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== Vidar == | == Vidar == | ||
{{Infobox ilk|name=Vidar|title=Vidar|image=[[File:Placeholder.jpg]]|kin=[[Almarkin]]|talent=Mid|distribution=Shores of the [[Vid Sea]]}} | {{Infobox ilk|name=Vidar|title=Vidar|image=[[File:Placeholder.jpg]]|kin=[[Almarkin]]|talent=Mid|distribution=Shores of the [[Vid Sea]]}} | ||
Forsaken by the almur, ''vidur'' (sg. ''vidar'') are those who live in the nightward portion of the continent, therefore influenced by the [[Night]]. They are quite close to the [[Brunn|brunns]], having experienced similar oppression from their uninfluenced cousins. They are not as tall, but still noticeably slender, and sport horns. | |||
{{Ilks}} | |||
=== Appearance === | |||
Vidur are shorter than almur, and their coats tend to be a little more variegated, sometimes piebald. In addition, they sport horns on their heads, usually long and slender, of varying shapes.{{Ilks}} | |||
Latest revision as of 18:30, 21 March 2026
The information displayed in this article pertains to the continuity of Moonsong. As such, the wording may seem more flowery than normal. This is intentional.
Almarkin are canine ilks very closely related to faolkin, although they would prefer this wasn’t the case. They were both descended from the macro-faolkin. Almarkin reside in the half of the continent known as Andinor, with their highest caste living in the peninsula of Almadur.
Features
Almarkin tend to be quite elongated, a trait given by their historical proximity to the Tower. In a way, they resemble long-featured foxes.
History
Elevation and evolution
The almarkin split from the macro-faolkin sometime around the early III Cycle, when these ancestral peoples moved moonward into Andinor and became influenced by the light of the Tower. These early almarkin became distinct when they began delving into primitive thaumaturgy, soon becoming one of the more advanced peoples in the craft at the time, second only to the golden danar.
First settlements and the High Kingdom of Almadur
It is unknown when the first settlements of the almarkin arose, but on the 126th year of the III Cycle, the first almar kingdom, the High Kingdom of Almadur, was founded. At its height, it reached far into the Andinoric coasts of the Vid, a feat achieved through displacing the native brunn and vidar populations. This was met by resistance from these groups in the form of the Médrigan, a coalition of both oppressed ilks fighting to regain their lost lands. The war of attrition between the High Kingdom and the Médrigan raged on for 66 years, ending only when the latter finished all its resources and manpower.
The High Kingdom dissolved after the Weeks Without Reason, a period of three weeks marked by constant attacks by the golden danar, led by queen Mterbia IX, after declining an alliance with the High Kingdom (an event the golden danar considered outrageous and pathetic). During this period, the king Liómar III is killed in one of these attacks, leaving a power vacuum that couldn't be filled and destabilised the entire nation.
Modern day
In the IV Cycle, the almur are a people in decline. Much less prosperous than the hashka, their ability to afford steamboats from the kanar is limited, and their colonisation efforts are mostly restricted to founding settlements around the Sinoll Sea, which is largely uninhabited. The vidur, instead, seem to be on the rise after a long period of oppression, and their populations are slowly rising.
Almar
Sketch of an Almar by Camille. | |
| Information | |
|---|---|
| Kin | Almarkin |
| Inner talent | High |
| Natal lands | Almadur, Andinor |
Almur (sg. Almar) are the prototypical almarkin, originating in the towerward lands of Andinor. Their silken fur and elongated features give the almur a very special, almost elegant look. It is unsurprising, therefore, that the vast majority of them are quite arrogant. This is especially true of the inhabitants of the Almadur peninsula, being closer to the Tower and therefore ever so slightly corrupted by the pure talent radiating hence.
Distinguishing features
Almur are distinctly elongated. This is no surprise–such is the effect of the Tower's light upon birth. A stereotypical almar is tall and thin, almost appearing delicate. Their ears are long and, when resting, angle backwards, slightly up, and slightly outwards. Their tails also share their general tendency towards exaggerated length, normally fluffy and about as long as their torso. A proper almar will always take good care of their beautiful tail, grooming it with regular, obsessive fervour.
An almar's fur will vary greatly with their lineage. One from Almadur will present a wavy and long solid colour coat ranging from silver to white, and a very noticeable mane of longer, curlier fur covering their neck, chest and nape; another one from further inland will present curlier, denser fur all over; yet another nearer to the area where there is much intermixing with faoil will be much more vibrantly patterned, but if they are from an area with vidar intermixing, they will present straight and dark solid colour coats.
An almar's eyes are special: also seemingly elongated, they tend towards a distinctive piercing gaze, their eyebrows above contributing to this sharp look. They range in the greens and blues, less commonly reddish browns and ambers.
Social structure
Almur are highly caste-based and territorial, and as such form nations quite easily. One such example was the High Kingdom of Almadur, a major almar nation birthed in the eponymous peninsula that, for a time, controlled a major part of Andinor. Almur have no real preference for either patriarchy or matriarchy—the head of a family, entity or even an entire nation could be of either sex. Inheritance may travel through either the male or the female line, depending on the family. A typical almar household is generational, with the entire direct family line (either the male line or the female line, again, depending) living under one roof if affordable.
Languages
The almur speak Macro-Faolic languages of the Almaric branch. The common lingua franca amidst the various almar nations is a standardised variation of Kernish.
Thaumaturgy
The almur are a very thaumaturgically-inspired people, and, as such, their beliefs and institutions revolve around thaumaturgy, its study and practice. They vow their lives to the Æons and the flow of the æther, and practice methods such as meditation to be more in contact with their innate talent. Thaumaturges who aspire to become masters in their craft will usually travel to universities within the various almar nations for the sake of deepening their knowledge.
Vidar
![]() | |
| Information | |
|---|---|
| Kin | Almarkin |
| Inner talent | Mid |
| Natal lands | Shores of the Vid Sea |
Forsaken by the almur, vidur (sg. vidar) are those who live in the nightward portion of the continent, therefore influenced by the Night. They are quite close to the brunns, having experienced similar oppression from their uninfluenced cousins. They are not as tall, but still noticeably slender, and sport horns.
Appearance
Vidur are shorter than almur, and their coats tend to be a little more variegated, sometimes piebald. In addition, they sport horns on their heads, usually long and slender, of varying shapes.
