The Rhyloryn of the Southern Wilderlands

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“We were a mistake. A flaw. Weeds in the great garden of the Universe. We were molded from the very cloth that the Lady was, but in doing so she created something she would never be able to destroy. A warped and twisted image of herself that she could not erase. No matter how hard she tried, we would always persist. We were the first mortal beings to control the powers of the Universe, wise beyond our years enough to twist time and space around ourselves and wield immortality like a trophy. We spit in the face of our creator. We became obsessed with this power, pushing every boundary and limit of our body until every shred of humanity was replaced with pure hubris. We fashioned ourselves into Gods…' But when a real god showed her face and sundered the world, we found that we didn’t even know what the word meant.”
- The Mythos Compendia Vol. 1, Preface.

Introduction

The Kraumdall Dwarves were certainly the first race to set foot on the planet of Alm, but the Elves were the first to look beyond the confines of their terrestrial body and discover the secrets of the Universe. They were the first races to discover the secrets of magic, learning how to work the very fabric of existence. The Elven Clans of antiquity were one unique race, resembling nothing similar to the varying appearances they have now. A single Elf could live for a few thousand years, well beyond even the mystically-sustained High Scholotechs of the Highkeep in Hrothreg. It was ultimately their own aspirations and hubris that caused them to lose their longevity, the same entity that created them eventually coming to resent their ability to wield the same power that it did and attempting to hunt them down and kill them in droves. The Elves were hunted to extinction twice: once during the Sundering, and then again a few thousand years later during the War of the Breaches. Because of this the Rhyloryn of old were scattered across the land, forced into the most hostile and barren environments that their creator could find for them in the spirit of repentance. Some believe that the Sundering that brought the fall of the original Elves was brought on by the Dwarves for the fear that the Elves would eventually take down the ancient Dwarven Empire in pursuit of power.

History

History In Summary:

The First Era
  • Y01-E1 - The Elves, originally referred to as the Rhyloryn, emerge from the corpses of sentient platlife. They are divided ideologically among a number of unique tribes.
  • Y85-E1 - The nomadic Fivyr Elven Tribe is reported to have vanished in a single night following a substantial earthquake. On the night of their disappearance, the other Elven Tribes had reported bright lights in the sky and a large swarm of wisp-like creatures migrating to the stars.
  • Y106-E1 - The Ihyr Tribe and a small sect of renegade Riffari Elves conjure up forgotten magics from the First Days to hunt down powerful entities roaming Alm. The outcome of these hunts awoke ancient entities that have slept since the First days and the Elves showed no signs of stopping.
  • Y495-E1 - The Rhyloryn join forces with the Ihyr Tribe and Riffari Elves and spend hundreds of years after the first insurrection experimenting with summoning more powerful entities. The Rhyloryn used a primal and nearly uncontrollable form of magic similar to the kind the Ihyr used to defeat these entities. The Tribes of Ikyr would begin taking on godlike properties with each entity they killed until obtaining the ability to reshape the fabric of the universe on a small scale.
  • Y500-E1 - All of a sudden the Elves would face trial for their crimes against the universe as their primary deity, The Lady, would descend upon them and deliver merciless judgment. The Lady would spend the next thousand years culling the elf population to the brink of extinction and forcing those remaining to the harshest environments on the face of Alm. Despite only a few misguided Riffari participating in the slaying of powerful entities, they paid the heaviest toll as a powerful curse was placed on them.

The remaining history is vastly different depending on the Elven tribe, and is located on their respective Civilizations pages if applicable.

Race Variants

Ikyrian Elves


The Ikyrian Elves are the most despised of all the elven subraces, even more so than the Sephyrran Elves who dabble in undeath. The Ikyrian elves are considered to be the 'Purebreed' race, those with the most direct connection to the ancestral race that lived thousands of years and had control over the magic that could control the fabric of the universe and shape time. When the Lady banished five tribes of Elves to the harshest corners of the world she placed the Ikyrian elves into the Ubyran Savannah, a place that had never been inhabited by any race and had enough hostile inhabitants to keep even the well-equipped Dwarven exploration parties from exploring it. The Ikyrian elves have done a good enough job surviving there, switching from the nomadic lifestyle of their ancestors and quickly moving into a society driven by agriculture. The Ikyrians have not abandoned any of their prideful nature, covering themselves in adornments of gold and bolts of yellow, orange, or crimson fabric. They were the first race to invent cosmetics, creating rouges and kohl from plants, minerals, and other natural components. Common additions to their wardrobe include large headdress, half-sun necklaces, and large hoop earrings. All jewelry and clothing is emblazoned with some sort of sun or sun ray imagery, if not something similar.

Racial Abilities

[Solarum Sacrificia]:
An Ikyrian is able to contact the magical flame that burns within their soul, before releasing it in a tremendous conflageration. They can designate anywhere between one to twelve blocks to ignite into a magical fire that cannot be extinguished through mundane means, via drawing magical, fiery runes onto their surface. The more blocks you attempt to ignite, the more it damages the caster. One to three blocks results in minor burns to the Ikyrian's fingertips, as well as a sense of exertion, as though they had just lifted something heavy. Four to six blocks results in more serious burns up to their elbows, as well as a more intense sense of exertion. Seven to ten blocks results in severe burns up their arms and branching onto their chest, and causes enough exhaustion to make them unable to fight. Eleven to twelve blocks causes major burns across the entire chest and both arms, forcing the caster into unconsciousness from exhaustion. After using the maximum extent of their ability, Ikyrians will also have a gentle, flickering golden glow that surrounds them for a few minutes, before disappating.
Flammable materials will burn, but non-flammable materials will just be scorched. This fire cannot directly or indirectly harm other living creatures but does have a tangible property that will cause a burn if anything tries to pass through the fire. Only the injured caster can draw the runes, and they come alight the moment they are finished. The fire is extinguished when it runs out of fuel, or when the Ikyrian gets 30 blocks away. This ability can only be activated as an Action, and it can only be used once per day.

Basic Information

  • Height: Roughly 4' to 6'5
  • Weight: Varies according to diet and activity, generally more lithe or athletic.
  • Skin Color: Darker shades of brown, bronze, or deeply tanned skin but can also be lightly tanned.
  • Eye Color: Gold, orange, yellow, pale tones of red.
  • Hair Color: Brown, black, ginger, red.
  • Lifespan: Roughly 100-120 years.
  • Naming Customs: Typically follow native Egyptian/Middle Eastern/North African naming conventions.
  • Language: Elves all speak the same language, Rh'lyr or <RL> in roleplay.


Racial Characteristics

  • Ikyrian Elves are commonly referred to as 'Sunkissed' or derogatorily as 'Sunsuckers' because their skin is naturally much darker than that of Humans or any of the other Elven Races. Ikyrians have brown and golden tones for their hair and their skin, ranging anywhere from soft amber and toasted peach color all the way to rich shades of ebony. Their eyes are generally gold, orange, yellow, or some mixture of those colors. They are most known for the usage of black dyes and makeups to line their eyes or eyelashes, and the usage of a special alchemical substance known as Kahlnu which is a thin gold paste that dries quickly and is difficult to remove. A common appearance for both genders is thick lines of black makeup lining the underside of the eye and a single straight line of golden Kahlnu going down from the bottom of their eye socket to midway down their cheek. There is a lot of variety in the application of both. Ikyrians, like all other elves, have pointed ears.
  • Ikyrians are known for dressing appropriately to the heat, but cutting their clothing in a way that allows their adornments to be seen. They commonly cover themselves in bangles and armbands made of simple golden filigree and rubies, as the gemstone and the gold for the filigree are common to the Lahkim Savannah.
  • Ikyrians are known for being a prideful and flamboyant race, but are more welcoming of outsiders than Amyrians or early Makamurans. They tend to occupy two very different sides of the spectrum as Ikyrians tend to spend their entire lives devoted to the worship of Dragons and remaining in their homeland, or they get a taste for adventure and spend their days adventuring all of Alm.

More Information

  • Ikyrians are most well known for their involvement in the worship of Dragons, and have historically been known as the protectors of the scaled creatures. Their cities have the largest percentage Vhyranni populations and are known for worshipping Scaled Dragons in particular. Dragon Worship has its own page and tenets.
  • Ikyrian Civilization is the safest place for most Mongrel Races, as Ikyrians openly promote the creation of both Vhyranni and regional Faefolke variants.
  • Ikyrians are known for being masters of Elemental Magic, particularly anything to do with the element of fire.

Luvahrin Elves


Luvahrin Elves are the moon worshipping counterparts of the Ikyrian Elves who have mostly been content to hole themselves up in their northern castles and keeps in an effort to hide from the rest of the world. While the Ikyrian Elves were forced into the furthest reaches of the savannah and the Riffari were forced to be eternal wanderers, the exile of the Luvahrin Elves is mostly self-imposed. The same force that banished the Ikyrians to the Savannah and bound them to the sun drove the Luvyrians into the treacherous Bleakfjord. An ancient, frozen river flanked on either side by sheer cliffs and full of deadly fauna the Luvahrin Elves discovered that being banished to the far reaches of the frozen wasteland wasn't their only punishment for being an accessory to attempted deicide. The Luvahrins became a host to a dangerous curse that was created purely to disrupt their normally peaceful way of life.


Racial Abilities

[Children of the New Moon]:
Luvahrin Elves have access to an alternate form, called the Luvran Form. Luvrans are canine-like creatures with canine bodies, goat or cloven-hooved legs, goat or ram-like horns, a thickly furred canine head, and their most striking feature, the presence of completely white eyes with no color. These beasts are generally darker shades of grey, but stark white ones have been seen rarely.
  • During New Moon Events Luvahrin Elves are forced into their Luvran form. The lunar cycle on Alm is atypical, so these events can occur at any time and will be announced. They are unable to enter their Luvran form outside of New Moon Events
  • Luvrans cannot speak whatsoever while they are shifted into their Luvran form
  • Luvrans are utterly feral during a Luvran shift, and have no memories of their life or loved ones.
  • Luvrans get a flat +3 bonus to perception rolls that are focused around scent and hearing.
  • Luvrans are immune to magical or non-magical cold damage while in this form.
  • Luvrans cannot receive magical or non-magical healing while in this form.
  • Luvrans are about as tall and strong as an orc.
  • Luvrans roll at disadvantage for any rolls that are performed during the day time or in intense light. They are especially susceptible to any form of intense light that isn't moonlight.
  • Luvrans tend to form "packs" during New Moon Events with other Luvrans, and will hunt down any non-Luvrans that they can get access to.

Basic Information

  • Height: Roughly 4' to 6'5
  • Weight: Varies according to diet and activity, generally more lithe or athletic.
  • Skin Color: Slightly tan all the way to near-white.
  • Eye Color: Silver, blue, or grey.
  • Hair Color: Black, dark brown, white, dark blues, and sometimes grey or silver.
  • Lifespan: Roughly 100-120 years.
  • Naming Customs: Luvahrin Elves follow Icelandic or Inuit naming conventions.
  • Language: Elves all speak the same language, Rh'lyr or <RL> in roleplay.


Racial Characteristics

  • Luvahrins have the widest range of skin tones among the Elven Races, ranging anywhere from tan all the way to near-white. Their hair comes in shades of black, dark brown, white, dark blues, and sometimes grey or silver. Luvahrin eyes are commonly silver, blue, or grey. Like all elves they have pointed ears. They commonly adorn themselves with tattoos and markings made using ink from the Ubuq Flowers, which come in shades of a silvery grey.
  • Luvahrins are a quiet race of intellectuals, often choosing to remain silent and listen to the people and the world around them rather than speak or make themselves known. Due to this the Luvahrins have learned the importance of intimate physical contact and the concept of nonverbal communication is stressed very highly in Luvahrin society. Their towns and cities are known for being ghostly silent most days, as normal greetings and communications are done either wordlessly with gestures and body language or performed in quiet monotones.
  • The Bleakfjord, despite its name and barren terrain, has an abundance of natural wildlife including wolves, a variety of birds and mainly owls, bears, walruses, narwhals, and other similar cold-climate fauna. Luvahrins have been known to hunt all of these creatures and integrate pieces of them into their clothing and accessories. Earrings are commonly made of feathers, fangs, teeth, or tails, and clothes are composed of multiple layers of pelts stacked on top of each other. Luvahrin warriors have also been known to use spears made from the teeth of the Ubu-Natah, a big cat with huge fangs. They are also known for wearing masks carved from Taqiq Trees, which have white wood with lines of red running through them and have been known to 'bleed' when chopped down.
  • Luvahrin Elves all come from the Frozen Library or from a settlement built around thermal vents spread around the Bleakfjord.

More Information

  • The ancestral home of the Luvahrin Elves is the Imruk Valley, at the center of which is one of the Great Wonders of Alm, the Frozen Library.
  • It is not uncommon for Luvahrins to hold the hands of the people they are talking to, and they are very affectionate to friends and lovers.
  • Luvahrin Civilization has the highest concentration of intellectuals of any society in Alm, and this has resulted in the discovery of major theoretical knowledge in every society.

Riffari Elves


When the Elves were scattered to every corner of the world the Riffari found themselves getting the brunt of the punishment, blame having been shifted from the Ikyrians who attempted to murder their creator to the innocent Riffari who were becoming enveloped in the constellations of the night sky and fostering a fascination with the intricate patterns of the stars. The Riffari were the furthest along when it came to harnessing the magic of the universe, but they were using it to pursue harmless pursuits like cosmetic body augmentations and creating magical instruments that allowed them to get a better look at the night sky or maps that showed the paths of different constellations. A number of Riffari were captured by the Ikyrians and disguised as members of their own tribe, using their enhanced understanding of the secrets of the universe in an attempt to murder their weakened creator after she had attempted to hunt all the Rhyloryn to the point of extinction. Because of this they had a powerful curse placed on them on top of being banished to the desert, one that they have seemed to make the most of in the last few thousand years.

Racial Abilities

[Eternal Exiles]
The Riffari faced the brunt of the Goddess's wrath, and continue to suffer for crimes that they were not entirely at fault for.
Riffari believe very firmly in both platonic, romantic, and familial forms of love but have difficulty in understanding concepts surrounding commitment, monogamy, or strict family units. Riffari are raised largely in common among their wandering tribes, with those who are around the children all pitching in to ensure that they are adequately fed, clothed, and cared for. Romantic and mating partnerships among Riffari are often fleeting, meant only for the purposes of reproduction or momentary companionship before they go on about their lives. Family units often don't exist beyond the innate connection children have to their birth mothers.
  • Riffari, at large, experience emotions much more intensely than anyone else and especially when it comes to making friends, falling in love, and learning skills. These emotions come on exceptionally strong and can last anywhere from a few weeks to a number of years, but then they rapidly leave and can turn bitter if the other party tries to force them on the Riffari. The phrase, "If you love something, let it go," exists wholly in truth for the Riffari.
  • Riffari are cursed to never have a place that they can call home, someone to love them forever, or a family to hold close. The existence of individual Riffari is hard to comprehend, even amongst each other.
  • Players are individually responsible for playing their characters correctly, and should use the open endedness of this power to create storylines and intrapersonal plots between characters. After a period of x time, the Riffari will stop feeling things for a friend, partner, lover, or family member that they know. At the same time, they also start losing core memories. If they attempt to focus on these memories or are forced to recall them by the people they experienced with the Riffari can grow resentful of the fact that they don't remember and will become increasingly depressed and even violent in some situations. Riffari are not aware that this happens, and all believe that they are simply unable to keep and maintain relationships because of bad personalities, poor memories, ugly appearance, etc.
[Startouched Children of the Universe]:
The Riffari may select one constellation from each constellation category.
Stella Astirrah
  • Astirrah Leorin - Once per day you can invoke this constellation to grant you a +1 to any combat roll. You cannot critfail this roll.
  • Astirrah Bachitiki - 3/day you can reroll any crafting roll.
  • Astirrah Bim - 3/day you can use your gathering skills to gain an additional 1d4 materials, or harvest an additional time.
  • Astirrah Tongati - You are granted a familiar that can take the form of any creature, but is only around the size of your forearm. It can speak verbally or telepathically, but cannot fight.
Stella Constejja
  • Constejja Disida - Once per day you can shift the features of your face to exactly match that of another person you have seen.
  • Constejja Sivul - You can turn any pile of leather or cloth in any condition into a magical waterskin. It has an endless supply of water, but can only produce water when drank from.
  • Constejja Elahra - Three times per day you can heal a single character from a gash or surface wound.
Stella Meteora
  • Meteora Historia - Once per day you can project a historical event that you have learned about. You see this event through the eyes of someone who was a part of it and experience any emotional or physical trauma that they would have during this event, but tenfold. The player has to have sufficient knowledge of what they think occured, but the visions are not guaranteed.
  • Meteora Dominia - Once per day you can calm the emotions of any enemy or allied creature, so long as it is less than twice your size.
  • Meteora Investigia - You automatically pass one investigation check per day, and can then relay the results of the check one time before you immediately forget about having made the check or the results of it. Any further attempts to investigate the focus of the check will result in automatic failure.

Basic Information

  • Height: Roughly 4'11 to 5'5
  • Weight: Varies according to diet and activity, generally more lithe or athletic.
  • Skin Color: Generally deeply tanned or darker peach tones.
  • Eye Color: Riffari eyes are like small galaxies, which can be unsettling for a number of people. They look like literal galaxies in a variety of colors but can be turned into normal-looking eyes at will.
  • Hair Color: White.
  • Lifespan: Roughly 100-120 years.
  • Naming Customs: Riffari can realistically have a name from anywhere because they do change them often throughout their lives, but usually just stick to a first name only.
  • Language: Elves all speak the same language, Rh'lyr or <RL> in roleplay.


Racial Characteristics

  • Riffari belong in an odd mental category because Riffari as a whole have changed their inclinations towards life over the last few centuries. Most have begun occupying the whimsical nature full of dreams and wanderlust that their ancestors had, but others have taken a turn into darker thought processes as they learn more and more about their curse. This has caused a good deal of Riffari to have an intense, boiling hatred for Ikyrian Elves to the point of terroristic threats and actions against Ikyrian society. Overall Riffari are the product of their own experiences, and there are no major traits that all Riffari identify with because Riffari society does not really exist. The race lacks a good deal of consistency in mental characteristics, and thus they vary greatly from person to person.
  • Riffari are on the shorter side of the Elven Subraces, ranging in height anywhere from 4'11" all the way to 5'5". There is some degree of variance here depending on parentage, but they are always lacking in height. They are equally unusual in that their appearance is always bound to the same number of traits. Riffari are always tanned in skin with white hair, a series of small horns on the top of their head in various designs, and completely pitch black eyes that are dotted with white in the shape of constellations.
  • Riffari tend to like to adorn themselves with a patchwork of different clothes that come from all the various societies that they have flitted through. Due to their curse the Riffari are all constantly on the move and travel from place to place, picking up clothes and trinkets and adorning them as they go along.
  • Riffari have no native homeland.

More Information

  • Riffari have no formal type of civilization, and also have no real time to adopt any sort of cultural customs. Because of this they generally learn to respond quickly to circumstances, but most are aloof enough to not care to try and fit in as they will always stand out.
  • Riffari have been known to cultivate a quick-growing herb called Stemweed, which has been known to have hallucinogenic and calming properties when smoked.
  • The patterns of Riffari eyes are all entirely unique, which made them a prized possession amongst Dwarven hunting squads during some of the early Dwarven Crusades.

Sephyrran Elves


The only race known to ever have successfully defeated a god-like being, the Sephyrran Elves consumed with their own fascination of the barrier between life and death when the Ancient Rhyloryn were attempting to murder the deities that created them. The Clan of Se'ph was formerly led by a Rhyloryn woman known as Te'fil. Te'fil was fascinated by the forces of life and death and was crucial in the development of all forms of Occultism, Artifice, and Primal magic. While a few master Archmages have been known to master one or two schools of magic and more uncommonly Magic Schools from two different Magic Sources, Te'fil was the only known mage to ever master magic from three different sources. When Te'fil and the Clan of Se'ph defeated the Goddess Sephyrr, they were able to siphon her powers directly into the flora that surrounded their homes. Te'fil discovered that she could use this aura in specially crafted gardens in order to be able to blur the line between life and death, and was able to grow a garden that allowed her people to live once again after they had died. The downside, though, was that they were turned into an abomination. Creatures that were never born nor ever really died, beings that existed outside of mortality and were just regrown after they wilted.


Racial Abilities

[Seeds of Te'fil]:
Sephyrran Elves have the ability to create a Seed of Te'fil at will. The ritual to do this requires a slit to be cut lengthwise in their palm, and 15 minutes of 3 turns OOC of concentration on this slit. After this ritual is performed the wound will heal, and a spiky, crimson seed appears in their palm. They take 1 damage to perform this ritual.
  • The seed can be planted in the corpse of any Humanoid Creature. The plant begins growing out of wherever the seed was planted, stripping away the skin and flesh and turning it into beautiful flora in a range of colors, typically closer to shades of red and pink. After the first corpse is planted, additional corpses, up to three, can be placed around it. The first corpse will grow more seeds like the one that it grew from, and these can be planted in the corpses.
  • Each of the three corpses, after the first, allows for the Sephyrran Elf to be resurrected after they take lethal damage. When a Sephyrran takes lethal damage or dies of more natural causes they fall to the ground and rapidly decompose. They are then revived in their garden, and one of the corpses is consumed.
  • The garden can look like whatever the Sephyrran Elf wants it to, but they are always decorated with bones, skulls, and a number of other trophies that had been acquired from the corpse of the dead individual. The corpses themselves are quickly absorbed by the Flora, and become unrecognizable.
  • Sephyrran Elves cannot be healed by Magical or Non-Magical means, they only regain hitpoints by meditating in their garden for ten minutes or two turns per hit point missing.
  • The corpse that is planted can be NPC or Player, but the Sephyrran cannot have directly or indirectly participated in the death of the NPC or Player.

Basic Information

  • Height: Roughly 4' to 6'5
  • Weight: Varies according to diet and activity, generally more lithe or malnourished looking,
  • Skin Color: Pale to dark shades of ebony, but always look similar to the skin of a corpse. Pallid and sickly, off-colored or greenish.
  • Eye Color: Always a pale or pastel shade of green or pink.
  • Hair Color: Always a pale or pastel shade of green or red.
  • Lifespan: Roughly 100-120 years.
  • Naming Customs: Sephyrran Elves generally take their naming customs from one of the other races, the one that they most closely identify with.
  • Language: Elves all speak the same language, Rh'lyr or <RL> in roleplay.


Racial Characteristics

  • Sephyrran Elves are an unusual breed, as a good deal of their humanity has been phased out over the years since their existence was reshaped using the remains of a murdered god. Sephyrran personalities vary greatly because of the nature of their existence, and because their consciousness is really composed of a conglomerate of all the minds of the creatures that they have consumed in order to extend their lives. Keeping this in mind, it is natural that the number of Sephyrran Elves have been reduced to a twitching, mumbling individuals with an infinite number of contrasting voices all trying to shout loud enough to be heard at once. The only constants among Sephyrrans when it comes to personality are their natural fascination with life and death, as well as the occasional sharp spike towards overly bubbly and cheerful personalities or depressing, somber ones that are dependent on if the Sephyrran is more obsessed with life or with death. This is up to the player.
  • Sephyrran Elves are an eerily beautiful race, their dance with death having taken a toll on their appearance and rendering far too perfect for what any mortal could appear.
  • Sephyrran Elves, like Riffari, generally wear clothing akin to the society that they have found themselves in.
  • Sephyrran Elves are all spawned from the Garden of Te’fil, but none of them live there or remember where it is exactly.

More Information

  • Little to nothing is known about Sephyrran society. They emerge from the Gardens of Te'fil around the age of ten if they are native to the area and have no knowledge whatsoever of anything that is within or where the gardens are.
  • Sephyrrans have been known to be oddly attracted to anything with the color red, and especially fond of fruits.
Sephyrran Elves have found places in every society, but are attracted to wealth and opulence. They can commonly be found as consorts, gardeners, or artists.

Ai'din Elves


The Guardians of the ancient Crystal Labyrinth, the Ai'din elves are the only currently known occupants of the Machahallah Desert. They made an emergence at the beginning of the Fifth Era from deep within the desert after the entrance of their Labyrinth was unearthed due to a series of unusual seismic events likely caused by events that occurred during the Thousand-Year Midnight. For the most part they have chosen to remain reclusive and section off from most of the world, continuing to guard the Crystal Labyrinth against outsiders. Unlike the Garden of Te'fil which has a rich history and was known to historians before it vanished without a trace, the Crystal Labyrinth is a historical anomaly. There is no mention of the structure even among the most ancient of the Dwarven archives, and none of the known Elven tribes fit the description of the Ai'din.

Racial Abilities

[All Fades Away]:
Ai'din Elves passively drain the color away from all things around them over time. The longer an Ai'din elf is around an object, place, or individual, the more faded they become. The color will never fully fade away unless the Ai'din is around the thing for decades, but they do become increasingly faded and more pastel over time. This is a passive, RP effect that you can choose to emote out. Because of this ability, though, Ai'din Elves are able to change the color of hair or textiles permanently, and can bestow temporary color changes on items of any type. Conversely they can also speed up this affect, and rapidly drain the color from everything around them or a single target over the course of one turn or several minutes OOC.
[Shards of the Crystal Labyrinth]:
Ai'din Elves all wear crystal pendants around their neck that vary in appearance. These crystals have light magic and illusionary properties. It works to essentially channel the powers from [All Fades Away] in a more powerful way. If the Crystal is lost, displaced, or destroyed it can be regrown in the palm of the Ai'din Elf's hand over the course of 5 turns or 15 minutes OOC.
  • 3/day you can drain color from the world around you and channel it into the crystal, blinding any chosen enemy for 1d5 turns.
  • 1/day you can drain color from the world around you to shroud yourself in an illusion of your choice that is no larger than double your size. This illusion is maintained even if you are unconscious and lasts for 10 turns or 2 hours OOC.
  • If the crystal is placed in direct light and the light is put facing any individual(s) they can record a message of a duration of about two minutes in length if it is a simple image or noise, and up to 50 words if the targets are talking. The crystal will retain this message indefinitely, and it can only be activated by another Ai'din Elf or by using a special magic keyword that the creator places on it during its time of creation. The crystal, when activated, relays the message and projects the image of the sender onto the nearest surface.

Basic Information

  • Height: Roughly 4' to 6'5
  • Weight: Varies according to diet and activity, generally more lithe or athletic.
  • Skin Color: Tones of dark to light gray, accented with crystals protruding from the skin(optional).
  • Eye Color: Any possible color, always in a gemstone or crystalline structure.
  • Hair Color: White, black, silver, grey.
  • Lifespan: Roughly 100-120 years.
  • Naming Customs: Most Ai’din follow latin naming customs with single-syllable or two-syllable names.
  • Language: Elves all speak the same language, Rh'lyr or <RL> in roleplay, although Ai'din speak a more archaic variant that is harder to understand.


Racial Characteristics

  • Ai'din are unique in the fact that they subsist entirely off of light in an unusual sort of low-light photosynthesis. The natural light created by the plants and funguses in their underground cave structures generate enough light and other similar substances to allow them to persist solely off of any amount of light. They do not need to eat, but are still required to consume the same amount of water as any other race normally would require.
  • The Aidin Elves have skin tones ranging from dark to light grey, some even going all the way to near-black shades. Their eyes come in a variety of colors and always appear crystalline in structure. Their hair is always white, shades of grey, or black. They generally adorn themselves with beads, which have a strong cultural connection and are often engraved with specialized symbols. When they were first discovered the Ai'din dressed themselves in pelts or cloth made of mushroom fibers, but those that have migrated towards the surface have taken a liking to luxurious and flamboyant clothes from all cultures that burst with color and vibrant patterns.
  • The Ai’din all come from within the Crystal Labyrinth if they are native, but some have been born outside of it thus far and have adopted the customs of where they were born.

More Information

  • The magic that the Ai'din use to create their crystals is the primary focus of a number of magical scholars, as it doesn't coincide with any of the currently known forms of magic.
  • The Ai'din are thought to have a sort of Stosnon poisoning, as the substance is very prevalent in their cave homes and has been known to turn the skin grey.
  • The Ai'din, surprisingly, had no knowledge of the fact that events such as the Thousand-Year Midnight had occurred, and often spoke fondly of mystical beings known as Paragons.

Accreditation

  • Writers: Percuriam
  • Processors: Gochnipunchni milkdudders_
  • Artists: