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Kalehart

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About Kalehart

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    The Green Dragon
  • Birthday 06/19/1997

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    Kalehart#7563
  • Minecraft Username
    Kalehart

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  • Character Name
    Quindrel, Celiasil, Lyueth
  • Character Race
    Purple Elf, High Elf, Mixed Elf

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  1. An avid if mostly ironic reader of The Silver Wordsmith reclines in his office as he looks over the brief publication. A smile creeping across his features, the Okarir chortles to himself and extends one luminously tattooed hand to push the paper aside, head shaking slowly, ”A meeting I should most like to witness. To speak against those that work with the Firstborn in the city, to attack their purity and undermine their authority not just as the Wordsmith, but as individuals, and yet to claim that they are not responsible and do not espouse their own views... A most curious stance indeed. Wild coincidence, then, that the opinions they have thus far published align with those which the ones most likely to be behind the alias have been using to compromise the institutions vital to the health and safety of Haelun’or.” A quiet sigh leaves him as he shakes his head and looks to the surface of his desk, brow knit with concern, ”I’m not sure I’d much like to see what such an article for the ‘other side’ would turn out to be. Misrepresented in the extreme, I fear, twisted to fit the narrative they favor. I do hope they’ll prove to have more integrity than I dare expect, though, in the unlikely event that the Firstborn humors such an offer.”
  2. In his office as ever, the Okarir’tir looks over the ‘newspaper’ with a perked brow, head tilting to ones side and a few slow blinks given at the contents. Taking a moment to examine his tattooed hand, the way the bright markings wax and wane like firelight, he rumbles with a shake of his head and a roll of his eyes, “You’d think the author publishing such a piece could’ve done a bit of research, perhaps sent me an anonymous letter or, indeed, just asked around a bit more. I make no secret of my deal with the Titan, I do not conceal the marks I bear, I’d have readily admitted and explained. It seems instead of seeking actual insight, they chose to take ineffectual shots at an issue that has long since been discussed and resolved.” Tapping at the page, he leans forwards and props his chin in an open palm, the Okarir’s eyes narrowed to slits as he lets out a pensive hum, ”Peculiar, I wonder who would’ve written such a thing... Lari’onn must know.”
  3. A secretary enters the Okarir’tir’s office with a copied missive in hand, passing it off to the mali as he raised an inquisitive brow to the contents. After but a moment of study his features twist into an apprehensive grimace, and he sits back to read it in the sanctity of his office- where no inexplicable presence of Storm would have any chance to hear him. As he reads his features show increasing levels of disdain and bafflement, ending up with his forehead resting in a palm and a disturbed stare affixed down to the long missive, tapping a finger upon its surface. To the secretary that lingers, he laments, “He... He’s truly gone mad, hasn’t he? These are the ravings of a madman,” while continuing to scan over the contents. A loud scoff soon escapes him and he leans back, leering down at the paper as both arms fold over his chest, “A Sillumir, a soldier? Perhaps once, but surely no longer. I offered him the chance to rejoin when I was elected, to lead them at my side even, and he declined. What gall he has, knowing and acknowledging his own impurity, to tarnish our name like that.” Once finished reading, he hands the missive off to his secretary and lets out a huff, head shaking, “Stranger still, isn’t it, that in one breath he derides Daerine for impurity, uses it to try and condemn her, and then in the next states that purity is a flawed and misguided concept to begin with. The man really must make up his mind, you cannot claim the folly of an idea and then proceed to weaponize it.” The Okarir sweeps his hands through his hair before waving the secretary off with a muttered, “Burn it, and all others you find. I’ll tolerate no such blemish to the Sillumiran name.”
  4. In his office, an Okarir reviews the missive with one brow held aloft, lips set in a thin line as he ponders the contents. With a deflating sigh and a loose shrug, the item is cast aside amongst various other loose papers. “Ir zklaen tir svabol dronilnric astahi martivir, si charis jaci ui saeetha mrith nomeno z'ar tobor,” comes his grating muse in a sharp draconic tongue, the mali daring not to speak his thoughts in a manner which might be understood. Sparing one last glance towards the missive, he mutters under his breath, “Do not look back, regret is an enemy that consumes.”
  5. THE BALLOT ((MC name: Kalehart)) Name: Celiasil Uradir Vote for Sohaer: (XX) Anethra Uradir ( ) Eredael Rhenaer
  6. I would hope not on that targetting idea, but perhaps. The tenet really exists mostly so that Heralds arent okay to betray the Azdrazi. I might look into the wording of it. That's a good point for the healing, and given how their exhaustion system works perhaps sessions makes more sense. I'll look in to adjusting the ability to consider that, see if there's a good way to do it. As for the last bit, I think all that is really necessary is an Azdrazi rewrite, which I now have reason to believe will show up sooner rather than later. They've got plenty of space to work with, the only niche Heralds really fill is serving azdromoth, whereas the Azdrazi have the whole literally being dragons thing to play with. This lore is like 80% utility and flavor, where Azdrazi is heavily combative and could be so much more as a 5-slot CA, than I could put in here with just 1 slot. Issues with the community are another thing entirely and really I havent been around them long enough to speak on it.
  7. I’ll address the points one at a time. The treatment of Heralds is an IC issue and should not be addressed in lore. Heralds are too similar to Azdrazi.
  8. Changelog: -Minor corrections, wording changes, and format adjustments. -Adjusted it so that the next emote after Virolah reaches a target must be of them moving out of it, to avoid the hallucinogenic effects. -Emphasized that the mental changes are meant to be relatively minor. Removed mental changes for the sake of distinction from Azdrazi. -Added new redlines and lowered emote count for Yol Zahkrii. -Added a bit more explanation in the Heraldic Tells section.
  9. Heralds of Azdromoth “O’ Heralds Mine, bearers of the mark, receivers of our blood, yield unto Me.” -Azdromoth the Firstborn, speaking through a Herald to her congregation. Introduction: This piece has been written for two main reasons: to make Heraldry into a magic that is worth the slot it is capable of taking up, and to expand on the idea of Heralds beyond just being servants or allies of Azdrazi, turning them into a more important and relevant part of Azdromothian culture. I’ve done this by diminishing the magic’s reliance upon Azdrazi- though not completely doing away with it- and by expanding its capabilities significantly. As a way to avoid completely upending the current norms, I’ve separated it into a feat and a 1-slot option, with the former aimed towards replicating the treatment and purpose seen in current Heralds, and the latter meant to be more independent and versatile for those who earn it. One of my main desires for this lore is for it to see that Heraldry becomes more legitimate as a magic of its own, so that while some Heralds may still ultimately aim to become Azdrazi, it would be feasible and reasonable for someone to seek it for its own sake. To this end I have expanded on the culture of Heralds, hoping to give those who dedicate themselves to the practice a more fulfilling experience. Creation & Erasure: The initial creation of a Herald is a simple process. At the hands of an Ordained Herald or Azdrazi, the Dratho Rihk inscription ability may be used to etch upon the flesh of a willing mortal their initial Azdromothian mark, the sigil of an eye wreathed in flame both branded and tattooed upon their flesh; always over the heart or somewhere on the centerline of the body. After the placement of this marking, the mortal will find themselves capable of comprehending the low draconic tongue, as well as utilizing a handful of minor abilities. This mark functions as an indirect bond or tether to Azdromoth, inherited from the Ordained Herald or Azdrazi that places it, and from it stems a flow of Azdromothian draan that can be utilized for their various abilities both as base Heralds and later as Ordained ones. This draan also has mild impacts on the psyche of those that possess it, discussed in a later section. This stage is used as a first step in testing a Herald’s worth, as it provides them ample capability to do their duty, but nothing extra. Notably, in this stage, any Ordained Herald or Azdrazi that knows Dratho Rihk is capable of erasing the mark, leaving only a scar behind; hence, these entry-level Heralds must be diligent and careful not to misstep. In the case of Ordained Heralds marking others, one could essentially frame the passage of this Azdromothian mark as a ‘lineage’, a bond originating from Azdromoth passed down from Herald to Herald. Naturally, most of the lineages one might find tend to originate with an Azdrazi, rather than the Titan Himself. One Ordained Herald or Azdrazi, however, cannot mark more than three mortals with this Azdromothian bond. Due to the nature of this inherited bond, the individual who places it always holds the ability to take it away, being the most efficient means for a misbehaving 1-slot or ‘Ordained’ Herald to be robbed of their draan and markings. Ordainment It is in the bolstering of this initial mark to grant a Herald their full set of tattoos that the complexity lays, for beyond this point they are not so easily done away with. To Ordain a Herald, two Azdrazi will be required, alongside two separate mixtures of one part the Herald’s blood, and one part that of the Azdrazi. With each Azdrazi working with a mixture of their own blood and that of the Herald, the pair will in unison and with painstaking care, use it to paint upon the flesh of the Herald their expanded high draconic tattoos. These markings will ultimately cover two limbs, at least one of which must be an arm, with each Azdrazi working upon one. Unlike the first Azdromothian mark, these appear simply as luminous red tattoos, involving no tissue damage. It is through these tattoos that the draan gifted to them through their bond to Azdromoth can be harnessed and directed with greater finesse. Once finished, the newly Ordained Herald shall be able to learn and utilize the vocal portions of their magic, and may now only have their markings taken away by the Ordained Herald or Azdrazi who initially marked them, or the same pair of Azdrazi which created their expanded tattoos. Naturally, it is within Azdromoth’s power to perform every part of this process on His own, the initial marking, Ordainment, and the removal thereof- though it is unthinkably rare for Him to do such a thing. Those who are given such a rare honor are answerable to none but the Titan, marked by His influence such that their abilities cannot be taken by any other- this remains true even if He did not place the initial mark, but did do the Ordainment. In this case, there may be minor aesthetic differences to the markings, per the Titan’s will. These individuals are the beginnings of ‘pure’ Heraldic lines and lineages, sourced from Azdromoth directly rather than one of His children. In the event that the Ordained Herald or Azdrazi who marked them, as well as those two Azdrazi who etched their tattoos, are dead or otherwise incapable of regulating their own Ordained Herald, it becomes possible for a group of two unrelated Azdrazi alongside one Ordained Herald to remove their markings instead. The loss of only one of these options for disconnection has no such effect. This applies to those marked or Ordained by Azdromoth as well, should He ever be incapable of monitoring them Himself. The loss of one’s Heraldic markings has no particular cost, neither mental nor physical, leaving only the branded scar created by the initial bond to Azdromoth after the magic or feat is removed. Ordainment is handled as a new magic app with the prior feat application linked in the comments, alongside confirmation from both Ordaining Azdrazi. The marking of a new feat-level Herald is also tracked on the marker’s relevant application, with a maximum of three per person. Erasure Whilst the most convenient method of removing an Ordained Herald’s Heraldry is through the individual from which they inherited their Azdromothian bond, removing it in the same manner it was placed, (see: Dratho Rihk in Abilities) it is not the only means. Erasure is the process by which the two Azdrazi who Ordained a Herald may rescind those marks, and the bond to Azdromoth along with them. It is also the same process used by a group of two Azdrazi and one Ordained Herald to remove them when those otherwise responsible for the offending Herald are otherwise indisposed, with only a slight change for the assisting Ordained Herald’s part. Erasure is a relatively simple ritual, albeit an exceptionally painful one. By channeling their own draan into the offending Ordained Herald, the Azdrazi may begin to slowly overload the markings they themselves placed, to the point at which they begin to destabilize and vanish. This process generally requires the subject to be restrained before it is undergone, as it essentially inflicts the most severe possible form of magic ‘exhaustion’ that Heralds experience, in the form of their tattoos feeling as if they are heating up. An Ordained Herald undergoing this process will feel after just a few moments of the process starting, as if their relevant limbs are completely consumed in fire, a mind-numbing and maddening agony that will last about three narrative minutes until both the tattoos and bond to Azdromoth have been erased. The reason why this bond is severed alongside the Ordainment, is because the tattoos themselves and the mark of Azdromoth are inseparable; part of the same system that once created, cannot exist without one-another. Though no lingering physical damage is done, the experience can inflict some mental trauma. In the case that this is a ritual performed in lieu of those otherwise responsible for the Ordained Herald, requiring two azdrazi and one Ordained Herald, the process is similar. The Azdrazi, as with the method, will channel their draan into the Herald to begin erasing their Ordainment tattoos; this is, however, far more taxing due to neither tattoo being made by said Azdrazi. It is then the duty of the assisting Ordained Herald to ‘weaken’ the subject’s bond to Azdromoth, essentially by infusing and tangling it with their own Azdromothian draan to disrupt it; this will permit the Azdrazi to fully negate their connection in the same way they might if they had Ordained the subject themselves. “Revere Him? No, not particularly. I do pay respect to Him, though! I’d be a fool not to.” -A Herald making an offering to the Firstborn. Culture: In times past, Heralds have served a role significantly lesser than that of the Azdrazi, dependent upon them for the limited draan they once wielded, and at their mercy should one ever seek to remove the markings with which they were imbued. Though some Azdrazi positioned their Heralds as priests and carriers of the Azdromothian faith, others still made them simple minions for their disposal, leveraging the ambitions of mortals seeking to become dragons in order to make them instruments of their bidding. Though Heralds were meant to be respected, circumstance led this power to be treated more as a bond of servitude. In His bolstering of the powers afforded to His Ordained Heralds, Azdromoth has in tandem done away with this perversion of their purpose, reclaiming those leal mortals as servants of His own will, and that of no other. No longer relying on the Azdrazi for anything beyond their Ordainment itself, Ordained Heralds function specifically as representatives of Azdromoth, their abilities based upon His own and their draan sourced directly from Him. Though ultimately no mortal can match the status of a dragon, Ordained Heralds are those who are closest to their stature without undergoing such a transformation themselves. They are close allies and honored friends, conduits of the Firstborn’s will. Like the Azdrazi, those who have become Ordained have proven themselves in service to Azdromoth, and are regarded with a proportionate amount of respect for their hard-won status. There is a meaningful difference, however, between the treatment of Heralds who have been Ordained, and those who have not. Unordained Heralds are left open to the kind of treatment that had previously defined the status- they may be tested, tasked, and otherwise troubled by the Azdrazi they seek Ordainment from. These unordained Heralds are those mortals that are unproven, and must work to earn acceptance- albeit, it would still be ill-regarded to treat them too unfairly. In agreeing to Ordain a Herald, Azdrazi also accept that they are relinquishing their control over them; granting them status as a near-equal, no longer to serve them, but rather their Father. The training and teaching of a new Herald is viewed, in essence, as a process of preparing them for service to Azdromoth; one which, should the Herald lack in their duties post-Ordainment, reflects ill on both them and the Azdrazi who Ordained them. As such, it is not an honor lightly or thoughtlessly given. This said, as is covered in the Tenets below, Heralds Ordained or otherwise are expected to aid Azdrazi in dire need. Though equated to priests, it is worthy of note that the dispositions of Heralds are not always so simple. Due to the nature of draconic faith and those it attracts, certain personality traits that may be looked down upon in other religious practices are instead tolerated, and even encouraged within the Heraldic priesthood. Ambition, pride, stubbornness, even an unwillingness to express traditional reverence are all permitted, for it is these traits which best reflect the Firstborn Himself. The distinction between these traits and a lack of faith, so to speak, is simply obedience. Though an Ordained Herald may not behave as one might expect a priest to, all must ultimately adhere to and serve the will of the Titan. Heralds know their place as carriers of His desire, His intent, and those who do not are oft swiftly robbed of their capability- by their peers, or even by Azdromoth Himself should their folly be so great as to anger Him. Tenets Part of Heraldic culture is adherence to a handful of Tenets, meant to provide a guideline for what is and is not conduct that will appease the Titan. Though playing no role in connection or disconnection, the breaking of one such Tenet tends to be viewed as sufficient justification for the removal of one’s Heraldry. They are the following: I The name of the Firsborn shall not be taken in vain, nor shall we permit it to be stained by the words of the ignorant. II The Dark and the Light are enemies of the Firstborn and this world, and we shall not allow ourselves to be seduced by them, nor to associate with their followers. III The Azdrazi are the children of the Firstborn, and so it is our charge to aid in their plights, for through them we glimpse His reflection. IV Those who strike against the Firstborn or His Children are to be shown no mercy, for their folly is that which can be corrected only by death. V The cretin who slaughters our kin, the accursed Aengul who shall not be named, must be opposed at every opportunity, for he is our bane. To briefly explain each Tenet: “You know not the power of the Titan, but don’t fret... We will show you.” -A pair of Heralds creating a fearsome display with Yol Zahkrii and Zil Kresh. Exhaustion & Tells: Exhaustion Heraldry does not incur a standard type of physical exhaustion, instead leading to an ‘overheating’ effect on one’s markings that becomes increasingly more painful and debilitating the more the Herald utilizes their Azdromothian draan. This is, essentially, a result of the markings failing to completely contain the potency of the draan which infuses them. Notably, this is mostly a perceived heat, not tangible beyond at most a slight scalding warmth to anyone else who touches the marks, insufficient to cause actual burns. Though it does not require visual representation, one can display the increasing ‘overheat’ level of their marks by making them glow brighter- though never enough to even so much as irritate one’s eyes. This discomfort or pain can range from a slight tingle for a simple and swift ability like a summoning with Bel Zahkrii, to a searing, nauseating agony in much more extended circumstances such as a heavy use of Dovra-kul. Using multiple small abilities within an encounter will also contribute to the further heating of one’s Heraldic markings. As a rough guideline, it should take about 5 small spells (2 or less emotes), 2-3 medium ones (3-5 emotes) or 1 large one (6+ emotes) to cause enough discomfort to start creating meaningful negative impacts on focus and movement. Anything significantly beyond these bounds should lead to incapacitation. It takes 1 narrative hour without casting for an Herald’s markings to ‘cool down’. A few abilities function without this cost, as is noted in their details. Heraldic Tells Akin to Voidal magics, most Heraldic abilities come alongside a visual tell. A handful of options exist to allow Heralds some creativity in how they represent their magic. Exhaling of smoke. Glowing of mark or marks through armor, clothing, etc. Ash falling or seeming to be blown off of their person. Harmless embers igniting somewhere on their person. Heat-like distortions around their eyes or hands. Tells are displayed before the speaking of any words of power, as it is not a result of invoking a purpose for their Azdromothian draan, but rather of harnessing it in preparation to do so. Those spells that do not require a tell simply do so due to how little draan is needed for their use. In all cases, this tell must be readily apparent to anyone observing the Herald. Emotes that do not require a tell will have this reflected in their emote guidelines and stated outright. Abilities: Herald abilities are separated into two types, ones that require the word or words of power only be understood, and those that require them to be spoken. Feat-level Heralds may only utilize Non-Vocal abilities, whereas 1-slot Ordained Heralds gain access to Vocal ones. Format used is: Name Summary -Details -Emote guide -Redlines -Moderation notes (if needed) Non-Vocal: Non-Vocal abilities are those spells that do not require their corresponding Low Draconic invocation to be spoken. These abilities are the only ones available to unordained Heralds. Bel Zahkrii (Combat) A Herald may summon and dismiss two draan-bound items at will. This requires 1 emote for both summoning and dismissal, or 2 emotes for retrieval when disarmed or thrown. Mindoraan (Non-combat) A Herald may speak and understand Low Draconic, though their mortal nature lacks the capacity for a flawless recreation. This is a passive ability and has no emote requirement. Zil Kresh (Non-combat) A Herald may exert their will upon flame to harmless effect. Ignite or extinguish man-made fires, as well as warp the shapes of flames to create displays. This requires 1+ emotes. Vocal: Vocal abilities are usable only by Ordained Heralds, and require their corresponding Low Draconic invocation to be spoken aloud in order to harness their power. Words of power cannot be whispered, and must be spoken at a volume that others nearby can readily hear. Yol Zahkrii (Combat) An Ordained Herald may invoke these words to set their weapon aflame and imbue upon it an edge of dracanium. This requires 1 emote. Bharoh (Non-combat) An Ordained Herald may invoke these words to exude an aura of significant warmth, suitable for protecting themselves and others from frigid temperatures. This requires 2 emotes. Dovra-kul (Non-combat) An Ordained Herald may invoke these words to blend their own draan with that of an Azdrazi, harnessing the combined power to mend their wounds. This requires 3+ emotes. Adrolazh (Combat) An Ordained Herald may invoke this word to bring forth their affinity for flame, avoiding its touch and ensuring that they aren’t burned. This requires 2 emotes and lasts for 3 emotes. Virolah (Combat) An Ordained Herald may invoke this word to draw forth the fumes of Az’Uznath, muddling the minds of those who breathe in the fragrant incense. This requires 3-5 emotes. Inscription: A subsect of Vocal abilities, Inscription allows Ordained Heralds to etch their intent upon a surface, item, or individual. Dratho Nar (Non-combat) An Ordained Herald may invoke these words to inscribe, carve, or scorch a surface with words in any language that they know. This requires 1 emote. Dratho Zha (Non-combat) An Ordained Herald may invoke these words to imbue upon an item of their choosing a defensive enchantment, granting it an extremely threatening aura. This requires 4 emotes. Dratho Rihk (Non-combat) An Ordained Herald or Azdrazi may invoke these words to mark an inheritor of their bond, granting a willing mortal the feat-level version of Heraldry. This requires 2 emotes. Teaching: Though there is no tier system used for Heraldry, each word or phrase of power must be taught before they can be used, as knowledge of them is not inherent. Simply hearing a phrase or word is not sufficient to utilize it. Heraldry does not have a TA system, meaning that any Azdrazi or any Ordained Herald is capable of sharing knowledge of these words, provided they themselves know them. Feat-level unordained Heralds cannot teach others words of power. Though Azdrazi may share knowledge of the words to enable their use, all abilities are Herald or Ordained Herald only, with the lone exception of Dratho Rihk, which may be used by Azdrazi who have, themselves, been taught it. Knowledge of Dratho Rihk is noted on the relevant application, as is the marking of new Heralds, up to the maximum of 3 per person. If one such Herald is disconnected, the slot they took opens up for another to take their place. Tiers: Heraldry does not use a tier system, it is separated into a feat version and a 1-slot version, wherein the only variation is a matter of what abilities are known. All can be received at once, or individually over time, depending upon the teacher’s judgement. Compatibility: Heraldry (both feat and 1-slot) is compatible with: All voidal magics except Unsound. All misc magic. All feats except Seer. Afflicted. Kharajyr. Hou-Zi. Wonk. Heraldry (both feat and 1-slot) is incompatible with: All Dark magics. All Deity magics. All CAs not listed as compatible. Implementation: Should this lore be accepted, I am slightly uncertain on how to proceed with its implementation. Given the limit of 3 Heralds per Ordained Herald or Azdrazi, simply grandfathering all current Heralds as Ordained or even just feat-level would make little sense, as surely there are Azdrazi with more than just 3. It’s also worth considering that due to how lacking in detail prior Herald lore was, this lore has a significant learning curve for its basic logic and abilities in general, meaning that I’m not sure I want to carry over every Herald by default. Even abilities prior Heralds may think they are familiar with now function in different ways, if only subtly. I’m taking no strong stance on this, but I do intend to consider the possibility of an MA wipe for this reason. In any case, I do not intend to give knowledge of Dratho Rihk, the ability to mark new Heralds, to everyone capable of using it. Even if most or all Heralds are grandfathered, I am firm that Dratho Rihk will be handed out only to a few individuals- Azdrazi or otherwise- upon implementation. Credits: Kalehart: Writing Malaise_: Consultation Keldrith: Consultation DumbBlondeElf: Consultation Archipelego: Consultation Sorcerio: Consultation Strifeg0d: Consultation Johann__: Consultation Citations: Current Azdrazi / Herald Lore: https://www.lordofthecraft.net/forums/topic/185797-%E2%9C%93-ca-race-lore-azdrazi-children-of-azdromoth/ Hindsightmancy’s Rewrite: https://www.lordofthecraft.net/forums/topic/191916-%E2%9C%97-magic-lore-herald-and-azdrazi-spell-enrapturement-rewrite/
  10. THE SILVER LAW Originally authored by Malaurir Lucion Sullas, Ante’vuln Lazul, Delos Telperion et al. Revised and expanded by Celiasil Uradir Adopted the 10th of The First Seed, 1783 CONTENTS INTRODUCTION CHAPTER I – THE OBVIOUS LAWS CHAPTER II – THE DICHOTOMY OF LEWDNESS CHAPTER III – THE RETURN TO PURITY CHAPTER IV – THE SILVER TRIBUNAL CHAPTER V – THE PUNISHMENTS OF THE STATE INTRODUCTION “Laws are the scaffold upon which a society is built. Without an understanding of how one may or may not behave, all will fall to chaos as the more opportunistic of individuals take advantage of what uncertainty does exist. Though we Mali'thill may not be prone to the same sorts of folly as the lesser races, it is through the reference of these common-sense expectations that Purity is best evaluated, and that those less civilized who might make their way into our Silver Sanctum are best controlled and corrected.” Celiasil Uradir The Silver Sanctum is built on Laws and Principles well-rooted in maehr’sae hiylun’ehya and the teachings of Malauriran traced back many centuries. Where our story resumed in Atlas, during the era of re-enlightenment in the Silver Enclave of Fi’halen, a law appropriate for our humble size was adopted. The Motherland has since been restored, though the Old Law served us well, it is of the view of The Silver Council that the re-introduction of The Obvious Laws and The Dichotomy of Lewdness is imperative for the next step in our march onwards. CHAPTER I THE OBVIOUS LAWS “The venerated society of the mali’aheral will not tolerate those who cannot abide by the simplest of civilised behaviours. For those who are incapable of deducing such things (or philosophers who tend to debate the existential qualities of “laws” and the purposelessness of attempting to order a world that is fundamentally chaotic, or perhaps something equally irritating) I shall write a guide of laws that should be, to most civilized beings, obvious.” Malaurir Lucion Sullas ARTICLE 1. The Blessed Residents of The Silver State of Haelun’or will not tolerate the ineffable natures of violent beasts. This extends into any and all acts of physical aggression upon another, Mali’aheral or not, who are allowed within the state. Violence is the tool of the primitive, and all disputes can and should be solved by means of civil discussion. Such violence will only be permitted when absolutely necessary - for example when one finds themselves in immediate danger and self-defence is required. ARTICLE 2. The Blessed Residents of The Silver State of Haelun’or will not tolerate the barbaric and threatening words of the uncivilized. Threats of violence and harm are unbecoming of any Mali’thill, as a reliance upon intimidation speaks to a lack of mental fortitude and intellect. Such misguided words shall not be uttered, lest punishment be rendered on a case-by-case basis, dependent upon the legitimacy of the threat. ARTICLE 3. The Blessed Residents of The Silver State of Haelun’or will not tolerate the negligent or malicious destruction of property. Causing damage to city property or that of a citizen of Haelun’or denotes one who is either careless or malevolent, both equally damning and impure qualities unbefitting of Mali’thill or their guests. To stoop to such a level of degenerate, wanton destruction is a nature best reserved for the Uruk’an. ARTICLE 4. The Blessed Residents of The Silver State of Haelun’or will not tolerate the loathsome fingers of uncontrolled greed. Theft of any conceivable nature is frowned upon greatly by any and all who deem to perform it. There is no exception to this rule. A society that disregards the call of the petty coin has little patience for those whose greed is akin to the Bortu’an. ARTICLE 5. The Blessed Residents of The Silver State of Haelun’or will not tolerate the meanderings of unscrupulous and alien wanderers. Those who are deemed unworthy will not be allowed entrance. Those who are allowed within will be on a very short leash. Should they irritate enough of the citizenry, foreign beings will be ejected--by force if necessary. ARTICLE 6. The Blessed Residents of The Silver State of Haelun’or will not tolerate the purity of their citizens purposely tarnished out of hedonistic glee. Purity is not in the eyes of the beholder. It is in the venerated manners of our Mali’thill ancestors where we find guidance in purity. It is not enough that one’s heart is pure--for only when one’s mind and blood remains unmuddied can true purity be gained. ARTICLE 7. The Blessed Residents of The Silver State of Haelun’or will not tolerate the disgraceful and irrational destruction of written thought. Knowledge and written thought is completely imperative for progression and preservation of our people; a custom rooted in maehr’sae hiylun’ehya. The destruction of tomes of any value within the great library is to be treated as a crime akin to both violence, and theft. ARTICLE 8. The Blessed Residents of The Silver State of Haelun’or will not tolerate purposeful mutilation of oneself. To ensure the purity of body of all residents of the State, the mutilation of one’s body for reasons aesthetic is hereby banned. Medical licensing and governmental approval can be acquired by those with individual needs, but the harming of one’s own body through piercing and other means is, as is necessary for soundness of mind, to be rejected. This extends to the dyeing of one’s hair. ARTICLE 9. The Blessed Residents of The Silver State of Haelun’or will not tolerate attire which obscures one’s identity. To ensure the safety of the Mali’thill, and indeed of all blessed citizens, it has been determined that the wearing of overly large hoods, helmets, full masks, and other forms of obscuring perception of identity both through worn attire and magics is hereby banned among all non-citizens and non-mali’thill of the State. ARTICLE 10. The Blessed Residents of The Silver State of Haelun’or will not tolerate the willful spreading of false or misleading information. It is an affront to the Maehr’sae Hiylun’ehya to intentionally foster ignorance in the pure citizens of Haelun’or through the espousing of lies or half-truths. Unsupported, inflammatory, intentionally false claims or assertions regarding Haelun’or or her citizens constitutes slander, while more general, intentional dissemination of misinformation is a lesser crime. ARTICLE 11. The Blessed Residents of The Silver State of Haelun’or will not tolerate any attempts at the conversion of Mali’thill to religious or otherwise impure beliefs. To assault the mental purity of the Mali’thill through attempting to sway them to religious belief is a deed most unbecoming. No preachers or missionaries will be permitted to spread their beliefs or ideals within The Silver State. ARTICLE 12. The Blessed Residents of The Silver State of Haelun’or will not tolerate intrusion upon their private properties. Those who infringe upon the sanctity and security of a citizen of Haelun’or’s property are a sort most detestable, and shall be treated as such. Citizens have the right to subdue any unwelcome guest with appropriate non-lethal force. Excessive force may be judged itself as a crime under Article 1. CHAPTER II THE DICHOTOMY OF LEWDNESS “The filth accumulates, not in the sewers, but in our very streets. The waste that pollutes the once clean walkways of Haelun’or is carried in the hearts of her children. To purge the city, she must expel these waste-bearers, for they are disgraceful, lliran. Our city weeps, and her silver tears leak away the memory of a once great civilization. Larihei lives in disrepute, and we are to blame. We have not lived up to her.. Examine your hands, and the hands of your lliran. It is time to wash away the filth of the streets." Anve’vuln Lazul ARTICLE 1. The Blessed Residents of The Silver State of Haelun’or shall not participate in physical fraternization outside of marriage. This crime disrespects the very nature of the matrimonial union. Unmarried Citizens who physically fraternize disregard the purpose of intercourse, and cause unruly distraction, emotional disruption, and in the worst case scenario - consequences of bastardization, a terrible crime, considering it taints the reputation of an otherwise innocent mali’aheral child. ARTICLE 2. The Blessed Residents of The Silver State of Haelun’or shall not participate in physical fraternization with a minor (a minor being any mali less than 50 years of age). Children are indeed the most precious safeguard of our kin. Subjecting an emotionally immature mind to such matters is unacceptable. Let it be known that mali under the age of 50 are unable to give consent, as their uninformed opinions towards this subject are too juvenile to be capable of discernment. ARTICLE 3. The Blessed Residents of The Silver State of Haelun’or shall not participate in public fraternization of an intimate nature. A disrespect of peers and the City’s dignity itself, those who violate this covenant of Haelun’or’s sanctity deserve not to walk her halls. ARTICLE 4. The Blessed Residents of The Silver State of Haelun’or shall not participate in fraternization of any intimate sort with impures, or other races. Preservation of life itself resides in the idea of purity. To lay waste to one’s untainted mali’aheral blood is a crime no less potent than murder of another citizen. ARTICLE 5. The Blessed Residents of The Silver State of Haelun’or shall not participate in non-consensual physical fraternization. Larihei is blind to you, desecrators of this law. It is beyond reproach. You will meet a swift judgement. ARTICLE 6. The Blessed Residents of The Silver State of Haelun’or shall not participate in intimate fraternization of a homosexual nature. Mali’thill who engage in intimacy in a public or private with a member of the same gender should be treated as unclean, dirtying the sights of their fellows with such a display of uncivilized, unproductive lust. ARTICLE 7. The Blessed Residents of The Silver State of Haelun’or shall not participate in incestuous intimate fraternization of any kind. No self-respecting mali will need an explanation as to why this type of behavior is both obscene and illegal. CHAPTER III THE RETURN TO PURITY “Those who have forsaken their Purity are failed, but not wholly lost. It could be said, if one was pragmatic, that those who fall and undergo the struggles of return are proven more than those who are never tested at all.” Laurir Nelgauth Maehr’tehral The Path to Purity is an ancient process. The Mali’thill are a people of mercy, rejecting violent punishments in favour of that which will have true lasting impact; re-education. As the Mali’ata has wronged our venerated race, they must seek redemption in the eyes of all who would call themselves Mali’thill. As such, they must gain the forgiveness of all who dwell within the pure lands. THE FOUR STAGES FOR PURIFICATION STAGE 1. The Drawing of the Curtain The Mali’ata must be sincere in their desire to become a part of our society once more, and be willing to perform all the tasks asked of them. They must be willing to acknowledge the wrongness of the crimes they have committed against their kin and the Silver State as a whole. Should they not conform to this ideal, they shall not be allowed to return. STAGE 2. Righteous Revulsion Should the Mali’ata be sincere, and willing, they will be allowed to enter the city. Here, they must seek out every Laurir within its walls, and tell them individually of the crimes they have committed towards Mali’aheral. They will then, after informing each individual of the crimes, ask for forgiveness from each. The Laurir may ask the Mali’ata of anything, and the Mali’ata will do as they ask with great vigour and a calm disposition in a manner befitting any true Mali’aheral. The labours the Mali’ata provided are but a pittance in exchange for the attacks on purity they have performed. As Laurir, standards of good judgement are expected and a request which calls to question the logic of itself will reflect negatively upon themselves if inadequately explained. Should a Laurir request a task that clashes with the laws of the city, the individual shall be punished according to the crimes they requested to be committed. The Mali’ata may not advance to the next stage unless every Laurir gives their forgiveness. STAGE 3. Learning the Way All Mali’ata must understand and revere the maehr’sae hiylun’ehya, as it is the very phrase that defines our people, our culture, and our civilisation. Those that lack an understanding, or adequate interpretation, of the maehr’sae hiylun’ehya will find themselves shortly more unwelcome than they had been previously. The Mali’ata shall be assigned a teacher from the pure Blessed Citizenry, the duty of whom it will be to teach the Mali’ata maehr’sae hiylun’ehya. During this stage, the teacher may assign to the Mali’ata multiple tasks which they must complete in order to advance to the next stage. At the end of this process, they may be tested by members of the Silver Council of their knowledge regarding the blessed phrase. STAGE 4. Acceptance The Mali’ata, after gaining forgiveness and understanding the apex of our culture, will be called to an assembly of all volunteering citizens. Here it will be decided by the majority whether the Mali’ata may become a part of the exalted society and resume their title of Mali’thill. Should the Citizenry decide that the actions of the mali’ata are satisfactory, they shall again be considered a Citizen. The mali’ata will regain their title of Mali’thilln and they may see Lareh’thilln as their home once more. With the conclusion of this final step, a celebration should be held - as they have obtained citizenship. CHAPTER IV THE SILVER TRIBUNAL “I ate the cake, and neither trial nor tribunal shall undo my consumption.” Galanthil Maehr’indor In the event that a citizen of Haelun’or is accused of violating any of the above laws and is summoned to stand trial, a set three pariran’tir (judges) are appointed to operate as a panel of decision makers. These judges, once appointed, shall deliberate upon the accused’s guilt. When a decision is made, punishment as appropriate will be delivered at their discretion. If the judges so desire more evidence, they may call for a testimonial, or a character witness. The parir’tir (judge) is chosen based on a hierarchy of respect and authority, namely: a) Malauriran b) Lauriran c) Okariran d) First Class Citizen Should the accused not appear to the time they were summoned, they shall be considered guilty and a sentence shall be issued by the pariran’tir in their absence. CHAPTER V THE PUNISHMENTS OF THE STATE “Haelun’or has proven herself to be efficient in cleansing society from the corrupt minds. Whether that may be through execution or banishment, we drive out plagues by grace of our rigorous loyalty to the maehr’sae hiylun’ehya.” Malaurir Iaria Elervathar THE FIRST TIER OF PUNISHMENTS For minor infractions and crimes against order, either by discretion of the Maheral, the Sohaer, the Okarir’tir or the Pariran’tir after a concluded trial, the guilty may be punished with: Mandated cultural classes Mandated civil service Fines THE SECOND TIER OF PUNISHMENTS For repeated violation of The Obvious Laws or The Dichotomy of Lewdness, by discretion of the Pariran’tir after a concluded trial, the guilty may be punished with all things in the first tier, as well as: Stripping of property Annulment of marriage The Path to Purity THE THIRD TIER OF PUNISHMENTS For the most heinous crimes, where there is no reason to believe the guilty may ever reform, only death is fitting. The sentence may be made by discretion of the Pariran’tir after a concluded trial.
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