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Found 120 results

  1. Yo yo, looking for a skinner willing to create a scholar uniform(s) for Fenn. Mina only, however, I can pay up to 1800 mina. Here is my own attempt with 3oyal: Looking for something better than this 😅. Discord is TDubs#6260.
  2. The Reformed Ivae’Fenn of Wyvurn “If.” Grand Prince Aelthir, when told of Haelunor’s plans to destroy the Mali’Fenn. The Princedom of Fenn has always been a militaristic nation. Bred in the harsh conditions of the tundras of Fenn, the Mali’Fenn are known for their tenacity and unwillingness to surrender. Young Mali’Fenn are trained in the matters of survival and combat so that they may survive the unforgiving place they call home. Loyal only to their Grand Prince, they would gladly die to defend their home and their people. For centuries the Ivae’Fenn has been the shield of the Princedom, serving it proudly and ably in the many conflicts it found itself embroiled in. However, recent decades of strife and warfare have reduced much of the current Ivae’fenn, for many of its veteran footman and officers have perished in the foreign wars of the past century. To prevent itself from falling behind the rest of the world, the Princedom must adapt its ways. By decree of Grand Prince Aelthos, the Ivae’fenn is to undergo a set of reforms in order to remain a stalwart, reliable force for the near future. --------------------------------------(+)-------------------------------------- Ranks, Duties, & Payment Grand Marshal The Grand Marshal holds a position within the Grand Council and leads the Ivae'fenn. It's his duty to oversee all defenses of the Princedom, maintain internal functions within the Ivae'fenn, make sure that the Citadel is secure and do all else required in order to benefit the realm. Like all other positions on the Grand Council, this duty is delegated from the Grand Prince, signifying that at any time the Grand Prince may override the Grand Marshal's decisions. It is not uncommon for the Grand Prince or his heir to take direct command of the Ivae'fenn. Warden The Wardens hold equivalent rank to sergeants. There are several of them, and it is their responsibility to train the soldiers and help lead them into battle as well. Wardens must have superb leadership skills and vast experience in combat. Seeing as these soldiers are considered to be junior officers, they will occasionally be consulted regarding higher military matters and decisions. Duties: The Wardens are required to host at least 1 specialization training and 1 Initiate trainings per two Elven weeks and attend/host 1 combat training per elven week. They are also required to lead 1 patrol per elven week. Payment: (2 coins and 15 iron) Valkyr The Valkyrim are the highest ranked individuals amongst the enlisted soldiers. Hand-picked from the ranks of the Guardians, the Valkyrim are the most dedicated enlisted soldiers of the Ivae'fenn, and the most skilled. It is for these reasons that they are tasked with the personal protection of the Grand Prince, serving as his royal guards. Due to this task, the Valkyrim often operate under the direct jurisdiction of the Grand Prince. While they are able to lead Vanguards, Guardians, and Initiates, it is not their primary task. Duties: The Valkyrim are required to guard the Grand Prince at all times, safeguard the Citadel and the Temple, and escort the royal family if outside of Fenn. Payment: (2 coins and 10 iron) Guardian Guardians are the average soldiers of the Ivae'fenn, and its very backbone. They fight in tight units during battles, guard the Princedom, and do all else the Commander, Sentinels, and Wardens require of them. While they are able to lead Initiates, it's rare they are put in positions of leadership. Duties: Guardians are required to take part in at least 1 missions and 1 patrol per Elven week. They are also required to do 1 gate duty hour per week and attend 1 pvp training and 1 spec training per 2 weeks. They are also tasked with keeping the city quiet and work as the local police. Payment: (1 coins and 10 iron) Initiate Initiates are citizens who have just joined the Ivae'fenn. During this stage, they are given intense training in commands, weaponry, formations, and other concepts that will be vital for their success. Until such a time as they are ready, they perform menial labor within the ranks of the Ivae'fenn, though they shall still fight in battles when their presence is deemed necessary. --------------------------------------(+)-------------------------------------- General Rules Initiates who do not get promoted within an Elven month will be removed from the Ivae’fenn. Members of the Ivae’fenn who miss their periodic (once per Elven month) mandatory combat training will be demoted. Payment is dependent upon activity. 2 Wardens at all times. Extra-ordinary performances will reward with a small statue in the hall of fame in the Ivae’Fenn barracks. --------------------------------------(+)-------------------------------------- Ivae’fenn Specializations Amongst the soldiers of the Ivae’fenn, each soldier has proven that they each have their own individual capabilities and specialties. To expand upon these abilities, the Ivae’fenn has created specializations for those enlisted to show off their abilities, take part in missions suited for them, and to expand their skills. Specialization statistics and logging of patrols and gate duty hours are largely the responsibility of Wardens, but the Commander may also perform this task. Such statistics must be submitted to them. For an Initiate to rank up to Guardian, they must be adept in melee (Spear/Sword) and scoutting. Then, they must have passed the Formations Training and the Combat Training. For a Guardian to rank up to Warden, they must be Expert on the Melee (Spear/Sword) and Expert on the Cavalry spec. Then, they also need 15 hours of gateduty, 10 patrols and 3 missions. * All Ivae’Fenn members, from Guardian and above are required to take the Oath of Fealty. Specializations Melee (Sword/Spear) Cavalry Scout Siege Engineer --------------------------------------(+)-------------------------------------- Definitions, Clarifications, and Requirements Patrols Each patrol ought to last at least 15 Elven minutes. Standard patrol routes include patrolling to the northern fort, around it and back; a patrol of the northeast area beyond the wall; and the most common, being a patrol around the walls and along the roads from the Alderyn crossroad to the Curon crossroad. Further patrol routes can be dealt out by Wardens and Sentinels. A patrol is going from point A to point B. Gate Duty Gate Duty guidelines are to be found in the Ivae'fenn Gate Duty Manual. Missions Missions are special assignments tasked by Commander/Sentnel. These assignments can be anywhere from detailed scouting reports, to outpost construction, to defensive probing, mapping new settlements or special tasks that need to be done. --------------------------------------(+)-------------------------------------- Application [Ooc] Username: Activity Rating (How many days/hours do you play per week?): Discord: Timezone: [RP] Name: Gender: Place of residence: Race/Sub-race/Culture: Do you swear obedience to the Princedom of Fenn and the Grand Prince?:
  3. The Lunar Domain of Asimu’lei ☽ A Settlement Guide ☾ WATCH OUR TRAILER “A traveller gets lost in the forest of whispers; an unexpected helping hand is there to help and welcome them” ☽ Overview ☾ The Lunar Domain of Asimu’lei is the home of the Mali’ker, though it is open to the other descendants. Asimu’lei is a peaceful town focused on commerce, harmony and progress. This blooming town can be found near the druidic grove, in the south-eastern region of Arcas (762 / 55 / -130), being a mere five minutes walk from Cloud Temple. To reach, just follow the signs for the southern road from Cloud Temple, follow for Sutica until you’ll see a sign on the left that will guide you to the blessed moon glade, Asimu’lei. ☽ Points of interest ☾ The “Adont’Haelun” clinic The “Twilight Trade Square” The “Dante’celia” Tavern The “Ilum’indor” Library The housing district “Diraar’ker” : the guardians The “Vallel’ame” forest The “Vihai’ame” forest ☽ Asimilian Government ☾ The Asimilian government is composed of many organs. From the Moon Prince and his wife with their two advisors. Then we have the “Council of many arts” with the ministers regulating their own ministries and fields of competence. And last but not least, the Lye debaters, the lifeline of the town, the citizens. Through debating sessions, they are be able to vote and express their desires and decisions, for a better future. Everyone is subject to the Ker’tir or the “Night Law” , a constitution-like document that regulates the everyday life and justice within the asimilian borders. ☽ Activity ☾ Need some guidance? Ask our stewards! Tigergiri#0744 / Mr.LordVoop#3803 / LordYuki#3274 / Josey#5073 Peak time: 3 Pm EST / 9 PM Gmt+1 US – EU timezones A huge thanks to everyone that helped and continues to help with this project.
  4. Mali’fenn Bloodline Reforms, 1741 For centuries, the ancient and sacred bloodlines of Fenn have been instrumental in the running of the Grand Princedom. However, in recent times, these holy families have fallen ill to infighting, rivalry, and a lack of patriotism for the Fennic state. In order to combat the recent misfortunes of the bloodlines, Grand Prince Aelthos III has deemed it fit to reform the structure of the Fennic bureaucracy and rewrite the rules governing the bloodlines. ARTICLE I - THE SACRED BLOODLINES ARTICLE II - THE DUTIES OF THE SACRED BLOODLINES ARTICLE III - THE RIGHTS AND PRIVILEGES OF THE SACRED BLOODLINES ARTICLE IV - THE LAWS GOVERNING BLOODLINE DISPUTES ARTICLE V - THE LAWS GOVERNING BLOODLINE HEADS ARTICLE I The Sacred Bloodlines The bloodlines of the Grand Princedom of Fenn are families which have shown their dedication to the Fennic state and the Tundrak family for many years. Though this devotion usually manifests in the form of one particular service of outstanding merit, many bloodlines play an important role at different levels of the Fennic government and society. The current bloodlines are as named: I - Tundrak II - Atmorice III - Drakon IV - Tathvir V - Sylric VI - Oakenarrow ARTICLE II The Duties of the Sacred Bloodlines Although, as stated above, individuals within a bloodline are free to choose a career as they wish, each family shall have one specific duty that they are charged to perform. This duty will typically be one that they have performed for centuries and thus have perfected their craft in. It is the responsibility of the bloodline head to ensure that their family is upholding the specific task assigned to them. I - To the Tundraks, they are charged with leading the Grand Princedom of Fenn. It is only by the Grand Prince’s guiding hand that the Fennic state shall prosper. II - To the Atmorices, they are charged with the spiritual guidance of the adherents of Wyrvun as well as leading the clergy. It is only through faith and devotion to Wyrvun that the Fennic state shall be holy and blessed. III - To the Drakons, they are charged with being leaders among the Ivae’fenn so that it may be well-led and disciplined. It is only through courage and an iron will that the Fennic state will be strong. IV - To the Tathvirs, they are charged with learning the medicinal arts and serving as healers both in the Ivae’fenn and in the clinic. It is only through knowledge and reason that the Fennic state will advance. V - To the Sylrics, they are charged with running the mines and smithies of Fenn, for they are to be the main workforce. It is only through hard work and determination that the Fennic state will be able to grow and expand. VI - To the Oakenarrows, they are charged with protecting Fenn and its people from beasts both natural and otherwise. It is only through safety and security that the Fennic state will be able to look inwards. ARTICLE III The Rights and Privileges of the Sacred Bloodlines For their exemplary service towards the Grand Princedom, the bloodlines are to be rewarded with special privileges that are unique to them. These privileges, however, are at the expense and mercy of the Grand Prince, so should a bloodline fail to perform their duties properly they may have them revoked at any time. Because of the bloodlines’ importance in the governance and maintenance of the Grand Princedom, these privileges primarily center around their historical, and present, ability to serve as leaders within Fenn. I - For the Tundraks, one of their line shall always sit atop the throne and be named Grand Prince. In kind, a Tundrak shall always be preferred for the position of Grand Treasurer. II - For the Atmorices, one of their line shall always serve as Arch-Vigilant of Fenn. Should there be one present, an Atmorice will always lead times of prayer, blessing, and sacrifice. III - For the Drakons, one of their line shall always be preferred to lead the Ivae’fenn as its Grand Marshal. The position of Sentinel shall be reserved for the Drakons, but the Grand Marshal can grant said position a non-Drakon if they deem their service worthy of such. IV - For the Tathvirs, one of their line shall always be put in charge of the city’s clinic should they be capable of such matters. Should they need any supplies or materials, the cost will be paid for by the Fennic Treasury. V - For the Sylrics, one of their line shall always be preferred for the position of Grand Exchequer of Fenn. All means of production shall be run and operated by the Sylrics and their employees. VI - For the Oakenarrows, one of their line shall always serve as beastmaster of Fenn. They will be allowed to construct a den or dungeon to keep any creatures they capture, so long as said creature does not pose such a threat that demands its immediate execution. ARTICLE IV The Laws Governing Bloodline Disputes It is no secret that the Mali’fenn are a militant and outspoken people. Although they produce fine soldiers, thoughtful councilors, and zealous priests, Mali’fenn are apt to fight and bicker amongst each other. Most of the time this bickering is no worse than a few petty arguments and insults, but on rare occasions certain ‘fenn of a heated temperament may resort to violence. Thankfully, no deaths as a result of bloodline violence have occurred in recent memory, but there have been a number of injuries that have resulted from these rivalries. In order to prevent blood from being spilled in the future, Grand Prince Aelthos III has created a list of regulations for bloodline disputes. I - If two bloodlines have a dispute, the conflict will first be mediated by the Grand Prince. Violence and further fighting will try to be avoided at all costs. II - Should the Grand Prince deem the situation serious enough to warrant it, the two bloodlines will be allowed a duel to determine the outcome of the dispute. The two primary instigators of the conflict will engage in a duel to first blood. Whichever bloodline wins the duel will be allowed to impose their terms, after confirming them with the Grand Prince, upon the other bloodline. III - Should there be no two primary instigators of the conflict, the bloodline heads will be allowed to name a champion for the duel. IV - Once the duel is complete, the two bloodlines will partake in a feast of reconciliation overseen by the Grand Prince. Gifts will be exchanged, talk will be made, and the feast shall not end until the Grand Prince deems that amends have been made. ARTICLE V Laws Governing Bloodline Heads The leaders of the Fennic bloodlines, better known as bloodline heads, are tasked with guiding and directing their families so that they may serve the Grand Princedom with distinction. Therefore, the expectations of the bloodline heads are even higher than that of their normal family members. In action, conduct, and word, the bloodline heads represent the Fennic state and are thus expected to act as such. To better-establish the legal and cultural position of the bloodline heads, Grand Prince Aelthos III has written a list of laws to govern the bloodline heads. I - When the head of a bloodline dies or is stripped of their position, their family is allowed to choose a member within their bloodline to become the new head. This nomination is then either confirmed or denied by the Grand Prince. II - Bloodline heads must make an active effort to involve themselves and their family in the affairs of the Grand Princedom. Should a bloodline head not be making genuine attempts to contribute to the Fennic state then they are liable to be removed from their position of bloodline head by the Grand Prince. III - Bloodline heads must reside within the Fennic capital. They are allowed to own properties outside of the city, but their primary residence should be within Fenn itself. Should a bloodline head choose to move outside of the Grand Princedom, they immediately forfeit their position as bloodline head. IV - Should a bloodline head go absent for a period of seven Elven Days without first notifying the Grand Prince, they are liable to be removed from their position of bloodline head.
  5. Welcome to the ~~~FUNKY~~~ lil skin shop Costs: A head skin is 300 minas An overlay is 100 minas A body is 700 minas A full body (including overlay) is 1000 minas If you are applying for a skin, please fill out the below: Username: Discord: Skin Type (Head/Body/Full Body): Steve or Alex Model: Gender and Race: Image(s) for reference: How is your character quirky?: Type of Payment: Proof of Payment: (You can either reach out to me below or on my discord) Past work:
  6. Hunters of Blood and Flame Followers of the Sanguine Fire Since the birth of the Creed, it has remained an unknown and quiet addition to the culture of Mali’ame and Druids alike. Its teachings reserved only for those who were thought to be wild in their heart and strong of body. That changes now with the creation of this group, our ways becoming open to any who seek to learn the ways of the Sanguine Fire. As the ways of the Creed say, those who follow it are the apex predators and guardians in the Wild. They hunt the corrupt and tainted of the natural world and cut them out, they purify the debris left behind through blood and fire, and they do it all with the very spirit of a Mani in their souls. The Hunters and Warriors Devout Followers of the creed who show their devotion to the Wild Gods through hunts and battle alike. Typically found in the professions of bounty hunting and tests of battle prowess in the ongoing effort of collecting trophies and adding onto their lists of grand testaments. They are not hard to pick out in a crowd due to the common theme surrounding Sanguine dress and armor. Usually found in padded and studded leather or half-plate, covered in trophies and adornments. Another giveaway is the crimson daubs of paint (or perhaps blood) marked upon their varied armor pieces. Heralds of Blood-Fire The Heralds are the attuned druii of the Creed, wielders of kuila-infused black ferrum weaponry and natural communion with the most wild places in the world. Their duties are mostly the same as the Devoted, spending much of their time as hunters and warriors, only with a more spiritual connotation added to their work along with the added duties of watching the Balance constantly before leading the Devoted to purge any taint threatening its sanctity. The Heralds also act as guides for the rest of the devoted Sanguine. There are only ever allowed seven Heralds within the Creed, for too many may cause an imbalance in the strength of the Sanguine just as too many predators tilt the natural life in the wild. When a place opens up in the Heralds, a current Herald takes on a student from the devoted Sanguine to be taught. Current Heralds The Leopard The Raven The Fledglings The uninitiated of the Creed are those not yet tested by the Wild Gods, and thus have yet earned the right to their Sanguine armor and weaponry. They are encouraged to accompany the initiated and the Heralds on their hunts in hopes of being tested. Once tested, the Heralds will decide whether or not the Fledgling has earned their place among the rest of the Sanguine. OOC This group is essentially mandalorian druids. Bounty Hunting, Taint purging, a lot of event seeking and RP! If you want to join the Creed of the Sanguine Fire, come to Irrinor and seek out Miklaeil or Layla Arvellon IRP! IGNs are ThumperJack_ and Numirya!
  7. Claimant of Victory. 9th of Sun’s Smile,1739. “Miklaeil, A true leader owns up to his mistakes. I owned to mine, yet you give excuses to your actions. That is fine, your rejection is admittance enough. But I feel remiss that it seems you do not understand the full story. None of you do. You only know what the Grand Pretender has told you. What my cousin has told you. A mountain of lies it seems, built upon a foundation of jealousy and spite. Upon my arrival into Tahu’lareh, I had noticed the same masked individual you had only just turned away. Sharing your idea that he was potentially a mage of the dark arts, I confronted him. Upon doing so, a previous subordinate of mine a Guardian of the Ivae’fenn attempted to stop me under a pretense that he was “checked” on. The use of masks covering the face inside the city walls of Fenn is against Fennic law. Laws I wrote. The Guardian then initiated an altercation against me, which Aldred happened to walk in and see. And therefore used this as a means to lie and slander me. I never attacked or threatened the boy. I told him to not be a disappointment, as his Maln had been. That was all. There was never a threat or an attack on his person. As to your declination, that was an expected response. You and I both know whom the better fighter is. For you to accept a duel against me would mean your own death. An act of suicide. But I had no intention of killing you, Miklaeil. I would have offered you mercy. Much more than you gave me. Despite what you and your people may think of me. I would not dare widow Layla, or orphan your children. The many wars between Malin’s children have caused me much pain. I have grown quite tired of the kinslaying. As such, I will not pursue you beyond words. For now, this final letter must come to an end. For there are far more important things on the horizon, Miklaeil. I do hope we will stand on the same side of things when it comes. Ito nae elannil’wyrvun, old friend.” Signed, Aesilnoth.
  8. An Address to the Annilir. 10th of The First Seed, 1739. “Miklaeil Arvellon. It has been many months since our last encounter which left me broken. Not only physically, but emotionally. My mind and heart were not well. An occurrence which was not under my control left you with distaste for me. I could see it, most everyone could. I was your friend, Layla’s friend, and your subordinate. But did you offer your help? Did you offer an ear to talk to, or a hand to pull me from darkness? The simple answer. No. Instead you turned your back on me. You left me to fend for myself as my mind continued to plague me. How could you call yourself Annilir, The one who guides, when you refused to even guide your own friend? The one who guides… yet you were quick to try and guide your blade into my throat. In front of my own daughter no less. If I had not had the reaction I did, I would not be writing this to you now. But here I am. Once you hit me over the head, I assume that was the extent of your care for me once it was over. You left me to the Grand Pretender to handle my punishment. And tell me Miklaeil, do you know what he had done to me? He ordered the Grand Marshal who subsequently ordered a Valkyr to strike my limbs with a warhammer. My left arm and both legs were crushed, seemingly beyond repair. You left me to my kin who would have rendered me crippled for the rest of my life. I am lucky to live thanks to that daughter of mine you would have scarred forever, had your blade found its mark. I have spent many many months healing from my wounds. And now I find myself writing this letter to you, Miklaeil. Enough is enough. Under the sight of Malin. Under the sight of Wyrvun. And under the sight of your Aspects and Mani. I Aesilnoth challenge you, Miklaeil Arvellon to an honor duel. To occur with the next appearance of the full moon. You have slighted me in one of the worst ways imaginable. As someone I saw once as a friend and a man I respected. It pains me that this has become the reality, but it must be done. I shall allot you the time of three elven days for a response. If you intend to accept, then I look forward to our next meeting, old friend.” Signed, Aesilnoth. ((OOC INFO: Duel will be fought in mechanical combat. I.E. PvP. If accepted it will take place TWO days after the acceptance. It will also be fought on neutral ground, as in neither participant’s home tile.))
  9. TO REMEMBER THE FALLEN ☺☻☺☻☺☻☺☻☺☻☺☻☺☻☺☻☺☻ [!] An exciting flier is pinned around the imperial human cities, as well as the non-human allies, and the neutral people of Sutica, Marsumar, Talon’s Grotto, and so on. “To all men, women, children, and people-in-between... The people of Curon invite you to attend our upcoming festival and celebrate those that gave their all to beat down the Voidal Mother. To you, in the name of all that is good and in the name of the descendants, the people of Curon therefore, open their gates and invite all to celebrate and rejoice.“ “Please join us, and enjoy a good time. Take a gander at the new and old attractions that will be coming to Avalain.“ . ° . ° The Mighty Sword Pull ° . ° . Is sword-wielding your game? Do you think you have what it takes to pull a mighty sword that rests in stone? Only those who are worthy may free the sword from its sediment resting place. It costs 40 minas for an attempt. The one who frees the sword will receive the sword as a prize. (You must roll a perfect 30 out of 30 in order to free the sword) . ° . ° Skin Lottery ° . ° . Do you have a knack for luck? Our lottery is an effort-free event that will end the night. Simply pay 50 minas to insert your name at any time during the festival, and see if Lady Luck blesses you with a brand new set of clothes! The sign-up table can be found at the deep blue stall on the day of the festival. . ° . ° Attractions ° . ° . If dancing and sword-wielding isn’t your thing, there are plenty of attractions at the festival. All we ask is that you do not vandalize the attractions. Connect Four and Tic Tac Toe Need to test your mental prowess? Located by the bonfire are two double chests. One is set up for Connect Four and the other is set up for Tic Tac Toe. These are free to play, all we ask is that you do not take the game pieces. Life-sized Checkers Chest games, not enough? Well, good news for you. There is a full-sized eight-by-eight checkerboard located in the front of the festival. It is free to play, we only ask is that you do not take the game pieces! (You will need region perms to Curon in order to play.) Dance Floor This round dance floor is for those who want to shake their tail! It is located behind the flower, and everyone is free to dance. The dance floor will showcase a railed pond in the middle with exotic fish. . ° . ° Stalls ° . ° . If you’re here for the goods, look no further! The festival will be hosting many stalls of different shapes and sizes with vendors all over Arcas! Here is the list of our current vendors. Right Side Stalls: TRIAGE STALL Incase someone sprains their ankle or lands on a sword, this stall is front and center and prepared for minor injuries. Look for the white/red dome stall with four medical beds. It also has two sections of six slabs to sell medical supplies for those interested in medicine. The Pelican It is a lime green stall located by the terracotta wall. It will be selling toys, books, and so on. Pru This stall sells simple sketches for prices starting from 50 minae. Bust - 50 Minae Waist Up - 200 Minae Full Body - 500 Minae It is a square stall with leafy roofing, located by the terracotta wall. Niko’s Meat Mart The name explains it all, this is a meat mart! One could just smell the fresh meat now. It is a sky-blue stall located by the terracotta wall. Haense’s Greens & Healthy Foods This stall sells fresh produce imported from Haense It is a roofless yellow stall, located by the terracotta wall. Winterleaf Brews Come on down to the green stall! Unique and Custom brews will be sold to liven the mood! It is a green stall which is located near the terracotta wall. Druids This stall sells all sorts of goods from the Talus Grove! It is a roofless orange stall, located by the terracotta wall. Howl of The North Owned by Captain Honour Rackham, this stall is sure to have many items, like alcohol, tea, exotic food, and unusual gifts. It is a red stall, located by the terracotta wall near the bonfire. Tavernier Past the bonfire, under the dark oak pavilion along the terracotta wall, drinks and food are sold by the Crown and Cup and its employees. Tables are set up for those to sit and enjoy a drink and a meal after they are too tired from dancing. Fenn Flowercrowns This popular stall was at the last Fenn event, and now it is here. Selling fabulous flower crowns and other items, it’s sure to be a hit. This pink stall is located near the dance floor, next to the Tavernier. EMPTY STALL This stall is empty, and for sale: 100 minae. It is a light grey stall with four slabs and three carpets. Left Side Stalls: Ruberni Commodities This vibrant stall bears the colors of orange/red. It is the first stall on the left and sells a variety of things. From makeup to action figures, this stall has a lot of worth-while goods. Get them while you still can! Society of Gentle Ladies Curon’s own Society of Gentle Ladies is hosting a stall at the festival. Not only will they be selling goods, but they will also be hosting tea-time under their canopy. Flameforge Smiths Buy superior goods from Curon’s own Flameforge Family. A family of smiths, they are the new upcoming smiths in Curon. Their stall is a rectangular stall, bearing the colors of purple and white. Caliphate Goods Coming all the way from the caliphate, this stall sells signature Qalasheen jewelry, bookmarks, and armor. It is a rectangular stall bearing the Kadarsi flags, located by the bonfire. Obsidian Thread Near the dance floor is a blue stall, selling skins from the talented tailors of the Reg’Wir family. You can buy clothing, and enter the lottery for their spotlight skin. Should their skill fancy your taste, they are available for custom commissions. . ° . ° Fire For The Fallen ° . ° . As a final tribute to those who gave their lives to end the Voidal Mother, a large bonfire will be set to flame in honor of those who fell. We ask that you take this time to contemplate the price of victory along with us. Set aside all differences, just as it was done during the battle. . ° . ° OOC Information ° . ° . 6 PM EST Friday, September 20th. In Curon!
  10. The Firebelly Gecko.||Found|| A small reptilian species. Lives primarily in deep caverns and caves. Sharing their size with the domesticated house cat. The scales bare a dark hue and good natural strength. Making it tricky for blades or points to penetrate their scales. Along the back, upon fingertips, the bottom of limbs and underbelly. The lizards body becomes hard almost like a chitin. Holding a clear hue. As the blood circulates it gives these growths a faint glow looking akin to molten rock. These growths give off a spray of chemicals when the lizards are startled or want to defend themselves. The spray is produced from a reaction between two chemical compounds, hydroquinone and hydrogen peroxide, which are stored in two reservoirs in the lizards abdomen. When the aqueous solution of hydroquinones and hydrogen peroxide reaches the vestibules in the growths, catalysts facilitate the decomposition of hydrogen peroxide and the oxidation of hydroquinone. Heat from the reaction brings the mixture to near the boiling point of water and produces gas that drives the ejection. The damage caused can be fatal to small attacking creatures. Upon skin or flesh, the mixture is irritating. Leaving burns akin to boiling water. Some Firebelly Geckos can direct the spray in a wide range of directions. The Geckos fat, muscle mass, and all organs but the reservoirs of chemicals and outer body growths, are safely edible. Eating the organic reservoirs or outer growth will make one sick. The fat, and muscle matter hold 500,000 SHU. Making its flavor to hot for many mouths. The Magma Crab.||Found|| Made of a hard fully sealed shell with dark stone like hues. This shell is able to withstand the molten temperature of magma pools, where these creatures dwell. The mouth features a plate that slides up and down for feeding. The eyes are hidden beneath clear sections of the hard shell. These creatures range anywhere from the size of an apple to the size of a domestic dog. If given room to grow, these creatures will do just that. These Crabs have eight long legs, that can reach up to a meter in length. Equip with two pincers. The average Magma Crab will have a small and large claw. These smaller claws are used to grab hold of rock ledges when navigating their cave homes and for picking up small objects. The larger claw is used to crush prey and defend the crab. Though these Crabs can do little to leather, chain, or armor. These Crabs are able to crush weak sections of rocks to find food. Against smaller limbs covered in flesh or hide, these Crabs are able to break thin sections of bone. Such as the wrist, ankles. Joints. These creatures are hard to cook normally as most Crabs. As the shell must be removed for heat to effect the insides of the Crab. The Molten Hound. ||Found|| This strange molten breed of canine dwell deep beneath the surface. Their size is similar to that of Norlandic shepherd dogs. With near similar running speeds, and jaw strength. What sets these canines apart are their diet and appearance. The canines hide is smooth, and lacks any fur. What makes them noticeable is their blood, and sections of the body that show blood flow. These sections of clear hide are hot to the touch, as the blood of a Molten Hound is constantly boiling. The hounds do not have normal veins, but instead large areas where blood pools and flows evenly through the body. The blood seeps into the muscle through small narrow pathways. The dark flesh of the Hound is toxic to most creatures, as when alive it produces the heat to boil it's bright blood. The eyes of this predator are adept at navigating dark areas. Which see clearly about 13 meters from the head. These animals spend long periods of time in pacts. Roaming the bottom caves for their primary source of food. Metallic ores and gemstones. These creatures break and chip metallic ores and gems to feed themselves. Swallowing the materials whole. To melt them down in a strange wide stomach, which will convert the metallic ores and gems stones into their rich boiling blood. Soft ores and gems stones are a favorite. As these Molten Hounds would have to heat up the iron ore to make it easier to bite into. Through a slow process of licking the ore and salivating boiling liquids onto the hard ores. These hounds are able to walk or swim through pools of Magma, making often trips to pause and drink the molten pool of rocks.
  11. (( Use of any information not learned ICly is Metagaming )) A document has been pinned upon the wall of a tavern. Tucked away in most hallow hollows, for the eyes of those that may pass it by on a walk through the tavern. Travel Notice: Warning: North Eastern Arcas. Far to the north, above any settlement, and tucked away lays yet another plague upon Arcas. Brothers and sisters of these hallows. The voidal issue to the east appears to have taken root in the far north. Or something of a most similar nature no doubt. Within hundred and fifteenish meters of the initial infection, rocks are seen floating above a river bed. Nature is visibly disturbed, infected and wrong. spots of decaying patches and odd molds. As one draws closer, there is visible signs of Eldritch or Daemonic invasion into the realm. Or something very similar. The air within fifty meters of the origin point holds signs of visible corruption. As seen around voidal tears. Within twenty meters of the origin point, fortifications have been set up. With a burning cross facing out towards a body of water. The fort appears recent, as a small encampment of tents lays to the west of the fort. The fort appears to be built around the origin point, making myself suspect it was built to withstand a small scale siege from the origin point. As to the fate of these Valah, I am unsure if they still watch or if their lives have been claimed. Ten meters from the Origin point, the source of Voidal or Demonic contact is clear. A large gate way to another realm rest at the center of a body of water. With a large carved rock formation floating above itself. A pathway extends out across the water. Made of levitating rocks. A sign has been marked, stating ”Begone Demons. GOD protects these lands”. This signs faces the gate. Around where the pathway reaches the shore, a large wooden gate fortification has been set up around the pathway and the gate. The gate itself is a towering object. Reaching well over six meters in height. The gate levitates over the water. Emitting ghastly sounds and leaving a horrid feeling in the stomach. Within the inky black rock formation is the flickering ethereal substance which can only lead to the planes of another world. Far more hellish than our own. Travel safely brothers and sisters. ~Daichia Jusmia ((More actions shot of this place because it is NOICE))
  12. An account of the “Crimson Forest”. 7th of Sun’s Smile, 1737. Aesilnoth stood tall within the walls of the Irrinorian Forest city. A bird soared high above the walls, soon swooping beneath the canopy of trees. A letter had arrived from an old friend. A human by the name of Harold Spencerton, a veteran who had served alongside Aesil during the War of the Two Emperors. It was a call of defense, he had witnessed a group of the Haelunorian aggressors assembling within their walls. A call for action, which Aesilnoth intended to answer. With the Silver State’s recent declaration of war on yet another group, there was only one place they could be going. Quickly did he ride past the lands of Aegrothond and the seafarer elves within. Alongside the mountains of the Under-Realm Dwarves of Urguan across the bridge leading to the warmonger Elves of Haelun’or, but stopping just before to enter the small village of Ruswick. Within it were gathered a decently sized force of its citizens, as well as an Orcish screamer for Krugmar. Gathering inside the tavern, most already knew what was to come. A plan needed to be devised, the marching boots were already booming in the distance. The officers talked for a short while before each had nodded their heads in agreement with the plan. The plan of deception, the element of surprise. Aesil had joined the others squatting in the tavern, lying in wait. Only to soon hear the Sohaer Dimaethor Visaj screeching outside of the village walls. “Come out!” he spouted. Little did he know, we would be doing just that. After a quiet countdown, the horn blew heartily. The screams of the Ruswick denizens as well as his own erupted from the tavern, as the entire defending force charged out of the front gate. The ‘aheral aggressors had no idea what had been waiting for them. Quickly had the silver elves’ courage faded, becoming completely routed as they attempted to flee back to their city. But to no avail, the warriors of Ruswick cut them down one by one as they fled. Seeing as the main force was retreating, Aesil alongside his friend Harold rushed towards the back of the village. It wouldn’t be long before they spotted one of the raiders aimlessly running around the back. A chase had begun, but not for long as the lone raider was cut down “Bye idiot!” He’d spout venomously down at him before his blade Dawn found the raider’s throat. Once the crimson stained the grass, Harold and himself elected to return to the main force. Continuing their path all the way to the steps of the Silver city. Cutting down raider after raider until it seemed as though they were the raiders. A glorious and decisive victory against the aggressor High Elves. The day had been won. The Silver Forest now bore a new name, the Crimson Forest. An artist’s depiction of the defenders standing victorious was drawn below.
  13. [!] This missive would find its way across the Silver City, a few pinned to the noticeboard and the rest in mailboxes It would simply read You all forgot. With one blink, it was gone from your mind. Do none of you feel remorse? Do none of you feel empathy? You ignore the ones hurting, call them ‘ata, and for what? Grieving a friend? Disgusting. You call her a coward for what she did, but do you ever think about your actions? How you suppress people’s opinions to the point where they forget they even have a mind of their own, all because you are scared of the mere possibility of change? ‘Health and Progress’ is a smokescreen. You are slowly regressing, Larihei would be disappointed. She would take one look at the monsters you have become and spit. Ay’Larihei Maehr'sae Hiylun'ehya
  14. DOWNFALL OF IRRINOR ✞ 4th of Owyn’s Flame, 1736 Daniel de Alence, a name that is well known across the Realm festers ever so largely, almost like an undying pestilence. His recent purging of sinners and heretics became well-noted during the coming months, and as the days passed by, more and more devout men joined Daniel’s journeys, making thyself a well-suited levy, working under the will of GOD all-mighty. It was another quiet day in the journey of Daniel, all day scouting around the roads for more wood elves and orcs, sadly, the roads were empty of any. and so, he and his group went towards Irrinor in hopes of finding anyone. Daniel, having gained renown, had earned himself many supporters that were quite devoted to help, even in opposing nations. By the notice and aid from an unnamed Mali’ame, they were let into the city – rushing straight to the throne room. An imminent sigh of disappointment crossed Daniel’s features; “Empty throne room... no guards, and no ruler.” he declared as Harper briefly replied. “They are probably killing children, Sire.”, alongside a wry chuckle from Caldwell echoed whilst he muttered “Too bad.” “Let us then,” Daniel spoke no further as he moved towards the throne, signaling for Harper. Harper then brought the goat that was with them, forward towards Daniel. Moving the goat towards the throne, he added; “Ah, the goat on the throne looks as a better ruler than the current one.” he frowned, as the trio watched the mighty goat sat upon the throne. A peculiar silence lingered in the room, with GOD’s subjects awkwardly gazing towards the goat. Momentarily, all was fine – before the goat began to defecate. ”Let us move out – let it be known Irrinor stinks of ****!” Daniel proclaimed loudly, as the trip proceeded to depart from the throne room, back off to the wilderness. WE DO NOT FORGET.
  15. *A large black Lur wolf and fe-uruk would be spotted putting up posters around Irrinor, Krugmar, and many other cities of the like. If someone cared to stop and read them, it would read.* This account was transcribed for those who cannot read orcish blah. I (i.e. Noka’Lur) was traversing our ally nation of Irrinor with fellow clan member Akila’Lur. We had been selling wares to any ally willing to listen, when we came across a group of Kha. Akila took this chance to flaunt his kha pelt that he commonly wore. The Kha’s grew angry about this and demanded that we handed the pelt over and that he wore the pelt of an innocent murdered Kha. Akila explained this was not the case he had taken the pelt from a Kha who had attempted to rob him in the past. Suddenly a kha drew his weapon on us and threated us. Akila and I both sensed that it wasn’t going to be handled peacefully so I had my weapon drawn and Akila was summoning his wind shamanism. Akila was able to blast one of the kha’s away, yet before more violence could ensue, Akila offered a fair deal. He would gladly part with the pelt for a sum of mina, which a Kha did agree to. Akila gave them a price and the kha reached for his minas when suddenly I was meet with a face full of claws. The Kha dishonorably betrayed this deal made specifically to avoid further violence. Akila released another burst of wind to blast us back a few feet before his shoulder was meet with an arrow by an unknown archer. Our curse of bloodlust was ignited in this assault, and thus our memories grow clouded after this face. I heard some shouts from a stranger trying to dissolve the situations as both me and Akila where being attacked, yet the attack continued. An order was then shouted to kill the kha that was attacking us. As the fight slid to the hands of the wood elves, I moved myself and Akila to the nearby clinic to adhere to our wounds. A knowledgeable medic aided us and tended to our wounds, likely saving our Shaman’s life. There we both received proper care and treatment, which afterwards we returned to Krugmar to recuperate from the attack. Our brief stay in Irrinor was met with dishonorable hostility from a group unwilling to listen to reason. We pray our allies have dealt with this act, yet we also extend our thanks for handling the situation following our departure. This massive is meant to add truth to the skewed stories that have encircled our ally since this irksome encounter. *At the bottom of the post a little scribble of what seems to be the Lur clan logo*
  16. A Commandant’s Thoughts. Once again, do I find myself seated at a war council. Once again, do I hear Orenian aggressors march upon the gates of beloved allies. Once again, do the Haelunorian lap dogs bend to the will of their Valah slave masters. Once again, will I put the lives of my soldiers, as well as my own to ensure peace. The disgust I have for my cousin ‘aheral is insurmountable. How dare they break our treaty and slight their own words. And how dare they betray their kin for those Valah who will do away with them afterward. Who are these groups to demand heads from those they’ve not even so much as attempted diplomatic talks with? Disgusting. The warmongers have given us no choice. As to not break our word, as the ‘aheral have we shall honor our pact with the ‘ame of Irrinor and fight a war. Once again, do I find myself seated at a war council. Signed, Aesilnoth Tundrak, Grand Marshal of the Ivae’fenn, Drakon Valkyr of Fenn, High Justiciar of Tahu’lareh.
  17. Amrynn sat idly in the room of her vineyard, her tired eyes soaked with tears as she continued to write upon the paper in-front of her, her hand shaking violently as she finished the paper, which was now stained with tears, crimson orbs alight with sorrow as she lay it infront of her to dry, wiping her tears as she wandered down to the front of her house, exiting for a moment to nail the paper to the gate, before re-entering her house and giving a moment of silence to herself as she uncorked the bottle of nightsap, downing it, waiting for a few moments before she felt the heavy weight upon her eyelids start to push, her crimson eyes closing as she fell into the eternal slumber she wished for, the Raven lay to rest.. The notice upon her gate was as follows: “Do not attempt to reach me, for I now lay to rest, I have made many mistakes and they have taken their toll, my demons have overcome me, but let this be a farewell. To Naffog: Thank you for the lessons of life, and the consoling you gave me in my time of need. To Sahar: Thank you for the company in times where I felt low, and for the teachings you gave me. Your sculpture is outside your room. To Ylva: Thank you for the time you gave me, love, I will forever be in your heart and your mind, do not blame yourself for my death, but live for me. To everyone else: Thank you for the time we had together, I will miss you all dearly, with much love, Amrynn Valerius Telvaroth. ((Not playing her anymore, figured I’d give her a flair post for no other reason than to add another post to this subforum.))
  18. “Un vis plin de vulpe” A fox filled dream [ooc:Due to the nature of this character, it was decided to make it told through third/first-person views. Of her own retelling. For Devika doesn't know how to read or write. With this knowledge, everything has been made into panels and or gifs. Im sorry for the weird formanting Enjoy~] “Roofie tea, Down the hatch!” Cause spoliers are sucky have some nice music to go with it :
  19. Late one night as Fredegar Puddlefoot was just putting out the last candle and getting g ready to turn in, a loud knock sounded on the burrow door. He looked at the door, quizzically. The elves never knocked. They just barged in and demanded a tour. Who could it have been? As he opened it, a short man in a cloak entered. The cloak was soaked from the rain and the man pulled the cloak off him. It was none other than Deek Driftwood, sheriff of Brandybrook and captain of the Spicy Shrimp. "So it's true! Ya are bein' 'eld captive by these menaces!" Fred shook his head. "'Ouse arrest, more like." Then, he smiled and embraced his companion. "What are ya' 'ere fer? Oi jes put tha fire out, but Oi could start it again if'n ya'd like some tea." Deek rolled his eyes. "Ya daft goat. This is a rescue." And, over tea, pie, biscuits, crumpets, and a sandwich, he laid out his plan. The next day, Deek and another halfling in his cloak approached the gate. Other members of the Spicy Shrimp waited beyond the gate for them. There was a commotion at the gate as a line of people awaited entry into the high elven city. "I cannot accept just one bar of iron as a contribution to the city," the Sillumiran manning the gate bellowed to the man currently at the front of the line. "'Ey! Lemme outta' ere!" Deek groaned, pounding on the bars. "You will wait your turn, halfling!" Fred threw a small rock at the back of the head of one of the guests milling in the courtyard and the man turned, confronting a nearby high elf for such an insult. As the gate opened to allow the next guest entry, the affronted man began to attack the high elf. The guard looked over and ran out of the gatehouse to stop the brawl. Deek turned to Fred. "Now's yer chance. Go go go!" Fred burst through the open gate, over the bridge and jumped into the elevator, pulling the lever to lower it. He looked back to see Deek on the ground of the bridge, having tripped. "Run fer it, Fred! Yer free!" As the guard looked back at the new commotion, Deek got to his feet and rain towards the lowered elevator. He pulled his fishing rod from his back and cast the line, wrapping it around a post. He leapt and used the fishing line to repel down the shaft until he landed next to Fred. The elevator hit ground and they sprinted out of the city towards a set of ponies held by a few crewmen of the Spicy Shrimp. As if daemons themselves were after them, the mounted the ponies and rode, not waiting to see how much of a lead they had. Fred was free.
  20. The Mali’Asul Elven Dwellers of the Desert (Culture, not race) A tribal culture of High Elves, hailing from within the desert. Rich, noble, and elitist, the Sun Elves are a proud group of tribes, seeking glory and power. Ancient History Though commonly believed the scrolls and books containing countless lines of history of the Mali’asul were destroyed long ago, many few people still retain the memories and ancient folklore of an ancient elven culture who called the desert their home. Tales ranging from a handful of ‘aheral flocking the quiet dunes of the desert from their ‘thill brethren to a group of elves born from the sand itself; the true origin of the Mali’asul remains a secret. Though, amongst the tall tales and folklore, many stories remain consistent; stories speaking of a great nation forged in the desert led by a ruler with an iron fist counseled by the tribes of his people. Years progressed into decades as these people lived in solitude and amicableness. As the years went by, so did the sense of concord leave these people. Soon, famine and drought raged the desert lands and rendered these people to nothing more than simple tribes in chaos amongst each other. Another handful of years went by before an agreement was made between what was left of these people. The made the realization that these lands they once called home could no longer house them. They must move elsewhere in this world the resided in. And with an agreement made, they sought out; looking for new lands and resources to claim. A new place to settle their newly conjoined kingdom. Modern History Years of searching led the Mali’asul to the shores of a nation that called Arcas home: Sutica. There, they set camp and vassalized under the Great Trade Federation’s flag; creating tents and small stalls to make a name for themselves. And as the relation between the ‘asul and the Trade Monarch grew, so did the Sun Elves little encampment. Walls soon erected from the grounds surrounding their encampment and create what was known as the City of Alarak. More stalls emerged, houses were built for the people who called Alarak their home, and a grand palace was forged along the shore. Alarak stood for many years after it’s formation and so did the Sun Elves. With a new nation soon afoot, they sought to reform their government to create a stable society. Alarak was ruled under the ancient Mali’asul Pharaoh's daughter, Rana Arak, and alongside her, her sister and dear friend leading the remaining people of the Arak and Nekhabet tribes; Masika Arak and Kesi Nekhabet. And as their first civilization experienced, disaster followed them to these lands of Arcas. Rumors of the Nekhabet speaking of treasonous thoughts to their allies and such broke out till it was no longer bearable by the Pharaoh herself. Rana sought to take action, calling a meeting and council amongst her people in the newly created palace which quickly turned into a trial of Nekhabet leader. After much bickering, a verdict was enacted. Kesi Nekhabet, the elder of the Nekhabet tribe, was the be executed where she stood in that palace. Chaos broke out soon after as the wife of Kesi brought her form towards the square of the city, lighting a flame within her hand and torching the entire city till nothing remained. Any survivors vanished and fled the city; some taking residence in Sutica such as Senet Nekhabet, Shani Nekhabet, and a man of the name Modus and others simply vanishing from the land itself as their Pharoah and many of the Arak did. Decades of silence followed. The mali of the sun made no reappearance until quite recently as the Arak Elder, Masika Arak, brought organization to what remained of the people. Culture Honoring the Dead Even in death, the great warriors and leaders amongst the Asul keep their glory and honor. Laid to rest in tombs with their wealth, their death is celebrated with a ceremony known as Amentacaln. Accomplishments and memories of the dead are reminisced about as their remains are placed in the dunes of which they came. The dead are sacred and respected among Sun Elves, and the families of the fallen are often provided gold or money from the grand coffers - severance for their families service. Along with respect, regardless of social standing, the greatest and most significant of the dead are created shrines and memorials. These select few of ‘asul are treated as gods and goddesses; worshipped amongst the living in belief their doings in the afterlife would bring guidance and prosperity as the dead did in the living world. Those who meet these qualities being ‘god-like’, are recorded in a single, golden laced scroll famously named ‘The Book of the Dead.’ The scroll is held under Nekhabet supervision; the names and people recorded controlled by the leading elder. It’s quite common for an ‘asul to devote their entire life to their community in aims to remember as a god amongst their people. Notable Figures considered Dieties Purity Like their ‘thill brethren, the ‘asul hold a similar sense of purity amongst their people. People of direct and pure Asulian blood are held with high regard; their most prized and treasured people. People of pure Asulian blood are believed to be the strongest of their warriors, wisest of their scholars, and most creative of the artisans. All other people are seen as lessers, especially the Vahal. Valah are forbidden to hold positions of power and not even an impure ‘Asul could even think of reaching a position such as an elder. Clothing The Sun Elves desire and admire a lavish lifestyle, rich with ornate clothing, jewelry, weaponry, and glory that goes along with it. The most powerful and esteemed of the culture can be easily identified by the golden piercings and similar adornments they often wear. Combat and Military Combat is another large part of their daily lifestyle. Whether it’s settling a petty argument through a brawl between friends or going to war for a show of power, the Mali’Asul hold great warriors in high regard. The leaders are the best fighters, known for both their wisdom and intelligence and their prowess on the field. Gold colored tattoos mark the skin of accomplished members of their society - further showing off their lavish lifestyle of fancy design and earned honor. Despite the Valah’s inability to hold a position of power, they are still allowed to participate and can often be seen as great warriors and earn glory within the culture. Horses Throughout the years of the existence of these sun elves, the value of a horse has always been retained. The Mali’asul see horses as a companion; rather for simple travel or as a steed to take into a mighty battle. To attack or steal a mount is a crime of the highest order in the eyes of these people. Though it may seem petty, many executions have been held for a valah who slew a single Asulian horse. Architecture The exteriors of the Asulian’s structures are generally large and impressive, tall pillars and monuments for both support and aesthetics. Carvings and etchings and implanted into their building’s walls and monument sidings recall great moments of history - battles and the like - and the names of tales of the soldiers and leaders that have passed away. But the bulk of the Mali’Asul’s building was hidden away beneath the ground. Tunnels and great underground halls hid them away from the harsh desert sun. Above the ground, tents and homes with few windows were used. Tribes Though having many of their people fleeing or killed after the destruction of Alarak, the tribes of the Mali’Asul still stand - albeit with a smaller number of members. Tribes among the Mali’asul act as smaller families; usually working together and providing their skills to the group as a whole. Each tribe is leaded by an Elder, usually from a bloodline of previous elders, and are governed by such. The Elders speak on the tribes behalf and act as a caretaker for their people. Nekhabet The Nekhabet are the Mali’Asul’s most prestige and wisest scholars; taking pride in the scrolls they write and provide to their people. They hold the most similarities to their ‘thill brethren as they enjoy a good debate amongst their peers and take refuge in their books and scrolls. Members of this tribe make for good advisors to the court, knowledgeable of the doings of the other populations across the world. They’re also frequently the scribes and diplomats of the culture. The Nekhabet can commonly be recognized by their pale skin - compared to the other two tribes - spending more time taking cover from the sun. Arak The Arak are the Asulian’s natural born leaders. Children of promising families are groomed from childhood to be potential generals or leaders within the community. Being keen in combat and strategy, the Arak have, so far, been the only tribe to place a member of their community in the seat of the Pharaoh. The average Arak being easily stronger compared to the scholarly Nekhabet, there was little contest in power for the higher positions within the court. Ibartos A newer self-proclaimed tribe, still made up of Sun Elves and named after the land they frequent. However, they worry more about their personal wealth, and power rather than the betterment of the group. Wayfaring and hostile, a group of tightly knit members roam the lands preying on loan travelers, caravans, and smaller settlements. Even with their personal values and community, there is still an established hierarchy among them. For a leader to emerge amongst the Ibartos, he or she must prove themselves against any and all challengers. Cliques are common, and the loyal followers of the elder or aspiring challengers support their chosen in their claim to power. With their greed and restless nature, most of the aggression is focused elsewhere - other ‘Asul or whoever their sights are set upon. With their more outdoors focused lifestyle, the Ibartos can be recognized at a glance with their tanned skin and cooler clothing. Image Reference Sources (In Order of Appearance) Elisheva by littleulvar on DeviantArt https://www.deviantart.com/xpe/art/desert-castle-428283242 https://www.pinterest.com/pin/489062840780212380/?nic=1 https://www.deviantart.com/artnothearts/art/Cavalry-Knights-366671944 Text and Lore Sources https://www.lordofthecraft.net/forums/topic/181455-culture-sun-elven-tribes-of-nekhabet-arak/ Cigarette__butt Marshmallower EntyElephant UwUMeansILU ((Without CUwU, the Sun Elves wouldn’t have ever existed, so much thanks to them for creating a wonderful culture and bringing a neeto take on new High Elven RP. All credit to the original culture page goes to them and spr0nk.)) Interested in joining the Sun Elves? Go ahead and join our discord if you have any questions or concerns about the group. Anyone is welcome to join, whether a new character or a preexisting. https://discord.gg/38BZmjJ Location: -153 43 364
  21. The Arcas Cosmology Guild Purpose There is never a short supply for knowledge and always a yearning from every new generation to gain something more than the last. The proposition of this guild is to gain and spread awareness of why the sky looks the way it does, the placement of the stars, the composition of stars, celestial bodies and what lays in the Great Beyond. Roles President: The President or Spokesperson for our guild will be managing communications with all branches and groups. They will be in charge of approving documents, agreements, projects, and general discourse of the guild. This role cannot be applied for, rather you will need to send bird to the Chairman and request an interview, and will be chosen carefully by the Council and Chairman. Council: Council members will oversee the advancements and production of the research division in addition to just discussing how things are overall going. Council members can vote for or against things the Chairman and President set in motion. These members will be personally picked by the Chairman and cannot be applied for. You must first apply for a different role and participate in the Guild to be considered for the Council. Branch Leader: Leaders or representatives of each nation, settlement, duchy and or wherever are invited to submit applications to the guild and if accepted, after interview, will be in charge of commanding the branch of their race, nation, or specific settlement. This includes sending important scientific data to the research division, President and overseeing smaller projects involved within their branch. Head of Research: The Head of Research will be regarded as the guild’s most knowledgeable scientist and will run multiple divisions of the guild including: Cosmology, Chemistry, Mechanical, and Geography. This role must be applied for, interviewed, and provide evidence of their ability to lead, guide, teach, and conduct scientific studies. Head Tinkerer: This role, which must be applied and interviewed for, will help develop equipment for both the scientific divisions and to be sold to the people of Arcas. Researcher: The researchers will serve directly under the Head of Research and Branch Leaders. You will be out in the field observing and collecting data or working whatever projects are being carried out. Beneficiary: If you are interested in the publishments of our guild and would like to donate mina, labor, or access to private land please send bird to me and you will be given the honorary Beneficiary role. In addition, you will also be gifted a unique telescope and monthly updates on our projects and discoveries. Member: Want to scout locations, send data, or provide help to our guild? Ask to become a member and you will be given tasks by researchers or branch leaders to fulfill. In addition you will be provided a copy of the monthly journal sent out. Star-Gazer: Are you interested in the stargazing events that will be held? Please ask for the Star-Gazer role and you will be updated on when and where they take place. Events On top of having weekly to bi-weekly meetings this guild will host numerous scientific lectures, debates, tours of the Astronomy tower, and stargazing trips to various locations. All are welcome to join in whether for fun, a learning experience, or to contribute. Meeting Locations Currently, a tower where the epicenter of our guilds activity will be is being finalized and constructed. While we will meet there, specific locations will be disclosed to members of every branch and division on where to meet in the meantime. These locations will be decided by branch leaders and or beneficiaries who wish to host the guild. In addition, said locations will be used alongside the Astronomy tower. Application OOC Information MC IGN: Discord: Timezone: RP Information Persona Name: Race: Gender: Age: Desired Role: [Optional] Specification: (If you are applying for the researcher role please specify which division you’d like to enter [cosmology, chemistry, mechanical, or geography.])
  22. To whomever it may concern, I am nothing if not a conveyor of the truth. For a long time I wanted to expose myself within The Silver State, however it was my offspring’s due diligence that kept me from it. Wanting to keep their image pure and what-not whilst I wanted to be accepted by my peers. My daughter and son; Rinaedith Lae’rinsyr and Rhaelanthur Lae’rinsyr respectively, have now sought to forge documents to etch me from their lives once and for all. I will not blame nor will I attack them for this. I want only the best for my children and if believing in some fantasy may better their lives within Haelun’or then I am glad that they may live it. For a long time I lived a lie, and ultimately it was my downfall. It is my hope that they one day accept their roots and avoid the same mistakes that I have. For this reason I support their attempts to be rid of me, whilst offering my utmost condolences and love. The facts are as followed for any would-be investigator or interested person(s): They are both my children, I have never heard of an Adoraline so I can’t have impregnated her. Rhaelthar spent a great deal of time away from Haelun’or and I cannot say that he’d have met a Seregon of all people to breed with. A family trait is the green eyes, which both of my children have inherited from myself. Her birth mother’s were purple. Rinaedith was born a short league from the gates of Haelun’or, in the forests. This my wish was to be a mother, and her birth mother granted me this happily. This was why I arrived in Haelun’or with my infant daughter Rinaedith. Rhaelanthur was born and raised in Sutica whilst I handled a larger threat that loomed in the previous continent. Please be safe, my children, and prosper in your new endeavours Kind regards, Rosilya Laerinsyr (As a bottom line, Rhaelthar never had any ambition and if you TRULY believe it in your heart that he is indeed your father, then you must wonder why he’d abandon you so in my care, only to return once we’d built something for him to take – I was never close to him as a child)
  23. Tournament: First place: 8k Minas + Trophy Second place : 2k minas ALL ARE WELCOME! Sign up on Tournament day with Therren (Limmz) by 4:30pm at the tournament grounds ! If you wish to run a stall or booth, please send me a message by Friday!
  24. A Commandant’s offer. 13th of The Amber Cold, 1728. [!]A missive would find its way throughout the lands of Arcas. Addressed to the citizens of the Llyrian Concord. From the office of the Grand Marshal. “Dear citizenry of Llyria. Due to the forced hand of your Empyrion, the wheels of war have begun to spin. The sleeping giant of Fenn is to be unleashed upon your city. In tow with Legionnaires of Urguan, the Haelunorian Sillumiran, and the combined naval armada of Aegrothond and Hou-zi. Soon your walls will topple and your homes and stores pillaged. But I as a descendant would be remiss if I did not extend a hand of mercy. I understand that many of you were not associated with the dictatorial decisions your Empyrion forced upon you. And so, here is my offer to each of you. The besieging of your city is imminent and unavoidable, however we wish to spare the innocent at all costs. We are not murderers, but we will not stand for your leader’s many slights against our Princedom. Collect your things and vacate the city with haste, for soon our combined forces will eradicate all within the walls of the Llyrian Concord. Leave and never return, for if you do then only pain will you find. On the elven day when our forces march upon the feeble walls of the concord, any and all found within will be seen as nothing more than enemy combatants. Continuing to support the Llyrian dictator will be met with a blizzard to last a thousand years.” To the Empyrion of the Llyrian Concord. How dare you. How dare you betray the trust of Fenn, how dare you sentence your subjects to the sword, how dare you start a war you could not finish, and how dare you disregard a land of peace and prosperity. We gave you ample opportunity to avoid what is to come, and you spat on it. You have propagated among your people the ideal that the Mali’fenn are warmongers. This is your doing, Empyrion. I will offer you the same mercy as I have your people. Turn yourself over to Fennic custody and I swear on my honor you will receive a fair and just trial. I implore you to think about the decisions you have made and invite you to mend these mistakes. Think of your people, do not sentence them to ultimate and unavoidable demise. I will give you personally the allotted time of three Elven days from the time of this missive. Otherwise you will suffer the same fate of those that you have condemned.” Signed, Aesilnoth Tundrak. Grand Marshal of the Ivae’fenn, Drakon Valkyr of Fenn, High Justiciar of Tahu’lareh.
  25. The Silma A comprehensive and complete guide to the Silma House Written by Elros Silma, 5th Keeper of Malin’s Flame of the Siolian Line Summary The Silma are an Elder House of Elves who currently reside in Aegrothond. They are generally followers of the Culture of the Almenodrim, though they have their own traditions and rules beyond the Sea Tenants. The Silma, as a house, focus on defending and aiding other elves however they may, whether through skill at arms or knowledge of the world and its ways. They hold themselves to high standards of honor, humility, and hold traditional elven values strong to this day. They are led by the Keeper of Malin’s Flame and see themselves as guardians of the Elven people and the traditions of Malin. Foundation and Ancient History The Silma are an ancient house of Elves whom were founded by Siol, Son of Malin. Many of them were originally a tightly bound company of warriors called the Silmarion, whom were organized by Siol to protect the children of Malin as they escaped from the Demonic Hordes of Iblees. Many died working towards this task. They stood before the demons, their swords, bows, and spears held at the ready and their formations tight, though they were often outnumbered twenty or more to one by the Undead. Overtime, Siol began to see his companions not as simple brothers and sisters in arms, but as family. Hence held them to high standards of honor and humility throughout the war, the same standards to which he would hold himself or his own kin. He adopted many of them over the course of the war, with them taking on his surname of Silma. With the end of the War and the Fall of Iblees, Malin promptly disappeared into his exile, and Siol disappeared soon after. Why he left the people he cared so much for is unknown, but it is thought that he felt some sort of guilt for his father’s self exile. After the departure of Siol, the Silma were left in the hands of Siol’s two sons, Skale and Loriens. They held the unit together as best they could, staying in the city of old Malinor while watching over the elves who resided there and trying to mediate some form of order. The Ichorian departure came very soon after Malin’s death, and due to this early abandonment of Malinor and the Ichorian’s quest for power and to pursue traditions that the Silma saw as savage, few or no Silma joined them. A few decades later, when the Irrinites departed, some Silma did accompany them, led by Skale. They admired the Seeds and were largely Aspectist, and hence wished to leave the walls of the city and rejoin nature as the Irrinites did. They left on good terms with the rest of the house who, led by Loriens, stayed in Malinor as its population dwindled. Eventually, when the population of Malinor was sparse and few besides the Silma remained, Edrahil Sylvaeri and his company returned from their adventures and the famous dragonslaying. At this point the Silma met him at the gates with some degree of hostility due to Sylvaen’s Kinslaying. However, after some form of atonement from Edrahil, the details of which have been lost to time (at least to my knowledge), the Silma and remaining elves joined him in his quest across the sea. The Siolian culture slowly blended with the Almenodrim’s as the years went on, the two houses residing together in Old Aegrothond off the coast of Atlas until it was abandoned and the Almenodrim rejoined the other Elven splinter groups in the reformed Malinor. The Silma then lived in Malinor through its existence, though they started to slowly grow apart as the years went on. This is due to the Silma being less necessary when Malin’s children were at their strongest with no great enemy to fight. Loriens, however, kept what traditions he could and passed them to his three daughters, Lûthil, Hâdhel, and Esgalneth in Anthos. Loriens believed all three, along with his wife, were lost in the flood. This was, however, not entirely the case, and led to a further fragmentation of the House. Then next section will follow the happenings among the branches of Loriens’ children before returning to the Siolian line which persists today. Large portions of the account of Arben’s line are taken verbatim from the histories of Haston Silma, which were given to me by Haust when he rejoined the main line of Silma a few years ago. The Quenching of the Hearths In the years leading toward the dawn of the modern age, three distinct lines of Silma came together in preparation for the oncoming storm of Ibleesian servants. During this time it is said that the matriarchs of these lines, daughters of the then missing Loriens, became twisted in their ideologies. The eldest sister between them, Lûthil, remained most closely tied to Siolian customs. The younger, Hâdhel, proved the opposite. Marrying a man of ‘aheral nobility proved to eviscerate the woman’s love for her kin, as soon concepts of purity and superiority prevailed over her mind. Hâdhel became a soul afflicted by vile whispers of treachery - yet still she could not bear to see her kin slain. In desperation to repair cultural hostilities growing between the two Lines, Lûthil summoned for her sister’s kin. This did not, however, ended in hostility, starting a great and long feud among these lines, leaving only Arben and his sister Tirnel and a handful of others alive at its conclusion. The Arbenian Line The Line of Ârben began briefly after the first blood-feud between opposing lines of Silma. In the diminishing and rapidly darkening days thereafter would the son of Lûthil, a woman hardened by the tragedies of the First Ibleesian war, emerge to lead his few remaining Kin. Much like his mother, Ârben had been forged by conflict, though evermore was he plagued by his earliest days of combat. Later within his life, he was given a Sister - an elfess brought into the Siolian ranks during the earlier days of the blood-feud. It was said that she provided the voice of mercy, a motherly figure to those who found serving alongside Ârben as too exhausting. While Ârben remained the sole Keeper of his line, much credit is given to Tirnel for keeping the few remaining survivors of the feud united. Above all, Ârben taught those who remained under his protection the art of discipline. To be a Silma was to become a greater guardian of Malin’s Children. An honor that befell a relative few, Ârben commanded a guard of Elites that rarely numbered higher than seventy-five men. The distraction of war brought by conflict between the Descendants was not the primary focus of the Line, after all. The Siolians of the early modern age most often placed familial Halls wherever able, creating a network of sorts between Elven settlements of varying size and importance. There was a time in which the Halls of Siol represented a safety of sorts to citizenry - an elder brother of sorts to watch over not only the nobility, but the peasantry as well. Despite whatever poise the Siolians of Ârben’s line seemed to achieve, humility oftentimes shrouded the true magnitude of heroic deeds performed by the ever standing guard. Vanguards against evils greater than the pursuits of lesser men - Ârben’s Line became the unsung champions of their time. Of course, the strength of one’s sword arm means little against certain creatures of the abyss. It was for this reason that Ârben anointed many outside of the bloodline Silma. Specialists of every variety were once as equally demanded as warrior of great reputation. It was for this reason that the followers of Ârben became split into two distinct branches; those who were guided by Tirnel, the sister of Ârben, and those who fought alongside Ârben himself. Tirnel acted as a guide for Siolians delving into scholarly, diplomatic, and creative pursuits. It was beneath her that the true upkeeping of the family took place, the Seer branch being ever important stewards of familial Halls and courtrooms. The Siolian Line Loriens persisted on after Anthos, thinking the whole of his line was dead, not knowing of Arben or of the Quenching. He would go look for his families over the descendents time in Athera and Vailor before coming to the Dominion of Malin in Axios and joining their guard force, trying to reconnect with his past and his old reason for being. In Atlas, Loriens met with Skale again and the two decided to reform the Silma, for a brief time as a banner house of the Sylvaeri and then as their own house as they were in the past. The two brothers blended the old Ame idea of a Seed with the traditions of Malinor and the original Silma in this new iteration of the house, which made it grow quite quickly. Loriens then succeeded Belestram Sylveari as the Third High Prince of the Dominion of Malin after it’s reformation, and he led the nation for a brief time, trying his best to further improve things for Malin’s Children, though internal and external turmoil hindered his efforts. The stress of the position slowly got to him, eventually leading him to step down and go back to simply being the Keeper of Malin’s Flame. Eventually he left even that position, appointing Skale as the new Keeper and going forth to wander and clear his head, occasionally coming back to check on the family he had formed. Skale then left after a relatively short and uneventful term as Keeper leaving Miklaeil as his successor. Miklaeil led the Silma well in his time, with his term stretching over the fall of the Dominion and the migration of the Silma to Aegrothond, to rejoin the Sylvaeri there as they had in ancient times. In his term, though the family grew and flourished in several family units that had been adopted in since the reformation of the House, the strong sense of duty and the purpose of the family were somewhat put by the wayside in favor of being a standard but inviting Almenodrim house. When Miklaeil stepped down and, after a tight election, I was chosen to succeed him. It was then my goal to rebuild the Silma with the sense of purpose we had lost over the years, aided by the last notes of Loriens and the history of the Arbenian line. The following are the codes and traditions of today’s Silma, which will hopefully allow us to thrive and continue in our purpose with a lesser risk of misunderstandings, family divisions, and ideological breaks tearing us apart, as happened in the quenching and in the decline that occurred in recent years. These rules are a compilation of Arben’s codes and some I have added for clarity and to suit modern times. Family Tree Note to reader that many on the family tree are adopted, and that all those noted as Siol’s Children, outside of Loriens and Skale, along with Renee Silma, are all adpoted and are simply noted as how Loriens would have referred to them. Whether they are Blood Siolians is questionable, though some (Aewion, Annil, and myself, for example) exhibit some signs such as the line’s characteristic red hair and paler skin than many mali’ame. This could represent some distant relation, perhaps through the Skaelian or Hâdhelian lines, or through some Silma where either no wife/husband is noted or by some unmentioned, deceased line. Hierarchy The hierarchy is fairly simple, with the Keeper of Malin’s Flame as the leader of the house, the Elders as leaders of safehouses or simply being senior and respected members of the family, and the members being brethren in name and in purpose. All in the house can voice their disputes, but the Keeper and Elders will always have the final say, unless they directly break the Codes. When a Keeper steps down, he is the choose his successor from among the Elders. The Elders can overturn the appointment only if they can demonstrate that the candidate directly broke the codes, in which case a new successor will be chosen. If the Keeper dies before naming a successor, then the Elders and family will decide on the new Keeper in an election. The Codes of the Silma The Children of Malin are to be regarded as a precious resource in the realm, and are to be guarded accordingly. Traitors to the race (e.g, murderers, tyrants), are to be detained if found and brought before either the court of the nation whom they attacked or to the Keeper for judgement. If found guilty, these individuals are deemed to have abandoned Malin, and thusly no longer fall beneath the protection of the Silma. If one is found guilty of causing great harm to Malin’s Children (kinslayers and slavers especially), the Keeper and the Silma are to suggest death as a punishment, and carry such a punishment out if it is possible and reasonable to do so. Elves beneath the age of 50 are exempt from this process, as they juvenile. The Family and its goals must take precedence before one’s personal pursuits. Elven customs of all cultures are to be tolerated, lest such customs interfere with the greater safety of Malin’s Children. Any Mali’ to declare themselves ‘King’ by right or claim is to be treated as a traitor to the one King of Elves, Malin. To serve Elven royalty beyond the Silma is permitted, so long as no oath binding the individual from acting in accordance with the word of the Keeper or the Codes listed. Our ancestors are to be held in reverence. Fallen Silma are to be laid within a canoe and set to sea, then to be cremated. Interbreeding or engaging in intimate relationships with other Descendants is not to be tolerated. Elven blood may mingle, but the race is to be kept free of halfbreeds. Born halfbreeds are to be treated with pity. These individuals are victim enough already to the two curses that afflict them. Silma are expected to maintain dignity and poise in their public life. Being a representative of Siol’s will is no task to be taken lightly. Discipline or expulsion will follow any act deemed disgraceful to the family by the Keeper. The practice of magic is permitted, so long as it does not endanger the greater safety of Malin’s Children. Any Keeper or Elder within the Silma who gives an order that directly violates these codes is to be disciplined as found necessary by the Keeper and/or Elders (depending on whom gave such an order) The Silma are to obey local laws and traditions when they are afield unless they directly violate one of these codes, in which they are to voice their opinion and act on it, though with discretion. Traditions of the Silma Trials for Entry The Silma require anyone who seeks to join the House to complete 4 trials in order to prove their dedication to the Children of Malin and the ideals of the Silma. The first 3 may be completed in any order, though the fourth one must be done last. Trial of Knowledge: The goal of the Silma is to aid and protect other Elves, so hence they are to learn of the different Children of Malin, and their customs. For this trial a Silma initiate should ask a member of each race and culture of Malin’s children to speak of their people and traditions, and the initiate should then report of what they learned to an Elder or the Keeper in either writing or speech. Trial of Craft: A Silma must use their talents to help Malin’s people, hence they should create something with their talents to glorify the legacy and home of the elves. It can be food, music, literature, poetry, woodwork, smithwork, or any other craft, so long as it is tied into the history and heritage of the Mali. Trial of Family: An initiate must know of the Silma and their history and meaning, so for this trial they must speak with the Keeper or an Elder about the history of the Silma and about events in one’s life that display what it is to be a Silma. Trial of Honor: A Silma must help their kin with honor, and in this trial the Silma must demonstrate they are willing to do this. Here, an initiate must do some service for the Mali as a whole, whether it be freeing Mali slaves, defending a Mali nation, healing wounded, brokering peace, or otherwise working for the betterment of Malin’s Children. Once this trial is complete one has proven themself to be a worthy Silma and may receive the mark. Malin’s Flame Malin’s Flame is, in literal terms, the hearth kept by the Keeper or Elders of the Silma house. There can be multiple physical hearths that hold the flame, as any Silma manor or safehouse will hold the hearth, and even the hearths commonly found in the rooms or homes of the Silma could be considered to be lit with the Flame. However, it is much more than a simple ordinary fire found in a Silma-owned hearth, but a concept central to the Silma ideology. The Flame represents the will of Malin himself, and by extension represents tradition, knowledge, wisdom, justice, and strength. A Silma may often bid someone farewell by saying “May Malin’s Flame Guide You.” or some variation of such, as a form of blessing upon a traveler, hoping that they find wisdom and safety in their journey. The concept of the Flame is central to the Silma ideology, so it should never be doused if at all possible. The Burning of the Mark If a Silma departs the house,or if they are determined by the Keeper to have betrayed the goals and traditions of the Silma, or brings great dishonor to the House through their actions, then a Silma is to have their tattoo burned off their back with either conventional fire or with the fire of a pyromancer or fire elementalist. This is to forever be a mark of shame on them, and to show that what they are giving up or what they have betrayed is something that they will likely never attain again. It is meant to be a deterrent, a warning, and a sign to any seeking to join the Silma of the severity of such an infraction and the high standards the house holds themselves too. Funerary Rites A deceased Silma is to be laid onto a pile of straw soaked in oil in a small wooden boat (rafts, canoes, or other small boats are all acceptable) and then pushed out to sea. Once they are a fair distance out, a flaming arrow lit from the Silma Hearth (directly or through a torch lit from the Hearth) is to be shot into the boat, igniting the straw so that Malin’s Flame may claim the body and lead them to the next world. Silma who were close to the deceased, or all the Silma in the case of the death of a present or former Keeper of Malin’s Flame or a great Elven hero, traditionally douse the hearth in their home, though the main communal hearths are to be kept lit. Rites of Hospitality The Silma are protectors, guardians, and friends to all Mali, so hence the doors of their safehouses and manors to be kept open to any who seek refuge, food, shelter, or even simple conversation. If in times of peace, the doors of the main manor are to be kept unlocked. In times of war, or where there is an open threat to a Silma, they are to be kept locked, but are to be open if any of peaceful intent come to them. To violate the hospitality of the Silma, whether by committing a crime, causing disorder, or other such mischief is not acceptable, and will be punished to a level fitting of the crime, with being thrown out for a time being a common punishment for smaller infractions and arrest, execution, and/or the waiving of one’s rights to the protection of the Silma being punishments for serious crimes (murder, slaving, kidnapping, and other such actions). Final Notes from the Author Some of the text is of my hand and some is more ancient, though parts of the older transcripts have been edited and names changed so it is easier to read and understand for the modern reader. For example, Loriens and Skale went by different names in ancient times, so their names were change so those of our Era would recognize that they were being spoken of. The history section in general is based of a mix of Silma Oral Tradition, old tomes I have found upon my travels, the histories of the Arbenian Line that my nephew Haust granted me, the Oral Traditions and histories of the Sylvaeri, and some archeological evidence I have found throughout my life. Note that some of this information may be flawed, as some of it is based on logical inferences. Simply note that I tried my hardest to portray events as accurately as I could to history, and our morals as true to the words and Last Will and Testament of Loriens and to the Codes of Arben as I could. Finally, I offer a short note to any who find this tome, identify it, and seek to join us. I can relate with your feelings, as I felt them as well when I first heard of the house and saw the actions of Loriens in the Dominion, and I would encourage you to come and seek me out, for you will be welcomed with open arms so long as you respect our principles. I am often found in Aegrothond though I like to wander, so perhaps you will find me elsewhere. Even if you do not seek true entry to the House, we always seek brothers and sisters in our goals, and would welcome you as friends and allies should you not take the name, echoing the Silmarion of old. May Malin’s Flame Guide Your Path, – E.S. OOC Notes
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