Alasa

Alasa, the barren desert of ancient sorcerers, marred by large canyons and vast flats of rock and sand with patches of civilization growing out of the few water sources in the region. Alasa was once the hub for Alaran activity on Telar, and is dotted with ruins of the ancient civilization, though some of their cities remain in use until the modern day, a valuable resource for those wishing to study the distant past of the beings that created them.

https://egyptianstreets.com/wp-content/uploads/2017/12/1-8.jpg

## People

Tall and slender with copper-colored skin and black hair, many Alasans take after High-Elven features, including more pointed ears and occasionally orange or violet eyes, even on non-elves.

Languages: Common, Elven

Modifiers: Alasans tend to stand about 6" taller, but weigh about the same as members of the same race from a different country, giving them a willowy appearance. Alasan's will also have skin a shade or two darker, the desert sun with little cloud cover tanning those who hail from this land.

Names: Alasan names are given to them at birth, usually with some meaning for traits their parents hope for or professions they should strive for in life, with many names translating as "gifted by the gods", "one who forges mighty blades", and "kindhearted to friends and strangers alike". Their last name is always their father or mother's given name, dependent on the gender of the child, preceded by ibin' or abin' (son of or daughter of respectively), i.e Menes ibin'Cheops (Menes son of Cheops). Most Alasans only go back one generation, but some, particularly royal families, will have dozens of last names tracing back their family lines generations.

Male: Ahmose, Akhenaten, Ahmosis, Cheops, Djemutihesu, Iamesu, Imhotup, Khafra, Khufu, Menes, Neferkare, Rameses, Set

Female: Amenemhat, Bajemus, Hatshepsut, Meresankh, Meritites, Nefertari, Panek, Thutmose,Tahemet, Useri

## Geography

Alasa is dominated by vast swaths of dry rocky desert, largely inhospitable to life save for the occasional oasis or spring. The southwest acts as a large barrier to those wishing to travel to the larger cities in the north, requiring careful preparation to avoid dehydration and desert predators over the weeks of travel time. The west and north are dominated by nearly impassible mountain ranges, cutting Alasa off entirely from Goranak, and nearly eliminating access to Kaltlan save for the Sanded Pine pass, so named for the arid sands quickly giving way to a dense pine forest. Sea travel along the eastern coast is preferable for those with the means to make the long travel, as there are few ports on the eastern edge of Kaltlan or North Kentrikoria, and the nearest friendly port lying in distant Uri-Serim.

## Old Religion - Salayism

Salayism was a belief in ancestors, that one should revere the dead that came before you, as without them you would not be here today. Salayism believes the dead do not pass on, but are merely slumbering, and could be awoken and called upon for advice, guidance, and knowledge. One should always be respectful of the dead, treating their corpse with respect and giving a proper burial with the items they had and loved in life. Those who disrespect the dead, cursing by their name, not speaking respectfully of them, graverobbing, etc. would face punishment and torment by the spirit of the dead, and would not be able to find peace until they atoned. Eventually at the end of time the honored dead would pass into the Great Beyond, an afterlife of sorts that varies in interpretation, from a paradise to merely another world to discover; while the dishonored dead would be forced to wander Telar forever, forgotten, abandoned, and disgraced. For this reason Salayism grants all people, sinner or saint, the proper burial and respect they deserve, even the lowliest criminal would get a spot in the tomb. Salayists were fastidious recordkeepers, always ensuring the dead would be remembered and their descendants would be known, some of the most accurate modern records come from Alasa for this reason.
Salayism worships no pantheon, instead each Ancestor is treated as other religions treat their gods, something to be called upon for guidance and for explanation for the world around them, for it was the works of the Ancestors, the Honored Dead, that shaped the world as we know it today. Ultimately Salayism believes in a single Prime Ancestor from whom all people must have come from originally, and so all people may call upon them for guidance, and who forgives them for not being able to properly honor them with a proper burial.

Salay priests are experts at necromatic magic, using it primarily to speak with their Ancestors and the Ancestors of those who need their service. Salayism has a complicated history with raising the dead, and Alasa today still has special laws regarding necromancy thanks to the Golden Pact. You may speak to the dead at any time, provided you are respectful and you can prove they are your Ancestor, but you may not use the bodies or spirits of the dead for labor of any kind, including magical labor. The bodies of non-intelligent creatures may be risen freely, provided they aren't use to assault anyone or break any other laws, this primarily extends to animals and monsters to work as tireless pack animals. Anything that can speak a tongue is recognized as intelligent by Salayists, so monstrous humanoids, goblinoids, lizardfolk, and magical beasts are to be given full burial rites as the Honored Dead.