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{{Races
{{Races
|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" - 6'3")|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}Children of the Woodland Realm dream of meeting a Sylvani. Hopes to become a mystical spirit once they righteously pass away. The Sylvani are the ultimate overseers of the Azari’cerr in spiritual terms. A direct representative of Kharash as they transcend all definitions of “mortal”. They are far from this world and do not 
|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" - 6'3")|Average Weight=65kg - 80kg (143lbs - 176lbs)|Maximum Age=~80 Years Old|STR=+2|DEF=+0|AGI=+2|INT=+0}}The Khadan people, whose roots are deeply embedded in the golden coast of Anjyarr and its sprawling deserts, are celebrated for their ancient wisdom, enduring compassion, and unwavering determination to thrive in even the most challenging environments. Their enigmatic history, steeped in mysticism, is shrouded beneath the vast desert dunes, holding centuries of untold stories and ancient lore. Within their bustling markets, a diverse array of precious minerals, exotic goods, and handcrafted wares are traded, marking the Khadan as crucial players in the intricate web of commerce stretching to the continent's farthest reaches. One cannot miss a Khadan, for their clothing and desert attire make them stand out in every settlement across Eden.


wish to be a part of worldly concerns and quarrels. Sylvani are not inherently political as the rest of Eden. Instead, choose to care for the Azari’cerr race and assist connections between them and the spirits of Myln Arbor. Many awe at the sight of them. They are not quite Azari anymore, but being truly one with the Forest, they can be a scarce sight. But nothing to be dismissed.
Visiting their grand city-states is a journey into a world unlike any other in Eden, characterized by vibrant music, tantalizing cuisines, and a palpable kindness that permeates every interaction. The Khadan are revered for their boundless hospitality, welcoming all who cross their paths without prejudice and embracing a spirit of inclusivity that transcends cultural and racial boundaries.  
{| class="wikitable"
| colspan="4" |“Huh? Oh!-- Thi cire amazing! A’vi du seen one? A’vi du? One soll, mi wish ce prove mi worth ce er Ar’baor… Mystical as thi cire… mi a’vi’tar got er chance ce see one… But mi still hope ce!”
'''- A young Azari’cerr in passing along the road of Mitrona to Salus Limin.'''
|}


== How to Play ==
Central to the Khadan identity is their profound allegiance to the enigmatic Dark Elf rulers, whom they hold in the highest esteem as guiding lights and protectors. This unwavering loyalty reflects their deep-rooted reverence for tradition, history, and the enduring bond they share with their rulers.
Sylvani is challenging to unlock. They are meant to be rare, as this is the essence of the Forest being at play. It takes dedication and work. To play a Sylvani you must start as a wood elf, also known as the Azari’cerr amongst other elves. The journey to Sylvani is purely spiritual and must be proven throughout the length of a player’s time playing a wood elf. Those who were once a Khari’cerr for forty-eight OOC days or more in the past can subside specific requirements and go straight to the Trial to become a Sylvani. Upon their succeeding Sylvani Trial, their passed away spirit would be gifted their soul seed and decide the place where the Ents will plant it. The Azari’cerr will then reincarnate as a young tree, growing for a year before being reborn again as a Sylvani.


'''''The Requirements Include:'''''
Yet, one should not underestimate the nature of these people. Those who do swiftly discover how ferocious a Khadan can be in their mission to defend all they hold dear, including their faith, history, and people.
{| class="wikitable"
|-
|“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.”


* Instances over a four-year (one elven years) period that prove the character has protected the Forest. (via events or proven instances through screenshots)(reduced to two years if Khari’cerr and connected with spirits.)
* '''Arüe Mi'thílion, Scholar of Luminion.'''
* Must be a Wood Elf born and raised in the Myln Arbor (through their entire lifespan).
|}
* The ‘Cerr must have lived through to see at least one hundred. (Can be bypassed if Khari’cerr and connected with spirits.)
* Death must be honorable and in the Forest. The body must be brought to the Amber Tree.
If the death is through suicide or slaughtered by the creatures within the Forest, by no means can the wood elf be brought through the Trial in the first place. Honorable death's include death in battle and death by old age. If the Khari'cerr passes along their title, they have the choice to passing away peacefully, the spirits believing they served their purpose in their duty. Their body, too, must be brought to the Amber Tree.
 
Once the Azari’cerr has been laid to rest within the Amber Tree, spirits within the Arbor, as well as the Amber Tree itself, will accept the body. Done so by wrapping the Azari’cerr with its shrubbery, branches, vines, and leaves. To be one with the spiritual site. The Sylvani Trial will then commence. In which they are greeted by the Fae Queen herself. With the ‘Cerr, they are greeted with an overview of their entire life. Not caring of the nation’s rules, but their own. Over four years, they will review each one, like a court. Upon passing, the newfound Sylvani will sprout out of the Amber Tree. They are encouraged to stay around the Amber Tree. Though especially inside the Myln Arbor. A Sylvani is much weaker otherwise.


== Character Creation ==
= Character Creation =


=== Appearance ===
=== Appearance ===
After their rebirth, Sylvani will have memories of their previous life; fond and ugly. However, they start as a “sproutling”. A child, through their stages, mimicking the growth of a plant all within an IC year. If there were any missing limbs or parts to themselves, they were regenerated. Any scars, as well, are now gone. However, their bodies now have a more bark-like texture. It’s rough to the touch. Sylvani are humanoid, still resembling an Azari’cerr, though slightly taller than the average Azari’cerr to resemble the life in the Arbor (1.72m to 1.96m)
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") and women reaching a maximum height of 170cm (5'5").  


Their skin color can range to most shades of green or pure brown, blending in with the Forest. Their eyes possess no pupil anymore, and are fully green, everglowing. In the dead of night, Sylvani’s eyes can be detected from meters away. A Sylvani’s face resembles the one they had previously had, only made out of a rough texture. They possess various features, though varies between each Sylvani: Antlers, bark skin, deer/elk ears, mossy hair, shrubbery or mushroom growths over their bodies, and occasional berries growing within their hair. Sylvani has no beating heart or organs. Rather their Soul Seed is buried deep within their chest protected by the bark they’re made of.
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.


Because of their new features, Sylvani cannot reproduce. With their new sense to protect the Arbor more strictly, most abandon old relationships and lovers– though not forget them.
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.  
[[File:Sylvani Skin.png|none|thumb|397x397px|A depiction of possible skin colors for Sylvani.]]


=== Language ===
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.
Sylvani are better at understanding the spirits and animals that reside within the Arbor. If Ents or spirits are within an eighteen-meter range of them, they can immediately detect their presence without fail. Additionally, they can recognize any necromancy spell and/or an undead when they lay their eyes on one. Sylvani are also well versed in both Azari and Common. Their dialect stays the same.
[[File:Khadan Skin Colors.png|none|thumb|563x563px|An example of the various skin colors for Khadans]]


When Sylvani refers to themselves, it is usually, “Therri’cerr” or, “Ar’baor Therris”. Meaning Forest Guardians in Elvish.  
=== Languages ===
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 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.
{| class="wikitable"
! colspan="6" |Anjyarri Dialect: Quick Guide
|-
! colspan="2" |<u>Greetings</u>
! colspan="2" |<u>Races</u>
! colspan="2" |<u>Titles</u>
|-
!Common
!Anjyarri
!Common
!Anjyarri
!Common
!Anjyarri
|-
|Hello
|Merhaba
|Human
|Adam
|<nowiki>'Prophet of The People''</nowiki>
|Pharo
|-
|Welcome
|Merbaan
|Dark Elf
|La'adam
|Emperor
|Sultan of Sultans
|-
|Goodbye
|Verdaba
|Tiefling
|I'jadam
|Empress
|Sultana of Sultans
|-
|How are you?
|Jut lo'ua
|Wood Elf
|Erididam
|King / Queen
|Sultan(a)
|-
|Nice to meet you.
|Iru nunyeti ua.
|High Elf
|Ue'ladam
|Prince
|Şehzade
|-
|Friend
|Tovara
|Denur
|Jitadam
|Princess
|Shehzadi
|-
! colspan="2" rowspan="9" |
|Halfling
|Sha'adam
|Patriarch
|Hemiria
|-
|Faulskin
|Adamja
|High-priest(ess)
|Al-Kahyn(a)
|-
! colspan="2" rowspan="7" |
|Duke
|Sheihykh
|-
|Duchess
|Shahykh
|-
|Lord / Lady
|Emyhr(a)
|-
|Ser / Dame
|Sih'di / Mih'de
|-
|Noble
|Nabil(a)
|-
|Chieftain
|Zaeim
|-
|Advisor
|Astisha
|}


=== Naming Schemes ===
== Cultures ==
When an Azari’cerr is rebirthed into a Sylvani, they do not abandon their name. Sylvani often sees themselves as a reinvented beginning with the context of their previous life. Because of this fact, Sylvani will only modify their name. It matches Azari’cerr customs. They may draw inspiration from a common Elvish word, or the season they were planted. For example, if a Sylvani’s previous name was Aelin, they might modify it to Aelin’therr or Cirri’lin.
 
=== Cultures ===
{| class="wikitable"
{| class="wikitable"
|-
|-
! [[File:MitronaAi.png|frameless|200x200px]]
![[File:AnjyarrAI.png|frameless|200x200px]]  
![[The Woodland Realm of Mitrona]]
![[The Empire of Anjyarr|The Sultanate of Anjyarr]]
|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.
|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!
|}
|}
== World View ==
== World View ==
Sylvani possesses the same opinions their previous form had, though to a more intense and general degree. If the Azari’cerr were cautious of outsiders of the Myln Arbor, they would continue to do so. Any race that is not an Azari’cerr, spirit, or fellow Sylvani are outsiders. Sylvani may very well ignore “outsiders”, even if the nation counts them as a citizen. It slightly varies between each Sylvani on how they were in their previous life.
{| class="wikitable"
![[File:AttianMale1.jpg|frameless|200x200px]]
!On Attians…
|'''Slightly Negative'''
''“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.”''
*Tijn Peters, A blacksmith of Bergwald.
|-
![[File:AverageSadge.png|frameless|200x200px]]
!On Hinterlanders…
|'''Neutral'''
“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.”
*Charles François, a nomadic geomancer.
|-
![[File:HelfAI.jpg|frameless|200x200px]]
!On High Elves…
|'''Negative'''
''“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!”''
*Gregory Valdir, a mercenary from the Northern Hinterlands.
|-
![[File:WelfAI.jpg|frameless|200x200px]]
!On Wood Elves…
|'''Neutral'''
''“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.”''
*Oleg Azarov, a northern merchant who regularly visits the elven glade.
|-
![[File:DelfAI.jpg|frameless|200x200px]]
!On Dark Elves…
|'''Slightly Positive'''
''“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. ”''
*Yuri Dazhev, Northern Hintish Raevendrecht veteran soldier.
|-
![[File:DenurAI.jpg|frameless|200x200px]]
!On Denur…
|'''Positive'''
''“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.”''
*Vladislav Yeltzin, Northern Huntmaster.
|-
![[File:HalflingAI.jpg|frameless|200x200px]]
!On Halflings…
|'''Positive'''
''“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.”''
*Dmitri Yankovich, Northern farmer.
|-
![[File:OrcAI.jpg|frameless|200x200px]]
!On Orcs…
|'''Very Negative'''
''“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?”''
*Tasha Stradov, Northern Warrior.
|-
![[File:GoblinAI.jpg|frameless|200x200px]]
!On Goblins…
|'''Very Negative'''
''“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.”''
*Katharin Jovanovic, Northern Bard.
|-
![[File:TieflingAI.jpg|frameless|200x200px]]
!On Tieflings…
|'''Neutral'''
''“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”''
*Jan Janson, Southern Hintish pyromancer.
|}
== Character Traits ==
== Character Traits ==
{| class="wikitable"
{| class="wikitable"
Line 72: Line 211:
!Strong
!Strong
|Players with this trait get two extra points in the strength stat.
|Players with this trait get two extra points in the strength stat.
|}
|}__NOTOC__
== Abilities ==
 
Sylvani can ask the spirits of the Arbor for blessings by praying once a year before the Amber Tree. The spirits, along with the Fae Queen, will grant these specific blessings in exchange of a favor for the Forest. The Sylvani must first communicate with the spirits in order for this to happen.
 
Sylvani may ask for the following:
 
* Regrowing a Limb
* Curing Blindness or Petrification
* Interceding in finding a rare creature
* Asking the Ents to attack intruders
* Asking to cleanse Voidal Energy
 
 
Sylvani posses these specific abilities as well, other abilities can be asked for before the Amber Tree. In which the same process will follow through as the usual blessing.
 
{{MagicAbility
|Name = Regrowth
|Desc = A Sylvani becomes truly one with the forest, allowing them to regrow broken pieces of themselves over and over again. The natural regeneration extends far beyond regular wounds.
|Range = 25 Meters
|Effect = The Sylvani can heal D3 + Int for anyone in range, including the Sylvani.
|RedLines = This can only heal one target at a time.
This ability has a cooldown of 3 rounds.
}}
 
{{MagicAbility
|Name = Burning Cleanse
|Desc = Being a creature at Kor's service, the Sylvan becomes naturally prone to fighting voidal creatures.
|Range = Self
|Effect = The Sylvani is resistant against voidal entities. Whenever hit with a voidal attack, a strong aura retaliates dealing 50% of the damage (Rounded down) to the attacker.
A Sylvani can also cleanse small amounts of corruption through touch.
|RedLines = The Sylvani cannot sense voidal entities through this ability.
This ability remains active for 3 rounds after being cast. Using any ability will refresh the duration.
The retaliation can never be stronger than 3 HP.
}}
 
{{MagicAbility
|Name = Amber Shield
|Desc = The Sylvan can cast a powerful shield of amber to protect the ones they love.
|Range = 15 Meters
|Effect = The Sylvani creates an Amber Shield around an ally or themselves.
 
If cast on themselves, the shield has 3 HP.
If cast on an ally, the shield has 6 HP.
|RedLines = This ability goes on cooldown for 3 rounds if used on allies, and for 1 round if used on self.
}}
 
__NOTOC__




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

Revision as of 23:24, 3 September 2024

Khadan Humans
KhadanAI.jpg
Pronunciation Kaa-dan
Classification Human
Nicknames Desert Folk, Desert-dwellers
Languages Common, Anjyarri, Azari
Average Height 1.70m - 1.90m (5'7" - 6'3")
Average Weight 65kg - 80kg (143lbs - 176lbs)
Maximum Age ~80 Years Old
Stat Bonuses

+2 Strength

+0 Defense

+2 Agility

+0 Intelligence

The Khadan people, whose roots are deeply embedded in the golden coast of Anjyarr and its sprawling deserts, are celebrated for their ancient wisdom, enduring compassion, and unwavering determination to thrive in even the most challenging environments. Their enigmatic history, steeped in mysticism, is shrouded beneath the vast desert dunes, holding centuries of untold stories and ancient lore. Within their bustling markets, a diverse array of precious minerals, exotic goods, and handcrafted wares are traded, marking the Khadan as crucial players in the intricate web of commerce stretching to the continent's farthest reaches. One cannot miss a Khadan, for their clothing and desert attire make them stand out in every settlement across Eden.

Visiting their grand city-states is a journey into a world unlike any other in Eden, characterized by vibrant music, tantalizing cuisines, and a palpable kindness that permeates every interaction. The Khadan are revered for their boundless hospitality, welcoming all who cross their paths without prejudice and embracing a spirit of inclusivity that transcends cultural and racial boundaries.

Central to the Khadan identity is their profound allegiance to the enigmatic Dark Elf rulers, whom they hold in the highest esteem as guiding lights and protectors. This unwavering loyalty reflects their deep-rooted reverence for tradition, history, and the enduring bond they share with their rulers.

Yet, one should not underestimate the nature of these people. Those who do swiftly discover how ferocious a Khadan can be in their mission to defend all they hold dear, including their faith, history, and people.

“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.”
  • Arüe Mi'thílion, Scholar of Luminion.

Character Creation

Appearance

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") and women reaching a maximum height of 170cm (5'5").

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.

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.

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.

An example of the various skin colors for Khadans

Languages

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 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.

Anjyarri Dialect: Quick Guide
Greetings Races Titles
Common Anjyarri Common Anjyarri Common Anjyarri
Hello Merhaba Human Adam 'Prophet of The People'' Pharo
Welcome Merbaan Dark Elf La'adam Emperor Sultan of Sultans
Goodbye Verdaba Tiefling I'jadam Empress Sultana of Sultans
How are you? Jut lo'ua Wood Elf Erididam King / Queen Sultan(a)
Nice to meet you. Iru nunyeti ua. High Elf Ue'ladam Prince Şehzade
Friend Tovara Denur Jitadam Princess Shehzadi
Halfling Sha'adam Patriarch Hemiria
Faulskin Adamja High-priest(ess) Al-Kahyn(a)
Duke Sheihykh
Duchess Shahykh
Lord / Lady Emyhr(a)
Ser / Dame Sih'di / Mih'de
Noble Nabil(a)
Chieftain Zaeim
Advisor Astisha

Cultures

AnjyarrAI.png The Sultanate of Anjyarr At the mouth of the great Ifriq delta lies the emirate of Al-Khadir, capital of the great Empire of Anjyarr. It is a paradise of great wealth and prosperity in the midst of an unruly wasteland. Founded by a tribe of nomadic traders, whom settled due to the pleasant climate and geographic location near the Ifriq, Al-Khadir quickly became a trading hub for races all around the world. The city is a gateway to anyone wishing to enter the Southern world. It offers a large market for all kinds of goods, from elven trinkets to dwarven drinks, but also an extensive range of local wares such as tobacco, carpets, coffee, spices, and garments!

World View

AttianMale1.jpg On Attians… Slightly Negative

“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.”

  • Tijn Peters, A blacksmith of Bergwald.
AverageSadge.png On Hinterlanders… Neutral

“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.”

  • Charles François, a nomadic geomancer.
HelfAI.jpg On High Elves… Negative

“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!”

  • Gregory Valdir, a mercenary from the Northern Hinterlands.
WelfAI.jpg On Wood Elves… Neutral

“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.”

  • Oleg Azarov, a northern merchant who regularly visits the elven glade.
DelfAI.jpg On Dark Elves… Slightly Positive

“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. ”

  • Yuri Dazhev, Northern Hintish Raevendrecht veteran soldier.
DenurAI.jpg On Denur… Positive

“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.”

  • Vladislav Yeltzin, Northern Huntmaster.
HalflingAI.jpg On Halflings… Positive

“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.”

  • Dmitri Yankovich, Northern farmer.
OrcAI.jpg On Orcs… Very Negative

“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?”

  • Tasha Stradov, Northern Warrior.
GoblinAI.jpg On Goblins… Very Negative

“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.”

  • Katharin Jovanovic, Northern Bard.
TieflingAI.jpg On Tieflings… Neutral

“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”

  • Jan Janson, Southern Hintish pyromancer.

Character Traits

Racial Traits - Wood Elf
Swift Players with this trait have +2 movement in CRP. Outside CRP, players with this trait get a permanent speed 1 boost.
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 get 2 additional attacks on ranged weapons during the season Amber Dawn
Aspect of Eden's Shine Players with this trait deal one additional damage on all melee attacks during the season Eden's Shine
Aspect of The Emerald Dusk Players with this trait can use the action "healing burst" which heals D3 damage in combat during the season The Emerald Dusk
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
Strong Players with this trait get two extra points in the strength stat.


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