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Information Archive - Do Not Post - Page 3 Empty Lycan - World-space

Post by Guest Sun Oct 17, 2010 1:54 pm

The lycans surround the eastern edge of the Jasidin Swamplands. They are less prominent toward the lands of Spire, and cannot breach the lands of Traemador. Their main prey are the Jasidin.


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Information Archive - Do Not Post - Page 3 Empty Lycan - History

Post by Guest Sun Oct 17, 2010 1:56 pm

In progress



Last edited by Silvone Elestahr on Sun Oct 17, 2010 1:57 pm; edited 2 times in total

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Information Archive - Do Not Post - Page 3 Empty Lycan - Culture

Post by Guest Sun Oct 17, 2010 1:57 pm

Lycan's run in packs. Each pack has an Alpha, and Omega, like any wolf pack. They are animalistic by instinct, so their culture doesn't go much beyond pack formation.

Lycan language varies according to their creation. All Lycan's understand some form of human language, but not all have the ability to speak it. Those who became Lycan by infection are more likely to be able to speak what was their native tongue before infection. Those who were birthed are likely to use the series of barks and howls that all Lycan's are familiar with.

Lycan stance also varies. Most are quadrupedal, looking like large wolves with broader shoulders, and front paws having opposable thumbs. Some are bipedal, having larger hind legs than those who are quadrupedal. Bipedal are more likely to be lycan by transformation, but it is not unheard of for a birthed lycan to be able to achieve this stance. All lycan's can stand on their hind legs, and even walk, though it is uncomfortable for some.

Humans who are infected but healed tend to have difficulty immersing back into their previous culture.


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Information Archive - Do Not Post - Page 3 Empty Lycan - Lore

Post by Guest Sun Oct 17, 2010 1:58 pm

Lycan Creation Story

Long ago, animals began forming into familiars to aid and accompany the saves and sorcas. There was a particular Sorca, Elidel Wolfsbane, who wanted to tame a wolf into a familiar. It was not within the power of the Sorca's to do such a thing, it was forbidden. The animals were to become familiars from an outside power only. Elidel begged her husband to help her gain a wolf familiar, and so, he dabbled in the power of creation that was his gift from Wee Jas. There, it is said he created a wolf with the power to walk and speak. It was like a familiar, but it was not. It's animal brain had not completely converted, and it broke wild and attacked Elidel. To her husband's horror, she began changing into a wolf before his very eyes. It is said that she ran away to be with her wolf familiar, the one who infected her, and together, they infected others to create a pack. It was many years later that the Healing Sorca's devised a cure for what they call Lycanthropy.


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Information Archive - Do Not Post - Page 3 Empty Lycan - Powers

Post by Guest Sun Oct 17, 2010 1:59 pm

Full lycans are large wolves, with much endurance and strength. They have the senses of an animal.

Half lycans (those infected but "healed") are stronger than they were previously, with animal senses. Their eyes turn red. They have trouble with concentration, which usually lessen's their previous skills.


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Information Archive - Do Not Post - Page 3 Empty Plane of Fire - World-space

Post by Guest Sun Oct 17, 2010 2:16 pm

Rafurie World-space - In progress


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Post by Guest Sun Oct 17, 2010 2:16 pm

Rafurie History - In Progress


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Post by Guest Sun Oct 17, 2010 2:17 pm

Rafurie Culture - In progress


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Post by Guest Sun Oct 17, 2010 2:18 pm

Rafurie Lore - In progress


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Post by Guest Sun Oct 17, 2010 2:19 pm

Rafurie Powers - In progress


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Post by Guest Sun Oct 17, 2010 2:25 pm

Sirearthen World-space - In progress


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Post by Guest Sun Oct 17, 2010 2:26 pm

Sirearthen History - In progress


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Post by Guest Sun Oct 17, 2010 2:27 pm

Sirearthen Culture - In progress


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Sirearthen Lore - In progress


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Post by Guest Sun Oct 17, 2010 2:28 pm

Sirearthen Powers - In progress


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Post by Guest Sun Oct 17, 2010 2:34 pm

Zenmistuu World-space - In progress


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Post by Guest Sun Oct 17, 2010 2:35 pm

Zenmistuu History - In progress


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Post by Guest Sun Oct 17, 2010 2:36 pm

Zenmistuu Culture - In progress


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Post by Guest Sun Oct 17, 2010 2:37 pm

Zenmistuu Lore - In progress


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Post by Guest Sun Oct 17, 2010 2:37 pm

Zenmistuu Powers - In progress


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Information Archive - Do Not Post - Page 3 Empty Taurë Arda - World-space

Post by Guest Mon Oct 18, 2010 1:45 pm

The land of Taurë Arda where the Quendi live is generally hilly with forests in every direction a few miles outside of the city. The exception is the North where the elevation slowly gains as it progresses into the mountain range of Senda Oroni at the edge of the country. In the forests, other clans of Quendi choose to live peacefully with one another. The western territory is Hyarya, the eastern is Forya, the Northern is Inga, and the Southern is Undu. The forests are divided by four roads that come from the Northeast, Northwest, Southeast, and the Southwest portions of the country. All of those roads lead directly to the city/state of Nolwë Osto for those who wish to travel there. This is both for the benefit of the Quendi who are not particularly fond of outsiders in their territories and for the safety of foreign travelers.

The geography of Nolwë Osto is rather lovely. A river that runs all the way from the Oroni Sendë mountain range at the very North of Taurë Arda cuts through the Northeastern side of the city. This Northern river is called Sirë Poica for the cleanness of its waters.

Another one that begins horizontally, moving from west to east, flows at the Southern end just outside the city but eventually curves to travel South. This river is called Sirë Úra for its very large width and depth. Sirë Poica eventually joins Sirë Úra to become one river. There are other small streams and creeks that travel through the rest of the country.

A lake is located at the west of the city/state that provides much of the water for crops in that direction.

Outside of the city/state on all sides are small fields where vegetables and Orë ((a special Quendi grain that is similar to wheat)) are cultivated, but they are nowhere near as expansive as the country to the east ((the Sretin Providences)) from where the Quendi import other nutritional goods.

Ecology of Hyarya

Hyarya is fairly simple, in that it is the least-intelligent of all of the forests and just on the borders of Quendi territory. Much of the western area is actually plains, and this is the main area in which the Amilli Hairë and the Rácar Herir live, hunting the herbivores that live off the long grasses of the plains. There is very little special about the western plains of Hyarya, other than the fact that they are very large. As they move further to the west, they become even more arid until eventually, they merge with the lands of the Drenata. The only ready food sources on the plains are the migrating herbivores and any agricultural plants, many of which the Amilli Hairë have cultured and the Rácar Herir have stolen.

In the east, closer to the other Quendi territories, the landscape is an entirely different story. Trees flourish, though not in the variety of the deeper forests, and many of them fruit often. Rain is extremely common, though much of the ground is open, and most of the forest floor is actually undergrowth. This includes many kinds of ferns and mosses, and even some bushes that bear fruits. Very little of the vegetation in Hyarya flowers, and in the winter, the entire area seems bare. The spring is lush but not very colorful with very few splashes of color to mar the face of green upon the landscape.

Clans in the forest territories also hunt game though smaller animals live in the forests rather than the plains. They have also become adept at harvesting and preparing fruits and tubers of all sorts, though there is very little agriculture among the Hyarya. The temperature remains fairly moderate all year round, as does the rainfall, so there is very little need for special preparations. Though the Hyarya can in fact awaken the trees to sentience, they rarely do so without good reason. In fact, the forest in which the Hyarya live has the fewest awakened trees of all of the territories.



Last edited by Silvone Elestahr on Mon Oct 18, 2010 2:41 pm; edited 1 time in total

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Information Archive - Do Not Post - Page 3 Empty Quendë - History

Post by Guest Mon Oct 18, 2010 1:51 pm

In almost the exact center of Taurë Arda, there is a large city called Nolwë Osto that revolves around the pursuit of knowledge. Standing in the center of that city is the Great Library of Nolwë which has gathered works and information from all over Emoria to be displayed in one massive building. This city/state began as a project of the Quendi from all over the country, and as it grew and more knowledge was obtained, other races and species from all over the world also became interested in the project, so they all helped to contribute.

Eventually, a large, elaborate, and elegant building was constructed at the center of the city to house information from all over the world and even some information regarding the other seven Planes of existence. Of course, many from the current Material Plane feel that the other Planes do not truly exist as few have traveled between them.

The location of the ancient library was strategically placed, for The Portal of the Material Plane is located in a secret chamber ten stories beneath the library, far into the earth. There is a secret entrance within the library to a stair that leads underground, but finding the chamber that houses the Portal is difficult. The way is a bit of a maze, and there are many secret ways that must be taken to reach it. Only those who rule the city, those who own the library, and those who guard the Portal are aware of its existence. Not even those who work in the library or live within the city/state know of it.

Concerning the Great Library of Nolwë
Long ago, in a time out of mind, Taurë Arda originally contained five forest kingdoms of Quendi. There was one at the center and four on all sides of that one. Due to some differences of interest, a group of Quendi broke away from the five to find their own way. They would later become the Thendári of Aendrel.

Those who remained all lived peacefully together for a long time until the Quendi realm in the center known as Enya discovered the portal of the Material Plane.

Some bad figures from the Plane of Fire had entered the Material Plane through that portal, and they wrought havoc on those of Enya, destroying that culture. Fearing that those creatures, who were dubbed Rakaurúri, would destroy Taurë Arda, the Quendi gathered forces and battled against the Rakaurúri until they were destroyed or fled to their own Plane of existence. From that point forward, the Quendi knew that the portal needed to be watched and protected against both intruders and against those who would wish to use the portals for ill means.

Their idea was to create Nolwë Osto and to build the Great Library of Nolwë atop the portal. Earth magic was used to cause the land beneath the portal to drop far into the earth. They then created a labyrinth of caverns and stairs that led to it before building a smaller Library atop it. It was then that they began their quest to gather knowledge from all over the world to keep up their pretense.

Others became interested in the ideals of the city/state of Nolwë Osto, so they all helped to contribute knowledge and works. A new and larger building was created to house the vast amounts of knowledge. A few powerful but trusted sorcerers were also told of the Portal, and the Quendi and the sorcerers and sorceresses of several other races worked together to place magical spells and blessings upon the sight to protect it from evil and from harm. The portal became protected by a small but elite and secret force of guards both magical and non-magical.

This Library not only serves to protect the portal but to memorialize the territory of Enya that was lost in battle against the Rakaurúri. They had been the seekers of knowledge of all kinds for a very long time, and their findings had all perished in the fires.

Concerning the Mountains of Night
After the creation of the Great Library of Nolwë, a dark force moved across the land from the Mountains of Night and attempted destroy the Quendi on two separate occasions. The Quendi managed to drive the shadow from their home.

News traveled to them later than the Mountains of Night had also battled against an peninsula nation of humans called Vatienne. Though they were relieved that the shadow no longer threatened them, the fact that it threatened the rest of the world bothered them. However, they were not the sort to interfere where it wasn’t their business, so they did nothing. After all, Vatienne could decide to become hostile toward Taurë Arda if they offered their help. Wars were not appealing to the Quendi.

After another war between the Mountains of Night and Vatienne, the humans of Vatienne sent a message to the Quendi. The message was simply an offer to aid them if they wanted in trying to destroy the Mountains of Night once and for all.

After much deliberation, the Quendi agreed. With Vatienne’s loss against the Mountains of Night the second time, it seemed that the shadow was growing stronger. Those of Taurë Arda wanted to stop such darkness from spreading.

While it wasn’t a complete success, the final war proved to take the Mountains of Night out of commission for a long time to come, and Taurë Arda maintained an alliance with Vatienne.

Concerning the Sretin Providences
After this final war, the Quendi decided to live among one another in peace. The four territories did not fight one another though there were often squabbles between tribes in Hyarya.

All Quendi maintained a good relationship with the earth and with the trees. It was through this relationship with the trees that they learned of a nation to the east that housed humans who could also commune with nature. They could speak with trees just as the Quendi were able, but they took it further and spoke to the very earth itself.

Having a great curiosity, the Quendi decided they would like to meet these people and possibly form an alliance.

The result was a success, and peace pacts were formed. The Sretin Providences also decided to host a festival every four years in their eastern providence of Aom to share in the harvest and the love of the earth. Over time, other nations were invited to attend until it became a global event.

Modern Day
Currently, the remaining four territories are still in existence, and they are still peaceful. The four main roads that lead to the city/state of Nolwë Osto serve as the main boundaries between them.



Last edited by Silvone Elestahr on Mon Oct 18, 2010 2:38 pm; edited 2 times in total

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Information Archive - Do Not Post - Page 3 Empty Quendë - Culture

Post by Guest Mon Oct 18, 2010 2:11 pm

Hyarya - The Western Forest Territory
Physical characteristics

Eyes: tend to be light, some slight aberrations
Hair: dark, generally black or brown
Skin: light, flushes and freckles easily.
Height: as other Quendi, taller than average human


Government structure

Hyarya Quendi tribes are territorial, ruled in a matriarchal fashion. The Nólë Nissi (wise women), which are simply the oldest surviving females, guide the warriors to the best of the clan, telling them where to hunt, where to fight, and when to run. The males, even the elders, respect this. Men are considered second-class citizens in Hyarya society, and while they have the same rights and privileges as females, they are considered largely unnecessary. The mortality rate for Hyarya elves is high, but the impact of this is lessened by the fact that Hyarya elves have the highest fertility rate among any of the other races of elves. Major tribes among the Hyarya including the Amilli Hairë (far-mothers), the Quácor (crows), the Rácar Herir (wolf ladies), and the Voronweron (loyal ones). Minor tribes exist, but most are feudally bound to these greater clans through blood and politics.

The Amilli Hairë: The Amilli Hairë are lead by Amil Velicë Valdaglerion. She leads fiercely and strongly, but stays out of most clan disputes. Under her, many of the Amilli Hairë have complained of shrinking territory, as she refuses to capture land belonging to other clans, but she defends her lands fiercely against invasion from the others. She is becoming old, and in all probability, a successor will have to be chosen soon. The Amilli Hairë are the largest clan, but they have recently begun to be overtaken by the Rácar Herir. The Amilli Hairë are also the only Hyarya Quendi to ride horses; most of the other clans preferring to use wolves. They are not bonded to their horses as the Rácar Herir are, however, and they only occasionally wear armor.

The Quácor: The Quácor are ruled by Amil Quáco Lairelithoniel, who is as wise as the birds she supposedly rules. She actually needs to constantly compete against the council of elders, who lead underneath her, and are the other women from which one is elected should she be proven to no longer be fit to perform duty. The elder council has no real power, but they speak in whispers of Lairelithoniel's possible madness though all rumors of this are entirely unfounded. Lairelithoniel, coincidentally, is almost entirely tied up in internal affairs although she keeps her warriors on their constant scouting. The preferred method of fighting among the Quácor is simply to not be where your enemy expects you to be, and they lay traps and ambushes as much as possible.

The Rácar Herir: The Rácar Herir are ruled by Amil Ráca (wolf mother) Falathiel, who is the youngest of all the great mothers. She is rash, and headstrong, and has great ambitions for the Rácar Herir who have been slowly seizing territory from the Amilli Hairë for over twenty years. The recent expansion of the Rácar Herir has caught the eyes of some of the sages, however, and there are talks of them stepping into clan affairs. This has begun to create murmurs among all the clans, as the sages are famous for their neutrality. The Rácar Herir particularly hate the Drenata, however, as they are the westernmost clan and the most vulnerable to their attacks. Much of their expansion recently has been pushing into Drenata territory since the previous Amil Ráca was abducted by the Drenata years ago.

The Voronweron: The Voronweron hold their lands and build their settlements in peace as they always have. As the last clan of the plains of Hyarya truly loyal to any throne, they are simply content to exist, not involving themselves in any disputes between the clans. Their current leader is Amil Varonwë (loyal mother) Aragarthiel, and she is the only one of the current great mothers to also be an Ingolemo. She has decided to keep open the open invitation of the Hyarya court, and some young elven males take that offer still every year. The Voronweron are also the only ones of the Hyarya to wear metal armor, and the only to forge metal tools.

The Ingolemor: The Ingolemor are not truly a governing entity, but they are the only connection the clans have to each other through non-martial means. Ingolemor are elves who are noted in their prowess with wielding magic and are indoctrinated into the sisterhood. Only females are permitted to become Ingolemor. They are from all of the clans and have their own holds and self-supporting villages. Clan Quendi look up to them with awe, and tend to obey them despite the Ingolemor not having any real political power. (Think Aes Sedai.)

Social Customs and background

Social customs are very different among the Hyarya Quendi. They have a much less sedentary lifestyle than the rest of the Quendi, and some of the tribes live on the edge of the forest rather than among the trees. They eat much more meat than other Quendi subtypes as well and are much more agile. Much of their life is spent either running or riding. They also tend to have extremely impressive balance.

Unique to the Hyarya is their combined folklore, which tells of an ancient Hyarya kingdom when all of the clans were once united. Somewhere within the heavier forests of the territory, a keep is said to exist that holds all of the treasures of the ancient Hyarya, but either this keep is extremely well protected and warded, or it simply does not exist. Not a single person, human or Quendi, has ever found the keep. Still, deep within the woods, occasionally objects of great and terrible origin can be found. Each of the clans has a few of these objects, and the hunter who finds one is forever blessed by his clan as a legend. The Voronweron still consider themselves loyal subjects of this ancient Hyarya court and spend most of their lives looking for artifacts or surviving members of the royal bloodline.

Other differences between the Hyarya and other Quendi are even more pronounced. Their metabolism is different from other Quendi, and they can digest food that other Quendi would never dream of even touching. When there is no fire to be had, Hyarya Quendi are more than happy to eat meat raw though they complain that is makes them gassy. Most territorial disputes in the Hyarya are solved with violence though it is rare that an elf will actually die. Hyarya also do not marry though for the most part they will mate for life. If a Hyarya partner dies, his or her partner will probably never again become romantically involved.

Also unique to the Hyarya is the ritual of adulthood, in which the elf in question must complete a task ordained personally by a Nóla Nís in order to be considered an adult in the eyes of the clan. These tasks can be anything from scouting a patch of fruiting trees to looking for the Keep of Hyarya for five years. The judgment of the Nólë Nissi is never questioned, and the task is different on a case by case basis.

The abodes of the Quendi Hyarya vary much by clan. Navigating a Hyarya village can be difficult because the camps and tents can change on a day-to-day basis, and it can be very difficult finding the correct location, especially with the lack of ornamentation on abodes. Among the treetop dwellings, platforms will frequently be at completely different heights, and it can be difficult and even dangerous to move from one to the other. In order to get heavy loads (or occasionally a non-climber) into the canopies, the Hyarya Quendi will hoist them in a net on a simple pulley system. In the ground-based camps, the clan will often set up temporary guard posts that visitors will need to go through before even growing close to the camp. Additionally, these camps themselves can move as much as three miles in a single day, making finding them without some knowledge of migration patterns extremely difficult.

In their interactions with others, the Hyarya Quendi tend to be even more limited than an average Quendi. The Hyarya barely have any contact with the rest of the Quendi, but when they do, they are generally looked down upon as “vicious” or “savage.” Hyarya Quendi will attack any non-Quendë invading their territory though they do not fight to kill, with the exception of the Drenata who they will massacre without a second thought.

Social Customs by clan

The Amilli Hairë: The Amilli Hairë believe that they are the first Quendi, descended directly from spirits. They hold their lands desperately and concentrate on keeping strong and powerful, teaching young Quendi how to both fight and hunt at an early age. Women are more revered within the clan and are both considered to be more mystical and more powerful. Men are largely unschooled or schooled mostly in whatever their fathers knew of the world. They find their own place within the clan rather than having it assigned, and for the most part, they tend to be hunters or scouts. Some stay with the women and become healers or Mo Aquien Nutar though many hunters find this to be distasteful. The Amilli Hairë are in a constant state of war with the Rácar Herir though little has happened besides border conflicts for many years. The Amilli Hairë named their clan after the far-mothers based on an old legend, in which the mother of the spirits journeyed across all the planes looking for a place to live before finally settling in the Hyarya territories. The leader of the Amilli Hairë is known as the Amil Velicë or “great mother.” The Amilli Hairë are a plains-dwelling tribe though their territory is directly on the border of the great forest, and they will both migrate on the plains and hunt the forests for their food.

The Quácor: The Quácor take their name from the crows and ravens that they encourage to live in their territory. They try to emulate the birds as much as they can, wearing mostly black clothing and putting an emphasis on cleverness and ingenuity. The Quácor tend to be slow to anger and slow to befriend, and they are both the cleverest and the most politically savvy of all of the Hyarya Quendi. They pride themselves on being opportunists, and most of the Quácor are known for being untrustworthy by other Quendi. The Voronweron particularly dislike them, as they consider them to be corrupting the legacy of Hyarya Quendi. The leader of the Quácor is named the Amil Quáco, or “crow mother.” The Quacor wear mainly dark clothing, or clothing that hhelps them to blend in with the shadows. They weave their own cloth, and are the only Hyarya Quendi besides the Veronwer to do so. They live in the forests, though their territory is much less densely wooded than the rest of the Quendi territories.


The Rácar Herir: The Rácar Herir are an extremely martial clan of Quendi who take their name from an ancient legend of Quendi who could take the form of wolves. The Rácar Herir believe that strength is equal to wisdom, so the strongest among them lead, rather than the oldes, as is the custom with other clans of the Hyarya Quendi. They are also the westernmost dwelling clan and the least liked among even the rest of the Hyarya. They have been at almost constant war with the Drenata since their previous Amil Ráca was captured in a raid, and they have yet to forgive the insult. They hunt on the plains rather than the forests, and most of their diet consists of whatever they can catch. The Rácar Herir have a symbiotic relationships with wolf packs in their areas and will hunt with them and occasionally leave out kills for them. Most of the clothing they wear is simple; generally of any type of woven cloth they can gather or scavenge. The Rácar Herir are the most physically active of all the clans and are also the most aggressive of all the Hyarya Quendi. The leader of the Rácar Herir is known as the Amil Ráca, or “wolf mother.” Rather than a single large camp, the clan consists of a large amount of small camps that constantly move and change, especially along the western border. All Rácar Herir hate the Drenata and will kill them if given the chance.

The Voronweron: The Voronweron are known by the other of the Hyarya Quendi as the True Clan. They are the only clan that takes seriously their charge as “defenders of the forests,” as given to them by the old kingdom. They consider themselves nobles of the Hyarya blood and descendents from the Hyarya throne. Much of the time of the Voronweron is spent searching for artifacts from the previous kingdom, and the rest is simply spent gathering to support the tribe. Additionally, the Voronweron have a standing invitation to all of the clans, and will train any males that wish to come to be a coiv tyálie, or a” member of life's game.” These highly-trained individuals are the old guard of the Throne of Hyarya and are trained in both magic and in combat in case the keep of Hyarya or the royal line should rise again. The Voronweron tend to keep to themselves, not involving themselves in the affairs of the other clans. Even among the other Quendi, they are known for their fierce loyalty and devotion. The leader of the Voronweron is known as the Amil Varonwë, or “loyal mother.” The Voronweron are the closest to the other varieties of Quendi and are occasionally called upon as elite guards for the other sections of the country. They are also the most social of the clans, and most politics between Hyarya and the rest of the country include the Voronweron as mediators.

The Ingolemor: The Ingolemor are collected of all the clans, and as such, they are composed of the customs of all of them. They speak for most of the clans, however, and so they are almost always present at political meetings.

~*~*~*

Undu - The Southern Forest Territory
Physical Characteristics:
Dark Eyes
Slightly Tanner Skin
Dark Hair

Government:
Ruled by five elected council members.
- Capalinda ((female))
- Fëon ((male))
- Losson ((male))
- Náriel ((female))
- Sendapeleron ((male))

Specialty:
Military Knowledge
Weapons Crafting

~*~*~*

Forya - The Eastern Forest Territory
Physical Characteristics:
Light Eyes
Fair Skin
Light Hair

Government:
Ruled by the elected Lady Isilwen and Lord Anar

Specialty:
Healing Magick
Herbal Healing

~*~*~*

Inga - The Northern Forest Territory
Physical Characteristics:
Dark Eyes
Fair Skin
Light Hair

Government:
King Anarton and his Queen Roitana

Specialty:
Fabric Crafting
Glamour Magick
Jewelry Crafting

~*~*~*



Last edited by Silvone Elestahr on Mon Oct 18, 2010 2:39 pm; edited 1 time in total

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Information Archive - Do Not Post - Page 3 Empty Quendë - Lore

Post by Guest Mon Oct 18, 2010 2:15 pm

Nolwë Osto hosts a vast cultural diversity due to people from all over the world choosing to live here, so citizens often worship the deities of their own cultures. These other cultures and other deities are all respected, so no one has need to feel that they must assimilate to another culture or religion.

However, the official deities of the city and of the Great Library are Gods and Goddesses of Knowledge - namely, the Goddess Nólehirë and the God Istahirno.

Throughout the rest of the country, the Quendi themselves tend to revere the God Vemenel and the Goddess Olvandilë who are believed to have created the trees and all things. Trees are revered by the Quendi as lesser deities and are believed to be semi-sentient beings who house great wisdom.


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Information Archive - Do Not Post - Page 3 Empty Quendë - Powers

Post by Guest Mon Oct 18, 2010 2:18 pm

Quendë Powers - In progress

Magic

Magic among the Hyarya Quendi is extremely different from the rest of the Quendi. First of all, not a single one of the Hyarya Quendi are capable of using healing magic at all which leads to a large amount of Hyarya Quendi studying natural medicine instead. This is because the Hyarya Quendi use a completely different style of magic than normal Quendi. A Hyarya Quendë Mo Aquien Nuta will call a willing spirit into their bodies from something from the material plane and hold it within themselves. This process is known as Yanwë or "the joining." Then they will use the spirit's power to affect the world around them. Most of the effects of Hyarya Quendi magic tend to be subtle, like making something grow faster or slightly warming the air. Most of the magical effects of the Hyarya Quendi are highly dependent on their surroundings though some casters, known as “Turi Aquienmor Nutar,” are known to host spirits indefinitely. Each clan has specific spirits they are additionally known to draw upon, however. Some individual Mo Aquien Nuta will also have specific spirits that they know and trust and will be better at using those spirits than the average Mo Aquien Nuta.

The Amilli Hairë: The Amilli Hairë often draw upon spirits of the forest, but many will also draw upon the spirits of their ancestors in their graves. The knowledge that the ancestors impart can be invaluable in everyday life, and the Amilli Hairë honor these spirits with tokens of feathers and bone.

The Quácor: The Quácor often draw upon the spirits of the crows and ravens that infest their woods, letting them see through their eyes and blend into the shadows with unrivaled capacity. They feed and house the crows in respect of their help, and some of them will even hold onto crows as pets or familiars.

The Rácar Herir: The Rácar Herir frequently will use the spirits of the wolves they live with and trust. Much of the magic the Mo Aquien Nutar use simply makes them stronger and faster, though some of them will slowly grow their wolf companions to the size of horses and ride upon them.

The Voronweron: The Voronweron draw upon the strangest of all the spirits of the Hyarya Quendi. They pull spirits from artifacts of the kingdom of Hyarya, which tend to be fragmented and bizarre. Many of the artifacts do unusual things, and every single one is different. They are known for pulling walls from the earth, driving enemies into frenzies, or even directing the currents of air.

The Ingolemor: The Inglomer are all Turi Aquienmor Nutar, and collect spirits to hold inside their bodies. To them, spirits are old friends, and they are by far the most powerful Mo Aquien Nutar among the Hyarya Quendi. Since many of them come from different tribes, they often hold one clan's method of channeling over the other, but many of them branch out and even collect spirits from other lands, which normal Hyarya Quendi never have a chance to even see.



Last edited by Silvone Elestahr on Mon Oct 18, 2010 2:40 pm; edited 1 time in total

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Information Archive - Do Not Post - Page 3 Empty Aendrel - World-space

Post by Guest Mon Oct 18, 2010 2:27 pm

The northwestern half of Irrihyánë is also the greenest, for the Thendári who live there have little use for farms but love trees. Over thousands of years the immortal elves have tended the forests rather than cutting them down. Rain from the sea falls plentifully, spawning the great river systems that provide fresh water to the trees, especially in the west. Thendári cities, towns, homesteads and haunts are all made up of dwellings in and around the trees they love so well. There are fewer forests in the eastern half of Aendrel, for that land was wasted in battle long ago, and the trees are still relatively young; rolling hills, grassy fields, and park-like woods are more common there, where nature labors yet to restore what was lost. The Thendári also venture into the mountains and have dwellings among the rocky hills, but one mountain rises above all others on Irrihyánë, and it is home to the seats of Aendrel's government: Alos' Mountain. At its top lies the portal to the Light Plane; near it, Alos' Garden, made up of wide ledges surrounding the peak and a large, sunlit cave within--all together a haven of green where there should be nothing snow and stone. But north of Alos' Mountain, hovering above a wide, circular lake, lies the Rift, a tear in the veil to the Spirit realm, the Thendári's ever-condemning guilt, a constant reminder of their transgression and responsibility. For the blessing and curse of Aendrel is their mandate to guard the Rift, with the immortal life granted them to see it through, unto the end of the world.


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Information Archive - Do Not Post - Page 3 Empty Thendári - History

Post by Guest Mon Oct 18, 2010 2:35 pm

0 A.I. ~ the Age of Illumination begins
c. 300 A.I. ~ Origins of the Sildári, the Rise of Mandor
926 A.I. ~ The Thendári massacre the Sildári, the Fall of Mandor
2,082 A.I. ~ The days of Alos's Forge begin
2,420 A.I. ~ The days of Alos's Forge come to an end
2,421 A.I. ~ Origins of the Paladins of Aendrel
2,421 A.I. ~ Age of Illumination ends

0 A.L. ~ Age of Light begins
2,713 A.L. ~ The ending of the Illuria Wars
2,855 A.L. ~ The Thendári facilitate the return of the Sildári to Irrihyánë
3,361 A.L. ~ The Vatiennien colony declares independence, the Rise of Äm
3,461 A.L. ~ Age of Light ends

0 A.S. ~ Age of Spirit begins
1,252 A.S. ~ present day.

Information Archive - Do Not Post - Page 3 Historiesofaendrel
. : Origins of the Thendári : .
Long ago, twenty-six families of the Tawarwaith separated themselves from the Five Clans of Taurë Arda, the Forest Realm. At the time, the Five Clans were forming a general consensus and agreement to unite under a common government. The twenty-six families openly opposed the idea, holding that centralization would stifle creative thinking and growth as a race. They reasoned that it was better to remain as a loose confederation and allow their differences to remain as such, for variety, they said, was the catalyst for growth. These ideas were met with hostility, for there had recently been many small wars between the Five Clans, and all longed for peace and unity. In the end, the twenty-six families decided that it would be best for them to leave and begin afresh in a new land. Their country would be different from the union of the Five Clans, and over time, perhaps, their separate paths would one day cross, and the twenty-six families would be proven right. Thus leave they did abandoning Taurë Arda, and for this they were named Avari, the Unfaithful. Much debate was made over the direction in which they ought to set out, but in the end they said: Let us follow the path of Anor the Day-star, that its light may guide us to our new home. And so they departed, into the west.

The Avari journeyed long and far. West they set out, and west they went, on and on and on, until at last the land ended and they found themselves upon the farthest shore, looking out upon a glassy sea, watching Anor the Day-star sink below the horizon, signaling the end of their journey. Here we will find rest, they said, and they made homes for themselves among the vast forests west of a spine of tall mountains, and they called that land Annûn, Sunfall.

And in the process of time, through perilous ages and years of glory, when their language changed and they began to serve the Light, the Avari changed their name from Unfaithful back to the Forest Folk. In their new language they became the Thendári, and their land, which had become a great island, was Irrihyánë, Sunfall as before, but their proper home they now knew as Aendrel, named for their graditude and their debt to the Spirits.

. : The Avari Transgression : .
Shortly after finding and settling their new home of Annûn, the Avari naturally took to their old ways of exploration and discovery, always searching their minds and their surroundings for things new and wonderous. They communed with the animals, they spoke with the trees. They drew wisdom from the rivers, the soil, and the stars. They came to worship the Day-star for its guidance and its life-giving power. They sought to engage with all things, great and small. Over the course of many years, they began to develop a skill for touching spirit to spirit and soul to soul. Meditation and ritual developed, and soon they discovered untold pools of wisdom beyond the earth, beyond the sky. To the pursuit of this wisdom and power they bent all their finest thought and skill. Eventually they said, Let us band together and find out once and for all whether the heavens will open for us. So a great ritual was prepared, wherein the greatest of the twenty-six families of the Avari would combine their strength and reach for the stars. They should have known better. In the end, though they succeeded, what came to pass was nothing they could have imagined.

The great ritual lasted for three days. Symbols were drawn in the earth and filled with blood. They danced unceasing, they chanted mystic words to focus their minds and unify their purpose. Herbs and flames and sweet-smelling smoke were everywhere. The most skilled voluntarily took herbs and lay down upon inward-facing altars to be struck unconscious. More blood, more chants, more smoke. In the final act, suddenly there was as it were a great draft in the sky above, levitating the altars and pulling the flames some distance into the air. All sound ceased as the world was sucked somewhat into the sky, like an upturned cup pulling on the surface of the water. In the following moment, all came crashing down again with force that put out the flames, sundered the altars, and broke elven bones. A screech of wrath was heard from the sky, and the Avari knew true fear.

"Death, hold back your hungered grasp!!" commanded a voice like the crash of many waters, the rush wind on the mountains, and the boom of thunder. "Dead, restrain your wand'ring feet!! Planes, maintain your sund'ring veils!!"

The Avari cowered prostrate, their faces to the ground, fearful unto death, not knowing what the terrible words might say or mean. Again the voice came, this time directed at the Avari, in their own language.

"Forest Folk, Unfaithful! As children walking by the mighty sea, you know not where you tread. Now your questing minds have taken you farther than is meet for your spirits to dwell, and you have wrought you know not what. Heaven's veil is torn, and death and dead do beg my leave to give them rein o'er flesh and bone. And more than this, in time there will be more who seek power or rumors of the same, twisted and hungered souls grasping for they know not what but greatness. This and more you have caused through folly and excess and ignorance and lust. For your transgression you must spend your lives to keep the rend which you have made. The future of your kind is forfeit."

The Avari remained immobile, unable to do aught but lie as dead to hear and understand what final words the speaker said. But suddenly and unexpectedly the voice became less harsh. "O Unfaithful, how rightly and yet wrongly were you named. Do not fear; your plight is known, and even now your future is not dark, surrendered though it be. You will not be left to fester in your trespass. I will send you one to guide your steps, one whom you have already known, and yet have not. He will teach you how to keep the veil.
"Now renew your hearts. The Forest Folk again I name you. Grow in strength and peace, and let your spirits rise and shine, and last until the world's end."


Then the voice departed, and the elven minds could take no more, but fainted there on the ground into a deep and dreamless slumber.

. : The Age of Illumination : .
The Avari awoke to a great light, brighter than the sun, situated in their midst. None took thought for how long they might have been asleep; their minds were overpowered by the recent events, and now by this golden star that had descended to earth. The star coalesced into a shining form, twice as large as any elf. The Avari were speechless, fearing to say aught lest they trespass further against these new and awesome revelations. So they waited, and the bright figure spoke.

"Thendári...." The male voice was soft, resonant and yet not deep. Where the previous voice had been terrifying, awesome, powerful, glorious, transcendent, this shining voice was comforting yet clear, penetrating fear and inspiring deeper thought in troubled minds. Though the Avari did not understand the language, the words were such that the meaning was understood. The elves knew that he had called them by their new name. "Do not be afraid. I am Alos, Lord of Light. Again the elves understood without knowledge. The Highest has sent me to you, to teach you how to keep the veil. Before we begin, I would learn your name. Though the Highest knows it, I do not. Come, speak and make yourself known to me." Though the language held no plurality, it spoke to each at once and inspired courage in their elven hearts. One by one, after a long and fearful pause, they began to speak their names before Alos, and Alos kept them all in memory, for when once the light shines upon a thing, then ever after is that thing remembered.

The coming of Alos ushered in a new age for the twenty-six families, who so revered and loved Alos that they kept their new name in his language, and they became Thendári. The Thendári sat with Alos among the mountains and heard what he would teach them. Of the nature of the Spirit realm; of the attributes of the Rift, as it had come to be known; of the duties required to tend and guard it. It was the thendári responsibility to let nothing pass from their world into the Spirit realm, and to let nothing from the Spirit realm enter into their world. Over time Alos instructed them in many things, until the Thendári were thoroughly able to tend and guard the Rift. Then Alos left them for a time, for he must tend to his own as well as the elves. But Alos was not aggrieved, for light seeks ever to shine in its abundance upon a new place, a new being, a new thing. It had been too long since Alos walked the invigorating terrain of the Material.

During Alos's absence, the Thendári carefully and zealously did nothing but tend their duty. Their daily lives meant little to them, and all hastened for their turn at the watch, to practice what skills they learned. Afraid of failure, they fervently bent themselves to the task. This went on for two decades, until the elves became more confident. Then Alos returned and found them faithful, and he was very pleased, and praised them for their diligence.

As the years passed, Alos taught the Thendári the key to the door of Light. The wonders that the elves beheld in Alos's realm left them forever seekers and upholders of the Light. Since Alos must keep charge of his people, called the Araltári, and the Thendári both, Alos eventually set up his throne near the portal atop the highest mountain in Annûn. Naturally this became the center of government for the Thendári. Twenty-six elders were elected to stand before Alos and represent the growing numbers of thendári. Palaces and a great temple were constructed around the mountain's crest. The mountain was named Irishana, the Mountain of the Sun, for the elves' language was changing, growing more like the language of the realm of Light. Thus passed the golden Age of Illumination. And at last, when the thendári language was complete, they changed the name of their land from Annûn to Irrihyánë.

. : Origins of the Sildári : .
It was during the Age of Illumination that a new creature appeared on the great island of Annûn. None knew its origin--and if Alos knew, he did not say. At first the thendári thought it was an elf, but it was soon apparent that it was not so. This creature was more muscular; it walked differently; it grew hair on its face, and its ears were rounded. And there was one more difference. Over the course of years, even as more of these creatures were discovered, first one and then others died. Not of blade or bow or beast, but of their own accord. The thendári marveled even in their sorrow for a life expired so young. Elven lives took thousands of years to end, and no thendári yet had tasted death. Taking pity on these new creatures, this new people, the Thendári set about to gather them together and help them grow. For they said, It may be that they die of yearning, having no place or people to call their own. At first the elves brought them to their forests, but the new people were not at home among the dense trees and multitudinous plants, the sounds of myriad birds and beasts, the dusky shadows of day and the pitch black of night. The Thendári, wasting no time, took them instead to a new land, one of hills and rivers and uncomfortably open spaces. The new people immediately reacted with pleasure and approval. By this time, the new people were reproducing, and the elves taught them to make clothes. Wondering how they might further lend their aid, they sought guidance from Alos.

Alos said that while elves were beings of Material, Water, and Earth, the new people were products of primarily Spirit, Light, Material, and Shadow. He elaborated further that the thendári had become something different from other elves, that Spirit had been added to their being, that they were in fact immortal. As for the new people, Alos knew not why their mortality came so soon, but he did know that it was a part of who they were. Not knowing whether their kind had a true name, let alone what it might be, Alos called them Sildári.

. : The Fall of Ander : .
As the Age of Illumination progressed, the Sildári multiplied across the eastern face of Annûn, or Irrihyánë as some were beginning to call it. The Sildári did barbaric things, killing beasts and eating them, or marring the ground with instruments of sharpened stone, and other things any elf would find horrifying. Alos guided the Thendári to understand, however, so the elves merely observed as time went by. With the elves to supply them with tools and knowledge, the Sildári grew strong at an alarming rate. Spurning the elves' languages, both the old from Taurë Arda and the new from Alos, the Sildári formed their own speech, calling themselves "man" and "woman" and "humans." The humans began to build dwellings of brick and stone. The elves began to watch more and more with a horrid fascination as the human civilization emerged. By this time, few elves could stand the human lifestyle, and the peoples remained almost completely separate. At last, the humans combined themselves into a nation, and they named it Mandor, but the elves could only pronounce it as Ander.

Now, unbeknownst to all, the humans had a special power because of the Rift, and they thought it normal that they were able to hear the whispers of spirits, or ghosts, as they called them. The humans explored this ability, and they began to believe that the spirits were deceased family coming back from their second life. Then, two decades after the formation of Mandor, the humans began to construct an enormous tower. For they said, Let us rise higher and call our to the high spirits, to hear their wisdom more clearly and do them service, and they will make us great. So the tower grew higher and higher. When the Thendári found out and commanded them to cease, the humans became angry and chased them from their land with violent agression unlike anything the elves had experienced except from the most wild and dangerous of preying beasts.

Then Alos was roused in indignation, and the Thendári saw in their minds a second Rift, and this they would not allow, no matter the cost. In one day the elves rose up as one, arming themselves for battle, for where humans fought with knives and stones, elves knew well the use of blade and bow. There would be no second Rift. The sildári mortality would be visited upon them sooner even than their natural course. And so it was. The humans were massacred and routed before the teeming army of agile elven warriors. One battle after another, each one a vicious slaughter and bloody pursuit, drove the humans out of their land and east, toward the sea. In the madness of combat, over months and months of war, the elves thought to drive them to their deaths and drown their transgression in the waves. But humans are strong, and their will is stronger. Fleeing to the sea they carved crafts for themselves and escaped. It is said that some even swam to cross the sea.

The Thendári watched them go, safe in the knowledge that escape had not saved the Sildári from their mortal fate. Ander was no more.

. : The Paladins of Aendrel : .
From bloody stain of the Ander massacre, the defiled land and thendári required an age to recover. During the first few years, the Thendári returned to their forests, having to cross field after field full of blades, bodies and blood. It was a long, slow, gut-wrenching journey. The elves left the land to the birds, the beasts, and the forces of nature. Over time, through desolation and dearth and the slow march of fauna, the land began to heal. The hearts of the Thendári, however, still burned with guilt, despite their justified cause. Alos took pity on their suffering and, for a time, allowed Araltári through the portal to commune with the troubled elves. This lit two caves with one lamp, so to speak, for it had been far too long since the beings of Light last had a chance to commune with the Thendári. The Araltári had a chance once again to feel fulfillment in the dance of creativity, and the Thendári were brought out of their dark reverie, into the light of renewed wonder.

With the race of Light-dwellers, the Thendári relived the joy of a kindred nature, for the hearts of Thendári and Araltári are each a perfect complement to the other. From the communion with Light, the Thendári relearned virtue and the value of sharing. Spending time with the Araltári, the elves of Aendrel were consumed by a passion for others, to reach out and connect with the world around them. The time of isolation was over.

This was the day Alos had been waiting for. Yet it was not so simple as the elves thought. The Thendári had forgotten what the world was like. Alos knew the nature of a world without light. It was a dark and cruel place. The elves would need to protect and be protected. Outside their homeland, they would need strength and courage as well as passion and light. And the undying Thendári must not desert their post before the Rift.

The twenty-six elders of Aendrel wished to send out ambassadors, merchants, artisans and musicians, and ordinary folk out into the rest of Emoria, but they must not travel alone. Thendári must stay together, and they must have the power to protect themselves from untoward encounters and unknown dangers. Alos promised to supply that power. From that day forward, he decreed, all who were willing may learn the ways of light and justice, to be armed and armored with the gear and focus of Light.

Those years became known as the days of Alos's Forge, for Alos himself took silver and steel and gold brought by the Thendári, and he crafted metal into armor and blades of such strength and such brightness as would put to flight the devices of Shadow. For while Alos cherished the Thendári and wanted them to grow and thrive, he had another purpose for training them in the arts of war. The Shadow was spreading, as ever it was wont to do. The world was growing darker by the year. Through the Thendári, Alos finally had a chance to balance the scales and drive the darkness back beyond its own borders. He had prepared and planned for this chance, and he did not intend to waste it. Alos's Forge glowed bright in the light of his craft.

When at last the Thendári were ready to reach out to the rest of Emoria, Alos revealed the results of his and willing thendári efforts. Elves garbed in green, wearing weightless white armor and wielding bright blades. Paladins for the Light. Their armor was made of isildin, a new metal of steel, silver and Light, extremely lightweight and yet harder than steel, and it was trimmed with gold. Isildin, too, were their blades--masterfully crafted, double-edged longswords--glowing with the essense of Alos's element. Some of the paladins were to augment each group of traveling thendári, providing protection and a tie-post to Alos. The rest would be sent on assignments of their own. Alos made no claim on the pursuits of their lives outside of their quests, requiring only that they remain true to the Light. The paladins quickly came to embody the spirit of Aendrel in the minds of the Thendári, becoming an emblem for their kind.

And at last the Thendári emerged from Irrihyánë, and encountered a whole new world. They won little fame or renown among the peoples of Emoria in those days, for they felt subdued and overwhelmed, and they kept a low profile. Nor did they feel ready to face their elven kin of Taurë Arda. The expeditions eventually became little more than a mass exploration. Maps were drawn and journals were kept. The influx of information returning to Aendrel was staggering. It was a time of great discovery; stories and legends were brought back to Aendrel, slowly at first, then in a constant stream. The tales of that age are without number.

One group at a time, the Thendári returned to Irrihyánë, back to the comfortable isolation of the forests of Aendrel. But they were neither downcast nor idle. Their thought was now bent toward the organization and study of all that they had discovered. So for a time once again the Thendári faded from the minds and histories of Emoria. But the Thendári Paladins were not to be kept hidden under the woodland shadows. Their desire was to do the work of Alos, and much of it there was to be done. More secretly now, Alos sent the paladins on missions for the Light, but the tales of their exploits are hidden, and few besides themselves know where their deeds end and those of others begin.

. : The Rise of Äm : .
When long had Vatienne been great and mighty among the nations of Emoria, it is said that elves in shining armor were granted an audience before the Emperor and the Papus together. Then was told the story of the Thendári. Of their path from Taurë Arda to Annûn. Of their trespass of the Spirits, the Rift and their responsibility over what they had wrought. Of their massacre of the sildári and the fall of Ander. They expressed the thendári remorse, and they offered the Vatienniens, descendents of the sildári, a chance to return to their homeland in friendship and welcome.

At first the Emperor and Papus had little notion of what the elves were speaking about, but before long it became clear that they spoke of Mandor, the lost land of their fathers. They remembered that name. Yet even as wrath boiled up at the recongition of their old enemy, the rest of the elves' words settled into their hearts. And the humans remembered, too, their gifts and their God. Allowing their Lord's teachings to wash all bitterness and vengeance from their minds, the Papus forgave the Thendári on behalf of his people, in the name of Sanctus Unus, and the Emperor expressed his delight that old enemies should become friends.

That same year, a colony of Vatienniens was established on the western half of Irrihyánë. Soon after, to commemorate an official alliance, the Emperor awarded the elves of Aendrel an allocation of land within the very city of Vatienne. While the Thendári constructed a castle and planted a garden there in Vatienne, the human colony on Irrihyánë multiplied as humans were born and Vatienniens immigrated thence. When the place was large enough, the land was officially dubbed New Vatia.

It was not two centuries, however, before New Vatia rebelled against the Vatienne Emperor's control. By sheer force of numbers, it was impossible for Vatienne to enforce its rule over New Vatia. It was the Papus who supplied the solution. A treaty was drawn, that if the humans of Irrihyánë would stay true to their God, then they were free to live independent of Vatienne supervision, for their Lord's spirit would forever bind their hearts and purposes together as one. The humans of Irrihyánë agreed, and they changed the name of their land accordingly. Calling it after the spirit of their God for a testimony to future generations, they forever sealed their pact, and named their land Äm.

. : The Age of Spirit : .
When Aendrel was wise and Äm was young, a great peace and harmony settled over the face of Irrihyánë. The Sildári came once again into their own, feeling their gifts of the Spirit magnify in proximity to the elf-guarded Rift. As the culture of Äm began to distinguish itself from Vatienne, the ties remained strong between the now three nations--Vatienne, Äm, and Aendrel. Ritual and ceremony returned and integrated itself, but it was kept pure by the humans's much greater experience in matters of Spirit, as well as by a greater willingness to respect the counsel of the Thendári and of Alos, the Lord of Light whom the Thendári served.

Indeed, if anything, the Sildári religion expanded into the minds of their Thendári neighbors, for the Spirit Plane was very real to them, though they could not commune with it as could the Sildári. So time went on, and an age of peace and of Spirit ensued. Learning from one another, Thendári and Sildári grew and developed together in strong accord.

. : The Zeal of Alos : .
((This will bring us to the present, telling more about my paladins and how Thendári are getting to know their old elven kin again, among lots of other ventures. must PM Kathryn.))


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Information Archive - Do Not Post - Page 3 Empty Thendári - Culture

Post by Guest Mon Oct 18, 2010 2:49 pm

Information Archive - Do Not Post - Page 3 Thendarilogo
Thendári

. : Thendári Characteristics : .
Thendári are a class of elf. Most are of moderate height, slight build, and high intelligence. Unlike most elves, Thendári are immortal. Thendári elves are fair-skinned and golden-haired, with eye colors ranging through different shades of either blue or green. Thendári hair color changes over the course of each elf's life, going through a slow cycle of white, golden, black, golden, and back to white every 169 years. This is a side effect of three combining forces: proximity to the Spirit Plane, atmosphere of the Light Plane during infrequent visits, and the Thendári curse of immortality.

The stereotypical Thendári is highly legalistic, moderately opinionated, and curious to a fault. One could never accuse a Thendári, however, of hypocrisy. They are just as hard on themselves as they are on others, if not more so. Common among their patterns of behavior is a mind-bending temperament of arrogant humility. Thendári are self-disciplined. In addition, being immortal, they are naturally predisposed to philosophy.

. : Thendári Culture : .
One would think that, because of the Rift, the thendári culture would revolve around the Spirit Plane. In a way this is true, since the responsibility of the Rift is always in the back of each elf's mind. Nevertheless, it is not the Spirit Plane but the Light Plane around which the Thendári order their lives. While many Thendári now worship Sanctus Unus, the Vatiennien God, their allegiance is to Alos, Lord of Light. The ruler of the Light Plane, Alos has played a central role throughout thendári history.

The Light Plane is centered around creativity, so art, music and other forms of expression are prominent in thendári culture. Singing is less common than playing musical instruments--typically flutes or pipes, though many enjoy the bold sound of horns or trumpets crafted of silver. Most everyone plays at least one instrument. Many are artistically talented, especially in woodcuts, paintings, murals and silken tapestries. Sculptures are less common, with the popular exception of small woodcarvings.

Despite living in the forest, Thendári are nearly always well-dressed in fine materials. Most garments are embroidered in some way, near the hems and borders if nowhere else. Creative use of interlocking shapes or emblems are popular, as well as a focus on star-burst patterns. Long-sleeved tunics are the most representative and common of thendári garments.

. : Thendári Customs : .
Thendári males do not wear their hair long, as do many of their elven kin. Instead, they crop it short at the nape of the neck. Thendári females, by contrast, wear their hair long and unbraided. The length of their hair commonly extends to the lower thigh, and often further. If they tie their hair back to keep it together--a common necessity inside dense woods, and mandatory among female warriors--they will normally use metal clasps of varying design.

. : Governing Body : .
Theocratic Republic; Aendrel is governed by a hierarchy of representatives, with twenty-six elders at its top--the heads of the twenty-six families of the Thendári. These elders answer to none but Alos, Lord of Light. They work together to govern and direct the people. Alos, too, supplies guidance and directives on a regular basis, especially regarding the paladins.


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Information Archive - Do Not Post - Page 3 Empty Thendári - Lore

Post by Guest Mon Oct 18, 2010 2:55 pm

Sanctus Unus, the highest God of both Vatienne and Äm, said to be the creator of all that is. The Thendári had worshiped this being all along, more or less, but only after the rise of Äm could they ascribe a proper name to the being--rather than simply 'the Highest'--and only recently have they begun on a large scale to subscribe to the religious systems and traditions of Sanctus Unus.


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Information Archive - Do Not Post - Page 3 Empty Thendári - Powers

Post by Guest Mon Oct 18, 2010 2:58 pm

In progress


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