&gt;
|The Hadrian Empire, often referred to as simply ‘the Empire’, is the far-stretching country west of Eden’s Spine. A land inhabited mainly by the dutiful folk that are the [[Attian Humans|Attian humans]], one can see the many fields that cover the landscape being toiled by its hard-working citizens. Its cities are often bustling with life, places where trade, commerce, and politics take the main stage. The Hadrian way of life is deeply rooted in tradition and is often relatively simple, mainly because of this the Hadrians are known for their versatility and perseverance through hardship. The civil wars that have plagued the country in the past have left their scars, yet it seems Hadrians always find their way back, dedicating such feats to their deity; Alder. Within the Empire, the political and the martial often go hand in hand, with a large focus on retaining order and stability through military force. Within the Empire, it is not uncommon to see commoners rise through the ranks, oftentimes talented men and women are recognised and get the chance to prove themselves useful to their nation in places such as the army or civil offices. A land full of chance, and one of recognition, with its Kaiser at the helm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
General Hinterlander Human opinions on the other races of Eden.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:AttianMale1.jpg|frameless|200x200px]] &lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“We look alike, we drink alike, but we will never be the same. They made sure of that. When they come by all they wish to do is regulate every facet of our lives. Tell us how to live and act. What do they know of our people? Though in the end, they need us as much as we need them.”''&lt;br /&gt;
*Tijn Peters, A blacksmith of Bergwald.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
''“The South folk! I have never seen so many bright colors! I once saw a huge gray beast prance about our village. The size of it was unimaginable! An elephant is what they called it. One of them gave me a toy in its image made of hardened sand.”''&lt;br /&gt;
*Eva Horn, a farmer’s daughter in Löwenmark.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Don’t even mention those knife-eared bastards around me! We thought they were our friends but alas, Elves being elves, they stabbed us in the back when it was convenient for them and we outlived our usefulness for their so-called righteous cause to save the world or something like that! They can say what they like but trust me when I say this, Never trust an elf!”''&lt;br /&gt;
*Gregory Valdir, a mercenary from the Northern Hinterlands.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“They wander the east mostly, however, don’t bring too much to the table. There are not many riches to be sought in their twigs and branches, nor do they ever offer anything to sell. A greedy people, even if they have anything of value, we’ll never find out.”''&lt;br /&gt;
*Oleg Azarov, a northern merchant who regularly visits the elven glade.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
''“Dark Elves? Who? Oooooh- you mean the grey ones from the south? Yes yes, I have seen those. Scary religious folks but generally are trustworthy when they travel away from their homes seeking employment. But other than that I have yet to see any use for them. ”''&lt;br /&gt;
*Yuri Dazhev, Northern Hintish Raevendrecht veteran soldier.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
''“The Denur have been our greatest allies since the dawn of our people. When the Attians overreached, they stood strong beside us. A most honorable folk that will always hold my respect.”''&lt;br /&gt;
*Vladislav Yeltzin, Northern Huntmaster.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
''“I don’t see many of them up here. They seem to be nice and handy folks. I once had one coming by my farm selling me the finest Anjyarri golden trinkets. I wonder how those little bastards collect so many riches for their seeming irrelevance on the world stage.”''&lt;br /&gt;
*Dmitri Yankovich, Northern farmer.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Whenever I see an orc, I run the other way. They bring nothing but misery to my people. But there is one thing I would love to try… I heard that if you say their name to them out loud, they explode in green bubbles and flame! Doesn’t that sound hilarious?”''&lt;br /&gt;
*Tasha Stradov, Northern Warrior.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“A what..? Right, small orcs and such. Never seen em before. Sounds like  the stuff of a fairy tale, as if Orcs wouldn’t have eaten them the moment they spawned on Erseron.”''&lt;br /&gt;
*Katharin Jovanovic, Northern Bard.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Ah the horned ones, fumed with some deviant fire they are. When I stood up to debate taxes with one of ‘em in our main hall I nearly thought he was hitting on me?! I guess that's why they never got their own domain, too distracted with magic and chasing each other with devious means”''&lt;br /&gt;
*Jan Janson, Southern Hintish pyromancer.&lt;br /&gt;
|}&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
Upon creation of a Hinterlander Human character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Hinterlander Humans&lt;br /&gt;
|-&lt;br /&gt;
!Adaptive&lt;br /&gt;
|Thrice per battle, players with this trait may choose a stat modifier of their choice when rolling for any action during their turn.&lt;br /&gt;
|-&lt;br /&gt;
!Abnormally Tall&lt;br /&gt;
|Players with this trait are considered LARGE creatures instead of MEDIUM.&lt;br /&gt;
|-&lt;br /&gt;
!Sea Legs&lt;br /&gt;
|Players with this trait have a speed bonus on the ocean when in a boat and can hold their breath for double the amount of time. &lt;br /&gt;
Water doesn't slow their movement and gives them a +1 on attack rolls&lt;br /&gt;
|-&lt;br /&gt;
!Knowledgeable&lt;br /&gt;
|Players with this trait get two extra lvl 1 spell slots and one extra lvl 2 spell slot.&lt;br /&gt;
|-&lt;br /&gt;
!Hintish Heritage&lt;br /&gt;
|Players with this trait harvest double the meat and crops from their farms/animals due to their farmer's background. &lt;br /&gt;
They also get an additional +1HP.&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Windblast&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Packmule&lt;br /&gt;
|Players with this trait have a maximum weight cap of +20&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Attian_Humans&amp;diff=6547</id>
		<title>Attian Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Attian_Humans&amp;diff=6547"/>
		<updated>2024-10-25T06:20:15Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Character Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = AttianMale1.jpg&lt;br /&gt;
|Name = Attian Humans&lt;br /&gt;
|Pronunciation = Ett-ian&lt;br /&gt;
|Classification = Human&lt;br /&gt;
|Nicknames = Westermen, Imperials, Attians&lt;br /&gt;
|Languages = Common, Low-Attian&lt;br /&gt;
|Average Height = 1.72m - 1.83m (5'8&amp;quot; - 6'0&amp;quot;)&lt;br /&gt;
|Average Weight = 75kg - 90kg (165lbs - 198lbs)&lt;br /&gt;
|Maximum Age = ~80 Years Old&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +1&lt;br /&gt;
|AGI = +1&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Humans are by far the most numerous race on Eseron and within that wide spectrum of subraces, the Attian Humans are by far the smallest group. The Attians are a displaced people who have fallen from glory after the fall of their now long-forgotten empire of Attia in the now-cursed swamps of Magna Attia, a vast northern vale to the west of the continent of Eden. The Attians have fallen far but being an ambitious and crafty people, they quickly rebuilt their society as strong as the days of legend. Or so the Imperial scholars claim. The greatest share of the Attian people reside in the Hadrian Empire, a patchwork of states and regions they share with a subjugated class of Southern Hinterlanders who they now rule over as its many Lords, Dukes, Emperors and Ladies.&lt;br /&gt;
&lt;br /&gt;
Attians, as being an ambitious people with a history of glory and empire building, have the belief that they are destined to rule and govern through their faith in their prophet god, Alder, and his connection to the “Great Pre-Determination” who is said to have proclaimed the Attian people as the divine shield of Order against the Ruling of Chaos and its many incomprehensible horrors that it wishes to unleash on the mortal world. As a result, many Attian humans are devout believers in the teachings of Alder and the temple that it brought forth.&lt;br /&gt;
&lt;br /&gt;
To many outsiders, the average Attian human comes off as elitist and overbearing more than anything. They tend to meddle in other people’s affairs and are incredibly arrogant in their doing, for how could a people chosen by God as their divine sentinels ever make any grave earth-shattering mistakes? Many modern Attians seemingly have forgotten their troubled origins of bringing forth eldritch horrors even the Gods have trouble comprehending. This somewhat naive approach towards the world is the primary reason many Attians tend to fall for the ruling of Chaos. As for all the warning signs, they more often than not are led by arrogance and their divine beliefs rather than common sense.&lt;br /&gt;
&lt;br /&gt;
Yet where the Attians do unquestionably excel is in the art of statecraft and governance, being a people who had to rebuild from scratch they have shown their excellent efficiency when it comes to building large urban centers and terraforming a vast wilderness into a tamed calm landscape ripe for exploitation, often making Attian-majority population regions extraordinary wealthy and cosmopolitan as many fortune seekers flock to Attian regions in the hopes of sharing in their wealth. They are a people who move quickly and do not shy away from a challenge. Their attitude, though often problematic, is also a blessing in disguise for they are excellent diplomats and statesmen who generally speaking are considered fine rulers who keep the population happy enough to keep them from revolting and united under whatever Imperial Banner the Attians follow at the time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|''“Ah, the Attians aye? I suppose they are decent people, But they are always sticking their noses into business where it does not belong! They make my blood boil at times, but I must admit their deep pockets are good for business… They have more riches than they know what to do with more often than not.”''&lt;br /&gt;
'''- A Denur Merchant headed home after visiting [[Adelsburg]]'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
&lt;br /&gt;
==== Physical Traits ====&lt;br /&gt;
[[File:AttianFemale1.jpg|thumb|An example of an Attian Woman.]]&lt;br /&gt;
The average Attian human has evolved a lot from its heritage from the days of the Attian Empire of old. Numerous years of mingling with bordering human races have changed the Attian into a more visually diverse people. They stand relatively tall in comparison to other races except a few, with males ranging from about 172 (5’8) centimeters to 183 (6’0) centimeters and females, being usually a little shorter on average ranging from 159 (5’2) centimeters to 174 (5’8) centimeters. &lt;br /&gt;
&lt;br /&gt;
Though more diverse than before, Attians still range mostly on the pale side of the skin color spectrum with the occasional offshoot in one direction, mostly as a result of a family having a history of mingling with Khadan Humans ever since the Attian race as a whole moved further south after the fall of ancient Attia. Their eye colors have a wide range, though the overwhelming majority have the common palette of blue, green, or brown eyes. Exceptions are exceptionally rare and are usually the result of magical interference. Attian men have exceptional hair growth on both their faces and heads which is commonly believed to be a remnant of a history north in the cold. Men more often than not keep their hair and barely go bald when they age and grow large majestic beards and mustaches while the women are said to have hair like silk, growing long and flowing in such a way that makes Elves blush at the sight.&lt;br /&gt;
&lt;br /&gt;
==== Apparel: ====&lt;br /&gt;
Attians as a race hold no definitive style in the choice of apparel, usually simply adapting to the regional culture.&lt;br /&gt;
[[File:AttianSkin.png|none|thumb|616x616px|A guide to typical Attian Skin Colors.]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
Among the Attians, the common tongue is the driving language but throughout the years they have developed some dialects based on the ancient Attian tongue that never truly left common speech. The dialects are usually not thick enough to be incomprehensible in comparison to the general common tongue, though they would take some time to get used to. For instance, Attians usually say words differently by making a ‘z’-sound instead of a ‘th’-sound. Along with throwing in some lower Attian words here and there by saying ‘Ich’ instead of ‘I’ or ‘Du’ for ‘You’. Not all Attians speak in this dialect yet the overwhelming majority still does.&lt;br /&gt;
&lt;br /&gt;
High-Attian also exists within the Empire, yet is truly only spoken and read by those of the clergy. It serves as the driving language of the Alderist temple and has more of a ceremonial role in Attian everyday life.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |The Attian Language: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Low-Attian Dialect&lt;br /&gt;
!Common&lt;br /&gt;
!Low-Attian Dialect&lt;br /&gt;
!Common&lt;br /&gt;
!Low-Attian Dialect&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Grütte&lt;br /&gt;
|Greetings&lt;br /&gt;
|Elfe&lt;br /&gt;
|Elf&lt;br /&gt;
|Kaiser&lt;br /&gt;
|Emperor&lt;br /&gt;
|-&lt;br /&gt;
|Föhrwell&lt;br /&gt;
|Farewell&lt;br /&gt;
|Hoch Elfe&lt;br /&gt;
|High Elf&lt;br /&gt;
|Kaiserin&lt;br /&gt;
|Empress&lt;br /&gt;
|-&lt;br /&gt;
|Freund&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Wald Elfe&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Prinz(ess)&lt;br /&gt;
|Prince(ss)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;16&amp;quot; |&lt;br /&gt;
|Dunkel Elfe&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|Herzog(in)&lt;br /&gt;
|Duke/Duchess&lt;br /&gt;
|-&lt;br /&gt;
|Deinur&lt;br /&gt;
|Denur&lt;br /&gt;
|Krönfürst&lt;br /&gt;
|Crown Prince&lt;br /&gt;
|-&lt;br /&gt;
|Mensch(en)&lt;br /&gt;
|Human(s)&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Faulhaut&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Herr&lt;br /&gt;
|Lord&lt;br /&gt;
|-&lt;br /&gt;
|Teiflinge&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Dame&lt;br /&gt;
|Lady&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;11&amp;quot; |&lt;br /&gt;
|Adelige&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Edelherr&lt;br /&gt;
|Nobleman&lt;br /&gt;
|-&lt;br /&gt;
|Edelfrau&lt;br /&gt;
|Noblewoman&lt;br /&gt;
|-&lt;br /&gt;
|Hochmeister&lt;br /&gt;
|Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Ritter&lt;br /&gt;
|Knight&lt;br /&gt;
|-&lt;br /&gt;
|Hexenmeister&lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Geistliche&lt;br /&gt;
|Clergyman&lt;br /&gt;
|-&lt;br /&gt;
|Vater&lt;br /&gt;
|Father / Pope&lt;br /&gt;
|-&lt;br /&gt;
|Süster&lt;br /&gt;
|Sister/Nun&lt;br /&gt;
|-&lt;br /&gt;
|Brüder&lt;br /&gt;
|Brother/Monk&lt;br /&gt;
|-&lt;br /&gt;
|Medizinmann&lt;br /&gt;
|Doctor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Attian families put great importance on preserving the family name, and thus pass it down from generation to generation as time passes. The names are usually chosen by a head of the family upon first taking on a surname as a family. The most common surnames are derived from the occupation of the family. Examples of these are Fischer (fisher), Bauer, (Farmer), Fleischer (Butcher), Schmidt (Smith), or Gerber (Leatherworker). Another example of a common Attian surname trait is taking on the name of the town, city, village, or region the person is from. Examples of such are Von Adelsburg (Of Adelsburg) Von Hertzland (Of Hertzland), Von Bergwald (Of Bergwald), and so forth.&lt;br /&gt;
&lt;br /&gt;
People hailing from smaller communities such as villages or out-of-the-way hamlets usually don’t take a family name unless absolutely necessary. When they do choose a name they usually don’t fall inside the common naming schemes and thus stand out enormously among the Attian common folk. In some cases do families hailing from small communities take on names that are nothing more than their favorite animals. Examples are Pferd (Horse), Schwein (Pig), or Schmetterling (Butterfly).&lt;br /&gt;
&lt;br /&gt;
=== Cultures ===&lt;br /&gt;
Nations and cultures in which the Attian Human race is present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:HadrianCulture.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Hadrian Empire]]&lt;br /&gt;
|The Hadrian Empire, often referred to as simply ‘the Empire’, is the far-stretching country west of Eden’s Spine. A land inhabited mainly by the dutiful folk that are the [[Attian Humans|Attian humans]], one can see the many fields that cover the landscape being toiled by its hard-working citizens. Its cities are often bustling with life, places where trade, commerce, and politics take the main stage. The Hadrian way of life is deeply rooted in tradition and is often relatively simple, mainly because of this the Hadrians are known for their versatility and perseverance through hardship. The civil wars that have plagued the country in the past have left their scars, yet it seems Hadrians always find their way back, dedicating such feats to their deity; Alder. Within the Empire, the political and the martial often go hand in hand, with a large focus on retaining order and stability through military force. Within the Empire, it is not uncommon to see commoners rise through the ranks, oftentimes talented men and women are recognised and get the chance to prove themselves useful to their nation in places such as the army or civil offices. A land full of chance, and one of recognition, with its Kaiser at the helm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Attian Human opinions on the other races of Eden.&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“These treacherous bastards have done nothing to our people but reward our hospitality with daggers in our back every chance they get. Aye, sure they make fine warriors and allies if there is something in it for them, but I trust them as far as I can throw them otherwise!”''&lt;br /&gt;
&lt;br /&gt;
* Klaudius Jungling, Merchant from Adelsburg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“They have been our southern neighbors for as long as I can remember. They are weird folk, playing God too much with their magic tricks and limb carving for my liking. But besides their quirks, they seem mostly harmless if not provoked.”''&lt;br /&gt;
&lt;br /&gt;
* Herman Voss, Imperial Innkeeper in Brandenhafen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Yes we deal with them in times of need, and no they don’t change you into a statue if you look them in the eyes. They are a civilized people for certain, respectable folks. But I cannot help but grit my teeth if they go on an hour-long monologue about their grand destiny or something like that when I ask them what brings them here in the Reich. They are just… odd.”''&lt;br /&gt;
&lt;br /&gt;
* Helena Bahl, Imperial border guard.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“I don’t like these pompous forest sprites. Good thing we don’t have Elves in our forests. I heard the East is crawling with them. For all I care they stay far away in their own place and not put a step closer west if they don’t want a repeat of Avalheim.”''&lt;br /&gt;
&lt;br /&gt;
* Friederich von Löwenmark, Imperial diplomat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“I must admit that they are scary folk, enslaving an entire civilization like that. I have heard they use mind control or something like that to keep their subjects in line… I try to avoid them at all costs unless I really have to.”''&lt;br /&gt;
&lt;br /&gt;
* Karl Ochsenbauer, Veronian Fisherman.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Oh yes I have seen them… Or well, I have seen their homes from afar. Sometimes I wonder if there is someone still living in those holds. We think it is Denur… but more often than not it turns out the thing is filled to the brim with Demons or Faulskins! But when I do encounter one they are respectable enough. Stubborn as Dolus’ hells of course but it is to be expected by now.”''&lt;br /&gt;
&lt;br /&gt;
* Sylvia König, Imperial Huntress.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
''“I don’t see them around as much. Most of them live in the east of the Hinterlands I’ve heard… Usually, they are fine but my wife insists things go missing every time they come by to trade. I cannot imagine such small kind-hearted creatures actually doing such.”''&lt;br /&gt;
&lt;br /&gt;
* Helmut Ganz, Farmer from Brandenhafen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Orcs?! Don’t even mention those beasts anywhere near this household young man. Haven’t you heard that calling them out attracts them? They will burn down my village again if you keep going like this. These bastards already cost me two sons…”''&lt;br /&gt;
&lt;br /&gt;
* Holga Schwertz, Hintisch Cheese maker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“They are a lot easier to kill I will give them that. Pure vermin these spiteful mean bastards are. Not as dangerous as their hulking kin, but most certainly far more cunning. They will stab you in the back without thinking twice if they get the chance…”''&lt;br /&gt;
&lt;br /&gt;
* Ingelbert Mehr, Imperial Soldier from Holstein.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Usually not harmful, but most certainly a product of the purest of heresies. They bring nothing but magical arts into the Empire and I want nothing of it. I heard they can read your mind if they look you in the eyes. Mysterious folk, worthy of keeping my distance but not too dangerous from what I’ve seen.”''&lt;br /&gt;
&lt;br /&gt;
* Gottfried Schwartzenkraus, Imperial Witch Hunter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
Upon creation of an Attian Human character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Attian Humans&lt;br /&gt;
|-&lt;br /&gt;
!Painfully average&lt;br /&gt;
|Players with this trait get two extra skill points which they can freely distribute.&lt;br /&gt;
|-&lt;br /&gt;
!Attian herritage&lt;br /&gt;
|Players with this trait get an additional 2 HP.&lt;br /&gt;
|-&lt;br /&gt;
!Witch hunter&lt;br /&gt;
|Players with trait deal 1 additional damage with every weapon attack against mages. &lt;br /&gt;
This trait can only deal a maximum of 2 additional damage per turn.&lt;br /&gt;
|-&lt;br /&gt;
!Voidal Resillience&lt;br /&gt;
|Players with this trait can only take a maximum of 4 damage per attack from voidal mages and creatures.&lt;br /&gt;
|-&lt;br /&gt;
!Horsemaster&lt;br /&gt;
|Players with this trait deal 1 additional damage with every weapon attack when mounted on a horse.&lt;br /&gt;
Additionally, when mounted on a horse they receive a +1 on all defensive rolls. This trait can only deal a maximum of 2 additional damage per turn.&lt;br /&gt;
|-&lt;br /&gt;
!Adaptive&lt;br /&gt;
|Thrice per battle, players with this trait may choose a stat modifier of their choice when rolling for any action, reaction, movement roll, or block.&lt;br /&gt;
|-&lt;br /&gt;
!Warden&lt;br /&gt;
|Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.&lt;br /&gt;
When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6546</id>
		<title>Azari'soll Ruins</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6546"/>
		<updated>2024-10-24T15:26:24Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Ruins of Ameon&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AmeonNew.png|frameless|362x362px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|333x333px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the [[High Elves|Azari’cill]] against the [[Wood Elves|Azari’cerr]]. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. &lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: [[The Dominion of Corithiel.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves|Azari’lunn]] were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply. With most is revealed of what could ''ever'' be dug up, most archives are within 'Cill land for safekeeping.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:AmeonNew.png&amp;diff=6545</id>
		<title>File:AmeonNew.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:AmeonNew.png&amp;diff=6545"/>
		<updated>2024-10-24T15:24:25Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PMC Ameon&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6544</id>
		<title>Azari'soll Ruins</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6544"/>
		<updated>2024-10-24T15:23:46Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Present Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Ruins of Ameon&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the [[High Elves|Azari’cill]] against the [[Wood Elves|Azari’cerr]]. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. &lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: [[The Dominion of Corithiel.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves|Azari’lunn]] were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply. With most is revealed of what could ''ever'' be dug up, most archives are within 'Cill land for safekeeping.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6543</id>
		<title>Azari'soll Ruins</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6543"/>
		<updated>2024-10-24T06:28:59Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Ruins of Ameon&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the [[High Elves|Azari’cill]] against the [[Wood Elves|Azari’cerr]]. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: [[The Dominion of Corithiel.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves|Azari’lunn]] were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply. With most is revealed of what could ''ever'' be dug up, most archives are within 'Cill land for safekeeping.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6542</id>
		<title>Azari'soll Ruins</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6542"/>
		<updated>2024-10-24T06:28:38Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Ruins of Ameon&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the [[High Elves|Azari’cill]] against the [[Wood Elves|Azari’cerr]]. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves|Azari’lunn]] were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply. With most is revealed of what could ''ever'' be dug up, most archives are within 'Cill land for safekeeping.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6541</id>
		<title>Azari'soll Ruins</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=6541"/>
		<updated>2024-10-24T06:28:06Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the [[High Elves|Azari’cill]] against the [[Wood Elves|Azari’cerr]]. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves|Azari’lunn]] were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply. With most is revealed of what could ''ever'' be dug up, most archives are within 'Cill land for safekeeping.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6540</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6540"/>
		<updated>2024-10-24T06:24:34Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the [[High Elves|Azari’cill]] against the [[Wood Elves|Azari’cerr]]. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves|Azari’lunn]] were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply. With most is revealed of what could ''ever'' be dug up, most archives are within 'Cill land for safekeeping.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6539</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6539"/>
		<updated>2024-10-24T06:23:03Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the [[High Elves|Azari’cill]] against the [[Wood Elves|Azari’cerr]]. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves|Azari’lunn]] were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6538</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6538"/>
		<updated>2024-10-24T06:21:52Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Present Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the [[Myln Arbor]], but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
== Present Times ==&lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]In the past few years, circa 1551, [[N’vaestil Izara Vobisere]] (Khari’cerr of Mitrona) and [[Cirlia Zaithrall]] (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the Azari’cill against the Azari’cerr. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships. The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The Azari’lunn were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6537</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6537"/>
		<updated>2024-10-24T06:19:42Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Present Times */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the Myln Arbor, but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|401x401px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]&lt;br /&gt;
&lt;br /&gt;
== Present Times ==&lt;br /&gt;
In the past few years, circa 1551, N’vaestil Izara Vobisere (Khari’cerr of Mitrona) and Cirlia Zaithrall (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the Azari’cill against the Azari’cerr. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships.&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The Azari’lunn were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6536</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6536"/>
		<updated>2024-10-24T06:19:20Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the Myln Arbor, but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
[[File:Azari Reunion.png|left|thumb|372x372px|The Khari'cerr and Aeri'cill in the 'Soll ruins in 1551.]]&lt;br /&gt;
&lt;br /&gt;
== Present Times ==&lt;br /&gt;
In the past few years, circa 1551, N’vaestil Izara Vobisere (Khari’cerr of Mitrona) and Cirlia Zaithrall (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the Azari’cill against the Azari’cerr. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships.&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The Azari’lunn were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Azari_Reunion.png&amp;diff=6535</id>
		<title>File:Azari Reunion.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Azari_Reunion.png&amp;diff=6535"/>
		<updated>2024-10-24T06:17:53Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ss of Izara n Cirlia&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6534</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6534"/>
		<updated>2024-10-24T06:12:45Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of&lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the Myln Arbor, but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
&lt;br /&gt;
== Present Times ==&lt;br /&gt;
In the past few years, circa 1551, N’vaestil Izara Vobisere (Khari’cerr of Mitrona) and Cirlia Zaithrall (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the Azari’cill against the Azari’cerr. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The Azari’lunn were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6533</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6533"/>
		<updated>2024-10-24T06:11:23Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Directly at the Glade of Dragon’s border, between the Luminion and Mitrona territories, lies the old, but not forgotten, city of Ameon. What is said to be a testament to nature doing what it does best, growing over the past. One of the only routes to reach Mitrona’s capital and Myln Arbor, outsiders walk through the ancient ruins without realizing what lies beneath them. For every elf, however, this is far from the truth. A sense of dread may be felt in some elves' hearts. Though a sense of hope as new beginnings take over in this era, as of 1553. Burnt rubble still lies at wanderers' feet, towering trees that know all too well of the beginning of history, for vines and shrubbery to grow over each part for the better of thousands of years. With newfound construction, though, this is soon to change. &lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Geographically, the Azari’soll ruins are located east of the Glade of Dragons and right before one enters Myln Arbor. The closest city to Ameon is Luminion’s Sapherum Port, which is southwest of the ruins. Ameon is a small island that’s surrounded by two rivers that flow into the Sapphire Sea. It holds similar wildlife to the Myln Arbor, but because of its size and former destruction, one won’t find too many animals running through. However, it’s not uncommon to find deer or birds in the tree. Currently, no one lives in the ruins of Ameon, as it is not ideal. &lt;br /&gt;
&lt;br /&gt;
== Present Times ==&lt;br /&gt;
In the past few years, circa 1551, N’vaestil Izara Vobisere (Khari’cerr of Mitrona) and Cirlia Zaithrall (Aeri’cill of Luminion) were compelled to reach an agreement. After fifteen years of incessant bickering, coldness, and baseless threats, both Azari nations had suffered from the absence of the balance intended by the Mother and Father. It was only when the Council of Mitrona called for a meeting with Luminion that they sought to resolve their differences, realizing it was not the Azari’cill against the Azari’cerr. Separated, they lacked the power to thrive. They came to understand that to heal the wounds of the past, they must evolve, as their ancestors once wished to, though burdened by the weight of countless hardships.&lt;br /&gt;
&lt;br /&gt;
The Khari’cerr and Aeri’cill declared that Ameon, once a land of regret and mourning, should evolve alongside the Azari race. If they continued to mourn the Azari’soll, the daughter loved by all elves, they would never have been able to see the wider vision. By 1552, both leaders had agreed to honor the Azari’soll, restore the city's buildings, and make it the new capital for both nations: The Dominion of Corithiel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Ruins that were once the capital for the Azari’soll, Ameon, before it was said that the Azari’lunn came to massacre the race out of jealousy and hatred during The Age of Fallen Spires, a civil war that sparked between the Gods in the Pantheon. The son, Fineall, despised that the ‘Soll supposedly had more “spotlight” than he. And so, shaped in his image, he sent the ‘Lunn to take what was “his,” making the Azari’lunn a “cursed race” and inherently evil. Knowing only anger and pure envy, so much so that he would kill his sister,&lt;br /&gt;
&lt;br /&gt;
The Azari’lunn were said to have destroyed the city using pyromancy, their naturally attuned magic to trample the town. They left no ‘Soll behind and made sure there were little traces left of them.&lt;br /&gt;
&lt;br /&gt;
Ameon was then declared a ghost town. No one lived in their burnt houses, and the flames still raged on for days after the initial attack. The Azari’lunn were banished from the Valley of Dragons; the children of Kharash secluded themselves in Myln Arbor for years to come, and the children of Aerièlle stayed on the left side of Arda. The ‘Cerr and ‘Cill’s relationship was left with a heavy burden: the guilt of their daughter gone from this world, mourning their deaths every day. Hatred consumed the Azari’cill’s hearts for the ‘Lunn, blaming them as it was Fineall’s creations that caused the split. Although Kharash’s children had just as hard a time, representing courage and fatherhood, a piece of the Mother and Father was now missing.&lt;br /&gt;
&lt;br /&gt;
In more recent years, many have tried to uncover artifacts from the Azari’soll since little to nothing is known to the public. Most were in vain; however, what was found is that the ‘Soll were incredibly creative when it came to using the natural world around them. They were children of Aestaena. The God represented love and fertility, deducing that the ‘Soll was an empathetic race that loved the rest of the Pantheon deeply.&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Satyr&amp;diff=6530</id>
		<title>Satyr</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Satyr&amp;diff=6530"/>
		<updated>2024-10-10T18:22:19Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = SatyrAI.png &lt;br /&gt;
|Class = Humanoid&lt;br /&gt;
|Rarity = Uncommon&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 9&lt;br /&gt;
|STR = 8&lt;br /&gt;
|DEF = 6&lt;br /&gt;
|AGI = 10&lt;br /&gt;
|INT = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Any Azari'cerr will tell you when you hear the sound of galloping to listen for how many feet fall, for they know well of the &amp;quot;goat men&amp;quot; that invade their sacred forest. Satyrs and their female counterparts, Fauns, are the tribal half-men who inhabit the tail mountains of Eden.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
At first glance, one may mistake a Satyr for any other man or, more likely, a tiefling with a bit more fur. However, some of what sets these humanoid creatures apart is that their horns are separate from their bone structure; they have even been rumored to regrow if damaged. Meanwhile, despite the sound of their footsteps resembling a horse, Satyr’s are cloven- footed once more comparable to a mountain goat.&lt;br /&gt;
&lt;br /&gt;
However, do not be fooled by their animal-like lower half; Satyrs form societies much like other humanoid races- Albeit less advanced. Often, they can be seen wearing makeshift clothing to cover themselves and keep themselves relatively clean, perhaps even more so than your average man with the thick coat of fur they have to maintain.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
Now you can see how they acclimate so well into the forests of Eden. One may even mistake them for a fae creature, and they use this to their advantage. If nothing else, a solitary Satyr is tricky and known for playing pranks on those lost in the woods. Their flutes may lead you further from home or away from their own, all to lure you to where they may have a better advantage.&lt;br /&gt;
&lt;br /&gt;
With their sorted history of fighting with the Azari’cerr, some have even learned to speak elvish to trick or allure unsuspecting travelers hoping to glimpse a nymph or faerie. However, the Satyrs have a language of their own, and not even the Azari have been able to decipher it, nor would they desire to.&lt;br /&gt;
&lt;br /&gt;
When Satyrs gather en masse, their true colors are put on display. No longer the harmless tricksters of the road, these tribal camps become violent. Hunting parties are sent to capture unsuspecting travelers for games and ritual rites. None are certain of what or who these cultish goats worship, but it is clear their faith is signed in blood.&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
While the Azari’cerr will tell you they belong no more to the forest than the Hadrians, it has been long since the Satyrs took up homesteading within the forests of Myln’arbor. Small groups of Satyrs have been scouted coming and going from the mountains during Lilith’s Veil, but once they have made an encampment, they are there to stay. These are often marked off by crude bone monoliths meant to ward off those seeking to interrupt their newfound way of life.&lt;br /&gt;
&lt;br /&gt;
Encampments of varying sizes appear every so often within the forest, and this has sparked much debate amongst outsiders and natives of the Myln’Arbor. Some sympathizers have suggested communicating with the humanoids, with Satyrs having caught onto elvish before. Though, to the majority of Azari’cerr, these “goat men” are a blight on the forest with their horrific rituals, which need to be purged with no exceptions.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
'''Movement''': Satyrs make for some of Eden’s best humanoid climbers (Satyrs can move upwards two blocks for 1 movement). However, their top speed is still that of the average Azari’cerr (d6+6 agi)&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''': Being humanoid, Satyrs often use the same weaponry as other creatures with opposable thumbs (Satyrs may use the Axe, Spear, and Shield weaponry profiles).&lt;br /&gt;
&lt;br /&gt;
'''Horned Charge''': Satyrs horns are their most vicious and carnal form of attack able to attack unarmed by charging. The Satyr in question uses their hooves to push off the ground into the closest obstacle (Consumes movement action, forced 4m linear, stopped on hitting target). The unfortunate receiver of this bullish attack is knocked back, very likely getting the wind knocked out of them (3d2 knockback, 4 damage).&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
- '''Satyr Horn'''&lt;br /&gt;
&lt;br /&gt;
One might call this ironic, not just the keratin from the humanoid’s head but also a tool of war. That said, when they aren’t being turned into instruments they are often grounded down into a fine powder. This powder is said to be medicinal for minor ailments like migraines, or aching pains.&lt;br /&gt;
&lt;br /&gt;
- '''Satyr Haunch'''&lt;br /&gt;
&lt;br /&gt;
They might call you mad, perhaps even sick or disgusting. The bottom halves a goat so it should taste like goat right? It’s about survival not ethics, just try not to think about it too hard…&lt;br /&gt;
&lt;br /&gt;
- '''Satyr Pelt'''&lt;br /&gt;
&lt;br /&gt;
They fit my size perfectly! This stylish set of furs send a stunning message to any would-be goat-like cultists, “Not in my forest!” These furs can keep your legs warm through the harshest that Lilith’s Veil has to throw at you!  Note, the mileage on fashion sense amongst non-Azari’cerr may vary.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Satyr&amp;diff=6529</id>
		<title>Satyr</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Satyr&amp;diff=6529"/>
		<updated>2024-10-10T18:22:07Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = SatyrAI.png &lt;br /&gt;
|Class = Humanoid&lt;br /&gt;
|Rarity = Uncommon&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 9&lt;br /&gt;
|STR = 8&lt;br /&gt;
|DEF = 6&lt;br /&gt;
|AGI = 10&lt;br /&gt;
|INT = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Any Azari'cerr will tell you when you hear the sound of galloping to listen for how many feet fall, for they know well of the &amp;quot;goat men&amp;quot; that invade their sacred forest. Satyrs and their female counterparts, Fauns, are the tribal half-men who inhabit the tail mountains of Eden.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
At first glance, one may mistake a Satyr for any other man or, more likely, a tiefling with a bit more fur. However, some of what sets these humanoid creatures apart is that their horns are separate from their bone structure; they have even been rumored to regrow if damaged. Meanwhile, despite the sound of their footsteps resembling a horse, Satyr’s are cloven- footed once more comparable to a mountain goat.&lt;br /&gt;
&lt;br /&gt;
However, do not be fooled by their animal-like lower half; Satyrs form societies much like other humanoid races- Albeit less advanced. Often, they can be seen wearing makeshift clothing to cover themselves and keep themselves relatively clean, perhaps even more so than your average man with the thick coat of fur they have to maintain.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
Now you can see how they acclimate so well into the forests of Eden. One may even mistake them for a fae creature, and they use this to their advantage. If nothing else, a solitary Satyr is tricky and known for playing pranks on those lost in the woods. Their flutes may lead you further from home or away from their own, all to lure you to where they may have a better advantage.&lt;br /&gt;
&lt;br /&gt;
With their sorted history of fighting with the Azari’cerr, some have even learned to speak elvish to trick or allure unsuspecting travelers hoping to glimpse a nymph or faerie. However, the Satyrs have a language of their own, and not even the Azari have been able to decipher it, nor would they desire to.&lt;br /&gt;
&lt;br /&gt;
When Satyrs gather en masse, their true colors are put on display. No longer the harmless tricksters of the road, these tribal camps become violent. Hunting parties are sent to capture unsuspecting travelers for games and ritual rites. None are certain of what or who these cultish goats worship, but it is clear their faith is signed in blood.&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
While the Azari’cerr will tell you they belong no more to the forest than the Hadrians, it has been long since the Satyrs took up homesteading within the forests of Myln’arbor. Small groups of Satyrs have been scouted coming and going from the mountains during Lilith’s Veil, but once they have made an encampment, they are there to stay. These are often marked off by crude bone monoliths meant to ward off those seeking to interrupt their newfound way of life.&lt;br /&gt;
&lt;br /&gt;
Encampments of varying sizes appear every so often within the forest, and this has sparked much debate amongst outsiders and natives of the Myln’Arbor. Some sympathizers have suggested communicating with the humanoids, with Satyrs having caught onto elvish before. Though, to the majority of Azari’cerr, these “goat men” are a blight on the forest with their horrific rituals, which need to be purged with no exceptions.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
'''Movement''': Satyrs make for some of Eden’s best humanoid climbers (Satyrs can move upwards two blocks for 1 movement). However, their top speed is still that of the average Azari’cerr (d6+6 agi)&lt;br /&gt;
&lt;br /&gt;
'''Weaponry''': Being humanoid, Satyrs often use the same weaponry as other creatures with opposable thumbs (Satyrs may use the Axe, Spear, and Shield weaponry profiles).&lt;br /&gt;
&lt;br /&gt;
'''Horned Charge''': Satyrs horns are their most vicious and carnal form of attack able to attack unarmed by charging. The Satyr in question uses their hooves to push off the ground into the closest obstacle (Consumes movement action, forced 4m linear, stopped on hitting target). The unfortunate receiver of this bullish attack is knocked back, very likely getting the wind knocked out of them (3d2 knockback, 4 damage).&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
- '''Satyr Horn'''&lt;br /&gt;
&lt;br /&gt;
One might call this ironic, not just the keratin from the humanoid’s head but also a tool of war. That said, when they aren’t being turned into instruments they are often grounded down into a fine powder. This powder is said to be medicinal for minor ailments like migraines, or aching pains.&lt;br /&gt;
&lt;br /&gt;
- '''Satyr Haunch'''&lt;br /&gt;
&lt;br /&gt;
They might call you mad, perhaps even sick or disgusting. The bottom halves a goat so it should taste like goat right? It’s about survival not ethics, just try not to think about it too hard…&lt;br /&gt;
&lt;br /&gt;
- '''Satyr Pelt'''&lt;br /&gt;
&lt;br /&gt;
They fit my size perfectly! This stylish set of furs send a stunning message to any would-be goat-like cultists, “Not in my forest!” These furs can keep your legs warm through the harshest that Lilith’s Veil has to throw at you!  Note, the mileage on fashion sense amongst non-Azari’cerr may vary.&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:SatyrAI.png&amp;diff=6528</id>
		<title>File:SatyrAI.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:SatyrAI.png&amp;diff=6528"/>
		<updated>2024-10-10T18:21:29Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Satyr AI&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6527</id>
		<title>The Khadan Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6527"/>
		<updated>2024-10-10T18:06:13Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Languages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image=KhadanAI.jpg|Name=Khadan Humans|Pronunciation=Kaa-dan|Classification=Human|Nicknames=Desert Folk, Desert-dwellers|Languages=Common, [[Anjyarri]], Azari|Average Height=1.70m - 1.90m (5'7&amp;quot; - 6'3&amp;quot;)|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}Living along the coast of the Al’Hadar Deep, their cities standing out as shining jewels between the dunes of the Anjyarri desert, the Khadan, as they are known, inhabit the sun-scorched realm known as Anjyarr. Their history is one shrouded in ancient legends, arcane sorcery, mythical kings known as Pharos, and secrets that now remain hidden beneath the sands of the dune sea. These people, born and formed by their history, have introduced their own wisdom to Eden through inventions and philosophy. Now, they are defined by their resilience, compassion, and their will to thrive in the harshest of environments.&lt;br /&gt;
&lt;br /&gt;
The world knows the Khadan as merchants, sailors, having a sea-faring nature. Their cities are filled with bustling bazaars offering precious minerals, exotic spices, and master-crafted wares such as musical instruments and tools. Trade is their lifeblood, and it can be seen flowing to the farthest corners of the continent. This has caused them to develop a respect for other cultures, races, and religions. Accepting them for who they are, no matter their origin, for trade is more important to them than unnecessary disputes over differences.&lt;br /&gt;
&lt;br /&gt;
To see a Khadan is to see the representation of the desert itself. The climate and culture of their realm has introduced them wearing vibrant and colorful robes, showing the beauty, but also the intensity of the desert and sea.&lt;br /&gt;
&lt;br /&gt;
Nowadays, the Khadan are often underestimated due to their compassionate views and hospitality. Yet, the Khadan have a deep-rooted warrior’s spirit, burning with the desire to defend their homeland, their culture, and their history whenever threatened. No one knows the oceans and the deserts better than the Khadan, and those that forget their origin, shall easily succumb to their insolence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“While their loyalty to the Azari’Lunn brings me nothing but disdain, one cannot deny that their generosity and expertise in their crafts are astounding. They elevated societies with new science, math, and various inventions. Their cities stand out as jewels in the desert. And yet, I wonder if it will remain for centuries to come. Only the Mother and time can tell.”&lt;br /&gt;
&lt;br /&gt;
* '''Arüe Mi'thílion, Scholar of Luminion.'''&lt;br /&gt;
|}&lt;br /&gt;
[[File:SmallerKriegs.png|thumb|Nomadic Khadan priest hosting a sermon on [[the Old Path]]. Artwork by RkdVanguard]]&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Compared to the remaining human inhabitants of Eden, the Khadan people's physical appearance distinguishes them from the rest, be it by their attire, culture, and, of course, their darker skin tones. Compared to the average Attian, Khadan men are slightly shorter, reaching an average height of 180cm (5'9&amp;quot;), and women reaching an average height of 170cm (5'5&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Looking back at the history of the Khadan, one can see that their population consisted of numerous tribes, each settling in different regions of the desert that suited their needs for survival. Due to their diverse surroundings, the appearance of the Khadan changed over time, making each tribe varied, yet all shared the common trait of having a tan or dark skin tone. The tribes, collectively known as the Zanmirs, inhabited the coastal areas and regions near waterways, becoming renowned for their captivating beauty among the Khadan people. Over time, their appearance shifted to having a lighter complexion similar to an Attian who had been sun-kissed, having long flowing hair in shades of brown and red, which was complemented by eyes in various shades of green and brown.&lt;br /&gt;
&lt;br /&gt;
Compared to these tribes, those known as the Zanmir tribes had chosen their homes in the vast desert regions and had striking differences from those at the coast. Their hair spectrum ranged from profound dark darkness of jet black to even the rare gleam of near-white, an exceptional characteristic that only a few Khadan could have. Skin tones ranged from a deep, sun-burnished tan to a rich, dusky, or deep brown, with their eyes displaying hues that spanned from deep brown to captivating shades of orange illuminated by the desert sun. The enigmatic beauty of hazel eyes made an occasional appearance as well. The Khadan don cloaks to cover themselves in various colors and seek shelter from the relentless sun. However, at times when these cloaks were removed in rural areas, their arresting appearance inevitably captivated onlookers when they emerged into the streets. &lt;br /&gt;
&lt;br /&gt;
The topic of beauty among female Khadans mainly involves maintaining both body and hair to a high standard. Having the contours of an oval shape, elegantly shaped dark eyebrows, and exquisitely detailed eyelashes that contrast sharply with the eyes are considered a defining feature. Men traditionally sport meticulously maintained facial hair, ranging from beards and mustaches, often taking inspiration from their northern human neighbors. In some Khadan cultures, any form of visible or hidden scars is revered as a mark of beauty. These scars would often symbolize courage, strength, and honor. It is also not uncommon to see a person's body covered in various tattoos. Seen as a form of art in Khadan society, these tattoos would depict culture, history, family bonds, and religion. Favored are those symbolized with stars or religious deities or animals. [[File:Khadan Skin Colors.png|none|thumb|563x563px|An example of the various skin colors for Khadans]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
In the populated areas of Anjyarr, primarily both rivers and the coastal regions, the predominant language spoken by the Khadan is Anjyarr. Anjyarri is a dialect that formed from its root language of Akhadi due to the influence and mixing of the Azari'lunn language, which ultimately became more prevalent than Akhadi itself. When the Khadan language of Akhadi formed remains unknown. Yet, it is speculated to have emerged during the first ancient Empire of Anjyarr. Anjyarri itself formed roughly around the first centuries of A.F.S. and has since then been established as the national language of the civilized regions of the desert. &lt;br /&gt;
&lt;br /&gt;
Although there are few differences between the two languages, some individuals are able to understand both. However, due to future generations no longer being taught in Akhadi, the language itself has become somewhat estranged and distant, often mistaken to be the actual dialect instead of Anjyarri by modern-day citizens and non-natives of Anjyarr who are not familiar with the origins of the language. However, despite this, the language of Akhadi continues to be spoken dominantly among the nomadic residents of the desert, particularly by the diverse tribes collectively known as the Kha'mal. Some have described Akhadi as being pronounced more harshly yet having a mysterious tone to it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Anjyarri Dialect: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
|-&lt;br /&gt;
|Hello&lt;br /&gt;
|Merhaba&lt;br /&gt;
|Human&lt;br /&gt;
|Adam&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;'Prophet of The People''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Pharo&lt;br /&gt;
|-&lt;br /&gt;
|Welcome&lt;br /&gt;
|Merbaan&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|La'adam&lt;br /&gt;
|Emperor&lt;br /&gt;
|Sultan of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|Goodbye&lt;br /&gt;
|Verdaba&lt;br /&gt;
|Tiefling&lt;br /&gt;
|I'jadam&lt;br /&gt;
|Empress&lt;br /&gt;
|Sultana of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|How are you?&lt;br /&gt;
|Jut lo'ua&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Erididam&lt;br /&gt;
|King / Queen&lt;br /&gt;
|Sultan(a)&lt;br /&gt;
|-&lt;br /&gt;
|Nice to meet you.&lt;br /&gt;
|Iru nunyeti ua.&lt;br /&gt;
|High Elf&lt;br /&gt;
|Ue'ladam&lt;br /&gt;
|Prince&lt;br /&gt;
|Şehzade&lt;br /&gt;
|-&lt;br /&gt;
|Friend&lt;br /&gt;
|Tovara&lt;br /&gt;
|Denur&lt;br /&gt;
|Jitadam&lt;br /&gt;
|Princess&lt;br /&gt;
|Shehzadi&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Halfling&lt;br /&gt;
|Sha'adam&lt;br /&gt;
|Patriarch&lt;br /&gt;
|Hemiria&lt;br /&gt;
|-&lt;br /&gt;
|Faulskin&lt;br /&gt;
|Adamja&lt;br /&gt;
|High-priest(ess)&lt;br /&gt;
|Al-Kahyn(a)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|Duke&lt;br /&gt;
|Sheihykh&lt;br /&gt;
|-&lt;br /&gt;
|Duchess&lt;br /&gt;
|Shahykh&lt;br /&gt;
|-&lt;br /&gt;
|Lord / Lady&lt;br /&gt;
|Emyhr(a)&lt;br /&gt;
|-&lt;br /&gt;
|Ser / Dame&lt;br /&gt;
|Sih'di / Mih'de&lt;br /&gt;
|-&lt;br /&gt;
|Noble&lt;br /&gt;
|Nabil(a)&lt;br /&gt;
|-&lt;br /&gt;
|Chieftain&lt;br /&gt;
|Zaeim&lt;br /&gt;
|-&lt;br /&gt;
|Advisor&lt;br /&gt;
|Astisha&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
In Anjyarr, as elsewhere, the personal name of an individual was the most important means of identification, not only in this life but in the hereafter and in social memory for eternity. To the Khadan, the name and essence were inseparably interconnected. In their ancient culture and religion, it was believed that the world was created by pronouncing the name of everything that came into existence, and,  in magical practice, knowing the &amp;quot;true&amp;quot; name of supernatural and transcendent beings helped one to gain power over them. Thus, the name was considered a vital constituent of one's personality in Khadan culture. &lt;br /&gt;
&lt;br /&gt;
Names would often be differentiated or linked to historical or literary figures. These include the names of legendary figures, kings, religious personalities, and old gods and goddesses. For instance, male names like Ahman, Muhaddin, Metehan, and Khurshid and female names such as Sa'har, Isha, Ra'na, and Met'hani reflect this tradition.&lt;br /&gt;
&lt;br /&gt;
In modern times, Khadan names have taken on new forms, often appearing as compounds or bearing specific meanings. Female names commonly feature suffixes such as -i, -eh, -ah, or -a, as seen in Somayeh, Noora, Kazirah, Farid, Shana, Mija, Jahanara, and Sadia. Meanwhile, male names, which had common short first names, often end with -an, -ar, -id, -ad, -in, -ir, -al, or -il, for example, Danyal, Rashad, Qusar, Sahil, and Zayan. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the addition of -El or -Al serves as the definitive article, indicating that the family name begins with &amp;quot;the.&amp;quot; This convention often signifies the family name's association with a profession. However, there are instances it may also be associated with a title or specific origin of the person in question.&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:AnjyarrAI.png|frameless|200x200px]] &lt;br /&gt;
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]&lt;br /&gt;
|At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Sultanate 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!&lt;br /&gt;
|}&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+'''General Khadan Human opinions on the other races of Eden.'''&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“If you know their history, you know our cousin-kin have suffered as much as we did in our ancient history. However, where I believe we grew, Attians wouldn't dare to accept a world where we could all coincide with our different cultures and beliefs. But, despite this, they can be excellent company, share a drink or two, or be great trade partners.”&lt;br /&gt;
&lt;br /&gt;
* Mohsen Hatama, Scholar of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“Hinterlanders? I mean, they have been less troublesome than the Attians of Hadriana. They are open-minded, kind, and less religiously strict than their Attian kin. We profit greatly from each other's wares and goods during trade. Though, despite this, I do have to mention they often seem greedy with their coin. But which merchant wouldn't, right?”&lt;br /&gt;
&lt;br /&gt;
* Dakhe Nin'gal Al-Idina, spice merchant of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Their culture is filled with so much disdain and hatred for other races, other beliefs, and cultures—most notably our Dark Elven companions. They would never share anything with anyone else. We have High Elven citizens in our cities and bazaars; they seem to have adapted to the rest of Eden, have learned to coexist. Why can't they?”&lt;br /&gt;
&lt;br /&gt;
* Asardin Osma'han, guard of the eastern Al-Khadir gate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“We don't know much about their forest realm. I've heard stories of walking trees, giant magical creatures that defend nature itself from outsiders. I've seen them walk around our streets; they seem so full of themselves and reserved, as if we should be thankful for whatever they protect in the far east. Though, I always wonder what their realm is like. It must be quite the opposite from our own, a desolate desert compared to a lush, magical forest.”&lt;br /&gt;
&lt;br /&gt;
* Shala el-Amu'barahk, handweaver in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Very Positive'''&lt;br /&gt;
“The Dark Elves? You don't know the stories? Do you know how they brought salvation upon our kin when our civilization began to collapse? More than a thousand years ago, they arrived in our realm and introduced us to art, medicine, and science, fleeing war-stricken lands and cast from their homes. Of course, over the centuries, we have experienced some of their rulers being corrupt or grim, but we have so much to thank them for. Being our rulers does not bother me; they have only helped our people.”&lt;br /&gt;
&lt;br /&gt;
* Mahmood Khurshid Al'asar, Fisherman of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Denur? Never seen them. They don't like our climate, I suppose. I heard they often stumble around on the streets of Al-Jabrid, trying to obtain some Dark Steel minerals or sell their newest inventions. But other than that? They don't seem to do any harm. I say: keep it that way.”&lt;br /&gt;
&lt;br /&gt;
* Ali Sal'hama, shipwright of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
“The smallfolk seem always so passionate about our food markets. They don't often come by due to the scorching heat, but when they do, they are such a joy to be around. They tell the funniest stories and are eager to hear more about our newest items in the Bazaar. Say, have you seen my bag of coin by chance?”&lt;br /&gt;
&lt;br /&gt;
* Amata Balashi, barmaid of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Brutes are what they are. They are strong and aggressive, but they have a sense of humor. If you respect them, they can respect you, that is, if they have some sort of manners. They enjoy socializing with our soldiers because they think they have much in common with their warrior culture. I say: good. It reduces the mess we have to clean up in our taverns and markets.”&lt;br /&gt;
&lt;br /&gt;
* Iya Mas'hati, merchant in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
“Scheming, backstabbing, looting: thieves. Last week, they stole two of my sheep, gutted one of my chickens, and displayed it like some bloody artwork as if it were a sick joke! It cost me a fortune. They are nothing but scum. I avoid them in our markets as much as I can.”&lt;br /&gt;
&lt;br /&gt;
* Arsames Al-Ma'zar, farmer of Al-Adam&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Very positive'''&lt;br /&gt;
“They are good people. Like us, they do not care where you come from or what gods you believe in. We've accepted them for who they are, and they paid us back with kindness and have become part of our society. Like us, they live and fight for something they believe inn: a place to call home.”&lt;br /&gt;
&lt;br /&gt;
* Appan Raasuht, palace guard&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Characters ===&lt;br /&gt;
&lt;br /&gt;
==== King Tarath the First ====&lt;br /&gt;
Born in the temple city of Al'Tojik, the first city of Anjyarr more than a thousand years ago, Tarath was the royal heir to a wealthy king of a tribe who sought to build an empire based on his image and of his great fathers before him. Through masses of slaves taken on his conquests, he built temples greater than any of its time, statues of himself, spreading his fame throughout Anjyarr, turning Al'Tojik into the grandest city of the realm and its capital. He united the first tribes, created borders, and made conquests to gain wealth for the Khadan thanks to an ever-growing army. While he was not bestowed immortality like the Pharo's after him, he set the foundation of the many cults that would gather the means of sorcery and put the first foundations of the realm that would soon be known as Anjyarr. His legacy, however, is lost through the age of time, with the ruins of Al'Tojik all but gone, claimed by the desert once again. Only the abandoned gold mines near the supposed location of its former existence are left today.&lt;br /&gt;
&lt;br /&gt;
==== High Queen Met'hani, Pharo of Aanos ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“Bow, pilgrims, bow before High Queen Met'hani, The Golden Queen of Aanos, Eternal Lady, She Who Bares the Beauty of Kathra, defiance made flesh, the Serpent Queen. &lt;br /&gt;
Kneel so that you might bask in her radiance! For she has come to unite us.”&lt;br /&gt;
&lt;br /&gt;
'''- Sha'alti, High-Priest of Aanos, 615 B.F.S'''&lt;br /&gt;
|}&lt;br /&gt;
The stories of Met'hani, the first female Pharo, are favorites among the women of the Kha'mal tribes. What makes her so famous is the start and tragic end of her legacy. The &amp;quot;Eternal Lady&amp;quot; and &amp;quot;The Golden Queen of Aanos,&amp;quot; her intelligence, temper, and bravery were as legendary as her beauty and added to an intense sense of honor and justice. She fought against the enemies of Anjyarr on the frontlines and used her charismatic political power to further the realm's gain. She changed the laws of the realm to allow women to practice the Arcane magics, and through this, her popularity grew. However, her sister Somnyah'la, famously known as &amp;quot;The Sleepwalker,&amp;quot; grew jealous of her sisters' power and, as one of the priests in the Sorcerers' Cult, sought out the darkest powers for answers. Meeting with a Demon and solving its riddles, she was influenced to sacrifice Met'hanis's firstborn and heir, consuming the infant's blood to obtain the power of immortality. While she succeeded, and the Demon granted her what was promised, she was turned into a Vampire who began a short conquest for her power with her undead followers. She was eventually banished into the Demonic realm thanks to the Sorcerers' Cult and at the cost of Met'hani's life. Her reign was tragically short, cut down as she was in her prime. All of Anjyarr mourned her passing, for they knew she would have brought great glory to the empire. She was embalmed and placed in a seated position within a specially-made reliquary in the southern mountain ranges. There she sits, her tomb faded over the course of history, with many still waiting for her return.&lt;br /&gt;
&lt;br /&gt;
==== Pharo Akhmat, &amp;quot;The Great Uniter&amp;quot; ====&lt;br /&gt;
[[Akhmat's Tomb|Akhmat]] was known as the Great King and Pharo of the city of Sepharat, the capital of Anjyarr at his time, now known as the &amp;quot;[[Valley of Kings]].&amp;quot; Going by many titles, such as his most famous, &amp;quot;The Great Uniter,&amp;quot; Akhmat is known all over Anjyarr by all the Khadan tribes that still kneel to him today. Akhmat was depicted as a great and powerful Pharo; he himself a vision of splendor and martial prowess, but also as an arrogant and cruel king. He listened to the priests of the Sorcerers Cult and realized that only a leader who could command the gods' respect would earn the people's total adoration. To this end, Pharo Akhmat, alone amongst all the kings of Anjyarr, paid homage to the ancient gods; early in his reign, he ordered the restoration of temples and erected magnificent statues to be constructed in their honor. It turned Sepharat into a temple city, more significant than any human city ever made at the time. He sacrificed his two children at the highest temple of Kathra to gain the gods' favor, and when the time came, he conquered the various city-states that tried to break free from Anjyarr's Empire. He reigned as the greatest Pharo to be ever known and, thanks to the cult, the first to find the answer to immortality. Through arcane sorcery, Akhmat's life was extended. Now seen as a new deity by the Khadan, he ascended to godhood and led the Khadan into a prosperous golden age. Yet, after a long reign of 300 years, he eventually came to pass. His legacy was never forgotten, for he was interred in the most astonishing tomb ever constructed, so large that no other tomb would outdo it. Some today believe that if he were to be awakened, he would lead Anjyarr back into a new golden age, for that is all that Akhmat sought: dominion over the desert realm and beyond.&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Khadan Humans&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Flame Arrow&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Limb Carver&lt;br /&gt;
|Players with this trait can replace parts of their body with sandstone sculptures when lost. If they do, the body part becomes fully functional again after one IC year. &lt;br /&gt;
Though the body part is and still looks like sandstone.&lt;br /&gt;
|-&lt;br /&gt;
!Nomad's Stomach&lt;br /&gt;
|The food bar of players with this trait lowers significantly slower than usual.&lt;br /&gt;
|-&lt;br /&gt;
!Follower of Akhmat&lt;br /&gt;
|Players with this trait can summon a skeleton which can be used in CRP using the skeleton stat block.&lt;br /&gt;
|-&lt;br /&gt;
!Decapitating strike&lt;br /&gt;
|Once per battle during CRP. The player can choose to instead of making a normal attack it will do a single Decapitating blow. &lt;br /&gt;
If they do, they may do a single attack with any weapon that does D6 damage.&lt;br /&gt;
|-&lt;br /&gt;
!Attuned to Ignos&lt;br /&gt;
|Players with this trait can ignite their weapon. Applying the &amp;quot;Burning&amp;quot; status effect to whoever they hit.&lt;br /&gt;
|-&lt;br /&gt;
!Soul Reaper&lt;br /&gt;
|At the start of combat, players with this trait can select a target who's soul is marked by Akhmat and which they must claim.&lt;br /&gt;
If they do, the player can re-roll attack rolls against this target for the duration of the battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6526</id>
		<title>The Khadan Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6526"/>
		<updated>2024-10-10T18:05:05Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* World View */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image=KhadanAI.jpg|Name=Khadan Humans|Pronunciation=Kaa-dan|Classification=Human|Nicknames=Desert Folk, Desert-dwellers|Languages=Common, [[Anjyarri]], Azari|Average Height=1.70m - 1.90m (5'7&amp;quot; - 6'3&amp;quot;)|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}Living along the coast of the Al’Hadar Deep, their cities standing out as shining jewels between the dunes of the Anjyarri desert, the Khadan, as they are known, inhabit the sun-scorched realm known as Anjyarr. Their history is one shrouded in ancient legends, arcane sorcery, mythical kings known as Pharos, and secrets that now remain hidden beneath the sands of the dune sea. These people, born and formed by their history, have introduced their own wisdom to Eden through inventions and philosophy. Now, they are defined by their resilience, compassion, and their will to thrive in the harshest of environments.&lt;br /&gt;
&lt;br /&gt;
The world knows the Khadan as merchants, sailors, having a sea-faring nature. Their cities are filled with bustling bazaars offering precious minerals, exotic spices, and master-crafted wares such as musical instruments and tools. Trade is their lifeblood, and it can be seen flowing to the farthest corners of the continent. This has caused them to develop a respect for other cultures, races, and religions. Accepting them for who they are, no matter their origin, for trade is more important to them than unnecessary disputes over differences.&lt;br /&gt;
&lt;br /&gt;
To see a Khadan is to see the representation of the desert itself. The climate and culture of their realm has introduced them wearing vibrant and colorful robes, showing the beauty, but also the intensity of the desert and sea.&lt;br /&gt;
&lt;br /&gt;
Nowadays, the Khadan are often underestimated due to their compassionate views and hospitality. Yet, the Khadan have a deep-rooted warrior’s spirit, burning with the desire to defend their homeland, their culture, and their history whenever threatened. No one knows the oceans and the deserts better than the Khadan, and those that forget their origin, shall easily succumb to their insolence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“While their loyalty to the Azari’Lunn brings me nothing but disdain, one cannot deny that their generosity and expertise in their crafts are astounding. They elevated societies with new science, math, and various inventions. Their cities stand out as jewels in the desert. And yet, I wonder if it will remain for centuries to come. Only the Mother and time can tell.”&lt;br /&gt;
&lt;br /&gt;
* '''Arüe Mi'thílion, Scholar of Luminion.'''&lt;br /&gt;
|}&lt;br /&gt;
[[File:SmallerKriegs.png|thumb|Nomadic Khadan priest hosting a sermon on [[the Old Path]]. Artwork by RkdVanguard]]&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Compared to the remaining human inhabitants of Eden, the Khadan people's physical appearance distinguishes them from the rest, be it by their attire, culture, and, of course, their darker skin tones. Compared to the average Attian, Khadan men are slightly shorter, reaching an average height of 180cm (5'9&amp;quot;), and women reaching an average height of 170cm (5'5&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Looking back at the history of the Khadan, one can see that their population consisted of numerous tribes, each settling in different regions of the desert that suited their needs for survival. Due to their diverse surroundings, the appearance of the Khadan changed over time, making each tribe varied, yet all shared the common trait of having a tan or dark skin tone. The tribes, collectively known as the Zanmirs, inhabited the coastal areas and regions near waterways, becoming renowned for their captivating beauty among the Khadan people. Over time, their appearance shifted to having a lighter complexion similar to an Attian who had been sun-kissed, having long flowing hair in shades of brown and red, which was complemented by eyes in various shades of green and brown.&lt;br /&gt;
&lt;br /&gt;
Compared to these tribes, those known as the Zanmir tribes had chosen their homes in the vast desert regions and had striking differences from those at the coast. Their hair spectrum ranged from profound dark darkness of jet black to even the rare gleam of near-white, an exceptional characteristic that only a few Khadan could have. Skin tones ranged from a deep, sun-burnished tan to a rich, dusky, or deep brown, with their eyes displaying hues that spanned from deep brown to captivating shades of orange illuminated by the desert sun. The enigmatic beauty of hazel eyes made an occasional appearance as well. The Khadan don cloaks to cover themselves in various colors and seek shelter from the relentless sun. However, at times when these cloaks were removed in rural areas, their arresting appearance inevitably captivated onlookers when they emerged into the streets. &lt;br /&gt;
&lt;br /&gt;
The topic of beauty among female Khadans mainly involves maintaining both body and hair to a high standard. Having the contours of an oval shape, elegantly shaped dark eyebrows, and exquisitely detailed eyelashes that contrast sharply with the eyes are considered a defining feature. Men traditionally sport meticulously maintained facial hair, ranging from beards and mustaches, often taking inspiration from their northern human neighbors. In some Khadan cultures, any form of visible or hidden scars is revered as a mark of beauty. These scars would often symbolize courage, strength, and honor. It is also not uncommon to see a person's body covered in various tattoos. Seen as a form of art in Khadan society, these tattoos would depict culture, history, family bonds, and religion. Favored are those symbolized with stars or religious deities or animals. [[File:Khadan Skin Colors.png|none|thumb|563x563px|An example of the various skin colors for Khadans]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
In the populated areas of Anjyarr, primarily both rivers and the coastal regions, the predominant language spoken by the Khadan is Anjyarr. Anjyarri is a dialect that formed from its root language of Akhadi due to the influence and mixing of the Azari'lunn language, which ultimately became more prevalent than Akhadi itself. When the Khadan language of Akhadi formed remains unknown. Yet, it is speculated to have emerged during the first ancient Empire of Anjyarr. Anjyarri itself formed roughly around the first centuries of A.F.S. and has since then been established as the national language of the civilized regions of the desert. &lt;br /&gt;
&lt;br /&gt;
Although there are few differences between the two languages, some individuals are able to understand both. However, due to future generations no longer being taught in Akhadi, the language itself has become somewhat estranged and distant, often mistaken to be the actual dialect instead of Anjyarri by modern-day citizens and non-natives of Anjyarr who are not familiar with the origins of the language. However, despite this, the language of Akhadi continues to be spoken dominantly among the nomadic residents of the desert, particularly by the diverse tribes collectively known as the Kha'mal. Some have described Akhadi as being pronounced more harshly yet having a mysterious tone to it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Anjyarri Dialect: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
|-&lt;br /&gt;
|Hello&lt;br /&gt;
|Merhaba&lt;br /&gt;
|Human&lt;br /&gt;
|Adam&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;'Prophet of The People''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Pharo&lt;br /&gt;
|-&lt;br /&gt;
|Welcome&lt;br /&gt;
|Merbaan&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|La'adam&lt;br /&gt;
|Emperor&lt;br /&gt;
|Sultan of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|Goodbye&lt;br /&gt;
|Verdaba&lt;br /&gt;
|Tiefling&lt;br /&gt;
|I'jadam&lt;br /&gt;
|Empress&lt;br /&gt;
|Sultana of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|How are you?&lt;br /&gt;
|Jut lo'ua&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Erididam&lt;br /&gt;
|King / Queen&lt;br /&gt;
|Sultan(a)&lt;br /&gt;
|-&lt;br /&gt;
|Nice to meet you.&lt;br /&gt;
|Iru nunyeti ua.&lt;br /&gt;
|High Elf&lt;br /&gt;
|Ue'ladam&lt;br /&gt;
|Prince&lt;br /&gt;
|Şehzade&lt;br /&gt;
|-&lt;br /&gt;
|Friend&lt;br /&gt;
|Tovara&lt;br /&gt;
|Denur&lt;br /&gt;
|Jitadam&lt;br /&gt;
|Princess&lt;br /&gt;
|Shehzadi&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Halfling&lt;br /&gt;
|Sha'adam&lt;br /&gt;
|Patriarch&lt;br /&gt;
|Hemiria&lt;br /&gt;
|-&lt;br /&gt;
|Faulskin&lt;br /&gt;
|Adamja&lt;br /&gt;
|High-priest(ess)&lt;br /&gt;
|Al-Kahyn(a)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|Duke&lt;br /&gt;
|Sheihykh&lt;br /&gt;
|-&lt;br /&gt;
|Duchess&lt;br /&gt;
|Shahykh&lt;br /&gt;
|-&lt;br /&gt;
|Lord / Lady&lt;br /&gt;
|Emyhr(a)&lt;br /&gt;
|-&lt;br /&gt;
|Ser / Dame&lt;br /&gt;
|Sih'di / Mih'de&lt;br /&gt;
|-&lt;br /&gt;
|Noble&lt;br /&gt;
|Nabil(a)&lt;br /&gt;
|-&lt;br /&gt;
|Chieftain&lt;br /&gt;
|Zaeim&lt;br /&gt;
|-&lt;br /&gt;
|Advisor&lt;br /&gt;
|Astisha&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:AnjyarrAI.png|frameless|200x200px]] &lt;br /&gt;
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]&lt;br /&gt;
|At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Sultanate 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!&lt;br /&gt;
|}&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+'''General Khadan Human opinions on the other races of Eden.'''&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“If you know their history, you know our cousin-kin have suffered as much as we did in our ancient history. However, where I believe we grew, Attians wouldn't dare to accept a world where we could all coincide with our different cultures and beliefs. But, despite this, they can be excellent company, share a drink or two, or be great trade partners.”&lt;br /&gt;
&lt;br /&gt;
* Mohsen Hatama, Scholar of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“Hinterlanders? I mean, they have been less troublesome than the Attians of Hadriana. They are open-minded, kind, and less religiously strict than their Attian kin. We profit greatly from each other's wares and goods during trade. Though, despite this, I do have to mention they often seem greedy with their coin. But which merchant wouldn't, right?”&lt;br /&gt;
&lt;br /&gt;
* Dakhe Nin'gal Al-Idina, spice merchant of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Their culture is filled with so much disdain and hatred for other races, other beliefs, and cultures—most notably our Dark Elven companions. They would never share anything with anyone else. We have High Elven citizens in our cities and bazaars; they seem to have adapted to the rest of Eden, have learned to coexist. Why can't they?”&lt;br /&gt;
&lt;br /&gt;
* Asardin Osma'han, guard of the eastern Al-Khadir gate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“We don't know much about their forest realm. I've heard stories of walking trees, giant magical creatures that defend nature itself from outsiders. I've seen them walk around our streets; they seem so full of themselves and reserved, as if we should be thankful for whatever they protect in the far east. Though, I always wonder what their realm is like. It must be quite the opposite from our own, a desolate desert compared to a lush, magical forest.”&lt;br /&gt;
&lt;br /&gt;
* Shala el-Amu'barahk, handweaver in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Very Positive'''&lt;br /&gt;
“The Dark Elves? You don't know the stories? Do you know how they brought salvation upon our kin when our civilization began to collapse? More than a thousand years ago, they arrived in our realm and introduced us to art, medicine, and science, fleeing war-stricken lands and cast from their homes. Of course, over the centuries, we have experienced some of their rulers being corrupt or grim, but we have so much to thank them for. Being our rulers does not bother me; they have only helped our people.”&lt;br /&gt;
&lt;br /&gt;
* Mahmood Khurshid Al'asar, Fisherman of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Denur? Never seen them. They don't like our climate, I suppose. I heard they often stumble around on the streets of Al-Jabrid, trying to obtain some Dark Steel minerals or sell their newest inventions. But other than that? They don't seem to do any harm. I say: keep it that way.”&lt;br /&gt;
&lt;br /&gt;
* Ali Sal'hama, shipwright of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
“The smallfolk seem always so passionate about our food markets. They don't often come by due to the scorching heat, but when they do, they are such a joy to be around. They tell the funniest stories and are eager to hear more about our newest items in the Bazaar. Say, have you seen my bag of coin by chance?”&lt;br /&gt;
&lt;br /&gt;
* Amata Balashi, barmaid of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Brutes are what they are. They are strong and aggressive, but they have a sense of humor. If you respect them, they can respect you, that is, if they have some sort of manners. They enjoy socializing with our soldiers because they think they have much in common with their warrior culture. I say: good. It reduces the mess we have to clean up in our taverns and markets.”&lt;br /&gt;
&lt;br /&gt;
* Iya Mas'hati, merchant in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
“Scheming, backstabbing, looting: thieves. Last week, they stole two of my sheep, gutted one of my chickens, and displayed it like some bloody artwork as if it were a sick joke! It cost me a fortune. They are nothing but scum. I avoid them in our markets as much as I can.”&lt;br /&gt;
&lt;br /&gt;
* Arsames Al-Ma'zar, farmer of Al-Adam&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Very positive'''&lt;br /&gt;
“They are good people. Like us, they do not care where you come from or what gods you believe in. We've accepted them for who they are, and they paid us back with kindness and have become part of our society. Like us, they live and fight for something they believe inn: a place to call home.”&lt;br /&gt;
&lt;br /&gt;
* Appan Raasuht, palace guard&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Characters ===&lt;br /&gt;
&lt;br /&gt;
==== King Tarath the First ====&lt;br /&gt;
Born in the temple city of Al'Tojik, the first city of Anjyarr more than a thousand years ago, Tarath was the royal heir to a wealthy king of a tribe who sought to build an empire based on his image and of his great fathers before him. Through masses of slaves taken on his conquests, he built temples greater than any of its time, statues of himself, spreading his fame throughout Anjyarr, turning Al'Tojik into the grandest city of the realm and its capital. He united the first tribes, created borders, and made conquests to gain wealth for the Khadan thanks to an ever-growing army. While he was not bestowed immortality like the Pharo's after him, he set the foundation of the many cults that would gather the means of sorcery and put the first foundations of the realm that would soon be known as Anjyarr. His legacy, however, is lost through the age of time, with the ruins of Al'Tojik all but gone, claimed by the desert once again. Only the abandoned gold mines near the supposed location of its former existence are left today.&lt;br /&gt;
&lt;br /&gt;
==== High Queen Met'hani, Pharo of Aanos ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“Bow, pilgrims, bow before High Queen Met'hani, The Golden Queen of Aanos, Eternal Lady, She Who Bares the Beauty of Kathra, defiance made flesh, the Serpent Queen. &lt;br /&gt;
Kneel so that you might bask in her radiance! For she has come to unite us.”&lt;br /&gt;
&lt;br /&gt;
'''- Sha'alti, High-Priest of Aanos, 615 B.F.S'''&lt;br /&gt;
|}&lt;br /&gt;
The stories of Met'hani, the first female Pharo, are favorites among the women of the Kha'mal tribes. What makes her so famous is the start and tragic end of her legacy. The &amp;quot;Eternal Lady&amp;quot; and &amp;quot;The Golden Queen of Aanos,&amp;quot; her intelligence, temper, and bravery were as legendary as her beauty and added to an intense sense of honor and justice. She fought against the enemies of Anjyarr on the frontlines and used her charismatic political power to further the realm's gain. She changed the laws of the realm to allow women to practice the Arcane magics, and through this, her popularity grew. However, her sister Somnyah'la, famously known as &amp;quot;The Sleepwalker,&amp;quot; grew jealous of her sisters' power and, as one of the priests in the Sorcerers' Cult, sought out the darkest powers for answers. Meeting with a Demon and solving its riddles, she was influenced to sacrifice Met'hanis's firstborn and heir, consuming the infant's blood to obtain the power of immortality. While she succeeded, and the Demon granted her what was promised, she was turned into a Vampire who began a short conquest for her power with her undead followers. She was eventually banished into the Demonic realm thanks to the Sorcerers' Cult and at the cost of Met'hani's life. Her reign was tragically short, cut down as she was in her prime. All of Anjyarr mourned her passing, for they knew she would have brought great glory to the empire. She was embalmed and placed in a seated position within a specially-made reliquary in the southern mountain ranges. There she sits, her tomb faded over the course of history, with many still waiting for her return.&lt;br /&gt;
&lt;br /&gt;
==== Pharo Akhmat, &amp;quot;The Great Uniter&amp;quot; ====&lt;br /&gt;
[[Akhmat's Tomb|Akhmat]] was known as the Great King and Pharo of the city of Sepharat, the capital of Anjyarr at his time, now known as the &amp;quot;[[Valley of Kings]].&amp;quot; Going by many titles, such as his most famous, &amp;quot;The Great Uniter,&amp;quot; Akhmat is known all over Anjyarr by all the Khadan tribes that still kneel to him today. Akhmat was depicted as a great and powerful Pharo; he himself a vision of splendor and martial prowess, but also as an arrogant and cruel king. He listened to the priests of the Sorcerers Cult and realized that only a leader who could command the gods' respect would earn the people's total adoration. To this end, Pharo Akhmat, alone amongst all the kings of Anjyarr, paid homage to the ancient gods; early in his reign, he ordered the restoration of temples and erected magnificent statues to be constructed in their honor. It turned Sepharat into a temple city, more significant than any human city ever made at the time. He sacrificed his two children at the highest temple of Kathra to gain the gods' favor, and when the time came, he conquered the various city-states that tried to break free from Anjyarr's Empire. He reigned as the greatest Pharo to be ever known and, thanks to the cult, the first to find the answer to immortality. Through arcane sorcery, Akhmat's life was extended. Now seen as a new deity by the Khadan, he ascended to godhood and led the Khadan into a prosperous golden age. Yet, after a long reign of 300 years, he eventually came to pass. His legacy was never forgotten, for he was interred in the most astonishing tomb ever constructed, so large that no other tomb would outdo it. Some today believe that if he were to be awakened, he would lead Anjyarr back into a new golden age, for that is all that Akhmat sought: dominion over the desert realm and beyond.&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Khadan Humans&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Flame Arrow&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Limb Carver&lt;br /&gt;
|Players with this trait can replace parts of their body with sandstone sculptures when lost. If they do, the body part becomes fully functional again after one IC year. &lt;br /&gt;
Though the body part is and still looks like sandstone.&lt;br /&gt;
|-&lt;br /&gt;
!Nomad's Stomach&lt;br /&gt;
|The food bar of players with this trait lowers significantly slower than usual.&lt;br /&gt;
|-&lt;br /&gt;
!Follower of Akhmat&lt;br /&gt;
|Players with this trait can summon a skeleton which can be used in CRP using the skeleton stat block.&lt;br /&gt;
|-&lt;br /&gt;
!Decapitating strike&lt;br /&gt;
|Once per battle during CRP. The player can choose to instead of making a normal attack it will do a single Decapitating blow. &lt;br /&gt;
If they do, they may do a single attack with any weapon that does D6 damage.&lt;br /&gt;
|-&lt;br /&gt;
!Attuned to Ignos&lt;br /&gt;
|Players with this trait can ignite their weapon. Applying the &amp;quot;Burning&amp;quot; status effect to whoever they hit.&lt;br /&gt;
|-&lt;br /&gt;
!Soul Reaper&lt;br /&gt;
|At the start of combat, players with this trait can select a target who's soul is marked by Akhmat and which they must claim.&lt;br /&gt;
If they do, the player can re-roll attack rolls against this target for the duration of the battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6525</id>
		<title>The Khadan Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6525"/>
		<updated>2024-10-10T18:04:20Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image=KhadanAI.jpg|Name=Khadan Humans|Pronunciation=Kaa-dan|Classification=Human|Nicknames=Desert Folk, Desert-dwellers|Languages=Common, [[Anjyarri]], Azari|Average Height=1.70m - 1.90m (5'7&amp;quot; - 6'3&amp;quot;)|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}Living along the coast of the Al’Hadar Deep, their cities standing out as shining jewels between the dunes of the Anjyarri desert, the Khadan, as they are known, inhabit the sun-scorched realm known as Anjyarr. Their history is one shrouded in ancient legends, arcane sorcery, mythical kings known as Pharos, and secrets that now remain hidden beneath the sands of the dune sea. These people, born and formed by their history, have introduced their own wisdom to Eden through inventions and philosophy. Now, they are defined by their resilience, compassion, and their will to thrive in the harshest of environments.&lt;br /&gt;
&lt;br /&gt;
The world knows the Khadan as merchants, sailors, having a sea-faring nature. Their cities are filled with bustling bazaars offering precious minerals, exotic spices, and master-crafted wares such as musical instruments and tools. Trade is their lifeblood, and it can be seen flowing to the farthest corners of the continent. This has caused them to develop a respect for other cultures, races, and religions. Accepting them for who they are, no matter their origin, for trade is more important to them than unnecessary disputes over differences.&lt;br /&gt;
&lt;br /&gt;
To see a Khadan is to see the representation of the desert itself. The climate and culture of their realm has introduced them wearing vibrant and colorful robes, showing the beauty, but also the intensity of the desert and sea.&lt;br /&gt;
&lt;br /&gt;
Nowadays, the Khadan are often underestimated due to their compassionate views and hospitality. Yet, the Khadan have a deep-rooted warrior’s spirit, burning with the desire to defend their homeland, their culture, and their history whenever threatened. No one knows the oceans and the deserts better than the Khadan, and those that forget their origin, shall easily succumb to their insolence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“While their loyalty to the Azari’Lunn brings me nothing but disdain, one cannot deny that their generosity and expertise in their crafts are astounding. They elevated societies with new science, math, and various inventions. Their cities stand out as jewels in the desert. And yet, I wonder if it will remain for centuries to come. Only the Mother and time can tell.”&lt;br /&gt;
&lt;br /&gt;
* '''Arüe Mi'thílion, Scholar of Luminion.'''&lt;br /&gt;
|}&lt;br /&gt;
[[File:SmallerKriegs.png|thumb|Nomadic Khadan priest hosting a sermon on [[the Old Path]]. Artwork by RkdVanguard]]&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Compared to the remaining human inhabitants of Eden, the Khadan people's physical appearance distinguishes them from the rest, be it by their attire, culture, and, of course, their darker skin tones. Compared to the average Attian, Khadan men are slightly shorter, reaching an average height of 180cm (5'9&amp;quot;), and women reaching an average height of 170cm (5'5&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Looking back at the history of the Khadan, one can see that their population consisted of numerous tribes, each settling in different regions of the desert that suited their needs for survival. Due to their diverse surroundings, the appearance of the Khadan changed over time, making each tribe varied, yet all shared the common trait of having a tan or dark skin tone. The tribes, collectively known as the Zanmirs, inhabited the coastal areas and regions near waterways, becoming renowned for their captivating beauty among the Khadan people. Over time, their appearance shifted to having a lighter complexion similar to an Attian who had been sun-kissed, having long flowing hair in shades of brown and red, which was complemented by eyes in various shades of green and brown.&lt;br /&gt;
&lt;br /&gt;
Compared to these tribes, those known as the Zanmir tribes had chosen their homes in the vast desert regions and had striking differences from those at the coast. Their hair spectrum ranged from profound dark darkness of jet black to even the rare gleam of near-white, an exceptional characteristic that only a few Khadan could have. Skin tones ranged from a deep, sun-burnished tan to a rich, dusky, or deep brown, with their eyes displaying hues that spanned from deep brown to captivating shades of orange illuminated by the desert sun. The enigmatic beauty of hazel eyes made an occasional appearance as well. The Khadan don cloaks to cover themselves in various colors and seek shelter from the relentless sun. However, at times when these cloaks were removed in rural areas, their arresting appearance inevitably captivated onlookers when they emerged into the streets. &lt;br /&gt;
&lt;br /&gt;
The topic of beauty among female Khadans mainly involves maintaining both body and hair to a high standard. Having the contours of an oval shape, elegantly shaped dark eyebrows, and exquisitely detailed eyelashes that contrast sharply with the eyes are considered a defining feature. Men traditionally sport meticulously maintained facial hair, ranging from beards and mustaches, often taking inspiration from their northern human neighbors. In some Khadan cultures, any form of visible or hidden scars is revered as a mark of beauty. These scars would often symbolize courage, strength, and honor. It is also not uncommon to see a person's body covered in various tattoos. Seen as a form of art in Khadan society, these tattoos would depict culture, history, family bonds, and religion. Favored are those symbolized with stars or religious deities or animals. [[File:Khadan Skin Colors.png|none|thumb|563x563px|An example of the various skin colors for Khadans]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
In the populated areas of Anjyarr, primarily both rivers and the coastal regions, the predominant language spoken by the Khadan is Anjyarr. Anjyarri is a dialect that formed from its root language of Akhadi due to the influence and mixing of the Azari'lunn language, which ultimately became more prevalent than Akhadi itself. When the Khadan language of Akhadi formed remains unknown. Yet, it is speculated to have emerged during the first ancient Empire of Anjyarr. Anjyarri itself formed roughly around the first centuries of A.F.S. and has since then been established as the national language of the civilized regions of the desert. &lt;br /&gt;
&lt;br /&gt;
Although there are few differences between the two languages, some individuals are able to understand both. However, due to future generations no longer being taught in Akhadi, the language itself has become somewhat estranged and distant, often mistaken to be the actual dialect instead of Anjyarri by modern-day citizens and non-natives of Anjyarr who are not familiar with the origins of the language. However, despite this, the language of Akhadi continues to be spoken dominantly among the nomadic residents of the desert, particularly by the diverse tribes collectively known as the Kha'mal. Some have described Akhadi as being pronounced more harshly yet having a mysterious tone to it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Anjyarri Dialect: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
|-&lt;br /&gt;
|Hello&lt;br /&gt;
|Merhaba&lt;br /&gt;
|Human&lt;br /&gt;
|Adam&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;'Prophet of The People''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Pharo&lt;br /&gt;
|-&lt;br /&gt;
|Welcome&lt;br /&gt;
|Merbaan&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|La'adam&lt;br /&gt;
|Emperor&lt;br /&gt;
|Sultan of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|Goodbye&lt;br /&gt;
|Verdaba&lt;br /&gt;
|Tiefling&lt;br /&gt;
|I'jadam&lt;br /&gt;
|Empress&lt;br /&gt;
|Sultana of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|How are you?&lt;br /&gt;
|Jut lo'ua&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Erididam&lt;br /&gt;
|King / Queen&lt;br /&gt;
|Sultan(a)&lt;br /&gt;
|-&lt;br /&gt;
|Nice to meet you.&lt;br /&gt;
|Iru nunyeti ua.&lt;br /&gt;
|High Elf&lt;br /&gt;
|Ue'ladam&lt;br /&gt;
|Prince&lt;br /&gt;
|Şehzade&lt;br /&gt;
|-&lt;br /&gt;
|Friend&lt;br /&gt;
|Tovara&lt;br /&gt;
|Denur&lt;br /&gt;
|Jitadam&lt;br /&gt;
|Princess&lt;br /&gt;
|Shehzadi&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Halfling&lt;br /&gt;
|Sha'adam&lt;br /&gt;
|Patriarch&lt;br /&gt;
|Hemiria&lt;br /&gt;
|-&lt;br /&gt;
|Faulskin&lt;br /&gt;
|Adamja&lt;br /&gt;
|High-priest(ess)&lt;br /&gt;
|Al-Kahyn(a)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|Duke&lt;br /&gt;
|Sheihykh&lt;br /&gt;
|-&lt;br /&gt;
|Duchess&lt;br /&gt;
|Shahykh&lt;br /&gt;
|-&lt;br /&gt;
|Lord / Lady&lt;br /&gt;
|Emyhr(a)&lt;br /&gt;
|-&lt;br /&gt;
|Ser / Dame&lt;br /&gt;
|Sih'di / Mih'de&lt;br /&gt;
|-&lt;br /&gt;
|Noble&lt;br /&gt;
|Nabil(a)&lt;br /&gt;
|-&lt;br /&gt;
|Chieftain&lt;br /&gt;
|Zaeim&lt;br /&gt;
|-&lt;br /&gt;
|Advisor&lt;br /&gt;
|Astisha&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:AnjyarrAI.png|frameless|200x200px]] &lt;br /&gt;
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]&lt;br /&gt;
|At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Sultanate 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!&lt;br /&gt;
|}&lt;br /&gt;
== World View ==&lt;br /&gt;
'''General Khadan Human opinions on the other races of Eden.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“If you know their history, you know our cousin-kin have suffered as much as we did in our ancient history. However, where I believe we grew, Attians wouldn't dare to accept a world where we could all coincide with our different cultures and beliefs. But, despite this, they can be excellent company, share a drink or two, or be great trade partners.”&lt;br /&gt;
&lt;br /&gt;
* Mohsen Hatama, Scholar of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“Hinterlanders? I mean, they have been less troublesome than the Attians of Hadriana. They are open-minded, kind, and less religiously strict than their Attian kin. We profit greatly from each other's wares and goods during trade. Though, despite this, I do have to mention they often seem greedy with their coin. But which merchant wouldn't, right?”&lt;br /&gt;
&lt;br /&gt;
* Dakhe Nin'gal Al-Idina, spice merchant of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Their culture is filled with so much disdain and hatred for other races, other beliefs, and cultures—most notably our Dark Elven companions. They would never share anything with anyone else. We have High Elven citizens in our cities and bazaars; they seem to have adapted to the rest of Eden, have learned to coexist. Why can't they?”&lt;br /&gt;
&lt;br /&gt;
* Asardin Osma'han, guard of the eastern Al-Khadir gate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“We don't know much about their forest realm. I've heard stories of walking trees, giant magical creatures that defend nature itself from outsiders. I've seen them walk around our streets; they seem so full of themselves and reserved, as if we should be thankful for whatever they protect in the far east. Though, I always wonder what their realm is like. It must be quite the opposite from our own, a desolate desert compared to a lush, magical forest.”&lt;br /&gt;
&lt;br /&gt;
* Shala el-Amu'barahk, handweaver in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Very Positive'''&lt;br /&gt;
“The Dark Elves? You don't know the stories? Do you know how they brought salvation upon our kin when our civilization began to collapse? More than a thousand years ago, they arrived in our realm and introduced us to art, medicine, and science, fleeing war-stricken lands and cast from their homes. Of course, over the centuries, we have experienced some of their rulers being corrupt or grim, but we have so much to thank them for. Being our rulers does not bother me; they have only helped our people.”&lt;br /&gt;
&lt;br /&gt;
* Mahmood Khurshid Al'asar, Fisherman of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Denur? Never seen them. They don't like our climate, I suppose. I heard they often stumble around on the streets of Al-Jabrid, trying to obtain some Dark Steel minerals or sell their newest inventions. But other than that? They don't seem to do any harm. I say: keep it that way.”&lt;br /&gt;
&lt;br /&gt;
* Ali Sal'hama, shipwright of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
“The smallfolk seem always so passionate about our food markets. They don't often come by due to the scorching heat, but when they do, they are such a joy to be around. They tell the funniest stories and are eager to hear more about our newest items in the Bazaar. Say, have you seen my bag of coin by chance?”&lt;br /&gt;
&lt;br /&gt;
* Amata Balashi, barmaid of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Brutes are what they are. They are strong and aggressive, but they have a sense of humor. If you respect them, they can respect you, that is, if they have some sort of manners. They enjoy socializing with our soldiers because they think they have much in common with their warrior culture. I say: good. It reduces the mess we have to clean up in our taverns and markets.”&lt;br /&gt;
&lt;br /&gt;
* Iya Mas'hati, merchant in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
“Scheming, backstabbing, looting: thieves. Last week, they stole two of my sheep, gutted one of my chickens, and displayed it like some bloody artwork as if it were a sick joke! It cost me a fortune. They are nothing but scum. I avoid them in our markets as much as I can.”&lt;br /&gt;
&lt;br /&gt;
* Arsames Al-Ma'zar, farmer of Al-Adam&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Very positive'''&lt;br /&gt;
“They are good people. Like us, they do not care where you come from or what gods you believe in. We've accepted them for who they are, and they paid us back with kindness and have become part of our society. Like us, they live and fight for something they believe inn: a place to call home.”&lt;br /&gt;
&lt;br /&gt;
* Appan Raasuht, palace guard&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Characters ===&lt;br /&gt;
&lt;br /&gt;
==== King Tarath the First ====&lt;br /&gt;
Born in the temple city of Al'Tojik, the first city of Anjyarr more than a thousand years ago, Tarath was the royal heir to a wealthy king of a tribe who sought to build an empire based on his image and of his great fathers before him. Through masses of slaves taken on his conquests, he built temples greater than any of its time, statues of himself, spreading his fame throughout Anjyarr, turning Al'Tojik into the grandest city of the realm and its capital. He united the first tribes, created borders, and made conquests to gain wealth for the Khadan thanks to an ever-growing army. While he was not bestowed immortality like the Pharo's after him, he set the foundation of the many cults that would gather the means of sorcery and put the first foundations of the realm that would soon be known as Anjyarr. His legacy, however, is lost through the age of time, with the ruins of Al'Tojik all but gone, claimed by the desert once again. Only the abandoned gold mines near the supposed location of its former existence are left today.&lt;br /&gt;
&lt;br /&gt;
==== High Queen Met'hani, Pharo of Aanos ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“Bow, pilgrims, bow before High Queen Met'hani, The Golden Queen of Aanos, Eternal Lady, She Who Bares the Beauty of Kathra, defiance made flesh, the Serpent Queen. &lt;br /&gt;
Kneel so that you might bask in her radiance! For she has come to unite us.”&lt;br /&gt;
&lt;br /&gt;
'''- Sha'alti, High-Priest of Aanos, 615 B.F.S'''&lt;br /&gt;
|}&lt;br /&gt;
The stories of Met'hani, the first female Pharo, are favorites among the women of the Kha'mal tribes. What makes her so famous is the start and tragic end of her legacy. The &amp;quot;Eternal Lady&amp;quot; and &amp;quot;The Golden Queen of Aanos,&amp;quot; her intelligence, temper, and bravery were as legendary as her beauty and added to an intense sense of honor and justice. She fought against the enemies of Anjyarr on the frontlines and used her charismatic political power to further the realm's gain. She changed the laws of the realm to allow women to practice the Arcane magics, and through this, her popularity grew. However, her sister Somnyah'la, famously known as &amp;quot;The Sleepwalker,&amp;quot; grew jealous of her sisters' power and, as one of the priests in the Sorcerers' Cult, sought out the darkest powers for answers. Meeting with a Demon and solving its riddles, she was influenced to sacrifice Met'hanis's firstborn and heir, consuming the infant's blood to obtain the power of immortality. While she succeeded, and the Demon granted her what was promised, she was turned into a Vampire who began a short conquest for her power with her undead followers. She was eventually banished into the Demonic realm thanks to the Sorcerers' Cult and at the cost of Met'hani's life. Her reign was tragically short, cut down as she was in her prime. All of Anjyarr mourned her passing, for they knew she would have brought great glory to the empire. She was embalmed and placed in a seated position within a specially-made reliquary in the southern mountain ranges. There she sits, her tomb faded over the course of history, with many still waiting for her return.&lt;br /&gt;
&lt;br /&gt;
==== Pharo Akhmat, &amp;quot;The Great Uniter&amp;quot; ====&lt;br /&gt;
[[Akhmat's Tomb|Akhmat]] was known as the Great King and Pharo of the city of Sepharat, the capital of Anjyarr at his time, now known as the &amp;quot;[[Valley of Kings]].&amp;quot; Going by many titles, such as his most famous, &amp;quot;The Great Uniter,&amp;quot; Akhmat is known all over Anjyarr by all the Khadan tribes that still kneel to him today. Akhmat was depicted as a great and powerful Pharo; he himself a vision of splendor and martial prowess, but also as an arrogant and cruel king. He listened to the priests of the Sorcerers Cult and realized that only a leader who could command the gods' respect would earn the people's total adoration. To this end, Pharo Akhmat, alone amongst all the kings of Anjyarr, paid homage to the ancient gods; early in his reign, he ordered the restoration of temples and erected magnificent statues to be constructed in their honor. It turned Sepharat into a temple city, more significant than any human city ever made at the time. He sacrificed his two children at the highest temple of Kathra to gain the gods' favor, and when the time came, he conquered the various city-states that tried to break free from Anjyarr's Empire. He reigned as the greatest Pharo to be ever known and, thanks to the cult, the first to find the answer to immortality. Through arcane sorcery, Akhmat's life was extended. Now seen as a new deity by the Khadan, he ascended to godhood and led the Khadan into a prosperous golden age. Yet, after a long reign of 300 years, he eventually came to pass. His legacy was never forgotten, for he was interred in the most astonishing tomb ever constructed, so large that no other tomb would outdo it. Some today believe that if he were to be awakened, he would lead Anjyarr back into a new golden age, for that is all that Akhmat sought: dominion over the desert realm and beyond.&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Khadan Humans&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Flame Arrow&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Limb Carver&lt;br /&gt;
|Players with this trait can replace parts of their body with sandstone sculptures when lost. If they do, the body part becomes fully functional again after one IC year. &lt;br /&gt;
Though the body part is and still looks like sandstone.&lt;br /&gt;
|-&lt;br /&gt;
!Nomad's Stomach&lt;br /&gt;
|The food bar of players with this trait lowers significantly slower than usual.&lt;br /&gt;
|-&lt;br /&gt;
!Follower of Akhmat&lt;br /&gt;
|Players with this trait can summon a skeleton which can be used in CRP using the skeleton stat block.&lt;br /&gt;
|-&lt;br /&gt;
!Decapitating strike&lt;br /&gt;
|Once per battle during CRP. The player can choose to instead of making a normal attack it will do a single Decapitating blow. &lt;br /&gt;
If they do, they may do a single attack with any weapon that does D6 damage.&lt;br /&gt;
|-&lt;br /&gt;
!Attuned to Ignos&lt;br /&gt;
|Players with this trait can ignite their weapon. Applying the &amp;quot;Burning&amp;quot; status effect to whoever they hit.&lt;br /&gt;
|-&lt;br /&gt;
!Soul Reaper&lt;br /&gt;
|At the start of combat, players with this trait can select a target who's soul is marked by Akhmat and which they must claim.&lt;br /&gt;
If they do, the player can re-roll attack rolls against this target for the duration of the battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6524</id>
		<title>The Khadan Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6524"/>
		<updated>2024-10-10T18:00:56Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image=KhadanAI.jpg|Name=Khadan Humans|Pronunciation=Kaa-dan|Classification=Human|Nicknames=Desert Folk, Desert-dwellers|Languages=Common, [[Anjyarri]], Azari|Average Height=1.70m - 1.90m (5'7&amp;quot; - 6'3&amp;quot;)|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}Living along the coast of the Al’Hadar Deep, their cities standing out as shining jewels between the dunes of the Anjyarri desert, the Khadan, as they are known, inhabit the sun-scorched realm known as Anjyarr. Their history is one shrouded in ancient legends, arcane sorcery, mythical kings known as Pharos, and secrets that now remain hidden beneath the sands of the dune sea. These people, born and formed by their history, have introduced their own wisdom to Eden through inventions and philosophy. Now, they are defined by their resilience, compassion, and their will to thrive in the harshest of environments.&lt;br /&gt;
&lt;br /&gt;
The world knows the Khadan as merchants, sailors, having a sea-faring nature. Their cities are filled with bustling bazaars offering precious minerals, exotic spices, and master-crafted wares such as musical instruments and tools. Trade is their lifeblood, and it can be seen flowing to the farthest corners of the continent. This has caused them to develop a respect for other cultures, races, and religions. Accepting them for who they are, no matter their origin, for trade is more important to them than unnecessary disputes over differences.&lt;br /&gt;
&lt;br /&gt;
To see a Khadan is to see the representation of the desert itself. The climate and culture of their realm has introduced them wearing vibrant and colorful robes, showing the beauty, but also the intensity of the desert and sea.&lt;br /&gt;
&lt;br /&gt;
Nowadays, the Khadan are often underestimated due to their compassionate views and hospitality. Yet, the Khadan have a deep-rooted warrior’s spirit, burning with the desire to defend their homeland, their culture, and their history whenever threatened. No one knows the oceans and the deserts better than the Khadan, and those that forget their origin, shall easily succumb to their insolence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“While their loyalty to the Azari’Lunn brings me nothing but disdain, one cannot deny that their generosity and expertise in their crafts are astounding. They elevated societies with new science, math, and various inventions. Their cities stand out as jewels in the desert. And yet, I wonder if it will remain for centuries to come. Only the Mother and time can tell.”&lt;br /&gt;
&lt;br /&gt;
* '''Arüe Mi'thílion, Scholar of Luminion.'''&lt;br /&gt;
|}&lt;br /&gt;
[[File:SmallerKriegs.png|thumb|Nomadic Khadan priest hosting a sermon on [[the Old Path]]. Artwork by RkdVanguard]]&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Khadan people's physical appearance distinguishes them from other human inhabitants of Eden. Typically, they are slightly shorter than the average Attian, with men reaching a maximum height of 180cm (5'9&amp;quot;) and women reaching a maximum height of 170cm (5'5&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Historically, the Khadan population consisted of numerous tribes, each settling in distinct regions of the desert. Due to their diverse surroundings, the appearance of each Khadan varied, but they all shared a common trait of having a tan or darker skin tone. The Zanmirs, a tribe that inhabited coastal areas and regions near waterways, are renowned for their captivating beauty among the Khadan people. They often have long, flowing hair in shades of brown and red, complemented by eyes in various shades of green. Additionally, their lighter complexion gives them the appearance of an Attian who has been sun-kissed.&lt;br /&gt;
&lt;br /&gt;
The Vaemir tribes, in stark contrast to their Zanmir relatives, made their homes in the vast deserts and exhibited striking physical differences. Their hair spanned a spectrum from the profound darkness of jet black to the rare gleam of near-white, an exceptional characteristic for the Khadan people. Their skin tones encompassed a wide range from a deep, sun-burnished tan to a rich, dusky brown, while their eyes displayed hues that spanned from deep brown to captivating shades of orange illuminated by the desert sun. Occasionally, the enigmatic beauty of hazel eyes made an appearance. The Khadan from the desert often cloaked themselves in robes, seeking shelter from the relentless sun, but when they emerged into the streets, their arresting appearance inevitably captivated onlookers. &lt;br /&gt;
&lt;br /&gt;
Among the female Khadans, beauty often stems from the graceful contours of an oval face, elegantly shaped dark eyebrows, and exquisitely detailed eyelashes that contrast sharply against their eyes, which are considered a defining feature. On the other hand, men traditionally sported meticulously maintained facial hair, including beards and mustaches. Strikingly, in contrast to some cultures, any form of scar was revered as a mark of beauty, symbolizing courage, strength, and honor within their community. Tattoos are seen as a form of art, depicting culture, history, family bonds, and religion.&lt;br /&gt;
[[File:Khadan Skin Colors.png|none|thumb|563x563px|An example of the various skin colors for Khadans]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
The population of Anjyarr predominantly speaks Anjyarri, a dialect that has become widely spoken in the Ifriq delta river regions. Anjyarri evolved from the influence of the root language of Akhadi and the [[Dark Elves|Azari'lunn]] language, ultimately becoming more prevalent than Akhadi. While the exact period of Akhadi's formation remains unknown, it is speculated to have emerged during the ancient Empire of Anjyarr, with Anjyarri coming into prominence in the first century of A.F.S. Anjyarri has since been established as the national language of Anjyarr. Although there are few differences between the two languages, some individuals are able to understand both. Akhadi, on the other hand, has become a somewhat distant language, often mistaken for the primary dialect by modern-day citizens and non-natives of Anjyarr who are not familiar with the origins of the language. The language Akhadi continues to be spoken by the nomadic residents of the desert areas of Anjyarr, particularly by the different tribes collectively known as the [[Kha'mal]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Anjyarri Dialect: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
!Common&lt;br /&gt;
!Anjyarri&lt;br /&gt;
|-&lt;br /&gt;
|Hello&lt;br /&gt;
|Merhaba&lt;br /&gt;
|Human&lt;br /&gt;
|Adam&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;'Prophet of The People''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Pharo&lt;br /&gt;
|-&lt;br /&gt;
|Welcome&lt;br /&gt;
|Merbaan&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|La'adam&lt;br /&gt;
|Emperor&lt;br /&gt;
|Sultan of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|Goodbye&lt;br /&gt;
|Verdaba&lt;br /&gt;
|Tiefling&lt;br /&gt;
|I'jadam&lt;br /&gt;
|Empress&lt;br /&gt;
|Sultana of Sultans&lt;br /&gt;
|-&lt;br /&gt;
|How are you?&lt;br /&gt;
|Jut lo'ua&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Erididam&lt;br /&gt;
|King / Queen&lt;br /&gt;
|Sultan(a)&lt;br /&gt;
|-&lt;br /&gt;
|Nice to meet you.&lt;br /&gt;
|Iru nunyeti ua.&lt;br /&gt;
|High Elf&lt;br /&gt;
|Ue'ladam&lt;br /&gt;
|Prince&lt;br /&gt;
|Şehzade&lt;br /&gt;
|-&lt;br /&gt;
|Friend&lt;br /&gt;
|Tovara&lt;br /&gt;
|Denur&lt;br /&gt;
|Jitadam&lt;br /&gt;
|Princess&lt;br /&gt;
|Shehzadi&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Halfling&lt;br /&gt;
|Sha'adam&lt;br /&gt;
|Patriarch&lt;br /&gt;
|Hemiria&lt;br /&gt;
|-&lt;br /&gt;
|Faulskin&lt;br /&gt;
|Adamja&lt;br /&gt;
|High-priest(ess)&lt;br /&gt;
|Al-Kahyn(a)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;7&amp;quot; |&lt;br /&gt;
|Duke&lt;br /&gt;
|Sheihykh&lt;br /&gt;
|-&lt;br /&gt;
|Duchess&lt;br /&gt;
|Shahykh&lt;br /&gt;
|-&lt;br /&gt;
|Lord / Lady&lt;br /&gt;
|Emyhr(a)&lt;br /&gt;
|-&lt;br /&gt;
|Ser / Dame&lt;br /&gt;
|Sih'di / Mih'de&lt;br /&gt;
|-&lt;br /&gt;
|Noble&lt;br /&gt;
|Nabil(a)&lt;br /&gt;
|-&lt;br /&gt;
|Chieftain&lt;br /&gt;
|Zaeim&lt;br /&gt;
|-&lt;br /&gt;
|Advisor&lt;br /&gt;
|Astisha&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:AnjyarrAI.png|frameless|200x200px]] &lt;br /&gt;
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]&lt;br /&gt;
|At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Sultanate 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!&lt;br /&gt;
|}&lt;br /&gt;
== World View ==&lt;br /&gt;
'''General Khadan Human opinions on the other races of Eden.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“If you know their history, you know our cousin-kin have suffered as much as we did in our ancient history. However, where I believe we grew, Attians wouldn't dare to accept a world where we could all coincide with our different cultures and beliefs. But, despite this, they can be excellent company, share a drink or two, or be great trade partners.”&lt;br /&gt;
&lt;br /&gt;
* Mohsen Hatama, Scholar of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
“Hinterlanders? I mean, they have been less troublesome than the Attians of Hadriana. They are open-minded, kind, and less religiously strict than their Attian kin. We profit greatly from each other's wares and goods during trade. Though, despite this, I do have to mention they often seem greedy with their coin. But which merchant wouldn't, right?”&lt;br /&gt;
&lt;br /&gt;
* Dakhe Nin'gal Al-Idina, spice merchant of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Their culture is filled with so much disdain and hatred for other races, other beliefs, and cultures—most notably our Dark Elven companions. They would never share anything with anyone else. We have High Elven citizens in our cities and bazaars; they seem to have adapted to the rest of Eden, have learned to coexist. Why can't they?”&lt;br /&gt;
&lt;br /&gt;
* Asardin Osma'han, guard of the eastern Al-Khadir gate.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“We don't know much about their forest realm. I've heard stories of walking trees, giant magical creatures that defend nature itself from outsiders. I've seen them walk around our streets; they seem so full of themselves and reserved, as if we should be thankful for whatever they protect in the far east. Though, I always wonder what their realm is like. It must be quite the opposite from our own, a desolate desert compared to a lush, magical forest.”&lt;br /&gt;
&lt;br /&gt;
* Shala el-Amu'barahk, handweaver in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Very Positive'''&lt;br /&gt;
“The Dark Elves? You don't know the stories? Do you know how they brought salvation upon our kin when our civilization began to collapse? More than a thousand years ago, they arrived in our realm and introduced us to art, medicine, and science, fleeing war-stricken lands and cast from their homes. Of course, over the centuries, we have experienced some of their rulers being corrupt or grim, but we have so much to thank them for. Being our rulers does not bother me; they have only helped our people.”&lt;br /&gt;
&lt;br /&gt;
* Mahmood Khurshid Al'asar, Fisherman of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Denur? Never seen them. They don't like our climate, I suppose. I heard they often stumble around on the streets of Al-Jabrid, trying to obtain some Dark Steel minerals or sell their newest inventions. But other than that? They don't seem to do any harm. I say: keep it that way.”&lt;br /&gt;
&lt;br /&gt;
* Ali Sal'hama, shipwright of Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
“The smallfolk seem always so passionate about our food markets. They don't often come by due to the scorching heat, but when they do, they are such a joy to be around. They tell the funniest stories and are eager to hear more about our newest items in the Bazaar. Say, have you seen my bag of coin by chance?”&lt;br /&gt;
&lt;br /&gt;
* Amata Balashi, barmaid of Al-Jabrid&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“Brutes are what they are. They are strong and aggressive, but they have a sense of humor. If you respect them, they can respect you, that is, if they have some sort of manners. They enjoy socializing with our soldiers because they think they have much in common with their warrior culture. I say: good. It reduces the mess we have to clean up in our taverns and markets.”&lt;br /&gt;
&lt;br /&gt;
* Iya Mas'hati, merchant in Al-Khadir&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
“Scheming, backstabbing, looting: thieves. Last week, they stole two of my sheep, gutted one of my chickens, and displayed it like some bloody artwork as if it were a sick joke! It cost me a fortune. They are nothing but scum. I avoid them in our markets as much as I can.”&lt;br /&gt;
&lt;br /&gt;
* Arsames Al-Ma'zar, farmer of Al-Adam&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Very positive'''&lt;br /&gt;
“They are good people. Like us, they do not care where you come from or what gods you believe in. We've accepted them for who they are, and they paid us back with kindness and have become part of our society. Like us, they live and fight for something they believe inn: a place to call home.”&lt;br /&gt;
&lt;br /&gt;
* Appan Raasuht, palace guard&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=== Noteworthy Characters ===&lt;br /&gt;
&lt;br /&gt;
==== King Tarath the First ====&lt;br /&gt;
Born in the temple city of Al'Tojik, the first city of Anjyarr more than a thousand years ago, Tarath was the royal heir to a wealthy king of a tribe who sought to build an empire based on his image and of his great fathers before him. Through masses of slaves taken on his conquests, he built temples greater than any of its time, statues of himself, spreading his fame throughout Anjyarr, turning Al'Tojik into the grandest city of the realm and its capital. He united the first tribes, created borders, and made conquests to gain wealth for the Khadan thanks to an ever-growing army. While he was not bestowed immortality like the Pharo's after him, he set the foundation of the many cults that would gather the means of sorcery and put the first foundations of the realm that would soon be known as Anjyarr. His legacy, however, is lost through the age of time, with the ruins of Al'Tojik all but gone, claimed by the desert once again. Only the abandoned gold mines near the supposed location of its former existence are left today.&lt;br /&gt;
&lt;br /&gt;
==== High Queen Met'hani, Pharo of Aanos ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|“Bow, pilgrims, bow before High Queen Met'hani, The Golden Queen of Aanos, Eternal Lady, She Who Bares the Beauty of Kathra, defiance made flesh, the Serpent Queen. &lt;br /&gt;
Kneel so that you might bask in her radiance! For she has come to unite us.”&lt;br /&gt;
&lt;br /&gt;
'''- Sha'alti, High-Priest of Aanos, 615 B.F.S'''&lt;br /&gt;
|}&lt;br /&gt;
The stories of Met'hani, the first female Pharo, are favorites among the women of the Kha'mal tribes. What makes her so famous is the start and tragic end of her legacy. The &amp;quot;Eternal Lady&amp;quot; and &amp;quot;The Golden Queen of Aanos,&amp;quot; her intelligence, temper, and bravery were as legendary as her beauty and added to an intense sense of honor and justice. She fought against the enemies of Anjyarr on the frontlines and used her charismatic political power to further the realm's gain. She changed the laws of the realm to allow women to practice the Arcane magics, and through this, her popularity grew. However, her sister Somnyah'la, famously known as &amp;quot;The Sleepwalker,&amp;quot; grew jealous of her sisters' power and, as one of the priests in the Sorcerers' Cult, sought out the darkest powers for answers. Meeting with a Demon and solving its riddles, she was influenced to sacrifice Met'hanis's firstborn and heir, consuming the infant's blood to obtain the power of immortality. While she succeeded, and the Demon granted her what was promised, she was turned into a Vampire who began a short conquest for her power with her undead followers. She was eventually banished into the Demonic realm thanks to the Sorcerers' Cult and at the cost of Met'hani's life. Her reign was tragically short, cut down as she was in her prime. All of Anjyarr mourned her passing, for they knew she would have brought great glory to the empire. She was embalmed and placed in a seated position within a specially-made reliquary in the southern mountain ranges. There she sits, her tomb faded over the course of history, with many still waiting for her return.&lt;br /&gt;
&lt;br /&gt;
==== Pharo Akhmat, &amp;quot;The Great Uniter&amp;quot; ====&lt;br /&gt;
[[Akhmat's Tomb|Akhmat]] was known as the Great King and Pharo of the city of Sepharat, the capital of Anjyarr at his time, now known as the &amp;quot;[[Valley of Kings]].&amp;quot; Going by many titles, such as his most famous, &amp;quot;The Great Uniter,&amp;quot; Akhmat is known all over Anjyarr by all the Khadan tribes that still kneel to him today. Akhmat was depicted as a great and powerful Pharo; he himself a vision of splendor and martial prowess, but also as an arrogant and cruel king. He listened to the priests of the Sorcerers Cult and realized that only a leader who could command the gods' respect would earn the people's total adoration. To this end, Pharo Akhmat, alone amongst all the kings of Anjyarr, paid homage to the ancient gods; early in his reign, he ordered the restoration of temples and erected magnificent statues to be constructed in their honor. It turned Sepharat into a temple city, more significant than any human city ever made at the time. He sacrificed his two children at the highest temple of Kathra to gain the gods' favor, and when the time came, he conquered the various city-states that tried to break free from Anjyarr's Empire. He reigned as the greatest Pharo to be ever known and, thanks to the cult, the first to find the answer to immortality. Through arcane sorcery, Akhmat's life was extended. Now seen as a new deity by the Khadan, he ascended to godhood and led the Khadan into a prosperous golden age. Yet, after a long reign of 300 years, he eventually came to pass. His legacy was never forgotten, for he was interred in the most astonishing tomb ever constructed, so large that no other tomb would outdo it. Some today believe that if he were to be awakened, he would lead Anjyarr back into a new golden age, for that is all that Akhmat sought: dominion over the desert realm and beyond.&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Khadan Humans&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Flame Arrow&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Limb Carver&lt;br /&gt;
|Players with this trait can replace parts of their body with sandstone sculptures when lost. If they do, the body part becomes fully functional again after one IC year. &lt;br /&gt;
Though the body part is and still looks like sandstone.&lt;br /&gt;
|-&lt;br /&gt;
!Nomad's Stomach&lt;br /&gt;
|The food bar of players with this trait lowers significantly slower than usual.&lt;br /&gt;
|-&lt;br /&gt;
!Follower of Akhmat&lt;br /&gt;
|Players with this trait can summon a skeleton which can be used in CRP using the skeleton stat block.&lt;br /&gt;
|-&lt;br /&gt;
!Decapitating strike&lt;br /&gt;
|Once per battle during CRP. The player can choose to instead of making a normal attack it will do a single Decapitating blow. &lt;br /&gt;
If they do, they may do a single attack with any weapon that does D6 damage.&lt;br /&gt;
|-&lt;br /&gt;
!Attuned to Ignos&lt;br /&gt;
|Players with this trait can ignite their weapon. Applying the &amp;quot;Burning&amp;quot; status effect to whoever they hit.&lt;br /&gt;
|-&lt;br /&gt;
!Soul Reaper&lt;br /&gt;
|At the start of combat, players with this trait can select a target who's soul is marked by Akhmat and which they must claim.&lt;br /&gt;
If they do, the player can re-roll attack rolls against this target for the duration of the battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=6523</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=6523"/>
		<updated>2024-10-05T15:33:02Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please note that: &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''◇''' are macro categories &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''❀''' are tiny critters&amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;text-align:center; width: 70%; margin:auto;&amp;quot;&lt;br /&gt;
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Common&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:green&amp;quot;| Uncommon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:teal&amp;quot;| Rare&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:purple&amp;quot;| Epic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:olive&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
| A common creature.&lt;br /&gt;
| You can find this only as a random encounter.&lt;br /&gt;
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.&lt;br /&gt;
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.&lt;br /&gt;
| It's believed extinct and people in Eden even have a doubt they exist.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:Header1.png|center|frameless|565x565px]].{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #2eb54f&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;[[Frogs|◇Frogs]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #10ab36&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Fishes|◇Fishes]]&lt;br /&gt;
:[[Sea Serpent]]&lt;br /&gt;
:[[Squids]]*&lt;br /&gt;
:[[Siren]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #0e962f&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Common Birds|◇Common Birds]]* &lt;br /&gt;
:[[Tropical Birds|◇Tropical Birds]]*&lt;br /&gt;
:[[Bats|◇Bats]]&lt;br /&gt;
:[[Owls|◇Owls]]&lt;br /&gt;
:[[Chicken]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconic&lt;br /&gt;
|HeaderColor = #0c8029&lt;br /&gt;
|Desc = The legendary creatures known as dragons come in various shapes and sizes. Most dragons can easily be categorized as variants of the classical dragon, and while those are the most commonly known depictions of dragons in Eden. Scholars have found out that the offspring of Dragons have a few more branches of creatures such as Wyrms and Demidragon types.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Dragons|Dragons]]&lt;br /&gt;
:[[Demidragon]]&lt;br /&gt;
:[[Wyrms]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcane&lt;br /&gt;
|HeaderColor = #0a6b22&lt;br /&gt;
|Desc = The only &amp;quot;magical&amp;quot; creature that can sustain itself without a tear nearby. Arcane creatures live within Eseron using the little magic the realm itself has. However, Arcane creatures are arguably the most rare to come by. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[The Thing in the Woods]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #08551b&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Giants|◇Giants]]&lt;br /&gt;
:[[Kobolds|◇Kobolds]]&lt;br /&gt;
:[[Centaurs]]&lt;br /&gt;
:[[Minotaur]]&lt;br /&gt;
:[[Satyr]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #064014&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Bears|◇Bears]]*&lt;br /&gt;
:[[Wolves|◇Wolves]]&lt;br /&gt;
:[[Camel]]*&lt;br /&gt;
:[[Cat]]*&lt;br /&gt;
:[[Cow]]*&lt;br /&gt;
:[[Donkey]]*&lt;br /&gt;
:[[Elk]]*&lt;br /&gt;
:[[Goat]]*&lt;br /&gt;
:[[Hedgehog]]*&lt;br /&gt;
:[[Horse]]*&lt;br /&gt;
:[[Llama]]*&lt;br /&gt;
:[[Pig]]*&lt;br /&gt;
:[[Raccoon]]*&lt;br /&gt;
:[[Skunk]]*&lt;br /&gt;
:[[Rabbit]]*&lt;br /&gt;
:[[Griffin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #042b0e&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Snakes|◇Snakes]]&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Insect&lt;br /&gt;
|HeaderColor = #021507&lt;br /&gt;
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Flies|◇Flies]]*&lt;br /&gt;
:[[Bees and Wasps|◇Bees and Wasps]]*&lt;br /&gt;
:[[Fireflies|◇Fireflies]]*&lt;br /&gt;
:[[Scorpions|◇Scorpions]]&lt;br /&gt;
:[[Spiders|◇Spiders]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}[[File:Divider.png|frameless|1696x1696px]][[File:Header2.png|center|frameless|567x567px]].{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aros&lt;br /&gt;
|HeaderColor = #3d61bc&lt;br /&gt;
|Desc = With a realm filled by only a deep, dark ocean, the realm of Aros can be petrifying to those who hear of it.  Distance sounds of echoing and calling, the sea is a large anomaly only some are able to wield. If one were to search hard enough, the creatures of Aros may appear in Eden's very own sea.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Frost Phoenix]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aether&lt;br /&gt;
|HeaderColor = #42d4df&lt;br /&gt;
|Desc = Fast winds and even higher mountainous ranges, the Realm of Aether is mosts worst nightmare. The cold can be unbearable with only selective creatures to be able to withhold it. Creatures from the realm are majestic and stoic. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Ignos&lt;br /&gt;
|HeaderColor = #cc3826&lt;br /&gt;
|Desc = Creatures hailing from the elemental realm of Ignos, a fiery landscape where it is far too hot for the Eseron populace to reside it. Sometimes, though, the  creatures of Ignos come to visit Eseron,  the dangerous and seemingly harmless.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Fire Lizard]]&lt;br /&gt;
:[[Magma Golem]]&lt;br /&gt;
:[[Fire Phoenix]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Kor&lt;br /&gt;
|HeaderColor = #d36820&lt;br /&gt;
|Desc = A vast, hilly plane. Unlike Aether, this one is much less intriguing to stare into.  On the contrary, Kor wields vast and complicated Forests similar to Eden's Myln Arbor.  Creatures from Kor are diverse, arcane and fae alike. With some making appearances in Eden.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Stone Golem]]&lt;br /&gt;
:[[Great Stag]]&lt;br /&gt;
:[[Sand Golem]]&lt;br /&gt;
:[[Pegasus]]&lt;br /&gt;
:[[Usebilein|Unicorn]]&lt;br /&gt;
:[[Gimeek]]&lt;br /&gt;
:[[Dryads]]&lt;br /&gt;
:[[Nymph]]&lt;br /&gt;
:[[Pixie]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}[[File:Divider.png|frameless|1696x1696px]][[File:Header3.png|center|frameless|570x570px]].{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcus&lt;br /&gt;
|HeaderColor = #2b50c7&lt;br /&gt;
|Desc = Arcus, named after the All-Seeing Oracle, is an empty wasteland with scattered libraries over the desolate realm. As well as hidden tombs and spellcaster towers. Most of the demons, who are weak, are busy building more structures for the ruler. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Gula&lt;br /&gt;
|HeaderColor = #9d209c&lt;br /&gt;
|Desc = A world entirely crystallized, leaving little to no place for life, is a seemingly entrancing realm. With impressive spires and glittering towns, this is exactly what the twin seducers of Gula intended.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Succubus/Incubus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Khar&lt;br /&gt;
|HeaderColor = #931c1c&lt;br /&gt;
|Desc = A chaotic realm that rivals the landscape of Ignos, Khar is filled with volcanoes and lava. Khar is occupied by demons of low intelligence with no ruler, though some believe that this won't be the case for long.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Rot&lt;br /&gt;
|HeaderColor = #68d463&lt;br /&gt;
|Desc = The realm of Rot would make someone wonder as to how it sustains itself. The entire inhabitance is a permanent state of decay and madness. This planet is filled with a Forest, however, and ruled by Zarzareth and his underlings.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Kyphret Vine]]&lt;br /&gt;
:[[Augel'Garn]]&lt;br /&gt;
:[[Plague Bringers]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermyx&lt;br /&gt;
|HeaderColor = #d78b58&lt;br /&gt;
|Desc = Like Arcus, this realm is desolate. However, filled with sands upon sands with no structure in sight. There seems to be no ruler and the only life is the low-intelligence demons that ravage through.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Giant Rat]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Shyir&lt;br /&gt;
|HeaderColor = #1d1b1b&lt;br /&gt;
|Desc = Feared by even lesser demons that do not hail from here, Shyir is the realm of the dead. Black sand dunes fill the sphere and necromancers that are proficient in their craft draw from Shyir. The &amp;quot;Lord of Bones&amp;quot; rules over Shyir and sends himself and his minions to terrorize the population of Eseron.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:[[Banshee]]&lt;br /&gt;
:[[Ghost]]&lt;br /&gt;
:[[Ghoul|◇Ghouls]]&lt;br /&gt;
:[[Skeleton]]&lt;br /&gt;
:[[Spectre]]&lt;br /&gt;
:[[Skeleton Lord|Wight]]&lt;br /&gt;
:[[Wraith]]&lt;br /&gt;
:[[Zombie]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Sylveryx&lt;br /&gt;
|HeaderColor = #e54d4d&lt;br /&gt;
|Desc = One of the more advanced chaotic realm, if not the most, Sylverix is filled with various advanced structures. Though they are filled with lesser demons. The great Vampiric houses rule over the realm, and this is where Hemomancers draw their power from.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;[[Vampire Spawn|◇Vampires]]&lt;br /&gt;
:[[Werewolves]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Khul&lt;br /&gt;
|HeaderColor = #d8d353&lt;br /&gt;
|Desc = The most confusing chaotic realm. No mortal can stand to comprehend Khul. If one were to look through, there wouldn't be the same location twice-- and each vastly different from the next. Mariketh, the trickster &amp;quot;prince&amp;quot;, rules over Khul.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:2&amp;quot;&amp;gt;[[Deygrim]]&lt;br /&gt;
:[[Puppeteer of Khul]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Succubus/Incubus&amp;diff=6522</id>
		<title>Succubus/Incubus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Succubus/Incubus&amp;diff=6522"/>
		<updated>2024-10-05T15:32:05Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: Created page with &amp;quot;{{Bestiary |Image = IncubusAI.png |Class = Voidal |Rarity = Epic |Size = Medium |HP = 16 |STR = 14 |DEF = 6 |AGI = 8 |INT = 12 }}  == Introduction == The Succubi and Incubui’s origins remain a mystery within the lands. There lies several beliefs on what they are, some believing them to be the embodiment of desire itself, formed by the souls who only acted towards lust and greed in their past life, to potentially accursed spirits who were formed off of the souls of thos...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = IncubusAI.png&lt;br /&gt;
|Class = Voidal&lt;br /&gt;
|Rarity = Epic&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 16&lt;br /&gt;
|STR = 14&lt;br /&gt;
|DEF = 6&lt;br /&gt;
|AGI = 8&lt;br /&gt;
|INT = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Succubi and Incubui’s origins remain a mystery within the lands. There lies several beliefs on what they are, some believing them to be the embodiment of desire itself, formed by the souls who only acted towards lust and greed in their past life, to potentially accursed spirits who were formed off of the souls of those who suffered by the hands of their lover in past life. Whether either of these beliefs is true, remains unknown. &lt;br /&gt;
&lt;br /&gt;
These creatures are known for their extremely powerful manipulation and horrid form of feast through the ecstasy of their victims. Whether it be turning the heart of a human to be illusioned into a steak, to planting and seeding a reality into one’s mind, dependent on their very want and desire, these demonic creatures know not of love, nor of any form of commitment outside of their ceaseless hunger to feast on the thoughts of those around them.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Succubi and Incubi are capable of becoming any person or being that their victim wishes to be with the art of illusionary work. Their innate connection to the lands of temptation and seduction itself allows them to mask real-world items for their host to perceive them as whatever they desire. Additionally, they are capable of even masking themselves, shapeshifting to befit the wants and desires of whomever they wish to feed off of.&lt;br /&gt;
&lt;br /&gt;
Outside of this glamor, the Succubi and Incubi look similar to the Tieflings, and Elves of the land. However, what stands out is their elongated horns that often curl backward or wave backward far beyond what tieflings usually tend to have. Alongside such, they will sometimes bear tails and pitch-black eyes with razor-sharp teeth beyond. Suited to have them tear apart their victim should they grow aware. One could say that these beings bear the form of people within the realm they’re placed in, but those who look closely cannot help but feel off by their appearances. Those who’ve interacted with the Succubi and Incubi tended to feel obligated to stay. Frozen between the two instincts of fight or flight.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
Succubi and Incubi often operate in benign form. Commonly, Succubi and Incubi exist within the lands of other planets due to their magic from Gula mainly. However, there have been cases where they are capable of tapping into Sylverix, depending on their affiliations. Nonetheless, these demonic humanoids hold one large motivation; to have Succubi and Incubi survive and flourish across the realms, a motivation that was forged by the lack of life within Gula, as it grows closer to being dubbed a ‘dead planet’, alongside their insatiable greed that their home planet could not hold on its own. These beings since then, have taken up arms to spread across the cosmos in search of conquering a new home planet for them to feed, and thrive off of.&lt;br /&gt;
&lt;br /&gt;
The Succubi and Incubi often take the form of whatever their host desires. Offering their potential host anything they could hope to have, but never obtained. Utilizing their innate gift of placing illusionary masks onto objects, they’re able to mask real-world items, to appear, smell, sound, and taste exactly to what the host wishes. From then on, the host will fall victim to the endless loop that Succubi or Incubi hold. After the first item, a deal is struck for them, one that the host will grow hard to refuse. These deals often hold loopholes for the Incubus or Succubus to utilize, and with every deal comes more, and more costs for the host. Eventually, the host will be entrapped in a world of their desires, their very being reaching a lifeless state as their very mind is stuck in a miasma of illusions, all placed within the control of the Incubus or Succubus to feed off of to maintain their connection to Gula. Should the host ever refuse a deal, the Succubi or Incubi will reach a violent state. Removing all disguises, and utilizing the moment of surprise to kill their host if they are found alone. &lt;br /&gt;
[[File:SuccubusAI.png|thumb|An Example of a Succubus]]&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
Succubi and Incubi exist mainly within Gula; the realm that they are bound to naturally. The society they hold is akin to an Empire, with the Twin Seducers as the Emperor/Empress of the lands. However, while their political structure may be similar, their lifestyle is far from. Gula remains a home and hell for those who reside in it. It has long since been seen as a near-dead planet due to the Incubi/Succubi’s parasitical nature and now has left the land’s denizens in disarray due to the lack of food that the world has offered, leaving The Twin Seducers to send the Succubus and Incubus of the realm to find a new home to satiate their need for survival and unending greed. Succubi and Incubi outside of Gula are often those fulfilling the wishes of the Twin Seducers, scouting lands and living off of them first to ensure the amount of prey that resides in it will be sufficient for their Empire to expand.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
'''Desire Incarnate''': By targeting one individual within 50m, the Succubus/Incubus is capable of shapeshifting objects to fit the desires of the target. Only the target and the Succubus/Incubus can see the illusion. This spell can also be placed onto the Succubus/Incubus themselves if they wish. The target must defeat an 18+ Intelligence roll or be Charmed, attacking anyone that proves to be a threat to the Succubus/Incubus. The Succubus/Incubus can only have one Charmed individual at a time.&lt;br /&gt;
&lt;br /&gt;
'''Seducer’s Chosen''': The succubus/Incubus’ unnatural beauty passively lends them the ability to be rather disarming and perceived as harmless. Those attracted to the Succubus/Incubus’s gender must beat an Intelligence roll with a DC 12 or be pushed to defend them in perils or a cautious guard to let them pass. &lt;br /&gt;
&lt;br /&gt;
'''Madness in Paradise''': If the target is Charmed, the Succubus/Incubus is capable of feeding off of them, dealing 4 damage to their target, and healing 2 HP.&lt;br /&gt;
&lt;br /&gt;
'''Horror Beyond the Veil''': The succubus/incubus removes all disguises. Growing into a ferocious fury. All who are charmed are stunned for one round, and paralyzed for 2 rounds. Charmed targets are unable to be charmed further when this ability is activated.&lt;br /&gt;
&lt;br /&gt;
'''Hidden Ferocity''': The succubus/incubus grows claws, and is capable of attacking twice. Each dealing 1d2+1 damage per swing. &lt;br /&gt;
&lt;br /&gt;
'''Bound to Gula''': Succubus/Incubus must feed to reside within realms outside of Gula. When they haven’t eaten in 3 IC days, the Succubus/Incubus are incapable of using Seducer’s Chosen, and gain a -2 to all Strength attacks.&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
'''Crystal Shard'''&lt;br /&gt;
&lt;br /&gt;
* An item that hails from Gula. Can be used for Jewelry.&lt;br /&gt;
&lt;br /&gt;
'''Amulet of Desire'''&lt;br /&gt;
&lt;br /&gt;
* An amulet that is capable of charming foes. ''Can only be used in events.''&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6521</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6521"/>
		<updated>2024-10-05T15:29:34Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Bestiary&lt;br /&gt;
|Image = IncubusAI.png&lt;br /&gt;
|Class = Voidal&lt;br /&gt;
|Rarity = Epic&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 16&lt;br /&gt;
|STR = 14&lt;br /&gt;
|DEF = 6&lt;br /&gt;
|AGI = 8&lt;br /&gt;
|INT = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Succubi and Incubui’s origins remain a mystery within the lands. There lies several beliefs on what they are, some believing them to be the embodiment of desire itself, formed by the souls who only acted towards lust and greed in their past life, to potentially accursed spirits who were formed off of the souls of those who suffered by the hands of their lover in past life. Whether either of these beliefs is true, remains unknown. &lt;br /&gt;
&lt;br /&gt;
These creatures are known for their extremely powerful manipulation and horrid form of feast through the ecstasy of their victims. Whether it be turning the heart of a human to be illusioned into a steak, to planting and seeding a reality into one’s mind, dependent on their very want and desire, these demonic creatures know not of love, nor of any form of commitment outside of their ceaseless hunger to feast on the thoughts of those around them.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Succubi and Incubi are capable of becoming any person or being that their victim wishes to be with the art of illusionary work. Their innate connection to the lands of temptation and seduction itself allows them to mask real-world items for their host to perceive them as whatever they desire. Additionally, they are capable of even masking themselves, shapeshifting to befit the wants and desires of whomever they wish to feed off of.&lt;br /&gt;
&lt;br /&gt;
Outside of this glamor, the Succubi and Incubi look similar to the Tieflings, and Elves of the land. However, what stands out is their elongated horns that often curl backward or wave backward far beyond what tieflings usually tend to have. Alongside such, they will sometimes bear tails and pitch-black eyes with razor-sharp teeth beyond. Suited to have them tear apart their victim should they grow aware. One could say that these beings bear the form of people within the realm they’re placed in, but those who look closely cannot help but feel off by their appearances. Those who’ve interacted with the Succubi and Incubi tended to feel obligated to stay. Frozen between the two instincts of fight or flight.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
Succubi and Incubi often operate in benign form. Commonly, Succubi and Incubi exist within the lands of other planets due to their magic from Gula mainly. However, there have been cases where they are capable of tapping into Sylverix, depending on their affiliations. Nonetheless, these demonic humanoids hold one large motivation; to have Succubi and Incubi survive and flourish across the realms, a motivation that was forged by the lack of life within Gula, as it grows closer to being dubbed a ‘dead planet’, alongside their insatiable greed that their home planet could not hold on its own. These beings since then, have taken up arms to spread across the cosmos in search of conquering a new home planet for them to feed, and thrive off of.&lt;br /&gt;
&lt;br /&gt;
The Succubi and Incubi often take the form of whatever their host desires. Offering their potential host anything they could hope to have, but never obtained. Utilizing their innate gift of placing illusionary masks onto objects, they’re able to mask real-world items, to appear, smell, sound, and taste exactly to what the host wishes. From then on, the host will fall victim to the endless loop that Succubi or Incubi hold. After the first item, a deal is struck for them, one that the host will grow hard to refuse. These deals often hold loopholes for the Incubus or Succubus to utilize, and with every deal comes more, and more costs for the host. Eventually, the host will be entrapped in a world of their desires, their very being reaching a lifeless state as their very mind is stuck in a miasma of illusions, all placed within the control of the Incubus or Succubus to feed off of to maintain their connection to Gula. Should the host ever refuse a deal, the Succubi or Incubi will reach a violent state. Removing all disguises, and utilizing the moment of surprise to kill their host if they are found alone. &lt;br /&gt;
[[File:SuccubusAI.png|thumb|An Example of a Succubus]]&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
Succubi and Incubi exist mainly within Gula; the realm that they are bound to naturally. The society they hold is akin to an Empire, with the Twin Seducers as the Emperor/Empress of the lands. However, while their political structure may be similar, their lifestyle is far from. Gula remains a home and hell for those who reside in it. It has long since been seen as a near-dead planet due to the Incubi/Succubi’s parasitical nature and now has left the land’s denizens in disarray due to the lack of food that the world has offered, leaving The Twin Seducers to send the Succubus and Incubus of the realm to find a new home to satiate their need for survival and unending greed. Succubi and Incubi outside of Gula are often those fulfilling the wishes of the Twin Seducers, scouting lands and living off of them first to ensure the amount of prey that resides in it will be sufficient for their Empire to expand.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
'''Desire Incarnate''': By targeting one individual within 50m, the Succubus/Incubus is capable of shapeshifting objects to fit the desires of the target. Only the target and the Succubus/Incubus can see the illusion. This spell can also be placed onto the Succubus/Incubus themselves if they wish. The target must defeat an 18+ Intelligence roll or be Charmed, attacking anyone that proves to be a threat to the Succubus/Incubus. The Succubus/Incubus can only have one Charmed individual at a time.&lt;br /&gt;
&lt;br /&gt;
'''Seducer’s Chosen''': The succubus/Incubus’ unnatural beauty passively lends them the ability to be rather disarming and perceived as harmless. Those attracted to the Succubus/Incubus’s gender must beat an Intelligence roll with a DC 12 or be pushed to defend them in perils or a cautious guard to let them pass. &lt;br /&gt;
&lt;br /&gt;
'''Madness in Paradise''': If the target is Charmed, the Succubus/Incubus is capable of feeding off of them, dealing 4 damage to their target, and healing 2 HP.&lt;br /&gt;
&lt;br /&gt;
'''Horror Beyond the Veil''': The succubus/incubus removes all disguises. Growing into a ferocious fury. All who are charmed are stunned for one round, and paralyzed for 2 rounds. Charmed targets are unable to be charmed further when this ability is activated.&lt;br /&gt;
&lt;br /&gt;
'''Hidden Ferocity''': The succubus/incubus grows claws, and is capable of attacking twice. Each dealing 1d2+1 damage per swing. &lt;br /&gt;
&lt;br /&gt;
'''Bound to Gula''': Succubus/Incubus must feed to reside within realms outside of Gula. When they haven’t eaten in 3 IC days, the Succubus/Incubus are incapable of using Seducer’s Chosen, and gain a -2 to all Strength attacks.&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
'''Crystal Shard'''&lt;br /&gt;
&lt;br /&gt;
* An item that hails from Gula. Can be used for Jewelry.&lt;br /&gt;
&lt;br /&gt;
'''Amulet of Desire'''&lt;br /&gt;
&lt;br /&gt;
* An amulet that is capable of charming foes. ''Can only be used in events.''&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6520</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6520"/>
		<updated>2024-10-05T15:29:22Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Bestiary&lt;br /&gt;
|Image = IncubusAI.png&lt;br /&gt;
|Class = Voidal&lt;br /&gt;
|Rarity = Epic&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 16&lt;br /&gt;
|STR = 14&lt;br /&gt;
|DEF = 6&lt;br /&gt;
|AGI = 8&lt;br /&gt;
|INT = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Succubi and Incubui’s origins remain a mystery within the lands. There lies several beliefs on what they are, some believing them to be the embodiment of desire itself, formed by the souls who only acted towards lust and greed in their past life, to potentially accursed spirits who were formed off of the souls of those who suffered by the hands of their lover in past life. Whether either of these beliefs is true, remains unknown. &lt;br /&gt;
&lt;br /&gt;
These creatures are known for their extremely powerful manipulation and horrid form of feast through the ecstasy of their victims. Whether it be turning the heart of a human to be illusioned into a steak, to planting and seeding a reality into one’s mind, dependent on their very want and desire, these demonic creatures know not of love, nor of any form of commitment outside of their ceaseless hunger to feast on the thoughts of those around them.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Succubi and Incubi are capable of becoming any person or being that their victim wishes to be with the art of illusionary work. Their innate connection to the lands of temptation and seduction itself allows them to mask real-world items for their host to perceive them as whatever they desire. Additionally, they are capable of even masking themselves, shapeshifting to befit the wants and desires of whomever they wish to feed off of.&lt;br /&gt;
&lt;br /&gt;
Outside of this glamor, the Succubi and Incubi look similar to the Tieflings, and Elves of the land. However, what stands out is their elongated horns that often curl backward or wave backward far beyond what tieflings usually tend to have. Alongside such, they will sometimes bear tails and pitch-black eyes with razor-sharp teeth beyond. Suited to have them tear apart their victim should they grow aware. One could say that these beings bear the form of people within the realm they’re placed in, but those who look closely cannot help but feel off by their appearances. Those who’ve interacted with the Succubi and Incubi tended to feel obligated to stay. Frozen between the two instincts of fight or flight.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
Succubi and Incubi often operate in benign form. Commonly, Succubi and Incubi exist within the lands of other planets due to their magic from Gula mainly. However, there have been cases where they are capable of tapping into Sylverix, depending on their affiliations. Nonetheless, these demonic humanoids hold one large motivation; to have Succubi and Incubi survive and flourish across the realms, a motivation that was forged by the lack of life within Gula, as it grows closer to being dubbed a ‘dead planet’, alongside their insatiable greed that their home planet could not hold on its own. These beings since then, have taken up arms to spread across the cosmos in search of conquering a new home planet for them to feed, and thrive off of.&lt;br /&gt;
&lt;br /&gt;
The Succubi and Incubi often take the form of whatever their host desires. Offering their potential host anything they could hope to have, but never obtained. Utilizing their innate gift of placing illusionary masks onto objects, they’re able to mask real-world items, to appear, smell, sound, and taste exactly to what the host wishes. From then on, the host will fall victim to the endless loop that Succubi or Incubi hold. After the first item, a deal is struck for them, one that the host will grow hard to refuse. These deals often hold loopholes for the Incubus or Succubus to utilize, and with every deal comes more, and more costs for the host. Eventually, the host will be entrapped in a world of their desires, their very being reaching a lifeless state as their very mind is stuck in a miasma of illusions, all placed within the control of the Incubus or Succubus to feed off of to maintain their connection to Gula. Should the host ever refuse a deal, the Succubi or Incubi will reach a violent state. Removing all disguises, and utilizing the moment of surprise to kill their host if they are found alone. &lt;br /&gt;
[[File:SuccubusAI.png|thumb|An Example of a Succubus]]&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
Succubi and Incubi exist mainly within Gula; the realm that they are bound to naturally. The society they hold is akin to an Empire, with the Twin Seducers as the Emperor/Empress of the lands. However, while their political structure may be similar, their lifestyle is far from. Gula remains a home and hell for those who reside in it. It has long since been seen as a near-dead planet due to the Incubi/Succubi’s parasitical nature and now has left the land’s denizens in disarray due to the lack of food that the world has offered, leaving The Twin Seducers to send the Succubus and Incubus of the realm to find a new home to satiate their need for survival and unending greed. Succubi and Incubi outside of Gula are often those fulfilling the wishes of the Twin Seducers, scouting lands and living off of them first to ensure the amount of prey that resides in it will be sufficient for their Empire to expand.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
'''Desire Incarnate''': By targeting one individual within 50m, the Succubus/Incubus is capable of shapeshifting objects to fit the desires of the target. Only the target and the Succubus/Incubus can see the illusion. This spell can also be placed onto the Succubus/Incubus themselves if they wish. The target must defeat an 18+ Intelligence roll or be Charmed, attacking anyone that proves to be a threat to the Succubus/Incubus. The Succubus/Incubus can only have one Charmed individual at a time.&lt;br /&gt;
&lt;br /&gt;
'''Seducer’s Chosen''': The succubus/Incubus’ unnatural beauty passively lends them the ability to be rather disarming and perceived as harmless. Those attracted to the Succubus/Incubus’s gender must beat an Intelligence roll with a DC 12 or be pushed to defend them in perils or a cautious guard to let them pass. &lt;br /&gt;
&lt;br /&gt;
'''Madness in Paradise''': If the target is Charmed, the Succubus/Incubus is capable of feeding off of them, dealing 4 damage to their target, and healing 2 HP.&lt;br /&gt;
&lt;br /&gt;
'''Horror Beyond the Veil''': The succubus/incubus removes all disguises. Growing into a ferocious fury. All who are charmed are stunned for one round, and paralyzed for 2 rounds. Charmed targets are unable to be charmed further when this ability is activated.&lt;br /&gt;
&lt;br /&gt;
'''Hidden Ferocity''': The succubus/incubus grows claws, and is capable of attacking twice. Each dealing 1d2+1 damage per swing. &lt;br /&gt;
&lt;br /&gt;
'''Bound to Gula''': Succubus/Incubus must feed to reside within realms outside of Gula. When they haven’t eaten in 3 IC days, the Succubus/Incubus are incapable of using Seducer’s Chosen, and gain a -2 to all Strength attacks.&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
'''Crystal Shard'''&lt;br /&gt;
&lt;br /&gt;
* An item that hails from Gula. Can be used for Jewelry.&lt;br /&gt;
&lt;br /&gt;
'''Amulet of Desire'''&lt;br /&gt;
&lt;br /&gt;
* An amulet that is capable of charming foes. ''Can only be used in events.''&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:SuccubusAI.png&amp;diff=6519</id>
		<title>File:SuccubusAI.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:SuccubusAI.png&amp;diff=6519"/>
		<updated>2024-10-05T15:27:58Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Succubus AI&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:IncubusAI.png&amp;diff=6518</id>
		<title>File:IncubusAI.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:IncubusAI.png&amp;diff=6518"/>
		<updated>2024-10-05T15:27:13Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incubus AI&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6517</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6517"/>
		<updated>2024-10-05T15:20:29Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Bestiary&lt;br /&gt;
|Image = HabashAI.png&lt;br /&gt;
|Class = Voidal&lt;br /&gt;
|Rarity = Epic&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 14&lt;br /&gt;
|STR = 8&lt;br /&gt;
|DEF = 8&lt;br /&gt;
|AGI = 10&lt;br /&gt;
|INT = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Succubi and Incubui’s origins remain a mystery within the lands. There lies several beliefs on what they are, some believing them to be the embodiment of desire itself, formed by the souls who only acted towards lust and greed in their past life, to potentially accursed spirits who were formed off of the souls of those who suffered by the hands of their lover in past life. Whether either of these beliefs is true, remains unknown. &lt;br /&gt;
&lt;br /&gt;
These creatures are known for their extremely powerful manipulation and horrid form of feast through the ecstasy of their victims. Whether it be turning the heart of a human to be illusioned into a steak, to planting and seeding a reality into one’s mind, dependent on their very want and desire, these demonic creatures know not of love, nor of any form of commitment outside of their ceaseless hunger to feast on the thoughts of those around them.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Succubi and Incubi are capable of becoming any person or being that their victim wishes to be with the art of illusionary work. Their innate connection to the lands of temptation and seduction itself allows them to mask real-world items for their host to perceive them as whatever they desire. Additionally, they are capable of even masking themselves, shapeshifting to befit the wants and desires of whomever they wish to feed off of.&lt;br /&gt;
&lt;br /&gt;
Outside of this glamor, the Succubi and Incubi look similar to the Tieflings, and Elves of the land. However, what stands out is their elongated horns that often curl backward or wave backward far beyond what tieflings usually tend to have. Alongside such, they will sometimes bear tails and pitch-black eyes with razor-sharp teeth beyond. Suited to have them tear apart their victim should they grow aware. One could say that these beings bear the form of people within the realm they’re placed in, but those who look closely cannot help but feel off by their appearances. Those who’ve interacted with the Succubi and Incubi tended to feel obligated to stay. Frozen between the two instincts of fight or flight.&lt;br /&gt;
&lt;br /&gt;
Behavior&lt;br /&gt;
&lt;br /&gt;
Succubi and Incubi often operate in benign form. Commonly, Succubi and Incubi exist within the lands of other planets due to their magic from Gula mainly. However, there have been cases where they are capable of tapping into Sylverix, depending on their affiliations. Nonetheless, these demonic humanoids hold one large motivation; to have Succubi and Incubi survive and flourish across the realms, a motivation that was forged by the lack of life within Gula, as it grows closer to being dubbed a ‘dead planet’, alongside their insatiable greed that their home planet could not hold on its own. These beings since then, have taken up arms to spread across the cosmos in search of conquering a new home planet for them to feed, and thrive off of.&lt;br /&gt;
&lt;br /&gt;
The Succubi and Incubi often take the form of whatever their host desires. Offering their potential host anything they could hope to have, but never obtained. Utilizing their innate gift of placing illusionary masks onto objects, they’re able to mask real-world items, to appear, smell, sound, and taste exactly to what the host wishes. From then on, the host will fall victim to the endless loop that Succubi or Incubi hold. After the first item, a deal is struck for them, one that the host will grow hard to refuse. These deals often hold loopholes for the Incubus or Succubus to utilize, and with every deal comes more, and more costs for the host. Eventually, the host will be entrapped in a world of their desires, their very being reaching a lifeless state as their very mind is stuck in a miasma of illusions, all placed within the control of the Incubus or Succubus to feed off of to maintain their connection to Gula. Should the host ever refuse a deal, the Succubi or Incubi will reach a violent state. Removing all disguises, and utilizing the moment of surprise to kill their host if they are found alone. &lt;br /&gt;
&lt;br /&gt;
Habitat&lt;br /&gt;
&lt;br /&gt;
Succubi and Incubi exist mainly within Gula; the realm that they are bound to naturally. The society they hold is akin to an Empire, with the Twin Seducers as the Emperor/Empress of the lands. However, while their political structure may be similar, their lifestyle is far from. Gula remains a home and hell for those who reside in it. It has long since been seen as a near-dead planet due to the Incubi/Succubi’s parasitical nature and now has left the land’s denizens in disarray due to the lack of food that the world has offered, leaving The Twin Seducers to send the Succubus and Incubus of the realm to find a new home to satiate their need for survival and unending greed. Succubi and Incubi outside of Gula are often those fulfilling the wishes of the Twin Seducers, scouting lands and living off of them first to ensure the amount of prey that resides in it will be sufficient for their Empire to expand.&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Desire Incarnate: By targeting one individual within 50m, the Succubus/Incubus is capable of shapeshifting objects to fit the desires of the target. Only the target and the Succubus/Incubus can see the illusion. This spell can also be placed onto the Succubus/Incubus themselves if they wish. The target must defeat an 18+ Intelligence roll or be Charmed, attacking anyone that proves to be a threat to the Succubus/Incubus. The Succubus/Incubus can only have one Charmed individual at a time.&lt;br /&gt;
&lt;br /&gt;
Seducer’s Chosen: The succubus/Incubus’ unnatural beauty passively lends them the ability to be rather disarming and perceived as harmless. Those attracted to the Succubus/Incubus’s gender must beat an Intelligence roll with a DC 12 or be pushed to defend them in perils or a cautious guard to let them pass. &lt;br /&gt;
&lt;br /&gt;
Madness in Paradise: If the target is Charmed, the Succubus/Incubus is capable of feeding off of them, dealing 4 damage to their target, and healing 2 HP.&lt;br /&gt;
&lt;br /&gt;
Horror Beyond the Veil: The succubus/incubus removes all disguises. Growing into a ferocious fury. All who are charmed are stunned for one round, and paralyzed for 2 rounds. Charmed targets are unable to be charmed further when this ability is activated.&lt;br /&gt;
&lt;br /&gt;
Hidden Ferocity: The succubus/incubus grows claws, and is capable of attacking twice. Each dealing 1d2+1 damage per swing. &lt;br /&gt;
&lt;br /&gt;
Bound to Gula: Succubus/Incubus must feed to reside within realms outside of Gula. When they haven’t eaten in 3 IC days, the Succubus/Incubus are incapable of using Seducer’s Chosen, and gain a -2 to all Strength attacks.&lt;br /&gt;
&lt;br /&gt;
Drops&lt;br /&gt;
&lt;br /&gt;
Crystal Shard&lt;br /&gt;
&lt;br /&gt;
* An item that hails from Gula. Can be used for Jewelry.&lt;br /&gt;
&lt;br /&gt;
Amulet of Desire&lt;br /&gt;
&lt;br /&gt;
* An amulet that is capable of charming foes. Can only be used in events.&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6516</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6516"/>
		<updated>2024-10-05T15:18:42Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Introduction&lt;br /&gt;
The Succubi and Incubui’s origins remain a mystery within the lands. There lies several beliefs on what they are, some believing them to be the embodiment of desire itself, formed by the souls who only acted towards lust and greed in their past life, to potentially accursed spirits who were formed off of the souls of those who suffered by the hands of their lover in past life. Whether either of these beliefs is true, remains unknown. &lt;br /&gt;
&lt;br /&gt;
These creatures are known for their extremely powerful manipulation and horrid form of feast through the ecstasy of their victims. Whether it be turning the heart of a human to be illusioned into a steak, to planting and seeding a reality into one’s mind, dependent on their very want and desire, these demonic creatures know not of love, nor of any form of commitment outside of their ceaseless hunger to feast on the thoughts of those around them.&lt;br /&gt;
&lt;br /&gt;
Description&lt;br /&gt;
Succubi and Incubi are capable of becoming any person or being that their victim wishes to be with the art of illusionary work. Their innate connection to the lands of temptation and seduction itself allows them to mask real-world items for their host to perceive them as whatever they desire. Additionally, they are capable of even masking themselves, shapeshifting to befit the wants and desires of whomever they wish to feed off of.&lt;br /&gt;
&lt;br /&gt;
Outside of this glamor, the Succubi and Incubi look similar to the Tieflings, and Elves of the land. However, what stands out is their elongated horns that often curl backward or wave backward far beyond what tieflings usually tend to have. Alongside such, they will sometimes bear tails and pitch-black eyes with razor-sharp teeth beyond. Suited to have them tear apart their victim should they grow aware. One could say that these beings bear the form of people within the realm they’re placed in, but those who look closely cannot help but feel off by their appearances. Those who’ve interacted with the Succubi and Incubi tended to feel obligated to stay. Frozen between the two instincts of fight or flight.&lt;br /&gt;
&lt;br /&gt;
Behavior&lt;br /&gt;
Succubi and Incubi often operate in benign form. Commonly, Succubi and Incubi exist within the lands of other planets due to their magic from Gula mainly. However, there have been cases where they are capable of tapping into Sylverix, depending on their affiliations. Nonetheless, these demonic humanoids hold one large motivation; to have Succubi and Incubi survive and flourish across the realms, a motivation that was forged by the lack of life within Gula, as it grows closer to being dubbed a ‘dead planet’, alongside their insatiable greed that their home planet could not hold on its own. These beings since then, have taken up arms to spread across the cosmos in search of conquering a new home planet for them to feed, and thrive off of.&lt;br /&gt;
&lt;br /&gt;
The Succubi and Incubi often take the form of whatever their host desires. Offering their potential host anything they could hope to have, but never obtained. Utilizing their innate gift of placing illusionary masks onto objects, they’re able to mask real-world items, to appear, smell, sound, and taste exactly to what the host wishes. From then on, the host will fall victim to the endless loop that Succubi or Incubi hold. After the first item, a deal is struck for them, one that the host will grow hard to refuse. These deals often hold loopholes for the Incubus or Succubus to utilize, and with every deal comes more, and more costs for the host. Eventually, the host will be entrapped in a world of their desires, their very being reaching a lifeless state as their very mind is stuck in a miasma of illusions, all placed within the control of the Incubus or Succubus to feed off of to maintain their connection to Gula. Should the host ever refuse a deal, the Succubi or Incubi will reach a violent state. Removing all disguises, and utilizing the moment of surprise to kill their host if they are found alone. &lt;br /&gt;
&lt;br /&gt;
Habitat&lt;br /&gt;
Succubi and Incubi exist mainly within Gula; the realm that they are bound to naturally. The society they hold is akin to an Empire, with the Twin Seducers as the Emperor/Empress of the lands. However, while their political structure may be similar, their lifestyle is far from. Gula remains a home and hell for those who reside in it. It has long since been seen as a near-dead planet due to the Incubi/Succubi’s parasitical nature and now has left the land’s denizens in disarray due to the lack of food that the world has offered, leaving The Twin Seducers to send the Succubus and Incubus of the realm to find a new home to satiate their need for survival and unending greed. Succubi and Incubi outside of Gula are often those fulfilling the wishes of the Twin Seducers, scouting lands and living off of them first to ensure the amount of prey that resides in it will be sufficient for their Empire to expand.&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
Desire Incarnate: By targeting one individual within 50m, the Succubus/Incubus is capable of shapeshifting objects to fit the desires of the target. Only the target and the Succubus/Incubus can see the illusion. This spell can also be placed onto the Succubus/Incubus themselves if they wish. The target must defeat an 18+ Intelligence roll or be Charmed, attacking anyone that proves to be a threat to the Succubus/Incubus. The Succubus/Incubus can only have one Charmed individual at a time.&lt;br /&gt;
&lt;br /&gt;
Seducer’s Chosen: The succubus/Incubus’ unnatural beauty passively lends them the ability to be rather disarming and perceived as harmless. Those attracted to the Succubus/Incubus’s gender must beat an Intelligence roll with a DC 12 or be pushed to defend them in perils or a cautious guard to let them pass. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Madness in Paradise: If the target is Charmed, the Succubus/Incubus is capable of feeding off of them, dealing 4 damage to their target, and healing 2 HP.&lt;br /&gt;
&lt;br /&gt;
Horror Beyond the Veil: The succubus/incubus removes all disguises. Growing into a ferocious fury. All who are charmed are stunned for one round, and paralyzed for 2 rounds. Charmed targets are unable to be charmed further when this ability is activated.&lt;br /&gt;
&lt;br /&gt;
Hidden Ferocity: The succubus/incubus grows claws, and is capable of attacking twice. Each dealing 1d2+1 damage per swing. &lt;br /&gt;
&lt;br /&gt;
Bound to Gula: Succubus/Incubus must feed to reside within realms outside of Gula. When they haven’t eaten in 3 IC days, the Succubus/Incubus are incapable of using Seducer’s Chosen, and gain a -2 to all Strength attacks.&lt;br /&gt;
&lt;br /&gt;
Drops&lt;br /&gt;
Crystal Shard&lt;br /&gt;
An item that hails from Gula. Can be used for Jewelry.&lt;br /&gt;
Amulet of Desire&lt;br /&gt;
An amulet that is capable of charming foes. Can only be used in events.&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Undead&amp;diff=6515</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Undead&amp;diff=6515"/>
		<updated>2024-10-05T15:15:05Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Other Names&lt;br /&gt;
|Zombie, Walking corpse, Abomination&lt;br /&gt;
|-&lt;br /&gt;
|Specialty &lt;br /&gt;
|Chronic Disease&lt;br /&gt;
|-&lt;br /&gt;
|Classification&lt;br /&gt;
|Necropathology &lt;br /&gt;
|-&lt;br /&gt;
|Prognosis&lt;br /&gt;
|Lethal&lt;br /&gt;
|-&lt;br /&gt;
|Causes&lt;br /&gt;
|The revival of one’s corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Reconstructed, patched up, and forcibly brought back from the grave, the undead are the leftovers of the living. Reanimated bodies, torn from the embrace of death who had their eternal rest denied by the will of twisted necromancers who wished for them to continue existing. They are feared and reviled, seen as abominations that disrupt the balance of nature itself. These individuals now lack the life force that animated living creatures normally have. Instead, they are sustained by magic and the soul who got granted to them as some sort of battery for them to keep going.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“Those things are abominations we must stop, plain and simple! It is our mission to purge them all from this world, to ensure they don’t spread their disgusting corruption any further.”&lt;br /&gt;
&lt;br /&gt;
* '''An Attian guard stationed in Lunburg.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Infection Cycle ==&lt;br /&gt;
Initially, to become an undead, a person of any race must first die. However, the body needs to be in a decent condition; ashes or severely decomposed remains can’t be used for any kind of revival. That being said, the body can be restored if necessary, be it due to missing pieces or open injuries remaining in the corpse. A necromancer will find the corpse and cast a spell or activate an ability to reanimate the deceased. In the process, the necromancer may choose to grant the revived individual free will or bind them as a servant, permanently making their bodies dependent on magic as their new sustenance. Depending on the soul used at the revival process, the reanimated person will retain their memories and personality they once had in life. However, if the necromancer is using a different soul, the undead’s memory may flicker, leading to phantom memories of their new soul or gaps in the person’s past life. Regardless of the soul, there’s something that will always happen, and it is the transformation into a necromantic creature, gradually losing touch with their former self. &lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
As expected from a creature brought back from death, undead typically exhibit a wide range of different characteristics from one another. Still, there’s an invariably uncanny and almost inhuman vibe to their presence and a clear lack of living warmth, as they are as cold as a corpse. Adding to this, the appearance can vary depending on the corpse's condition at reanimation and the care taken by the necromancer who reanimated them. This variability means that while there are common traits among them, each has unique features, some undead even having bare-bone limbs connected to their bodies.&lt;br /&gt;
&lt;br /&gt;
An undead's skin is noticeably paler and has more opaque hues compared to the ones they had in life. Their eyes get hazy, betraying their state of undeath, often taking darker or duller shades of their original color, the sclera of their eyes may turn yellow, an olive green, a bloodshot red, and in some cases, the eye may even take a fully rotten appearance.&lt;br /&gt;
&lt;br /&gt;
One of the most remarkable features of the undead is their inability to regenerate their bodies or age naturally, which means they’re perpetually stuck in the physical state they were at the moment of death. The cause of death frequently leaves permanent marks, which may include stitches, scars, and open gashes unless these are healed through magical means, they will remain permanently. Because of these perpetual, and most of the time permanent scars, the movements of an undead might be stiff or jerky. &lt;br /&gt;
&lt;br /&gt;
=== Symptoms ===&lt;br /&gt;
Undead have a unique biology due to their altered state. Firstly, they are entirely free from the passage of time and do not age, allowing them to remain in a state of physical preservation. Their bodies neither deteriorate nor succumb to illness, being immune to all diseases that plague the living. However, with this comes the total loss of fertility, as undead creatures cannot reproduce or create life in any form. Poison also has no effect on them, as their systems no longer function in a way that can be affected by toxins. However, the lack of regenerative capabilities means that any damage they sustain must be repaired through external means, often requiring magical intervention to restore their bodies.&lt;br /&gt;
&lt;br /&gt;
Another defining feature of the undead is their physical numbness. They are largely unaware of typical sensations, such as touch or pain, which might seem like an advantage in battle. However, they are highly susceptible to magic. And overtime, there has been found another effect; mind deterioration. If an undead is neglected for long enough, their minds may begin to decay. Memories become fragmented and their thoughts more chaotic, and eventually, the sense of self may erode completely. Thus, while the undead may persist indefinitely, they require constant maintenance to avoid total collapse into madness.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Horse_-_1.0_Version&amp;diff=6514</id>
		<title>Horse - 1.0 Version</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Horse_-_1.0_Version&amp;diff=6514"/>
		<updated>2024-10-03T04:06:04Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Bestiary&lt;br /&gt;
|Image = Missing.png&lt;br /&gt;
|Class = Mammals&lt;br /&gt;
|Rarity = Common&lt;br /&gt;
|Size = Large&lt;br /&gt;
|HP = 8 '''(5)*'''&lt;br /&gt;
|STR = 14&lt;br /&gt;
|DEF = 3&lt;br /&gt;
|AGI = 6&lt;br /&gt;
|INT = 3&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
Always faithful companions of humans and elves, horses are one of the most important animals of Eden, and the most common means of land transportation.&lt;br /&gt;
&lt;br /&gt;
In both times of war and peace, horses carry riders, messages, and supplies to any location in Eden.&lt;br /&gt;
==Description==&lt;br /&gt;
The most common colors for Eden horses are shades of brown, gray, black and white, in some cases with of spots and dots. &lt;br /&gt;
&lt;br /&gt;
For the few who don't know how a horse looks like, horses have a long snout, wide nostrils, flexible ears, and big eyes. A long, thick mane blows with the wind, attached to the elegant neck, when the horse darts at great speed.&lt;br /&gt;
&lt;br /&gt;
The horse's chest, broad and muscular, is capable of carrying the heaviest weights with incredible resistance.&lt;br /&gt;
The communicative function of their furry tail is essential for wild horses that move in a herd.&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
The behavior of a domesticated horse is essentially that of a herbivore. Always restless and ready to dash away if a predator or threat appears.&lt;br /&gt;
&lt;br /&gt;
Wild horses generally have a more aggressive behavior, especially the males of the herd who in nature are the main ones responsible for defending the group.&lt;br /&gt;
&lt;br /&gt;
The leadership of the herd is instead assigned to a female (mare), generally also the most experienced, who maneuvers the herd from the rear and decides the possible behavior of the horses in the event of an attack.&lt;br /&gt;
&lt;br /&gt;
Horses more trained for battle are generally less prone to fear and their experience consists above all in following their rider's orders even in the deafening clamor of battle, even charging head-on a forest of pikes.&lt;br /&gt;
&lt;br /&gt;
It is natural for a trained horse to bond with its rider as wild horses do in the wild with their herdmates.&lt;br /&gt;
&lt;br /&gt;
Horses communicate by using their tails and by changing the pitch and volume of their neighing.&lt;br /&gt;
== Abilities ==&lt;br /&gt;
'''Runner''': A Horse can move twice when dashing (thus moving up to 3 times its base movement). The Rider can't normally perform actions in the same turn as his horse is using this ability.&lt;br /&gt;
&lt;br /&gt;
'''Hoof(Wild only)''': A wild horse can strike an attacker with a lightning strike of its very hard hoof, dealing 1d4+1 damage.&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
*'''Leather'''&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6513</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6513"/>
		<updated>2024-10-02T01:55:44Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Other Names&lt;br /&gt;
|Zombie, Walking corpse, Abomination&lt;br /&gt;
|-&lt;br /&gt;
|Specialty &lt;br /&gt;
|Chronic Disease&lt;br /&gt;
|-&lt;br /&gt;
|Classification&lt;br /&gt;
|Necropathology &lt;br /&gt;
|-&lt;br /&gt;
|Prognosis&lt;br /&gt;
|Lethal&lt;br /&gt;
|-&lt;br /&gt;
|Causes&lt;br /&gt;
|The revival of one’s corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Reconstructed, patched up, and forcibly brought back from the grave, the undead are the leftovers of the living. Reanimated bodies, torn from the embrace of death who had their eternal rest denied by the will of twisted necromancers who wished for them to continue existing. They are feared and reviled, seen as abominations that disrupt the balance of nature itself. These individuals now lack the life force that animated living creatures normally have. Instead, they are sustained by magic and the soul who got granted to them as some sort of battery for them to keep going.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“Those things are abominations we must stop, plain and simple! It is our mission to purge them all from this world, to ensure they don’t spread their disgusting corruption any further.”&lt;br /&gt;
&lt;br /&gt;
* '''An Attian guard stationed in Lunburg.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Infection Cycle ==&lt;br /&gt;
Initially, to become an undead, a person of any race must first die. However, the body needs to be in a decent condition; ashes or severely decomposed remains can’t be used for any kind of revival. That being said, the body can be restored if necessary, be it due to missing pieces or open injuries remaining in the corpse. A necromancer will find the corpse and cast a spell or activate an ability to reanimate the deceased. In the process, the necromancer may choose to grant the revived individual free will or bind them as a servant, permanently making their bodies dependent on magic as their new sustenance. Depending on the soul used at the revival process, the reanimated person will retain their memories and personality they once had in life. However, if the necromancer is using a different soul, the undead’s memory may flicker, leading to phantom memories of their new soul or gaps in the person’s past life. Regardless of the soul, there’s something that will always happen, and it is the transformation into a necromantic creature, gradually losing touch with their former self. &lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
As expected from a creature brought back from death, undead typically exhibit a wide range of different characteristics from one another. Still, there’s an invariably uncanny and almost inhuman vibe to their presence and a clear lack of living warmth, as they are as cold as a corpse. Adding to this, the appearance can vary depending on the corpse's condition at reanimation and the care taken by the necromancer who reanimated them. This variability means that while there are common traits among them, each has unique features, some undead even having bare-bone limbs connected to their bodies.&lt;br /&gt;
&lt;br /&gt;
An undead's skin is noticeably paler and has more opaque hues compared to the ones they had in life. Their eyes get hazy, betraying their state of undeath, often taking darker or duller shades of their original color, the sclera of their eyes may turn yellow, an olive green, a bloodshot red, and in some cases, the eye may even take a fully rotten appearance.&lt;br /&gt;
&lt;br /&gt;
One of the most remarkable features of the undead is their inability to regenerate their bodies or age naturally, which means they’re perpetually stuck in the physical state they were at the moment of death. The cause of death frequently leaves permanent marks, which may include stitches, scars, and open gashes unless these are healed through magical means, they will remain permanently. Because of these perpetual, and most of the time permanent scars, the movements of an undead might be stiff or jerky. &lt;br /&gt;
&lt;br /&gt;
=== Symptoms ===&lt;br /&gt;
Undead have a unique biology due to their altered state. Firstly, they are entirely free from the passage of time and do not age, allowing them to remain in a state of physical preservation. Their bodies neither deteriorate nor succumb to illness, being immune to all diseases that plague the living. However, with this comes the total loss of fertility, as undead creatures cannot reproduce or create life in any form. Poison also has no effect on them, as their systems no longer function in a way that can be affected by toxins. However, the lack of regenerative capabilities means that any damage they sustain must be repaired through external means, often requiring magical intervention to restore their bodies.&lt;br /&gt;
&lt;br /&gt;
Another defining feature of the undead is their physical numbness. They are largely unaware of typical sensations, such as touch or pain, which might seem like an advantage in battle. However, they are highly susceptible to magic. And overtime, there has been found another effect; mind deterioration. If an undead is neglected for long enough, their minds may begin to decay. Memories become fragmented and their thoughts more chaotic, and eventually, the sense of self may erode completely. Thus, while the undead may persist indefinitely, they require constant maintenance to avoid total collapse into madness.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6512</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6512"/>
		<updated>2024-10-02T01:55:29Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Other Names&lt;br /&gt;
|Zombie, Walking corpse, Abomination&lt;br /&gt;
|-&lt;br /&gt;
|Specialty &lt;br /&gt;
|Chronic Disease&lt;br /&gt;
|-&lt;br /&gt;
|Classification&lt;br /&gt;
|Necropathology &lt;br /&gt;
|-&lt;br /&gt;
|Prognosis&lt;br /&gt;
|Lethal&lt;br /&gt;
|-&lt;br /&gt;
|Causes&lt;br /&gt;
|The revival of one’s corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Reconstructed, patched up, and forcibly brought back from the grave, the undead are the leftovers of the living. Reanimated bodies, torn from the embrace of death who had their eternal rest denied by the will of twisted necromancers who wished for them to continue existing. They are feared and reviled, seen as abominations that disrupt the balance of nature itself. These individuals now lack the life force that animated living creatures normally have. Instead, they are sustained by magic and the soul who got granted to them as some sort of battery for them to keep going.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“Those things are abominations we must stop, plain and simple! It is our mission to purge them all from this world, to ensure they don’t spread their disgusting corruption any further.”&lt;br /&gt;
&lt;br /&gt;
* '''An Attian guard stationed in Lunburg.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Infection Cycle ==&lt;br /&gt;
Initially, to become an undead, a person of any race must first die. However, the body needs to be in a decent condition; ashes or severely decomposed remains can’t be used for any kind of revival. That being said, the body can be restored if necessary, be it due to missing pieces or open injuries remaining in the corpse. A necromancer will find the corpse and cast a spell or activate an ability to reanimate the deceased. In the process, the necromancer may choose to grant the revived individual free will or bind them as a servant, permanently making their bodies dependent on magic as their new sustenance. Depending on the soul used at the revival process, the reanimated person will retain their memories and personality they once had in life. However, if the necromancer is using a different soul, the undead’s memory may flicker, leading to phantom memories of their new soul or gaps in the person’s past life. Regardless of the soul, there’s something that will always happen, and it is the transformation into a necromantic creature, gradually losing touch with their former self. &lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
As expected from a creature brought back from death, undead typically exhibit a wide range of different characteristics from one another. Still, there’s an invariably uncanny and almost inhuman vibe to their presence and a clear lack of living warmth, as they are as cold as a corpse. Adding to this, the appearance can vary depending on the corpse's condition at reanimation and the care taken by the necromancer who reanimated them. This variability means that while there are common traits among them, each has unique features, some undead even having bare-bone limbs connected to their bodies.&lt;br /&gt;
&lt;br /&gt;
An undead's skin is noticeably paler and has more opaque hues compared to the ones they had in life. Their eyes get hazy, betraying their state of undeath, often taking darker or duller shades of their original color, the sclera of their eyes may turn yellow, an olive green, a bloodshot red, and in some cases, the eye may even take a fully rotten appearance.&lt;br /&gt;
&lt;br /&gt;
One of the most remarkable features of the undead is their inability to regenerate their bodies or age naturally, which means they’re perpetually stuck in the physical state they were at the moment of death. The cause of death frequently leaves permanent marks, which may include stitches, scars, and open gashes unless these are healed through magical means, they will remain permanently. Because of these perpetual, and most of the time permanent scars, the movements of an undead might be stiff or jerky. &lt;br /&gt;
&lt;br /&gt;
=== Symptoms ===&lt;br /&gt;
Undead have a unique biology due to their altered state. Firstly, they are entirely free from the passage of time and do not age, allowing them to remain in a state of physical preservation. Their bodies neither deteriorate nor succumb to illness, being immune to all diseases that plague the living. However, with this comes the total loss of fertility, as undead creatures cannot reproduce or create life in any form. Poison also has no effect on them, as their systems no longer function in a way that can be affected by toxins. However, the lack of regenerative capabilities means that any damage they sustain must be repaired through external means, often requiring magical intervention to restore their bodies.&lt;br /&gt;
&lt;br /&gt;
Another defining feature of the undead is their physical numbness. They are largely unaware of typical sensations, such as touch or pain, which might seem like an advantage in battle. However, they are highly susceptible to magic. And overtime, there has been found another effect; mind deterioration. If an undead is neglected for long enough, their minds may begin to decay. Memories become fragmented and their thoughts more chaotic, and eventually, the sense of self may erode completely. Thus, while the undead may persist indefinitely, they require constant maintenance to avoid total collapse into madness.&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6511</id>
		<title>User:Littlebuggie</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Littlebuggie&amp;diff=6511"/>
		<updated>2024-10-02T01:44:51Z</updated>

		<summary type="html">&lt;p&gt;Littlebuggie: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Littlebuggie</name></author>
	</entry>
</feed>