Sylvari

A sylvari with particularly pink coloring.

The **sylvari** or **sylvanfolk** are a race of naturally curious, plant-like humanoids. A relatively young race, only appearing in 720 3E, the sylvari are the newest race to walk along the continent of Eukitia. Rather than being "born" in the traditional sense, sylvari are birthed from amber pods by the White Lady.

## Description

Sylvari appear similar to humans or elves, being bipedal and with similar proportions. However, they differ greatly in their very nature - sylvari, unlike most other races, are extremely plant-like. While they do not photosynthesize enough to provide sustenance and still require food and water to survive, the sylvari are nonetheless extremely plant-like. Their hair is grown similar to plants, and tends to take on the appearance of leaves, branches, or mushroom caps, and their skin is similar in nature to the stalk or bark of a plant. This skin grows quite quickly when wounded, due to the sylvari's sap-like blood.

Sylvari possess a wide range of colors across their species, ranging from the most common shades of green, to pinks, reds, purples, and even blacks and whites. Essentially, any color a plant can be, a sylvari may be too.

The sylvari possess notable bioluminescent spots along their back, arms, and face. These spots will glow naturally in dark places or at night, however also respond to a sylvari's emotional state. An extremely excited sylvari will have spots that flare up and glow brightly, even in daylight, while a sylvari who feels discouraged or sad will typically have very dim bioluminescence.

## Society

### Locations

The most important location for the sylvari is the White Lady and the Grove. Their native homelands, the early portion of a sylvari's life will revolve around this place, and they will typically return to it often to provide knowledge from their travels to the White Lady. Most sylvari treat the Grove with great love and respect, wasting no time talking about how much they love it if offered a chance.

### The Dream

The Dream is an experience the sylvari undergo before they emerge from the amber pods they grow in. This dream is a shared consciousness between the sylvari who are being grown and the White Lady, a dreamscape in which the sylvari are taught all they need to know about living before going into the greater world. In many cases, the dream also has prophetic purposes for the sylvari, divining what will be important moments in their life in vague terms.

Some sylvari experience a special dream, known as a Wild Hunt. This is a particularly prophetic dream in which the sylvari is given some grander goal or purpose for life - this may be anything from guarding the Grove, to finding specific knowledge for the White Lady, to defeating a great, worldwide evil threat. Typically, this dream is very vague, with only a very specific purpose.

Sylvari fit into four "cycles," based on the time of the day they exit their amber pods. These cycles are as follows:

* Cycle of Dawn sylvari are those who emerge in the early hours of the morning. They are typically diplomatic and friendly, naturals when it comes to having conversations and finding common ground.
* Cycle of Noon sylvari emerge during the afternoon. They are skilled warriors and combatants, seeking action over words, and prefer to experience things firsthand and tackle problems head-on.
* Cycle of Dusk sylvari are those born in the evening. They are intelligent and philosophical, enjoying studies, puzzles and intellectual pursuits over physical ones.
* Cycle of Night sylvari are those who emerge at nighttime. Rare for sylvari to emerge this way, they are typically secretive and lonesome, prefering to travel alone and avoid groups.

### Culture

Sylvari often grow their everyday objects from plants, rather than making them from wood or metal. This includes their clothing, their tools, their weapons and their buildings. Sylvari who live within the Grove typically will refuse to use any objects that are *not* grown naturally, however those who have left on journies typically have less qualms about the use of items and tools that are made of other materials, however still prefer to wear plant-grown clothing.

Due to being such a new race, sylvari have little understanding of many concepts that outside cultures do. For example, because few sylvari have died, sylvari often treat death with a morbid curiosity and acceptance rather than fear; this can sometimes be disturbing to other cultures. Sylvari also struggle to understand the concept of family - because they are born from the White Lady, and cannot breed with one another, they often have to be taught the concept of family ties. Sylvari do, however, form close bonds with others of their kind, and many have entered romantic partnerships with one another. Because of their new status on the world of Rosenwelt, sylvari do not hold any grudges or hatred towards other races, typically viewing them with curiosity and intrigue.

### Teachings of Ventari

While sylvari culture isn't particularly in-depth, due to their recent creation. However, they do possess one central teaching that most sylvari will follow at least loosely, called the Teachings of Ventari. These teachings, remnants of a plaque that the White Lady has embeded in its trunk, carved by the First Era human named Ventari. Many sylvari treat these teachings like guidelines, while others follow them to the letter like a religion. The teachings of Ventari are outlined below.

* **I.** *Live life well and fully, and waste nothing.*
* **II.** *Do not fear difficulty. Hard ground makes stronger roots.*
* **III.** *The only lasting peace is the peace within your own soul.*
* **IV.** *All things have a right to grow. The blossom is brother to the weed.*
* **V.** *Never leave a wrong to ripen into evil or sorrow.*
* **VI.** *Act with wisdom, but act.*
* **VII.** *From the smallest blade of grass to the largest mountain, where life goes, so, too, should you.*

## Combat

In combat, sylvari are skilled in many styles but masters of none. Sylvari of the Grove often wield swords, spears and shields in the defense of their homelands. However, those who go out to explore will often take on a number of different pursuits, ranging from specialized weapons to magic.