This humble site houses an archive of news and announcements from Simutronics Corporation's text-based massive multiplayer online roleplaying game GemStone IV. The most recent announcements are on the entry page and a more comprehensive archive can be accessed through the links on the right sidebar. You may also narrow the focus through the various labels on the lower righthand side of this page. Click on the title of each post for the original post in the official GSIV message boards. Keep in mind, however, that if the post had been pushed out of the official boards, the link will take you to the GemStone IV announcements folder.
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Showing posts with label rp. Show all posts
Showing posts with label rp. Show all posts

Icemule Trace Election Results

Author: GS4-IZZEA
Date: 12/02/2008 05:10 PM EST

Citizens of Icemule Trace,

At 6pm Elven time this evening, Councilor Reiphe O'Mallory announced that Nihala Wineberry was successful in her Mayoral election campaign. Councilor O'Mallory also announced that Miss Wineberry will be giving a speech during an evening meeting as soon as is possible. She is currently in talks with Mayor Binnder regarding the transfer of duties. He was also overheard suggesting that Miss Wineberry's victory was rather convincing.

We expect news of the event to be announced shortly.

This message was originally posted in Towns, Icemule Trace. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=4&message=3957

Election Time!

Author: GS4-IZZEA
Date: 11/29/2008 11:41:01 AM
Citizens of Icemule Trace are invited to cast their vote in the Icemule Trace Mayoral Elections. Voting takes place over the next 48 hours.

Voting booths can be found in several locations around the town of Icemule Trace:

Town Center
South Gate
The Temple
Clovertooth Hall

The race is between two candidates, Councilor Igerone Furryback and Nihala Wineberry. The Results will be announced once all the votes have been counted and verified. Citizens can expect the newly elected Mayor to give a speech at that time.

Get Voting!

This message was originally posted in Towns, Icemule Trace. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=4&message=3950

Dateline 11/19/2008: BALL ANNOUNCED TO HERALD OPENING OF GUARDIAN KEEP

Author: GS4-ALYIAS
Date: 11/19/2008 12:32:20 AM
King Tyrnian Vaalor is pleased to announce a royal ball on the occasion of the newly-renovated Guardian Keep. Due to the importance and scale of this event, the elven king will magnanimously allow all members of the populace to attend.

Guardian Keep, long an emblem of Ta'Vaalor's might and majesty, had been long closed to the public. King Tyrnian has expressed hopes that the opening of the keep allows the general population to more closely experience the glory of his people.

All guests are expected to dress in formal attire. Slovenly appearance or behavior shall not be tolerated.

The ball will be held on Feastday, the 6th day of Eorgaen, in the year 5108 (December 6th - Platinum). An encore of the ball will be held on Feastday, the 20th day of Eorgaen, in the year 5108, in the year 5108 (December 20th - Prime). For both evenings, the ball will commence at 9:00 PM, ET.

This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=15&message=9458

Mayor of Icemule Trace Announces Retirement

Author: GS4-IZZEA
Date: 11/17/2008 2:44:02 PM
After weeks of rumours and speculation, reports from Icemule suggest the Mayor has today announced his retirement. Local citizens reported a herald announced the news this afternoon.

A Representative from the Icemule Trace Town Council has confirmed that Mayor Binnder has decided to retire after many years of service to the town. Councillor O'Mallory passed on this message to citizens of Icemule Trace;

"Citizens and friends of Icemule, we thank Mayor Fizelgrauf Binnder for everything he has done for our town, and we are ready for a new era. Over the course of the next week we expect potential candidates to emerge and are planning to announce these candidates as soon as possible. Icemule Trace operates a democratic election system, and we encourage all citizens to cast their vote wisely, on election day."

The news comes after many months of criticism and increasing unrest within the town council. Early news indicates candidates from well known Icemule families emerging.

This message was originally posted in Towns, Icemule Trace. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=4&message=3897

MHO and CHE Fair This Weekend!

Author: GS4-KORELYS
Date: 11/13/2008 3:09:10 PM

Are you looking for a place to belong? Are you curious about one of the many CHEs and MHOs that operate in Elanthia?

On Friday evening at 9pm ET, a path will open up in all three Silverwood Manor courtyards (Wehnimer's Landing, Ta'Vaalor, and Icemule Trace). The path will lead to a clearing on the grounds of Silverwood Manor, where various MHOs and CHEs have put up tents offering refreshments and information about their organizations.

A few individual events will be held over the course of the weekend -- check the calendar for details. This is a chance to meet individuals from various organizations, and decide if one of them may be right for you!

Feel free to email GS4-Korelys@play.net with questions.

This message was originally posted in Meeting Hall Organizations (MHOs), Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=21&topic=1&message=83

The Narrative History of the Guardians of Sunfist

Author: GS4-SCRIBES
Date: 10/18/2008 8:35:07 PM

Based on a timeline and events devised by the awesome Oscuro, edited and QC'd by the excellent Xynwen, I provide to you the Narrative History of the Guardians of Sunfist :



The story of the Guardians of Sunfist, like so many in Elanthia, began several thousands of years ago. Deep beneath the earth, it began far from the sight of elves and men, in a war fought over generations. Orc and dwarf struggled for control of the vast underground and the nearly limitless riches it possessed in a conflict that lasted nearly ten thousand years. Out of this epic war a hero emerged, the dwarf Overking Khazi Khazar, founder of the dwarven empire and builder of the legendary city of Kalaza. Greatness rarely walks alone, however, and by his side stood his closest friend and most able general, Angustan Ghesta.

The facts of Angustan Ghesta's youth have been lost, overshadowed by the many myths and hearth-tales surrounding his legend. It is known that Ghesta rose quickly within the ranks of the dwarf armies, due to skill and the violent attrition of the devastating Orc Wars. Not content with the static fighting techniques developed thousands of years earlier, Ghesta developed a new method of combat, taking advantage of the battlefield's natural terrain of mountains and tunnels. His men, trained in this new style of war, wrought devastating defeats upon the orcs and by virtue of his success, Ghesta came to the attention of the rising dwarf king Khazar, and a lifelong friendship was formed.

To Ghesta, Khazar gave the finest of his soldiers to train in the new style of warfare, and thus the storied First Legion of Khazar was born. The legion embodied the finest of dwarven warfare and was given the mission of protecting Khazar, and later, the line of dwarf Overkings. For thousands of years, the First Legion performed its duty, its members constituting the finest of the dwarven race. Under its banner the greatest threats were driven away from the tunnels and undergrounds of the dwarves. So great was the victory, that amongst the orcs and mountain giants, the Legion's emblem was identified with death. Some have gone so far to claim that the word for death in the orc tongue in this present era evolved from the name of the First Legion in the old orcish.

It was of no surprise then, that when the darkness of Despana fell across Elanthia, and the tragedy of ShadowGuard burned the elven soul, that the Overking Gerfroth Khazar selected a great number of the First Legion of Khazar to go forth in battle to answer the plea of help from the East. There was much courage at the Battle of Maelshyve, but also much sorrow, as even the finest warriors are mortal. Only a quarter of those who had left the underground realm returned, and the songs sung in memoriam for the fallen were soon forgotten in the tragedy that befell the dwarves after Maelshyve.

The Red Rot swept through the city of Kalaza and killed far more dwarves than any dark army might aspire, including Gerfroth Khazar. For thousands of years, the First Legion of Khazar had protected the line of Overkings, but with the death of Gerfroth, the line was broken, and Kalaza was sealed, a tomb to her people and to the Overkings. Without home or duty, the First Legion dissolved, its surviving members dispersing to those places thought free of Despana's Revenge.

The largest number of the surviving members belonged to the Toktrog Clan, those dwarves who, led by some innate desire to travel, had often been the natural scouts of the First Legion. As time passed and old ways were lost, only the Toktrog Clan retained the knowledge and fighting techniques of Angustan Ghesta and his First Legion of Khazar. Over the next several centuries, the Toktrogs coupled their magical curiosity and aptitude with their battle-lore and knowledge. Other clans oft held the Toktrog in awe, not realizing that their seemingly miraculous abilities as scouts came in part due to the use of dwarven knowledge other clans had allowed to be forgotten. For under the Toktrog eye, few paths were hidden, and nary an enemy camp left undiscovered. Had the Toktrog Clan been selfish or untowardly protective of their secrets, the present era would have been a different reality, one of more pain and death. However, the Toktrog were of better quality.

It was the autumn of the Sunfist Compact when the legacy of Angustan Ghesta and the First Legion once again began to be taught on a wider scale. In an unprecedented move for dwarves, born from a newfound alliance and trust, the Toktrog shared Ghesta's legacy not just with other dwarves, but with the giantmen as well. Word spread quickly amongst the soldiers of the two races, and increasingly, warriors of the giantmen and the dwarves sought out the practitioners of the First Legion's art for training. So great were their numbers that the dwarves and their giantman allies decided to once again establish the First Legion of Khazar under a new name and banner, the Guardians of Sunfist.

This new society of giantman and dwarf flourished, but on a limited scale. For as much as the techniques of the Guardians of Sunfist attracted warriors of the two races, those who taught it belonged to nomadic clans and to find them and the society required extensive traveling. As a result, the powerful lessons of the Guardians were often restricted to those who shared the nomadic life. However, the fate of the society was not to be of limited reach, for Elanthia changes as monumental events strike our world, as they did in eons past. And change came yet again in the fifty-first century with the return of a forgotten nightmare and G'bruk.

In 5103, nary a realm of Elanthia was without crisis. In the west, deadly morphing creatures plagued the human empire and struck terror in the halfling populations of the north. In the east, the elves were beset by undead terrors and a war that threatened the very balance of life and death. And in the middle of this ever-tightening vise, the dwarves suffered from the rediscovery of a nightmare long thought relegated to unspoken history, the Red Rot. As the disease spread through the dwarven populations, yet another threat beset the people of the Underground. Trolls, in the throes of a mass eastwardly migration, trekked in enormous numbers through the dwarven mountains under the blue comet and spiritual banner of G'bruk.

It was in this time of crises, the Guardians of Sunfist decided to establish a permanent base of operations, a place to train all dwarves and giantmen, regardless of clan or lifestyle. The great dwarven hub of Zul Logoth was selected as the site of the base, perfect in its location in the center of the DragonSpine and as a defensive shield against any foe.

Like many great tales, the crisis that had so consumed Elanthia, which had spurred the Guardians to place themselves in Zul Logoth, were ended not by the actions of many, but that of a few. Before the training of thousands of dwarves and giantmen was complete, the time of strife had mercifully passed. In the process, the Guardians of Sunfist had been changed. From the nomadic society formed in the dawn of Sunfist, the Guardians of Sunfist had risen as the modern protectors not just of dwarves, but of all peoples, and thus, they opened their doors, their knowledge, and their lore to all. Begun with a singular dwarf, companion to a legendary king, revitalized on an autumn hill, and re-envisioned during Elanthia's time of greatest need, the Guardians of Sunfist now carry on their training, open to all to learn, for all to protect.



GM Scribes

This message was originally posted in Organizations and Societies, The Guardians of Sunfist. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=20&topic=10&message=4013

Ebon Gate -- Who is excited?!?!

Author: GS4-VESMERA
Date: 10/9/2008 11:51:49 PM

Are you excited yet? I know I'm excited!!! I can't wait to see everyone running around like crazy, and having a great time.

We -really- appreciate your patience with the delay on the festival verb. Sometimes things happen, and we work to correct them as quickly as possible. Don't let that lack of information get you down! No losing steam before we even begin!

The other GMs and I have a lot of great surprises in store for all of you this year, but I suppose I can let a few things slip. And I do recall promising to let you know what I might be providing that would possibly effect certain professions, races, etc... So, in the spirit of keeping communication open between us, I'll list some of the special services that will be available this year. Please note: This is not everything, and there will be limited slots with random selection methods (raffle, spinners).

- Bard Sonics.
- Rotating flares for weapons 8x and below.
- Temporary banshee flares for shields 7x and below.
- Temporary crit padding (with stipulations)
- Temporary crit weighting (with stipulations)
- Cobbling things. (It's a surprise)
- Shield, armor, and armor accessory spikes.
- Prayerbead and religious jewelry unlocking.
- Metallic gown unlocking. (Yes, new scripts!)
- Lockmastery clasps and keyblanks.

Is this enough? ;)

But wait, there's more!

-- 2nd Annual Masquerade Ball. Your chance to dress up, dance, and win a great prize.

-- Costume contest! New this year! For those of you who would rather not wear a coat, or a ballgown. Show off your costume, and possibly win a prize for your efforts!

-- Storytelling competition. Bring us your spooky stories, songs, and poetry! Prizes for first, second, and third place!

Ask around. The prizes are well worth the effort!

Don't forget our yearly quest, and the many smaller contests, games, and role playing opportunities throughout the event!! And shopping. Who doesn't love shopping? ;)

I hope this glimpse into what's in store has caught your attention! Buy your ticket (or tickets) and come join the fun. Can't wait to see you there!

*~Vesmera

~*~
Gobble D. Cheeks approves of Turducken.

This message was originally posted in Quests, Sagas, and Events, Ebon Gate Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=29&message=14987

Mayhem Troupe Returns

Author: GS4-THANDIWE
Date: 9/19/2008 7:11:52 PM
Reports have traveled from abroad about the ebon wagon that is glimpsed amongst the sunset hues of autumn leaves. Riding far and wide, the wagon is that of the legendary family group known as the Magical Mayhem Troupe.

Last seen passing into the Shireland and approaching the Northern Steppes, the legendary troupe has not returned home to the Human Empire in nearly two hundred years. The performance company is formed up of family members who pass on their talents from generation to generation and have gained world notoriety.

Known primarily for their marionette shows, the troupe also holds vast talents in entertainment magics, juggling, jester acts, lively mask creation, and fantastical operettas. Though the troupe has made no stops yet on its return trip, it is highly anticipated that the troupe will once again perform.

~*~ Thandiwe ~*~
(At this point, I tried to summon the crows, by doing a tribal dance in the barrows and singing "Heerre crowie crowie crowie. Oosh oosh." That didn't work.) -- Coyoterre

WL Frontier Days - Weekend Wrap-up

Author: GS4-TALISKER
Date: 8/30/2008 12:04:15 PM

Feastday (Saturday) the 30th
--Dragonbones on the Albatross at 8:00 p.m.
--Raffles! Archery items, a wand crossbow, a features makeover, and a very talented toy goat. Watch for local announcements as the tables are erected.
--Wandering merchants

Restday (Sunday) the 31st
--Trivia in Moot Hall at 2:00 p.m.
--Pennant Chase, 4:00 to 6:00 p.m.
--Raffle Drawings. Raffles started on Feastday will be drawn and awarded today.
--Wandering merchants

NOTE: All times are by the elven means of reckoning (Eastern). As always, slight variations may occur, depending on weather and road conditions.

This message was originally posted in Towns, Wehnimer's Landing. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=7&message=2681

Frontier Days - Week Two

Author: GS4-TALISKER
Date: 8/25/2008 11:46:37 AM

As previously arranged by Mayor Stennis and the Merchant Guild, a number of artisans and vendors will be stopping by the Landing over the coming week. Though many of the merchant arrivals may be unscheduled, there are several events on the itinerary. Among them are:

Volnes (Monday 8/25)
--Skinning Contest! 9:00 p.m. - Our very own Dakris the furrier will host this event where teams of players (no more than 5 per team) will have thirty minutes to collect as many of the specified animal hides as possible. NOTE: During the event, Dakris' shop will be -closed- for business.

Tilamaires (Tuesday 8/26)
--Raffle! 7:00 p.m. - Watch for a raffle table in Town Square, Southeast, just outside the general store. The raffle will run for approx. 24 hours and a name will be drawn on Leyan (Wednesday).

--History Hunt! 9:00 p.m. - Hosted by a representative of the Wehnimer's Landing Historical Society, individuals and teams (no more than 5 per team) will race the clock to solve clues and locate flags hidden throughout the town and its environs.

Leyan (Wednesday 8/27)
--Pin Contest Announcement! 8:00 p.m. - Winning contestant(s) will be announced and their prizes awarded. Pins will be made available at that time.

--Special Announcement! Immediately following the Pin Contest awards. - A representative of the town government will unveil town improvements/development projects.

Niiman (Thursday 8/28)
--Storven the Weaponsmith! Mid-evening, depending on road conditions. - Storven will perform weapon and armor customization for a select number of WL citizens. (Eligible to full citizens only!)

Later in the Week
--The gambling vessel, "Albatross," will arrive for your gaming pleasure! If the weather is fair, look for the Albatross to arrive mid- to late afternoon on Niiman (Thursday).

--Trivia! That crazy halfling trader, Sympo, will arrive to challenge contestants with Wehnimer's Landing-oriented trivia questions. Time and day to be announced. Most likely are the evening of Day of the Huntress (Friday) or mid-day on Feastday (Saturday).

--Dragon Bones! On Feastday (Saturday), this ever-popular game of chance will be run from the decks of the Albatross. Time to be announced.

--Penant Chase! Join the fun on Restday, the 31st, at 4:00 p.m.

Among the merchants scheduled to appear are:
Storven
Guhtz
Neveni
Tephrem
Brother Weatherby
Gobhar
Yaros

~ Talisker

This message was originally posted in Towns, Wehnimer's Landing. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=7&message=2586

Dateline 8/25/2008: GRAND BALL ANNOUNCED TO HERALD OPENING OF GUARDIAN KEEP!

Author: GS4-ALYIAS
Date: 8/25/2008 12:47:04 AM

King Tyrnian Vaalor is pleased to announce a royal ball on the occasion of the newly-renovated Guardian Keep. Due to the importance and scale of this event, the elven king will magnanimously allow all members of the populace to attend.

Guardian Keep, long an emblem of Ta'Vaalor's might and majesty, had been long closed to the public. King Tyrnian has expressed hopes that the opening of the keep allows the general population to more closely experience the glory of his people.

All guests are expected to dress in formal attire. Slovenly appearance or behavior shall not be tolerated.

The ball will be held on Feastday, the 20th day of Imaerasta, in the year 5108 (September 20th - Prime). An encore of the ball will be held on Restday, the 21st day of Imaerasta, in the year 5108 (September 21st - Platinum). For both evenings, the ball will commence at 9:00 PM, ET.

This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=15&message=9085

Koar's Temple Opens its Doors

Author: GS4-AUCHAND
Date: 8/17/2008 1:36:46 PM

After being closed for many years, the Fane of the God-King has opened in Solhaven. All are bid welcome to the Temple, which is Solhaven's largest place of worship.

It should be noted that there are two unusual aspects to the Koar Temple:

1) The entry arch strips those who approach of all their spells.

2) Upon entrance to the prayer plaza, your eyes will be drawn to the dais. Everyone within the plaza can see actions occurring on the dais. If you wish to hold a religious ceremony, worshipers can see what you are doing from anywhere within the plaza or the 'highwalk.'

Enjoy!

This message was originally posted in Towns, Solhaven. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=9&message=10311

Stormbrow Gallery Cultural Art Contest

Author: GS4-LIIA
Date: 7/31/2008 2:38:31 PM


BEELA, CURATOR OF THE STORMBROW GALLERY, INVITES ALL ARTISTS TO SUBMIT WORKS FOR CONSIDERATION FOR DISPLAY IN THE CULTURAL ROOM OF THE MUSEUM!
This contest is intended to spark new ideas. If you have something already in existence that you wish to donate, and have missed the previous donation times, please email me at GS4-LIIA@PLAY.NET with the item description. Your subject line should read STORMBROW DONATION.

Submission criteria:

Allowable types of arts and crafts:

*Paintings depicting daily life or cultural aspects of Kharam Dzu and Teras Isle
*Sculptures depicting daily life or cultural aspects of Kharam Dzu and Teras Isle
*Traditional dwarven or Terasian clothing
*Traditional dwarven or Terasian jewelry
*Other obviously traditional dwarven or Terasian "fluff" items that would depict the same

Technical requirements:

*Items must have a 15/15/15 base description AND a show. Items must show cultural and/or daily life aspects of Teras Isle. The items should be current day and age, not of historical significance. For example, a painting of someone feeding the Mule at the statue would be current; a painting of a dinner on Ghorsa's air balloon would not.
*Weapons and armor are not included for the purposes of this contest.
*The deadline for submissions is FRIDAY, AUGUST 16, 2008. More than one submission per person is allowable.

Email all submissions to GS4-LIIA@PLAY.NET with MUSEUM CULTURAL ART CONTEST as the subject. Please send a separate email for each item you wish to enter. Include your character AND account name with each submission.

Winners will be chosen based on creativity, appropriate content, accuracy based on in-game existences and/or official documentation, and standard game policy. GM Liia reserves the right to tweak the winning submissions for QC approval. Winning entries will be displayed in the Stormbrow Gallery with recognition of the artist. You do NOT have to be a Teras citizen to participate!

-Liia

You tap your invar volcano pin and fiery red sparks and grey ash come out of the top!
You are fondly reminded of home.

This message was originally posted in Towns, Kharam Dzu. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=12&message=4819

Dateline 7/31/2008: NEWFANGLED VERBS FOR VAALORIANS!

Author: GS4-ALYIAS
Date: 7/31/2008 1:12:32 AM


Attention all Vaalor elves! To better reflect your superior Vaalorian nature, you now have a newfangled way to SCREAM, GIGGLE, TURN, or SALUTE. Note that these new options are only available to those elves of the Vaalorian culture. Feel free to use VERB INFO SCREAM, VERB INFO GIGGLE, VERB INFO TURN, and VERB INFO SALUTE to see the new options, as well as various verb HELP options to see the new usage and how to set your verb preference. Enjoy!

-Alyias

This message was originally posted in Towns, Ta'Vaalor. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=15&message=8912

New Statue Revealed in Kharam Dzu!

Author: GS4-LIIA
Date: 5/7/2008 4:23:46 PM


Today on Teras Isle...

Tremendous clattering is heard as a group of dwarves enter, pulling a covered statue on a wheeled cart. The apparent leader yells, "Ready? Heave!" and the rest of the workers hoist the statue to its new home by the fountain. They pull off the large tarp and walk out with the cart, wheezing with the strain of the job.




At long last, the town officials are pleased to announce a brand new statue at the intersection of Dragonspine and Krodera.

>look fountain

The pool is edged with waterspouts, from which jets of clear, clean water jet upward and inward toward the center. The water falls at the feet of a pristine hulking giant statue.

>look statue
Comprised of a variety of polished metals, this life-size likeness of a giantman stands facing the fountain, one foot on the surrounding wall. He is clad in invar breeches and a matching chainmail shirt, gripping a solid vultite bastard-sword in each massive hand. Below an unkempt mass of hair, his eyes are wide and wild, and his face is split with a maniacal grin. A small silver plaque is affixed near his bare feet.

>read plaque

In the Common language, it reads:
In recognition of the good citizens of Kharam-Dzu, who donated the materials to rebuild this historical statue of Hymirth Gertigson, warchief of the Ghost-Elk Tribe. Never bested in the ring of honor, his death at Maelshyve will be sung through the ages.

-Liia

You tap your invar volcano pin and fiery red sparks and grey ash come out of the top!
You are fondly reminded of home.

This message was originally posted in Towns, Kharam Dzu. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=12&message=4507

Dark Elven Languages

Author: GS4-LOTHWYN
Date: 5/5/2008 8:12:18 PM


The Languages of the Dark Elves

Language is the most basic tool for cultures to form cohesion amid the chaos of the world, to bind together those factions that share the same interests and values. When linguistic scholars study languages, they're able to piece together and intricately learn more about each culture and subculture, due to the unique makeup of the group's linguistic behavior.

Especially interesting to linguistic scholars are the dark elves, as unlike other races, the dark elven race splintered into three separate, distinct languages: one with unknown and possibly mystical origins and two intentionally created to set groups apart from elves. For generations, these three languages, Dark Elven, Faendryl, and Dhe'narsi, have fascinated linguists, historians, and other scholars.

Dark Elven:

The dark elven language is often called the "voice of Rhoska-Tor." When the first elves settled in Rhoska-Tor, the mana foci in the surrounding land tainted their physical bodies and changed their appearance. For instance, their ears became more sharply defined, giving them the ability to hear a varying degree of different tonal ranges not audible to other elves, and they found their tongues were able to make new, unique sounds. This new race, dark elves, learned to draw upon the powers of the mana flows to increase their arcane potential. But tapping into this power did something more: it gave them an innate knowledge of a tongue never heard before.

Scholars have tried to determine the linguistic roots of the intricate dark elven language, but so far none have been able to find any in known recorded texts or living speech models. Some have speculated that it is a dialect from beyond the veil, a language of some foreign demonic race, but numerous trips to several valences have failed to uncover proof.

All dark elves have an intimate knowledge of the dark elven language, regardless of how long it's been since their ancestors have been to Rhoska-Tor, but in particular dark elves that did not grow up in one of the two main cultures will rely heavily upon its use--more so than even Common speech. Most Dhe'nar, however, have a distaste for using the language, finding it more primitive than their own. On the other hand, Dark Elven can still be heard on the streets of New Ta'Faendryl as it is often used in informal, everyday conversations among family, friends, and acquaintances.

Faendryl:

The foundation of the Faendryl language can be traced back to shortly after the exile of the former leaders of the Elven Nations. On their trek toward Rhoska-Tor, Cestimir Xisuthors Faendryl, Patriarch XXXV, began noticing his people twisting elven words into opposite meanings out of spite. In an effort to boost morale, Cestimir encouraged this feeling that, since they were no longer a part of the elven City-States, they should no longer share the same language. Eventually, over the millennia, the twisted elven spoken by the exiles evolved into the present day Faendryl.

While there are a few minor similarities with common Elven, the language of the Faendryl is more refined and complex, reflecting in linguistic design both the physical and mental changes the exiled race went through to become dark elves. Even with their mastery of the unique dark elven language brought about by their exile in Rhoska-Tor, the Faendryl perpetuated their evolved Elven as well.

In New Ta'Faendryl, by law, the Faendryl language is reserved for formal occasions and official stances. Proclamations by the Patriarch and other officials, writs of law, contracts, and other business documents are written in the Faendryl language, but informal everyday conversation is conducted in Dark Elven. The bilingual nature of the city often confuses outsiders and can lead to many cultural misunderstandings--such as a foreign envoy, in an attempt to garner favor, introducing himself to Basilica officials by grunting out a ragged, Dark Elven phrase.

It should be noted, however, that it is not unheard of for Faendryl to speak solely one language or another. Members of the lower classes often find the Faendryl language too refined and complex and therefore prefer to speak Dark Elven, whereas members of the upper classes consider Faendryl the only proper tongue to speak, eschewing the use of any other language.

Dhe'narsi:

Linguistic scholars have not yet pinpointed a date for the emergence of Dhe'narsi due to its initial rudimentary beginnings. Although some claim to know a precise time, there is no agreement within the scholarly community, nor among the Dhe'nar, on a true beginning date. Some have speculated that its initial start occurred after Noi'sho'rah vanished and the Dhe'nar separated from the other elves. Among the Dhe'nar, it is generally accepted that Tahlad gave birth to the language of the First Born, through wisdom given to him in a vision from Noi'sho'rah himself.

Dhe'narsi is an intricate, flowing language that holds minor similarities to forms of distant Elven. While it was primitive as it began to evolve, with loosely defined vocabulary and grammar, over the millennia it has grown into a rich, full-bodied language that bespeaks the pride of the Dhe'nar. Pure Dhe'narsi is known by all dark elves raised in a structured Dhe'nar culture, and it is often the only language they will speak.

The Dhe'nar people solely spoke pure Dhe'narsi at the founding of Sharath and used it throughout all forms of daily living within the city. All the castes engaged in the use of the language, although each added their own select words. The use of these terms helped to identify members of the various castes of the Dhe'nar society. After the fall of Sharath, Dhe'narsi was still a viable language available to those who decided to continue to use it. Some of the Dhe'nar, scared and torn about the Great Fire, returned to using the dark elven language, the fluency learned at Rhoska-Tor never fading.

Within the recent century, a form of Dhe'narsi has cropped up in Western Elanith from a group of Dhe'nar that was discharged from their caste duties. This Dhe'narsi, while still viable and intricate in its own right, shadows some similarities to the initial evolution of the language, and it is speculated that it is a dialect that was spawned before the original language expanded at the founding of Sharath. It is conjectured that this form of Dhe'narsi is taken up by Dhe'nar who, having once broken ties with their people, seek to reconnect with their past and Noi'sho'rah. It is not uncommon for individuals of other races, those who have befriended one of these Dhe'nar, to learn to speak the dialect. Typically combined with the common language, the dialect is often simple, select phrases or statements of greeting.

This message was originally posted in Races of Elanthia, Dark Elves. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=10&topic=5&message=1356

Torren Guard Routs Krolvin Slavers!

Author: GS4-AUCHAND
Date: 5/5/2008 1:39:30 PM


The Royal Torren Press
Fairport, County of Torre

Ivastaen 4th, 5108

Torren Guard Routs Krolvin Slavers!

The blood of the Grimswarm had but barely dried when our Count Clayborne issued orders for one of the most celebrated companies of the Torren Guard. They were sent, under the command of Captain Neyla Cavale, to the small river town of River's Rest to apprehend noble-turned-criminal Casler Huntington. By the fortune of Niima, the the Guard arrived during the midst of a Krolvin invasion. They saved River's Rest and its occupants from certain doom. According to sources at the Royal Garrison, it has been years since the Guard clashed against the scourges of the Great Western Sea. Predictably, the blue-skinned monsters proved no match for the elite of Torre and the Turamzzyrian Empire.

The safety of the town secured, sources tell the Royal Torren Press that the Guard will now turn toward their mission of capturing the elusive criminal Casler Huntington. Since the nefarious murder of an Imperial inspector in the Rest last year, there has been an official protest by the Imperial representative in the court of Count Claybourne. The complaint demands that justice be meted out upon the criminal, accompanied by warnings that Tamzyrr will not sit idly by if nothing is done.

The honorable House of Huntington has so far remained quiet on the matter of the wayward son and former heir, who fled Fairport more than ten years ago. However, a servant--who will remain unnamed--has spoken in private about the family's reaction to the news that Casler Huntington was possibly alive and living miles to the south. The source tells that the subject of Casler remains forbidden within the walls of the Huntington's Watch Hill manor.

Casler Huntington remains an enigma. Rumors reported by locals of River's Rest state that he may have fallen or been taken captive during the latest outbreak of Krolvin violence. Should this rumor prove fact, it will likely make the mission of the Torren Guard that much harder to complete. As we all know, it will nevertheless be accomplished by our fair and brave soldiers in blue and buff: the Sword and Shield of Torre.


This information may be of interest to players frequenting the town of River's Rest. Casler Huntington is a local celebrity who has engaged in a number of daring exploits of late, and it seems his journeys are just beginning!

Auchand

This message was originally posted in Quests, Sagas, and Events, Current and Upcoming Events. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=2&message=4514

Erithian Clothing Documentation

Author: GS4-XYNWEN
Date: 4/9/2008 9:08:01 PM


Just as sort of a "welcome" present, the below documentation is ready for release! Please note that merchants will NOT be able to alter items into these new nouns yet. I will be running a traveling merchant and making my way through the cities. Once I'm done with that, then it'll be opened up for other merchants. Basically, the premise is that this merchant will be lecturing to all the tailors and seamstresses in various areas and training them on the intricacies of the clothing.

The Dress of the Erithi

From a notice sent to the Scholars of Ta'Illistim for immediate dispatch to any interested party.

Due in part to our natural reticence, the unique quality of erithian dress has been a source of admiration, but also confusion, since making our presence known. As such, many of the traveling erithi have adopted local forms of dress or modified their normal clothing. For those that choose to wear the traditional garb, both formal and utilitarian, finding a tailor that can properly craft it has been impossible. For that reason, I have tasked one of our best tailors to provide an explanation of the intricacies of our traditional attire and to travel the expanse of Elanith. Talented though he may be, however, I do realize he will never be able to seek out all traveling erithi and proffer the comforts of home dress. Thus, I hope that the tailors and seamstresses of these other lands will pay close attention to his descriptions below and learn the craft of fine erithian sewing.

1 Ivastaen 5107
Chief Scholar Isienaka of the Eloth Dai

~~~Erithian *Clothing:* A Guide~~~

I am Vithalan of the Tichan Dai, and I have the great honor to be a tailor to many important personages in Eloth-Ra. I am but a simple man, a humble tailor, and as such, my writing is less elegant than one of our scholars. Pray forgive me, but our elders felt I would be best able to describe our clothing, despite my lack of a silvered written tongue, and so, I have given it my best try.

The first item of importance when understanding attire of the erithi is that each garment has functional and formal versions which are readily apparent at a glance. Functional clothing consists of sturdier materials, simpler patterns, in essence, less "fuss" for our daily tasks. Formal clothing radiates color and cheerful excess of fine fabrics. While some sewing is obviously involved, much of the art of Erithian dress comes in the intricate folding of materials.

Typical dress consists of an atika or an elothrai, an isiqiri, an atanika, nanjir or kanjir, and a pair of yatane. Oftentimes, you will also see a vatanura. Of course, for our more adventuresome erithi, I have heard it is more and more common to wear any one of these items with foreign clothing. For example, someone might choose to wear a common skirt with an atanika, despite the obvious clash! Ah, but I get ahead of myself, as the terms I am using must surely be confusing to the non-erithi. I shall explain myself forthwith, and again, let me apologize for my lack of written poetry.

When the erithi embroider or adorn clothing, we do so most often with scenes of natural wonder and beauty. Flora and serene fauna are most common. The use of color is most prevalent in formal wear, but it is not unheard of to have splashes of elegance and color even in our daily attire. As a side note, when pluralized, none of the clothing changes form or pronunciation. Also, when referring in general to an item that has gender specific versions, you would utilize the feminine form. For example, a store sells atanika, not atanikas, nor atanika and ataniki. Atanika alone suffices, but you would state that all the men wore ataniki, since you are only referring to men at that point.

Enough of the brief language lesson and on to the clothing!

Below, I explain each clothing item in detail. When such items are commissioned, please be exact, for an atanika fit for a party looks quite different from an atanika for a day at the wharves.

Atika (aw TEE kuh): our women's headwear, the atika is starched in a series of three or more wave-like peaks flowing back from the forehead. In everyday use, the atika is typically simple linen or raw silk, occasionally dyed, but never patterned or embroidered. Indeed, many do not even wear an everyday atika, preferring a bare head. Formally, however, the atika is a work of art, consisting of many bright hues in silks and linens. Embroidered within an inch of its life, the formal atika will often have a back-flowing veil. Acceptable materials: Most cloth, but preferably linens, muslins, and silks. Unacceptable materials: Wool, leather, suede, or any other thick, unwieldy material.

Atiki (aw TEE kee): the headgear of our men, the atiki is quite similar to the atika, but instead of arched waves, the atiki sweeps back at the crown and folds inward along the edges. Again, everyday-use atiki are made of linens with metal-clasped folds. Formal atiki clasps are elaborate, however, such as gold filigree clasps shaped like dolphins in mid-leap or an elegant crane amid the rushes. Like the atika, formal atiki utilize lush silks and linens in myriad hues and are often heavily embroidered. Acceptable materials: Most cloth, but preferably linens, muslins, and silks. Unacceptable materials: Wool, leather, suede, or any other thick, unwieldy material.

Elothrai
(ehl ohth RAY): The erithian version of a ferroniere, the elothrai is a forehead-worn gem suspended from a fine chain. The scholars of the erithi originally wore these to signify their "inner sight" or wisdom, but the elothrai were so beautiful that men and women alike quickly adopted the decoration. Each Dai has its own signature agate for use in the elothrai, but all choose their own agate at personal whim anyway. In erithian, "eloth" means sky and "rai" is a truncation of either raiyatha (soul) or raiyartha (agate). It is amusing to this humble tailor that the jewelry designed by scholars has become a matter of debate amongst them, as there are differing schools of thought (and hence dissertations, arguments, and even petty quibbling) as to whether or not it is soul or agate. I personally believe the original one who bestowed the name left it intentionally ambiguous to spark just such debate, and even now, they look down upon us and chuckle from the skies. Acceptable materials: Any agate for the gem. Unacceptable materials: any other gem or stone. An elothrai is always made with an agate, and it is always on a chain of sorts, never a solid piece of material like a circlet.

For those interested, the traditional agates for each Dai are:

Eloth Dai: Owleye agate
Surath Dai: Drought agate
Nalatha Dai: Nalatha agate
Yachan Dai: Summer agate
Tichan Dai: Storm agate
Valaka Dai: Beetle agate

Isiqiri (iss ih KEER ee): The isiqiri is a shirt, but of a very particular cut. The sleeves always come to the wrist and are cuffed in some manner. Isiqiri have short, stiff and upright collars which are unfolded and rise one to two fingers above the shirt. They are buttoned, often in a matching style to the manner of cuffing, but often the method of buttoning is hidden by an overflap of material. Everyday isiqiri are of raw silk or basic linens, while the formal have a greater range. However, since isiqiri are typically worn under an atanika, they are usually less elaborately embroidered, even in formal attire. There is no appreciable difference between male and female cuts of an isiqiri. Acceptable materials: Most cloth materials, but preferred materials are linens, muslins, and silks. For truly rugged professions, coarse materials like broadcloth are occasionally used. materials: Wools, suedes, leathers.

Atanika (aw tawn EEK uh) and Ataniki (aw tawn EEK ee): Women wear atanika, the showpiece garment of our traditional garb. An atanika is a multi-layered robe with a center line opening. An ataniki, for the men, is essentially the same garment except that the cut allows a left-line wrap instead of center line. For everyday atanika, the sleeves are of a smaller bell, the vatanura (sashes) are optional, and the length is just above the knee. While some choose to keep their atanika simple and utilitarian for daily use, most erithi prefer embroidered layers of silks, linens, and other fine materials. Formal atanika are quite elaborate. All atanika do have inner ties to hold the garment together, even if a vatanura is not worn, but using the ties is also a matter of personal preference. Depending on the climate, atanika might be lined with warmer materials, such as wool or fur. Acceptable materials: Silks, linens, satins, velvets, and muslins. Wool or fur is only acceptable for lining or accents. Unaccepatable materials: Leathers, suedes, and most other stiff materials.

Allow me a brief sidenote, if you will, on the atanika. Some believe that the differing openings are symbolic in nature. Like all such opinions, no definitive answer exists, but I have always found it fascinating. The symbolism in the center line opening is that women are our centering presence and thus their atanika opens along the center line of the body, while men are driven by the bloodrush from the heart and thus ataniki open along the heart side, or left side, of the body. More prosaic women suggest that a man originally designed the garment with the left-bound opening, and his pregnant wife quickly disabused him of that notion, preferring a cut that allowed her burgeoning belly to protrude in comfort. As I said, beliefs vary, but regardless of the origin, men would not wear an atanika, nor women an ataniki.

Vatanura (vaw taw NYUR uh): This is a side-tied waist sash made from elaborately folded cloth. Vatanura are never sewn together, although they can be embroidered if desired. Exceptionally cleverly made vatanura often have a small inner pocket for a key or other tiny trinket. Acceptable materials: any cloth that is not overly stiff. Unacceptable materials: leather, suede, metals.

Nanjir (nan JHEER): Buttoned below the knee, nanjir are similar to other culture?s breeches. They are always made roomy, never skintight or even remotely fitted, so they flare out at the hips and thighs. Men and women alike wear nanjir. While most nanjir are relatively simple in adornments, it is not unheard of to see a heavily embroidered pair made to match a formal atanika. Acceptable materials: Most cloth materials, even the coarser ones, plus leather and suede.

Kanjir (kan JHEER): As an alternative to the nanjir, women sometimes opt to wear kanjir, a tight-fitted legging that terminates at the ankle. Tradition dictates that all kanjir have at least one piece of agate sewn on them somewhere, and women are often seen wearing kanjir with a kanjiqi. Acceptable materials: Any soft cloth, such as velvet, silks, satins, or linens. It is not unheard of, although rare, to have a coarser material such as broadcloth, sailcloth, or wool. Unacceptable materials: Suedes and leathers.

Kanjiqi (kan JHEE kee): Kanjiqi are thigh-sheaths that erithian women wear with kanjir. Crafted to hold a small dagger or similar weapon, the small sheaths are worn mid- to upper-thigh and can be a fingersbreadth or a handspan in width. Young, unmarried erithi often prefer the more "enhancing" aspects of a kanjir-kanjiqi combination and wear it frequently. Nanjir are not designed for kanjiqi, and anyone wearing them together would look utterly ridiculous. Acceptable materials: Most cloth material and suedes and leathers. Metals, woods, etc may be used for adornment. Unacceptable materials: Any metals, woods, bones, that sort of rigid material.

Yatane (yaw taw NEE): Yatane are typical erithian shoes. While we often prefer to wear sandals woven from rushes when relaxing or just walking to the market, shoes are more practical for many tasks and are preferred for formal events. Yatane are ankle-length, low-heeled, and have gently pointed toes. Most materials are acceptable for yatane, and as is common, yatane range from sturdy and practical to fancy. Acceptable materials: Any materials shoes would normally be made from, so most cloths, leathers, suedes. Unacceptable materials: Inflexible materials like metals. Woods and rushes can be used for the undersoles, but not for the rest of the yatane.

I hope this has been a useful guide. If, however, there are still questions, I will, as tasked, be visiting many towns and cities where erithi reside now, and I shall impart my knowledge to as many tailors and seamstresses as I can find.

Signed this 15th day of Ivastaen, 5107
Master Tailor Vithalan of the Tichan Dai



--Xynwen--
"Don't ever invite a vampire into your house, you silly boy. It renders you powerless."

This message was originally posted in Races of Elanthia, Erithians. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=10&topic=7&message=480

Human Race Updates

Author: GS4-VASCHKA
Date: 4/7/2008 7:23:54 PM


Coinciding with the release of the Tehir document expansion, I am pleased to two updates for the Human race:

* Language mechanics for the Tehir culture
* A new Human culture: the Shakat

Thanks go to Ildran for the timely release!

-V

This message was originally posted in Races of Elanthia, Humans. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=10&topic=13&message=821

The Tehir: Life and Being in the Sea of Fire

Author: GS4-VASCHKA
Date: 4/7/2008 6:21:34 PM


I am extremely pleased to announce the release of the Tehir documents. A dissertation containing a primer and nine chapters, this document spans nearly every aspect of life and being in the Sea of Fire. Chapter Ten details the Shakat, a Human culture born from the failures of Tehir.

Please follow this link to read the Tehir documents: http://www.play.net/gs4/info/races/cultures/tehir/home.asp

Coming soon will be two updates for the Human race:
* language mechanics for Tehir
* new culture option: the Shakat

We wouldn?t have done it without inspiration from you, the players, so thank you both for your creativity and patience. I?d also like to thank the following GameMasters who contributed to this project (past and present): Andraste, Ildran, Kitrina, Mikos, Sirina, Taiven, Warden, and myself, Vaschka.

Enjoy!
-V

This message was originally posted in Races of Elanthia, Humans. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=10&topic=13&message=815