* () * () * () * ( Warpstones ) * () * () * () *
by Forestwalker Lindanilis Sha'tavas
* () * () * () * () * () * () * () * () *
Contents:
Page 2: What is a Warpstone?
Making Warpstones
Page 3: Warpstones of Althainia
Page 4: Warpstones of Arkania and Icewall
Page 5: Warpstones of Icewall and Tropica
* () * () * () * () * () * () * () * () *
This book is intended as a reference to be kept in the Grove of Charity
along side our supply of warpstones. It is by no means comprehensive, but
is a guidebook for those elves in need of a warp stone in their travels.
Please put this book back in the pit after you are done reading it so
others may use it. If you would like your own copy, or find some part of
this book in error feel free to contact Forestwalker Lindanilis Sha'tavas
with corrections and requests.
* () * () * () * () * () * () * () * () *
What is a Warpstone?
This is the term used for any magically enhanced gem, rock, or other
mineral used in advanced transportation spells. The power magically
stored in these gems is tapped when a caster uses the spells of portal or
nexus. The stone vanishes in this process, thus a constant supply of
warpstones are needed for anyone who wishes to use portals regularly.
To use a warpstone, you will have to hold it, and then cast the desired
spell. It makes no difference if you are clergy or magic user: no matter
how you invoke these spells of transportation, you will need the power of
one of these stones. If you loose your concentration, or fail to make a
connection to the being you are focused on, the power in the stone will
not be used.
Making Warpstones
As stated above, a warpstone is an enchanted crystal. The Enchanter's
Guild controls the secrets of the spell used in their making. The spell
is one of the last enchantors may master. Many enchantors will make
warpstones for a fee, or as is the case of many within Sha'tavas, for
free if a gem to enchant is provided to them.
Obviously, enchanting expensive gems such as diamonds is not very cost
effective. All warpstones work the same, irregardless of what mineral is
used. A glass trinket sold by Madam Tracy in Ofcal is one of the least
expensive and easiest gems to obtain to be transformed into warpstones.
To get to the shop which sells glass trinkets, travel south and east out
of Shalonesti Forest to the path in the foothills. Take the path east
towards the nomad village, but turn north at the intersection before the
village. After you enter Ofcal to the north, turn east till you reach
the big intersection of Raff Way and Impy Way. Turn south on Impy way
and you will find Madam Tracy's pawn shop a little ways down the road to
the west. The trinkets are sold for 180 silver coins.
When asking a spell caster to create a portal or nexus for you to use, it
is very considerate to provide them with the warpstone to do it with.
Even if they already have one, or you just grabbed it from the Grove of
Charity, you save them the trouble of having to fetch one in the future.
Warpstones of Althainia
By far the easiest to obtain is a beautiful white pearl held by a giant
sting ray called Ixitxachitl in the sea near New Thalos. The pearl
cannot be located by the spell of locate object, and weights 1 pound. It
is worth 1000 silver, and anyone may use it.
The easiest way to get the pearl is to summon the sting ray and defeat it.
Do note that fighting in the groves and city is inappropriate. To find the
ray by foot start at The port of Althainia, go west to the northeast
coast. Travel south along to the East Coast, and then check the waters to
the east for aboleths. Swim east into the ocean, and duck down into the
waters below. From under the docks, swim west into the lair of the
Ixitxachitl.
Also on the continent of Althainia is a fiery green emerald. Unlocatable,
and having no discernable weight, it is kept in a brass dragon's treasure.
Any may use the stone, and it is worth only 200 silver.
Walk south from Althainia's Market Square to the Common Square and turn
east. Walk down the alley, till you see the Levee to the south, and then
turn south and go to the levee. You will need to cast the spell of fly, or
buy a small raft to continue south onto the river from the levee. Once on
the river, head east. The river will continue east into a long tunnel.
Keep traveling east. You will come to an underground lake, here continue
east through a tunnel. The east tunnel will open up into the Sands of
Sorrow. Travel east, and you will soon come to a giant, purple sand worm.
Turn south in the desert at the purple sand worm, and continue south to the
wind-swept ledge. Travel west into the lair of a brass dragon. If you
cannot pick locks, you will have to obtain a golden key from the dragon. If
you can pick locks, you may pass the dragon by without event, west into the
lair, with the spell of pass door cast upon yourself, or unlocking the
doors. The narrow tunnels will weave about towards the west, south, west
and north directions before you come to a treasure room. Unlock the chest
in the room, and the emerald warp stone will be inside.
The next three are kept in the same arena, and thus easy to gather all at
once: a sliver of agate, a silvery blue stone, and a shard of obsidian.
Agate weighs barely anything at all, and is valued at 300 silver. The
obsidian weighs two pounds, and is valued at 500 silver. The silvery blue
stone weights barely anything, glows, and has no resale value. All of the
stones are locatable with magic, and may be used by anyone.
To collect these stones head west out of Althainia's west gate as far into
the forest as the trail takes you till you reach the colossal tree. From
there, take the narrow trail to the north through the forest. It will turn
sharply to the east into a circle of trees. Follow it north from there into
the foreboding forest. The trail makes a T here, take the east path.
Continue east on the path to the bull dancing arena, and all the way into
the structure to the stairwell. Go down stairs.
Below the hallways form a square, the stairs being in the lower southeast
corner. There are rooms all along the inner wall of the square, and there
are chests within which may be opened by a metal key, distributed to all the
bull dancers who live on that floor. The rooms you will wish to search for
the stones are the one off of the south corridor. The northern most room
off of the east corridor, and the northern most room off of the west
corridor.
Warpstones of Arkania
On Arkania there is a glassrose orb which is easy to obtain. It is humming,
blessed, and not locatable by spell. It weighs one pound and has a value of
1000 silver. You need to have visited with your guild master ten times to
hold this stone. It is held by Lord Glassrose, who can be gated to, but is
seemingly stubborn to summons.
To walk to Glassrose Manor, travel east from the port of Arkania, all the way
through the city of Arkane, and out the east gates of the city. The grounds
for Glassrose manner are along the east road from the city to the north.
Head straight north through the grounds to the glass house. Push the door
open and go in to the north. Head north down the hallway to the grand
staircase and go up. Lord Gassrose's suite is to the west, and south through
the glass door.
Also on Arkania is a pink stone rose. It weighs one pound, is worth 2425
silver, any may use it, and it is not locatable. This stone is for sale
in Gathna. Travel to Gathna is very dangerous, and not to be done at night.
I recommend only fully trained adventurers seeking out this stone.
Warpstones of Icewall
Also for sale is a amethyst. It is unlocatable, weighs one pound, worth
2500 silver and anyone may use it.
Go north from the Main Port of Icewall, and start east along the coast.
Follow the southern coast as it curves north. Along the Eastern Shore you
will see a way inland to the west, travel west to the Ice Plains. On these
plains, travel straight north till you reach the end of the ice shelf, and
turn west. Continue west till you see a small path leading down the slope.
Take that path down the ice shelf, and continue north into Gruntz, the
homeland of the ogres. Go north through the city on Krumples Road and turn on
Pound Place to the east. Travel east on Pound Place till you come by a Fourway
intersection, the jewelery shop is to the south. The amethysts are sold for
2750 silver.
The next four warpstones are also easily gathered together. The Crystal of
the East/West/North/South. Hum faintly, and weight one pound. They are worth
a substansial amount of silver if you can find a buyer, and you need to have
had your fifth training session with your guildmaster to use one. These are
all identical save for the direction of the rune which is carved on them.
Travel north of Icewall's port, and then west along the coast, following the
shoreline as it curves north. The second path to the east, inland, to the
Mountain Range, is the trail you want. It is off of the Western Coast. The
trail through the mountain range goes to the north and south, take the south
trail, and follow it all the way to the Tower of the Four Winds. Go inside
and up the tower. The four masters are each in their corresponding
direction. After obtaining a gem from each, be sure to put them in a bag,
or else the monk in the center of the tower will assume you wish to take up
the quest to see the master of the tower.
Another stone, a blood red stone, is found in the North of Icewall. It is
humming, magical, and not locatable. It weights two pounds, is worth 580
silver, and also aids the health of the person who holds it. Because of this
extra magic it possesses, one must be almost half way done with their training
before they may hold this stone. It is held by Belrak, the minotaur ranger
of Mahn-Tor, who is easily gated to.
There are many twisting paths through the continent of Icewall which will
lead you to Mahn-Tor, a minotaur town. Following the coast all the way
along to the north, you'll find a path south into the dark woods from the
Northern Shore. Follow this path in a southerly direction, It will veer
about and turn rocky, but so long as you go south at the bloody intersection
you will be headed in the right direction. Go down the hills overlooking
the shoreline of the Blood Sea, and keep going straight south through the
Blood Sea Portal, which will take you safely across the dangerous sea.
Continue south across the ice covered, frigid wastelands till you come to a
rocky cliff. Climb up the cliff, and go south through the gates into the
city.
The Keep of Mahn-Tor is east of Square at the end of the street. You will
either have to use the spell of pass door to get in, or get the key from the
guards. Once inside travel east down the hall. Turn south when you have
the chance, and if you do not know the spell of pass door, you will have to
confront the minotaur ring keeper. You will need the brown key from his
ring. Go all the way south to the end of the hall and Belrak's room is to
the west.
Warpstones of Tropica
Deep in the jungles of Tropica a glowing blue crystal is hidden. This stone
glows, emits an aura of magic, and isunlocateable. It has no noticeable
weight, and is worth 4000 silver. Anyone may use this stone.
There are a few different paths which will bring you to the jungle and caves
outside the Enchantress' Tower. The simplest to explain, however, involves
walking around Tropica's coast to the east, following it as it curves in,
and to the south till you reach the black sands of the southern shore. The
second path north, if you are traveling from the east side of the continent,
will lead you to a clearing in the Forest. Travel north and down, and when
you reach the front of the Temple of Good, turn west and walk around the
Temple. Follow the trail as it curves to the north, and you will find a
path to the southwest into the jungle.
Follow the winding jungle path as it moves in a westerly direction. It
will curve north sharply, and as you follow it you may start to feel lost.
Lost in the jungle, you will first have to travel to the northeast. Stop at
the rotting log and dig till you uncover a moss covered key. This is the
key you will need to open the chest with the crystal. If you are skillful
enough at casting the gate spell, upon obtaining the key, you might try to
gate directly to the guivre, a green snake like dragon beast, which guards
the chest.
To walk to the treasure chest travel north again, then when you feel lost in
the jungle, head north and west till You find a patch of muddy ground. Dig
down here to open up a passage to the system of caverns. Follow the crevice
down into the earth and westward as it winds its way to a huge, misty cavern.
Walk west along the southern wall, and you will find a small hole south into
where the guivre makes its lair. You will need the spell of pass door cast
upon you to make it in, as the hole is too small for even an elf to squeeze
through. There you may open the chest, and obtain the warpstone.
* () * () * () * () * () * () * () * () *
Compiled by
Trilla Sha'enras Elsen'wier
Visitor and Ambassador by Invitation
* Nordmaar and Immediate Surrounds
At first glance, Icewall is an inhospitable realm of craggy peaks, deep
forboding vales and insurmountable forest. The first-time visitor is
encouraged to stay upon known paths and roadways, follow the shoreline
carefully and avoid pursuing unmarked trails or roads which are marked with
warning signs.
With that in mind, the main paved road from the dock at the southern shore
will take a traveler straight to the gates of Nordmaar, up a steep incline
and past the gates of Ganth. Before arriving at the formal gates, one can
enter the current village of Dalriada housing to the east, or further head
west and wander through the mostly deserted streets of Siobahn. Either
pursuit will lead toward an enlightening sight of the architecture of the
homes built to withstand the harsh seasons of the southern Icewall.
The temple of Cliath to the east of the main entrance to Nordmaar itself, is
visible from the road or by stepping into the foyer. Entry beyond this
point is limited to residents of Nordmaar, and visitors are greeted with
some cordiality only in the public area.
The city itself, contained entirely within stout kingdom walls, consists
mainly of military facilities and the castle (both off limits to
non-residents except by special arrangment), and a host of well-appointed
shops. An art gallery provides a surprisingly rich cultural view of
Algoron, and is open for all visitors.
The immediate surrounds include the Blackwood Forest over a ridge to the
east of the kingdom (and a reputed vale of dragons nearby this), a druid
ring close to the north of said forest, and a steep climb to the peak of a
massive mountain to the north.
Other regions shall be mentioned elsewhere in this compilation.
* Leadership and Protection
The Nordmaarians are ruled by a royal family, the MacCallum clan, as of this
writing represented by King William and Queen Grainne MacCallum. Their son
Prince Keaghan and his wife, Princess Mackenizie MacCallum, are acknowledged
as the direct heirs to the throne. The King and Queen's other two sons (of
triplets) are Darrigan and the estranged and reputedly disowned Gabhan,
currently thought to be residing in Thaxanos.
This direct lineage stretches back to the time of the Nordmaar Clan Wars, an
event best documented elsewhere but which serves to demonstrate an apparent
imbalance with the perception of government versus rulership.
There appear to be a handful of clans remaining active after this war, and
the majority of the population belong to one of these: Bruce, MacAllen,
MacLeod, Wallace, left blank for further note.
Military service is mandatory for all adults not belonging to the royal
clan. This service appears to begin at the age of eighteen and, for most,
continue until the adult is either unable to serve effectively or passes
away from old age or combat. A few infirm are excused from this duty, and
this writer observed that even some underage citizens bore military rank,
displayed by their sashes.
The Military branches include an Army, a Navy, and a group referred to as
Marines. There is one active ship and a second in construction, the
Drochnahair and name to be provided.
The majority of military activity appeared to consist of constant patroling
and vigilance - several patroling parties were specifically tasked with
observing signs of Yinn (also referred to as Yaenni or bloodae mutts)
activity. These sworn enemies of the Celts (the subset of humans occupying
Nordmaar) have several crucially emplaced camps and outposts which were kept
under constant observation and report.
All non-royal political involvement stems from a strong and proven military
background. The highest ranking person observed was Brigadier General Lord
Shaunce MacLeod. A Minister of Defense, Lord Rupert Bruce, was not observed
during the period under discussion.
* Economics
Many consider Nordmaar to be an agrarian society. While this holds true to
some degree, and while their economy is shored up by their crop production,
a great deal of their economic stability comes from the production and sale
of exceptionally high quality armor and weaponry.
Many years ago, the demands for new materials and diversification in
armoring provided an instant market for the natural forging skills and
armorcrafting at which many Nordmaar residents excel. The more
entrepreneurial opened shops to support these new needs, using the
long-proven techniques of hotforge and anvil work, as well as the skill in
joining which has for many decades yielded the envied claymore.
Alongside these primary trades reside their skill in brewing and decanting,
and their main tavern acts as an outlet for several well-regarded malt
products. Their food products manufactured for export are highly
grain-based and produce-based, including the oft-mentioned haggis
(consisting of an oatmeal, suet and herb mixture stuffed into the stomach of
a sheep).
Herds of cattle and sheep are allowed to forage with relative freedom in the
pastures to the northwest of the main kingdom. Many byproducts find their
way into the general shop offerings, and it is not uncommon for a
Nordmaarian to trade heavily on his herd's production to establish home and
farm property.
As mentioned earlier, military service is compulsory. Maintenance of herds
often falls to the underage progeny of those men and women called away for
long-term service and, to the credit of the kingdom, great effort is put
forth to ensure that these children are supported in their farming and
herding efforts in the absence of their parents.
Tobacco is regarded as a cash crop and it is sold in dried form, along with
implements of preparation and use, as a mainstay income generator directly
from the grower. Hand-carved pipes and hand-sewn pouches were often seen in
use both on the continent and abroad.
* Close Surrounds
- The Obsidian Peak
A visitor to the area will immediately notice a looming obsidian peak which
hovers protectively over the surrounding mountainscape to the north. This
peak, named Cadalach Pronnasg, is worth the effort to scale, if one has the
time and stamina to deal with the steep and often treacherous trails which
wind along its side. Stout boots and rugged leggings are recommended, as
the trail itself is often difficult to traverse. Expect to climb around
several outcroppings of basalt, and avoid stepping into obsidian talus,
which can prove to be unstable footing.
However, once the summit is reached, the effort is paid off with a view
beyond compare. The range to the north becomes far more evident, with its
permanent glacial caps and near vertical escarpments. The grazing pastures
are visible from the summit, their livestock mere dots of white and brown
against emerald green stretches. Several sulfur springs spiral fumaroles of
steam into the crisp air. The coast can be seen clearly to the south and
west, and under extremely clear conditions, to the east over the ice fields
near Gruntz.
- The Blackwood Forest
Directly to the east of the kingdom's walled center is the Blackwood Forest,
renowned for its lush evergreen glades, brilliant grass meadows, crystal
streams and perfectly fitted stone bridgework. Exploration is recommended,
though precautions should be taken along riverbanks and hidden cave
entrances. Care should be exercised when exploring ruins and abandoned
towers.
At the far northeastern edge of the Blackwood, the explorer can pass through
a thicket, using a branch found in a fallen log, and enter a surprisingly
symmetrical grove occupied, for the most part, by druids and their acolytes.
Although glimpses may be had of the nearby faerie tower above its labyrinth,
proper care and an eye for irregularities on the ground will provide
entrance.
<1282/1282hp 864/864m 400/400mv (2:00am) (High among the Vallenwoods) |Defensive| |D|> l sixthpage
At the far northeastern edge of the Blackwood, one can brave the glacial-fed
stream water and attempt to climb the handhold purchases which can lead the
bravest to a hidden vale. [Author's note - during my stay, I was unable to
gain entrance to this vale, nor was I able to find a person of Nordmaar
willing to discuss this venture and act as a guide. On the contrary, my
requests were met with either gales of laughter or looks of terror,
depending on the person asked. ]
- Abandoned Mines
On the approach to Nordmaar's walls, one traverses a small pass cut into the
hillside between the shoreline and the plains. Directly to the east of the
top of this pass is a rather shabbily framed mine encampment which marks the
entrance to an otherwise unusable series of tunnels. Though shovels are
readily available, as are other tools, exploration of this particular area
proved fruitless except for a series of collapsed tunnel works and a handful
of minorly appreciable gems [Author's note - I highly recommend further
exploration of this area. During my digging at the most shallow point of
the mine's visible tunnels, I swear I could hear the cries of someone behind
the dirt. However, when I shouted to see if anyone was indeed in need of
help, there was no response.]
- Ganth
This stalwart and rugged kingdom is located hard by the pass which leads on
toward Nordmaar. The pathways approaching their gates are constantly
patrolled and the guards take any attempt to approach as a sign of hostile
intention. Casual exploration is not recommended. Their residents, known
as Minotaur, are notably tall and broad horned humanoids with cattle-like
faces and significant body strength, if their gate guards are indicative of
their residents.
- Gruntz
If one is persistent in travel and well-outfitted with pitons and spikes for
the boots, one can traverse the nearly solid ice plain from the lower east
coast of Icewall. Warm clothing and sufficient rations must be acquired
before attempting this venture, and care should be taken to avoid crevice
edges and to remain on well-marked trails.
Once at the far north of the ice plains one can drop down into the
bridge-gated city of Gruntz, a curious amalgam of crude housing and
well-appointed shops providing residence for a community of immense tusked
humanoids. While relatively uncommunicative and not evidently extremely
literate, the residents proved to be more curious than inhospitable.
[Author's note - a wrong turn taken at the top of this trail can easily
plunge the unobservant soul into a wild pack of ice goblins and their highly
inhospitable hovels. I managed to clamber up out of the crevice before
falling further, but the stench of the slaughterhouse near its edge almost
overwhelmed me.]
- Elsewhere
Other areas of travel interest abound upon the continent though, as with all
destinations on Icewall, complete and proper preparation is a mandate for
survival. While it is rare to encounter anything highly aggressive or
inhospitable, those which are aggressive are unrelenting and notorious for
their persistence.
Various guides and authorities recommended wide berth be given to the
regions around a forest on the eastern shores (termed Forbidden by the
natives), an inland sea and its outlets (termed a Blood Sea), an
ice-encrusted frozen kingdom named Frostania, and its glacial caves, a
particularly savage land trapped in time and inhabited by creatures
considered to be extinct (and wemics with unusual habits). [Author's note -
personally I found the outcropping kingdom of Jovar a most pleasant visit,
once I was able to scale its cliffs, and spent several peaceful days
meditating in a valley to the northwest of the continent. Not all
settlements were as intolerant of my presence as was initially proposed and
I got the sense that the race of the person doing the guiding had a lot to
do with their level of recommended caution.]
* Diplomatic Relations
For a country which appears to so openly prize its isolationism and
territorial bounds, Nordmaar seems to be on surprisingly good terms with
the majority of known kingdoms and established power bounds. The gates of
Ganth, for a period of time closed to all entrants, had recently reopened to
Nordmaarian residents and prior hostilities quelled, although little trade
was observed between the two kingdoms.
However, any kingdom known to harbor or give residence to Yinn (also known
as Yaenni) appears to be viewed with mixed response ranging from veiled
dislike to open disgust. Those other residents of that same kingdom
appeared to be treated with equanimity. The dispute and distaste appears to
be entirely racial, having nothing to do with the individual Yinn's
background, beliefs, activities or political bent.
Cordial discussions were observed between the royal court and New Thalos,
Arkane, Althainia, Thaxanos, Balifore and Shalonesti over periods of time.
During a particular period of threat, it was observed that many nations
responded to the Nordmaarian's side in aid. Any hostilities which may have
been held with another nation due to its Yinn membership appeared to be set
aside in the interests of the threat resolution, although no Yinn were
observed to participate on the side of the Nordmaarians.
The Truth Behind the Legend
by
Elrei Avendale
Prologue
I would like to take this time to explain the necessity of
this book, and perhaps also explain its composition. Shortly
after I finished my retelling of the fable of The Lovers, I
was contacted by someone who claimed to know the true history
of the events that took place, and she asked that I write a
new story describing the factual account which she provided.
I have divided this volume into two main parts. To begin
the book, I present a mildly revised, but complete copy of my
retelling of the fable, The Legend of Nimunane and Palavos,
if for no other use than as a comparison between the fantasy
and the authenticated version. Following that is a revision of
the tale, replacing fiction with fact where it is known.
I hope that this volume may be of some use to those who
read it, either through simple enjoyment or educational
purposes. It's certainly been an interesting event in my life.
Elrei Avendale
Moon-Day, 28th the Month of the Great Evil
*In wax, Five stars circling the three stages of the moon*
The Legend of Nimunane and Palavos
With thanks to Novitiate Laraine Sha'tavas, for her
inspiration and guidance.
Far above us, in the night sky, we see many stars. Among
them, we pick out various patterns, shapes... and we give them
names: The Lion... The Hunter... The Lovers... And we marvel
at how Nature could have placed these stars in such patterns.
But what if these constellations, these figures in the sky,
are more than merely coincidentally recognizable shapings?
What if, just as we look up at them, they look down on us as
well, and live in their starry home, not figments, but
immortalized forever in the heavens?
This is the story of two people whose love for each other
broke all boundaries, and earned them a place together in the
stars:
Long, long ago, when the current borders of the world had
not yet been formed, before the rise of Althainia or Arkane,
there lived a beautiful Princess, whose name was Nimunane. So
great was her beauty, that on the very day she was deemed of
age to be married, suitors came from far and wide to compete
for her hand. The line of men stretched around the entire wall
of the castle, so that one could hardly tell where it ended
from where it began (A fact that many latecomers tried to useto their advantage).
Nimunane had hair that flowed as it were made of silver and
gold silk, all the way down to the small of her back, where
its strands brushed at her hips (Much to the envy of many aman). Her skin was like ivory, both in hue and in its smooth
texture. Her eyes were a soft and pale blue, with long lashes,
and her face was a vision of loveliness. Her form was slender
and willowy, and at this age it was only to be assumed that
her beauty would grow even greater in time to come.
Those who received the King's permission to court his young
daughter were given leave to stay within the palace during
their attempts to woo her, and it became very hard for
Nimunane to walk the palace grounds without being several
times propositioned. However, to the dismay of all the suitors
who vied for her attention, she would not accept the advances
of a one. Her father was upset, but mostly unconcerned, since
men were still arriving daily to the palace, and he did want
her to be happy with whatever Prince or other noble she wed.
What none of them knew, however, was that she had already
chosen her love.
Within the palace, there lived also a young man. He was
broad of shoulder and tan of skin, well-muscled and lean, with
sun-streaked hair and blue-green eyes like the sea. But no one
looked at him, whose name was Palavos, except in passing,
because he was only one of the gardeners who attended to the
palace`s floral tapestries, orchards, and maze (For every good
castle worth its name has in its boundaries a maze).
No one looked at him, save one person, that being of course
the Princess Nimunane, who adored him, as she was adored by
him. They had been friends for many long years, and out of
that friendship grew a love so strong that simply thinking
about each other would bring a glow to their skin and a sigh
to their lips.
But the both of them knew that their love, strong as it was,
would not be enough for their marriage, for even though the
King wanted his daughter happy, he wanted even more for her
to live the life of royalty, with servants and riches beyond
measure. So they never told anyone of their love, and avoided
each other all day. But in the darkness, an hour past midnight,
they would meet each other in the palace rosegarden and
reaffirm their love for one another.
Eventually, as was bound to happen, the suitors became
suspicious of her constant and consistent refusal, and of the
way she walked around as if in a dream, with the gaze of true
love's sight in her eye. And so they plotted to find out who
among them had managed to catch the fair Nimunane's eye. They
began to follow her, from a distance where they would not be
noticed, and watched her wherever she went.
The next night, Nimunane went out to meet Palavos as she
had done so many times before. They saw each other, and smiled,
and hugged, and carried on as couples do when they love each
other. Unbeknownst to them both, however, the Princess had
been followed by three of the suitors, and they saw all that
occurred that night. They were shocked, and angry that a man
of so common and low birth could gain the heart of the fair
Nimunane. Where once they had been pure of intention, with
love in their hearts and minds, now jealousy, envy, and rage
filled them, and made their hearts turn black.
The three men went to the King, and told him what they had
seen, and the King became furious! How dare a lowly gardener
attempt to woo his daughter? He ordered the guards to place
Palavos in the dungeons, and sentenced the commoner to death,
his execution to be held on the morrow.
When the Princess Nimunane heard of her lover's fate (How
could such gossip be contained, after all?), she became
desperate, and asked her most trusted dressing maids to aid
her. They could not refuse, the idea of so romantic a love
being reason enough, and so they found for her such clothing
that would make her appear common, getting most of it from
Palavos's own room, as that idea appealed to the maids' ideas
of romance. They also cut Nimunane's hair short, to make her
appear as a boy when dressed in such attire.
Then, while her maids distracted the guards (In such waysthat many a man has been distracted), Nimunane snuck into the
dungeons and unlocked Palavos's cell with one of the keys on
the ring that one of her maids had coaxed from the guard. They
embraced, and kissed each other most passionately, and agreed
to meet the next day at the base of the Great Tree. And so
Palavos fled the dungeon, his heart hopeful once again.
While making her own way out, however, Nimunane was caught
and mistaken for the escaped gardener, dressed, as she was, in
his clothes and with her hair cut short. So she was thrown
into the very same cell she had just released her love from
only moments ago! Even so, to protect Palavos, she said not
a word, and refused to explain her situation. And so, come
morning, she was executed in his place, drug behind a carriage
until dead.
When her gender and identity were revealed, due to the
execution stripping away and tearing much of her clothing, her
body was brought before the King. He cried and lamented for
her death, and ordered all the kingdom into mourning for the
passing of the Princess Nimunane.
Meanwhile, Palavos had gone to the Great Tree to await his
love. When she did not arrive, Palavos became worried, and so
headed back to the city to search for her. Learning of her
gruesome fate, his eyes filled with tears, and he ran from
the kingdom as fast as he could, going he knew not where. He
simply ran, trying to escape from everything, until his lungs
burned within him, and he came to the cliffs near where our
present day Arkane has been settled.
Here he stopped, and he cried out to Taliena, Goddess of
Love, demanding why this had happened, why Fate had dealt him
such a cruel hand. Hearing the gardener, as She hears all with
love in their hearts, Taliena Herself came down to him. And
though Her beauty was great beyond comprehension, and though
Her compassion beyond measure, Palavos's grief blinded him to
Her, and She consoled him. And as She tried to comfort him,
She, too, began to cry, and Her tears fell as diamonds to the
earth, for theirs had been a love unlike any She had ever seen
in mortals before. So when Palavos begged to be released from
his misery, to find some solace in death's sleep, Taliena took
pity on him.
She reached up into the sky and drew forth a dagger made
of the stars themselves, and this She handed to the stricken
Palavos, who immediately turned it upon himself and thrust it
through his heart. As it pierced him, it broke into a million
shining fragments, which scattered all about, many falling
into the sky, where they stayed, and formed the shape of the
two lovers in the night's blue field.
Out of Taliena's mercy, Nimunane and Palavos were reunited
forever. And beneath them in the sky, visible to all, the
product of their union: a child, conceived and born in the
stars, named Davigan.
The True History of the Lovers
It is said that time changes all things, and in the case
of the legend of Nimunane and Palavos, it is true. Many a
story has been written and rewritten, to the point that it no
longer resembles the truth that it once was. Having been
approached by a historian with knowledge of the factual events
that led to the creation of the legend, I now pass on this
information to the public, and make a story into history.
The lady Nimunane was not a Princess, as she is portrayed
in the legend, nor was her father a King. He was, however, a
wealthy landowner, and so quite possibly ranked among the
lesser nobility of the time. Nimunane, despite not being of
royal blood, was a girl of great virtue, and did find herself
the object of many men's affections.
Palavos was not a gardener, nor did he work at a palace. He
was a blacksmith. An apprentice blacksmith, in fact, not yet
skilled enough to be called a master in the trade. This is the
true reason why the two could not gain permission for their
marriage, as Nimunane's father did not want to present her
dowry (which would have been considerable, given his supposedwealth) to the family of a lowly apprentice.
Aside from Palavos, there were two others who fervently
sought the hand of Nimunane: Petrus, a baker, and Revonuire,
the cobbler. Both were enemies of the apprentice blacksmith,
and when they discovered Nimunane's secret, they stole items
from various merchants within the area and hid them in
Palavos's room. They then led guards to find the missing
objects where they had planted them, and thus arranged for
Palavos to be arrested as a thief.
Nimunane did disguise herself, in order to gain entrance
to the dungeons, but she did not have the aid of dressing
maids, or anyone else, relying only upon herself, and upon the
strength of the dwarven liquor that she gave to the guards.
Though she succeeded in freeing Palavos, she was indeed caught
and mistaken for her love. The next morning she was taken to
the public square, where her hands were chopped off, a common
enough punishment in those days for thievery.
In shame, she ran away with Palavos. However, with the
wounds from her amputations untreated, she died not long
afterwards from blood loss, and Palavos held her in his arms
as her life faded.
At this point, truth and fantasy intertwine, for just as
the legend states, Palavos cried out to Taliena, and She came
to comfort him. Failing in that, She gave him succour in death,
and thereby ultimately rejoined the two lovers in the stars.
by Lyandis Sha'enras
Close your eyes and remember
As the beasts sweep from the North
The Yinnae moving onward,
Such effort they've brought forth.
An army of the darken tide,
Sweeping from the East,
Drawing the climax of this age
Into its dreaded peak.
Nothing sacred, nothing held
To value for these wretched beasts
A banquet of suffering and pain
For which the Dark Gods above could feast.
Their tale moves far to the west and the south,
Invading the kingdom of man.
The beasts strike hard, a bloodied attack,
Quickly taking the land.
Serpantol fell to the barbarian horde,
Its glorious walls now laid waste.
The humans, they fled, scattered to the wind,
To the Knighthood they all made haste.
The army they followed though, a blow to the knights,
Engaging them in their lands.
While dwarves shut their doors, engulfed in their fear,
Buried beneath the stones and the sands.
The Yinnae pushed harder against kin of old,
Their pressure applied at the gates.
Whilst our kin fought back hard, pulling into their walls,
A nature of a defending state.
And while the elves of yore brought their power to bear
Upon the invading army from afar,
The ogres and dragons increased their assault,
Marking the city with their scar.
To the south the Yinn marched, through the hills and the fields,
To the walls of noble knights.
A seige to Gareth Castle, pressing their strength,
Pulling the noose ever tight.
A dark age indeed, for this world so forlorn,
Lost to the will of the Yinn.
Yet from this darkness arose the heroes of old,
Sounding the resurgance to begin.
The Speaker Arendale raised his fist in defiance,
His cry heard 'round the world.
A stand he called for his people to make,
To strike 'gainst the serpent curled.
His words echoed in the hearts of our kin,
Bringing them forth to his call in droves.
Armed with their swords, their bows, and their rage,
They set forth from the Holy Groves.
With his queen at his side and his daughter behind,
He strode to the frontlines, ever on,
To face the danger of the brutes from the north,
A tale to be told in both word and song.
His bravery brought his kin to his side,
An ensemble of brotherhood, a call to arms,
To destroy the villainy of the Yinn,
The cause of so much harm.
To the fields of battle they made their way,
The noble Lanthor standing tall,
His gleaming sword held high to the sun,
Again issuing the call.
The troops rallied closer to Commander and King,
Ready to die for their lord,
Drawing their blades as the arrows are knocked,
At last face to face with the Yinnae horde.
The beasts rushed the hills, their eyes filled with hate,
A malice to bring them to war,
The elves raise their bows, the arrows aimed high,
About to even the score.
Lanthor cries fly, the arrows released,
A deadly hail to the beasts charging east.
A thousand score fall to the aim of the elves,
Not affecting the charge in the least.
Another volley sent to the Yinnae amassed,
Lanthor's gaze cold and pale,
Appraising the enemy before him now,
He thrust his sword in the air.
When suddenly a trumpet rang through the knolls,
A clarion call to the cousins attack,
For upon the hill stood the magnificent queen,
With a sign that none could turn back.
For circled about her, no higher than she,
A sight that was stunning to behold,
An army of dwarves, axes held high,
Despite the hatred of old.
Lanthor cried out, of triumph and joy,
Sending his troops to the line,
As the Queen charged down, amidst blood soaked ground,
Her army arriving just in time.
Arendale's forces moved to join his beloved's advance,
Two mortal enemies now sharing this goal,
To force the Yinnae back into the hills,
To cower deep in their holes.
With Princess Varda leading the charge,
Her beauty and grace the morale of her men,
They struck hard against the line of the Yinn,
And thus did the battle begin.
Many were the soldiers who fell on that day,
The earth greedily drinking the deep shade of red,
But as the day ended, the Yinn scattered far,
Bringing the battle to end.
As the Speaker drove onward, his battle cry echoing,
As the day filled with metallic sounds,
His blade thrust true, its cold steel blue,
Striking the Yinn leader down.
Many were the tales of bravery that day,
As Dothlarian and others defended the land.
And so will the legend of our kin's brave deeds
Hold long after they return to the sand.
And so then are we to remember our kin,
And the deeds of those who paved our way,
For leading our nation as the greatest to arise,
Ever seen within this world's days.
by Zhaniva Sha'enras
Act 1: Spellath.
I love the night Don't care which god you follow
So many shadows Whose promises you swallow
Unholy light Time and again
Putting out their spark We must meet at the end
Leave them in the dark - forever
It's all right
I can wait for you When the music is over
Your end is my life Come on and dance
All lies are true For the lord of his last day
Secrets of the heart
And you can take them all - To heaven I love the night
So many shadows
I don't feel pain or sorrow Unholy light
The child's a man tomorrow Secrets of the heart
Crossing the line - Then he's mine Leave them in the dark - Forever
Act 2: Melork.
I have been father and son
And I cry for children of the night
To behold the tears that have begun
I beware of the quiet voices
Thunder comes from silence - I am light
Oh look for the sign, is it me
Don't believe with just your eyes
Speak it to the blind because they see
Our truth is just a circle
spinning until it meets you - then dies
You who have betrayed the sacred oath
And yielded to temptation of the night
I leave on you to wander in the dark
I cast you from the sacred grove
And pray I will forget your name
Look for the sign in the air
A light that dances in the sky
Maybe you will see it somewhere
Oh, shining like a diamond
Promising that hope will never die
Faloria and Almaran, preserved here for all time.
About this pair few tales are told, in story, song, or rhyme.
We owe to them our heritage, our families and friends,
For it is from these noble Elves that all our race descends.
The first of men was Almaran, blessed by the Gods themselves.
His memory will linger as the Father of the Elves.
With Honor and with Goodness, he set the mold for all,
But what became of his Blessings when from Grace we did Fall?
Faloria, wife of Almaran, was beautiful and pure.
She was blessed and favored by the Goddess of Nature.
Though mother of all Elves, it gained her little fame,
Yet our worship of Zandreya is in honor of her name.
So now you've all heard of this pair to whom we owe our lives,
Who paved our way with Love and Goodness, not with blood or knives.
Think of all they stand for, and the life you'd like to lead.
You can live the life you want, for every oak was once a seed.
- Elrei Sha'enras Avendale
by Krysadis Sha'enras
The elves do indeed define themselves through their associations with their
blood. There are the smaller, intimate relations of family; of parents,
siblings and indeed cousins. There are the greater associations when one
has decided upon their Life's Path, and enter the Family of the Noble
Houses. And indeed there is the Greatest Family of all - the ties of blood
between the peoples which comprise the Elven Nation.
It is hoped that this small tome shall address the distinctions between each,
assist in the celebration of family and illustrate how the knowledge of our
bloodlines within the world assist us to be Elven.
I trust that you, dear reader, shall find it of some small use.
Krysadis Sha'enras Quaesitori-Kalaarin.
Dedicated with love to my children and grandchildren.
My past, present and future.
The Role of Family to the Elf
Family defines the elves, gives an elf a sense of being and value, from the
very beginnings of life to the ending of it. In a very real sense, the
elves are as one; a family bound by blood and culture to each other.
Without a family, without a place defined by culture an elf is left adrift
and purposeless, for it is through the association of others that an elf
finds themselves. The elves are a long lived people, and having no
definition of place and role within such a long lifetime can bring confusion
and chaos to a mind better suited to control and calm. Without family or
purpose, an elf is no longer truly Elven, but rudderless within the storm.
The Family of the Body
The first family an Elf knows is the family of the body - our forebears and
parents, our siblings, cousins and those bound by direct familial tie. It
is hoped that such a family brings love and stability to the young elf, and
teaches them of their duties and how to best present oneself to the world at
large. It is in the guiding hands of this family that we first begin to
know our world, and through their loving guidance they shall teach us what
we need to know to progress to our Adult Rite.
It is through the first family that we shall begin to see the presence of
the second and most encompassing family of the elves - the Greater Family,
the Nation of Elves. It is through the family of the body that we are first
introduced to the Greater Family, with our lesser, non-House names, the
names of Blood alone. These are our childhood names, the names of our
innocence.
We are forever bound by the ties of our family, for they are the most sacred
and intimate of our links to the Greater Whole. Throughout our lives we
shall hopefully add to their worth, and it is the desire of all elves that
they may one day live to see their children's children have children of
their own. Zandreya's blessing is in the generations to come, and it is
tragedy when that bounty is taken prematurely and the elderly elf is left
without those to impart their knowledge to. An elf without the blessing of
grandchildren is cursed indeed.
The Role of Family to the Elf
Family defines the elves, gives an elf a sense of being and value, from the
very beginnings of life to the ending of it. In a very real sense, the
elves are as one; a family bound by blood and culture to each other.
Without a family, without a place defined by culture an elf is left adrift
and purposeless, for it is through the association of others that an elf
finds themselves. The elves are a long lived people, and having no
definition of place and role within such a long lifetime can bring confusion
and chaos to a mind better suited to control and calm. Without family or
purpose, an elf is no longer truly Elven, but rudderless within the storm.
The Family of the Body
The first family an Elf knows is the family of the body - our forebears and
parents, our siblings, cousins and those bound by direct familial tie. It
is hoped that such a family brings love and stability to the young elf, and
teaches them of their duties and how to best present oneself to the world at
large. It is in the guiding hands of this family that we first begin to
know our world, and through their loving guidance they shall teach us what
we need to know to progress to our Adult Rite.
It is through the first family that we shall begin to see the presence of
the second and most encompassing family of the elves - the Greater Family,
the Nation of Elves. It is through the family of the body that we are first
introduced to the Greater Family, with our lesser, non-House names, the
names of Blood alone. These are our childhood names, the names of our
innocence.
We are forever bound by the ties of our family, for they are the most sacred
and intimate of our links to the Greater Whole. Throughout our lives we
shall hopefully add to their worth, and it is the desire of all elves that
they may one day live to see their children's children have children of
their own. Zandreya's blessing is in the generations to come, and it is
tragedy when that bounty is taken prematurely and the elderly elf is left
without those to impart their knowledge to. An elf without the blessing of
grandchildren is cursed indeed.
Adoption to the Family
There have been many stories in such darkened times of children being left
without parents, and as such the practice of adoption has become quite
widespread. It is also quite common in the most noble of families,
particularly the Shalonost, where an Heir has not been produced and as such
a paragon of Elvendom has been selected to be adopted as their Line's
continuance. The older families have tended in the past not to do this, and
alas many noble Houses have faded into the annals of history or face
annihilation owing to their staunch stand against the practice.
There have also been many ways of marking such in the past. Some families
conduct a ritual in order to welcome the child to the family, to bind them
to themselves in a ceremony rich and poignant for the participants. Others
- as seems most common in these days from the outside of such - indeed
simply make a declaration, publically claiming the child as their own.
As to the phenomenon of adopting those of Adult age into a family, aside
from selecting an Heir in the case of the Shalonost, little might be said.
It is not an encouraged practice as surely the adult should be moving
towards finding their own Path. However, there are ties of love and
affection which run almost as deep as blood, and it cannot be said that to
deny that adult of establishing their own Line of grandparents and forebears
is correct. It should be a most unusual occurance, however, with a unique
series of circumstance preceeding it, and not simply one of whim or fleeting
fancy.
The Family of the Adult
When one has reached a suitable age - generally after the age of 46 years
has been attained - the option to become a part of a Noble House becomes
available to them. Nobility is not of blood within Shalonesti save for one
important exception - it is of choice, and of finding one's place in an
Adult's world.
A child as defined by Elven culture is a Nameless personage. This is not to
say that they have no family name of their own, however it is that they have
not chosen their Life Path - it is a second name which is taken should they
meet the criteria for becoming ennobled, and shall always preceed their
childhood name, if indeed the childhood name is retained at all. Many do
choose to keep their childhood names to honour their forebears and to give
their own Nameless children some form of identity until they too walk the
Adult Path, however it is not necessary once a Path is chosen.
A Noble House is a family of choice. We leave our family of the body behind
and thusly begin to explore the world and ourselves as Adult personages,
serving the Greater Family with our talents and that which we are taught.
We become the recepticles of knowledge that in our turn shall impart it on
to the children following us, and thus the cycles of life continue through
us. A child is unwilling to leave the family nest. An Adult is one who is
willing to strike forth and choose one's own way of serving others. A child
expects to be served. An Adult hopes to assist, be it in defense or in
knowledge and lore.
Of the Noble Houses
A Noble House when run well is a place of learning and personal growth. The
Senator and Regents of such are as parents and older siblings who guide the
others in their House to greater glories, and should be a fine example of
what the House typifies. If the Leaders of the House are not fine examples
of their House, then they might expect a certain dissatisfaction with their
rule, and as such a Senator or Regent should be chosen not only for their
ability to administer and guide the House, but also in their ways of being
an exemplary member of that House.
A Noble House will often have Ladies and Lords associated with them. These
are the past Senators of these Houses, and in certain ways are as
grandparents to the House. Their role is important in keeping continuity
between what was then and traditional, and what must be owing to the
changing of the times. A Balance must certainly be sought between them,
however without the Ladies and Lords, this Balance might never be attained.
They are living records of the past.
Each Noble House has its own enrollment requirements. It is recommended
that for information upon each, the relevant Senator or Regent be contacted.
The Shalonost Line
The Shalonost Line are unique in Shalonesti, and indeed in Algoron, as is
right and proper. The Shalonosts alone are the only House which fills both
roles as Family of the Body and as the Family of the Adult, for those
blessed individuals who have been born into this Line already know their
place in Elven society - it is their place to rule.
The Shalonosts were blessed by Zandreya, and given the burden of leading the
elven peoples. As such their place does not need to be chosen as any other
Adult Path is. Theirs is a place of restriction and burden, and this is why
we honour them, for it is not their choice to accept nobility. To have
their place already determined for them from early childhood must be a
pressure upon them, and many younger Shalonosts have voiced their
frustrations in their youth.
It is to the Shalonost that the power falls, with any benefit which may come
to it, for theirs is the heaviest load to bear. It is Zandreya's Balance
gifted to the Shalonost, as thanks for the sacrifice they make from the very
moments of their birth.
The Shalonost Line must continue - theirs is the blood of the Vallenwood,
the heart and soul which makes us Elven. They are the best of us - and in
those days when it appeared that they were in danger of fading from the
realms, a policy of adoption was made, and those Elves who had proven
themselves to being paragons of elven virtue and best typified Elvendom were
respectfully approached, and asked to become a part of House Royal.
Though the practice of adopting spouses of Shalonosts into the House has now
lapsed, it must be remembered that they have been accepted by not only that
Shalonost, but the House in general, as being more than the average Elf, for
they have been entrusted with the sacred role of parent to the newest
generation of Leaders - in that, they are being as Family of the Body to the
Shalonost, and this is the greatest honour any might achieve.
As this is the case, marriages into the Line have to be ratified by the
Speaker and the Council of Elders, particularly those who seek to court the
ruling Speaker, should they be unmarried.
In the role of the Greater Family, theirs is the role of Guardian and
Parent. The Shalonost are the custodians of the Elves, and it falls to them
to guide us in these turbulent days, and to determine our best course. We
must respect them, for they are the best of all we are.
They are the guiding lights in the twilight we Elves look to when
determining our way. They are the Shalonost.
by Caither Sha'enras
Diplomatic Procedures - A Guideline for Communications
A diplomatic assignment is normally given out to one advanced in training
and familiar with the territory into which they proceed. It can be given
out as an assignment to gather information about the territory's current
state of affairs, to quell a situation, or for general fact gathering.
An assignment can last as little as a few months to as long as several
years, depending on the needs of the Senate and House. Several have been
permanent assignments in the past, including total relocation.
If that is the case, then you would have been informed about the depth of
confidentiality to be maintained ahead of your acceptance.
Some countries do not easily accept such a relocation, in which case a
transition in citizenship is not feasible. In these cases, your home
remains the Grove, but your travels focus primarily on your assigned
territory. However, duration long or short, the importance of clear lines
of communications can not be overstated. You are, for all intents and
purposes, isolated.
What you do during your absence, though, reflects directly upon the Senate
and the Grove, as you represent Shalonesti in a Royal Court.
To this end, before your departure, you should be provided with a set of
diplomatic pouches and the call of a courier. Use these both, with likely
more frequency than you feel may be warranted.
A daily report is not necessary unless your territory is either in war or
under siege. In that event, you are to maintain courier communications on a
daily basis, and effect a return as soon as you may do so safely, unless you
are instructed to return for your own safety.
Your courier is to return your diplomatic pouch and give you an empty one
which is to be filled with notes directed to your Senator and Regents.
These notes should summarize your weekly activity in the territory, or the
state of danger if you are in a hostile situation.
The courier will provide you, along with the empty pouch, any correspondence
from the Grove, your Senator and Regents, and the general correspondence
from the Speaker. This is, of course, to be considered highly confidential
correspondence and is not to leave your possession.
If you are taken hostage or prisoner, these pouches are to be destroyed.
Full or empty. If you are maintaining personal journals, and you are taken
hostage, destroy these journals to the extent that they contain Sha'enras
concerns, those of the Senate or Regents, or the Speaker.
If you maintain logbooks, read them carefully then destroy them, if you are
indeed being threatened, and recall them later for re-scribing in that
event.
At the time of your return, from a short or long assignment, schedule a
meeting with your Senator and Regents to discuss the overall events of the
assignment and those facts you have gathered. If you are on a permanent
assignment, return home one each month for this debriefing.
Once your assignment is concluded, if that is the nature of your assignment,
prepare a summarization of the territory, in book form, to be presented to
your Senator.
You may be asked to teach a class on your findings. Prepare a curriculum
and present that for approval as well.
Interview Procedures and Guidelines
1. Preliminary Research: Learn as much as you can about the subject
-before- the interview.
----A. Sources of Information:
-------1. Other people who might know or know about the person being
interviewed.
-------2. Already existing writings, such as history books, biographies,
missives, scholary papers, anything written by or about the person.
2. Get permission to do everything you need to do. If you're interviewing
for the purpose of adding to a book, try to find the original author and get
permission to make additions to the book. If the author is dead or
unavailable, check with the next best authority - your superiors in the
House, or someone who might have control over any book additions.
3. Pre-arrange, by missive, a time and a meeting place for the interview.
Do -not- send a mental message to the person asking for an on-the-spot
meeting. They are doing you a favor my giving you their time. Treat them
with appropriate respect. Do not be late to the interview.
4. Have your questions decided -before- the interview. Have approximately
20 questions available, but limit the number you actually ask to the time
and tone of the interview. Sometimes a person may only answer one or two,
so make certain you ask the most important ones first. And, if you don't
have 20 questions, you probably haven't done your preliminary research well
enough.
5. Be prompt, or even early, to the interview. Try to keep a pleasant and
cordial atmosphere. Encourage chatter if the time is not short, but get to
the point if time is short. However, even in a quick interview, be
friendly.
6. Use the title of the person you're interviewing in all correspondance
and during the interview unless they specifically request something else.
Do what they ask
7. Even if you are interviewing a person of no rank, or someone who is a
lesser to you, treat them with the same respect you would a king. If you
are interviewing someone you know well, or someone from your own family,
even then your respect will win their trust more quickly than taking them
for granted. Everyone has a life and things to do.
8. When possible, and this step is often not, ask the person you
interviewed to confirm the information in your report. Even the best
interviewers sometimes get things wrong. You do not have to delete the
truth - so have a spare copy of your work before you hand one over to anyone
else - buy part of being respectful and responsible is to make sure you
-are- telling the truth, as best as you can.
9. Looking upon this work as something quickly finished to earn the next
rank in the House is a mistake. Not only is your work a relfection upon
you, it is an actual piece of history, if done properly. Accuracy is very
important. If something seems like a mistake, doublecheck with another
source. If you've never heard of something, again, doublecheck. We don't
want the history books filled with mistakes. It reflects badly on you, the
House, the Kingdom, and misleads future generations - or annoys them.
10. Trivial things can sometimes be very important. When you write your
report, give as much detail as possible. Who knows what will be important
to the next generation of researchers?
11. Do not offend one's host by arguing with or being rude to other guests
who may be visiting at the same time.
12. If it seems appropriate, and the interviewer has the means, a small
gift for your host is always appreciated. It is a nice way of saying thanks
for the help.
Introduction to Shalonesti
Inherently the elves are a people of grace and poise, a people of great
passion and art of magic, and an understanding of nature given as a blessing
by Zandreya. Much of who we are springs from the way we act and behave. To
be an elf is to live a lifestyle of devotion to our Vallenwoods and our
Goddess, protecting Her Forest, even if we do not in soul worship Her
outright. We are passionate, yet in act we are respectful to our elders and
betters for we value age and wisdom. We are a learned people, and value
those who have gone before us in learning, training, and history.
We respect those who offer us respect, and are kind to our cousins. We are
all elven, and thus inherently worthy of respect - for one to show us
respect is not a debasement of themselves, but rather a strengthening of
ourself. We are all worthy of respect.
We are at surface a most composed and demure race - our control is one of
our most notable traits. We are indeed passionate, however we do not allow
this to overtake us. We are a most artistic and expressive people, our
passions showing in our art, our writings, our works. It is in our
devotions and opinions, our studies and in our culture our true natures
shine forth, and not in base display of needless emotion.
The Winding Paths of Shalonesti
Whether you pray for safe deliverance, or utter the arcane Word of Recall,
as a citizen of the Kingdom of Shalonesti you will soon find yourself within
the Temple of Zandreya, on the top floor. North from here may be found the
Ancient One, who always seems to have some task or errand for any who is
willing to do them. East, instead, takes you to an experienced Guildmaster
who can help you in your training, regardless of your abilities, up until
you have passed beyond his skill to teach.
Down the steps of the Temple of Zandreya, then west to the entryway, down
those steps, and then a few steps further west takes you to Emerald Lane,
the main thoroughfare of Shalonesti. South takes you towards the Market by
the River, and many of the standard Guildhalls. In the event that you have
not finished your schooling and gained your diploma, or if you simply wish
to return for remedial lessons, head south on Emerald Lane past the Gates of
Shalonesti, travel east for five leagues, and then turn south. There you
will find the entrance to the University.
North on Emerald Lane brings you to the intersection with Shalon Avenue,
marked by the presence of the Museum of Heroes to the west. If you continue
east of here, until you can go no further, and then turn north, you will
find the entrance to the Sacred Groves of Shalonesti, with the Kingdom's
stables directly to your east.
The Groves are the main dwelling for members of the Kingdom of Shalonesti.
Within may be found the Grove of Healing to the northeast, where citizens
may recover their health and energies at an increased rate, thanks to the
trees there having been imbued with special restorative powers. Upwards
from the Grove of Healing is the Library of the Sha'tavas, which is open to
any to come and study or research, as long as it is not in use for a meeting
of some sort.
If you go northwest from the entrance instead, you will find the Grove of
Charity, which is used to donate or retrieve useful equipment. Follow
either path, and it will take you to the pooled grove, which is often a
favored spot to rest for its tranquility. Sometimes, a mystical song can be
heard from the south, where the Bladesingers, elite warriors and bodyguards
to the Shalonosts, have their training grounds.
West from the pooled grove you will find our resident shopkeeper, Dathanus
Sha'relas. He keeps a stock of several useful items, and is always open for
business. North of there is the Circle of the Stars, where the Speaker
often holds meetings with members of the Kingdom. Northwest from there is
the Guidance Grove, where the Senate gathers for their meetings. Remember,
please, that the Circle (and the Grove beyond, of course) is off-limits to
those without permission to enter.
If you continue west from Dathanus, you come to the Tower of the Moons.
This is Shalonesti's portal room, where access to other continents and
distant lands is readily available, as well as access to our own harbor.
The lighthouse there is another place that some seek for solitude, though it
has, in times past, been used as an office. If someone is present there,
seek permission before entering. Likewise, the Kingdom's ships are not to
be boarded without permission, as stated in the Laws.
Upwards from the portals is the second level of the tower, and to the west
of there is a lovely balcony which overlooks the Kingdom. This is also a
preferred resting spot for some who seek more quiet than is available
elsewhere. With its inspiring view of both the Vallenwood and the stars
above, it is a common place to find both writers and lovers.
If you should require further assistance in your travels, you need but voice
your request to the Kingdom. Welcome to Shalonesti.
The Laws of the Kingdom of Shalonesti
1. Loyalty
1.1 Obey the orders of the Speaker, Queen, and members of the senate, without
question. If you feel ill at ease with an instruction, clarify it privately
and with respect, afterward.
1.2 Never aid or have dealings with an enemy of the kingdom or clan, in any
way, especially dwarves and dark-elves. Doing so will likely result in
banishment, or worse.
2. Security
2.1 Respect the authority of members of the armed forces, and do not prevent
our guards, soldiers, or sailors, from carrying out their duties.
2.2 None may board or attempt to sail our ship, The Twilight, without proper
permission.
2.3 Do not leave or summon creatures into the temple, or make two-way portals
(nexuses) from there.
2.4 Never fight citizens of Shalonesti, or creatures in the city.
2.5 Do not enter the Circle of the Stars without first asking for and
receiving permission.
2.6 Do not summon outsiders into our sacred groves, without permission.
3. Decorum
3.1 Show respect for all citizens, especially those who are senior in rank.
All nameless are expected to respect any who have joined one of the houses.
3.2 Behave appropriately in other cities, and adhere to their laws.
3.3 It is illegal to enter the cities of Thaxanos or Verminasia, without the
expressed permission of a member of the Senate.
3.4 Do not sell or waste items from the Grove of Charity.
3.5 Elvish must always be used, when speaking publically. It is also forbidden
to speak publically when intoxicated.
3.6 Children are expected to behave properly, and not create noise or
disturbance. They must have a parent or guardian who will be responsible for
their charge's actions.
Punishment for breaking laws ranges from reprimands, to fines, and possible exile
should the offense be serious or repeated enough. Those who attempt to skirt the
laws will likewise be punished. Elves should not find adhering to these laws,
difficult. Should one be unsure of whether something is allowed, always ask first,
to prevent future troubles.
Linot Sha'enras
_-*-_
As I write these pages, I wonder on how much may have been lost because
books were not tended, or even because of simple negligence to apply a quill
with ink to paper. I am not so driven with pride as to believe that I have
have managed to uncover all that I can. But it is my hope that this will
serve as a guide to those who wish to serve our history.
We have long entrusted our history to the memories of those who were there,
or those who learned the tales of our past. Unfortunately, we are not
immune to Fatale nor the tricks of Devion. Names can become mixed or
forgotten, events omitted or altered. Books can be destroyed or lost, but
they do not change what they hold.
This volume was originally created by Senator Linot Sha'enras, and is
continued by subsequent senators of the house.
_-*-_
The Shalonosts: Listing
The Shalonosts, the ruling House of Shalonesti. They serve as the Kings and
Queens for the Kingdom, leading us in Her will. One, either the King or the
Queen, serves as Speaker. They lead the Senate, and speak for the Kingdom
in all matters. The Speaker calls for meetings of the Senate, and may veto
its decisions.
## * King * Queen * Heirs
01 * Terri Shalonost (@) * * None
02 * * Rhea Shalonost (@) * Gavilan Shalonost
03 * Gavilan Shalonost (@) * * None
* Gavilan Shalonost (@) * Delphine Shalonost * No heirs
* Gavilan Shalonost (@) * Delphine Shalonost * Maegwyn Shalonost
04 * * Meagwyn Shalonost (@) * None
* * Maegwyn Shalonost (@) * Seraphim Shalonost
05 * Tiernyn Shalonost * Seraphim Shalonost (@) * None
* Tiernyn Shalonost * Seraphim Shalonost (@) * Deranthalas Shalonost
* Tiernyn Shalonost * Seraphim Shalonost (@) * Liathus Shalonost
05 * Tiernyn Shalonost (@) * Seraphim Shalonost * Liathus Shalonost
* Tiernyn Shalonost * Seraphim Shalonost (@) * Rhiadora Shalonost
06 * * Rhiadora Shalonost (@) * Galenthas Shalonost
* Jausin Sha'qelas * Rhiadora Shalonost (@) * Galenthas Shalonost
* Jausin Sha'qelas * Rhiadora Shalonost (@) * Diathandel Shalonost
07 * Diathandel Shalonost(@)* * Galenthas Shalonost
08 * Galenthas Shalonost (@)* * None
09 * Diathandel Shalonost(@)* Caither Sha'enras * None
The Shalonosts: Details
Terri Shalonost
King and Speaker for the Kingdom. His abduction by the dwarves threw
the Kingdom into turmoil. He had neither a wife nor heirs to take his place
as Speaker in his absence, forcing his sister Rhea Shalonost to leave the
clan and provide the Kingdom with the guidance it required.
Rhea Shalonost
She led the Kingdom while her brother Terri Shalonost was a prisoner
of the dwarves, and continued to lead when he returned. She created three of
the Houses, the Sha'falas, the Sha'enras and the Sha'tavas. Her adopted son
Gavilan Shalonost had the blessings of Zandreya and the Vallenwoods to rule.
So he was named heir, and became Speaker when Rhea Shalonost retired.
Gavilan Shalonost
A clever leader, he was often underestimated due to his antics. The
Senate he lead was full of strife, a situation he managed, with great skill,
to keep balanced and within his control. Some of his more famous edicts
include the banishment of all elves who carried an evil aura as well as all
Necromancers due to their unnatural magics.
He married Delphine Shalonost, at the time a Regent of the Sha'tavas.
Their daughter Maegwyn was granted the blessings as her father had been, and
was named heir. This was called upon early as Gavilan perished in a fire at
the palace. Rumors suggest that it was an arson, an assassination effort.
He is reported to have saved his daughter at the cost of his own life.
Maegwyn Shalonost
She became Speaker, the youngest known at the time, after her father's
untimely death. She had to deal with the obstacles of her youth and the
Senate which remained divided. She fell in love with a human, Frazen Bruce
of Nordmaar. This prevented her from having a King to rule with her and
would prevent any children from becoming Speaker. She adopted Seraphim
Shalonost, then of the Sha'enras, as her heir.
Seraphim Shalonost
With her husband Tiernyn by her side, she was devoted in her efforts
to create an active and united Senate. She often urged the Houses to bring
forth a project which included the grove and made use of their purpose, and
wished for each to bring up at least one matter of interest at each meeting
of the Senate.
Twice during her reign, she was approached by elves wishing to make a
fourth House. The first was by the Performers, a group of elves devoted to
art, music and culture. They were given to the Sha'enras, to learn how to
govern themselves until the Senate was convinced they could be given a
House. The Sha'enras were given a third Regent to deal with the task.
However the movement lost its hope as time went on without further progress.
Many members gave up hope, and eventually it was abandoned.
The second petition came from elves hoping to form a House for the
Navy. Many on the Senate supported the idea, though dissenters believed it
would be best suited as another branch within the Sha'falas. Lady Seraphim
sided with the faction desiring the House, so the Sha'qelas were formed.
Seraphim had three children while serving as Speaker, each of them
named heir in turn. Her first two children were both sons, Deranthalas and
Liathus, respectively. Her third child was a daughter, Rhiadora. Her birth
a conclusion to a difficult pregnancy, which had required Seraphim to step
down temporarily as Speaker for her health. Tiernyn lead during this time.
Rhiadora was blessed by the Vallenwoods, and became Speaker when she was of
age to do so. Seraphim had a fourth child later, a son named Galenthas.
Rhiadora Shalonost
She became Speaker at a young age, which has drawn parallels to
Maegwyn. Seraphim's declining health required that Rhiadora become Speaker
when she was ready. Her rule was marked early on by many intrusions by the
Ka'vanth, and tensions from Verminasia. But both of those faded later in
her rule.
She married Senator Jausin Sha'qelas and had a son, Diathandel, who
was named her heir. While threats to the grove were often absent in her
later years, so to was she. In time, Diathandel was crowned while Jausin
retired to spend time with his wife.
Diathandel Shalonost
He served for a time as Senator of the Sha'enras when his uncle,
Prince Liathus Shalonost was noted for being absent. This served both to
reinforce the Sha'enras and grant him the experience needed for leadership.
His reign was interrupted briefly when Devion's tricks resulted in his
deferment of the throne to another of his uncles, Galenthas Shalonost, who
served only briefly before returning the role to Diathandel.
Sha'falas: Listing
The Sha'falas exist in both the Kingdom and Clan, serving the same
function for both. No other House save the Shalonosts may claim that. The
Sha'falas serve as the protectors of Shalonesti. They protect Her lands and
people from outside threats. Their function is analogous to that of an army
for other Kingdoms.
Unfortunately, the majority of what is compiled here extends only from
the later years of the House. Roughly the second half of Seraphim's rule
onwards. Included below is a list of names that served, though their times
or positions have been forgotten. Hopefully they will be recorded properly
in future editions.
Names: Astron, Cinderleaf, Einor, Onys, Questar
01 * Lost * Lost * Period of missing records
* * *
02 * Cowl * Neldoerth *
* * *
03 * Dironiel * Lost * Exact time lost.
* * *
04 * Lost * Lost * 2nd lost period
05 * Alisette * Birch * - Some questions remain
* Alisette * Dylio * about her Regents.
06 * Shalonost * Da'shal * - Lead by Tiernyn & Liathus
* Shalonost * Da'shal, Dylio * Shalonost during this time
07 * Dylio * Da'shal, Symiad *
08 * Da'shal * Dylio, Symiad *
09 * Dylio * Casar *
10 * Casar * Danthak *
* Casar * Danthak, Nymaya *
11 * Nymaya * *
* Nymaya * Syniel *
12 * Da'shal * Syniel *
* Da'shal * Dylio *
* Da'shal * *
* Da'shal * Alissette *
* * *
* * *
Sha'falas: Details
01: Lost records
The first batch of missing records, from the inception of the until
the installment of Cowl.
02: Senator Cowl Sha'falas
Krysadis can recall that Cowl served as Senator during that same
period that Elianna was a Regent of the Sha'tavas. A regent of his,
Neldoerth, was killed and supposedly haunted the grove for a time. But no
other memories of Regents nor who came after Cowl are available.
03: Senator Dironiel Sha'falas
There are no records to show who served between Cowl and Dironiel. He
served while married to then Senator Seraphim Sha'enras, which suggests that
it was some time after Cowl's service. He was also instrumental in the
removal of Zandark from the Senate. There is no listing of his Regents or
of his replacement.
04: Lost records
The second period of lost of records.
05: Senator Alisette Sha'falas
This book begins after her term of service began, and had Dylio as her
Regent. Whether Dylio served the Senator before, or was named by her is not
clear. There are suggestions that Birch was a Regent of hers. Alisette was
retired due to her absence from the grove. Dylio departed at this time,
leaving the Sha'falas without any leadership.
06: Shalonost Leadership
King Tiernyn Shalonost and his son, Prince Liathus Shalonost, took the
House in hand during this period. They intended to train replacements so
that the Sha'falas could resume their independence. It was also to be an
exercise in demonstrating the Prince's ability to guide, at the time he was
the heir of Seraphim. Da'shal was named regent by them, but Dylio returned
shortly afterwards, and resumed his role as Regent.
07: Senator Dylio Sha'falas
When Dylio had readjusted to life in Shalonesti, he was given control
of the Sha'falas. Symiad was appointed quickly to fill the vacant seat.
Senator Dylio was in favor of the Sha'qelas, believing that it would be too
much for simply adding another Regent to the House.
For the Sha'qelas, his Regents were divided. Symiad voted against the
creation of the Sha'qelas while Da'shal was one of its most vocal
supporters. Dylio voted for the Sha'qelas, ultimately the Senate agreed.
When Dylio retired to serve again as Regent, he named Da'shal as Senator.
08: Senator Da'shal Sha'falas
Maintaining a strict code for his House, Da'shal lead it through the
change in Speakers from Seraphim to Rhiadora. Sha'falas were required to
hold themselves to that strict code of conduct, or they would face a range
of punishments. His traditional views concerning Nameless and the Named
were reflected in his expectations of members of the House. Songkeeper Suli
Sha'falas selected him to become the next Songkeeper for the Kingdom's
Kyorl. He accepted the position and retired as Senator. Symiad retired to
join the clan, leaving Dylio to become Senator once again.
09: Senator Dylio Sha'falas
Dylio was quick to name Casar as the first Regent, but apparently
could not find a suitable second Regent. Dylio retired some time later,
naming Casar as Senator. Dylio retired from the Senate entirely, citing his
age and energy as reasons to fully retire.
10: Senator Casar Sha'falas
Within the Senate meeting that had named him Senator, Casar pushed for
the appointment of Danthak as his Regent. Later, he named Nymaya to serve
as his second Regent. When he retired to serve as Songkeeper, he named
Nymaya as his replacement.
11: Senator Nymaya Sha'falas
She took control of the House, her initial act was to remove Danthak.
He had been inactive for the House during the latter part of Casar's
service. It was a little while before Syniel was appointed as Regent.
Nymaya took a long leave of absence and was replaced near the end of it by
Da'shal on the authority of King Jausin Sha'qelas. Her retirement was made
permanent when she accepted the responsibility as Songkeeper.
12: Senator Da'shal Sha'falas
He returned from his retirement to serve the Sha'falas in their time
of need. He served through the change in Speakers from Rhiadora to Diathandel
and has fended off efforts to disband the Sha'qelas.
Sha'enras: Listing
The Sha'enras were originally created to serve as teachers of our
culture and history. That purpose has changed over the ages to focus nearly
entirely upon the art of diplomacy.
Ironically, the House has not been immune to the loss of records
either. Unlike the Sha'falas, many of our elders have been able to recall
some elves who have served the Sha'enras, providing us with a nearly complete
history. Nami, Vysarin, Kyrsadis and Kivrin have all been invaluable in this
effort. Lo'gath is one name that is remembered, but could not be placed.
## * Senator * Regents * Notes
01 * Kivrin * None * - Some questions remain on
* Kivrin * Nami * the order of the Regents
* Kivrin * Kithain *
02 * Kithain * Kivrin, Cerridwen *
* Kithain * Cerridwen, Kel'Var *
* Kithain * Cerridwen, Nami *
03 * Nami * None *
* Nami * Krysadis *
04 * Krysadis * Gilfarel, Trilla *
* Krysadis * Tygre *
* Krysadis * Dindirin *
05 * Lost * Lost * - Lost records
06 * Seraphim * Lost * - No knowledge of regents
07 * Lost * Lost * - Possible gap
08 * Rudolf * Halani * - Some uncertainies for his
* Rudolf * Halani, Grakin * starting Regents
* Rudolf * Halani, Grakin, Mirra *
* Rudolf * Grakin, Mirra, Lendach *
09 * Mirra * Grakin, Lendach *
10 * Lendach * Zalana *
* Lendach * Zalana, Linot *
* Lendach * Linot, Mithlond *
* Lendach * Linot *
11 * Linot * Carol *
* Linot * Carol, Rosvenir *
12 * Carol * Rosvenir *
* Carol * Alinashya *
13 * Liathus * Alinashya *
14 * Diathandel * Alinashya *
* Diathandel * Alinashya, Linot *
15 * Linot * Krysadis *
* Linot * Krysadis, Elrei *
16 * Elrei * Krysadis *
* Elrei * Krysadis, Caither *
* Elrei * Caither *
* Elrei * Caither, Errias *
17 * Linot * Errias *
18 * Diathandel * Errias *
19 * Elrei * Errias, Taesia *
20 * Elrei * Errias *
Sha'enras: Details
01: Senator Kivrin Sha'enras
Senator Kivrin was the first Senator to serve House Sha'enras. She
was the one who pushed for the creation of the House, and was rewarded by
Rhea with leading it. There are a few questions remaining concerning her
Regents, Nami recalls being one of the first, if not the first, but there
are no records which can verify that. Nor is it clear who Kivrin took on
as her first Regent and if it was upon her appointment or at a later date.
Kivrin was later forced to retire by a vote from the Senate. It is
suggested that the vote was lead by Lady Delphine. Regardless, Kithain was
named as her successor. Kivrin became a Regent under him.
02: Senator Kithain Sha'enras
He named Cerridwen to become his Regent, though no records state when.
Rumor suggests that the two of them were lovers. Kivrin later retired in
anger, at which point Nami was named to fill the vacant seat.
Kithain is well remembered for creating the "explorers" branch of the
Sha'enras, later to become known as the Diplomats. Their purpose was to
explore the lands and make contact with foreign rulers, if such should be
discovered. It is likely that this fell into the Sha'enras as the envoys
would be representatives of Shalonesti's culture. The elements of scouting
those lands would have otherwise seen it join the Sha'falas, as it later
did.
He is also known for his banishment. It was suspected that his blood
held Sha'katas ancestry. When he left, Cerridwen joined him in exile.
03: Senator Nami Sha'enras
Nami received a House that had both Regent seats empty, and a changing
purpose. She recognized how few were joining the Historian branch, and made
efforts instead to recruit for the diplomats. At the urgings of Queen
Delphine Shalonost, Krysadis left her position as a Sha'tavas Regent to
serve under Nami. When Nami was retired, Krysadis became Senator.
04: Senator Krysadis Sha'enras
She tried to maintain the House, though she altered the ranks of the
House to better reflect its status. Scholar, Explorer, Diplomat - In order
of importance. She named a married couple, Gilfarel and Trilla, to serve as
Regents. They served for a long time, but had to retire when it began to
affect their marriage.
04: Senator Krysadis Sha'enras (continued)
She appointed Tygre at the request of then Queen Delphine, who served
with Krysadis through the death of Gavilan and appointment of Maegwyn. He
was retired shortly there after. Dindirin was next named as Regent, and
was to become Senator when Krysadis retired. However, he departed from the
Vallenwoods before he was granted the title. Krysadis suffered a personal
tragedy and was unable to complete her service. She does not recall who
replaced her as Senator.
05: Lost Records
Due to the fragmented memories, there may be a missing Senator here.
06: Senator Seraphim Sha'enras
At one point, Seraphim was a Senator of the Sha'enras, a point of
pride in consideration that she was to become Speaker. But little is known
of her Regents and who replaced her when she moved on to her new duties.
07: Lost records
The time frame that exists suggests that it is possible Rudolf became
Senator after Seraphim. But there are no records to prove that link.
08: Senator Rudolf Sha'enras
It is not known if Rudolf received any Regents when he became Senator,
nor whom he first appointed. However, we know Halani was his Regent and can
trace the appointments from there. Grakin Avendale was his second Regent.
Halani was an strong supporter of a group known as "The Performers."
They were elves who were artists, musicians and performers. She believed
that they could form a fourth House which embodied much of the original
concept of the Sha'enras, to serve our culture. The group was quite popular
within the Kingdom at the time, and she believed it would do well.
The Senate was not confident that such a House would succeed if
created directly. They assigned a third Regent to the Sha'enras to guide
the Performers until they had proven they could lead themselves when given a
House. Mirra was named to serve the Sha'enras as that third Regent.
However, little progress was made after this point, discouraging them,
and infuriating their supporter, Halani. She resigned and departed from the
Kingdom. Lendach was named to fill her vacant seat. When Rudolf retired,
it was Mirra whom he named as his replacement.
09: Senator Mirra Sha'enras
During Mirra's leadership, the decline of the Performers continued.
However she was also concerned with her duties to the Kyorl. She lead for
only a short while before retiring to become Songkeeper. Grakin retired as
well, leaving Lendach to become Senator in a House devoid of Regents.
10: Senator Lendach Sha'enras
Upon receiving an empty House, Lendach named Zalana to serve as
Regent. She acted with interest and energy, recruiting many members for the
House and assigning their advancement tasks. In time he also named Linot
as his second Regent. Mithlond was named as his third regent, to fill what
he felt was still entitled. Complaints were raised that the House no longer
had the Performers and the limit was returned to two Regents.
Zalana switched to the Sha'tavas to fill their vacant seat and return
the Sha'enras number to the mandatory two. Mithlond was later dismissed as
he was deemed unable to satisfy the requirements of the position. When the
Senate voted upon the Sha'qelas, Lendach voted for, Linot abstained.
Lendach became more absorbed in his duties as Kyorl, leaving Linot to become
acting Senator alone. In time, the Senate granted her the title in full.
11: Senator Linot Sha'enras
Given the full title, she named Carol as her Regent. A long search
for a second Regent resulted in Rosvenir, who had returned from service as
an ambassador to New Thalos to take the position. As all three of were from
the Diplomats, she attempted to create more interest in the Historians.
No lasting success came from those efforts, aside from the creation of
this book. Eventually the requirements took a toll upon her health and she
began to retreat from the grove to recover. Expecting that it would require
her to resign, she trained Carol to become Senator. When one overly long
retreat occurred, the Senate installed Carol as Senator for the House.
12: Senator Carol Sha'enras
Inheriting a quiet House, she dismissed Rosvenir due to his constant
absences. She named Alinashya to join her as her Regent, but did not
undertake any large projects for the House. She was retired when her
absences became a concern to the Senate. Prince Liathus led the Senate's
push to replace Carol, and was named as her successor. Alinashya was barred
from serving as Senator due to her tribal heritage.
13: Prince Liathus Shalonost
He promised a few reforms for the House, and to provide the leadership
that it had lacked in recent times. He retained Alinashya as his Regent,
and promised to improve the Historians. However, he too took a prolonged
absence from the grove and was eventually replaced.
14: Prince Diathandel Shalonost
He took over the House from his Uncle. It was intended to demonstrate
his ability to lead as Speaker in the future. He did not perform any large
changes to the House. He named Linot as his Regent for the Historians. His
Regents served to standardize the tasks and requirements for the House.
When his mother retired as Speaker, Diathandel named Linot to serve as
Senator while he became the new Speaker.
15: Senator Linot Sha'enras
Her second time serving the House as Senator, this time coming from
the historian branch due to her work since she last sat on the Senate.
Alinashya decided to retire from the Senate, Linot named Krysadis to serve
for the Historians. Elrei was named to serve the Diplomats. She has not
performed any notable changes to the House to date.
16: Senator Elrei Sha'enras
Named by Linot as her successor. Elrei came to the conclusion that
the two branches of the House, as they were, would not operate well
independently of each other, and so merged the Diplomats and Historians
together, changing the ranks and tasks for the House. He was removed from
the Senate by Speaker Galenthas Shalonost, for his supposed defiance of
Zandreya's Will.
17: Senator Linot Sha'enras
Placed by Speaker Galenthas to replace Elrei, Linot inherited a single
Regent (Errias), but served only briefly before Diathandel assumed control.
18: Elder Diathandel Shalonost
Diathandel, having stepped down as Speaker due to the supposed
displeasure of Zandreya over his chosen wife, Caither Sha'enras, took charge
of the Sha'enras briefly, until he was restored as Speaker following the
public discovery that it was Devion, not Zandreya, who had shown their
wrath.
19: Senator Elrei Sha'enras
Elrei was returned to his former position by Speaker Diathandel, with
his wife Taesia placed as the House's second Regent, his former 'crime'
null.
Sha'tavas: Listing
The Sha'tavas were within the trio of Houses that Lady Rhea Shalonost
created to serve the Kingdom. They function as the mystics, for those elves
who pursue studies in magic or who serve the gods. They are charged with
keeping us true in our service for Zandreya.
Unlike the previous Houses, the Sha'tavas appear to have a complete
History in regards to their Senators. It is likely, however, that there are
some Regents who are absent from this list. Vysarin and Krysadis have been
Invaluable in their aid for recalling members of this House.
## * Senator * Regents * Notes
* * *
01 * Christine * None * - Unsure of her Regents
02 * Matsi * Delphine, Elianna *
* Matsi * Elianna, Cydon *
03 * Cydon * Elianna, Krsyadis *
* Cydon * Krsyadis, Liarill *
04 * Myra * Zandark *
05 * Zandark * Beraal *
* Zandark * Beraal, Cirdan *
06 * Cirdan * Uisge *
* Cirdan * Uisge, Zalana *
07 * Zalana * Uisge *
* Zalana * Ser'oas, Martic *
08 * Seraphim * Ser'oas, Martic *
* Seraphim * Martic *
09 * (Rhiadora) * Phendalia *
* (Rhiadora) * Phendalia, Paris *
* (Rhiadora) * Paris *
10 * Paris * None *
* Paris * Meladori *
11 * Meladori * Tabrin, Calithrielle *
* Meladori * Tabrin *
12 * (Diathandel) * Tabrin, Areanna *
13 * Areanna * Tabrin *
* * *
Sha'tavas: Details
01: Senator Christine Sha'tavas
She was appointed by Rhea Shalonost to serve as the Senator for the
Sha'tavas. There are no surviving records of whom she took on as Regent.
What does survive is that Matsi was her successor, but no mention of how
that arose, whether she first served as Regent or was subsequently named to
be Senator.
02: Senator Matsi Sha'tavas
Little is recorded of Matsi's time to make note of any changes he made
to the House. Notably Delphine was a regent of his, when she wed King
Gavilan Shalonost. Elianna was also a regent, but unsure if either were
raised by him or had remained within the House from Christine's time. Cydon
was raised as Regent after Delphine married Gavilan Shalonost.
03: Senator Cydon Sha'tavas
Upon Matsi's retirement, Cydon was named Senator. He placed Krysadis
Sha'tavas as Regent to fill the second seat. When Elianna retired to return
to the sea, Liarill was raised as Regent. Tensions within the Kingdom at
that time were high, and he was believed to have expressed sympathies
towards the Sha'katas. Krysadis retired from her position. Shortly after
Cydon was removed as well as Liarill.
04: Senator Myra Sha'tavas
She was a former Sultana of New Thalos. Her return to the Vallenwoods
offered the Kingdom a chance for another to fix the apparent problems within
the Sha'tavas. She was installed as Senator and charged with preventing the
Sha'tavas from serving as a House for sympathizers with the Banished. She
raised Zandark to serve as her Regent. When Myra retired, Zandark was named
as her successor for his apparent dedication to the House.
05: Zandark, removed
The apparent facade that Zandark had employed was discarded shortly
after he was raised as Senator. He raised Beraal and Cirdan to serve as
Regents for the House, but left them to deal with much of the House
unguided. When he was removed for his apathy, he acted in a manner most
unsuited for his heritage. He became enraged, and began to destroy many
things that had been entrusted to his care for the Sha'tavas. After he had
destroyed the artifacts he held, he took his own life in a blood curse upon the
members of the Senate. They voted to remove all record of his service. This
has since been repealed, so that it might serve to teach and prevent a
reoccurrence.
06: Senator Cirdan Sha'tavas
He became Senator after Zandark's death, and served far better than
his predecessor. Records are unsure of how long, or even if, Beraal remained
in as a Regent. He served through the change from Speakers Maegwyn to
Seraphim. Uisge was named as Regent at some point. At a later date in
Cirdan's term, Zalana joined the House as Regent from the Sha'enras, to
reduce their number to the traditional two.
Cirdan's long service is marked by his wisdom, and devotion to both
his duties to Zandreya and the House. He is also remembered for his
traditional views. He voted against the creation of the Sha'qelas, Zalana and
Uisge both abstained, though Zalana's was by absence. Cirdan named Zalan
to serve as Senator when he retired.
07: Senator Zalana Sha'tavas
She worked tirelessly for the Sha'tavas, creating many projects and
stirring interest in the House among the Nameless. She fulfilled many of
the desires of Speaker Seraphim for House activity. She removed Uisge for
his constant absences, naming Ser'oas and Martic to serve as Regents of the
magic and religious branches, respectively. Zalana lead the House when
Seraphim named Rhiadora as Speaker.
Her devotion to the House came at a cost, Zalana lost members of her
family and grew quite weary. In a failed attempt to take her own life, she
accidentally released Lyan Ka'vanth from the jails where he had been held
for crimes the Ka'vanth had caused. Many elves in the Kingdom were angered
by his escape, and she was removed from her post by a vote of the Senate.
Lady Seraphim Shalonost was named to serve as Senator until one of the
Regents was ready to become Senator.
08: Lady Seraphim Shalonost
Her rule of the House was only to maintain it, her own health remained
poor. Unfortunately, the House continued to falter in that time because
she was unable to devote herself to it as fully as needed. Ser'oas stepped
down to tend to family affairs while Martic was removed for deliberately
freeing a prisoner, a relative who had been jailed for crimes.
Phendalia was appointed to Regent for her studies in magic. In time,
Paris was named Regent for his religious work. Lady Seraphim's health took
a turn for the worse, requiring the Speaker to lead the House.
09: Speaker Rhiadora Shalonost
She had to deal with leading the Sha'qelas as well, and her own duties
as Speaker. She trained the Regents so that one could take over as Senator,
Phendalia resigned, but Paris accepted the position and became Senator.
10: Senator Paris Sha'tavas
He named Meladori to serve as his Regent for the Arcane branch of the
House. Paris became occupied with his duties as a Priest of Zandreya, and
spent less time within the grove. He was removed by the Senate and Meladori
installed as his replacement.
11: Senator Meladori Sha'tavas
Her first act upon becoming Senator was to place Tabrin Sha'tavas as
Regent for the religious branch and Calithrielle Sha'tavas for the magical.
She intends to restore the House to some of its original purpose, and has
begun rejecting applications from warriors to earn their name as Sha'tavas.
Her Regent Calithrielle was banished for treasonous comments, though this
has since been rescinded by her penance within the Gray Church.
Meladori and Tabrin served through the change of Speakers from
Rhiadora to Diathandel. Meladori also expanded her service, by graciously
taking the role as acting Senator of the Sha'qelas, since there were none who
could.
12: Speaker Diathandel Shalonost
When Meladori retired, she named Areanna as her successor, Tabrin's
tribal heritage preventing him from serving as Senator. Since Areanna was
not yet of the Senate, it was decided she would serve as Regent, briefly,
to acclimate herself to the Senate before taking the Senatorship. Speaker
Diathandel served as acting Senator during this interim.
13: Senator Areanna Sha'tavas
Areanna and Tabrin continued to maintain the House following
Meladori's strictures upon applicants. They served through the turbulent shifts of
power following Devion's treachery against Shalonesti.
14: Senator Taesia Sha'tavas
Upon Areanna's retirement, Taesia, formerly of Sha'enras, accepted the
offer of moving to Sha'tavas to lead the house, due to a lack of other
alternatives.
Sha'qelas: Listing
The youngest of the four Houses by far, the Sha'qelas are most easily
explained as the Sha'falas of the sea. But that is not entirely fair for
them. While it is true that protecting the coasts of Shalonesti is a key
part of their mandate, they are also intended to serve all maritime needs,
such as trade and exploration.
Formed during the reign of Queen Seraphim, a majority of the Senate
was in support of their creation, the dissenters believed that the Sha'qelas
could as easily be filled by the addition of a third Regent. The elf who
acted as the main force behind it, Desse, was named Senator. Da'shal who
had given him such support, already had prior commitments as Regent to the
Sha'falas.
The vote fell as follows:
For: Senators Dylio Sha'falas, Lendach Sha'enras, Regent Da'shal Sha'falas
Against: Senator Cirdan Sha'tavas, Regent Symaid Sha'falas
Abstain: Regents Linot Sha'enras, Uisge Sha'tavas
Absent: Regent Zalana Sha'tavas
## * Senator * Regents * Notes
* * *
01 * Desse * None * House was formed
* Desse * Kielian *
* Desse * Kielian, Onys *
* Desse * Onys *
* Desse * None *
02 * (Rhiadora) * None *
* (Rhiadora) * Tessalyn *
* (Rhiadora) * Tessalyn, Johian *
* (Rhiadora) * Tessalyn, Jausin *
03 * Jausin * Tessalyn *
* Jausin * *
* Jausin * Sa'pphira *
04 * Meladori * *
* Meladori * Gradilus *
05 * Jausin * Gradilus *
* Jausin * *
06 * (Galenthas) * Selorias *
* * *
Sha'qelas: Details
01: Senator Desse Sha'qelas
He was the driving force within the Royal Shalonesti Navy (RSN), which
claimed members from all three of the Houses of the time. He proposed the
creation of the Sha'qelas to the Senate, and was named Senator when it was
finally accepted. Regent Da'shal Sha'qelas had given him full support in
the creation of the House, but was unable to join him in leading it due to
his commitments to the Sha'falas. Desse was left to recruit his own Regents
from those that joined the Sha'qelas. Many of the RSN did join, while some
decided to remain within their original Houses.
It took Desse a little while to find his first Regent, Kielian. Onys
was named next, his experience a large factor. Kielian retired from
service, Onys was later removed after having been thought to be killed in a
riding accident. Desse retired a while later, believing he could not serve the
House as well as it needed. The carpenters had repeatedly gone on strike in
creating the ships, with the delays, the Sha'qelas seemed to be landbound
and lost much of its morale.
02: Speaker Rhiadora Shalonost
As Desse's retirement left the Sha'qelas without any form of
leadership, the Speaker was forced to assume control of the House. She shortly
named Tessalyn as Regent as Tessalyn had been groomed by Desse with that
intent. Johian was later named to the second seat, but disappeared later without
a word. Jausin became Regent to replace Johian. He courted Rhiadora, raising
fears he would abandon the House. He became Senator in time.
03: Senator Jausin Sha'qelas
He became Senator while engaged to Rhiadora. After their marriage, he
dispelled those fears by announcing his intent to remain as Senator of the
Sha'qelas. Tessalyn retired later on, to pursue a long journey. Sa'pphira
was later named as Regent. The longed for ship, The Twilight, arrived and
remains in good shape. When his wife retired as Speaker, Jausin retired as
Senator of the Sha'qelas. Unfortunately, Sa'pphira was removed from her
duties as Regent at that point as well, leaving them without leadership.
04: Acting Senator Meladori Sha'tavas
She took control of the Sha'qelas to restore a semblance of
leadership. Former Regent Sa'pphira Sha'qelas was accused of treason and was
banished. While the charge was later rescinded, the punishment was not.
Meladori appointed Gradilus to serve as Regent for the House.
by St'anli
Introduction:
The woman who ran the foster home where I was raised used to recite this
nursery rhyme:
The white moon for the pampered child,
With parents who teach to be good and fair.
The black moon for the willful child,
With parents who teach to take what they dare.
The red moon for the orphaned child,
With no one to teach and no one to care.
The words always puzzled me, for I saw two moons - not one, and not three.
In my child's mind, I invented several possible explanations, most of which
hinged upon having a living parent, somewhere, who would one day return. It
was not until I began to study magick that I learned that I was truly a
child of the red moon - an orphan, with no one to care.
This treatise must be considered a work in progress. There is much to be
learned about the moons of Algoron, not the least of which is the ultimate
mystery - namely, what, in truth they are. If the answers to all questions
are even possible, there is no doubt that they will take a lifetime of
study.
I dislike returning what I consider an incomplete assignment. Therefore, I
will continue to revise and add to it as I continue to learn.
For the purpose of this work as it currently exists, most information is
based upon direct observation of the red moon. Inferences are made about
the other two moons based upon this knowledge, but the author has no direct
evidence as yet.
St'anli
Chapter One - Phases and Positions
For purposes of communication, scholars define eight distinct phases of
every moon. They are:
Empty - The moon reflects no light. *
Waxing crescent - The stage between an empty and half moon.
Waxing half - Approximately half the moon is bathed in light, and
growing.
Waxing three-quarters - The stage between a half and full moon.
Full - The entire moon is clearly and fully lit.
Waning three-quarters - The stage between a full and half moon.
Waning half - Half the moon is bathed in light, and dwindling.
Waning crescent - The stage between a half and empty moon.
Each phase lasts approximately 45 hours. I say approximately because at
times they have been observed to change phases simultaneously, while most of
the time they are not so synchronous. More study is needed to determine the
exact timing of each phase, of each satellite.
In addition to the phases, we must also present the positions of the moons.
Again, for clarity, every moon is said to have the four distinct positions:
Rising - The moon is low in the sky but climbing.
High Sanction - The moon is at its highest position.
Setting - The moon is descending.
Not visible - The moon has set and is not in the sky at all. **
This last term is somewhat misleading, because a moon may not be visible
even though it has not yet fallen below the horizon. This is because of the
phenomenon known as an eclipse. In simple terms, an eclipse occurs when one
that the empty phase of any moon is nothing more than a specialized
eclipse).
At times, the moons share a position in the skies of Algoron, and at these
times the nearer will eclipse the farther. From observed data, it is
apparent that the black moon is closest to Algoron, while the white is
furthest. The reader is left to draw his own moral conclusions regarding
this fact.
* The uninitiated may mistake this phase for a dark moon.
** Because eclipses can also make a moon "not visible," I prefer to call
this postion "Below Horizon."
Chapter Two - Moons and Morality
In the previous chapter I mentioned the idea that the moons are instruments
of certain gods, intended to aid their followers. No fact supports this
theory more than the division of the moons magical effects. Only one moon
will affect a mages powers, and which one correlates directly to that mages
basic philosophies, regardless of the actual deity worshipped by the
individual.
It is not my intention to digress into a moral debate in this document.
Those who are defined as "good" or "evil" often do not behave in the ways
one might expect of such labels. Therefore I will limit my observations
upon this subject to a listing of deities, grouped by moon.
The White Moon
While associated most often with Kantilles, followers of Austinian, Nadrik,
Siccara, Taliena, and Kadiya will be affected by this orb.
The Black Moon
Considered the domain of Drakkara, this globe also affects followers of
Necrucifer, Fatale, Dragoth, Devion, and Mencius.
The Red Moon
Claimed as the tool of Sebatis, this moon will affect followers of Kwainin,
Cliath, Zandreya, Turpa, and Raije.
It is unknown whether an atheist practitioner of magick would be affected by
any of the moons.
Chapter three - Effects of Phase
All portions of this chapter reference Table 1 in the Appendix.
While the demarcation of the eight phases is important for purposes of
prediction, in truth it makes no difference to the mage of the "here and
now" whether any orb is waxing or waning - the effect of the moon upon cast
spells remains the same. In simplest terms, the more light which the moon
reflects, the more effect it can have upon magick performed.
Mana
The first and most obvious effect of the phase is upon the total power
(mana) available to the mage. When the relevant moon is empty, there is no
effect, but when full the moon boosts the mages power by a full 15% of his
total mana. This effect is visible even to those who do not study
astrology, as every mage has an instinctive feel for the amount of power
that they may wield.
Casting Spells
In addition to boosting the total power available, the varying phases can
also boost the mages chances of successfully casting any spell. A crescent
moon has the smallest amount of influence upon casting (which I call a Unit
of Influence, or UI). A half or three-quarter moon has twice this effect,
while a full moon has three times this effect. Again, an empty moon has no
effect at all.
Resisting Magic (saves)
One of the more interesting, and least obvious, effects of the moon is to
boost the individuals resistance to hostile magic. In this fashion, the
gods seem determined to influence even those who will never cast a spell in
their entire lives. The amount of influence is identical to that of
Casting.
Chapter Four - Effects of Position
All portions of this chapter reference Table 2 in the Appendix.
While the phases of the moons directly affect the mages power, the position
seems to affect his regenerative ability - how quickly the spellcaster
regains expended power. The baseline for this measure is the regenerative
ability when the moon is Below Horizon. At these times, the regeneration of
mana proceeds at a normal rate.
If the moon is in the sky at all, then regeneration proceeds at least 25%
faster than normal. This is true when the moon is either Rising or Setting.
However, when the orb is in High Sanction, regeneration is increased by 50%.
It is interesting to note that all lunar effects seem to be completely
unaffected by lunar eclipses. Just because another moon blocks visibility
of yours, do not think that the effects are similarly blocked - they are
not. The watchful astrologer may use this information to determine whether
his moon is Below Horizon or in eclipse.
Chapter Five - What Does it Mean?
In love, war, and also in magick, timing is everything. The information
available to the astrologer can be of great benefit to spellcasters of all
varieties.
When enchanting an especially valuable object, the caster may want to wait
until his moon is full before proceeding, reducing the odds of losing
something which may be difficult to replace.
If duelling another spellcaster, the shrewd mage will attempt to time the
start of combat to his own advantage, while he is strong and his opponent
weak.
In short, knowledge is power. Use it wisely and be its master, lest it
master you.
Chapter Six - What is to Come?
As stated in my introduction, this is a work in progress. There is much yet
to be learned. I hate to leave any job half-finished, so this is my
commitment to my readers:
It is possible that inferences made about the white and black moons, based
upon effects of the red, are incorrect. Any errata will be corrected.
Future editions of this book will contain a complete lunar calendar, showing
phases of each moon. The layman will be able to accurately predict lunar
events even with no astrology skills to call upon.
I will also investigate the effect of lunar and solar eclipses, if any such
effects exist. All information on this subject from any source is welcomed.
Please send a private missive to St'anli. Sources will be acknowledged or
protected, as desired.
Appendix - Tables
Table 1 - Effect of Lunar Phase
Phase | Mana | Casting (UI) | Saves (UI)
--------------------------------------------------
Empty | n/a | n/a | n/a
----------|---------|----------------|------------
Crescent | +5% | +1 | -1
----------|---------|----------------|------------
Half | +10% | +2 | -2
----------|---------|----------------|------------
3/4 | +10% | +2 | -2
----------|---------|----------------|------------
Full | +15% | +3 | -3
Table 2 - Effects of Lunar Position
Position | Mana Regeneration
------------------------------------
Below Horizon | n/a
----------------|-------------------
Rising | +25%
----------------|-------------------
High Sanction | +50%
----------------|-------------------
Setting | +25%
by St'anli
Introduction
The Almarina is a ghost ship in the truest sense of the term. During the
day it is an abandoned, ruined bucket, barely seaworthy. At night, however,
it is restored by some magical force to its former glory, complete with
passengers and crew. Twice a day, without fail, it embarks upon a seemingly
pointless mission, sailing in a great circle from its dock within a mystical
hurricane only to arrive again at the same point about eight hours later,
with no stops along the way.
Wandering through the decks after sundown, the entire ship glows with an
eerie blue light, and a dreamlike quality suffuses the scene. To get caught
in this dream could be deadly, however, as some of the ghosts are decidedly
unfriendly toward intruders. Fortunately, they do not seem to wander
outside their designated areas, so the wary visitor can ensure his own
safety.
This was no merchant ship, nor was it a fishing vessel. The Almarina was a
great luxury cruise ship, catering to the very wealthy. Brass name plates
disply the names of the passengers - a significant expense for a one-time
use. The ghostly scenes witnessed at night tell a tale of luxuriant excess,
throwing into sharp relief the ruin that exists today. It could be seen as
a metaphor for Algoron itself, a mere shadow of its former glory.
Legends and rumors surround this ship. The curse which causes it to roam
endlessly is shrouded in mystery. An ancient leatherbound logbook,
apparently kept by one of the passengers, offers some hints to what
happened, but not why.
A map of the world in the Captain's cabin - far too old and fragile to
remove - is duplicated herein and gives us an idea of the ship's true age.
It shows a single great continent, undivided by oceans, uniting all the
kingdoms on the same land mass. This map shows both Verminasia and
Shalonesti, and displays the name New Thalos, rather than just Thalos. This
places the vessel's origins somewhere before the splitting of the
continents, but after the splitting of the elven race, and after the fall of
the original Thalos.
While most of the vessel is so ruined as to make the observer wonder how it
manages to navigate at all, one portion is completely destroyed. A cabin,
or collection of cabins, that once stood above the deck is now totally
wrecked. This may or may not offer some clue of the original disaster.
The Almarina has recently gained the notice of the Shalonesti clan. An elf
reports speaking to a cursed cousin's soul on this ship (which this author
has not encountered), bound by his own greed and forced to reap souls of the
living.
Treasures
Most of the items found on this ship have absolutely no significance that
I can discern - merely flotsam in the currents of time.
Enigmas
Several things about this ship serve only to add to the mystery. Perhaps
an observant person can glean some valuable information from these little
puzzles.
In O'Flannery's cabin,
A golden mirror stands here reflecting everything but you. Does this mirror
only show the past, and if so, could it somehow provide even more
information?
In Bryce's cabin,
A crooked bed, only standing now on two legs, is covered with light blue
bedcovers that have large slashes in them, almost as if a large clawed
animal had shredded them with its paws.
In sun room,
Made of fine silk, the robe is adorned with inconspicuous arcane symbols
stitched in with silver thread. The symbols appear to represent the magical
and warding properties associated with the element of water.
In cargo area,
There are footprints in the dusty floor that lead directly into a wall and
simply stop. Not visible when night transforms the ship. Cannot find any
secret panels.
From the raised stern,
An additional room of some sort could be inserted where the deck is.
Whatever it was, it is now a pile of rotting timber. There is no additional
room when night transforms the ship.
Passenger's log book
This journal, bound in leather, is remarkably preserved considering the
obvious age of the vessel. It gives us a glimpse of the terror which seized
the entire vessel during its last days.
Day of Thunder, 24th the Month of Great Evil:
Today was beautiful. As I was standing up on the deck of the Almarina and
watching the waves as they splashed up against the figurehead, I could feel
a fine mist of saltwater against my face and smell the refreshing salty
smell of the air. The sunset was gorgeous.
This ship is amazing! All of the comforts of home, and then some! We have
waitresses and crew members waiting on us hand and foot. When it comes time
to disembark, I'll surely be sad to see her go. Perhaps I can convince one
of the waitresses that knows how to make that kiwi pie to come home with me!
Day of Deception, 25th the Month of Great Evil:
The ship navigated into some nasty fog today which we haven't as of yet been
able to shake. It's a pity, because my tan was beginning to look most
superb! Perhaps tomorrow we'll have shaken it and I can spend some time on
deck again, soaking up the sun.
I went for a swim in the large bath today, then sat in the gloomy sunroom
and read a book. The gathering room was getting to be too loud, as Greta
and Hannah (I like to call them the gossip sisters, as they always seem to
be in there gabbing away!) have begun to speak entirely too loud for me. I
cannot even sit across the room from them without having their idle chatter
interrupt my reading.
Day of the Moon, 33rd the Month of Great Evil:
- written in a trembling script -
For the love of Austinian, somebody PLEASE help us!
I haven't written in several days, I know. It's been crazy. This fog...
People have been disappearing. And we can't find our way out of it. Poor
Greta has lost her husband. He just disappeared. The closest thing we can
come up with is that the fog ate him. She has become the topic of gossip
rather than the gossiper.
Whatever shall we do? The Captain has taken ill. He stands at the wheel
regardless, however, stubbornly determined to find his way out of this fog.
Our food supply is dwindling. I don't know what's going to happen when we
run out. But, of course, we won't run out. We'll make it home. This fog
can't go on forever...
Map of Ancient Algoron
The map sitting on the Captain's desk is too fragile to move, so I have
had to duplicate it as best as I can. The original, though falling apart,
is of such quality that any handwritten copy cannot do it justice.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Recent sighting
This member of the Shalonesti Clan has had a unique experience, which
both deepens the mystery and adds some hope for its resolution.
Greetings my brethren, Zandreya's blessings to you all.
My Brethren, I come to you with a most stressful ordeal. Does the name
Alamarina ring any bells to anyone? If not, the Alamarina is a ghost ship,
that used to be a prized sailing vessel, yet after meeting certain fate in
the Waters off the coast of Volcano Island, it has become cursed, a Rotting,
vessel of Pure death itself. For the longest time, we thought it was
abandoned. Yet for today I was was aboard the ship today. And I saw an
elf. This elf wore two staffs in his hand, and raggity, torn clothes. I
did not catch his name, but from what I have found out from others, he goes
by the name Aqinlpo. This elf has been here for quite a long number of
years. He told me his tale of woe, of how there is GREAT treasure onboard
the ship somewhere, and how is greed took him to find it. He was captured
by death itself, and is now forced to reap souls, in order to procure his
release. I cannot leave a cousin like this. It is my duty to bring
healing, and warmth to every elf In Algoron, lest those of Bloodlust, and
the Dark Elven. He wants to leave, yet he cannot. His soul is bound to
that acursed ship. He is neither living, no dead, yet he talks, breaths,
blinks and has emotion. I believe he is not fully gone, and thus I have
given him my word to do what I can to save him, and set his tormented soul
to rest, to sleep the slumber he so deserves. This is our problem, further
details and missives shall be posted on this.
Thank you,
J'tharliaen
Schedule and route
7:00am - Almarina raises anchor.
>From dock, the ship sails s, 6sw, 6se, 3e, 3se, 3nw, 3w, 6nw, 6ne, n
2:30pm - Almarina docks.
5:00pm - Almarina raises anchor.
>From dock, the ship sails s, 6sw, 6se, 3e, 3se, nw, se, nw, se, 3nw, 3w,
6nw, 6ne, n
1:30am - Almarina docks.
The schedule repeats daily without variation. Is the ship merely forever
searching for the port it never found? Or is it re-enacting its original
scheduled tour for the entertainment of the wealthy - and now eternal -
passengers?
The extra movement during the night hours, when the ghostly captain controls
the helm, seem to indicate that both are true. Lost in the fog near its
turnaround point (or its mysterious second docking point), it circles
aimlessly under his skeletal hand.
Let us study the map which is found in the Captain's cabin (page 12).
There are no separate continents to which such a liner would sail. The
passenger's log (page 11) tells us that no extra food was stored for any
extended voyage - after only nine days their supply was short. Nor did they
have any means to catch fish, to supplement that supply. In short, the crew
had no reason to anticipate any emergency needs.
I postulate that the ship sailed, not on the seas, but upon the single great
lake located on the eastern side of the supercontinent. It started from the
northernmost point of that lake, and hugged the western coast all the way to
the southernmost point. There was a dock here, as well - the one which
could not be found in the preternatural fog on that fateful day.
Summary
The Almarina remains an enigma to this day. What was the year of its
final voyage? Where is the current location of its second port of call?
What was the origin of the deadly fog? Did the greed of the mysterious elf
Aqinlpo cause the disaster, or only his own personal doom? What is the
nature of this curse - and can it be lifted? All questions without answers.
And we need answers, especially in light of recent events. I call upon all
readers of this work to add to the collective knowledge in whatever way they
can safely manage.
So far, efforts to establish a nexus to the ship itself have proven
unfruitful. I will, whenever possible, maintain a gatepost near the
hurricane (no pet will follow me into that maelstrom), named CabinBoy. When
this eagle is in place, it will be just south of the Almarina's dock. If it
wanders away, the ship can be reached from the Althainian Port by travelling
sw, w, sw, 3w, (swim) 4s, n.
Be safe.
St'anli
Caither Sha'enras
Foreword
This study, although based around the problems of New Thalos and the desert
children, is also of great importance to us within Shalonesti.
In terms of geography, the Desert Kingdom is no great distance from us
within the forest, and one of the main powers upon this continent of
Althainia. Many of us here have acquaintances within New Thalos, whether
through family, trade, or professional contacts. Although we are enclosed
within our own forest, lessons learned by others in our world are valuable,
so that we can ensure that we never fall into such traps, and remain at the
cultural pinnacle of Algoron.
Secondly, and perhaps more importantly, this work is an important reflection
from an often ignored view. Though we may be great warriors, mages, druids
or what-have-you, the vast majority of those who live within the world are
not. Many citizens rely upon the Sha'falas to protect them while they go
about their daily work within the city, and most do not venture outside of
our own forests. Many of us are able to earn many gold coins just from an
hour's work - coins that the ordinary people would have to work a week for,
in order to sustain their livelihoods.
It is easy to ignore these people, to think that they do so little that they
have no impact upon Shalonesti. Remember, though - they are our people,
Zandreya's chosen race, and their daily routines form the basis of all that
we do here. They are the ones who need us, and in return, their toil
provides our shops, taverns, stables, farms, schools, armies - the heart of
Shalonesti.
Remember, as you read this work, that as we work for the kingdom, make
decisions, carry out orders - the people of Shalonesti, although not
orphans, are similarly vulnerable in the context of the tumultuous world
that we live in. Remember them, in all that you do, always.
Diathandel Shalonost.
Overview of the Orphan Problem in New Thalos
There is a song sung by nomad women that states, "Health, money and
knowledge - we cannot do anything without them. " This poignantly
represents the entire problem for the orphans of New Thalos. Lacking basic
needs for health, minimal income and public education, they are the poorest
of the poor.
Three of every hundred children in the Kingdom of New Thalos are orphans.
It often seems like more because there are few support systems in place for
their care, and those which are in place are ineffective. New Thalos has
the highest rate of unprotected children of any kingdom in Algoron. Their
life expectancy ranges between 15 and 23 years of age, depending upon their
own abilities, race, and networks within the orphan community. The annual
income of each orphan is well under 1000 silver per year - a level of
poverty no normal citizen could tolerate. Every day, twelve children die
from orphan-related causes: homicide, suicide, accidents, poverty and
neglect.
This book will outline the importance of the problem, discuss reasons for it
and ways of improving the situation, present a few case studies and explain
how specific resources are necessary. Nothing is more important to our
shared future than the well-being of children. It takes a village to raise
a child, but it also takes children to raise up a village to become all it
should be. The village of our kingdom will be a better place for us all if
it is built with children in mind.
Reasons for the High Number of Orphans in New Thalos
"I have lived on three continents, in small places, and I have found that
the nomadic tribes, the tiny shires, and the tropical fishing villages all
behave in the same way - the affairs of one are the concern of all. If a
child misbehaves, everybody will try to correct him or her. The storyteller
will keep them entertained, the teacher and priest fulfill their roles to
all, the best cook will provide food, and all support the parents as a sort
of extended family. This kind of network can exist in city neighborhoods,
too, but have disappeared in New Thalos. I blame this on the existance of
the portals - it's too easy to walk away from your problems. " Elrei
Sha'enras Avendale
Actually, the reasons are numerous: parents killed by any number of beasts,
sentient or otherwise, parents lost to starvation, parents lost to gangrene
from poorly treated wounds, food poisoning, disease, scorpion stings and
other poisons, storms at sea, drought in the farmlands, extreme poverty,
illegitimate and biracial children are often abandoned or sold, suicide,
homicide, deadly accidents, even the hazards of immigration to a desert
kingdom. The problem is exacerbated by an apparent lack of concern by those
who could prevent or repair the situation.
The Samaritans, the one constant support system present in the kingdom, are
ineffective. As Michee relates, "Though Samaritans were everywhere, they
did little good. St'anli had already developed a strong distrust of all
adults. This was bad because he had, at that time, no practical survival
skills. "
The Importance of Health
"If you haven't got your health, you haven't got anything," Rugan of
Verminasia
One of the dividing lines between orphans and other members of the kingdom
is the status of citizenship. Citizenship confers the right to visit the
kingdom's room of rest and receive aid from the healer there. Without that
bit of assistance, the health of orphans declines whenever they are ill,
diseased or injured, a frequent occurrence on the streets.
Death due to lack of healthcare accounts for approximately 12 out of every
hundred orphan deaths. Availability of the room of rest to orphans might
even prevent an occasional homicide, the largest cause of death for orphans,
weighing in at 59 of every hundred deaths. Mental health care, provided by
the support of other citizens within the room of rest, might even lead to
fewer suicides.
The importance of orphan health should be obvious to everyone. A diseased
or plagued orphan will spread the illness to any of the populace within
breathing distance. Orphan deaths take a toll upon the kingdom coffers for
burials - even an unmarked grave must be dug by someone. Tourist income is
lessened by the reputation of a disease-ridden city full of starving
children. Even sailors avoid going to port at New Thalos whenever possible.
The Importance of Wealth
"It's awful. There are people who are mean and make fun of us. Often that
ruins a perfectly good day. There are stories about kids in orphanages who
make you work all day and night with no food or sleep. I wasn't in an
orphanage. I was on the streets. To survive, you either have to steal,
beg, or search the garbage. It's awful! " Andaela Zafar
"Too many children/ In too many kingdoms/ Speak the same language. / Of
silence... " Anonymous poet
Children who do not have the means to purchase food, clothing and shelter
abound in New Thalos. The lack of these basic necessities to such a large
population within our kingdom demeans every citizen and lessens us all. It
is only when you understand, in a profound way, that those others are, in
fact, you... And you, them, that you begin to understand the need for
change. On a social scale alone, it is devastating to the local economy and
citizenry to have thieves and beggars running rampant through New Thalos.
The Importance of Education
"I saw a childhood friend die at the hands of an outlander just before I met
my teacher. I was full of distrust and the first few lessons were far too
tinted with wariness to be productive. She read to us and fed us. Most of
the kids endured her lessons for the food she brought, but she gave me hope
for a better life - not just for me - but for all the orphans. " St'anli
It has long been understood that education is more than just the basics of
reading, writing and arithmetic. Education encompasses social skills, self
confidence, feelings of belonging and a willingness to be responsible and
accountable. Even the most outstanding teachers cannot accomplish this
alone. Educational programs deserve to receive kingdom assistance to
support them while they do the work of buttressing public education. It is
through education that the potential of all children will be realized. A
youth needs guidance to become a productive citizen of the kingdom, else he
will end up, as Andaela said, stealing, begging and scavenging for his
livelihood. Our kingdom is better served by new members of the Masjid, the
Tower, the Mujahid, and other productive organizations, than by new beggars
and thieves on the streets.
Case Studies
Michee, Sand Rat, Runaway, Child of the Streets, currently a cleric: "Having
come from another continent, I was an outsider, even on the streets. With
food so scarce, no one was willing to share with an unknown, and I was not
prepared for the rat race existence fostered by New Thalos. I was hiding
from a killer eager to add another alley cat to his list of kills when I saw
a half-elf and minotaur talking together, discussing the formation of a gang
devoted, not only to self-preservation, but also the greater purpose of
aiding all orphans - they wanted a good name. 'Wharf Rats' was suggested,
as was 'The Outcasts', and 'Rough Diamonds'. Convinced that these were
people I wanted to join, I offered, 'How about the 'Sand Rats? ' The name
stuck and, fortunately, so did I. "
Z. (anonymity requested), Sand Rat, Orphan, currently unemployed: "My
parents were fishermen who died when a storm took the ship. I had nobody.
If not for the Sand Rats, I'd have starved. "
Solutions To This Problem
The following steps are vital to changing the face of New Thalos:
1. Strengthen and support the capacity of families to protect and care for
their children. I know of no better way to do this than provide public
education.
2. Mobilize and strengthen community-based responses. An orphanage,
quicker response to danger by the cityguards and Mujahid, more involvement
from the Masjid and Samaritans and, again, education.
3. Strengthen the capacity of children and young people to meet their own
needs. New Thalos already provides a fountain for public drinking water.
The bin at the Samaritans' office must be continually provided with food and
other necessities. Education will take care of their future, but orphans
must have a present first. Some sort of safe shelter, like the planned
orphanage, will help. Jobs and training for young people who are unlikely
to accept a handout and have issues with authority could prevent further
problems.
4. Ensure that the kingdom develops appropriate policies, including legal
and programmatic frameworks, as well as essential services for the most
vulnerable children. The orphanage will provide a place for sick and weak
children, but what will the rights of an orphan be? If they have a
complaint about their treatment at the orphanage, to whom will they turn?
5. Raise awareness within society to create an environment that enables
support for children. It is no longer enough to turn to the Samaritans for
food. The whole community needs to get involved. Even the Masjid cannot do
this alone. Perhaps the entire citizenship needs to be awakened to the
problem and encouraged to help as they can. If a public school is provided,
or perhaps schooling in some specific location, it may be possible to also
present classes for the general populace which teach the importance of
social responsibility.
Closing Statements
The current situation in New Thalos is dire. Many of the street children
have banded together, forming gangs. Although the main purpose of most of
these gangs is to share food and survival skills for mutual benefit, it is
not a stretch to imagine another kind of gang evolving from the present
organization. One particular gang, the Sand Rats, has taken it upon
themselves to teach other orphans how to defend themselves, and have gone so
far as to give the children weapons and armor. If this trend goes
unchecked, we may someday have militant gangs roaming the streets. No one
would be safe from the horror of an all-out gang war.
I plead with you, reader, to leave no child behind. Every life has value.
Caither Sha'enras.
Lament for a Skinny Kid
by St'anli
(printed by permission of the author)
Wandering on Ishtar Way in the dead of night,
You hear something's death cry.
I arrive to see you,
Bloody sword in hand,
Rifling his pockets,
Sacrificing his corpse to your thirsty gods.
That thing was my friend.
His name was Joe.
You never even knew he had a name,
I'll bet.
Just a skinny kid with his hands in your wallet.
Fuel for your first diamond.
Joe had a kid sister,
Kara,
A pretty little thing behind all the grime
(never allowed into the public bath house),
And he stole to feed her.
Would you have missed any meals for want of that coin?
Now she faces the sands alone,
The cold desert nights,
The hot desert sun,
The hard glares of the cityguardsmen,
The false smiles of the samaritans.
I trudge the Medina,
Heading for the shop where Kara lives,
Behind a garbage bin.
How will I tell her that Joe won't be back tonight,
Or ever?
You hear something's death cry.
Oh, gods, no.
Bastard.
by Elrei Sha'enras
Shalonesti's Orientation Class Handbook
Deluxe, Unabridged Edition
By Senator Elrei Sha'enras Avendale
Discussion notes on Behavior and Etiquette
As presented in Lady Krysadis Sha'enras Quaesitori's book, 'On the Elves'
"To be an elf is to be part of the greatest family on Algoron." - Pg. 1
The Nameless are the children, it is their part to learn from those more
experienced. A child does not disrespect their parents without
repercussion, the same follows here. To gain a Name is to accept the
responsibility of adulthood. It is more than merely gaining a Voice, it is
showing that one has the maturity and wisdom to guide other children down
the paths toward their own Name.
"Inherently the elves are a people of grace and poise... We are passionate,
yet in act we are respectful of our elders and betters for we value age and
wisdom." - Pg. 3
Why respect wisdom? Because although it is good to learn from your
mistakes, it is even better, and more efficient, to learn from the mistakes
of others.
"We respect those who offer us respect" - Pg. 3
To be deemed worthy of respect, you must therefore show it to others.
"We are at surface a most composed and demure race... We are indeed
passionate, however we do not allow this to overtake us." - Pg. 3
Do not let your emotions rule your better judgement. This is an important
part of diplomacy which applies to everyone. Showing anger towards a
superior means you are not showing respect, and that will mark you as one
who is still immature, and not ready for the Name of adulthood. Showing
anger towards an enemy shows weakness, and means that they have succeeded
already, at least in some small part.
Proper forms of address -
It is considered respectful to address someone by their title, when it is
known. Even if you do not know or respect the person, they have obviously
gained the respect and support necessary to be accorded that rank.
Though most of the ranks and titles within our Kingdom are self-explanatory
(You call a Journeyman a Journeyman, an Elder is called Elder, etc.), There
are a few, specifically King and Queen, which have variants. A King or a
Queen may be referred to as 'Majesty', but never 'Highness', 'Lord', or
'Lady'. A Prince or Princess may be called 'Highness', lesser nobles may be
called 'Your Grace', as well as their proper title. Prominent religious
figures, such as the leader of a church, may be called 'Eminence' or
'Holiness'.
If you are not aware of their title, it is best to err on the side of
generosity. Therefore, you might refer to them as Lord or Lady. If they
are not yet of that status, they will feel complimented, and will probably
correct you afterwards.
If they have given you special allowance to use their name instead, then you
may do so, but remember your surroundings. For example, a Senate meeting is
not the time to refer to someone by their childhood nickname.
Those who are of a higher rank than yourself may or may not choose to refer
to you by your own title. This is not intended as an insult or slight, but
is akin to the relationship between a parent and a child. The child will
use the titles 'Mother' and 'Father' (or some variant) when referring to
their parents, but the parents will commonly refer to their child by name
House Shalonost
Of course, no description of Shalonesti's Houses would be complete
without mention of the Royal House of Shalonost. Terri Shalonost was the
Kingdom's first Speaker, but was abducted by the dwarves without a wife or
heir to take his place. This caused his sister, Rhea Shalonost, to leave
the Clan and provide guidance to the Kingdom. It was she who created the
three original Houses of the Kingdom.
The Speaker of the Kingdom is known as the Speaker of the Stars, whereas the
Clan's ruler is the Speaker of the Moons. Each Shalonost is trained to
lead, in the event that they might one day be called upon to serve as
Speaker. They are taught by the Elders of the House, who pass down their
knowledge and experience to the next generation.
The Shalonosts are the line chosen by Zandreya to lead Shalonesti, and the
Speaker is considered to be divinely appointed by the Goddess. As such,
they may often pray for guidance from the Goddess of Nature, so that they
may lead us in the direction She would have Her children, the Elves, go.
House Shalonost is the core of Shalonesti. So important are the members of
this House, that the Kyorl, made up of the elite Bladesingers, was created
with the primary purpose of protecting the Royal line.
House Shalonost cannot be joined as the Noble Houses can. Membership is
passed on through blood, or by marriage, with some few exceptions due to
adoptions.
House Sha'falas
Current records do not show who served as the first Senator of House
Sha'falas, but we do know that it was one of the three initial Houses
created during the reign of Rhea Shalonost. While there are similarities
between the Houses of the Kingdom and Clan, the Sha'falas are distinctive in
being the only Noble House to exist in both, keeping their Name and purpose
the same.
House Sha'falas is charged with the protection of Shalonesti. They protect
Zandreya's lands and people from outside threats. As such, combat skills
are very important to the members of that House. Knowing the best way to
take down an enemy quickly is a strategy that must be learned.
It is rather well known that the Kyorl are the protectors of the Shalonost
family, and are extremely lethal. This might seem to make the Sha'falas
unnecessary, until one realizes that it is because the Sha'falas exist that
the Kyorl are able to perform their duties so well. The Sha'falas serve to
remove any danger to the Kingdom before the Royal family can be personally
threatened. In doing so, the Kyorl are able to focus entirely upon their
duty of protecting the Shalonosts without any added hassles or worries to
distract them.
An Elf who seeks House Sha'falas must be willing to fight and die for
Shalonesti's protection.
House Sha'tavas
House Sha'tavas was also among the three original Houses of the Kingdom.
Their purpose is to keep Shalonesti true in our service to Zandreya, though
they have been split since the beginning into two branches. One branch, the
Astral, deals with religion and the Gods, while the Mystic Order focuses on
the Arcane magics.
Due to their duties, the Holy House, as it is sometimes called, is more
restrictive in its membership. Those seeking the Astral Order are typically
of the more religious professions, those being Crusader, Druid, Priest, and
Shaman, though Rangers are also accepted into the Astral. The Mystic Order,
in contrast, accepts only those who began their training in the arts of
Magecraft.
In the past, the Sha'tavas also had a House Champion. This was someone who
had mastered their chosen vocation, and was willing to endanger themself in
battle to give magical protection or healing to any Elf in need. This title
has gone unfulfilled for some time, and is no longer in current use.
Further, no records were kept of who had served in this capacity, which is
an unfortunate loss.
House Sha'enras
The Sha'enras were originally created during the rule of Rhea Shalonost,
to serve as the teachers of Shalonesti's culture and history. Lady Kivrin
was the first Senator of the House, having earned the right to serve by
pushing for the House's creation.
Her successor, Kithain, is remembered for creating what would become the
Diplomatic branch of House Sha'enras. This second purpose of the House
dominated the interest of most members, to such an extent that it hampered
the Historian branch, despite culture and history being the House's original
reason for existence.
During the reign of Seraphim Shalonost, a former Senator of the Sha'enras
who was adopted by Maegwyn Shalonost, a third branch was added to the House.
This group was known as "The Performers", and was composed of artists,
musicians, and other performers who sought to preserve Elven culture. This
branch seemed quite popular at the time, but little progress was made
towards their original goal of becoming their own House, and their main
supporter, discouraged, left the Kingdom.
Now, the remaining two branches have been merged into one, as it became clear
that the two could not remain separate in their needs. A historian needs to
be able to interview effectively, requiring diplomacy, while a diplomat who
is well-learned will go much farther than one who knows too little.
Knowledge of past alliances and wars can be invaluable when negotiating
peace treaties.
An Elf who joins the Sha'enras must be even-tempered, and have a great love
of knowledge. We must remember our past, else we will be doomed to repeat
it.
House Sha'qelas
Though not as old as the other three Noble Houses, having been formed
during the reign of Queen Seraphim Shalonost, House Sha'qelas has become an
integral part of the Kingdom. Lord Desse served as the House's first
Senator, having been the driving force behind the Royal Shalonesti Navy, the
precursor of the Sha'qelas.
While it is easiest, perhaps, to explain the Sha'qelas as being "the
Sha'falas of the seas", that is not a fair summation of their purpose. It
is true that protecting our coasts is a key part of their function, but they
also serve Shalonesti's other nautical needs, such as trade and exploration.
Despite some long periods of relative inactivity, mainly due to the lack of
any Shalonesti vessels, the Sha'qelas are now a very visible part of the
Kingdom. Our first ship, The Twilight, sees plenty of service as a training
ground for members of the House.
An Elf wishing to join the Sha'qelas must also be willing to fight and die
for Shalonesti, and might also benefit from knowing how to swim.
The Kyorl
The Kyorl, or Royal Guard, are the elite bodyguards of the Shalonost
line. They are ruthless and singleminded in the pursuit of their duties,
and will defend a Shalonost from harm at any cost, including the sacrifice
of their own lives.
Though it is often thought that a Kyorl and a Bladesinger are one and the
same, this is not necessarily the case. Before an Elf will ever be trained
in the Song, they must first make an oath and join the Kyorl. This oath
includes a promise never to leave Shalonesti without special permission from
the Speaker and Songkeeper. An Elf who breaks this oath will be hunted down
and killed by the Kyorl.
Members of the Kyorl have one loyalty, and that is to the Shalonosts. This
filters down to the Songkeeper and the Senate, as these are the Speaker's
chosen representatives, but their primary concern is for the Royal line,
even above their own families. A member of the Kyorl must be completely
dedicated to the Shalonosts, and be able to kill a spouse, a sibling, a
parent, or even their own child, if given such an order by the Speaker.
Elves may not ask to join the Kyorl. Only those deemed worthy of training
within the Song will be offered an invitation. An Elf may speak of their
desire to join to the Songkeeper or a member of the Kyorl, but must never
speak publically of their aspirations. To assume you will be trained in the
Song, to consider yourself predestined for the Kyorl, or to speak of joining
the Royal Guard as though it is your divine right are good ways to insure
that you will never be invited to join.
Further Information and Frequent Questions
1) House requirements:
It is now a requirement for all Nameless seeking House to undergo testing
upon the contents of this handbook, and possibly some other concepts necessary
for a Named Elf to know. The test will be given by the House recruiter, together
with the other tasks necessary for entrance.
2) Switching Houses:
Switching Houses after one has been chosen is done, on occasion, but is
not to be taken lightly. When it is done, it is typically because an Elf
finds that the House they chose is not the one they would serve best within.
Membership within more than one House is not possible.
by Krysadis Sha'enras
To be an elf is to be a part of the greatest family on Algoron, for we
are all cousins. No matter our locale, no matter the circumstance of birth
- if true Elven blood runs within our veins, if we hold true to our values
and innate natures, we are Elven.
Only one group are reviled as outcasts - the Sha'katas, our Dark Cousins.
Their acts so betrayed the trust of family, went so beyond the constraints
of custom that their very blood was tainted and thus are no longer of us.
This tome is penned for the ages, in an attempt to capture what was and is
regarding our peoples. In the small hope it is found useful, the author
leaves this tome to you, dear reader, for elucidation and information
regarding our most complex of peoples.
- Krysadis Sha'enras Quaesitori-Kalaarin.
Customs and Conduct
Inherently the elves are a people of grace and poise a people of great
passion and art of magic and an understanding of nature given as a blessing
by Zandreya. Much of who we are springs from the way we act and behave. To
be an elf is to live a lifestyle of devotion to our Vallenwoods and our
Goddess, protecting Her Forest, even if we do not in soul worship Her
outright. We are passionate, yet in act we are respectful to our elders and
betters for we value age and wisdom. We are a learned people, and value
those who have gone before us in learning, training, and history.
We respect those who offer us respect, and are kind to our cousins. We are
all elven, and thus inherently worthy of respect - for one to show us
respect is not a debasement of themselves, but rather a strengthening of
ourself. We are all worthy of respect.
It is not mete to interrupt one, nor to cause any disturbance - particularly
one of greater rank. However if said interruption has been allowed by the
individual in question, it is permissable.
Traditionally we are all cousins, and thus this is the form we most usually
address one another - it is the recognition of our familial links in ages
past which we honour with this word.
It is well to greet and farewell the Vallenwoods publically, though this is
a matter of choice and is not manditory, for there are often times where
privacy is required. It is well to respect this privacy if invoked by
others, and to not interrupt those who have not chosen to greet all
publically. If attention is required, a message dispatched to them may be
advisable.
It is our custom to only speak the Elvish language amongst ourselves.
Though many of us know other languages, to use them with other elves
diminishes us and takes us a step away from a cohesive whole. The only
exception to this may be the Dark Cousins of the Sha'katas - they have
foresworn their right to hear a noble tongue.
We are at surface a most composed and demure race - our control is one of
our most notable traits. We are indeed passionate, however we do not allow
this to overtake us. We are a most artistic and expressive people, our
passions showing in our art, our writings, our works. It is in our
devotions and opinions, our studies and in our culture our true natures
shine forth, and not in base display of needless emotion.
Maturity and Nobility
There are distinct stages within the life of an elf, the two most notable
being the times of childhood where base familial names are worn, denoting
the ties of mother and father and the time of adulthood, where one's path
within the Greater Family of Elves has been chosen according to one's spirit
or inclination. Not all accept the rites of adulthood, content within their
lesser communities. However, according to tradition though they perform all
the surface functions of adulthood - growth, reproductionm, aging - that
they have not matured enough to step out from the shadow of those who would
baby and tend to them and instead take up the responsibility of guiding and
serve those who might require it indicates an inherent lack of adult spirit.
It is this accepting of Path, the knowledge that with maturity comes
responsibility, which denotes a true nobility of spirit - hence, the Noble
Houses.
Of the Noble Houses
Over all the Houses stand the Shalonost - House Royal. Of all Nobility,
this is the only House one may be a part of from birth as House Royal is the
ancestral ruling line and blessed by Zandreya Herself. They are of the
purest blood and trained from childhood to best tend to the Vallenwoods and
their people. Their lives are dedicated to nurturing the Forest, and are
the living embodiment of Shalonesti values.
On occasion has an heir had to be adopted from outside the direct blood
liniage owing to circumstance - Speakers of the Stars Gavilan and Seraphim -
these were selected for their purity of race and attitude, their mannerisms
and devotion to the Vallenwoods and in the case of Speaker Gavilan, Divine
Writ. These were screened and finally accepted by the Council of Elders -
former Speakers of the Shalonosts - and the incumbent Spekaer within the
opposite number (in these cases, the Speaker of the Moon within the Clan)
and were thus declared Blood Royal. Marriage is the last way to become a
part of House Shalonost, though not all who become consort to a Shalonost
shall be accepted as a part of the True Line. The honour is only bestowed
by the Council of Elders and the incumbent Speakers, and few have recently
been permitted the honour.
House Royal is only one of two Houses who share a common presense in both
Kingdom and Clan this second is the Sha'falas - House Protector. This House
serves as a military defence on both the large scale and the small,
providing a barrier to all who would threaten the Vallenwoods, from the
individual thug and threatening clans, to the large scale invading force.
Adjunct to the Sha'falas - though all walk the adult Path wearing a noble
name may apply, and not simply those who are of Protectors - are the Kyorl -
the Elite Bladesingers. Specialised in the ancient art of the Bladesong,
these are the most devoted and avowed elves within the Vallenwoods, assigned
the divine task of protecting the Shalonosts to the death. Once Kyorl an
elf is no longer permitted to leave the Vallenwoods to live elsewhere
without express permission, for they are sworn to the Forests for life and
beyond, and will be hunted by all other Kyorl for their betrayal if this
trust is broken.
Clan and Kingdom nobility had diverged in rigidity until comparitively
recently while the Clan Houses have existed longer, it was the Kingdom who
maintained the more stringent conditions for House entry for certain of its
Houses. While this has indeed been relaxed in recent times to allow for
more variety within the House structures, though moves to bring this back in
line with older traditions are being mooted, particularly within House
Astral.
The youngest of the Houses, the Sha'qelas - House Naval within the Kingdom
defends the seas. While there are those who believe that this House would
be more rightly administered as a Branch of the Sha'falas as each protects
the Forest in differing ways, there is no denying that this House serves a
most auspicious and important purpose. It also provides an important niche
those cousins borne of the sea may find themselves attracted to - able to
defend Shalonesti within their native environment.
The remaining Houses seem at first quite similar in outlook, though
remembering the disimilarity between Kingdom and Clan goes far in
establishing their differing purposes. Though sisters at heart, the Clan
lives the violent life, attempting to keep from the verges of the Forest the
wandering thugs and the unrestrained clans of marauders and malcontents who
ever threaten those who dwell within the City. The Kingdom is
administrative, nurturing and defending the realm from the larger threats -
famine, disease, invasion. The Kingdom also provides services to the people
in general, whilst the Clan is more suited to protecting concept and
culture.
Sha'tavas - House Astral within the Kingdom exists as a research and
learning group, devoted to the lore of magic in all forms, be it secular or
sacred. Theirs is the path of ministry and assistance through magic,
learning and creating new ways of protecting and defending the Vallenwoods.
In contrast, Sha'evlas - House Guardians celebrates the religion of the
Vallenwoods, worshipping Zandreya primarily in all Her aspects and
developing rites and devotions. Sha'enlas - House Mystics are the devotees
of magic in all Elven forms. Both of these seek the primarily Elven forms
of life, celebrating the elven culture and seeking to keep it pure and
unadulterated from the outside forces which seek to pervade our realm. The
final two Houses stand as two sides to the same coin, each celebrating the
past in their own ways one through the mysteries of history and the
questions it poses, the other through mythology and the legends uniquely
associated with the Vallenwoods. Sha'enras - House Advisor are the
Historical and Diplomatic advisors to the realm, those who seek to learn all
they may of the past and record it for future generations to know and learn
from, so that our glories may be brought to the fore, and our mistakes not
repeated. It is they who seek peace with other kingdoms, seeking to learn
of them and assess threat as well as continue peaceful relationships with
those other powers in the world.
Sha'relas - House Shapers are the ones who interpret and record those myths
and legends which are uniquely Elven, thus retaining our culture and
celebrating our art and thus preserving our core identity.
/------------------------------------------------------------------------------\
| |
| Shalonost (Royal) |
| |
| Sha'enras (Advisors) Sha'falas (Protectors) Sha'relas(Shapers) |
| Sha'tavas (Astral) Sha'evlas(Guardians) |
| Sha'qelas (Naval) Sha'enlas(Mystics) |
| Kyorl (Elite) |
| |
\------------------------------------------------------------------------------/
Traditionally, once a Path (or House) has been chosen, that House is the way
an elf shall continue throughout their lives. However there are those elves
whose Path does change within the course of their lives, and as such
dispensation may be granted so that a Name may be changed. This is most
common with an individual moving from Kingdom to Clan, though at times this
has occured with a single individual. This is applied for to the Senators
of both the House being left and the one being approached, and is a concept
which should not be approached lightly. The ritual of Adulthood is a most
sober and serious thing, and to simply change Names upon a whim is a
discredit to the intent of the Nobility.
Traditionally, one does not have a Voice or representation within the
Vallenwoods if one has not undertaken the Ways of Adulthood and chosen a
Name. These children are considered Nameless, and traditionally are not
permitted to speak in public forums, as they have not understood the
responsibility associated with adulthood and wisdom.
It is not well to choose a Name solely for this reason - the intent of
Nobility is to show a spiritual desire to assist others, to bring depth and
meaning to the Forests, to show a deeper committment to being an Elf and a
part of this world. To do this for purely personal gain sullies the purpose
of Nobility.
A Nobility may also be granted in those rare instances where a visiting
(elven) dignitary such as an Ambassador requires a voice to be heard within
the Kingdom.
Respect and Ranking
All who follow the values and traditions of the elves are worthy of respect.
All with true elven blood in their veins are capable of gaining this
respect, for they are already a part of the Elven Family - they simply must
conduct themselves as one.
A part of respect is in the ranking within Houses. Nameless children do not
receive ranking it is a part of becoming a Named personage, of daring to
take the walk into Adulthood.
Each House has their own ranks to denote the status of individuals within
the Houses and how much work they have indeed put into bettering themselves
through training in their Path and to serve the Vallenwoods. The greater
the service, the higher the ranking, which is as it should be. Power is but
an abstract concept, and those who have held it and used it properly are
sharply aware of how much of a burden it truly is. The higher the ranking
within a House, the more of this burden they must shoulder, and thus it is
well to honour the rank of the person, even if the individual may not
personally seem worthy of respect.
It would be folly to list all ranks within each House at this time as they
are in a time of flux, however to all Houses save that of House Royal stand
these certain common rankings:
Regent - Generally a leader of a Branch within a House, and usually taken
from the upper echelons. A proven member of the House, and now trusted to
be a part of the Senate as a lesser member. Within the Sha'qelas, these are
the Captains of a ship.
Senator - The leader of the House in its entirity. Often has served as a
Regent of the House beforehand, though this is not always the case. Only
those of pure Shalonesti Blood are permitted to take this exalted position
within the Senate this having been tradition, though has only recently been
policed. Prior problems regarding non Shalonesti Senators have prompted
this change to elder ways, as it is believed the purity of race allows a
Shalonesti to better cope with responsibility. The following rankings are
also noted:
Lady/Lord - Those Senators who have served with honour and distinction,
retiring from their positions and often withdrawing from the public eye, are
granted this title in recognition and thanks for their prior service. There
have also been times where the Consort of a Speaker (Queen Delphine) has
been granted this title upon their retirement, though in later days this
would have been changed to the Elder rank.
Elder - Those Speakers and their Consorts who retire from their positions
are thanked for their time and service by being granted the Elder title, and
take their positions upon the Council of Elders - the Wise Ones of the
Vallenwoods. These personages are the ones who shall decide the suitability
of prospective marriages into the Shalonost, and ultimately are the ones
(with the current Speakers) to determine who shall become the next Heir to
the Tower of the Moon and Circle of the Stars.
Songkeeper - The leader of the Kyorl within the Kingdom or Clan. It is to
the Songkeeper that part of the application to become Kyorl is made it is to
the Songkeeper the burden of administration and calling a Hunt falls.
Quarlani - The Elder leader of the Kyorl, and one who embodies the spirit
and values of the Kyorl best, being implacatable and relentless in their
loyalty to the protection of the Shalonost and thus the Vallenwood.
Speaker of the Moon/Stars - Preeminent within the realms, these are the
leaders of Clan and Kingdom respectively. Giving their lives to the
Vallenwoods, they tend the Forests from their thrones and are the living
embodiment of Shalonesti. The spouses of the Speakers of the Stars are
commonly refered to as "King or Queen", however they are collectively known
as "Consorts", and are to be given as much respect as their betrothed.
Colloquially the Speaker of the Stars too is refered to as King or Queen,
gender dependant.
Marriage and Mating
Marriage in these days has become somewhat different to the original
Lifebond forged in elder times, influenced perhaps by the outside stimuli
provided by races other than elves. Marriage is still a committment between
two people who love each other very much, who each decide to apportion
either their entire lives to one another or a good portion of it. However
in these later days it is not always a linking until beyond death marriages
may be annulled and further marriage may be sought with another, if each
deem it this way. This being said, marriage is still a most sacred
institution, whether the Lifebond is invoked or not. Though many now seek
the more human style ceremonies, there are those who still seek the customs
of their own race and tattoo one another - in the case of certain tribes of
wild elves - or trade lifeblood, or indeed handfast. Each of these are done
in the presence of a Priest, and vows are usually exchanged expressing one's
desire to remain with their chosen beloved along with a token or symbol.
Marriage is the ultimate symbol of wishing to remain with another for life -
at worst long enough to parent offspring at best, remaining throughout life
together until death.
Traditionally, marriage began with the first intimate or sexual contact -
the reasoning being that if a child was perhaps conceived then it would have
the benefit of both parents. However this was proved unworkable in times of
rape and other certain troubles which abounded with unhappily linked young
elves tied together owing to a moment of passion unchecked by wisdom. These
days it is the mutual agreement for a pair to link in public for all to
know, and to stand before the Gods and state that for this time they shall
be together and shall have no other.
The Lifebond
Once, the tradition was to link until beyond death - to promise to be true
to one another until the afterlife and to take no other, even if one has
died and the other remains.
This, the Joining or Lifebond, has fallen out of favour as the concept of
remaining true beyond death is one which palls many will we not be lonely if
our partners die and we remain. Will they not be lonely if we die and leave
them alone? It is a most deep connection with our other, and the Lifebond
is a committment made to one another and to the Gods. Where a Lifebond has
been made, it is most impolite of another to attempt to break one out of it,
or to talk one from it, as it is impossible to break if one has been made
and one partner no longer lives to counter it.
Behaviour as a Good Partner
This is quite difficult to quantify, however a traditionally good spouse is
dutiful and loving, will listen to a partner's troubles and offer solutions
and sympathy where it is needed. One tries not to 'nag' or berate one's
partner, and offers protection and defence from the outside world.
A good partnership is one where two may trust one another, and never be
unfaithful. Love is a flame which must be stoked and rekindled often, and
the fires must be tended, and eased with loving words and romantic gestures.
Time together is important, and while not manditory a common interest is
also a good notion to share between each other. Time apart is also
important - in the best of cirumstances, hundreds of years shall be shared
by the elven couple, and new experiences which might be had and shared with
a partner shall do much to keep interest alive.
Listen to each other - that is the only way to learn of each others' needs.
Learn about one another - that is the best way to keep the love alive.
Love one another - and all may be forgiven.
Elves are passionate and loving by nature, life preserving and nurturing.
Marriage is the greatest celebration of this, and thus Marriage is one of
the Elves' most sacred institutions.
Zandreya and the Forest
This was originally written as a lesson to the Vallenwoods. If the reader
would forgive the lack of proper scholarly form and accept the first person
in parts of this essay, it shall be entered in its entirity within this
tome.
It has come to my attention that perhaps a lesson is required regarding the
meaning of the Forests. Indeed, why do we, the elves of high distinction
live here, when there is an entire world with other forests to settle
within. Why do we hold such esteem for this forest?
When I hear that there are those elves within our realm who describe our
sacred home as "nothing but trees", it is a matter of concern for me and I
know it would equally be for others, for have we indeed come so far from our
tradition that we no longer know the import of our own sacred home?
There are others much more versed in Zandreyan Lore than I, and please
forgive me if I do indeed make mistakes. However I do feel compelled to
share that which I know, and feel instinctively - being a Druidess trained -
regarding our home.
The Forest is alive, and if we but hold, and still our thoughts for a
moment, we may hear the ever present whisperings and feel the very life
which is the Blessing of Zandreya given to us to protect and nurture. It is
not "just trees", it is a living, breathing thing, a thing which protects us
even as we protect it.
Zandreya held this place to be blessed above all others, and we, Her
Children, were placed in trust of it. We are caretakers and forever in
synchronisation with the forest. We are of it as much as it is a part of
us. If it ceases to be, it may well be that we too shall fall.
The next time it is felt that perhaps we are only looking after trees,
remember that we are the representatives of Zandreya here, we are Her
Chosen, and She has placed this Holy Trust upon us, for She loves this
living entity more than any other place She has wrought. It is a part of
us, and through looking after it, we equally look after ourselves.
We are blessed by the Forest - it is not "only trees".
Just hold a moment, and still your thoughts, and listen to what the forest
has to tell you. With silence and meditation, perhaps then one may see the
Forest, and not just trees.
(
) )
______(____
(___________)
/ \
/ The \
| Coven |
____\ /____
()____'.__ __.'____()
.'` .'```'. `'.
().'` `'.()
By K'atylyn Aiunoqil
Noble House of the Sha'enlas
Contents-
History of the Coven and Witchcraft.........................
Introduction to the Coven....................................4
The Coven- Map 1.............................................5
Realm of Wood................................................7
Hall of Journeys.............................................8
Realm of Earth...............................................9
Familiar Pens................................................10
Realm of Fire................................................11
Realm of Air.................................................12
The Lily Pads and Realm of Water.............................13
The Inner Circle.............................................14
Summary......................................................15
History of the Coven and Witchcraft-
I chose to research and study the Coven and the magic surrounding it for
while it is an area of magic that is allowed within the Vallen, it is not
one permissible for study by the Shalonesti elves. The formation of the
Coven and similarly, the order of witchcraft is one that is debated to this
day, the Coven itself being a small group of users who had bound themselves
together, making a pact among themselves to protect their art and each
other. The art of witchcraft differs slightly in that it was those of the
Coven and only their descendants that were taught this magic, developed and
shaped it. As the years advanced, the secrets of the Coven became more
public as the order grew in size and people learned of its magic. Again, it
is debated that at this time as their discovery because more widely known
that the leaders of the Coven decided to broaden their impact upon Algoron
to become the leaders of the guilds you see today in order to teach others
and further their following.
Many belief that this manipulation of the darker arts is one of Drakkara's
doing, the Goddess being popularly known as the Mistress of Dark Magic.
Necrucifer's wife and one of the Dark Pantheon, her magic draws strength
from the Black moon, casting a long shadow upon those that follow the light.
It is further said that those of her faithful are the ones who best wield
these powers. Others will argue that this secret magic is not her work but
rather one that was discovered by an occult group and in turn has been
passed down through the ages. Whichever reason, true born elves are
forbidden to learn this black magic and the Knights of Gareth will allow
none who know its secrets within their walls. Some will argue that we are
not permitted its learning because Drakkara gave it birth and saw to its
cultivation. Others will say it is that our elders are afraid of what they
cannot grasp. Leading toward the former rather then the latter reason, know
only that this 'magic' is thievery at its best.
This is no true form of magic, rather one that has been studied and
manipulated through trial and time, one that has been able to duplicated and
stolen from better mages throughout Algoron. With their black cauldrons,
they break the boundaries of magic and manipulate it as they can, toiling
for hours on end to produce a gourds that may or may not serve them as they
need, dependant as the are on the whimsy of their cauldron and the shelf
life of a gourd. With their black arts, they are able to call familiars to
their side, black cats and ravens alike and even take the shape of their
familiars and walk the lands. Due to much inconsistency in the brewing
process, the witch has a few spells that they possess that follow the same
magical properties as other mages and one very powerful spell that they are
able to call their own, the spell of silence. Their ability to freeze ones
vocal cords in battle can be detrimental to an unsuspecting victim as they
can not speak to sound alarm or even to cast a spell. Though it is a
commanding spell, the witch has little else in their cache of spells beyond
that of your basic mage. With this as well as with the unknown creations
through their brewing process, the witch has taken a preference to using
stakes in battle, tossing them with deadly efficiency.
The remaining pages studies the Coven as it stands today more in depth,
outlining the terrain and revealing its secrets.
-Page 3-
Introduction to the Coven-
The Coven as it stands now is an area of extremely powerful magic in
which the art of witchcraft is studied and perfected by the master
witches and warlocks of the dark art. The ties of magic here are
strong as it draws power from the four base elements of Algoron- wind,
water, earth and fire before converging together in one final test of
magic. It is here that a studying witch or warlock may walk freely
among the masters without fear of delay or reprecussions of assault
whereas one that does not study the black magic will find themselves
unwelcome and walks the halls with constant risk of lurking danger.
Within the walls of the Coven, one is able to see first hand the true
power of witchcraft, in all its many forms and for those more daring,
the true tests of power.
Please note that as you read further, many maps have been placed
within as reference. The compass below represents the directions as
provided on the following contained maps.
N
|
NW | NE / /
\|/ up down
W ------*------ E / /
/|\
SW | SE
|
S
-Page 4-
The Coven- Base Map of Area-
This map signifies the main halls of the Coven. As the area itself is
large and sprawling, I have condensed it into a series of smaller maps,
noting each area fully off this main map. It should be further noted
that there are two ways to gain entrance into the Coven- the simplest and
if one is able, would be to create a magical gate to the vender
Guttentang, placing you directly within the walls. The second way, is
simply to walk there. The way that one chooses to enter is completely
up to the decision of the explorer and both ways have been clearly
marked on the map.
(Map 1)
Room of the Mystic
(Fortune Teller)
|
|
|
Darker Hallway ----- Darker Hallway
(Tarot Cards) Inside the Fog
| /
| Realm of Fire Familiar Pens /
| | / /
| | / Inside
| Main Main Main the
| Hallway ------- Hallway ------- Hallway Coven
| / \ /
| / \ /
| / \ /
Main Main
Hallway Hallway
| |
| |
| |
Realm Main Main Realm
of ----- Hallway Hallway ----- of
Air | | Earth
| |
| |
Main Main Hall
Hallway Hallway ----- of
/ \ / Journeys
/ \ /
/ \ /
Lily Pads Main Main Main
Hallway ------- Hallway ------- Hallway
/ (Guardian) \
/ | \
/ | \
Realm of Water | Realm of wood
A Passageway
|
|
|
A Passageway
|
|
|
Telula's Prized ----- A Passageway ----- Guttentang's
Pantry Mystic Realm
-Page 5-
Guttentang's Mystic Realm-
Here you can find a various assortment of potions, scrolls and such for
purchase should one wish to make one. While Guttentang is well known
for his wooden wands of elm that is popular with those wishing to bless
themselves, he also sells other such magic concoctions as well as always
having an unlimited supply of wooden stakes on hand. A complete inventory
of his wares are listed below:
Potion of Ease- able to cure various diseases, poisons and curse.
Scroll of Trouble- able to cast the spells of blindness, faerie
fire and curse
Scroll of heat and fire- able to cast the spells on faerie fire, fireball
and flamestrike
Wand of Elm Wood- able to bless
Iron Staff- able to dispel magic
Wooden Stake
Telula's Prized Pantry-
Here should one find themselves in need of food or drink, Telula will
willing provide you with what you need to satisfy your appetite, for a
price. Her wares include such items as spring water, ginger-bread cookies
veal sandwiches, pickled gizzard and gruel. She will also provide you
with some of her homebrew though beware, it packs a punch.
Tarot Cards and Fortune Teller-
From the young gypsy girl one can buy tickets and have your fortune read
from the old Mystic. There are three different types of reading that one
can choose from- a tea leaf reading, a bone reading and a tarot reading,
all varying in price.
The Guardian-
This is the first of the five guardians that stand ready to test your
understanding and proficiency of all that is learned within the Coven.
If you choose to accept his test, there is no turning back unless you
proceed on to the final test and are successful or pray to your deity
and return home in defeat. This first test is one shows your ability in
conquering the elements of fire.
-Page 6-
Realm of Wood-
The Host of Wood is an elf guardian that holds a vallenwood staff with
a sharpened tip in her hands. She is the easiest of all Hosts as you
only need to obtain the staff and does not test you with the elements.
The Host Main
of Wood Hallway
/ \
up \
/ \
Realm Realm
of Wood of wood
| |
| |
| |
Realm Realm
of Wood ---------- of Wood
-Page 7-
The Hall of Journeys-
Each section of hallway conveys such tremendous magical intensity as to
create a swirling vortex powerful enough to portal you through to various
areas in and around Algoron. Each portal has magical properties such that
it outlines it in color, clearly distinguishing it from others and as such,
this has been reflected on the map herein.
(1) Yellow Portal- Volcano Island
(2) Blue Portal- Before the Spire
(3) Red Portal- Arkane Town Center
(4) Green Portal- Shalonesti Forest
(5) Black Portal- Sewer Beneath Althainia
(6) White Portal- Enchanted Forest
Main Hall of
Hallway ----- Journeys
(1)(2)
|
|
|
Hall of Hall of
Journeys ----- Journeys
(5)(6) (3)(4)
-Page 8-
Realm of Earth-
The Host of Earth is a deep gnome guardian that holds the key to unlock a
hole in the Earth. First one must get past the crystalline golem whose
sheer size is formidable and guards the hole in which one must decend
into in order to challenge the Host and obtain the key. It is this key
that one must gain in order to access the opening to the Elemental Plane
of Earth. In addition to the granite key, the deep gnome guardian also
holds in his possession a a crystal encrusted flail. Receiving the tw
keys are only part of this test for then you must slide through quicksand
to advance into the Elemental Planes of Earth and be tested by a mass of
rock, the Elemental itself. Upon meeting with success, the Elemental will
give you a huge stone, one of which is needed to advance fully within the
Inner Circle to meet with the Master of the Coven.
1. a sliver of rock
Made of stone, this dark key is held by the crystalline golem that
guards the opening to the Host of Earth.
2. a chunk of granite
Made of stone, this glowing key has a magic aura surrounding it and is
held by the Host of Earth, opening the hole into the Elemental Plane
of Earth.
3. an obsidian gemstone
Made of obsidian, this gemstone works in two separate ways. If one
does not seek its use to gain entrance into the Master's circle, than
one may wield it as a staff and use it to brandish enemies with its
cursing power.
The Elemental
Plane of Earth
/
down
/
Host of
Earth
/
down
Chamber of /
Crystals
|
|
|
Main Realm of Realm of Realm of
Hallway ----- Earth ----- Earth ----- Earth
|
|
|
Realm of
Earth
-Page 9-
Familiar Pens-
This is one area that is truly dangerous area for any to enter whether you
be a witch, warlock or another that does not practice the dark art of
witchcraft. The familiars caged within are able to sense your presense
even should one try to mask themelves and will aggressively attack any who
enter their domain. To protect you, the familiars are kept under lock
and key and are looked after by the familiar keeper who is the soul holder
of the key to the pens.
Familiar Familiar
Pens -------- Pens
(ravens) / |
/ |
/ |
/ |
/ Familiar
/ Pens
Main (cats)
Hallway
-Page 10-
Realm of Fire-
The Host of Fire is a minotaur guardian that holds the key to the hearth.
First one must challenge the Host and obtain the key in order to gain
access to the hearth thus opening the doorway to the Elemental Plane of
Fire. In addition to the key, the minotaur guardian also holds in his
possession a set of armored sleeves. Receiving the key is only part of
this test for then you must advance into the Elemental Planes of Fire and
be tested by a great wall of fire, the Elemental itself. Upon meeting
with success, the Elemental will give you a huge stone, one of which is
needed to advance fully within the Inner Circle to meet with the Master of
the Coven.
1. a hot iron poker
Made of iron, this glowing key has a magic aura surrounding it and is
held by the Host of Fire, opening the hole into the Elemental Plane of
Fire.
2. a huge red ruby gemstone
Made of corundum, this gemstone works in two separate ways. If one
does not seek its use to gain entrance into the Master's circle, than
one may wield it as a staff and use it to brandish enemies with its
firestorm power.
The Elemental
Thick Wall Plane of Fire
of Fog /
(no re-entry up
south) /
| Host
| of Fire
| /
| up
Realm of /
Fire
|
|
|
Realm of Realm of Realm of
Fire ----- Fire ----- Fire
|
|
|
Realm of
Fire
|
|
|
Main
Hallway
-Page 11-
Realm of Air-
The Host of Air is a human guardian that holds the key to air above.
First, one must have the ability of flight in order enter this realm and
challenge the Host. Success gains you the key, which grants access to the
clouds thus opening the doorway to the Elemental Plane of Air. In addition
to the key, the human guardian also holds in his possession a blinding ball
of brillance. Receiving the key is only part of this test for then you
must advance into the Elemental Planes of Air and be tested by a great
vortex of air, the Elemental itself. Upon meeting with success, the
Elemental will give you a huge stone, one of which is needed to advance
fully within the Inner Circle to meet with the Master of the Coven.
1. a floating key
Made of air, this glowing key has a magic aura surrounding it and is
held by the Host of Air, opening the hole into the Elemental Plane of
Air.
2. a large, perfect crystal of quartz
Made of quartz, this gemstone works in two separate ways. If one
does not seek its use to gain entrance into the Master's circle, than
one may wield it as a staff and use it to brandish enemies with its
tornadoing power.
Elemental
Plane of Air
/
up
/
Host Realm
of Air of Air
/ |
/ |
/ |
Cliff Realm Realm Main
Face ------- of Air ----- of Air ----- Hallway
|
|
|
Realm
of Air
-Page 12-
The Lily Pads and Realm of Water-
The Host of Water is a sea elf guardian that holds the key to the lagoon
above. First, one must have the ability to breath underwater in order enter
this realm and challenge the Host. Success gains you the key, which grants
access to the lagoon thus opening the doorway to the Elemental Plane of
Water. In addition to the key, the sea elf guardian also holds in his
possession the tongue of a sea-beast. Receiving the key is only part of
this test for then you must advance into the Elemental Planes of Water and
be tested by a great surging tide of water, the Elemental itself. Upon
meeting with success, the Elemental will give you a huge stone, one of
which is needed to advance fully within the Inner Circle to meet with the
Master of the Coven. Also, a small patch of lily pads surrounds this
area and has been duly noted.
1. an aquamarine key
Made of crystal, this glowing key has a magic aura surrounding it
and is held by the Host of Water, opening the hole into the Elemental
Plane of Water.
2. a brilliant sapphire of huge proportions
Made of corundum, this gemstone works in two separate ways. If one
does not seek its use to gain entrance into the Master's circle, than
one may wield it as a staff and use it to brandish enemies with its
blizzarding power.
Main
Hallway
/ \
Lily / \
Pads / \
| / \ Elemental
| / \ Plane of Water
Lily Lily \ /
Pads ---- Pads \ down
\ /
Main Host
Hallway of Water
/ /
/ down
/ /
Realm Realm
of Water of Water
| |
| |
| |
Realm Realm
of Water ----- of Water
| (sea creature)
|
|
Realm
of Water
-Page 13-
Inner Circle-
To gain entrance into the inner circle means that one must first have met
and conquered each test of the Elements. Only those that meet with
succes are given the keys and the stones that enables one to breech the
wall surrounding the Master of the Coven and confront him for one final
test. Each guardian, in turn, will ask for an item showing proof that an
area of the Coven has been mastered beginning with fire. Only after
subsequent proof has been provided to him will the door open, allowing you
to pass on to the next guardian, the same conditions needing to be met as
before. Finally, when all guardians have been shown your worth and are
appeased of your skills, will the final door open bringing you face to
face with the Master himself.
Platform
/
/
/
Spiral
Inner Staircase
Circle ----- Circle (Guardian)
| (Guardian) /
| | up
| | /
| | Convergance
Inner Inner of Energy
Circle Circle /
(Guardian) | /
(up) | up
| /
| Inner
Inner Inner Inner Circle
Circle ----- Circle ----- Circle (up)
(Guardian)
|
|
|
Main
Summary-
There are a few items that are obtainable here that I have failed to
mention thus far and are found scattered through the Coven and listed
below.
Found Items-
a hardwood staff
a leathery whip
a staff of the paradox
a sturdy chain of metal
a ring of the Coven
~*~Written in ink, this 2nd day of May, 2007 by the old calendar~*~
-Page 15-