Fa-Lanor Sections
Fa - Lanor is seperated into 3 major districts one for each of the major clans. Under each clan is 4 minor clans which make up most of the population. Markets and shops do not exist normally in Fa - Lanor, instead with all activity of the style occurring directly from clan member to clan member instead of having organized buying and selling locations.
The lifepact district -
This district has many wild animals wandering around in it, peacefully conceding with the living people. The animals understand they are not allowed in all the clans houses, but does nest where they please outside of it. People here are relatively magicless in comparison to the rest, most being half casters or not casters at all.
Valenar Clan -
The valenar clan has mastered blacksmithing over the years, capable of making weaponry with much greater quality than most places in the world, at the cost of time. Due to them being elves, spending long periods of time to make masterwork weaponry is worth the time, and receiving runite allows them to make weapons far beyond what they normally would. Known for their weaponry, the entire city goes to them for anything they need crafted.
Ravavaris Clan -
This clan is known for making magical arrows and traps, capable of triggering small one time use magics in just about anything they put their minds to. Becoming strong trappers and rangers, they are normally the main scouts of the area. Very strong minded, they seek to dethrone the lifepact and claim the district for theirselves, but never can handle the 2v1 fights for supremacy.
Shazorwyn Clan -
Known for battle tactics and battle dances, this clan works entirely on how well you can flow your attacks with your movement in combat, using unqiue maneveurs to outdo most opponents. Wearers of light armor, they do craft their own to keep it from holding them back from their dances. Capable of granting local buffs to nearby allies, they are always seen hyping the elves before a defense or offense.
Othanar clan -
This clan is known for the most formalized military, making formations of deadly force, and riding less intellegent items than the lifepact. They work in coordination and in large groups, which disqualifies them from most bouts of political violence, stopping them from becoming a major clan. Being one of the strongest front liner, they take up the front as the main line of defense, with little regard for offense.
The weavespeaker district -
Here mana naturally forms into small living wisps lighting up the surrounding area, and controllable by those with magic. With the high abundance of mana, the area is great for training spellcasting, and good for forming items out of magic. The weavespeaker clan repaired the manaweave here causing this unqiue location to appear, other magical clans have flocked due to the benefits of the location.
Zinyra Clan -
Known for their control of light, The Zinyra clan can forge light itself into weaponry, walls and attacks to destroy their enemies, capable of using it even in cloudy weather, their only weakness is the night, where they must carry torches or use higher level spells to create the same effects. Due to this downside they do not have the power to take the primary clan spot.
Duindaer clan -
This clan is known for its ability to control innate mana in the local area, increasing the power of their spells, allowing them to cast from locations other than them, and change the effects of normal spells, but at the cost of being specific to one type of magic. Due to the damaged manaweave, their use outside of the woods is limited due to lack of latent mana.
Amamion clan -
This clan is known for its sound based magic capabilities. Capable of using this for both scouting and offensive capabilities, they are a good hybrid troop employed in the fighting, but due to the damaging effects of their spells, they aren't allowed to fight in the diplomatic violence due to ruptured organs and ears. Needing to use objects to help their magic, they have persuaded the weavespeakers to let them keep multiple copies of items.
Urendur clan -
The clan known for string based magic, capable of using them both as weapons and restraining tools. They are also the textile makers of the city, using magical beasts thread to make the suits and enchantments for nobles, the strings are also able to be enchanted with a variety of differring effects allowing them to have some versatility in their attacks.
The Soulwinder district -
This district has the most healthy looking forests, with most of the trees and flora connected to be one large symbotic plant, sharing nutrients and sunlight to keep the whole thing surviving. This is the most quiet of any of the sections, as without an abundance of animals or politics, its a surreal calm even for a forest.
Nailo Clan -
This clan focuses entirely on alchemy, making potions for the entire town. Known as the long term healers, they deal with any diseases the town gets, keeps infections down, and studies the growing wildlife around them for new medicinal uses. Uninterested in the throne, they seek just to know the full use of all of nature.
Gulduron Clan -
This clan is known as the balancing clan due to their unqiue magics. Capable of pulling off of magics of both the manaweave and the void beyond, they live in constant equilibrium to contain the powers they have sought after. They have also learned how to force other magics into balance, making them excell as anti-magic users and magic users alike.
Tawaren Clan -
This clan focuses on pulling apon the aspects of nature and imbuing them into themselves or other objects. Capable of making summoning pylons, invoking the forces of creatures, and transforming themselves, they are a hybridized unit capable of holding their own in many situations without support from other clans, they have expanded rapidly and contest the soulwinders daily.
Rimdor Clan -
By implanting themselves with specially grown symbiotes, the people of this clan has gain unqiue powers at the cost of being hosts to their newfound allies. The symbiotes are custom made per user, and come with powers that sync with the users natural capabilities. With these effects, they are able to engage in politics and others without having real need for any cut at the end of a defense or offense. Though some fear their minds are effected by the symbiotes as well.
The lifepact district -
This district has many wild animals wandering around in it, peacefully conceding with the living people. The animals understand they are not allowed in all the clans houses, but does nest where they please outside of it. People here are relatively magicless in comparison to the rest, most being half casters or not casters at all.
Valenar Clan -
The valenar clan has mastered blacksmithing over the years, capable of making weaponry with much greater quality than most places in the world, at the cost of time. Due to them being elves, spending long periods of time to make masterwork weaponry is worth the time, and receiving runite allows them to make weapons far beyond what they normally would. Known for their weaponry, the entire city goes to them for anything they need crafted.
Ravavaris Clan -
This clan is known for making magical arrows and traps, capable of triggering small one time use magics in just about anything they put their minds to. Becoming strong trappers and rangers, they are normally the main scouts of the area. Very strong minded, they seek to dethrone the lifepact and claim the district for theirselves, but never can handle the 2v1 fights for supremacy.
Shazorwyn Clan -
Known for battle tactics and battle dances, this clan works entirely on how well you can flow your attacks with your movement in combat, using unqiue maneveurs to outdo most opponents. Wearers of light armor, they do craft their own to keep it from holding them back from their dances. Capable of granting local buffs to nearby allies, they are always seen hyping the elves before a defense or offense.
Othanar clan -
This clan is known for the most formalized military, making formations of deadly force, and riding less intellegent items than the lifepact. They work in coordination and in large groups, which disqualifies them from most bouts of political violence, stopping them from becoming a major clan. Being one of the strongest front liner, they take up the front as the main line of defense, with little regard for offense.
The weavespeaker district -
Here mana naturally forms into small living wisps lighting up the surrounding area, and controllable by those with magic. With the high abundance of mana, the area is great for training spellcasting, and good for forming items out of magic. The weavespeaker clan repaired the manaweave here causing this unqiue location to appear, other magical clans have flocked due to the benefits of the location.
Zinyra Clan -
Known for their control of light, The Zinyra clan can forge light itself into weaponry, walls and attacks to destroy their enemies, capable of using it even in cloudy weather, their only weakness is the night, where they must carry torches or use higher level spells to create the same effects. Due to this downside they do not have the power to take the primary clan spot.
Duindaer clan -
This clan is known for its ability to control innate mana in the local area, increasing the power of their spells, allowing them to cast from locations other than them, and change the effects of normal spells, but at the cost of being specific to one type of magic. Due to the damaged manaweave, their use outside of the woods is limited due to lack of latent mana.
Amamion clan -
This clan is known for its sound based magic capabilities. Capable of using this for both scouting and offensive capabilities, they are a good hybrid troop employed in the fighting, but due to the damaging effects of their spells, they aren't allowed to fight in the diplomatic violence due to ruptured organs and ears. Needing to use objects to help their magic, they have persuaded the weavespeakers to let them keep multiple copies of items.
Urendur clan -
The clan known for string based magic, capable of using them both as weapons and restraining tools. They are also the textile makers of the city, using magical beasts thread to make the suits and enchantments for nobles, the strings are also able to be enchanted with a variety of differring effects allowing them to have some versatility in their attacks.
The Soulwinder district -
This district has the most healthy looking forests, with most of the trees and flora connected to be one large symbotic plant, sharing nutrients and sunlight to keep the whole thing surviving. This is the most quiet of any of the sections, as without an abundance of animals or politics, its a surreal calm even for a forest.
Nailo Clan -
This clan focuses entirely on alchemy, making potions for the entire town. Known as the long term healers, they deal with any diseases the town gets, keeps infections down, and studies the growing wildlife around them for new medicinal uses. Uninterested in the throne, they seek just to know the full use of all of nature.
Gulduron Clan -
This clan is known as the balancing clan due to their unqiue magics. Capable of pulling off of magics of both the manaweave and the void beyond, they live in constant equilibrium to contain the powers they have sought after. They have also learned how to force other magics into balance, making them excell as anti-magic users and magic users alike.
Tawaren Clan -
This clan focuses on pulling apon the aspects of nature and imbuing them into themselves or other objects. Capable of making summoning pylons, invoking the forces of creatures, and transforming themselves, they are a hybridized unit capable of holding their own in many situations without support from other clans, they have expanded rapidly and contest the soulwinders daily.
Rimdor Clan -
By implanting themselves with specially grown symbiotes, the people of this clan has gain unqiue powers at the cost of being hosts to their newfound allies. The symbiotes are custom made per user, and come with powers that sync with the users natural capabilities. With these effects, they are able to engage in politics and others without having real need for any cut at the end of a defense or offense. Though some fear their minds are effected by the symbiotes as well.
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