| Species | Aldar |
| Over-species | Shemir |
| Classification | Demihuman |
| Sphere | Balance |
| Origin | The Arbither created them from the fabric of reality |
| Lifespan | Inmortal |
| Habitat | Northern tundra hot springs |
| Food | Normal human fare |
| Description | Aldar appear to be tall, thin human-like beings with high foreheads and a variety of color skin hues (every shade of the ocean, sun-dappled pools, or sienna-tinged photographs). |
| Procreation | Mostly with each other or other demihumans (where species follows the mother). Procreating with other species is rare and usually supernaturally aided. |
| Esoterica | Aldar have the innate ability to fashion the energies of the Law into physical matter. Other esoteric arts are all possible except use of rending energies. |
| Fashioning | Aldar have the ability to fashion the Law into physical matter. If they wish to make an object that is imbued with energies other than Law, they must have access to that energy at the time of fashioning. Fashioning is done primarily with the hands (though some aldar who have lost their hands have found ways to work fashioning with feet, legs, arms, and even their eyes). By focusing their attentions on the Law around them (which they can sense), they are able to take hold of it and weave it together into matter. |
| Special Powers | Beyond their ability to fashion matter from the Law, aldar have the power to invoke the Law at the cost of their own lives. They can also sense the Law energy and have a natural talent for understanding the nuances of a situation. Aldar can know the age of anything they see. |
| Weaknesses | Rending and paradox energy will weaken them to powerlessness. |
| Culture | The aldar wandered the tundras of the far north like their demihuman cousins, finding hot springs around which to build their city. They used the ancient Law to imbue it with warmth and wonder. They called upon the energies of the Divine to imbue their city with features from around the world, making it familiar to all beings when they enter. Aldar are ruled by a council of three ancient judges, the genderless childern of the long dead Aldar Manifest. They commune with the Law itself to create the mortal laws of the city. They have a force of 333 warriors who enforce the law; these warriors, called tulo, are chosen from the aldar population before they are even born, trained and indoctrinated until they are 1,000 years old. They are the most elite and respected members of society except for the triumverate. Among the aldar, everyone belongs to one of the three tribes, descended from the triumverate. These three tribes are very proud of their ancestry, though they acknowledge their kinship to the other tribes. They have their own customs and rituals, but all follow the same laws. Their most significant conflicts are in the realm of sports: each tribe has a professional team of pisi walkers. Pisi is a sport where aldar play while on thin ropes suspended over a huge pool. Amateur pisi players use a rope suspended four feet above an eight feet deep pool; professionals go 10' up and 25' deep. Elites leave the pool empty or span between tall buildings. It is a team sport where aldar stand on the ropes (four to twelve, parallel, each holding three aldar), holding long poles (about 9'). Each side faces the other, and they use their poles to throw and catch rings. The rings must be looped over a pole behind the opposing team. Players on the front row are called maisugon, and they are allowed to use their poles to knock their opponents off the ropes, but only by striking the opponent, not the rope. Striking the rope means the player is ejected from the game. Players in back, called ihulog, focus on throwing the rings. There are upwards of 12 rings in play at any given time. The first team to 36 points wins. Children are raised by extended families. They are considered adults once they reach 100 years of age, after going to school for thirty years (though which thirty years varies). As adults, they are expected to take up an occupation, but most aldar change occupations at least three times before settling. Their society is a mixed economy; each tribe has a different system, though these systems change with the Ages. They are never the same as any of the other two. No one ever changes tribes, but they do sometimes work for the other tribes. Courtship is complicated by tribe and era, but there are always three genders among the aldar. |
| Notables | Megaraus, Aldar Manifest (deceased); The Vuhlian Trinity, Council of Judges |
| Sample statistics | PRO 9 ATH 11 Balance 15 STR 9 AWA 17 WIL 17 ROG 11 Fashioning 10 Sense Law (AWA) Sense Age (AWA) Nuance (AWA) |
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