Lasair (Lah-say-err)
An Alfar refuge anchored to the south-west of Caonach and north of Eythgos, Lasair is a place of autumn leaves, burning red skies, warmth and beauty. The leaves sparkle with a golden trim, the wind sings like wind chimes. Red and golden towers strung with living fire that hangs like banners and garlands, tapestries of woven living flame, the song of metal and flame all around. Here the artisans of the Alfar ply their crafts, expressing themselves through precious metals and gemstones as they live away from the troubles of the outside world.
Demographics
Like most Alfar refuges, Lasair's hidden status makes it a haven for recluses, the hunted, and entities of The Otherworld
Suggested Classes
Suggested Parentages
Category | Parentages |
---|---|
Dominant | Elf (Alfar) |
Minority | Elf (Eladrin) |
Enclave | Elf (Huldra), Centaur, Fairy, Pixie |
Groups | Abeil, Dryad, Elemental (Fire), Firbolg, Sprite |
Individuals | Azer, Draconic, Dwarf (Ember), Tabaxi |
Singular | Gnomish, Halfling, Human, Shambling Mound |
Suggested Upbringings
Category | Upbringings |
---|---|
Dominant | Artificer, Laborer, Sylvan |
Minority | Battle Savant, Graceful, Scout, Skilled Labor, Specialist |
Enclave | Common Defense, Forest, Insightful, Scribe, Tinker |
Groups | Athletic, Consular, Defender, Guardian, Natural Artisan, Treebound |
Individuals | Acrobatic, Arboreal, Efreeti, Healer, Mage, Predator, Pyromaniac, Volcanic, Ignan Warrior |
Singular | Beastrider, Dramatic, Raven-Queen Ally, Story Collector |
Suggested Backgrounds
Category | Backgrounds |
---|---|
Dominant | Clan Crafter, Guild Artisan |
Minority | Acolyte, Devoted Parent, Farmer |
Enclaves | Animal Breeder, Outlander, Parfumier |
Groups | Entertainer, Forest Dweller, Poet, Sage |
Individuals | Alchemist's Apprentice, Diplomat, Student of Magic |
Singular | Magic Item Scholar, Translator |
Classe | Subclasses |
---|---|
Alchemist | Amorist, Apothecary, Science of Creation, Science of illumination, Science of Regeneration |
Antiquarian | Curator, Professor |
Artificer | (Alchemist, Architect, Armorer, Shieldmaiden) |
Barbarian | Path of Ashes, Path of Mistwood, Path of Nature's Wrath, Path of the Blade Dancer, Path of the Protector |
Bard | College of Botany, College of Creation, College of Dance, College of Fey Magic, College of Glamour, College of Harmony, College of Lore, College of Sincerity, College of Sword Dancing, College of Valor, Greenleaf College |
Cleric | Arcana Domain, Ash Domain, Community Domain, Craft Domain, Fire Domain, Forge Domain, Hearth Domain, Knowledge Domain, Peace Domain, Smithy Domain |
Craftsman | Armigers Guild, Bladeworkers Guild, Filigrists Guild, Luminaries Guild, Maesters' Guild |
Druid | Circle of Ash, Circle of the Elements, Circle of the Land, Circle of Wildfire, Feyfriend Circle |
Feywalker | Sphere of Plants |
Fighter | Arcane Archer, Battle Master, Blade Dancer, Champion, Eldritch Knight, Sword Dancer, Woodland Cavalie |
Gastronome | Culinary Maestro |
Magus | The Sylvan Circle |
Monk | Way of the Devoted, Way of the Elements, Way of the kensei |
Paladin | Oath of Devotion, Oath of Forged Bonds, Oath of Harmony, Oath of Passion, Oath of Safeguarding, Oath of the Ancients, Oath of the Elements, Oath of the Fey Warden, Oath of the Firebrand, Oath of the Green Warden, Oath of the Guardian, Oath of the Hearth, Oath of the Watchers, Oath of Unity |
Ranger | Archer, Explorer Conclave, Fey Wanderer, Firewalker, Grove Warden, Hidden Guardian, Horizon Walker, Hunter |
Rogue | Acrobat, Alchemist, Arcane Trickster, Duelist, Improviser, Scout, Wayfinder |
Scholar | Culinarian, Diplomat, Physician, Ritualist, Tactician, Theologian |
Sentient Weapon | Arcane Origin, Elemental Origin, Fey Origin, Sylvan Origin |
Sorcerer | Dryad, Elemental, High Magic, Nymph, Protected Soul |
Warden | Fey Trailblazer, Loreseeker, Verdant Protector |
Warlock | Archfey, Elemental Lord, Old Wood, The Creeping Vine |
Witch | Green Magic, Red Magic |
Wizard | Academic Lore, High Magic Specialist, School of Botany, School of Concurrance, School of the Elementalist, Spellsmith, War Magic |
Economic/Wealth Classes
Lasair tends to the needs of all its inhabitants, using the bounty of magic. While there are haves and have-lesses, there are no have-nots. The wealthiest are those who are most well regarded by their peers, most renowned and respected for their craft, wisdom, or prowess, as they receive gifts from the rest of the refuge. Thanks to their skill at metalworking and gemcarving, the Refuge has enough resources to conduct trade when necessary. For the most part, they strive for self-sufficiency.Government
The Speaker of Flame, a powerful mage, is the ruler of Lasair, aided by a council including the Speaker of Gold, in charge of trade and the distribution of resources, the Speaker of Steel, responsible for defense and logistics, the Speaker of Song, who keeps in touch with the needs of the community, the Speaker of the Wode, leader of the patrols that guard the perimeter of Lasair, and numerous other titles. The ancient laws of the refuge give the final say in matters to the Speaker of Flame, but allows for overrides by the council, and in practice they are fastidious about sharing power and making communal agreements.
Industry & Trade
Lasair is known for the art of Flameweaving--creating magical art and objects from fire itself. Fire is inherent to all their crafts, so baking, cooking, metallurgy and wood art are all in their repertoire. While they lack for very little, they sometimes benefit from influxes of food or rare metals/plants that do not grow in their warm supernatural environment, so when they trade with other Refuges (or, rarely, the outside world), they usually exchange worked metal or carved gemstones. They are adept at making weapons but do not focus on the arts of war.
History
In 5068, the Elemental Sovereigns descended to the Mortal World to teach the people of the Four Kingdoms to survive, passing down to them knowledge of the seasons, the elements, mastery of fire, the wheel, and more. The Alfar, however, still remembered the Dawn, when sheer will could shape reality, and went in search of its remnants.
Orym and Tanithil, born of the second generation of Alfar, followed Sin's emissaries, the Efreet, as they made their way among the tribes of humans, orcs, hobgoblins and others. They marveled at fire and all its beauty. In Qexel, the ancient heart of dwarvendom, they learned the secrets of the Ember Dwarves, the working of metal and carving of gemstones. From the Huldra they developed an appreciation for the beauty of autumn. But in the Dawn, they'd have been able to combine these visions--fire, metal, gems and forests. Here in the four kingdoms, this synergy was much more difficult.
So they set out to find a place where their vision could become reality, and they settled in a pocket of Dawn Energy discovered by Ioth himself on his journeys. They named it Lasair, secluded it in a golden wood, and began studying the art of weaving living fire.
More recently, Lasair Refuge has come into conflict with Andarud Refuge. Tensions continue to rise and the people of Lasair worry they may soon be dragged into the wars of the outside world.
Architecture
Towers of red and gold reach towards the warm skies of Lasair. Made from stone, embellished with metal, the architecture of Lasair celebrates trees and flames, combining the aesthetics and design inspiration of both. Curving, forked shapes that reach out in all directions. Closer to the ground, because of the forgework common among the Alfar of Lasair, they are more prone to use stone for building than most other Alfar, preferring mahogany and cedar for their red shades.
Geography
The Refuge takes the shape of an outer ring of natural stone cliffs, broached only by crossing points into the Mortal World and The Otherworld, concealed by veils and curtains of moss. Inside, there are gently sloping hills surrounded by forests, with a grassy clearing in the middle and a lake at the very heart. Most of Lasair's structures are built on a hill at the bottom of this bowl, surrounded by the crescent-shaped lake, fed by streams that flow in from the rocky outer ring.
Founding Date
5284
Type
City
Population
7766
Location under
Characters in Location
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