Wood Elves: Difference between revisions

From Fables and Fantasy Wiki
Jump to navigation Jump to search
No edit summary
 
(15 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Races
{{Races
|Image = Wood-elf-wiki.png
|Image = WelfAI.jpg
|Name = Azari’cerr (Wood Elves)
|Name = Azari’cerr (Wood Elves)
|Pronunciation = Azaa-rie ser
|Pronunciation = Azaa-rie ser
Line 6: Line 6:
|Nicknames = Azira'cerr, Wood Elf
|Nicknames = Azira'cerr, Wood Elf
|Languages = Common, Azari Linguae
|Languages = Common, Azari Linguae
|Average Height = 1.70m - 1.93m (5’7" - 6’3")
|Average Height = 1.70m - 1.93m (5’7" - 6’4")
|Average Weight = 52kg to 88kg (115lbs - 194lbs)
|Average Weight = 52kg to 88kg (115lbs - 194lbs)
|Maximum Age = ~400 Years Old
|Maximum Age = ~450 Years Old
|STR = +1
|STR = +1
|DEF = +0
|DEF = +0
Line 15: Line 15:
}}
}}
== Introduction ==
== Introduction ==
They are the watchers of the wood, the gale that howls through the canopies. They are the fury of the wild. As changeable as weather, as merciless as nature itself. They are the Azari’cerr, vengeful untamed Azari of terrifying power, and to any who enter their lands unbidden, they are dead.
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.  


''“Even the bravest of warriors have learned to fear the vast tracts of woodland that can be found throughout the realms of the Elves. 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 Amber Woods. Many who enter Myln Arbor never come out again, and thus do the wise learn to shun the deep woods of The Glade of Dragons.” - Klaus Gerbrandt, Imperial Emissary.''
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.


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.


__TOC__
As outsiders traverse through their home territory, the Azari’cerr are ready to attack. Though silently and without much trace.
 
{| class="wikitable"
== Appearance ==
|+
The Wood Elves, or Azari’cerr as they call themselves are moderately tall Amber-skinned people that reside within the confines of the Amber Forest of Myln Arbor which is situated to the east of Eden’s tail in the Glade of Dragons. The average male can grow up to 1,93 meters tall with females usually being slightly shorter than that. The Azari’cerr usually have brown, black, or red hair and cannot grow facial hair. Their eye color ranges from shades of brown, green, and amber, and rarely seen cases of amethyst purple. The most distinguishing feature of an Elf is a pair of long ears with a pointed tip. Elven ears grow to an average of 15 centimeters.  
| colspan="4" |“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.
'''- Jander Balker, Traveling Hinterlander through Mapledale.'''
|}


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 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.
== Character Creation ==


While the Azari’cerr do count in common years, it is not unheard of to hear a particularly conservative Azari’cerr still using Elven years and refusing to recognize the imperial system as a valid alternative. 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 300-400 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 250.
=== Appearance ===
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.  


After one of the Azari’cerr dies, their body dissolves into what is known as a soul seed. This is seen as the start of the process of rebirth and becoming one with the Father, Kharash, and the Amber Tree. When these soul seeds start growing once more. The Azari’cerr will have transformed into what is known as a Sylvani and the cycle of rebirth continues once more.
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.


== Language ==
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.  
Elves generally speak the common tongue. Through its extreme popularity, this language has been adopted and normalized in Elven culture. Like their cousins in Aerial, the Azari’cerr use a combination of the common tongue and the ancient elven language.


Although a mostly forgotten one, with scholars rediscovering snippets of the ancient elven language, elven communities have begun to incorporate the vocabulary of the language into daily occasions.
The Azari’cerr are a tanned race. As most are hard workers, they spend countless time outside. They prefer it most to being inside.


Below is a list of frequently used ancient elven words that found their way into common speech:
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.
[[File:Screenshot 2024-04-02 at 15.16.39.png|none|thumb|461x461px|A simple selection of skin tones for the average Wood Elf.]]


=== Language ===
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. 
{| class="wikitable"
{| class="wikitable"
|+
! colspan="6" |Azari Linguae: Quick Guide
|-
! colspan="2" |<u>Greetings</u>
! colspan="2" |<u>Greetings</u>
! colspan="2" |<u>Races</u>
! colspan="2" |<u>Titles</u>
|-
|-
!Elvish
!Common
!Elvish
!Common
!Elvish
!Elvish
!Common
!Common
Line 47: Line 60:
|Vale
|Vale
|Hello/Greetings
|Hello/Greetings
|Azari
|Elf
|Khari'cerr
|Wild Father/Guardian
|-
|-
|Vale’tar  
|Vale’tar
|Farewell
|Farewell
|Azari’cill
|High Elf/Pure Elf
|Lla'viltir
|Head of Military
|-
|-
|Fílo(s)
|Fílo(s)
|Friend(s)
|Friend(s)
|-
! colspan="2" |<u>Races</u>
|-
|Azari
|Elf
|-
|Azari’cill
|High Elf/Pure Elf
|-
|Azari’cerr
|Azari’cerr
|Wood Elf/Wild Elf
|Wood Elf/Wild Elf
|Tericyées
|Chief
|-
|-
! colspan="2" rowspan="12" |
|Azari’lunn
|Azari’lunn
|Dark Elf/Moon Elf
|Dark Elf/Moon Elf
|Tri'cilus
|Captain
|-
|-
|Azari’soll
|Azari’soll
|Fire Elf/Sun Elf
|Fire Elf/Sun Elf
|Theri'cerr
|Sentinel of the Wilderness
|-
|-
|Dur’arum
|Dur’arum
|Denur
|Denur
|Visera
|Minister
|-
|-
|Vari(s)
|Vari(s)
|Human(s)
|Human(s)
|Ar’mágoi
|Arch-Mage/Spellcaster
|-
|-
|Ghesiri(s)
|Ghesiri(s)
|Faulskins(s)
|Faulskins(s)
|Mágoi
|Mage/Spellcaster
|-
|-
|De’nevir
|De’nevir
|Tiefling
|Tiefling
|-
! colspan="2" |<u>Titles</u>
|-
|Khari’cerr
|The wild Father/Chieftain
|-
|Therri’cerr
|Sentinel of the Wilderness
|-
|Tricilus
|Chief
|-
|Bessi’inn
|Blessed one
|-
|Kal'cellenni
|Spiritwalker
|-
|Visera
|Minister
|-
|Ar’mágoi
|Arch-Mage/Spellcaster
|-
|Mágoi
|Mage/Spellcaster
|-
|Scinar(i)’cilus
|Scinar(i)’cilus
|High Priest(ess)
|High Priest(ess)
|-
|-
! colspan="2" rowspan="6" |
|Scinari
|Scinari
|Priestess
|Priestess
Line 118: Line 117:
|Priest
|Priest
|-
|-
|Scini  
|Scini
|(Older) Student
|(Older) Student
|-
|-
|Scin
|Scin
|(Young) Student
|(Young) Student
|-
|Bessi’inn
|Blessed one
|-
|-
|Medi’cilus
|Medi’cilus
Line 128: Line 130:
|}
|}


== Culture ==
=== Naming Schemes ===
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.


=== <u>Structure of Elven Society</u> ===
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.
Azari’cerr society revolves around what is known as the seasons of rebirth. The life of the Azari’cerr is seen as simply being the first step on their journey to become one with the Amber Forest and appeasing what is known as The Father. Many Wood Elf celebrations and festivals are tailored toward the cycle of rebirth and the worship of the Father and the Amber Tree. When the Azari’cerr celebrate, they all gather in the sanctuary of the Amber Tree and the direct surroundings. Plenty of drinks and smokeable items are available across festival grounds.  
{| class="wikitable"
|+
|'''Examples of Wood Elven surnames:''' Auril, Cerill, Delarus, Erd’ale, Faesatra, Mylin, Pineblossom, Roseshade, Vidarr.
|}
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
{| class="wikitable"
|+
|'''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.
|}


The feast of rebirth is often seen as the most important of these celebrations. This is a seasonal celebration that takes place towards the end of a season during which soul seeds that are ready to be harvested are collected and birthed into a new generation of Sylvani, the guardians of the forest. Those of the Sylvani class are the rulers of the Azari’cerr and act as emissaries of Kharash, the ruler of all of Myln Arbor. They communicate to the Gods through what is known as the world roots which is a network of roots and vines that flow from the Amber Tree. The Sylvani can tap into that network by merely standing on the roots and using them to communicate the will of the Father to his children.
=== Cultures ===
Nations and cultures in which the Wood Elven race is present sorted by dominance.
{| class="wikitable"
|-
![[File:MitronaAi.png|frameless|200x200px]]
![[The Woodland Realm of Mitrona]]
|Even the bravest of warriors have learned to fear the vast tracts of woodland that can be found throughout the realms of Eden. Surrounded by trees, it is all too easy to get disoriented and lost, but there is a more primal dread at work. In the forest, no one can ever be sure what is lurking just out of sight. Sounds are muffled, yet noises seem to come from everywhere – the snapping of twigs, a sinister rustling of leaves, and the creaking of the wind-stirred canopy above. Nowhere to hide, nowhere to run. Nothing to hear you besides the elemental wrath of the Azari’cerr. These people are highly-skilled elves with centuries of experience in their home environment, the forest. Once an outsider enters Myln Arbor - The mystical forest most of these people call home - it is unlikely he will leave in one piece.
|-
![[File:Image.png|frameless|200x200px]]
![[The Enlightened Kingdom of Luminion]]
|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.
|}


The Greatest of all the Sylvani gets chosen to become the Khari’cerr, a ceremony is held once the previous Chieftain passes away. During this, the soul seed of the fallen Sylvani is put to rest under the Amber Tree in the inner sanctuary to become one with the tree. Then a great duel is held between the leaders of each Sylvani sanctuary to decide who the next Khari’cerr will be.
== World View ==
{| class="wikitable"
![[File:AverageChad.png|frameless|200x200px]]
!On Attians...
|'''Negative'''


The Khari’cerr is the voice of Father Kharash himself and is closest to what a Demigod would be in the Azari’cerr society. The strength, durability, and uncompromising resolve of the Khari’cerr force the respect of even the most powerful leaders outside the woods. The rule of the next Azari’cerr is greatly influenced by the season the soul seed hatched in. Khari’cerrs who hail from the warm season of Eden’s Shine usually are welcoming and generous. In contrast, those who hail are born during Lilith’s Veil are usually bitter and mistrustful of even their closest allies.
“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."
Yet the Azari’cerr is ultimately a force of order, yet their temper is as unpredictable as the force of nature itself. Where they fought along the side of their Azari’cill brothers in the past to beat back the Azari’lunn, who, according to the ‘color offset the balance of natural order within the Glade of Dragons, they would not hesitate to turn on their allies on a whim if they feel like they are disturbing the natural order of the woods.


'''<u>Expression and Art</u>'''
* Pallar Erd’ale, a Warrior from Mitrona.
|-
![[File:AverageSadge.png|frameless|200x200px]]
!On Hinterlanders…
|'''Slightly Negative'''


Pieces of art that are commonly found in the Kingdoms of the Azari'cerr and the Sylvani are large murals, masterfully decorated pots, and wooden sculptures. The murals often depict scenes of great importance from ages long gone, previous leaders, other important figures, and legendary beasts and creatures that, according to the ‘cerr reside in the deepest parts of the woods. Pots are made from colored clays and are often used in worship and ceremonies rather than as simple decoration. Small sculptures are made out of simple materials that most people have access to, such as wood and clay. Azari’cerr in particular likes to decorate their pots and sculptures with little pebble-sized Amber pieces.
“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.


Song and dance are common forms of self-expression that are often seen during festivals and more common celebrations. Songs about great achievements in previous conflicts and rebirth are often heard throughout festivals. Those songs are supported by preferably string or flute instruments.
* Hythor Branchborn, Festival Worker in Sunscape.
|-
|[[File:KhadanMale.png|frameless|200x200px]]
!On the Khadan…
|'''Neutral'''


{|
“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.
|style="text-align: center; !important;;"| ''——— <br> Here in the thickest forest, <br> So dark, so deep, <br> We offer all blackest sleep. <br> It is always night, and never day, <br> Those who enter shall be our prey. <br> We will bury you where none can see, <br> A gift of life to feed a tree. <br> So dark, so deep. <br> <br> - Translated excerpt of an Azari’cerr song heard <br> on the bounds of the Amber Woods. <br> ———''
|}


=== <u>Romance & Marriage</u> ===
* Raelynn Sporeblossom, Salus Limin Shop Owner.
The idea of falling in love is a common Azari’cerr occurrence. Romance is highly encouraged and sought out to find a lifelong partner. Gifts such as flowers, platters of food, and Amber jewelry are all common signs of affection. They are big on having date spots and spending time with one another at the top of trees and mountain cliffs. When an Azari’cerr is ready for marriage they must bring them under the Amber tree with an offering and ask their significant other to be soulmates. When there is a rejection under the tree the Azar’cerr believe that it is a sign that the couple was never meant to be. Though when the proposal is successful there is no celebration until their wedding day. Relationships became so common that celebrating too early was seen as a waste of food and resources. Despite how common romance happens, divorce is an absolute vice for insulting their promise under the Amber Tree.
|-
![[File:HighElfMan.png|frameless|200x200px]]
!On High Elves…
|'''Neutral'''


“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.”


=== <u>Life & Reproduction </u> ===
* Céus Festrea, Mitronian Bartender.
Due to their Azari roots, the Azari’cerr are blessed with long lives and slow aging processes. Though out of the three elven races the Azari’cerr tends to live the longest to around 400. This is due to their exceptional physical shape and eating habits engraved in the culture. They are brave. They are not afraid of death but will survive as long as they can to prove their strength to Kharash.  In Azari’cerr culture, the average couple is encouraged to have around 3-4 children. Unlike their Azari brethren, most Azari’cerrs do not go out of their way to celebrate newborns. To them, it is simply a normal function of life. However, it is traditional to have a priest bless the child with what the parents wish to come out of their kin. Typically parents ask the priest to bless their child with strength and perseverance to produce forest warriors. The elven reproduction system is the same as a high elf, it is complicated. Female elves are only fertile one season per common year, during The Emerald Dusk, and only become fertile around their 120th and remain fertile up until the age of around 400. Males tend to lose their fertility a little earlier, around 350. The pregnancy of an Azari’cerr is slightly shorter than a ‘cill and lasts around 7 months.
|-
![[File:DarkElf.png|frameless|200x200px]]
!On Dark Elves…
|'''Slightly Negative'''


<u>'''Naming'''</u>
“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."


Azari’cerr are given their names at birth by both their parents. Most of these names are chosen based on the season the child is born in as a way to reflect on what they may one day ultimately become after their second birth. Parents tend to also mix in a bit of their own name to continue their lineage through their offspring. Bits of the Elven seasonal names are incorporated into the name. This, for example, results in ‘cerr born in the Amber Dawn to have their name start with ''“Myth or Mythin”'' which comes from the season's name, ''Mythin’thirr.''
* Faey Mylin, Scholar in Mitrona.
|-
![[File:DenurManAI.png|frameless|200x200px]]
!On Denur…
|'''Neutral'''


=== <u>Death & Funerals</u> ===
“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.
When a wood elf dies, the proceeding very much depends on how he died. There are three classifications for how wood elves can die and how to proceed:
*'''Death in Battle'''
:: The first sort of death, Death in Battle, is generally seen as the most honorable cause of death. Elves who die like this receive the biggest funerals, often with high-ranking priests present. These funerals are often devoted to Urræm Tímih, the spirit of Honor. Death in Battle is seen as glorious, and warriors are often buried with beautiful body paint all over their corpses. When an elf dies due to poisoning, a ritual is performed to cleanse his body before his funeral.


*'''Death by Wildness'''
* Myth’ley Auril, Wood Elven Hunter.
:: The second sort of death, death by the wilderness (beasts, plants, starving, etc), is seen as the least honorable on this list. It's generally understood as a failure to live with the gifts of Kharash, and a waste of a good elven life. Such funerals are often only attended by an amateur preacher or low-ranking priest. Nevertheless, these funerals often see the biggest amounts of mourning elves, due to a belief based on a book from the Age of Enlightenment. This book describes a ritual, where a wood elf who died "too early" (Meaning from starvation or other health problems, not in Battle and not of old age), is placed on an altar and decorated with herbs and flowers from the forest. Then, a large crowd that has gathered to attend the funeral starts to loudly chant an ancient prayer to Gèneiv Adey'ta, the spirit of Generosity. The book then describes how a beautiful spirit then appears over the body and revives the wood elf, releasing him from his dishonorable death. This, of course, has never been documented and there is no proof that such a ritual actually worked. But the wood elves don't let that disturb them, it is commonly believed that one day, Gèneiv Adey'ta will appear and revive a wood elf. To give the spirit the opportunity to appear, a large crowd gathers at funerals of this sort and performs the ritual as described in the book. As hard as they may have tried, it never worked. The ritual's failure is most commonly blamed on Fineall and the dark elven influence in Eden, but during the past few decades, humans have been named the cause more often than ever before.
|-
![[File:HalflingAIMan.png|frameless|200x200px]]
!On Halflings…
|'''Neutral'''


*'''Death of Old Age'''
“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.
:: The third sort of death, death of old age, is taken as natural and highly respected. When a wood elf doesn’t die in battle, it’s not, as in other cultures, seen as a bad thing, but as almost equally honorable. Wood-elven society simply sees the death of old age as a beautiful conclusion to a long, fulfilled life. On one hand, such death is still incredibly sad, but since a death of old age, when looking at elves at least, is usually predictable weeks prior to the actual death, it’s not as sad as we are used to from other elven funerals. Most elves will visit the dying person in the weeks before his death and tell them their personal goodbye. So these sorts of funerals are significantly less sad than all others. Sometimes, the funeral is even followed by a small festivity to dignify and celebrate the elf’s life.


* Soli Faestar, Dockworker in Salus Limin.
|-
![[File:OrcGrrrMan.png|frameless|200x200px]]
!On Orcs…
|'''Negative'''


== History ==
“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.”


[[The Mystical Empire of Mitrona]]
* Aeden Cerrill, Mitronian Guard.
|-
![[File:GreedyLilThing.png|frameless|200x200px]]
!On Goblins…
|'''Negative'''


“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.”


* Maeryn Silvas, Salus Limin Marine.
|-
![[File:TieflingPorple.png|frameless|200x200px]]
!On Tieflings…
|'''Friendly'''
“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…”
* Freyr Leaftale, Herbalist in Myln Arbor.
|}
== Character Traits ==
Upon creation of a Wood Elf character, you can pick two of the following traits for your character to reflect their background.
{| class="wikitable"
! colspan="2" |Racial Traits - Wood Elf
|-
!Nightseer
|Players with this trait get the night vision effect when entering dark spaces and during the night.
|-
!Aspect of The Amber Dawn
|Players with this trait double the amount of attacks on ranged weapons during the season Amber Dawn.
Outside of The Amber Dawn characters with this trait may use this effect once per CRP engagement.
|-
!Aspect of Eden's Shine
|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).
Outside of Eden's Shine characters with this trait may use this effect once per CRP engagement.
|-
!Aspect of The Emerald Dusk
|Players with this trait can use the action "healing burst" which heals DE HP to everyone within 3 meter range during the season The Emerald Dusk.
Outside of The Emerald Dusk characters with this trait may use this action once per CRP engagement.
|-
!Aspect of Lilith's Veil
|Players with this trait know the "Ice Maiden's Kiss" spell without needing to be a spellcaster during the season Lilith's Veil.
Outside of Liliths Veil characters with this trait can attempt to cast this spell once per CRP engagement.
|}


__NOTOC__


{{Navtable_Races|class="mw-collapsible"}}
{{Navtable_Races|class="mw-collapsible"}}

Latest revision as of 06:38, 25 October 2024

Azari’cerr (Wood Elves)
WelfAI.jpg
Pronunciation Azaa-rie ser
Classification Elf
Nicknames Azira'cerr, Wood Elf
Languages Common, Azari Linguae
Average Height 1.70m - 1.93m (5’7" - 6’4")
Average Weight 52kg to 88kg (115lbs - 194lbs)
Maximum Age ~450 Years Old
Stat Bonuses

+1 Strength

+0 Defense

+3 Agility

+0 Intelligence

Introduction

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.

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.

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.

As outsiders traverse through their home territory, the Azari’cerr are ready to attack. Though silently and without much trace.

“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.”

- Jander Balker, Traveling Hinterlander through Mapledale.

Character Creation

Appearance

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.

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.

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.

The Azari’cerr are a tanned race. As most are hard workers, they spend countless time outside. They prefer it most to being inside.

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.

A simple selection of skin tones for the average Wood Elf.

Language

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.

Azari Linguae: Quick Guide
Greetings Races Titles
Elvish Common Elvish Common Elvish Common
Vale Hello/Greetings Azari Elf Khari'cerr Wild Father/Guardian
Vale’tar Farewell Azari’cill High Elf/Pure Elf Lla'viltir Head of Military
Fílo(s) Friend(s) Azari’cerr Wood Elf/Wild Elf Tericyées Chief
Azari’lunn Dark Elf/Moon Elf Tri'cilus Captain
Azari’soll Fire Elf/Sun Elf Theri'cerr Sentinel of the Wilderness
Dur’arum Denur Visera Minister
Vari(s) Human(s) Ar’mágoi Arch-Mage/Spellcaster
Ghesiri(s) Faulskins(s) Mágoi Mage/Spellcaster
De’nevir Tiefling Scinar(i)’cilus High Priest(ess)
Scinari Priestess
Scinar Priest
Scini (Older) Student
Scin (Young) Student
Bessi’inn Blessed one
Medi’cilus Doctor/Medic

Naming Schemes

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.

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.

Examples of Wood Elven surnames: Auril, Cerill, Delarus, Erd’ale, Faesatra, Mylin, Pineblossom, Roseshade, Vidarr.

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

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.

Cultures

Nations and cultures in which the Wood Elven race is present sorted by dominance.

MitronaAi.png The Woodland Realm of Mitrona Even the bravest of warriors have learned to fear the vast tracts of woodland that can be found throughout the realms of Eden. Surrounded by trees, it is all too easy to get disoriented and lost, but there is a more primal dread at work. In the forest, no one can ever be sure what is lurking just out of sight. Sounds are muffled, yet noises seem to come from everywhere – the snapping of twigs, a sinister rustling of leaves, and the creaking of the wind-stirred canopy above. Nowhere to hide, nowhere to run. Nothing to hear you besides the elemental wrath of the Azari’cerr. These people are highly-skilled elves with centuries of experience in their home environment, the forest. Once an outsider enters Myln Arbor - The mystical forest most of these people call home - it is unlikely he will leave in one piece.
Image.png The Enlightened Kingdom of Luminion 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.

World View

AverageChad.png On Attians... Negative

“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."

  • Pallar Erd’ale, a Warrior from Mitrona.
AverageSadge.png On Hinterlanders… Slightly Negative

“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.”

  • Hythor Branchborn, Festival Worker in Sunscape.
KhadanMale.png On the Khadan… Neutral

“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.”

  • Raelynn Sporeblossom, Salus Limin Shop Owner.
HighElfMan.png On High Elves… Neutral

“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.”

  • Céus Festrea, Mitronian Bartender.
DarkElf.png On Dark Elves… Slightly Negative

“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."

  • Faey Mylin, Scholar in Mitrona.
DenurManAI.png On Denur… Neutral

“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.”

  • Myth’ley Auril, Wood Elven Hunter.
HalflingAIMan.png On Halflings… Neutral

“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.”

  • Soli Faestar, Dockworker in Salus Limin.
OrcGrrrMan.png On Orcs… Negative

“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.”

  • Aeden Cerrill, Mitronian Guard.
GreedyLilThing.png On Goblins… Negative

“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.”

  • Maeryn Silvas, Salus Limin Marine.
TieflingPorple.png On Tieflings… Friendly

“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…”

  • Freyr Leaftale, Herbalist in Myln Arbor.

Character Traits

Upon creation of a Wood Elf character, you can pick two of the following traits for your character to reflect their background.

Racial Traits - Wood Elf
Nightseer Players with this trait get the night vision effect when entering dark spaces and during the night.
Aspect of The Amber Dawn Players with this trait double the amount of attacks on ranged weapons during the season Amber Dawn.

Outside of The Amber Dawn characters with this trait may use this effect once per CRP engagement.

Aspect of Eden's Shine 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).

Outside of Eden's Shine characters with this trait may use this effect once per CRP engagement.

Aspect of The Emerald Dusk Players with this trait can use the action "healing burst" which heals DE HP to everyone within 3 meter range during the season The Emerald Dusk.

Outside of The Emerald Dusk characters with this trait may use this action once per CRP engagement.

Aspect of Lilith's Veil Players with this trait know the "Ice Maiden's Kiss" spell without needing to be a spellcaster during the season Lilith's Veil.

Outside of Liliths Veil characters with this trait can attempt to cast this spell once per CRP engagement.


Races
Human Races Attians · Khadans · Hinterlanders
Elvish Races High Elves · Wood Elves · Dark Elves
Dwarvish Races Denur
Orcish Races Orcs · Goblins
Other Races Halflings · Tieflings · Sylvani