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 Parentages

   
CategoryParentages
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

 
CategoryUpbringings
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

   
CategoryBackgrounds
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
  Suggested Classes  
ClasseSubclasses
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
Related Reports (Primary)

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