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		<id>https://solsticewiki.com/index.php?title=Sylthae&amp;diff=733</id>
		<title>Sylthae</title>
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		<updated>2026-06-10T00:48:05Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Why would you ever want to leave? Catch some sun, eat some grapes, that&#039;ll kick those silly ideas about leaving right outta your system.&amp;quot; — Darach Roche, The Elder of Community&#039;&#039;&amp;lt;/blockquote&amp;gt;{{Species|name=Sylthae|image=BAMboo_Sylthae.png|homeworld=Elyndra|habitats=The forests and jungles of Elyndra|traits=Bark-like skin, crests, flowering tails, and other features of plant mimicry|writers=Derek &lt;br /&gt;
Ghoste}}&lt;br /&gt;
The &#039;&#039;&#039;Sylthae&#039;&#039;&#039; are a plant-inspired species present on the sphere of Elyndra. Despite appearing as though they are comprised of plants, the Sylthae are mammals, with their bodies comprised of layered, fibrous matter that resembles sinew grown in rings. Their tissue grows into a keratinized plate that resembles tree bark or the stems of plants. Sylthae vary in appearance, but most feature crests, spines, branching limbs, vine tails, horns, and other distinctive features that allow them to blend in with their surroundings. Sylthae enjoy basking in the sun for energy and fall ill when not in the sun for long periods of time. Their architecture represents their connection to the flora on Elyndra, able to control and manipulate them. Due to their connection with the flora and the ability to coax them to do their bidding, labor is seen as crude and lower-class. The Sylthae have mastered an ability known as ‘Twin Growth’, in which they enhance qualities of themselves from a plant, though this ability is much harder to do as their bodies grow tougher with age. Sylthae are all herbivores and can eat a variety of plants. Part of what makes their life easy is existing in such lush forests that food will always be at every corner. Their governing system is made of a collection of elders, all of whom see no reason to leave their Garden Sphere. It’s paradise, after all, and anyone who argues otherwise is a threat to such a paradise.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Core Worldview&#039;&#039;&#039; ==&lt;br /&gt;
Sylthae live in a paradise in which they’re taught to never leave. Leaving means death, monsters, and never coming back. And besides – who would want to leave such a perfect, calm life? This made up a large part of hesitance towards the Pathfinding Initiative. &lt;br /&gt;
== &#039;&#039;&#039;Physiology and Design&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Sylthae Tail .png|left|thumb|339x339px|Sylthae showing off tail, by Ghoste]]&lt;br /&gt;
Sylthae are &#039;&#039;&#039;not actually plants&#039;&#039;&#039;. Their physical attributes mostly derive from their parent, but a small portion from the environment itself, since they are creatures of mimicry and camouflage. They come in all shapes and sizes – if it is a plant, there is a Sylthae for it*. They tend to have crests, tails, thick bark-like skin, and leaf-like tissues that grow randomly on their body. Sometimes true plants grow on them, especially for older, slower folks. &lt;br /&gt;
[[File:Planty Sylthae art 5.png|thumb|Planty by Ghoste|left]]&lt;br /&gt;
They need adequate sunlight to be healthy. Their colors, especially those with flower-like appendages, appear dull without enough light. They have a bioluminescent “Sunny D” to help deal with periods of prolonged exposure to darkness, but it is not a permanent solution. While they do not photosynthesize, the plants growing on them do – even more incentive for sunlight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The only exception are Monotropa Uniflora (see “The Fomorians”)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Returning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As Sylthae age, their bodies become tougher and slower. Generally, their attitudes also relax and slow during this aging process. More plant-like tissues sprout between the cracks of their bark and in-between moss or ferns that decide to take home on them. Sylthae that manage to live up to over a century often have aggressive vegetation consuming them. &lt;br /&gt;
&lt;br /&gt;
When they reach the end of their life cycle, they are possessed by the insatiable need to find a suitable place to settle. By this point, their bodies have slowed and numbed to a great degree. They gradually become overtaken by surrounding vegetation as their forms feed the garden in death, merging with the environment. &amp;lt;blockquote&amp;gt;&#039;&#039;“Out of the many watermelon seeds produced by our fallen one, a large seedpod was seen forming – a new child for Elyndra” -- Mother Hallow, previous Elder of Thorn&#039;&#039;&amp;lt;/blockquote&amp;gt;Sometimes, before their bodies fully decompose, they create a false flower, fruit, or pod. The &#039;&#039;&#039;little sprout&#039;&#039;&#039; (what Sylthae call children*) emerges from the cocoon fairly developed and able to walk, unlike half-baked human children. They don’t need much effort to take care of them as they gradually find their way back to society once born, in which they’re then taken in and communally raised by other Sylthae. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Twins are literally “two peas in a pod” and may be called peas instead&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fomorians…&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“Subterranean cannibalistic plant vampires” – or the fomorians – are monstrous, warped Sylthae that evolved without sunlight. &lt;br /&gt;
&lt;br /&gt;
Long ago, a fissure cracked through the world. In a twig’s snap, hundreds of Sylthae plunged into the crawling darkness, trapped as the fissure sealed above them just as fast as it appeared. They ventured too far from home and into stable territory. Ever since, strange monsters have crawled out of the edges of Sylthae society or in the depths of caves, if a Sylthae ever sees such caves…&lt;br /&gt;
&lt;br /&gt;
Young buds are reminded of this story. Stay in the light. Stay in the community. Never leave, and everyone stays safe and together in paradise. Variations of the story include “boogeyman” type characters or the equivalent to a monster under your bed, but Sylthae across every culture always have something.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Social Structures and Community&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Occupations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Elyndra provides everything a Sylthae needs to live, allowing for the luxury of laziness among many in their communities. The concept of “working” and &lt;br /&gt;
&lt;br /&gt;
“Effort” is seen as something that is a burden. Those that work are not looked down upon, but pitied. They would unironically censor the word “job.” &amp;lt;blockquote&amp;gt;“&#039;&#039;Oh you have to work? That must be such a burden, I’m so sorry for you.&amp;quot; -- anonymous Sylthae&#039;&#039;&amp;lt;/blockquote&amp;gt;For menial work, elders may make golems. These are non-sentient magical creatures of rock, soil, and leaf created for singular purposes such as carrying beverages, turning cogs on machines, or delivering messages. They are very simple creatures. While a golem can help a builder carry and place down wood, the placement is nonsensical without direct orders, which creates the need for proper jobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a little lean green beer-getting machine, but yknow not a machine because its a magical plant golem&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elders choose who in their community will work, often rotating the selection every few days. A chosen individual will go through Twin Growth to specialize them in their task (allows for fewer individuals to be burdened with work and, for those that do work, have the strength/ability to complete their tasks).  Since very few get chosen from large communities, most people don’t work often.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl comparison is like getting chosen for Jury Duty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The “government” is made up of a collection of Elders who do their best to keep everyone living together on this paradise of a planet. They are the oldest Sylthae in their community who, by some reason or another (said to be chosen by nature itself) grow a large, flowering crown from their headcrests later into life. &lt;br /&gt;
&lt;br /&gt;
Like old growth trees, they tell stories from tattoo-like carvings on their skin and pass down traditions through telling such stories verbally – especially to promote staying within the community. They are not seen as “higher than” anyone else, and they tend to spend much time with the youngest sprouts in their towns and cities. Elders usually fill up to five roles, though they are mostly symbolic (elders don’t do many tasks themselves, but mostly keep order as it naturally flows and oversee such flow; maybe at one point, or in some struggling cities, elders take up a more proper array of responsibilities). However, elders usually do magic (creating golems, aiding in Twin Growth) and choose which individuals in the community shall do work and of what kind.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darach (Oak): Tree of community&lt;br /&gt;
&lt;br /&gt;
Fuinseog (Ash): Tree of hope&lt;br /&gt;
&lt;br /&gt;
Dealg (Thorn): Tree of spirit&lt;br /&gt;
&lt;br /&gt;
Cuileann (Holly): Tree of protection &lt;br /&gt;
&lt;br /&gt;
Coll (Hazel): Tree of wisdom&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of nurturing the environment for a regular plant when they die, they gradually transform into enormous trees named after their role. These trees are often used centuries later as meeting spaces, places to live, and overall representations of the community. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Religion and Spirituality&#039;&#039;&#039; ==&lt;br /&gt;
Many Sylthae view the planet itself as a living being, one that nourishes them and provides them with everything they could ever need. They treat Elyndra like a person (literally their motherland). For specific religions, some Sylthae hold ceremonies in and around the largest and oldest trees. Additionally, religions tend to center either the soil or Sun.&lt;br /&gt;
&lt;br /&gt;
As a part of their dogma against exploration and leaving the planet, the Elders tell stories about the horrible monsters that lurk in the dark, pale as a ghost and waiting to gobble you up whole! There are plenty of variations on this tale, but all Sylthae know the stories well.   &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Magic&#039;&#039;&#039; ==&lt;br /&gt;
Culturally, Sylthae are very attuned to their environment and especially to the plants around them. They mimic them physically and spiritually, eventually leading to them finding a pattern in the flow of life (“flow&amp;quot; may be used interchangeably with &amp;quot;nectar&amp;quot;) that would give way for magic. They use magic chiefly to &#039;&#039;&#039;manipulate light and plants&#039;&#039;&#039;. In very early Sylthae society, only the eldest of the community had the time and knowledge on how to manage this. That piece of history is still retained in &#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;, who continue to be the primary users of larger magics, but most of Sylthae society understands the basics of the flow (most of Sylthae society has a small bit of Twin Growth, even if they did not create the attunement themselves, and have learned to manipulate light or plants to some extent).  &lt;br /&gt;
&lt;br /&gt;
They mostly use their bodies or plants to “cast” magic. It is less of “casting a spell” and more of gently guiding flow and attuning oneself to it. Naturally this lends their magic into the realm of nature and body constellations. There are no rules, but there can be certain taboos – for instance, fighting against the flow or studying it in depth is seen as strange. Magic is supposed to be one of the many gifts of their paradise, not something to be scientifically analyzed. Magic is primarily used to make life as luxurious and blissful as possible: opening up canopies to flood cities with natural light, causing food to grow at a rapid pace, shaping the roofs of their houses to capture rainwater, and reducing the stress of work on one’s body. To outsiders, the flow of a plant is messy and complicated, but Sylthae have grown to embrace and follow it smoothly, as taught by their Elders. &lt;br /&gt;
&lt;br /&gt;
Additionally, their magical capabilities are not combative or harmful in any true sense of the word. Sure – shining light in someone’s eyes or hitting someone with rose thorns would hurt, but that isn’t the main use or function of their magic. To re-emphasize, their magic is almost entirely selfish, helping to ease the burdens of everyday life and make living more enjoyable – not for harming others. They may also use magic to help others, though the efficacy varies depending on the target. Healing an injured plant is easier than healing a Sylthae, and much less complicated than healing a non-Elyndrian. Sylthae magic is primarily built for Sylthae use, though there have been cases where more adventurous plantkin helped members of other species, usually through creative use of healing magics and Twin Growing. &lt;br /&gt;
&lt;br /&gt;
Most Sylthae can gently grow a plant into Twin Growing with them (this kind of attunement makes it slightly easier to guide the flow of their plant) and guide light in small ways. Some, but fewer, can extend this skill to other plants (example: guiding a vine to drop grapes onto your lap). Older Sylthae, or those that took the time to learn, may be able to attune a plant to themselves through Twin Growth. However, only The Elder Trees of their community have garnered the skill, patience, and presence to apply Twin Growth to others and create non-sentient golems. Additionally, The Elders often have etched “tattoos” that tell stories (similar to the etchings on the bark of a tree). Sometimes, these etchings may represent flow, further aiding spell guidance for themselves and to show to others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is when a plant’s flow connects with the flow of a person, intertwining the two. It is easier to guide the flow of another when intertwined, but only as long as the flow remains intact (taking care of the plant both in the literal and magical sense). This can then be used to make oneself taller, stronger, more decorative, or any number of things that plants or one’s body can grow into. Magic is natural to their society, and not utilizing it is seen as an unnecessary difficulty. However, because of their flippant use of magic, excessive and rampant use causes prolonged and extreme lethargy, which ironically inspires the use of more magic to make life easier. For Twin Growth specifically, the fast growth and bonding aspect of this magic takes years off of Sylthae lifespans and speeds up their natural life cycle, especially if they don’t know how to pace themselves with the flow. Symptoms of this include hardening skin (like bark) and overall slower movements (older Sylthae or those that use a lot of magic appear much more relaxed), forcing their bodies to shift into an early version of &#039;&#039;&#039;Returning&#039;&#039;&#039;: the process by which a Sylthae fully hardens in death and returns to the nature of garden they call home (death). Managing a large quantity of magic in a short period of time can essentially turn the Sylthae into a still, lifeless statue – a large, uncontrolled explosion of magic can instantly succumb the Sylthae to returning, rapidly growing a rather deformed tree in their place. This can be somewhat prevented if the flow of another plant takes the place of one’s own, damaging that plant instead, but many Sylthae either don’t know how to incorporate this into their use of magic or would rather not harm their home. The Elders live so long partially because they do use this method of flow guiding (a key feature is their large flowering head crest, which can only be properly created by mastering this exchange of flow), and are seen as the few who can use it responsibly. To suppress Returning itself, Sylthae may also bathe themselves in more sunlight than usual and take an extended break from magic, but other symptoms of magic overuse remain. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Technology and Science&#039;&#039;&#039; ==&lt;br /&gt;
Technology is less metallic and more organic. There is a heavy emphasis and reliance on both photokinesis (light) and phytokinesis (plants), essentially doing the bare minimum amount of magic they need in order to have the plants in the environment do the work for them. Doors with vine hinges that open and close on their own, pitcher plants that serve as toilets, altering the boughs of fruit trees to grow right into your home and bare fruit every day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foods and Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the most popular category of invention. They have developed a drink made from pre-photosynthesized chloroplasts in order to help their ailments and deficiencies when exposed to long periods of darkness. It&#039;s bioluminescent Sunny D.&lt;br /&gt;
&lt;br /&gt;
In conjungtion with Nythera neighbors, a few Sylthae have also created unique forms of recreational drugs, drinks, and snacks. This is very useful for party hours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is one of their top advancements, aside from &#039;&#039;&#039;plant golems&#039;&#039;&#039; (however, golems are limited to the Elders, meanwhile Twin Growth is commonplace throughout Sylthae societies).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Growth: Named after plants that grow within each other. Sylthae utilize the growing patterns and features of plants through twin growth to enhance themselves: grow stronger (bonding with a redwood tree to harden their bark-like skin), taller (bonding with a bamboo or otherwise lengthening their limbs), gain more abilities (using the bonded plant like an extra appendage), or heal wounds (using the structural integrity of certain plants to temporarily or permanently cover injuries). Sylthae generally have a longstanding symbiotic relationship with flora (e.g., older folks may have real plant growths chilling on them, and much of their society and architecture is centered around plants), but this is facilitated by following the “life flow” of a plant, allowing such plants to bond to a Sylthae and rapidly grow in whichever way is needed -- the only caveat being a shorter lifespan, as too much magic use stiffens Sylthae&#039;s skin and speeds up their natural aging processes.&lt;br /&gt;
&lt;br /&gt;
Very few (if any) don&#039;t participate in Twin Growth, especially since it helps society function in terms of jobs (if you&#039;re chosen to do a certain job, it is highly surprising that any Sylthae would turn down Twin Growth to make the job easier). It&#039;s also possible to have multiple plant bonds (to your detriment) and many Sylthae have one plant they bond the most closely with (usually for decorative purposes, and does not use too much magic). And like mentioned before, temporary growths exist (usually for small jobs or injuries), and any can be unbonded if the Sylthae wishes. However, the longer a plant is bonded, the more difficult it is to remove (remnants of the plant may still remain). &lt;br /&gt;
&lt;br /&gt;
This process can be done at any time during life, with it getting slightly more difficult as the individual ages because of the skin becoming harder and harder as they get older.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Travel and Trading&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most technology is created to make life as easy as possible for themselves. Given their stigma against leaving their home sphere, &#039;&#039;&#039;they have not created any space faring technology of their own&#039;&#039;&#039;. They rely on visitors from other spheres or neighboring Nythera for technology such as space crafts. Some Sylthae could have instructed golems to create space vessels based on foreigner ships, though most who opt to leave the comfort of their homeworld usually find room on someone else&#039;s ship rather than creating one from scratch.   &lt;br /&gt;
&lt;br /&gt;
Most cities only recently began integrating space docks for ships, but they are small, and far and few between. Anyone who wants to go to the Sylthae side of Elyndra would normally go through Nythera first, as their interspacial ports are larger and more accessible.   &lt;br /&gt;
&lt;br /&gt;
There was also a rumored ship that crashed on Elyndra, nearby one of the Sylthae settlements, with a strange fellow who offered to take any Sylthae wishing to join the &#039;&#039;&#039;Pathfinding Initiative&#039;&#039;&#039; as a token of gratitude for helping him recover from the crash.   &lt;br /&gt;
&lt;br /&gt;
When it comes to trading, Sylthae are more than happy to share the plentiful bounty of their paradise world. After all, they have much excess, why wouldn&#039;t they be generous to &#039;&#039;(cough take pity upon)&#039;&#039; those who come to their verdant garden? It is also one of the only ways they can get non-organic materials and technology.    &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Fashion&#039;&#039;&#039; ==&lt;br /&gt;
Fashion tends to center flowy fabrics, robes, or flower decor. Most Sylthae do not overdress or have layers (Elyndra tends to be temperate-warm) and instead opt for simpler, looser outfits. Some Sylthae choose to not wear shoes (easier for climbing and connecting with the soil), but this is up to personal preference. &lt;br /&gt;
&lt;br /&gt;
Oftentimes, dresses and other fabrics are sewn to mimic the plant life around them. High fashion is more intricate and delicate than regular-wear, with an array of designs (embroidered or layered) to appear as petals, flowers, and vines. Sylthae may create these types of outfits in their leisuretime if they find sewing enjoyable, but others would rather wait years for golems to finish a piece instead.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl inspirations include Midsommar and Greek Togas&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Fun Facts&#039;&#039;&#039; ==&lt;br /&gt;
They are highly resistant to substances derived from plants, including but not limited to: wine.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Notable Locations&#039;&#039;&#039; ==&lt;br /&gt;
A lot of Elyndran cities are isolated to Sylthae. Buildings from these cities are formed in a way that maximizes the utilization of natural resources like rainwater and sunlight. For example, lots of open buildings that channel light and water throughout its infrastructure, roofs that catch rainwater (or let it trickle down in pretty ways), and houses built from the dirt and trees themselves. &lt;br /&gt;
&lt;br /&gt;
Most of the buildings are made with the help of large boulder-golems, led by a small handful of rotating chosen architects (see Occupations).  &lt;br /&gt;
&lt;br /&gt;
Their land appears more wild and overgrown than neatly farmed, though those areas do still exist in patches between their cities. Sometimes, these gardens are isolated to individuals who tend to them for fun. At some point in Sylthae history, one of these personal gardens was owned by a very passionate Elder, and thereforth all governing buildings of the Elders showcase wonderful farmland all around the base of their trees.   &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Interactions With Other Species&#039;&#039;&#039; ==&lt;br /&gt;
While very, &#039;&#039;very&#039;&#039; few Sylthae have ventured out, Elyndra in recent times has been a center of travel and vacation for other species. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Party Hours&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
All of Elyndra has a culture of &amp;quot;party hours&amp;quot; throughout the years and days. These include annual celebrations, but also the casual festivities that occur every dawn and dusk. Parties at Dawn, or sunrise, are hosted by Sylthae in honor of long sunny day ahead. Parties at Dusk, or sunset, are hosted by Nythera, to rejoice in the dim glow of the moonlight all night long. While Sylthae and Nythera may celebrate these separately, they often come together in &amp;quot;Party Towns&amp;quot; to celebrate together. This is a very special bond since dawn and dusk are the only times where it isn&#039;t too dark for Sylthae nor too light for Nythera. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Inspiration Images&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Sylthae Concept.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Concept Art&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Sylthae Art One.jpg|none|thumb|682x682px]][[File:Sylthae Art Two.jpg|thumb|Art By Ghoste]]&lt;br /&gt;
[[File:Sylthae Art Three.jpg|left|thumb|357x357px|Elder Sylthae concept art by Ghoste]]&lt;br /&gt;
[[File:Sylthae Art Four.png|center|thumb|360x360px]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Sylthae&amp;diff=732</id>
		<title>Sylthae</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Sylthae&amp;diff=732"/>
		<updated>2026-06-10T00:46:51Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Concept Art */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Why would you ever want to leave? Catch some sun, eat some grapes, that&#039;ll kick those silly ideas about leaving right outta your system.&amp;quot; — Darach Roche, The Elder of Community&#039;&#039;&amp;lt;/blockquote&amp;gt;{{Species|name=Sylthae|image=BAMboo_Sylthae.png|homeworld=Elyndra|habitats=The forests and jungles of Elyndra|traits=Bark-like skin, crests, flowering tails, and other features of plant mimicry|writers=Derek &lt;br /&gt;
Ghoste}}&lt;br /&gt;
The &#039;&#039;&#039;Sylthae&#039;&#039;&#039; are a plant-inspired species present on the sphere of Elyndra. Despite appearing as though they are comprised of plants, the Sylthae are mammals, with their bodies comprised of layered, fibrous matter that resembles sinew grown in rings. Their tissue grows into a keratinized plate that resembles tree bark or the stems of plants. Sylthae vary in appearance, but most feature crests, spines, branching limbs, vine tails, horns, and other distinctive features that allow them to blend in with their surroundings. Sylthae enjoy basking in the sun for energy and fall ill when not in the sun for long periods of time. Their architecture represents their connection to the flora on Elyndra, able to control and manipulate them. Due to their connection with the flora and the ability to coax them to do their bidding, labor is seen as crude and lower-class. The Sylthae have mastered an ability known as ‘Twin Growth’, in which they enhance qualities of themselves from a plant, though this ability is much harder to do as their bodies grow tougher with age. Sylthae are all herbivores and can eat a variety of plants. Part of what makes their life easy is existing in such lush forests that food will always be at every corner. Their governing system is made of a collection of elders, all of whom see no reason to leave their Garden Sphere. It’s paradise, after all, and anyone who argues otherwise is a threat to such a paradise.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Core Worldview&#039;&#039;&#039; ==&lt;br /&gt;
Sylthae live in a paradise in which they’re taught to never leave. Leaving means death, monsters, and never coming back. And besides – who would want to leave such a perfect, calm life? This made up a large part of hesitance towards the Pathfinding Initiative. &lt;br /&gt;
== &#039;&#039;&#039;Physiology and Design&#039;&#039;&#039; ==&lt;br /&gt;
Sylthae are &#039;&#039;&#039;not actually plants&#039;&#039;&#039;. Their physical attributes mostly derive from their parent, but a small portion from the environment itself, since they are creatures of mimicry and camouflage. They come in all shapes and sizes – if it is a plant, there is a Sylthae for it*. They tend to have crests, tails, thick bark-like skin, and leaf-like tissues that grow randomly on their body. Sometimes true plants grow on them, especially for older, slower folks. &lt;br /&gt;
[[File:Sylthae Tail .png|left|thumb|339x339px|Sylthae showing off tail, by Ghoste]]&lt;br /&gt;
They need adequate sunlight to be healthy. Their colors, especially those with flower-like appendages, appear dull without enough light. They have a bioluminescent “Sunny D” to help deal with periods of prolonged exposure to darkness, but it is not a permanent solution. While they do not photosynthesize, the plants growing on them do – even more incentive for sunlight. &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The only exception are Monotropa Uniflora (see “The Fomorians”)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Returning&#039;&#039;&#039;&lt;br /&gt;
[[File:Planty Sylthae art 5.png|thumb|Planty by Ghoste]]&lt;br /&gt;
As Sylthae age, their bodies become tougher and slower. Generally, their attitudes also relax and slow during this aging process. More plant-like tissues sprout between the cracks of their bark and in-between moss or ferns that decide to take home on them. Sylthae that manage to live up to over a century often have aggressive vegetation consuming them. &lt;br /&gt;
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When they reach the end of their life cycle, they are possessed by the insatiable need to find a suitable place to settle. By this point, their bodies have slowed and numbed to a great degree. They gradually become overtaken by surrounding vegetation as their forms feed the garden in death, merging with the environment. &amp;lt;blockquote&amp;gt;&#039;&#039;“Out of the many watermelon seeds produced by our fallen one, a large seedpod was seen forming – a new child for Elyndra” -- Mother Hallow, previous Elder of Thorn&#039;&#039;&amp;lt;/blockquote&amp;gt;Sometimes, before their bodies fully decompose, they create a false flower, fruit, or pod. The &#039;&#039;&#039;little sprout&#039;&#039;&#039; (what Sylthae call children*) emerges from the cocoon fairly developed and able to walk, unlike half-baked human children. They don’t need much effort to take care of them as they gradually find their way back to society once born, in which they’re then taken in and communally raised by other Sylthae. &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Twins are literally “two peas in a pod” and may be called peas instead&lt;br /&gt;
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&#039;&#039;&#039;The Fomorians…&#039;&#039;&#039;&lt;br /&gt;
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“Subterranean cannibalistic plant vampires” – or the fomorians – are monstrous, warped Sylthae that evolved without sunlight. &lt;br /&gt;
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Long ago, a fissure cracked through the world. In a twig’s snap, hundreds of Sylthae plunged into the crawling darkness, trapped as the fissure sealed above them just as fast as it appeared. They ventured too far from home and into stable territory. Ever since, strange monsters have crawled out of the edges of Sylthae society or in the depths of caves, if a Sylthae ever sees such caves…&lt;br /&gt;
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Young buds are reminded of this story. Stay in the light. Stay in the community. Never leave, and everyone stays safe and together in paradise. Variations of the story include “boogeyman” type characters or the equivalent to a monster under your bed, but Sylthae across every culture always have something.&lt;br /&gt;
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== &#039;&#039;&#039;Social Structures and Community&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Occupations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Elyndra provides everything a Sylthae needs to live, allowing for the luxury of laziness among many in their communities. The concept of “working” and &lt;br /&gt;
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“Effort” is seen as something that is a burden. Those that work are not looked down upon, but pitied. They would unironically censor the word “job.” &amp;lt;blockquote&amp;gt;“&#039;&#039;Oh you have to work? That must be such a burden, I’m so sorry for you.&amp;quot; -- anonymous Sylthae&#039;&#039;&amp;lt;/blockquote&amp;gt;For menial work, elders may make golems. These are non-sentient magical creatures of rock, soil, and leaf created for singular purposes such as carrying beverages, turning cogs on machines, or delivering messages. They are very simple creatures. While a golem can help a builder carry and place down wood, the placement is nonsensical without direct orders, which creates the need for proper jobs. &lt;br /&gt;
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&#039;&#039;a little lean green beer-getting machine, but yknow not a machine because its a magical plant golem&#039;&#039;&lt;br /&gt;
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The Elders choose who in their community will work, often rotating the selection every few days. A chosen individual will go through Twin Growth to specialize them in their task (allows for fewer individuals to be burdened with work and, for those that do work, have the strength/ability to complete their tasks).  Since very few get chosen from large communities, most people don’t work often.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl comparison is like getting chosen for Jury Duty&lt;br /&gt;
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&#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;&lt;br /&gt;
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The “government” is made up of a collection of Elders who do their best to keep everyone living together on this paradise of a planet. They are the oldest Sylthae in their community who, by some reason or another (said to be chosen by nature itself) grow a large, flowering crown from their headcrests later into life. &lt;br /&gt;
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Like old growth trees, they tell stories from tattoo-like carvings on their skin and pass down traditions through telling such stories verbally – especially to promote staying within the community. They are not seen as “higher than” anyone else, and they tend to spend much time with the youngest sprouts in their towns and cities. Elders usually fill up to five roles, though they are mostly symbolic (elders don’t do many tasks themselves, but mostly keep order as it naturally flows and oversee such flow; maybe at one point, or in some struggling cities, elders take up a more proper array of responsibilities). However, elders usually do magic (creating golems, aiding in Twin Growth) and choose which individuals in the community shall do work and of what kind.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darach (Oak): Tree of community&lt;br /&gt;
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Fuinseog (Ash): Tree of hope&lt;br /&gt;
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Dealg (Thorn): Tree of spirit&lt;br /&gt;
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Cuileann (Holly): Tree of protection &lt;br /&gt;
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Coll (Hazel): Tree of wisdom&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Instead of nurturing the environment for a regular plant when they die, they gradually transform into enormous trees named after their role. These trees are often used centuries later as meeting spaces, places to live, and overall representations of the community. &lt;br /&gt;
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== &#039;&#039;&#039;Religion and Spirituality&#039;&#039;&#039; ==&lt;br /&gt;
Many Sylthae view the planet itself as a living being, one that nourishes them and provides them with everything they could ever need. They treat Elyndra like a person (literally their motherland). For specific religions, some Sylthae hold ceremonies in and around the largest and oldest trees. Additionally, religions tend to center either the soil or Sun.&lt;br /&gt;
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As a part of their dogma against exploration and leaving the planet, the Elders tell stories about the horrible monsters that lurk in the dark, pale as a ghost and waiting to gobble you up whole! There are plenty of variations on this tale, but all Sylthae know the stories well.   &lt;br /&gt;
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== &#039;&#039;&#039;Magic&#039;&#039;&#039; ==&lt;br /&gt;
Culturally, Sylthae are very attuned to their environment and especially to the plants around them. They mimic them physically and spiritually, eventually leading to them finding a pattern in the flow of life (“flow&amp;quot; may be used interchangeably with &amp;quot;nectar&amp;quot;) that would give way for magic. They use magic chiefly to &#039;&#039;&#039;manipulate light and plants&#039;&#039;&#039;. In very early Sylthae society, only the eldest of the community had the time and knowledge on how to manage this. That piece of history is still retained in &#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;, who continue to be the primary users of larger magics, but most of Sylthae society understands the basics of the flow (most of Sylthae society has a small bit of Twin Growth, even if they did not create the attunement themselves, and have learned to manipulate light or plants to some extent).  &lt;br /&gt;
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They mostly use their bodies or plants to “cast” magic. It is less of “casting a spell” and more of gently guiding flow and attuning oneself to it. Naturally this lends their magic into the realm of nature and body constellations. There are no rules, but there can be certain taboos – for instance, fighting against the flow or studying it in depth is seen as strange. Magic is supposed to be one of the many gifts of their paradise, not something to be scientifically analyzed. Magic is primarily used to make life as luxurious and blissful as possible: opening up canopies to flood cities with natural light, causing food to grow at a rapid pace, shaping the roofs of their houses to capture rainwater, and reducing the stress of work on one’s body. To outsiders, the flow of a plant is messy and complicated, but Sylthae have grown to embrace and follow it smoothly, as taught by their Elders. &lt;br /&gt;
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Additionally, their magical capabilities are not combative or harmful in any true sense of the word. Sure – shining light in someone’s eyes or hitting someone with rose thorns would hurt, but that isn’t the main use or function of their magic. To re-emphasize, their magic is almost entirely selfish, helping to ease the burdens of everyday life and make living more enjoyable – not for harming others. They may also use magic to help others, though the efficacy varies depending on the target. Healing an injured plant is easier than healing a Sylthae, and much less complicated than healing a non-Elyndrian. Sylthae magic is primarily built for Sylthae use, though there have been cases where more adventurous plantkin helped members of other species, usually through creative use of healing magics and Twin Growing. &lt;br /&gt;
&lt;br /&gt;
Most Sylthae can gently grow a plant into Twin Growing with them (this kind of attunement makes it slightly easier to guide the flow of their plant) and guide light in small ways. Some, but fewer, can extend this skill to other plants (example: guiding a vine to drop grapes onto your lap). Older Sylthae, or those that took the time to learn, may be able to attune a plant to themselves through Twin Growth. However, only The Elder Trees of their community have garnered the skill, patience, and presence to apply Twin Growth to others and create non-sentient golems. Additionally, The Elders often have etched “tattoos” that tell stories (similar to the etchings on the bark of a tree). Sometimes, these etchings may represent flow, further aiding spell guidance for themselves and to show to others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is when a plant’s flow connects with the flow of a person, intertwining the two. It is easier to guide the flow of another when intertwined, but only as long as the flow remains intact (taking care of the plant both in the literal and magical sense). This can then be used to make oneself taller, stronger, more decorative, or any number of things that plants or one’s body can grow into. Magic is natural to their society, and not utilizing it is seen as an unnecessary difficulty. However, because of their flippant use of magic, excessive and rampant use causes prolonged and extreme lethargy, which ironically inspires the use of more magic to make life easier. For Twin Growth specifically, the fast growth and bonding aspect of this magic takes years off of Sylthae lifespans and speeds up their natural life cycle, especially if they don’t know how to pace themselves with the flow. Symptoms of this include hardening skin (like bark) and overall slower movements (older Sylthae or those that use a lot of magic appear much more relaxed), forcing their bodies to shift into an early version of &#039;&#039;&#039;Returning&#039;&#039;&#039;: the process by which a Sylthae fully hardens in death and returns to the nature of garden they call home (death). Managing a large quantity of magic in a short period of time can essentially turn the Sylthae into a still, lifeless statue – a large, uncontrolled explosion of magic can instantly succumb the Sylthae to returning, rapidly growing a rather deformed tree in their place. This can be somewhat prevented if the flow of another plant takes the place of one’s own, damaging that plant instead, but many Sylthae either don’t know how to incorporate this into their use of magic or would rather not harm their home. The Elders live so long partially because they do use this method of flow guiding (a key feature is their large flowering head crest, which can only be properly created by mastering this exchange of flow), and are seen as the few who can use it responsibly. To suppress Returning itself, Sylthae may also bathe themselves in more sunlight than usual and take an extended break from magic, but other symptoms of magic overuse remain. &lt;br /&gt;
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== &#039;&#039;&#039;Technology and Science&#039;&#039;&#039; ==&lt;br /&gt;
Technology is less metallic and more organic. There is a heavy emphasis and reliance on both photokinesis (light) and phytokinesis (plants), essentially doing the bare minimum amount of magic they need in order to have the plants in the environment do the work for them. Doors with vine hinges that open and close on their own, pitcher plants that serve as toilets, altering the boughs of fruit trees to grow right into your home and bare fruit every day. &lt;br /&gt;
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&#039;&#039;&#039;Foods and Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the most popular category of invention. They have developed a drink made from pre-photosynthesized chloroplasts in order to help their ailments and deficiencies when exposed to long periods of darkness. It&#039;s bioluminescent Sunny D.&lt;br /&gt;
&lt;br /&gt;
In conjungtion with Nythera neighbors, a few Sylthae have also created unique forms of recreational drugs, drinks, and snacks. This is very useful for party hours. &lt;br /&gt;
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&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is one of their top advancements, aside from &#039;&#039;&#039;plant golems&#039;&#039;&#039; (however, golems are limited to the Elders, meanwhile Twin Growth is commonplace throughout Sylthae societies).  &lt;br /&gt;
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&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Growth: Named after plants that grow within each other. Sylthae utilize the growing patterns and features of plants through twin growth to enhance themselves: grow stronger (bonding with a redwood tree to harden their bark-like skin), taller (bonding with a bamboo or otherwise lengthening their limbs), gain more abilities (using the bonded plant like an extra appendage), or heal wounds (using the structural integrity of certain plants to temporarily or permanently cover injuries). Sylthae generally have a longstanding symbiotic relationship with flora (e.g., older folks may have real plant growths chilling on them, and much of their society and architecture is centered around plants), but this is facilitated by following the “life flow” of a plant, allowing such plants to bond to a Sylthae and rapidly grow in whichever way is needed -- the only caveat being a shorter lifespan, as too much magic use stiffens Sylthae&#039;s skin and speeds up their natural aging processes.&lt;br /&gt;
&lt;br /&gt;
Very few (if any) don&#039;t participate in Twin Growth, especially since it helps society function in terms of jobs (if you&#039;re chosen to do a certain job, it is highly surprising that any Sylthae would turn down Twin Growth to make the job easier). It&#039;s also possible to have multiple plant bonds (to your detriment) and many Sylthae have one plant they bond the most closely with (usually for decorative purposes, and does not use too much magic). And like mentioned before, temporary growths exist (usually for small jobs or injuries), and any can be unbonded if the Sylthae wishes. However, the longer a plant is bonded, the more difficult it is to remove (remnants of the plant may still remain). &lt;br /&gt;
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This process can be done at any time during life, with it getting slightly more difficult as the individual ages because of the skin becoming harder and harder as they get older.&lt;br /&gt;
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&#039;&#039;&#039;Space Travel and Trading&#039;&#039;&#039; &lt;br /&gt;
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Most technology is created to make life as easy as possible for themselves. Given their stigma against leaving their home sphere, &#039;&#039;&#039;they have not created any space faring technology of their own&#039;&#039;&#039;. They rely on visitors from other spheres or neighboring Nythera for technology such as space crafts. Some Sylthae could have instructed golems to create space vessels based on foreigner ships, though most who opt to leave the comfort of their homeworld usually find room on someone else&#039;s ship rather than creating one from scratch.   &lt;br /&gt;
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Most cities only recently began integrating space docks for ships, but they are small, and far and few between. Anyone who wants to go to the Sylthae side of Elyndra would normally go through Nythera first, as their interspacial ports are larger and more accessible.   &lt;br /&gt;
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There was also a rumored ship that crashed on Elyndra, nearby one of the Sylthae settlements, with a strange fellow who offered to take any Sylthae wishing to join the &#039;&#039;&#039;Pathfinding Initiative&#039;&#039;&#039; as a token of gratitude for helping him recover from the crash.   &lt;br /&gt;
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When it comes to trading, Sylthae are more than happy to share the plentiful bounty of their paradise world. After all, they have much excess, why wouldn&#039;t they be generous to &#039;&#039;(cough take pity upon)&#039;&#039; those who come to their verdant garden? It is also one of the only ways they can get non-organic materials and technology.    &lt;br /&gt;
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== &#039;&#039;&#039;Fashion&#039;&#039;&#039; ==&lt;br /&gt;
Fashion tends to center flowy fabrics, robes, or flower decor. Most Sylthae do not overdress or have layers (Elyndra tends to be temperate-warm) and instead opt for simpler, looser outfits. Some Sylthae choose to not wear shoes (easier for climbing and connecting with the soil), but this is up to personal preference. &lt;br /&gt;
&lt;br /&gt;
Oftentimes, dresses and other fabrics are sewn to mimic the plant life around them. High fashion is more intricate and delicate than regular-wear, with an array of designs (embroidered or layered) to appear as petals, flowers, and vines. Sylthae may create these types of outfits in their leisuretime if they find sewing enjoyable, but others would rather wait years for golems to finish a piece instead.  &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl inspirations include Midsommar and Greek Togas&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Fun Facts&#039;&#039;&#039; ==&lt;br /&gt;
They are highly resistant to substances derived from plants, including but not limited to: wine.&lt;br /&gt;
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== &#039;&#039;&#039;Notable Locations&#039;&#039;&#039; ==&lt;br /&gt;
A lot of Elyndran cities are isolated to Sylthae. Buildings from these cities are formed in a way that maximizes the utilization of natural resources like rainwater and sunlight. For example, lots of open buildings that channel light and water throughout its infrastructure, roofs that catch rainwater (or let it trickle down in pretty ways), and houses built from the dirt and trees themselves. &lt;br /&gt;
&lt;br /&gt;
Most of the buildings are made with the help of large boulder-golems, led by a small handful of rotating chosen architects (see Occupations).  &lt;br /&gt;
&lt;br /&gt;
Their land appears more wild and overgrown than neatly farmed, though those areas do still exist in patches between their cities. Sometimes, these gardens are isolated to individuals who tend to them for fun. At some point in Sylthae history, one of these personal gardens was owned by a very passionate Elder, and thereforth all governing buildings of the Elders showcase wonderful farmland all around the base of their trees.   &lt;br /&gt;
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== &#039;&#039;&#039;Interactions With Other Species&#039;&#039;&#039; ==&lt;br /&gt;
While very, &#039;&#039;very&#039;&#039; few Sylthae have ventured out, Elyndra in recent times has been a center of travel and vacation for other species. &lt;br /&gt;
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&#039;&#039;&#039;Party Hours&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
All of Elyndra has a culture of &amp;quot;party hours&amp;quot; throughout the years and days. These include annual celebrations, but also the casual festivities that occur every dawn and dusk. Parties at Dawn, or sunrise, are hosted by Sylthae in honor of long sunny day ahead. Parties at Dusk, or sunset, are hosted by Nythera, to rejoice in the dim glow of the moonlight all night long. While Sylthae and Nythera may celebrate these separately, they often come together in &amp;quot;Party Towns&amp;quot; to celebrate together. This is a very special bond since dawn and dusk are the only times where it isn&#039;t too dark for Sylthae nor too light for Nythera. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Inspiration Images&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Sylthae Concept.png|none|thumb]]&lt;br /&gt;
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== &#039;&#039;&#039;Concept Art&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Sylthae Art One.jpg|none|thumb|682x682px]][[File:Sylthae Art Two.jpg|thumb|Art By Ghoste]]&lt;br /&gt;
[[File:Sylthae Art Three.jpg|left|thumb|357x357px|Elder Sylthae concept art by Ghoste]]&lt;br /&gt;
[[File:Sylthae Art Four.png|center|thumb|360x360px]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:BAMboo_Sylthae.png&amp;diff=731</id>
		<title>File:BAMboo Sylthae.png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:BAMboo_Sylthae.png&amp;diff=731"/>
		<updated>2026-06-10T00:45:22Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What a diva (Bamboo sylthae with bamboo twin growth)&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Planty_Sylthae_art_5.png&amp;diff=730</id>
		<title>File:Planty Sylthae art 5.png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Planty_Sylthae_art_5.png&amp;diff=730"/>
		<updated>2026-06-10T00:43:53Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Planty Sylthae very plant plant plant plant&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Sylthae_Tail_.png&amp;diff=729</id>
		<title>File:Sylthae Tail .png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Sylthae_Tail_.png&amp;diff=729"/>
		<updated>2026-06-10T00:39:08Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sylthae Design tail by ghoste&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Sylthae_Art_Four.png&amp;diff=728</id>
		<title>File:Sylthae Art Four.png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Sylthae_Art_Four.png&amp;diff=728"/>
		<updated>2026-06-10T00:36:34Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sylthae art by Ghoste colored&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=679</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=679"/>
		<updated>2026-06-06T05:47:45Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: added cervari sketches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_dancing_in_magic.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Vaki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patience, young foal. Good magic requires time, and in time you will need good magic. Vaki is not a process to be rushed.&amp;quot; -- a Cervari teacher of the arcane&#039;&#039;   &amp;lt;/blockquote&amp;gt;While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;). Some Cervari who have specializations in magic may add &#039;&#039;&#039;ossification markings&#039;&#039;&#039; (reverse engravings) to their antlers in addition to &#039;&#039;&#039;engraved jewelry&#039;&#039;&#039; to aid them in spellcasting.    &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.      &lt;br /&gt;
&lt;br /&gt;
Excerpt from Gale Khorren, a researcher of the arcane (See &amp;quot;Magic: Cervari&amp;quot; for a greater length).       &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Oftentimes, larger spells include multiple folks from our community to cast with greater strength and swiftness. Many find this a great source of bonding, and very often their first direct experience with Vaki.&amp;quot;&#039;&#039;      &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher / Astronomist&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
** One of the most populated careers&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[[File:Cervari cap sketch.png|thumb|390x390px|Cervari Concept (by Ghoste)]]&lt;br /&gt;
[[File:Engraving ring cervari .png|left|thumb|433x433px|Cervari Concept (by Ghoste)]]&lt;br /&gt;
[[File:Cervari sketch .png|none|thumb|408x408px|Cervari Concept (by Ghoste)]]&lt;br /&gt;
[[File:Hawthorne Al One.png|left|thumb|Cervari Concept (by Al)|438x438px]][[File:Hawthorne Al Two.png|thumb|Cervari Concept (Art by dani)|none|427x427px]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Cervari_cap_sketch.png&amp;diff=678</id>
		<title>File:Cervari cap sketch.png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Cervari_cap_sketch.png&amp;diff=678"/>
		<updated>2026-06-06T05:46:20Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cervari sketch of no horns only cap / hat&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Cervari_sketch_.png&amp;diff=677</id>
		<title>File:Cervari sketch .png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Cervari_sketch_.png&amp;diff=677"/>
		<updated>2026-06-06T05:42:13Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;sketch of a cervari&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Engraving_ring_cervari_.png&amp;diff=676</id>
		<title>File:Engraving ring cervari .png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Engraving_ring_cervari_.png&amp;diff=676"/>
		<updated>2026-06-06T05:35:56Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cervari reference for ring engravings for magic and symbols&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Cervari_dancing_in_magic.png&amp;diff=675</id>
		<title>File:Cervari dancing in magic.png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Cervari_dancing_in_magic.png&amp;diff=675"/>
		<updated>2026-06-06T05:31:11Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cervari dancing in a magic ritual&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Warp_Gates_and_Space_Travel&amp;diff=655</id>
		<title>Warp Gates and Space Travel</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Warp_Gates_and_Space_Travel&amp;diff=655"/>
		<updated>2026-06-05T06:33:04Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Structure of a Warp Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modern interstellar travel depends on navigating a universe that is divided between stable space and the &#039;&#039;&#039;[[The Great Empty|Great Empty]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In stable regions, travel is far more straightforward, as space behaves according to traditional astrophysics. Worlds orbit stars, distances can be measured, and starships move through predictable gravitational and energetic systems. But in the pockets of the Great Empty, space itself has been permanently altered by the Convergence. Distance is no longer absolute. And in a universe comprised of known worlds that are located in entirely different star systems, civilizations rely on several methods of travel to remain interconnected.&lt;br /&gt;
&lt;br /&gt;
==Conventional Space Travel==&lt;br /&gt;
Within planetary systems, spacecraft operate much as they did before the &#039;&#039;&#039;[[Convergence]]&#039;&#039;&#039;, albeit with some stronger advancements in technology. Travel between moons, orbital habitats, and neighboring planets remains relatively predictable. This form of travel is often referred to as “local starflight”.&lt;br /&gt;
&lt;br /&gt;
This kind of travel serves to connect planets and spheres within the same system. Starships feature a wide variety of models and aesthetics depending on what planet and manufacturer they originate from. In many cases, it’s easy to tell at a glance what planet or sphere a starship was constructed on.&lt;br /&gt;
 &lt;br /&gt;
==Warp Gates==&lt;br /&gt;
Warp Gates are large-scale transit structures that allow spacecraft to travel between distant star systems. Instead of making a ship move faster, they temporarily connect two distant locations by stabilizing a corridor through fractured reality, allowing a vessel to traverse a dramatically shortened path between them. Warp Gates make use of the Great Empty, meaning they can only be constructed and activated in systems that contain at least one pocket of the Great Empty.&lt;br /&gt;
&lt;br /&gt;
===Principles of Operation===&lt;br /&gt;
Warp Gates stabilize a point where two distant star systems overlap in the geometry of the Great Empty, and create a temporary transit corridor between them. To an outside observer, departure and arrival occur in separate systems, and transit can take at a minimum several hours.&lt;br /&gt;
[[File:Warpgate structure actually.png|none|thumb|982x982px|Warpgate Diagram (What is actually seen)]]&lt;br /&gt;
&lt;br /&gt;
===Structure of a Warp Gate===&lt;br /&gt;
Warp Gates are massive orbital installations typically positioned at the outer edges of a star system’s anomaly field (pocket of the Great Empty). Warp Gates consist of three primary components.&lt;br /&gt;
[[File:Warpgates GIF BUT DIFFERENT FRONT IMAGE.gif|none|thumb|987x987px]]&lt;br /&gt;
&lt;br /&gt;
====The Aperture Ring====&lt;br /&gt;
This is a vast circular structure that defines and stabilizes the gate boundary. It anchors the local spatial coordinates, prevents the collapse of the transit corridor, and protects nearby space from distortion. The aperture ring is what determines start and destination points for the Warp Gate system, and is necessary to keep these starting and ending points stable.&lt;br /&gt;
&lt;br /&gt;
====Resonance Arrays====&lt;br /&gt;
Because the Great Empty is shaped by energy we refer to as magic, gates must interact with these semi-visible structures directly. Resonance arrays detect nearby string patterns, weave them into alignment, and maintain continuity during ship passage. Without stable strings, the corridor will unravel instantly. Resonance arrays function to keep the transit corridor stable.&lt;br /&gt;
&lt;br /&gt;
====Synchronization Beacons====&lt;br /&gt;
Each Warp Gate must remain aligned with its paired destination. These beacon systems continuously exchange positional data and resonance signatures. If synchronization fails, transit will be suspended. The beacons serve as the means to ensure the corridor is connected properly to the target location (another gate). Synchronization beacons are responsible for navigation, ensuring that the transit corridor connects to the right destination aperture ring.&lt;br /&gt;
&lt;br /&gt;
===Warp Gate Invention===&lt;br /&gt;
Known for their expertise in logistics, transport systems, and infrastructure design, the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; were the first engineers to recognize the ability to route objects, people, and even vessels through pockets of reality. Their breakthroughs on their homeworld of &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; allowed them to utilize the Echofield (the pocket of the Great Empty that Velora is housed within) to create incredibly efficient means of transport in the form of ‘burrows’. A burrow network allows Lagorans to enter a portal on one side and appear halfway across the sphere at the exit. This later would develop into an interconnected subway system.&lt;br /&gt;
&lt;br /&gt;
The Lagorans were instrumental in bringing this technology to other worlds, and the first Warp Gates were simply scaled-up versions of their burrows, suspended in space.&lt;br /&gt;
&lt;br /&gt;
===Warp Gate Networks===&lt;br /&gt;
Warp Gates cannot function in isolation. They belong to a larger interconnected gate network, linking multiple worlds through chained transit routes. Long-distance travel often requires multiple gate jumps, and not all Warp Gates can be connected. Transit hubs, floating space stations that serve as connections between systems, are necessary to connect star systems that are too far apart for Warp Gates to safely and reliably connect.&lt;br /&gt;
&lt;br /&gt;
Warp Gates require constant maintenance and have full crews working hard to ensure they remain stable. Incidents involving Warp Gates are few and far between, as security tends to be tight around integral parts of the structure. Damage or destruction of a Warp Gate would be catastrophic.&lt;br /&gt;
&lt;br /&gt;
==Access to Travel==&lt;br /&gt;
Warp Gates are typically an easily accessible form of travel for most residents of our known universe who have the money to spare for a ticket aboard a transport vessel. However, poorer individuals may struggle to pay the fare.&lt;br /&gt;
&lt;br /&gt;
This leads to a rise in the use of conventional space travel, though such travel between star systems is almost entirely nonexistent. Travel between planets is difficult enough to do in this manner, and traveling towards spheres in ships not ready to make the journey into the Great Empty claims many lives. Fuel stations, the stellar equivalent of a floating truckstop, have popped up all over the universe, serving as spots to refuel one’s vessel, grab a drink, and possibly get robbed due to the influx of crime at these stations. &lt;br /&gt;
&lt;br /&gt;
Warp Gate travel through official channels will always be the safer mode of transport, but such things are barred from those who are not well off enough to afford it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Warpgates_GIF_BUT_DIFFERENT_FRONT_IMAGE.gif&amp;diff=654</id>
		<title>File:Warpgates GIF BUT DIFFERENT FRONT IMAGE.gif</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Warpgates_GIF_BUT_DIFFERENT_FRONT_IMAGE.gif&amp;diff=654"/>
		<updated>2026-06-05T06:32:50Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;same as the original warp gate gif diagram for the structure but different front image&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Warp_Gates_and_Space_Travel&amp;diff=653</id>
		<title>Warp Gates and Space Travel</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Warp_Gates_and_Space_Travel&amp;diff=653"/>
		<updated>2026-06-05T06:22:45Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Structure of a Warp Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modern interstellar travel depends on navigating a universe that is divided between stable space and the &#039;&#039;&#039;[[The Great Empty|Great Empty]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In stable regions, travel is far more straightforward, as space behaves according to traditional astrophysics. Worlds orbit stars, distances can be measured, and starships move through predictable gravitational and energetic systems. But in the pockets of the Great Empty, space itself has been permanently altered by the Convergence. Distance is no longer absolute. And in a universe comprised of known worlds that are located in entirely different star systems, civilizations rely on several methods of travel to remain interconnected.&lt;br /&gt;
&lt;br /&gt;
==Conventional Space Travel==&lt;br /&gt;
Within planetary systems, spacecraft operate much as they did before the &#039;&#039;&#039;[[Convergence]]&#039;&#039;&#039;, albeit with some stronger advancements in technology. Travel between moons, orbital habitats, and neighboring planets remains relatively predictable. This form of travel is often referred to as “local starflight”.&lt;br /&gt;
&lt;br /&gt;
This kind of travel serves to connect planets and spheres within the same system. Starships feature a wide variety of models and aesthetics depending on what planet and manufacturer they originate from. In many cases, it’s easy to tell at a glance what planet or sphere a starship was constructed on.&lt;br /&gt;
 &lt;br /&gt;
==Warp Gates==&lt;br /&gt;
Warp Gates are large-scale transit structures that allow spacecraft to travel between distant star systems. Instead of making a ship move faster, they temporarily connect two distant locations by stabilizing a corridor through fractured reality, allowing a vessel to traverse a dramatically shortened path between them. Warp Gates make use of the Great Empty, meaning they can only be constructed and activated in systems that contain at least one pocket of the Great Empty.&lt;br /&gt;
&lt;br /&gt;
===Principles of Operation===&lt;br /&gt;
Warp Gates stabilize a point where two distant star systems overlap in the geometry of the Great Empty, and create a temporary transit corridor between them. To an outside observer, departure and arrival occur in separate systems, and transit can take at a minimum several hours.&lt;br /&gt;
[[File:Warpgate structure actually.png|none|thumb|982x982px|Warpgate Diagram (What is actually seen)]]&lt;br /&gt;
&lt;br /&gt;
===Structure of a Warp Gate===&lt;br /&gt;
Warp Gates are massive orbital installations typically positioned at the outer edges of a star system’s anomaly field (pocket of the Great Empty). Warp Gates consist of three primary components.&lt;br /&gt;
[[File:Warpgates GIF .gif|none|thumb|987x987px]]&lt;br /&gt;
&lt;br /&gt;
====The Aperture Ring====&lt;br /&gt;
This is a vast circular structure that defines and stabilizes the gate boundary. It anchors the local spatial coordinates, prevents the collapse of the transit corridor, and protects nearby space from distortion. The aperture ring is what determines start and destination points for the Warp Gate system, and is necessary to keep these starting and ending points stable.&lt;br /&gt;
&lt;br /&gt;
====Resonance Arrays====&lt;br /&gt;
Because the Great Empty is shaped by energy we refer to as magic, gates must interact with these semi-visible structures directly. Resonance arrays detect nearby string patterns, weave them into alignment, and maintain continuity during ship passage. Without stable strings, the corridor will unravel instantly. Resonance arrays function to keep the transit corridor stable.&lt;br /&gt;
&lt;br /&gt;
====Synchronization Beacons====&lt;br /&gt;
Each Warp Gate must remain aligned with its paired destination. These beacon systems continuously exchange positional data and resonance signatures. If synchronization fails, transit will be suspended. The beacons serve as the means to ensure the corridor is connected properly to the target location (another gate). Synchronization beacons are responsible for navigation, ensuring that the transit corridor connects to the right destination aperture ring.&lt;br /&gt;
&lt;br /&gt;
===Warp Gate Invention===&lt;br /&gt;
Known for their expertise in logistics, transport systems, and infrastructure design, the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; were the first engineers to recognize the ability to route objects, people, and even vessels through pockets of reality. Their breakthroughs on their homeworld of &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; allowed them to utilize the Echofield (the pocket of the Great Empty that Velora is housed within) to create incredibly efficient means of transport in the form of ‘burrows’. A burrow network allows Lagorans to enter a portal on one side and appear halfway across the sphere at the exit. This later would develop into an interconnected subway system.&lt;br /&gt;
&lt;br /&gt;
The Lagorans were instrumental in bringing this technology to other worlds, and the first Warp Gates were simply scaled-up versions of their burrows, suspended in space.&lt;br /&gt;
&lt;br /&gt;
===Warp Gate Networks===&lt;br /&gt;
Warp Gates cannot function in isolation. They belong to a larger interconnected gate network, linking multiple worlds through chained transit routes. Long-distance travel often requires multiple gate jumps, and not all Warp Gates can be connected. Transit hubs, floating space stations that serve as connections between systems, are necessary to connect star systems that are too far apart for Warp Gates to safely and reliably connect.&lt;br /&gt;
&lt;br /&gt;
Warp Gates require constant maintenance and have full crews working hard to ensure they remain stable. Incidents involving Warp Gates are few and far between, as security tends to be tight around integral parts of the structure. Damage or destruction of a Warp Gate would be catastrophic.&lt;br /&gt;
&lt;br /&gt;
==Access to Travel==&lt;br /&gt;
Warp Gates are typically an easily accessible form of travel for most residents of our known universe who have the money to spare for a ticket aboard a transport vessel. However, poorer individuals may struggle to pay the fare.&lt;br /&gt;
&lt;br /&gt;
This leads to a rise in the use of conventional space travel, though such travel between star systems is almost entirely nonexistent. Travel between planets is difficult enough to do in this manner, and traveling towards spheres in ships not ready to make the journey into the Great Empty claims many lives. Fuel stations, the stellar equivalent of a floating truckstop, have popped up all over the universe, serving as spots to refuel one’s vessel, grab a drink, and possibly get robbed due to the influx of crime at these stations. &lt;br /&gt;
&lt;br /&gt;
Warp Gate travel through official channels will always be the safer mode of transport, but such things are barred from those who are not well off enough to afford it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Warpgate_structure_actually.png&amp;diff=652</id>
		<title>File:Warpgate structure actually.png</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Warpgate_structure_actually.png&amp;diff=652"/>
		<updated>2026-06-05T06:17:57Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What a warpgate looks like actually OooOoOOo&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=File:Warpgates_GIF_.gif&amp;diff=651</id>
		<title>File:Warpgates GIF .gif</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=File:Warpgates_GIF_.gif&amp;diff=651"/>
		<updated>2026-06-05T06:14:09Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Structure of a Warp Gate in Space&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Velora&amp;diff=636</id>
		<title>Velora</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Velora&amp;diff=636"/>
		<updated>2026-06-02T22:56:50Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Notable Historical Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
{{RelatedPages|&lt;br /&gt;
* [[Cervari]] &lt;br /&gt;
* [[Lagorans]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Homeworld&lt;br /&gt;
| name = Velora&lt;br /&gt;
| image = Placeholder.png&lt;br /&gt;
&lt;br /&gt;
| type = Sphere&lt;br /&gt;
| species = Cervari, Lagorans&lt;br /&gt;
&lt;br /&gt;
| moons = Three&lt;br /&gt;
| rings = One, very thin&lt;br /&gt;
| system = The Echofield System&lt;br /&gt;
&lt;br /&gt;
| environments = Temperate forests, open meadows, mountains&lt;br /&gt;
| features = Largely an interconnected ecosystem that functions like a singular organism&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Excuse me, do you know when the train gets here?&amp;quot; — anxious Lagoran&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pronounced “vel-oh-rah”, &#039;&#039;&#039;Velora&#039;&#039;&#039; is a world of quiet complexity, a sphere that mirrors its sister planet &#039;&#039;&#039;[[Virilune]]&#039;&#039;&#039; in form but not temperament. Its ecosystems are deeply interconnected, functioning as a vast, responsive network where life communicates and adapts across entire regions. Disturbances in one area ripple outward, triggering defensive or adaptive responses in others. When trees are cut down in one area of a forest, neighboring trees have been shown to dedicate resources toward toughening their bark to deter the threat. This delicate balance has shaped the civilizations that call Velora home. The &#039;&#039;&#039;[[Cervari]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; have learned to live in harmony with their environment, developing an intimate understanding of the systems that sustain them. Every action has a consequence, and the world itself is always listening, from roots to leaves.&lt;br /&gt;
&lt;br /&gt;
== Geography and Environment ==&lt;br /&gt;
&lt;br /&gt;
Velora&#039;s ecosystems and environment are much like Virilune&#039;s, with the main difference being the way such ecosystems are connected. Trees and environments appear connected as if they share an &#039;immune system&#039; and will respond to threats accordingly.&lt;br /&gt;
&lt;br /&gt;
Velora is typically home to mountains, open meadows, and temperate forests.&lt;br /&gt;
&lt;br /&gt;
== Stellar Information ==&lt;br /&gt;
&lt;br /&gt;
Velora is located in the Echofield star system, and resides within the Echofield energy field.&lt;br /&gt;
&lt;br /&gt;
Velora has three moons. Each moon is nearly identical to its sisters, each exhibiting exceptionally stable movement patterns despite being within an energy field. Their constant stability is theorized to be part of the reason the ecosystems on Velora are interconnected, as weather patterns grow to be so predictable that the sphere itself has adapted to them.&lt;br /&gt;
&lt;br /&gt;
Velora has only one ring, so thin and transparent that it is only visible when backlit by the light of another celestial body. This ring is formed from the constant diffusing of debris and dust off of its three moons, meaning each moon is gradually getting smaller. Astronomers and climate scientists are concerned that at some point in the far future, Velora may lose its moons entirely, which may have consequences for those living there.&lt;br /&gt;
&lt;br /&gt;
== Notable Historical Events ==&lt;br /&gt;
&lt;br /&gt;
Velora is the home of magical technology, making incredible advancements in portal tech that would bring about the &#039;&#039;&#039;[[Warp Gates and Space Travel|Warp Gates]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Homeworlds]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Magic&amp;diff=634</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Magic&amp;diff=634"/>
		<updated>2026-06-02T22:42:58Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Sylthae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
{{RelatedPages|&lt;br /&gt;
* [[Souls]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(Observation excerpts from &amp;quot;What Could Have Been&amp;quot; by Lagoran Mage Erenville, &amp;quot;The Invisible Side&amp;quot; by Gelum Researcher Flubber, and “Looking Inside” by Canari Druid Beau’min)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Magic is best assumed to be thin invisible threads that meticulously craft the universe around us. It is an age old practice full of unknowns but what is known is we are able to manipulate it. There is no exact point in which we as a species nor our neighbors began to use it but at some point, the universe became malleable via these threads…”&lt;br /&gt;
&lt;br /&gt;
“The extent of what magic can do is near impossible to know. Those of Chitara have used it as an energy source while Lagoran society has become dependent on it as a practice. This doesn’t answer the question of how far can we go with it? It’s been used by the Canari to promote growth of their forest while the Aurelians have made their living machines with it. None of these species are better than the other at the utilization of it and each have faced their detrimental downfalls from their use. Magic has simply proven itself an unending climb out of the bottom of a slippery well. How many breakthroughs will be needed til we can answer the question?”&lt;br /&gt;
&lt;br /&gt;
“... My colleague now suffers an injury to his hands due to a new spell. He had planned for an outcome that has worked several times before. Imbueding a talisman with the ability to keep a person warm. It must have been the pulling at the wrong thread or the wrong timing of it. Despite a man his age being so intimate with magic, he had still injured himself. On one hand, it is quite aggravating to have such an incident occur but on the other hand, it is a more favorable outcome than flame resulting in the burning down of his home.”&lt;br /&gt;
== Branches and Constellations of Magic ==&lt;br /&gt;
“The difference between Branches and Constellations is that Branches are a defined and separated system used to differentiate the strings. Constellations are more blended in the differences to help high level researchers expand their knowledge and skill. No magic user is locked to one Branch nor Constellation and often encouraged to look to other Constellations to expand their studies.”&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
The two main Branches of magic are split between the visible and invisible.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Visible&#039;&#039;&#039; branch is everything around the caster that you can see. Things that have a physical appearance to the common person.&lt;br /&gt;
* Nature&lt;br /&gt;
* People&lt;br /&gt;
* Spheres&lt;br /&gt;
* Planets&lt;br /&gt;
* Weather&lt;br /&gt;
The &#039;&#039;&#039;Invisible&#039;&#039;&#039; branch concerns things that are not easily seen to the average person. Things that are mental or spiritual.&lt;br /&gt;
* Souls&lt;br /&gt;
* Mental states&lt;br /&gt;
* Reality&lt;br /&gt;
* Gravity&lt;br /&gt;
* Light/Shadow&lt;br /&gt;
&lt;br /&gt;
=== Constellations ===&lt;br /&gt;
Constellations are loosely made groups of magic techniques, spells, and studies that are common with each other. They are not perfectly defined and instead viewed as overlapping circles of studies.&lt;br /&gt;
&lt;br /&gt;
Commonly used Constellations and the fields of study they cover.&lt;br /&gt;
* Constellation of the Spirit&lt;br /&gt;
** Soul&lt;br /&gt;
** Spirituality&lt;br /&gt;
* Constellation of Song&lt;br /&gt;
** Energy&lt;br /&gt;
** Music&lt;br /&gt;
** Soundwaves&lt;br /&gt;
** “Seeing” the invisible&lt;br /&gt;
* Constellation of Exchange&lt;br /&gt;
** Alchemy (equivalent exchange)&lt;br /&gt;
** Studies the effects of magic on users&lt;br /&gt;
* Constellation of Entropy&lt;br /&gt;
** Chaos/Entropy&lt;br /&gt;
** Nullstar studies&lt;br /&gt;
** Studies of the Great Empty&lt;br /&gt;
* Constellation of the Natural World&lt;br /&gt;
** Elements&lt;br /&gt;
** Nature&lt;br /&gt;
** Weather&lt;br /&gt;
* Constellation of the Body&lt;br /&gt;
** Health&lt;br /&gt;
** Animals&lt;br /&gt;
** People&lt;br /&gt;
** Self-altercation (positive and negative)&lt;br /&gt;
* Constellation of the Artificial&lt;br /&gt;
** Technomancy&lt;br /&gt;
** Artificial life/soul&lt;br /&gt;
** Constructs&lt;br /&gt;
== Mana ==&lt;br /&gt;
“Mana is the energy within the strings of a person’s soul. There is no set amount of mana someone has. Simply if someone uses all their mana, they will feel weak and sluggish. All expenditure of their mana could lead to death. Regaining mana takes time and rest so some species have taken to using machines to do their work for them.”&lt;br /&gt;
&lt;br /&gt;
=== Curses ===&lt;br /&gt;
“Albeit rare, what some have come to call curses are best described as an ailment that affects a magic user due to their use of something so dangerous. They’re not entirely common as most of those who are “cursed” typically don’t live long. Common ailments include a mana sickness that permanently affects their ability to cast magic or a body altercation to a degree that is unintended and harmful. There is unfortunately very little on this subject due to the low rate at which those become afflicted and even lower survival rate among them.”&lt;br /&gt;
&lt;br /&gt;
=== Crystals ===&lt;br /&gt;
“An odd appearance of Crystals have been found to coincide with magic. Most commonly seen on Chitara, crystals are best described as physical manifestations of the strings combined into a densely packed thing. They typically sprout from high volumes of mana in the area which often results from “events” of waves of energy sweeping an area or the collection of high volumes of energy in one location…”&lt;br /&gt;
&lt;br /&gt;
“....of what people typically call “Experience”. These are much smaller and more malleable in comparison to crystals although crushing and consuming crystal is highly advised against.”&lt;br /&gt;
&lt;br /&gt;
== Species and Magic ==&lt;br /&gt;
Magic is more or less very similar between everyone but how each species uses it and the purpose of doing so is different. Such a massive difference is yet another factor into the slow progression into the study of magic.&lt;br /&gt;
=== [[Felari]] ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Mage Lakshmi.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Much like our neighbors, the Canari, Felari tend to practice magic in various nature and life Constellations. Due to living in environments filled with vegetations, we practice druidic spells and magic to allow the manipulation of plant life, whether by causing plants to move or to grow. This also allows for agricultural advancement. However, due to the necessity for stealth, Felari have also become excellent when handling cloaking magic, often inscribing enchantments onto spacecraft and equipment in order to slip away unseen. It is also inscribed on the boundaries of our cities so they&#039;re harder to find. Keeps us safer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some Felari have also been known to work with the magic of the dead, to commune with and ask for advice from the ancestors. These rituals are shrouded in mystery and not widely practiced, as they require extremely skilled arcane scholars. This does take a heavy toll on the caster the longer the spell is kept up. Typically in the form of exhaustion and weakness. These rituals require a powerful mage and very specific sets of circumstances to even work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felari typically combine magic with science and chemistry, seeing how to improve ourselves and control forces of nature utilizing our mastery of the arcane. Magic is as much a tool for survival in the Mahavana as our claws. Meanwhile some warriors are able to use enhancement enchantments for temporary boosts but this is still costly to keep up for long, and overly relying on this mechanism can lead to permanent weakening of the body.&amp;quot;&lt;br /&gt;
=== Canari ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Druid Relitov.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;Our first use of magic is retold through a fairytale of two people finding a moment of silence and peace together. Meditating and listening to the sounds of the forest, they took notice of the patterns in nature that exist all around. Swirls in the water, shapes created by the stars in the sky, rough tracks of tree bark. They were overcome with a sense of passion and joy, and decided to draw these patterns in the ground together, resulting in the first spell for our people. It is said this spell was so compelling and so moving that it motivated them to understand and learn to harness these spells to benefit those around them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Cervari ===&lt;br /&gt;
Explanation by Gale Khorren, a Cervari researcher of the arcane&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic and Vaki are interchangeable terms: a powerful, natural yet unseeable force that dervies from The Nullstar all around us. Our antlers  grow with this energy, both storing and helping us connect with Vaki. Spellcasting is still a skill, however, and one that requires immense time and care so that the order of the world is not so vastly shifted. Most of us know how to change the weather, guide the flow of water, and create small medicinal rituals. Oftentimes, larger spells include multiple folks from our community to cast with greater strength and swiftness. Many find this a great source of bonding, and very often their first direct experience with Vaki.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spellcasting requires three main components: meditation to connect oneself with Vaki, engravings or artistic expressions of its force, and gestures of dance guided by our symbols. These symbols can be engraved in the environment around us or drawn into wearable jewelry. Some even use a technique of ossification to grow patterns onto their antlers to further guide their spellcasting. Although I&#039;ve studied it for decades now, it still remains a mystery as to where the origins of our symbols come from, but our traditions nevertheless remain strong, and magic stays at the center connecting us all.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Lagorans ===&lt;br /&gt;
Explanation given by Trader Rava Ymir&lt;br /&gt;
=== Saurans ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Sage Sapphire C’eel.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;The Sauran’s relationship with magic is notably considered as &#039;utilized when convenient, otherwise not a useful solution to problems we have already solved&#039;. When magic was first discovered it was a hot ticket and was extensively studied, considered the next evolution in Sauran lifestyle. Instead we realized magic changed very little in our already technologically advanced society.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic is used in place of other devices and safety regulations. Considerably, a restaurant in Mauriast features that all of its meat is cooked with fire magic, which is then utilized to make a spectacle out of the dining experience. Magic is also used to make sure young Sylvans do not injure themselves from a large fall when learning how to climb.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Overall basic magic is taught to Saurans at Sage Hermelin’s school, in case magic becomes more relied upon in the future. Teaching was then expedited for those who would be leaving to study the Nullstar and Locus Astra.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Thalassans ===&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
Explanation given by passerby Onyx.&lt;br /&gt;
=== Lepterans ===&lt;br /&gt;
Explanation given by Site Overseer Atropos.&lt;br /&gt;
=== Carcids ===&lt;br /&gt;
Explanation given by Engineer Guzma.&lt;br /&gt;
=== Aurelians ===&lt;br /&gt;
Explanation given by Android Manufacturer Ifri.&lt;br /&gt;
=== Androids ===&lt;br /&gt;
Explanation given by Classroom Teacher C1D.&lt;br /&gt;
=== Caelune ===&lt;br /&gt;
Explanation from Priest Apollo&lt;br /&gt;
&lt;br /&gt;
=== Sonyx ===&lt;br /&gt;
Explanation given by Performer Xenon&lt;br /&gt;
=== Sylthae ===&lt;br /&gt;
Explanation given by Zea Honeycomb who volunteered to help.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sylthae are very attuned to their environment, especially to the sunlight and plants around them. This is where the flow of life is found.&lt;br /&gt;
=== Nythera ===&lt;br /&gt;
Explanantion given by Researcher Aisne Bane.&lt;br /&gt;
=== Ferrans ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Kin Mage Lithia.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;The first records of magic appeared as rituals meant to appease or please the spirits of statues or objects within the local community. The animation of these objects was initially accidental, though replication, documentation, and extensive experimentation led to a consistent ability to replicate their effects. These initial discoveries have painted the development of Ferran magic ever since, with the vast majority of commonly taught spells being built off of these foundations. Though advancements in both the magical and scientific spheres of Ferran society have allowed a more modern grasp of the strings of magic, these initial ideas still inform the way magic is taught and researched. Most magicians, especially those under the employment of Kins, typically specialize in the Constellations of the Artificial and Natural World for the use of manipulating rock and stone into the shapes desired, whether those be the shapes of golems or the forms of roads.&lt;br /&gt;
&lt;br /&gt;
Our view of magic as a tool to make life easier is meant to be wielded by a select few, but with benefits that can affect an entire society. At it&#039;s core, spell casting is as standardized as possible, while the learning of magic is limited to those who have the wealth to afford a teacher. The most common use of magic amongst is the creation of golems. Other uses include the crafting or repairing of objects such as tools or roads. Magic often causes the flesh of users to fuse with or melt into their frames, forcing magic users to either have constant procedures to avoid being permanently fused into one shell or to embrace this fate.&lt;br /&gt;
&lt;br /&gt;
Ferrans harness the strings in their realm through the use of runes and specialized structures meant to concentrate the power of the strings and attempt to avoid feedback, though the actual efficacy of this second effect is unknown. The structures often consist of a large collection of carved crystals made of quartz or lapis, decorated in specialized runes and polished gemstones. These pylons function to allow spells to be cast at a certain level, with the need of the spell caster dictating the materials needed. Heavy use or an attempt at casting a spell too strong for a pylon will cause it to begin to melt or shatter. The materials being manipulated are typically placed within a carved rune circle before the caster does casts the spell. Typically, this process is used for the mass production of golems, though it has also historically been used to infuse magic into items.&lt;br /&gt;
&lt;br /&gt;
While magic isn’t typically regulated in any official metric, any magic users found that are not already under the employ of a local Kin and are not a Nomad will quickly find themselves joining the ranks of their local L.P.O.s under threat of death. Each kin regulates magic differently and will typically hold their own ranks or rules for magicians, but the vast majority limit the scope of their responsibilities and the spells they cast to avoid large-scale backlash. Kin prefer for the consequences of magic to fall solely on the shoulders of the casters and no one else.&lt;br /&gt;
&lt;br /&gt;
=== Gelum ===&lt;br /&gt;
Explanation given by Student Zuru.&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=633</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=633"/>
		<updated>2026-06-02T22:34:01Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Vaki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patience, young foal. Good magic requires time, and in time you will need good magic. Vaki is not a process to be rushed.&amp;quot; -- a Cervari teacher of the arcane&#039;&#039;   &amp;lt;/blockquote&amp;gt;While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;). Some Cervari who have specializations in magic may add &#039;&#039;&#039;ossification markings&#039;&#039;&#039; (reverse engravings) to their antlers in addition to &#039;&#039;&#039;engraved jewelry&#039;&#039;&#039; to aid them in spellcasting.    &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.      &lt;br /&gt;
&lt;br /&gt;
Excerpt from Gale Khorren, a researcher of the arcane (See &amp;quot;Magic: Cervari&amp;quot; for a greater length).       &amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Oftentimes, larger spells include multiple folks from our community to cast with greater strength and swiftness. Many find this a great source of bonding, and very often their first direct experience with Vaki.&amp;quot;&#039;&#039;      &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher / Astronomist&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
** One of the most populated careers&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[[File:Hawthorne Al One.png|left|thumb|Cervari Concept (by Al)]][[File:Hawthorne Al Two.png|thumb|Cervari Concept (Art by dani)|none]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Magic&amp;diff=632</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Magic&amp;diff=632"/>
		<updated>2026-06-02T22:31:16Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Cervari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
{{RelatedPages|&lt;br /&gt;
* [[Souls]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(Observation excerpts from &amp;quot;What Could Have Been&amp;quot; by Lagoran Mage Erenville, &amp;quot;The Invisible Side&amp;quot; by Gelum Researcher Flubber, and “Looking Inside” by Canari Druid Beau’min)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Magic is best assumed to be thin invisible threads that meticulously craft the universe around us. It is an age old practice full of unknowns but what is known is we are able to manipulate it. There is no exact point in which we as a species nor our neighbors began to use it but at some point, the universe became malleable via these threads…”&lt;br /&gt;
&lt;br /&gt;
“The extent of what magic can do is near impossible to know. Those of Chitara have used it as an energy source while Lagoran society has become dependent on it as a practice. This doesn’t answer the question of how far can we go with it? It’s been used by the Canari to promote growth of their forest while the Aurelians have made their living machines with it. None of these species are better than the other at the utilization of it and each have faced their detrimental downfalls from their use. Magic has simply proven itself an unending climb out of the bottom of a slippery well. How many breakthroughs will be needed til we can answer the question?”&lt;br /&gt;
&lt;br /&gt;
“... My colleague now suffers an injury to his hands due to a new spell. He had planned for an outcome that has worked several times before. Imbueding a talisman with the ability to keep a person warm. It must have been the pulling at the wrong thread or the wrong timing of it. Despite a man his age being so intimate with magic, he had still injured himself. On one hand, it is quite aggravating to have such an incident occur but on the other hand, it is a more favorable outcome than flame resulting in the burning down of his home.”&lt;br /&gt;
== Branches and Constellations of Magic ==&lt;br /&gt;
“The difference between Branches and Constellations is that Branches are a defined and separated system used to differentiate the strings. Constellations are more blended in the differences to help high level researchers expand their knowledge and skill. No magic user is locked to one Branch nor Constellation and often encouraged to look to other Constellations to expand their studies.”&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
The two main Branches of magic are split between the visible and invisible.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Visible&#039;&#039;&#039; branch is everything around the caster that you can see. Things that have a physical appearance to the common person.&lt;br /&gt;
* Nature&lt;br /&gt;
* People&lt;br /&gt;
* Spheres&lt;br /&gt;
* Planets&lt;br /&gt;
* Weather&lt;br /&gt;
The &#039;&#039;&#039;Invisible&#039;&#039;&#039; branch concerns things that are not easily seen to the average person. Things that are mental or spiritual.&lt;br /&gt;
* Souls&lt;br /&gt;
* Mental states&lt;br /&gt;
* Reality&lt;br /&gt;
* Gravity&lt;br /&gt;
* Light/Shadow&lt;br /&gt;
&lt;br /&gt;
=== Constellations ===&lt;br /&gt;
Constellations are loosely made groups of magic techniques, spells, and studies that are common with each other. They are not perfectly defined and instead viewed as overlapping circles of studies.&lt;br /&gt;
&lt;br /&gt;
Commonly used Constellations and the fields of study they cover.&lt;br /&gt;
* Constellation of the Spirit&lt;br /&gt;
** Soul&lt;br /&gt;
** Spirituality&lt;br /&gt;
* Constellation of Song&lt;br /&gt;
** Energy&lt;br /&gt;
** Music&lt;br /&gt;
** Soundwaves&lt;br /&gt;
** “Seeing” the invisible&lt;br /&gt;
* Constellation of Exchange&lt;br /&gt;
** Alchemy (equivalent exchange)&lt;br /&gt;
** Studies the effects of magic on users&lt;br /&gt;
* Constellation of Entropy&lt;br /&gt;
** Chaos/Entropy&lt;br /&gt;
** Nullstar studies&lt;br /&gt;
** Studies of the Great Empty&lt;br /&gt;
* Constellation of the Natural World&lt;br /&gt;
** Elements&lt;br /&gt;
** Nature&lt;br /&gt;
** Weather&lt;br /&gt;
* Constellation of the Body&lt;br /&gt;
** Health&lt;br /&gt;
** Animals&lt;br /&gt;
** People&lt;br /&gt;
** Self-altercation (positive and negative)&lt;br /&gt;
* Constellation of the Artificial&lt;br /&gt;
** Technomancy&lt;br /&gt;
** Artificial life/soul&lt;br /&gt;
** Constructs&lt;br /&gt;
== Mana ==&lt;br /&gt;
“Mana is the energy within the strings of a person’s soul. There is no set amount of mana someone has. Simply if someone uses all their mana, they will feel weak and sluggish. All expenditure of their mana could lead to death. Regaining mana takes time and rest so some species have taken to using machines to do their work for them.”&lt;br /&gt;
&lt;br /&gt;
=== Curses ===&lt;br /&gt;
“Albeit rare, what some have come to call curses are best described as an ailment that affects a magic user due to their use of something so dangerous. They’re not entirely common as most of those who are “cursed” typically don’t live long. Common ailments include a mana sickness that permanently affects their ability to cast magic or a body altercation to a degree that is unintended and harmful. There is unfortunately very little on this subject due to the low rate at which those become afflicted and even lower survival rate among them.”&lt;br /&gt;
&lt;br /&gt;
=== Crystals ===&lt;br /&gt;
“An odd appearance of Crystals have been found to coincide with magic. Most commonly seen on Chitara, crystals are best described as physical manifestations of the strings combined into a densely packed thing. They typically sprout from high volumes of mana in the area which often results from “events” of waves of energy sweeping an area or the collection of high volumes of energy in one location…”&lt;br /&gt;
&lt;br /&gt;
“....of what people typically call “Experience”. These are much smaller and more malleable in comparison to crystals although crushing and consuming crystal is highly advised against.”&lt;br /&gt;
&lt;br /&gt;
== Species and Magic ==&lt;br /&gt;
Magic is more or less very similar between everyone but how each species uses it and the purpose of doing so is different. Such a massive difference is yet another factor into the slow progression into the study of magic.&lt;br /&gt;
=== [[Felari]] ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Mage Lakshmi.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Much like our neighbors, the Canari, Felari tend to practice magic in various nature and life Constellations. Due to living in environments filled with vegetations, we practice druidic spells and magic to allow the manipulation of plant life, whether by causing plants to move or to grow. This also allows for agricultural advancement. However, due to the necessity for stealth, Felari have also become excellent when handling cloaking magic, often inscribing enchantments onto spacecraft and equipment in order to slip away unseen. It is also inscribed on the boundaries of our cities so they&#039;re harder to find. Keeps us safer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some Felari have also been known to work with the magic of the dead, to commune with and ask for advice from the ancestors. These rituals are shrouded in mystery and not widely practiced, as they require extremely skilled arcane scholars. This does take a heavy toll on the caster the longer the spell is kept up. Typically in the form of exhaustion and weakness. These rituals require a powerful mage and very specific sets of circumstances to even work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felari typically combine magic with science and chemistry, seeing how to improve ourselves and control forces of nature utilizing our mastery of the arcane. Magic is as much a tool for survival in the Mahavana as our claws. Meanwhile some warriors are able to use enhancement enchantments for temporary boosts but this is still costly to keep up for long, and overly relying on this mechanism can lead to permanent weakening of the body.&amp;quot;&lt;br /&gt;
=== Canari ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Druid Relitov.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;Our first use of magic is retold through a fairytale of two people finding a moment of silence and peace together. Meditating and listening to the sounds of the forest, they took notice of the patterns in nature that exist all around. Swirls in the water, shapes created by the stars in the sky, rough tracks of tree bark. They were overcome with a sense of passion and joy, and decided to draw these patterns in the ground together, resulting in the first spell for our people. It is said this spell was so compelling and so moving that it motivated them to understand and learn to harness these spells to benefit those around them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Cervari ===&lt;br /&gt;
Explanation by Gale Khorren, a Cervari researcher of the arcane&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic and Vaki are interchangeable terms: a powerful, natural yet unseeable force that dervies from The Nullstar all around us. Our antlers  grow with this energy, both storing and helping us connect with Vaki. Spellcasting is still a skill, however, and one that requires immense time and care so that the order of the world is not so vastly shifted. Most of us know how to change the weather, guide the flow of water, and create small medicinal rituals. Oftentimes, larger spells include multiple folks from our community to cast with greater strength and swiftness. Many find this a great source of bonding, and very often their first direct experience with Vaki.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spellcasting requires three main components: meditation to connect oneself with Vaki, engravings or artistic expressions of its force, and gestures of dance guided by our symbols. These symbols can be engraved in the environment around us or drawn into wearable jewelry. Some even use a technique of ossification to grow patterns onto their antlers to further guide their spellcasting. Although I&#039;ve studied it for decades now, it still remains a mystery as to where the origins of our symbols come from, but our traditions nevertheless remain strong, and magic stays at the center connecting us all.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Lagorans ===&lt;br /&gt;
Explanation given by Trader Rava Ymir&lt;br /&gt;
=== Saurans ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Sage Sapphire C’eel.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;The Sauran’s relationship with magic is notably considered as &#039;utilized when convenient, otherwise not a useful solution to problems we have already solved&#039;. When magic was first discovered it was a hot ticket and was extensively studied, considered the next evolution in Sauran lifestyle. Instead we realized magic changed very little in our already technologically advanced society.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic is used in place of other devices and safety regulations. Considerably, a restaurant in Mauriast features that all of its meat is cooked with fire magic, which is then utilized to make a spectacle out of the dining experience. Magic is also used to make sure young Sylvans do not injure themselves from a large fall when learning how to climb.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Overall basic magic is taught to Saurans at Sage Hermelin’s school, in case magic becomes more relied upon in the future. Teaching was then expedited for those who would be leaving to study the Nullstar and Locus Astra.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Thalassans ===&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
Explanation given by passerby Onyx.&lt;br /&gt;
=== Lepterans ===&lt;br /&gt;
Explanation given by Site Overseer Atropos.&lt;br /&gt;
=== Carcids ===&lt;br /&gt;
Explanation given by Engineer Guzma.&lt;br /&gt;
=== Aurelians ===&lt;br /&gt;
Explanation given by Android Manufacturer Ifri.&lt;br /&gt;
=== Androids ===&lt;br /&gt;
Explanation given by Classroom Teacher C1D.&lt;br /&gt;
=== Caelune ===&lt;br /&gt;
Explanation from Priest Apollo&lt;br /&gt;
&lt;br /&gt;
=== Sonyx ===&lt;br /&gt;
Explanation given by Performer Xenon&lt;br /&gt;
=== Sylthae ===&lt;br /&gt;
Explanation given by Zea Honeycomb who volunteered to help.&lt;br /&gt;
=== Nythera ===&lt;br /&gt;
Explanantion given by Researcher Aisne Bane.&lt;br /&gt;
=== Ferrans ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Kin Mage Lithia.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;The first records of magic appeared as rituals meant to appease or please the spirits of statues or objects within the local community. The animation of these objects was initially accidental, though replication, documentation, and extensive experimentation led to a consistent ability to replicate their effects. These initial discoveries have painted the development of Ferran magic ever since, with the vast majority of commonly taught spells being built off of these foundations. Though advancements in both the magical and scientific spheres of Ferran society have allowed a more modern grasp of the strings of magic, these initial ideas still inform the way magic is taught and researched. Most magicians, especially those under the employment of Kins, typically specialize in the Constellations of the Artificial and Natural World for the use of manipulating rock and stone into the shapes desired, whether those be the shapes of golems or the forms of roads.&lt;br /&gt;
&lt;br /&gt;
Our view of magic as a tool to make life easier is meant to be wielded by a select few, but with benefits that can affect an entire society. At it&#039;s core, spell casting is as standardized as possible, while the learning of magic is limited to those who have the wealth to afford a teacher. The most common use of magic amongst is the creation of golems. Other uses include the crafting or repairing of objects such as tools or roads. Magic often causes the flesh of users to fuse with or melt into their frames, forcing magic users to either have constant procedures to avoid being permanently fused into one shell or to embrace this fate.&lt;br /&gt;
&lt;br /&gt;
Ferrans harness the strings in their realm through the use of runes and specialized structures meant to concentrate the power of the strings and attempt to avoid feedback, though the actual efficacy of this second effect is unknown. The structures often consist of a large collection of carved crystals made of quartz or lapis, decorated in specialized runes and polished gemstones. These pylons function to allow spells to be cast at a certain level, with the need of the spell caster dictating the materials needed. Heavy use or an attempt at casting a spell too strong for a pylon will cause it to begin to melt or shatter. The materials being manipulated are typically placed within a carved rune circle before the caster does casts the spell. Typically, this process is used for the mass production of golems, though it has also historically been used to infuse magic into items.&lt;br /&gt;
&lt;br /&gt;
While magic isn’t typically regulated in any official metric, any magic users found that are not already under the employ of a local Kin and are not a Nomad will quickly find themselves joining the ranks of their local L.P.O.s under threat of death. Each kin regulates magic differently and will typically hold their own ranks or rules for magicians, but the vast majority limit the scope of their responsibilities and the spells they cast to avoid large-scale backlash. Kin prefer for the consequences of magic to fall solely on the shoulders of the casters and no one else.&lt;br /&gt;
&lt;br /&gt;
=== Gelum ===&lt;br /&gt;
Explanation given by Student Zuru.&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Magic&amp;diff=631</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Magic&amp;diff=631"/>
		<updated>2026-06-02T22:28:06Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Cervari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UnderConstruction}}&lt;br /&gt;
{{RelatedPages|&lt;br /&gt;
* [[Souls]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(Observation excerpts from &amp;quot;What Could Have Been&amp;quot; by Lagoran Mage Erenville, &amp;quot;The Invisible Side&amp;quot; by Gelum Researcher Flubber, and “Looking Inside” by Canari Druid Beau’min)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Magic is best assumed to be thin invisible threads that meticulously craft the universe around us. It is an age old practice full of unknowns but what is known is we are able to manipulate it. There is no exact point in which we as a species nor our neighbors began to use it but at some point, the universe became malleable via these threads…”&lt;br /&gt;
&lt;br /&gt;
“The extent of what magic can do is near impossible to know. Those of Chitara have used it as an energy source while Lagoran society has become dependent on it as a practice. This doesn’t answer the question of how far can we go with it? It’s been used by the Canari to promote growth of their forest while the Aurelians have made their living machines with it. None of these species are better than the other at the utilization of it and each have faced their detrimental downfalls from their use. Magic has simply proven itself an unending climb out of the bottom of a slippery well. How many breakthroughs will be needed til we can answer the question?”&lt;br /&gt;
&lt;br /&gt;
“... My colleague now suffers an injury to his hands due to a new spell. He had planned for an outcome that has worked several times before. Imbueding a talisman with the ability to keep a person warm. It must have been the pulling at the wrong thread or the wrong timing of it. Despite a man his age being so intimate with magic, he had still injured himself. On one hand, it is quite aggravating to have such an incident occur but on the other hand, it is a more favorable outcome than flame resulting in the burning down of his home.”&lt;br /&gt;
== Branches and Constellations of Magic ==&lt;br /&gt;
“The difference between Branches and Constellations is that Branches are a defined and separated system used to differentiate the strings. Constellations are more blended in the differences to help high level researchers expand their knowledge and skill. No magic user is locked to one Branch nor Constellation and often encouraged to look to other Constellations to expand their studies.”&lt;br /&gt;
&lt;br /&gt;
=== Branches ===&lt;br /&gt;
The two main Branches of magic are split between the visible and invisible.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Visible&#039;&#039;&#039; branch is everything around the caster that you can see. Things that have a physical appearance to the common person.&lt;br /&gt;
* Nature&lt;br /&gt;
* People&lt;br /&gt;
* Spheres&lt;br /&gt;
* Planets&lt;br /&gt;
* Weather&lt;br /&gt;
The &#039;&#039;&#039;Invisible&#039;&#039;&#039; branch concerns things that are not easily seen to the average person. Things that are mental or spiritual.&lt;br /&gt;
* Souls&lt;br /&gt;
* Mental states&lt;br /&gt;
* Reality&lt;br /&gt;
* Gravity&lt;br /&gt;
* Light/Shadow&lt;br /&gt;
&lt;br /&gt;
=== Constellations ===&lt;br /&gt;
Constellations are loosely made groups of magic techniques, spells, and studies that are common with each other. They are not perfectly defined and instead viewed as overlapping circles of studies.&lt;br /&gt;
&lt;br /&gt;
Commonly used Constellations and the fields of study they cover.&lt;br /&gt;
* Constellation of the Spirit&lt;br /&gt;
** Soul&lt;br /&gt;
** Spirituality&lt;br /&gt;
* Constellation of Song&lt;br /&gt;
** Energy&lt;br /&gt;
** Music&lt;br /&gt;
** Soundwaves&lt;br /&gt;
** “Seeing” the invisible&lt;br /&gt;
* Constellation of Exchange&lt;br /&gt;
** Alchemy (equivalent exchange)&lt;br /&gt;
** Studies the effects of magic on users&lt;br /&gt;
* Constellation of Entropy&lt;br /&gt;
** Chaos/Entropy&lt;br /&gt;
** Nullstar studies&lt;br /&gt;
** Studies of the Great Empty&lt;br /&gt;
* Constellation of the Natural World&lt;br /&gt;
** Elements&lt;br /&gt;
** Nature&lt;br /&gt;
** Weather&lt;br /&gt;
* Constellation of the Body&lt;br /&gt;
** Health&lt;br /&gt;
** Animals&lt;br /&gt;
** People&lt;br /&gt;
** Self-altercation (positive and negative)&lt;br /&gt;
* Constellation of the Artificial&lt;br /&gt;
** Technomancy&lt;br /&gt;
** Artificial life/soul&lt;br /&gt;
** Constructs&lt;br /&gt;
== Mana ==&lt;br /&gt;
“Mana is the energy within the strings of a person’s soul. There is no set amount of mana someone has. Simply if someone uses all their mana, they will feel weak and sluggish. All expenditure of their mana could lead to death. Regaining mana takes time and rest so some species have taken to using machines to do their work for them.”&lt;br /&gt;
&lt;br /&gt;
=== Curses ===&lt;br /&gt;
“Albeit rare, what some have come to call curses are best described as an ailment that affects a magic user due to their use of something so dangerous. They’re not entirely common as most of those who are “cursed” typically don’t live long. Common ailments include a mana sickness that permanently affects their ability to cast magic or a body altercation to a degree that is unintended and harmful. There is unfortunately very little on this subject due to the low rate at which those become afflicted and even lower survival rate among them.”&lt;br /&gt;
&lt;br /&gt;
=== Crystals ===&lt;br /&gt;
“An odd appearance of Crystals have been found to coincide with magic. Most commonly seen on Chitara, crystals are best described as physical manifestations of the strings combined into a densely packed thing. They typically sprout from high volumes of mana in the area which often results from “events” of waves of energy sweeping an area or the collection of high volumes of energy in one location…”&lt;br /&gt;
&lt;br /&gt;
“....of what people typically call “Experience”. These are much smaller and more malleable in comparison to crystals although crushing and consuming crystal is highly advised against.”&lt;br /&gt;
&lt;br /&gt;
== Species and Magic ==&lt;br /&gt;
Magic is more or less very similar between everyone but how each species uses it and the purpose of doing so is different. Such a massive difference is yet another factor into the slow progression into the study of magic.&lt;br /&gt;
=== [[Felari]] ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Mage Lakshmi.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Much like our neighbors, the Canari, Felari tend to practice magic in various nature and life Constellations. Due to living in environments filled with vegetations, we practice druidic spells and magic to allow the manipulation of plant life, whether by causing plants to move or to grow. This also allows for agricultural advancement. However, due to the necessity for stealth, Felari have also become excellent when handling cloaking magic, often inscribing enchantments onto spacecraft and equipment in order to slip away unseen. It is also inscribed on the boundaries of our cities so they&#039;re harder to find. Keeps us safer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some Felari have also been known to work with the magic of the dead, to commune with and ask for advice from the ancestors. These rituals are shrouded in mystery and not widely practiced, as they require extremely skilled arcane scholars. This does take a heavy toll on the caster the longer the spell is kept up. Typically in the form of exhaustion and weakness. These rituals require a powerful mage and very specific sets of circumstances to even work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Felari typically combine magic with science and chemistry, seeing how to improve ourselves and control forces of nature utilizing our mastery of the arcane. Magic is as much a tool for survival in the Mahavana as our claws. Meanwhile some warriors are able to use enhancement enchantments for temporary boosts but this is still costly to keep up for long, and overly relying on this mechanism can lead to permanent weakening of the body.&amp;quot;&lt;br /&gt;
=== Canari ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Druid Relitov.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;Our first use of magic is retold through a fairytale of two people finding a moment of silence and peace together. Meditating and listening to the sounds of the forest, they took notice of the patterns in nature that exist all around. Swirls in the water, shapes created by the stars in the sky, rough tracks of tree bark. They were overcome with a sense of passion and joy, and decided to draw these patterns in the ground together, resulting in the first spell for our people. It is said this spell was so compelling and so moving that it motivated them to understand and learn to harness these spells to benefit those around them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Cervari ===&lt;br /&gt;
Explanation by Gale Khorren, a Cervari researcher of the arcane&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic and Vaki are interchangeable terms: a powerful, natural yet unseeable force that dervies from The Nullstar all around us. Our antlers  grow with this energy, both storing and helping us connect with Vaki. Spellcasting is still a skill, however, and one that requires immense time and care so that the order of the world is not so vastly shifted. Most of us know how to change the weather, guide the flow of water, and create small medicinal rituals. Oftentimes, larger spells include multiple folks from our community to cast with greater strength and swiftness. Many find this a great source of bonding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spellcasting requires three main components: meditation to connect oneself with Vaki, engravings or artistic expressions of its force, and gestures of dance guided by our symbols. These symbols can be engraved in the environment around us or drawn into wearable jewelry. Some even use a technique of ossification to grow patterns onto their antlers to further guide their spellcasting. Although I&#039;ve studied it for decades now, it still remains a mystery as to where the origins of our symbols come from, but our traditions nevertheless remain strong, and magic stays at the center connecting us all.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Lagorans ===&lt;br /&gt;
Explanation given by Trader Rava Ymir&lt;br /&gt;
=== Saurans ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Sage Sapphire C’eel.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;The Sauran’s relationship with magic is notably considered as &#039;utilized when convenient, otherwise not a useful solution to problems we have already solved&#039;. When magic was first discovered it was a hot ticket and was extensively studied, considered the next evolution in Sauran lifestyle. Instead we realized magic changed very little in our already technologically advanced society.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magic is used in place of other devices and safety regulations. Considerably, a restaurant in Mauriast features that all of its meat is cooked with fire magic, which is then utilized to make a spectacle out of the dining experience. Magic is also used to make sure young Sylvans do not injure themselves from a large fall when learning how to climb.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Overall basic magic is taught to Saurans at Sage Hermelin’s school, in case magic becomes more relied upon in the future. Teaching was then expedited for those who would be leaving to study the Nullstar and Locus Astra.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=== Thalassans ===&lt;br /&gt;
&lt;br /&gt;
=== Abyssal ===&lt;br /&gt;
Explanation given by passerby Onyx.&lt;br /&gt;
=== Lepterans ===&lt;br /&gt;
Explanation given by Site Overseer Atropos.&lt;br /&gt;
=== Carcids ===&lt;br /&gt;
Explanation given by Engineer Guzma.&lt;br /&gt;
=== Aurelians ===&lt;br /&gt;
Explanation given by Android Manufacturer Ifri.&lt;br /&gt;
=== Androids ===&lt;br /&gt;
Explanation given by Classroom Teacher C1D.&lt;br /&gt;
=== Caelune ===&lt;br /&gt;
Explanation from Priest Apollo&lt;br /&gt;
&lt;br /&gt;
=== Sonyx ===&lt;br /&gt;
Explanation given by Performer Xenon&lt;br /&gt;
=== Sylthae ===&lt;br /&gt;
Explanation given by Zea Honeycomb who volunteered to help.&lt;br /&gt;
=== Nythera ===&lt;br /&gt;
Explanantion given by Researcher Aisne Bane.&lt;br /&gt;
=== Ferrans ===&lt;br /&gt;
&amp;lt;small&amp;gt;Explanation given by Kin Mage Lithia.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;quot;The first records of magic appeared as rituals meant to appease or please the spirits of statues or objects within the local community. The animation of these objects was initially accidental, though replication, documentation, and extensive experimentation led to a consistent ability to replicate their effects. These initial discoveries have painted the development of Ferran magic ever since, with the vast majority of commonly taught spells being built off of these foundations. Though advancements in both the magical and scientific spheres of Ferran society have allowed a more modern grasp of the strings of magic, these initial ideas still inform the way magic is taught and researched. Most magicians, especially those under the employment of Kins, typically specialize in the Constellations of the Artificial and Natural World for the use of manipulating rock and stone into the shapes desired, whether those be the shapes of golems or the forms of roads.&lt;br /&gt;
&lt;br /&gt;
Our view of magic as a tool to make life easier is meant to be wielded by a select few, but with benefits that can affect an entire society. At it&#039;s core, spell casting is as standardized as possible, while the learning of magic is limited to those who have the wealth to afford a teacher. The most common use of magic amongst is the creation of golems. Other uses include the crafting or repairing of objects such as tools or roads. Magic often causes the flesh of users to fuse with or melt into their frames, forcing magic users to either have constant procedures to avoid being permanently fused into one shell or to embrace this fate.&lt;br /&gt;
&lt;br /&gt;
Ferrans harness the strings in their realm through the use of runes and specialized structures meant to concentrate the power of the strings and attempt to avoid feedback, though the actual efficacy of this second effect is unknown. The structures often consist of a large collection of carved crystals made of quartz or lapis, decorated in specialized runes and polished gemstones. These pylons function to allow spells to be cast at a certain level, with the need of the spell caster dictating the materials needed. Heavy use or an attempt at casting a spell too strong for a pylon will cause it to begin to melt or shatter. The materials being manipulated are typically placed within a carved rune circle before the caster does casts the spell. Typically, this process is used for the mass production of golems, though it has also historically been used to infuse magic into items.&lt;br /&gt;
&lt;br /&gt;
While magic isn’t typically regulated in any official metric, any magic users found that are not already under the employ of a local Kin and are not a Nomad will quickly find themselves joining the ranks of their local L.P.O.s under threat of death. Each kin regulates magic differently and will typically hold their own ranks or rules for magicians, but the vast majority limit the scope of their responsibilities and the spells they cast to avoid large-scale backlash. Kin prefer for the consequences of magic to fall solely on the shoulders of the casters and no one else.&lt;br /&gt;
&lt;br /&gt;
=== Gelum ===&lt;br /&gt;
Explanation given by Student Zuru.&lt;br /&gt;
[[Category: Information]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=627</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=627"/>
		<updated>2026-06-02T18:47:55Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Vaki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patience, young foal. Good magic requires time, and in time you will need good magic. Vaki is not a process to be rushed.&amp;quot; -- a Cervari teacher of the arcane&#039;&#039;   &amp;lt;/blockquote&amp;gt;While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;). Some Cervari who have specializations in magic may add &#039;&#039;&#039;ossification markings&#039;&#039;&#039; (reverse engravings) to their antlers in addition to &#039;&#039;&#039;engraved jewelry&#039;&#039;&#039; to aid them in spellcasting.    &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.      &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher / Astronomist&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
** One of the most populated careers&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[[File:Hawthorne Al One.png|left|thumb|Cervari Concept (by Al)]][[File:Hawthorne Al Two.png|thumb|Cervari Concept (Art by dani)|none]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=626</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=626"/>
		<updated>2026-06-02T18:47:02Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Vaki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patience, young foal. Good magic requires time, and in time you will need good magic. Vaki is not a process to be rushed.&amp;quot; -- a Cervari teacher of the arcane&#039;&#039;   &amp;lt;/blockquote&amp;gt;While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;). Some Cervari who have specializations in magic may add &#039;&#039;&#039;calcification markings&#039;&#039;&#039; (reverse engravings) to their antlers in addition to &#039;&#039;&#039;engraved jewelry&#039;&#039;&#039; to aid them in spellcasting.    &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.      &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher / Astronomist&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
** One of the most populated careers&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[[File:Hawthorne Al One.png|left|thumb|Cervari Concept (by Al)]][[File:Hawthorne Al Two.png|thumb|Cervari Concept (Art by dani)|none]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=625</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=625"/>
		<updated>2026-06-02T18:43:22Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Occupations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Vaki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patience, young foal. Good magic requires time, and in time you will need good magic. Vaki is not a process to be rushed.&amp;quot; -- a Cervari teacher of the arcane&#039;&#039;   &amp;lt;/blockquote&amp;gt;While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.   &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher / Astronomist&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
** One of the most populated careers&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
[[File:Hawthorne Al One.png|left|thumb|Cervari Concept (by Al)]][[File:Hawthorne Al Two.png|thumb|Cervari Concept (Art by dani)|none]]&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=620</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=620"/>
		<updated>2026-06-01T23:13:23Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Physiology and Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Vaki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patience, young foal. Good magic requires time, and in time you will need good magic. Vaki is not a process to be rushed.&amp;quot; -- a Cervari teacher of the arcane&#039;&#039;   &amp;lt;/blockquote&amp;gt;While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.   &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=619</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=619"/>
		<updated>2026-06-01T23:13:10Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Valki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Patience, young foal. Good magic requires time, and in time you will need good magic. Vaki is not a process to be rushed.&amp;quot; -- a Cervari teacher of the arcane&#039;&#039;   &amp;lt;/blockquote&amp;gt;While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.   &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=618</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=618"/>
		<updated>2026-06-01T23:10:59Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Physiology and Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course the Valki that flows through us all; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.   &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=617</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=617"/>
		<updated>2026-06-01T23:09:14Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Social Structures and Community */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Without family is not even a question. We stand as a herd, together.&amp;quot; -- Cervari priest&#039;&#039; &amp;lt;/blockquote&amp;gt;Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Take care of your antlers, darling. They represent you, your family, and of course The Nullstar; you must show pride in how beautiful they can be!&amp;quot; -- A Cervari jeweler&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;And here lies all the kingdoms of our land, of Velora, our grand family&amp;quot; -- A book-keeper noting locations on a map&#039;&#039;  &amp;lt;/blockquote&amp;gt;The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.   &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=616</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=616"/>
		<updated>2026-06-01T23:00:16Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Occupations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&lt;br /&gt;
Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&lt;br /&gt;
The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.   &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
*Artist (visual and musical)&lt;br /&gt;
*Doctor / person of medicine&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=615</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=615"/>
		<updated>2026-06-01T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&lt;br /&gt;
Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&lt;br /&gt;
The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching verbal disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted from their kingdom, sometimes causing trouble due to any roles they stepped down from if from a more noble family. This, however, is rare. Cervari tend to take great lengths at keeping their bonds healthy and strong, even if it means taking in a friend or fellow church-member as a second family.    &lt;br /&gt;
&lt;br /&gt;
Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature. These sermons oftentimes include common prayers and life lessons that Cervari take to heart, many valuing them deeply, especially as it pertains to using magic wisely.   &lt;br /&gt;
&lt;br /&gt;
Specific traditions vary between royal families (and sometimes between common families), but all branch off of a central belief in The Nullstar. Cervari find great community and bonding over their religions, whether through meditation, prayer, or simply meeting one another through their churches.   &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.   &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. This practice of changing otherwise unseeable forces, called &#039;&#039;&#039;Vaki&#039;&#039;&#039;, is spellcasting (sometimes Cervari may refer to magic itself as Vaki). It is seen as one of the highest ways to connect with The Nullstar. Common spells may include changes in local weather, the shifting of waterflow, and temporary tricks of light. Some may also know small medicinal or pscyhological rituals, though deeper arcanic medicines usually involve more intense studies of Vaki. Cervari are taught to appreciate the gifts of natural magic, and so spellcasting is performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs. There have been very few, albeit very major, magic-related accidents as a result of this carefulness.   &lt;br /&gt;
&lt;br /&gt;
Magic practices may include forms of meditation, painted or engraved circles, and gestures. Meditation is the first aspect of the arcane: time, patience, and connecting one&#039;s antlers to the invisible forces that link all life. The extent of this depends on how large the spell is, or how much Vaki must be shifted. Symbols, often those that resemble passed down family runes or engravings that yield mathematical precision hold a space for the spell to be casted. The origin of such artestry remains a mystery (viewed by most as deriving as messages from the Nullstar itself), but continue to this day. The final piece of the puzzle are gestures which can range from smaller hand gestures to full dance rituals with song driven by their rich voices. Such movements are guided by the artestry of the symbols that lay before a spellcaster, and grander spells often include multiple spellcasters.   &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority. It is usually clear from either outfits or accessories which kingdom someone is from, but overall, Cervari tend to wear leather: perhaps a leather vest over a cloth shirt, leather belts, and rugged pants. Heavy boots are fashioned on their soles to protect their feet on the surfaces of Velora (and the newer, more solid stones that palaces are carved from. &lt;br /&gt;
&lt;br /&gt;
Small emblems and various accessories are common across all Cervari, though the style may change depending on the kingdom. This can come in the form of belt buckles, necklaceses, rings, and antler jewelry. The most fashionable jewelry in the Elgrim Kingdom tends to be made of silver and adorn various engravings or other gems in them, often symbolizing a familial or magical tie. &lt;br /&gt;
&lt;br /&gt;
Many also enjoy wearing hatted attire and other formal caps hung between or on top of their antlers. This makes times where the cap is off feel much lighter and more relaxed. Occasionally, this is used to hide the lack of antlers/horns. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor / Priest&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes Vaki for ceremonial and teaching purposes.&lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts, Vaki, and the arcane. Recent research has also involved The Great Empty.&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy direct space travel to a large degree, mostly going on small exhibitions in groups of family units, and preferring to use magical forms of transportation such as warpgates. Cervari tend to travel to other worlds for studies on how they treat the Nullstar, magic, and and learning from that. Alongside the Lagorans, Cervari who do use ships utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
Cervari will sometimes butt their antlers against one another as a sign of affections. Those without antlers, or little foals who have not yet grown their antlers, will still butt their head against others. &lt;br /&gt;
&lt;br /&gt;
Butting antlers can also be a form of playful competition. Although, greater competitions tend to be more formal and include an aspect of skill such as magic. Magic competitions are very popular: some revolve around tricks, others around offensive usage, and many still around the pure craft of spellcasting. Grand competitions attract large crowds and are held in large meeting areas to attract more competitors, depending on the kind of competition, with casual magic knowledge for those who do not wish to participate. &lt;br /&gt;
&lt;br /&gt;
Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments. If one starts singing to themself while walking along a town, gradually the entire town is in a rythmic uproar of song. &lt;br /&gt;
&lt;br /&gt;
Outside of the Royal Families, many Cervari aspire to marry into the families to be part of them. While successful marriages are magnificent and full of bonding between the families, they are far and few between, which has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=613</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=613"/>
		<updated>2026-06-01T19:59:17Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&lt;br /&gt;
Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. Additionally, some Cervari naturally do not have antlers: the horses, donkies, llamas, and occasionally those certain rarer mutations (similar to how hooved hands are possible, but not common) lack natural head appendages. Any head appendages do not shed (aka they are permanent).  &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&lt;br /&gt;
The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted, sometimes causing trouble due to any roles they stepped down from if from a more noble family.   &lt;br /&gt;
&lt;br /&gt;
However, Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antlers and Horns&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Antlers are a vital part of Cervari culture, connection to magic, and overall life. The public removal of and cutting of antlers is seen as a symbol of dishonor and disconnection from society. Appearance (and pride in such appearance) is core to Cervari culture, so those without natural head appendages may opt for &amp;quot;false antlers&amp;quot; or classic caps to blend in more with society. Longer, more decorated, and more pristine antlers are seen as the utmost signals of nobility, so those with roughed-up, smaller, or absent antlers may be treated as lesser-than, and struggle with connecting to magic in the same way that those with antlers can.  &lt;br /&gt;
&lt;br /&gt;
Additionally, many Cervari adorn their antlers with jewelry, threads, or other forms of representation in regards to The Nullstar. This style varies across the kingdoms, but generally pastors and priests have more hanging jewelry that is practical for rituals while royal families tend to wear larger fashion statements, partially as a display of power and authority. Each of the royal families have a special piece of antler jewelry that hangs on their chosen council-member: a key feature of all the Au&#039;vo.  &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature.  &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt, albeit slow. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals passed through many lifespans. Some rituals are kept secret among families, but many others are well known and often used for holidays and sermons.  &lt;br /&gt;
&lt;br /&gt;
As far as any Cervari knows, The Nullstar (and therefore magic) has always been in their people&#039;s lives. Most Cervari have some kind of antlers, horns, or other head appendages that store and connect with magic, like a natural organ for the weaving of the Nullstar&#039;s power. This is partially why antlers are so central to their culture, and why the lack of such may make it more difficult to study the arcane as everyone else does (see &amp;quot;Social Structures and Community: Antlers and Horns&amp;quot;).   &lt;br /&gt;
&lt;br /&gt;
However, &amp;quot;more difficult&amp;quot; does not mean &amp;quot;impossible.&amp;quot; Magic is still a skill, and it takes time to learn how to bend it in the same way that it takes time to learn an instrument. Common spells may include changes in local weather, the shifting of waterflow, and visual tricks of light. Cervari are taught to appreciate the gifts of natural magic, and so many spells are performed more like a careful art than a rash impulse of energy. Often-times, larger or more elaborate rituals require immense meditation to complete. This breeds virtues of patience and care for one&#039;s surroundings, especially as any influence on their world creates a chain reaction that influences many others, according to their beliefs.  &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority.&lt;br /&gt;
&lt;br /&gt;
* Cervari tend to wear clothing with leather&lt;br /&gt;
** Typical Cervari attire consists of a cloth shirt, leather vest, and rugged pants on their bottoms. &lt;br /&gt;
* To protect their feet on the surface of Velora, heavy boots are fashioned on their soles. &lt;br /&gt;
* Cervari enjoy small emblems on their person.&lt;br /&gt;
** These can come in the form of belt buckles, necklaces, or rings.&lt;br /&gt;
* Cervari also enjoy caps hung around their antlers or between them. &lt;br /&gt;
** The hatted attire makes their heads without it feel more free. &lt;br /&gt;
** Also used to hide the lack of antlers/horns&lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes magic for ceremonial purposes. &lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts.&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy space travel to a large degree, mostly going on small exhibitions. Cervari tend to travel to other worlds for studies on how they treat the Nullstar and learning from that. Alongside the Lagorans, Cervari utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
&lt;br /&gt;
* Cervari will sometimes butt their antlers against one another as a sign of affections&lt;br /&gt;
** Those without antlers will still butt their head against others&lt;br /&gt;
* Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments.&lt;br /&gt;
* Cervari Magic Competitions happen frequently&lt;br /&gt;
** Some competitions revolve around tricks, while others revolve around offensive usage.&lt;br /&gt;
** These competitions attract large crowds and are held in large meeting areas, with casual magic knowledge for those who do not wish to participate.&lt;br /&gt;
* Outside of the Royal Families, many Cervari aspire to marry into the families to be apart of them. &lt;br /&gt;
** This has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=610</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=610"/>
		<updated>2026-06-01T19:24:49Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Social Structures and Community */ and technology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&lt;br /&gt;
Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. It rests nestled in the valley of the largest of Velora&#039;s mountains: &#039;&#039;&#039;Mount Mahtava&#039;&#039;&#039; (sometimes simply referred to as the primary mountain, or &amp;quot;the mountain,&amp;quot; as other mountains are simply ridges that extend from Mahtava&#039;s grandness). &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountains across Velora&#039;s landscape.&lt;br /&gt;
** Darlynport and Upea are the most faraway lands, most notable for their extensive river systems and beautiful scenery untouched by anything but nature&lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of Velora&#039;s primary mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&lt;br /&gt;
The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some stairwells into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves, preferring the high-up castles of their own kingdoms (a show of power many find pride upon). Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent architectures and dense population.  &lt;br /&gt;
&lt;br /&gt;
Each kingdom has a royal family determined through hereditary succession, with the role of council-member (of &#039;&#039;&#039;The Au&#039;Vo&#039;&#039;&#039;) passed along the family line. These are the most influencial and powerful families of each of their respective kingdoms, taking on the responsibility of watching over their people just as close as they watch over their own family. Many of these lineages hold long-standing traditions that vary across the kingdoms, and all of them hold some kind of religious standing alongside their societal and political roles, changing little from the 12 nobles established long ago (Sorynberg and Storrberg famously diverged some hundred years ago). The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039;. The Au&#039;Vo have a representative from the royal families of all 13 kingdoms to handle overarching disputes and establish general laws across the land that concerns all of Velora.   &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039;, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind. Strays like this often either return to their kin or remain permanently outcasted, sometimes causing trouble due to any roles they stepped down from if from a more noble family.   &lt;br /&gt;
&lt;br /&gt;
However, Cervari prefer to not dispute if possible. Although any follow the herd without the thought of disobedience, arguments are unnavoidable. This distaste towards violence, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;...So we raise a glass to the powers of nature that all connect us as one, and one that connects us all to the Nullstar&amp;quot; -- A speaker at a sermon&#039;&#039; &amp;lt;/blockquote&amp;gt;The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. Occasionally, these may include grand rituals of magic, song, and other festivities to honor the forces of nature.  &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. Even the idea of automated farms has some disagreement between Cervari, as they prefer to utilize magic or non-technological tools when doing their work, or simply preferring to do hard work with their own hands. It lines best with traditions, afterall, so why change what already works best? (stubborn Cevari pride..) &lt;br /&gt;
&lt;br /&gt;
This does not mean that scientific and technological advancements have not been made, however. For instance, Cervari&#039;s long lifespans have enabled them to expand on the fields of medicine, astronomy, and philosophy without interruption to their work. They have the time to spend on studying and gaining experience to a great degree, and their herd culture allows such knowledge to easily pass down through the generations without halt. Additionally, these traits have been particularly useful in Cevari advancements in magic &#039;&#039;(see &amp;quot;Magic&amp;quot;).&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most importantly, Cervari and Lagorans worked together on &#039;&#039;&#039;the first Warpgate&#039;&#039;&#039; as it appears today, almost 600 years ago. The W.G.P.A (Warp Gate Preparation Area) took immense labor from both species: bubbling ideas and technology on the Lagoran side and magical applications and resources on the Cervari side. It hosted various engravings and ritualistic pieces that have now since been replaced by technology and innovations from other species (such as Aurelian technology), advancements only possible because of the deeper connections to outsiders from such an innovative transportation aid. Many Cervari since the making of this first warpgate have spent decades studying magic and The Empty to better advance this technology.  &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
While hard technology is not highly sought after, Cervari have made great leaps in the field of magical technologies and the general arcana. Enormous libraries in Elgrim hold pages upon pages of magical scripts, runes, and elaborate rituals.  &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority.&lt;br /&gt;
&lt;br /&gt;
* Cervari tend to wear clothing with leather&lt;br /&gt;
** Typical Cervari attire consists of a cloth shirt, leather vest, and rugged pants on their bottoms. &lt;br /&gt;
* To protect their feet on the surface of Velora, heavy boots are fashioned on their soles. &lt;br /&gt;
* Cervari enjoy small emblems on their person.&lt;br /&gt;
** These can come in the form of belt buckles, necklaces, or rings.&lt;br /&gt;
* Cervari also enjoy caps hung around their antlers or between them. &lt;br /&gt;
** The hatted attire makes their heads without it feel more free. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes magic for ceremonial purposes. &lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts.&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy space travel to a large degree, mostly going on small exhibitions. Cervari tend to travel to other worlds for studies on how they treat the Nullstar and learning from that. Alongside the Lagorans, Cervari utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
&lt;br /&gt;
* Cervari will sometimes butt their antlers against one another as a sign of affections&lt;br /&gt;
** Those without antlers will still butt their head against others&lt;br /&gt;
* Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments.&lt;br /&gt;
* Cervari Magic Competitions happen frequently&lt;br /&gt;
** Some competitions revolve around tricks, while others revolve around offensive usage.&lt;br /&gt;
** These competitions attract large crowds and are held in large meeting areas, with casual magic knowledge for those who do not wish to participate.&lt;br /&gt;
* Outside of the Royal Families, many Cervari aspire to marry into the families to be apart of them. &lt;br /&gt;
** This has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=609</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=609"/>
		<updated>2026-06-01T18:17:36Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: added more to places and social community parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&lt;br /&gt;
Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Notable Locations (at a glance) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Elgrim Kingdom&#039;&#039;&#039;&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. &lt;br /&gt;
** &#039;&#039;&#039;Auvoholm&#039;&#039;&#039;: The place where The Au&#039;Vo (&amp;quot;The High Council&amp;quot;) live and have meetings in. &lt;br /&gt;
** &#039;&#039;&#039;Iridian Church&#039;&#039;&#039;: The largest church in Elgrim Kingdom, home of the most spectacular sermons, grand rituals, and occasionally the host of traditional Cervari festivities. &lt;br /&gt;
&lt;br /&gt;
* The Five &amp;quot;Bergs&amp;quot;&lt;br /&gt;
** There are five notable kingdoms that live along the mountain, just above and adjacent to The Elgrim Kingdom: &#039;&#039;&#039;Galanberg, Ihanaberg, Sorynberg, Storrberg, and Ramberg&#039;&#039;&#039;. &lt;br /&gt;
** The most central of these kingdoms is Galanberg, with the other kingdoms stretching out from it but still remaining distinctly their own (Sorynberg and Storrberg may be the only exception, as they are the newest of the 13 kingdoms and only diverged recently). &lt;br /&gt;
** All share a rockier, often snowier terrain high up in the valleytops and mountains&lt;br /&gt;
** Ramberg is most notable for the fierce competitions (of magic and of strength) hosted here.&lt;br /&gt;
* The other 7 kindgoms are scattered across the lower valleys and outer ridges of the mountain &lt;br /&gt;
&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate. It is built on a flat ledge along a lower aspect of the mountainside, between Cevari and Lagoran cities, and carved straight into the mountain itself. &#039;&#039;(see &amp;quot;Technology and Science&amp;quot;).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&lt;br /&gt;
The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. It is a vast kingdom that sprawls over most of Velora&#039;s land. The kingdom is nestled in the valley of larger mountains, and has many houses spread out from one another. Most live alongside a few paths by &#039;&#039;&#039;The Grand Falls&#039;&#039;&#039;: an emmense ravine collecting (and recycling back up) water from the various rivers that pour into it. Some pathways into this ravine lead to lagoran towns, but it&#039;s rare for any Cervari to venture there themselves. Other Kingdoms follow suit of Elgrim, but all pail in comparison to it&#039;s magnificent palaces and towers.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Au&#039;vo&#039;&#039;&#039; famously live in Elgrim. The royal family for each kingdom is determined through hereditary succession, the role of a council-member passed along the family line. The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039; that has a representative from the royal families of all 13 kingdoms.  &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039; together, holding one accountable for each other. They tend to have strong-knit families with great pride in traditions, community, and doing what is best for all -- not the individual. Diverging from this mentality is seen as &amp;quot;unnatural,&amp;quot; like a wildness that must be tamed, lest such an individual bring shame to their kind.  &lt;br /&gt;
&lt;br /&gt;
However, Cervari prefer to not dispute if possible. This, alongside their solid familial pride, leads to a culture of respectful competition. &#039;&#039;&#039;Ramberg&#039;&#039;&#039; is notable for hosting many of the larger competitions, whether it be for dispute or play. Competitions vary from magical or artistic skill to a more longstanding sport of sparring. In a more ancient era, this was done between antlers, but competitions more commonly feature fencing weapons nowadays. &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&lt;br /&gt;
The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. They have automated farms, however the idea of automated farms has some disagreement between Cervari. Cervari prefer to utilize magic or non-technological tools when doing their work, preferring to do hard work with their own hands. &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority.&lt;br /&gt;
&lt;br /&gt;
* Cervari tend to wear clothing with leather&lt;br /&gt;
** Typical Cervari attire consists of a cloth shirt, leather vest, and rugged pants on their bottoms. &lt;br /&gt;
* To protect their feet on the surface of Velora, heavy boots are fashioned on their soles. &lt;br /&gt;
* Cervari enjoy small emblems on their person.&lt;br /&gt;
** These can come in the form of belt buckles, necklaces, or rings.&lt;br /&gt;
* Cervari also enjoy caps hung around their antlers or between them. &lt;br /&gt;
** The hatted attire makes their heads without it feel more free. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes magic for ceremonial purposes. &lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts.&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy space travel to a large degree, mostly going on small exhibitions. Cervari tend to travel to other worlds for studies on how they treat the Nullstar and learning from that. Alongside the Lagorans, Cervari utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
&lt;br /&gt;
* Cervari will sometimes butt their antlers against one another as a sign of affections&lt;br /&gt;
** Those without antlers will still butt their head against others&lt;br /&gt;
* Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments.&lt;br /&gt;
* Cervari Magic Competitions happen frequently&lt;br /&gt;
** Some competitions revolve around tricks, while others revolve around offensive usage.&lt;br /&gt;
** These competitions attract large crowds and are held in large meeting areas, with casual magic knowledge for those who do not wish to participate.&lt;br /&gt;
* Outside of the Royal Families, many Cervari aspire to marry into the families to be apart of them. &lt;br /&gt;
** This has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Cervari&amp;diff=608</id>
		<title>Cervari</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Cervari&amp;diff=608"/>
		<updated>2026-06-01T16:11:24Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: added detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
| name = Cervari&lt;br /&gt;
| image = Cervari_cover.png&lt;br /&gt;
&lt;br /&gt;
| homeworld = Velora&lt;br /&gt;
| habitats = Forests, groves, plains, and the like&lt;br /&gt;
| traits = Horns or antlers, digitigrade legs, hooves, animal ears&lt;br /&gt;
| writers = Izzy, Patch, Al&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We all rise and look up to the Nullstar - look and relish in it.&amp;quot; - Cevari Pastor&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cervari are characterized by appearances resembling a variety of hooved animals, and thus vary widely in appearance. Heights and antlers versus horns, as well as coloration, depend largely on species. Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with &#039;&#039;&#039;[[Velora]]&#039;&#039;&#039; as though it were one nervous system. Cloven hands are possible, but not the norm. Culturally, both they and the &#039;&#039;&#039;[[Lagorans]]&#039;&#039;&#039; take a great deal of pride in their appearance socially, believing themselves to be honorable and just compared to other races. Acts of violence and ill intent are considered deeply shameful, and punishments can range from public shaming to the removal of one’s antlers, cutting them off from the use of magic and communication with their planet. They see all life in the universe as intrinsically connected and will try to create bonds with others wherever possible, seeking herd behaviors wherever they go.&lt;br /&gt;
== Core Worldview ==&lt;br /&gt;
&lt;br /&gt;
Cervari are a very spiritually focused species, decreeing violence against one another to be the greatest insult to one’s life. Cervari prioritizes community over anything else, as it is the strongest bond one can have. They view the world as living and breathing, their actions cause chain reactions that impact their planet. Because of this, Cervari take very big pride in their actions. &lt;br /&gt;
&lt;br /&gt;
== Physiology and Design ==&lt;br /&gt;
The Cervari encompass any animal that would have horns, antlers, or hooves. For example: Moose, cows, deer, elk. Generally have athletic builds and digitigrade legs. Cloven hands are possible, but not the norm. &lt;br /&gt;
&lt;br /&gt;
Cloven hooves and digitigrade legs and tails are universal, and most have some form of horns or antlers, which serve as mana storage and allow for greater connection with Velora as though it were one nervous system. Cervari’s size varies greatly, smaller individuals being around 4’, with the tallest getting to be around 7’, not including their antlers. They are able to live relatively long, with an expected lifespan of about 140 years. &lt;br /&gt;
&lt;br /&gt;
Their appearance is deer-like in nature, regardless of the animal they most mimic, often having angular faces, bovine-like noses, cloven feet and digidigrade legs, and most notably, antlers. The styles of antlers, fur colors, height and size, and leg shape vary greatly between regions. (example: Northern regions of Velora might have individuals with longer and thicker fur, those living deeper in the rocky mountains may have more prominent digitigrade or tougher hooves, or those who grew up in more prominent families may have longer, more pristine antlers). &lt;br /&gt;
&lt;br /&gt;
== Social Structures and Community ==&lt;br /&gt;
&lt;br /&gt;
The Cervari occupy thirteen towns, most notably the &#039;&#039;&#039;Kingdom of Elgrim&#039;&#039;&#039;. The Kingdom is vast and sprawls overt the most area on Velora. The kingdom has many houses that are spread out from one another, most living alongside a few paths. Other Kingdoms follow suit of Elgrim, but all pail in comparison to it. &#039;&#039;&#039;The Au&#039;vo&#039;&#039;&#039; famously live in Elgrim. The royal family for the kingdom is hereditary succession, passed down through the family line. The royal families report to the &#039;&#039;&#039;High council [The Au’vo]&#039;&#039;&#039; that has representative from the royal families of all 13 kingdoms. &lt;br /&gt;
&lt;br /&gt;
Cervari follow a &#039;&#039;&#039;herd mentality&#039;&#039;&#039; together, holding one accountable for each other. They tend to have strong-knit families with great pressure on meeting one anothers&#039; expectations &lt;br /&gt;
&lt;br /&gt;
== Religion and Spirituality ==&lt;br /&gt;
&lt;br /&gt;
The Cervari view the Nullstar not as a deity, but as a benevolent force. They believe that the Nullstar created the Great Unity and therefore, created them as well. They believe the Nullstar is a powerful force that is important for their life. &lt;br /&gt;
&lt;br /&gt;
Cervari hold sermons for the Nullstar the last day of every month. &lt;br /&gt;
&lt;br /&gt;
== Technology and Science ==&lt;br /&gt;
Cervari utilize less technology and mostly use machinery from their Lagoran neighbors. They have automated farms, however the idea of automated farms has some disagreement between Cervari. Cervari prefer to utilize magic or non-technological tools when doing their work, preferring to do hard work with their own hands. &lt;br /&gt;
&lt;br /&gt;
== Traditional Clothing and Fashion ==&lt;br /&gt;
&lt;br /&gt;
Cervari wear traditionally respectable clothing, clothing that inspires community and superiority.&lt;br /&gt;
&lt;br /&gt;
* Cervari tend to wear clothing with leather&lt;br /&gt;
** Typical Cervari attire consists of a cloth shirt, leather vest, and rugged pants on their bottoms. &lt;br /&gt;
* To protect their feet on the surface of Velora, heavy boots are fashioned on their soles. &lt;br /&gt;
* Cervari enjoy small emblems on their person.&lt;br /&gt;
** These can come in the form of belt buckles, necklaces, or rings.&lt;br /&gt;
* Cervari also enjoy caps hung around their antlers or between them. &lt;br /&gt;
** The hatted attire makes their heads without it feel more free. &lt;br /&gt;
&lt;br /&gt;
== Occupations ==&lt;br /&gt;
&lt;br /&gt;
* Pastor&lt;br /&gt;
** In charge of carrying the sermons on the Nullstar and teaching the youth of it&#039;s power. Commonly utilizes magic for ceremonial purposes. &lt;br /&gt;
* Farmhand&lt;br /&gt;
** Cervari who want to do physical work enjoy working on farms. &lt;br /&gt;
** Mostly harvesting on a technical level and processing crops rather than working on the soil directly in some cases.&lt;br /&gt;
* Researcher&lt;br /&gt;
** Those who continue to research into the magical arts.&lt;br /&gt;
&lt;br /&gt;
== Starships and Space Travel ==&lt;br /&gt;
Most Cervari do not enjoy space travel to a large degree, mostly going on small exhibitions. Cervari tend to travel to other worlds for studies on how they treat the Nullstar and learning from that. Alongside the Lagorans, Cervari utilize magic to help maintain certain aspects of the space fleets, such as fuel. &lt;br /&gt;
&lt;br /&gt;
== Cultural Quirks and Daily Life ==&lt;br /&gt;
&lt;br /&gt;
* Cervari will sometimes butt their antlers against one another as a sign of affections&lt;br /&gt;
** Those without antlers will still butt their head against others&lt;br /&gt;
* Cervari will commonly sing around one another, utilizing acoustic guitars and their deep voices rather than an array of instruments.&lt;br /&gt;
* Cervari Magic Competitions happen frequently&lt;br /&gt;
** Some competitions revolve around tricks, while others revolve around offensive usage.&lt;br /&gt;
** These competitions attract large crowds and are held in large meeting areas, with casual magic knowledge for those who do not wish to participate.&lt;br /&gt;
* Outside of the Royal Families, many Cervari aspire to marry into the families to be apart of them. &lt;br /&gt;
** This has sprung numerous hilarious failed attempts that Cervari bring up a lot as an &amp;quot;inside joke&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
* Iridian Church&lt;br /&gt;
** The largest church in Elgrim Kingdom, home of the most spectacular sermons&lt;br /&gt;
* The Elgrim Kingdom&lt;br /&gt;
** The largest kingdom of all 13, features hundreds of thousands of Cervari here. Also home to the Au&#039;Vo&lt;br /&gt;
* W.G.P.A.&lt;br /&gt;
** The Warp Gate Preparation Area is a giant mass of land dedicated to the first Warp Gate.&lt;br /&gt;
&lt;br /&gt;
== Interactions With Other Species ==&lt;br /&gt;
&lt;br /&gt;
Cervari share their ancestry with the Lagorans, both descending from the Great Unity - a collection of 10 persons who were originally on Velora. All Lagorans and Cervari descend from these 10, with centuries of evolution and change diverting the Great Unity into two distinct species with numerous variations between each and every family. &lt;br /&gt;
&lt;br /&gt;
With this common ancestry, the Cervari and Lagorans have a healthy relationship between one another but do not collaborate as often as one would think. The two share a planet and that is the limit of their collaborations. &lt;br /&gt;
&lt;br /&gt;
== Inspiration Images ==&lt;br /&gt;
[[File:Cervari ins two.png|thumb]]&lt;br /&gt;
[[File:Cervari ins one.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Sylthae&amp;diff=331</id>
		<title>Sylthae</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Sylthae&amp;diff=331"/>
		<updated>2026-05-27T18:47:56Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: /* Physiology and Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species|name=Sylthae|image=Placeholder.png|homeworld=Elyndra|habitats=The forests and jungles of Elyndra|traits=Bark-like skin, crests, flowering tails, and other features of plant mimicry|writers=Derek &lt;br /&gt;
Ghoste}}&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Why would you ever want to leave? Catch some sun, eat some grapes, that&#039;ll kick those silly ideas about leaving right outta your system.&amp;quot; — Darach Roche&#039;&#039;&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Sylthae&#039;&#039;&#039; are a plant-inspired species present on the sphere of Elyndra. Despite appearing as though they are comprised of plants, the Sylthae are mammals, with their bodies comprised of layered, fibrous matter that resembles sinew grown in rings. Their tissue grows into a keratinized plate that resembles tree bark or the stems of plants. Sylthae vary in appearance, but most feature crests, spines, branching limbs, vine tails, horns, and other distinctive features that allow them to blend in with their surroundings. Sylthae enjoy basking in the sun for energy and fall ill when not in the sun for long periods of time. Their architecture represents their connection to the flora on Elyndra, able to control and manipulate them ever so often. Due to their connection with the flora and the ability to coax them to do their bidding, labor is seen as crude and lower-class. The Sylthae have mastered an ability known as ‘Twin Growth’, in which they enhance qualities of themselves from a plant, though this ability is much harder to do as their bodies grow tougher with age. Their diets can range from herbivorous to more carnivorous, from individual to individual, but carnivorous Sylthae are often treated as barbaric threats. Their governing system is made of a collection of elders, all of whom see no reason to leave their Garden Sphere. It’s paradise, after all, and anyone who argues otherwise is a threat to such a paradise.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Core Worldview&#039;&#039;&#039; ==&lt;br /&gt;
Sylthae live in a paradise in which they’re taught to never leave. Leaving means death, monsters, and never coming back. And besides – who would want to leave such a perfect, calm life? This made up a large part of hesitance towards the Pathfinding Initiative. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Physiology and Design&#039;&#039;&#039; ==&lt;br /&gt;
Sylthae are &#039;&#039;&#039;not actually plants&#039;&#039;&#039;. Their physical attributes mostly derive from their parent, but a small portion from the environment itself, since they are creatures of mimicry and camouflage. They come in all shapes and sizes – if it is a plant, there is a Sylthae for it*. They tend to have crests, tails, thick bark-like skin, and leaf-like tissues that grow randomly on their body. Sometimes true plants grow on them, especially for older, slower folks. &lt;br /&gt;
&lt;br /&gt;
They need adequate sunlight to be healthy. Their colors, especially those with flower-like appendages, appear dull without enough light. They have a bioluminescent “Sunny D” to help deal with periods of prolonged exposure to darkness, but it is not a permanent solution. While they do not photosynthesize, the plants growing on them do – even more incentive for sunlight. &lt;br /&gt;
&lt;br /&gt;
Sylthae are all herbivores and can eat a variety of plants. Part of what makes their life easy is existing in such lush forests that food will always be at every corner. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The only exception are Monotropa Uniflora (see “The Fomorians”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Returning&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
As Sylthae age, their bodies become tougher and slower. Generally, their attitudes also relax and slow during this aging process. More plant-like tissues sprout between the cracks of their bark and in-between moss or ferns that decide to take home on them. Sylthae that manage to live up to over a century often have aggressive vegetation consuming them. &lt;br /&gt;
&lt;br /&gt;
When they reach the end of their life cycle, they are possessed by the insatiable need to find a suitable place to settle. By this point, their bodies have slowed and numbed to a great degree. They gradually become overtaken by surrounding vegetation as their forms feed the garden in death, merging with the environment. &amp;lt;blockquote&amp;gt;&#039;&#039;“Out of the many watermelon seeds produced by our fallen one, a large seedpod was seen forming – a new child for Elyndra” -- Mother Hallow, previous Elder of Thorn&#039;&#039;&amp;lt;/blockquote&amp;gt;Sometimes, before their bodies fully decompose, they create a false flower, fruit, or pod. The &#039;&#039;&#039;little sprout&#039;&#039;&#039; (what Sylthae call children*) emerges from the cocoon fairly developed and able to walk, unlike half-baked human children. They don’t need much effort to take care of them as they gradually find their way back to society once born, in which they’re then taken in and communally raised by other Sylthae. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Twins are literally “two peas in a pod” and may be called peas instead&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fomorians…&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“Subterranean cannibalistic plant vampires” – or the fomorians – are monstrous, warped Sylthae that evolved without sunlight. &lt;br /&gt;
&lt;br /&gt;
Long ago, a fissure cracked through the world. In a twig’s snap, hundreds of Sylthae plunged into the crawling darkness, trapped as the fissure sealed above them just as fast as it appeared. They ventured too far from home and into stable territory. Ever since, strange monsters have crawled out of the edges of Sylthae society or in the depths of caves, if a Sylthae ever sees such caves…&lt;br /&gt;
&lt;br /&gt;
Young buds are reminded of this story. Stay in the light. Stay in the community. Never leave, and everyone stays safe and together in paradise. Variations of the story include “boogeyman” type characters or the equivalent to a monster under your bed, but Sylthae across every culture always have something.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Social Structures and Community&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Occupations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Elyndra provides everything a Sylthae needs to live, allowing for the luxury of laziness among many in their communities. The concept of “working” and &lt;br /&gt;
&lt;br /&gt;
“Effort” is seen as something that is a burden. Those that work are not looked down upon, but pitied. They would unironically censor the word “job.” &amp;lt;blockquote&amp;gt;“&#039;&#039;Oh you have to work? That must be such a burden, I’m so sorry for you.&amp;quot; -- anonymous Sylthae&#039;&#039;&amp;lt;/blockquote&amp;gt;For menial work, elders may make golems. These are non-sentient magical creatures of rock, soil, and leaf created for singular purposes such as carrying beverages, turning cogs on machines, or delivering messages. They are very simple creatures. While a golem can help a builder carry and place down wood, the placement is nonsensical without direct orders, which creates the need for proper jobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a little lean green beer-getting machine, but yknow not a machine because its a magical plant golem&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elders choose who in their community will work, often rotating the selection every few days. A chosen individual will go through Twin Growth to specialize them in their task (allows for fewer individuals to be burdened with work and, for those that do work, have the strength/ability to complete their tasks).  Since very few get chosen from large communities, most people don’t work often.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl comparison is like getting chosen for Jury Duty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The “government” is made up of a collection of Elders who do their best to keep everyone living together on this paradise of a planet. They are the oldest Sylthae in their community who, by some reason or another (said to be chosen by nature itself) grow a large, flowering crown from their headcrests later into life. &lt;br /&gt;
&lt;br /&gt;
Like old growth trees, they tell stories from tattoo-like carvings on their skin and pass down traditions through telling such stories verbally – especially to promote staying within the community. They are not seen as “higher than” anyone else, and they tend to spend much time with the youngest sprouts in their towns and cities. Elders usually fill up to five roles, though they are mostly symbolic (elders don’t do many tasks themselves, but mostly keep order as it naturally flows and oversee such flow; maybe at one point, or in some struggling cities, elders take up a more proper array of responsibilities). However, elders usually do magic (creating golems, aiding in Twin Growth) and choose which individuals in the community shall do work and of what kind.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darach (Oak): Tree of community&lt;br /&gt;
&lt;br /&gt;
Fuinseog (Ash): Tree of hope&lt;br /&gt;
&lt;br /&gt;
Dealg (Thorn): Tree of spirit&lt;br /&gt;
&lt;br /&gt;
Cuileann (Holly): Tree of protection &lt;br /&gt;
&lt;br /&gt;
Coll (Hazel): Tree of wisdom&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of nurturing the environment for a regular plant when they die, they gradually transform into enormous trees named after their role. These trees are often used centuries later as meeting spaces, places to live, and overall representations of the community. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Religion and Spirituality&#039;&#039;&#039; ==&lt;br /&gt;
Many Sylthae view the planet itself as a living being, one that nourishes them and provides them with everything they could ever need. They treat Elyndra like a person (literally their motherland). For specific religions, some Sylthae hold ceremonies in and around the largest and oldest trees. Additionally, religions tend to center either the soil or Sun.&lt;br /&gt;
&lt;br /&gt;
As a part of their dogma against exploration and leaving the planet, the Elders tell stories about the horrible monsters that lurk in the dark, pale as a ghost and waiting to gobble you up whole! There are plenty of variations on this tale, but all Sylthae know the stories well.   &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Magic&#039;&#039;&#039; ==&lt;br /&gt;
Culturally, Sylthae are very attuned to their environment and especially to the plants around them. They mimic them physically and spiritually, eventually leading to them finding a pattern in the flow of life (“flow&amp;quot; may be used interchangeably with &amp;quot;nectar&amp;quot;) that would give way for magic. They use magic chiefly to &#039;&#039;&#039;manipulate light and plants&#039;&#039;&#039;. In very early Sylthae society, only the eldest of the community had the time and knowledge on how to manage this. That piece of history is still retained in &#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;, who continue to be the primary users of larger magics, but most of Sylthae society understands the basics of the flow (most of Sylthae society has a small bit of Twin Growth, even if they did not create the attunement themselves, and have learned to manipulate light or plants to some extent).  &lt;br /&gt;
&lt;br /&gt;
They mostly use their bodies or plants to “cast” magic. It is less of “casting a spell” and more of gently guiding flow and attuning oneself to it. Naturally this lends their magic into the realm of nature and body constellations. There are no rules, but there can be certain taboos – for instance, fighting against the flow or studying it in depth is seen as strange. Magic is supposed to be one of the many gifts of their paradise, not something to be scientifically analyzed. Magic is primarily used to make life as luxurious and blissful as possible: opening up canopies to flood cities with natural light, causing food to grow at a rapid pace, shaping the roofs of their houses to capture rainwater, and reducing the stress of work on one’s body. To outsiders, the flow of a plant is messy and complicated, but Sylthae have grown to embrace and follow it smoothly, as taught by their Elders. &lt;br /&gt;
&lt;br /&gt;
Additionally, their magical capabilities are not combative or harmful in any true sense of the word. Sure – shining light in someone’s eyes or hitting someone with rose thorns would hurt, but that isn’t the main use or function of their magic. To re-emphasize, their magic is almost entirely selfish, helping to ease the burdens of everyday life and make living more enjoyable – not for harming others. They may also use magic to help others, though the efficacy varies depending on the target. Healing an injured plant is easier than healing a Sylthae, and much less complicated than healing a non-Elyndrian. Sylthae magic is primarily built for Sylthae use, though there have been cases where more adventurous plantkin helped members of other species, usually through creative use of healing magics and Twin Growing. &lt;br /&gt;
&lt;br /&gt;
Most Sylthae can gently grow a plant into Twin Growing with them (this kind of attunement makes it slightly easier to guide the flow of their plant) and guide light in small ways. Some, but fewer, can extend this skill to other plants (example: guiding a vine to drop grapes onto your lap). Older Sylthae, or those that took the time to learn, may be able to attune a plant to themselves through Twin Growth. However, only The Elder Trees of their community have garnered the skill, patience, and presence to apply Twin Growth to others and create non-sentient golems. Additionally, The Elders often have etched “tattoos” that tell stories (similar to the etchings on the bark of a tree). Sometimes, these etchings may represent flow, further aiding spell guidance for themselves and to show to others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is when a plant’s flow connects with the flow of a person, intertwining the two. It is easier to guide the flow of another when intertwined, but only as long as the flow remains intact (taking care of the plant both in the literal and magical sense). This can then be used to make oneself taller, stronger, more decorative, or any number of things that plants or one’s body can grow into. Magic is natural to their society, and not utilizing it is seen as an unnecessary difficulty. However, because of their flippant use of magic, excessive and rampant use causes prolonged and extreme lethargy, which ironically inspires the use of more magic to make life easier. For Twin Growth specifically, the fast growth and bonding aspect of this magic takes years off of Sylthae lifespans and speeds up their natural life cycle, especially if they don’t know how to pace themselves with the flow. Symptoms of this include hardening skin (like bark) and overall slower movements (older Sylthae or those that use a lot of magic appear much more relaxed), forcing their bodies to shift into an early version of &#039;&#039;&#039;Returning&#039;&#039;&#039;: the process by which a Sylthae fully hardens in death and returns to the nature of garden they call home (death). Managing a large quantity of magic in a short period of time can essentially turn the Sylthae into a still, lifeless statue – a large, uncontrolled explosion of magic can instantly succumb the Sylthae to returning, rapidly growing a rather deformed tree in their place. This can be somewhat prevented if the flow of another plant takes the place of one’s own, damaging that plant instead, but many Sylthae either don’t know how to incorporate this into their use of magic or would rather not harm their home. The Elders live so long partially because they do use this method of flow guiding (a key feature is their large flowering head crest, which can only be properly created by mastering this exchange of flow), and are seen as the few who can use it responsibly. To suppress Returning itself, Sylthae may also bathe themselves in more sunlight than usual and take an extended break from magic, but other symptoms of magic overuse remain. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Technology and Science&#039;&#039;&#039; ==&lt;br /&gt;
Technology is less metallic and more organic. There is a heavy emphasis and reliance on both photokinesis (light) and phytokinesis (plants), essentially doing the bare minimum amount of magic they need in order to have the plants in the environment do the work for them. Doors with vine hinges that open and close on their own, pitcher plants that serve as toilets, altering the boughs of fruit trees to grow right into your home and bare fruit every day. Lazy fucks dont even have to get out of bed to eat grapes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foods and Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the most popular category of invention. They have developed a drink made from pre-photosynthesized chloroplasts in order to help their ailments and deficiencies when exposed to long periods of darkness. It&#039;s bioluminescent Sunny D.&lt;br /&gt;
&lt;br /&gt;
In conjungtion with Nythera neighbors, a few Sylthae have also created unique forms of recreational drugs, drinks, and snacks. This is very useful for party hours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is one of their top advancements, aside from &#039;&#039;&#039;plant golems&#039;&#039;&#039; (however, golems are limited to the Elders, meanwhile Twin Growth is commonplace throughout Sylthae societies).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Growth: Named after plants that grow within each other. Sylthae utilize the growing patterns and features of plants through twin growth to enhance themselves: grow stronger (bonding with a redwood tree to harden their bark-like skin), taller (bonding with a bamboo or otherwise lengthening their limbs), gain more abilities (using the bonded plant like an extra appendage), or heal wounds (using the structural integrity of certain plants to temporarily or permanently cover injuries). Sylthae generally have a longstanding symbiotic relationship with flora (e.g., older folks may have real plant growths chilling on them, and much of their society and architecture is centered around plants), but this is facilitated by following the “life flow” of a plant, allowing such plants to bond to a Sylthae and rapidly grow in whichever way is needed -- the only caveat being a shorter lifespan, as too much magic use stiffens Sylthae&#039;s skin and speeds up their natural aging processes.&lt;br /&gt;
&lt;br /&gt;
Very few (if any) don&#039;t participate in Twin Growth, especially since it helps society function in terms of jobs (if you&#039;re chosen to do a certain job, it is highly surprising that any Sylthae would turn down Twin Growth to make the job easier). It&#039;s also possible to have multiple plant bonds (to your detriment) and many Sylthae have one plant they bond the most closely with (usually for decorative purposes, and does not use too much magic). And like mentioned before, temporary growths exist (usually for small jobs or injuries), and any can be unbonded if the Sylthae wishes. However, the longer a plant is bonded, the more difficult it is to remove (remnants of the plant may still remain). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An example: you need a guy to lift all of the big rocks and tree stumps out of the way, so instead of spreading the burden of working amongst everyone (like a filthy fucking pleb race), you Twin Grow a bamboo and squash in order to get someone thats really strong and grows super tall and super wide super fast, so only one person needs to work.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This process can be done at any time during life, with it getting slightly more difficult as the individual ages because of the skin becoming harder and harder as they get older. &lt;br /&gt;
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&#039;&#039;&#039;Space Travel and Trading&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most technology is created to make life as easy as possible for themselves. Given their stigma against leaving their home sphere, &#039;&#039;&#039;they have not created any space faring technology of their own&#039;&#039;&#039;. They rely on visitors from other spheres or neighboring Nythera for technology such as space crafts. Some Sylthae could have instructed golems to create space vessels based on foreigner ships, though most who opt to leave the comfort of their homeworld usually find room on someone else&#039;s ship rather than creating one from scratch.   &lt;br /&gt;
&lt;br /&gt;
Most cities only recently began integrating space docks for ships, but they are small, and far and few between. Anyone who wants to go to the Sylthae side of Elyndra would normally go through Nythera first, as their interspacial ports are larger and more accessible.   &lt;br /&gt;
&lt;br /&gt;
There was also a rumored ship that crashed on Elyndra, nearby one of the Sylthae settlements, with a strange fellow who offered to take any Sylthae wishing to join the &#039;&#039;&#039;Pathfinding Initiative&#039;&#039;&#039; as a token of gratitude for helping him recover from the crash.   &lt;br /&gt;
&lt;br /&gt;
When it comes to trading, Sylthae are more than happy to share the plentiful bounty of their paradise world. After all, they have much excess, why wouldn&#039;t they be generous to &#039;&#039;(cough take pity upon)&#039;&#039; those who come to their verdant garden? It is also one of the only ways they can get non-organic materials and technology.    &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Fashion&#039;&#039;&#039; ==&lt;br /&gt;
Fashion tends to center flowy fabrics, robes, or flower decor. Most Sylthae do not overdress or have layers (Elyndra tends to be temperate-warm) and instead opt for simpler, looser outfits. Some Sylthae choose to not wear shoes (easier for climbing and connecting with the soil), but this is up to personal preference. &lt;br /&gt;
&lt;br /&gt;
Oftentimes, dresses and other fabrics are sewn to mimic the plant life around them. High fashion is more intricate and delicate than regular-wear, with an array of designs (embroidered or layered) to appear as petals, flowers, and vines. Sylthae may create these types of outfits in their leisuretime if they find sewing enjoyable, but others would rather wait years for golems to finish a piece instead.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl inspirations include Midsommar and Greek Togas&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Fun Facts&#039;&#039;&#039; ==&lt;br /&gt;
They are highly resistant to substances derived from plants, including but not limited to: wine.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Notable Locations&#039;&#039;&#039; ==&lt;br /&gt;
A lot of Elyndran cities are isolated to Sylthae. Buildings from these cities are formed in a way that maximizes the utilization of natural resources like rainwater and sunlight. For example, lots of open buildings that channel light and water throughout its infrastructure, roofs that catch rainwater (or let it trickle down in pretty ways), and houses built from the dirt and trees themselves. &lt;br /&gt;
&lt;br /&gt;
Most of the buildings are made with the help of large boulder-golems, led by a small handful of rotating chosen architects (see Occupations).  &lt;br /&gt;
&lt;br /&gt;
Their land appears more wild and overgrown than neatly farmed, though those areas do still exist in patches between their cities. Sometimes, these gardens are isolated to individuals who tend to them for fun. At some point in Sylthae history, one of these personal gardens was owned by a very passionate Elder, and thereforth all governing buildings of the Elders showcase wonderful farmland all around the base of their trees.   &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Interactions With Other Species&#039;&#039;&#039; ==&lt;br /&gt;
While very, &#039;&#039;very&#039;&#039; few Sylthae have ventured out, Elyndra in recent times has been a center of travel and vacation for other species. &lt;br /&gt;
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&#039;&#039;&#039;Party Hours&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
All of Elyndra has a culture of &amp;quot;party hours&amp;quot; throughout the years and days. These include annual celebrations, but also the casual festivities that occur every dawn and dusk. Parties at Dawn, or sunrise, are hosted by Sylthae in honor of long sunny day ahead. Parties at Dusk, or sunset, are hosted by Nythera, to rejoice in the dim glow of the moonlight all night long. While Sylthae and Nythera may celebrate these separately, they often come together in &amp;quot;Party Towns&amp;quot; to celebrate together. This is a very special bond since dawn and dusk are the only times where it isn&#039;t too dark for Sylthae nor too light for Nythera. &lt;br /&gt;
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== &#039;&#039;&#039;Inspiration Images&#039;&#039;&#039; ==&lt;br /&gt;
Add visual references here!&lt;br /&gt;
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== &#039;&#039;&#039;Concept Art&#039;&#039;&#039; ==&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
	<entry>
		<id>https://solsticewiki.com/index.php?title=Sylthae&amp;diff=330</id>
		<title>Sylthae</title>
		<link rel="alternate" type="text/html" href="https://solsticewiki.com/index.php?title=Sylthae&amp;diff=330"/>
		<updated>2026-05-27T18:44:50Z</updated>

		<summary type="html">&lt;p&gt;GhosteToaste: Adding more details to Sylthae document&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species|name=Sylthae|image=Placeholder.png|homeworld=Elyndra|habitats=The forests and jungles of Elyndra|traits=Bark-like skin, crests, flowering tails, and other features of plant mimicry|writers=Derek &lt;br /&gt;
Ghoste}}&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;Why would you ever want to leave? Catch some sun, eat some grapes, that&#039;ll kick those silly ideas about leaving right outta your system.&amp;quot; — Darach Roche&#039;&#039;&amp;lt;/blockquote&amp;gt;The &#039;&#039;&#039;Sylthae&#039;&#039;&#039; are a plant-inspired species present on the sphere of Elyndra. Despite appearing as though they are comprised of plants, the Sylthae are mammals, with their bodies comprised of layered, fibrous matter that resembles sinew grown in rings. Their tissue grows into a keratinized plate that resembles tree bark or the stems of plants. Sylthae vary in appearance, but most feature crests, spines, branching limbs, vine tails, horns, and other distinctive features that allow them to blend in with their surroundings. Sylthae enjoy basking in the sun for energy and fall ill when not in the sun for long periods of time. Their architecture represents their connection to the flora on Elyndra, able to control and manipulate them ever so often. Due to their connection with the flora and the ability to coax them to do their bidding, labor is seen as crude and lower-class. The Sylthae have mastered an ability known as ‘Twin Growth’, in which they enhance qualities of themselves from a plant, though this ability is much harder to do as their bodies grow tougher with age. Their diets can range from herbivorous to more carnivorous, from individual to individual, but carnivorous Sylthae are often treated as barbaric threats. Their governing system is made of a collection of elders, all of whom see no reason to leave their Garden Sphere. It’s paradise, after all, and anyone who argues otherwise is a threat to such a paradise.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Core Worldview&#039;&#039;&#039; ==&lt;br /&gt;
Sylthae live in a paradise in which they’re taught to never leave. Leaving means death, monsters, and never coming back. And besides – who would want to leave such a perfect, calm life? This made up a large part of hesitance towards the Pathfinding Initiative. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Physiology and Design&#039;&#039;&#039; ==&lt;br /&gt;
Sylthae are &#039;&#039;&#039;not actually plants&#039;&#039;&#039;. Their physical attributes mostly derive from their parent, but a small portion from the environment itself, since they are creatures of mimicry and camouflage. They come in all shapes and sizes – if it is a plant, there is a Sylthae for it*. They tend to have crests, tails, thick bark-like skin, and leaf-like tissues that grow randomly on their body. Sometimes true plants grow on them, especially for older, slower folks. &lt;br /&gt;
&lt;br /&gt;
They need adequate sunlight to be healthy. Their colors, especially those with flower-like appendages, appear dull without enough light. They have a bioluminescent “Sunny D” to help deal with periods of prolonged exposure to darkness, but it is not a permanent solution. While they do not photosynthesize, the plants growing on them do – even more incentive for sunlight. &lt;br /&gt;
&lt;br /&gt;
Sylthae are all herbivores and can eat a variety of plants. Part of what makes their life easy is existing in such lush forests that food will always be at every corner. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The only exception are Monotropa Uniflora (see “The Fomorians”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Returning&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
As Sylthae age, their bodies become tougher and slower. Generally, their attitudes also relax and slow during this aging process. More plant-like tissues sprout between the cracks of their bark and in-between moss or ferns that decide to take home on them. Sylthae that manage to live up to over a century often have aggressive vegetation consuming them. &lt;br /&gt;
&lt;br /&gt;
When they reach the end of their life cycle, they are possessed by the insatiable need to find a suitable place to settle. By this point, their bodies have slowed and numbed to a great degree. They gradually become overtaken by surrounding vegetation as their forms feed the garden in death, merging with the environment. &amp;lt;blockquote&amp;gt;&#039;&#039;“Out of the many watermelon seeds produced by our fallen one, a large seedpod was seen forming – a new child for Elyndra”&#039;&#039;&amp;lt;/blockquote&amp;gt;Sometimes, before their bodies fully decompose, they create a false flower, fruit, or pod. The &#039;&#039;&#039;little sprout&#039;&#039;&#039; (what Sylthae call children*) emerges from the cocoon fairly developed and able to walk, unlike half-baked human children. They don’t need much effort to take care of them as they gradually find their way back to society once born, in which they’re then taken in and communally raised by other Sylthae. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Twins are literally “two peas in a pod” and may be called peas instead&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fomorians…&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“Subterranean cannibalistic plant vampires” – or the fomorians – are monstrous, warped Sylthae that evolved without sunlight. &lt;br /&gt;
&lt;br /&gt;
Long ago, a fissure cracked through the world. In a twig’s snap, hundreds of Sylthae plunged into the crawling darkness, trapped as the fissure sealed above them just as fast as it appeared. They ventured too far from home and into stable territory. Ever since, strange monsters have crawled out of the edges of Sylthae society or in the depths of caves, if a Sylthae ever sees such caves…&lt;br /&gt;
&lt;br /&gt;
Young buds are reminded of this story. Stay in the light. Stay in the community. Never leave, and everyone stays safe and together in paradise. Variations of the story include “boogeyman” type characters or the equivalent to a monster under your bed, but Sylthae across every culture always have something.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Social Structures and Community&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Occupations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	Elyndra provides everything a Sylthae needs to live, allowing for the luxury of laziness among many in their communities. The concept of “working” and &lt;br /&gt;
&lt;br /&gt;
“Effort” is seen as something that is a burden. Those that work are not looked down upon, but pitied. They would unironically censor the word “job.” &amp;lt;blockquote&amp;gt;“&#039;&#039;Oh you have to work? That must be such a burden, I’m so sorry for you.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;For menial work, elders may make golems. These are non-sentient magical creatures of rock, soil, and leaf created for singular purposes such as carrying beverages, turning cogs on machines, or delivering messages. They are very simple creatures. While a golem can help a builder carry and place down wood, the placement is nonsensical without direct orders, which creates the need for proper jobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a little lean green beer-getting machine, but yknow not a machine because its a magical plant golem&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Elders choose who in their community will work, often rotating the selection every few days. A chosen individual will go through Twin Growth to specialize them in their task (allows for fewer individuals to be burdened with work and, for those that do work, have the strength/ability to complete their tasks).  Since very few get chosen from large communities, most people don’t work often.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl comparison is like getting chosen for Jury Duty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The “government” is made up of a collection of Elders who do their best to keep everyone living together on this paradise of a planet. They are the oldest Sylthae in their community who, by some reason or another (said to be chosen by nature itself) grow a large, flowering crown from their headcrests later into life. &lt;br /&gt;
&lt;br /&gt;
Like old growth trees, they tell stories from tattoo-like carvings on their skin and pass down traditions through telling such stories verbally – especially to promote staying within the community. They are not seen as “higher than” anyone else, and they tend to spend much time with the youngest sprouts in their towns and cities. Elders usually fill up to five roles, though they are mostly symbolic (elders don’t do many tasks themselves, but mostly keep order as it naturally flows and oversee such flow; maybe at one point, or in some struggling cities, elders take up a more proper array of responsibilities). However, elders usually do magic (creating golems, aiding in Twin Growth) and choose which individuals in the community shall do work and of what kind.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darach (Oak): Tree of community&lt;br /&gt;
&lt;br /&gt;
Fuinseog (Ash): Tree of hope&lt;br /&gt;
&lt;br /&gt;
Dealg (Thorn): Tree of spirit&lt;br /&gt;
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Cuileann (Holly): Tree of protection &lt;br /&gt;
&lt;br /&gt;
Coll (Hazel): Tree of wisdom&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
Instead of nurturing the environment for a regular plant when they die, they gradually transform into enormous trees named after their role. These trees are often used centuries later as meeting spaces, places to live, and overall representations of the community. &lt;br /&gt;
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== &#039;&#039;&#039;Religion and Spirituality&#039;&#039;&#039; ==&lt;br /&gt;
Many Sylthae view the planet itself as a living being, one that nourishes them and provides them with everything they could ever need. They treat Elyndra like a person (literally their motherland). For specific religions, some Sylthae hold ceremonies in and around the largest and oldest trees. Additionally, religions tend to center either the soil or Sun.&lt;br /&gt;
&lt;br /&gt;
As a part of their dogma against exploration and leaving the planet, the Elders tell stories about the horrible monsters that lurk in the dark, pale as a ghost and waiting to gobble you up whole! There are plenty of variations on this tale, but all Sylthae know the stories well.   &lt;br /&gt;
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== &#039;&#039;&#039;Magic&#039;&#039;&#039; ==&lt;br /&gt;
Culturally, Sylthae are very attuned to their environment and especially to the plants around them. They mimic them physically and spiritually, eventually leading to them finding a pattern in the flow of life (“flow&amp;quot; may be used interchangeably with &amp;quot;nectar&amp;quot;) that would give way for magic. They use magic chiefly to &#039;&#039;&#039;manipulate light and plants&#039;&#039;&#039;. In very early Sylthae society, only the eldest of the community had the time and knowledge on how to manage this. That piece of history is still retained in &#039;&#039;&#039;The Elder Trees&#039;&#039;&#039;, who continue to be the primary users of larger magics, but most of Sylthae society understands the basics of the flow (most of Sylthae society has a small bit of Twin Growth, even if they did not create the attunement themselves, and have learned to manipulate light or plants to some extent).  &lt;br /&gt;
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They mostly use their bodies or plants to “cast” magic. It is less of “casting a spell” and more of gently guiding flow and attuning oneself to it. Naturally this lends their magic into the realm of nature and body constellations. There are no rules, but there can be certain taboos – for instance, fighting against the flow or studying it in depth is seen as strange. Magic is supposed to be one of the many gifts of their paradise, not something to be scientifically analyzed. Magic is primarily used to make life as luxurious and blissful as possible: opening up canopies to flood cities with natural light, causing food to grow at a rapid pace, shaping the roofs of their houses to capture rainwater, and reducing the stress of work on one’s body. To outsiders, the flow of a plant is messy and complicated, but Sylthae have grown to embrace and follow it smoothly, as taught by their Elders. &lt;br /&gt;
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Additionally, their magical capabilities are not combative or harmful in any true sense of the word. Sure – shining light in someone’s eyes or hitting someone with rose thorns would hurt, but that isn’t the main use or function of their magic. To re-emphasize, their magic is almost entirely selfish, helping to ease the burdens of everyday life and make living more enjoyable – not for harming others. They may also use magic to help others, though the efficacy varies depending on the target. Healing an injured plant is easier than healing a Sylthae, and much less complicated than healing a non-Elyndrian. Sylthae magic is primarily built for Sylthae use, though there have been cases where more adventurous plantkin helped members of other species, usually through creative use of healing magics and Twin Growing. &lt;br /&gt;
&lt;br /&gt;
Most Sylthae can gently grow a plant into Twin Growing with them (this kind of attunement makes it slightly easier to guide the flow of their plant) and guide light in small ways. Some, but fewer, can extend this skill to other plants (example: guiding a vine to drop grapes onto your lap). Older Sylthae, or those that took the time to learn, may be able to attune a plant to themselves through Twin Growth. However, only The Elder Trees of their community have garnered the skill, patience, and presence to apply Twin Growth to others and create non-sentient golems. Additionally, The Elders often have etched “tattoos” that tell stories (similar to the etchings on the bark of a tree). Sometimes, these etchings may represent flow, further aiding spell guidance for themselves and to show to others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is when a plant’s flow connects with the flow of a person, intertwining the two. It is easier to guide the flow of another when intertwined, but only as long as the flow remains intact (taking care of the plant both in the literal and magical sense). This can then be used to make oneself taller, stronger, more decorative, or any number of things that plants or one’s body can grow into. Magic is natural to their society, and not utilizing it is seen as an unnecessary difficulty. However, because of their flippant use of magic, excessive and rampant use causes prolonged and extreme lethargy, which ironically inspires the use of more magic to make life easier. For Twin Growth specifically, the fast growth and bonding aspect of this magic takes years off of Sylthae lifespans and speeds up their natural life cycle, especially if they don’t know how to pace themselves with the flow. Symptoms of this include hardening skin (like bark) and overall slower movements (older Sylthae or those that use a lot of magic appear much more relaxed), forcing their bodies to shift into an early version of &#039;&#039;&#039;Returning&#039;&#039;&#039;: the process by which a Sylthae fully hardens in death and returns to the nature of garden they call home (death). Managing a large quantity of magic in a short period of time can essentially turn the Sylthae into a still, lifeless statue – a large, uncontrolled explosion of magic can instantly succumb the Sylthae to returning, rapidly growing a rather deformed tree in their place. This can be somewhat prevented if the flow of another plant takes the place of one’s own, damaging that plant instead, but many Sylthae either don’t know how to incorporate this into their use of magic or would rather not harm their home. The Elders live so long partially because they do use this method of flow guiding (a key feature is their large flowering head crest, which can only be properly created by mastering this exchange of flow), and are seen as the few who can use it responsibly. To suppress Returning itself, Sylthae may also bathe themselves in more sunlight than usual and take an extended break from magic, but other symptoms of magic overuse remain. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Technology and Science&#039;&#039;&#039; ==&lt;br /&gt;
Technology is less metallic and more organic. There is a heavy emphasis and reliance on both photokinesis (light) and phytokinesis (plants), essentially doing the bare minimum amount of magic they need in order to have the plants in the environment do the work for them. Doors with vine hinges that open and close on their own, pitcher plants that serve as toilets, altering the boughs of fruit trees to grow right into your home and bare fruit every day. Lazy fucks dont even have to get out of bed to eat grapes.&lt;br /&gt;
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&#039;&#039;&#039;Foods and Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the most popular category of invention. They have developed a drink made from pre-photosynthesized chloroplasts in order to help their ailments and deficiencies when exposed to long periods of darkness. It&#039;s bioluminescent Sunny D.&lt;br /&gt;
&lt;br /&gt;
In conjungtion with Nythera neighbors, a few Sylthae have also created unique forms of recreational drugs, drinks, and snacks. This is very useful for party hours. &lt;br /&gt;
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&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; is one of their top advancements, aside from &#039;&#039;&#039;plant golems&#039;&#039;&#039; (however, golems are limited to the Elders, meanwhile Twin Growth is commonplace throughout Sylthae societies).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twin Growth&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Twin Growth: Named after plants that grow within each other. Sylthae utilize the growing patterns and features of plants through twin growth to enhance themselves: grow stronger (bonding with a redwood tree to harden their bark-like skin), taller (bonding with a bamboo or otherwise lengthening their limbs), gain more abilities (using the bonded plant like an extra appendage), or heal wounds (using the structural integrity of certain plants to temporarily or permanently cover injuries). Sylthae generally have a longstanding symbiotic relationship with flora (e.g., older folks may have real plant growths chilling on them, and much of their society and architecture is centered around plants), but this is facilitated by following the “life flow” of a plant, allowing such plants to bond to a Sylthae and rapidly grow in whichever way is needed -- the only caveat being a shorter lifespan, as too much magic use stiffens Sylthae&#039;s skin and speeds up their natural aging processes.&lt;br /&gt;
&lt;br /&gt;
Very few (if any) don&#039;t participate in Twin Growth, especially since it helps society function in terms of jobs (if you&#039;re chosen to do a certain job, it is highly surprising that any Sylthae would turn down Twin Growth to make the job easier). It&#039;s also possible to have multiple plant bonds (to your detriment) and many Sylthae have one plant they bond the most closely with (usually for decorative purposes, and does not use too much magic). And like mentioned before, temporary growths exist (usually for small jobs or injuries), and any can be unbonded if the Sylthae wishes. However, the longer a plant is bonded, the more difficult it is to remove (remnants of the plant may still remain). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An example: you need a guy to lift all of the big rocks and tree stumps out of the way, so instead of spreading the burden of working amongst everyone (like a filthy fucking pleb race), you Twin Grow a bamboo and squash in order to get someone thats really strong and grows super tall and super wide super fast, so only one person needs to work.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This process can be done at any time during life, with it getting slightly more difficult as the individual ages because of the skin becoming harder and harder as they get older. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Travel and Trading&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Most technology is created to make life as easy as possible for themselves. Given their stigma against leaving their home sphere, &#039;&#039;&#039;they have not created any space faring technology of their own&#039;&#039;&#039;. They rely on visitors from other spheres or neighboring Nythera for technology such as space crafts. Some Sylthae could have instructed golems to create space vessels based on foreigner ships, though most who opt to leave the comfort of their homeworld usually find room on someone else&#039;s ship rather than creating one from scratch.   &lt;br /&gt;
&lt;br /&gt;
Most cities only recently began integrating space docks for ships, but they are small, and far and few between. Anyone who wants to go to the Sylthae side of Elyndra would normally go through Nythera first, as their interspacial ports are larger and more accessible.   &lt;br /&gt;
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There was also a rumored ship that crashed on Elyndra, nearby one of the Sylthae settlements, with a strange fellow who offered to take any Sylthae wishing to join the &#039;&#039;&#039;Pathfinding Initiative&#039;&#039;&#039; as a token of gratitude for helping him recover from the crash.   &lt;br /&gt;
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When it comes to trading, Sylthae are more than happy to share the plentiful bounty of their paradise world. After all, they have much excess, why wouldn&#039;t they be generous to &#039;&#039;(cough take pity upon)&#039;&#039; those who come to their verdant garden? It is also one of the only ways they can get non-organic materials and technology.    &lt;br /&gt;
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== &#039;&#039;&#039;Fashion&#039;&#039;&#039; ==&lt;br /&gt;
Fashion tends to center flowy fabrics, robes, or flower decor. Most Sylthae do not overdress or have layers (Elyndra tends to be temperate-warm) and instead opt for simpler, looser outfits. Some Sylthae choose to not wear shoes (easier for climbing and connecting with the soil), but this is up to personal preference. &lt;br /&gt;
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Oftentimes, dresses and other fabrics are sewn to mimic the plant life around them. High fashion is more intricate and delicate than regular-wear, with an array of designs (embroidered or layered) to appear as petals, flowers, and vines. Sylthae may create these types of outfits in their leisuretime if they find sewing enjoyable, but others would rather wait years for golems to finish a piece instead.  &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;irl inspirations include Midsommar and Greek Togas&lt;br /&gt;
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== &#039;&#039;&#039;Fun Facts&#039;&#039;&#039; ==&lt;br /&gt;
They are highly resistant to substances derived from plants, including but not limited to: wine.&lt;br /&gt;
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== &#039;&#039;&#039;Notable Locations&#039;&#039;&#039; ==&lt;br /&gt;
A lot of Elyndran cities are isolated to Sylthae. Buildings from these cities are formed in a way that maximizes the utilization of natural resources like rainwater and sunlight. For example, lots of open buildings that channel light and water throughout its infrastructure, roofs that catch rainwater (or let it trickle down in pretty ways), and houses built from the dirt and trees themselves. &lt;br /&gt;
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Most of the buildings are made with the help of large boulder-golems, led by a small handful of rotating chosen architects (see Occupations).  &lt;br /&gt;
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Their land appears more wild and overgrown than neatly farmed, though those areas do still exist in patches between their cities. Sometimes, these gardens are isolated to individuals who tend to them for fun. At some point in Sylthae history, one of these personal gardens was owned by a very passionate Elder, and thereforth all governing buildings of the Elders showcase wonderful farmland all around the base of their trees.   &lt;br /&gt;
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== &#039;&#039;&#039;Interactions With Other Species&#039;&#039;&#039; ==&lt;br /&gt;
While very, &#039;&#039;very&#039;&#039; few Sylthae have ventured out, Elyndra in recent times has been a center of travel and vacation for other species. &lt;br /&gt;
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&#039;&#039;&#039;Party Hours&#039;&#039;&#039;  &lt;br /&gt;
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All of Elyndra has a culture of &amp;quot;party hours&amp;quot; throughout the years and days. These include annual celebrations, but also the casual festivities that occur every dawn and dusk. Parties at Dawn, or sunrise, are hosted by Sylthae in honor of long sunny day ahead. Parties at Dusk, or sunset, are hosted by Nythera, to rejoice in the dim glow of the moonlight all night long. While Sylthae and Nythera may celebrate these separately, they often come together in &amp;quot;Party Towns&amp;quot; to celebrate together. This is a very special bond since dawn and dusk are the only times where it isn&#039;t too dark for Sylthae nor too light for Nythera. &lt;br /&gt;
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== &#039;&#039;&#039;Inspiration Images&#039;&#039;&#039; ==&lt;br /&gt;
Add visual references here!&lt;br /&gt;
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== &#039;&#039;&#039;Concept Art&#039;&#039;&#039; ==&lt;br /&gt;
Add actual concept art here, stuff we made!&lt;br /&gt;
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[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>GhosteToaste</name></author>
	</entry>
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