The dictionary on Candlekeep is probably the most comprehensive canon list available. You may find others, but this is one that I trust to be reliable as I've got most of the references handy. I haven't bothered looking elsewhere.
It's true that the Candlekeep dictionary is somewhat out-of-date, what with new novels and such, but it's served me well enough so far. For less canon material, the Grey Company offers bastardized Sindarin/generic D&D Elven translators. There was talk of some Candlekeep scribes working on an updated version of the dictionary, but I can't remember who it was and where it would be published. Sorry I can't help more at the moment.
_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
You'll have to google the Grey Company, now, to get their information, as some gloriously intelligent crack sniffer hacked the main website at http://www.grey-company.org.
I, also, heard about Candlekeep doing a translator, but that was like two years ago.
I think that when I checked grey company against the candlekeep dictionary they werent the same. I generalyl check the word 'blade' or 'light' to see if it is FR or not.
I believe that faeries in general tend to lean more into chaotic aligment more than others. But I know, at least one, lawful faerie. But note that not many like people to make lawful faeries, this is what I have understood.
Also note that Faerie Pallys/Bg's/cleric's/monk's arent so common either..
Actually I believe I havent met Faerie pally or bg. Faeries may worship gods but how religious they are can be questioned..
According to the FRCS (cite your sources, bitches!) Wood Elves don't get it automatically, but it is one of their bonus languages.
However, each elven subrace (sans drow) gets Common, Elven, and home region. Sylvan is the language of most of the Wood Elves' regions, so they can, in fact, get it as a normal starting language.
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
A question for all the lore monkeys out there:
Is it safe to say that Umberlee is okay with her followers practicing Necromancy in any sort of way? I ask that because, even though she's a nature deity technically, so is Talos and he has supposedly sponsored Necro's into lichdom. What say ye?
Is it safe to say that Umberlee is okay with her followers practicing Necromancy in any sort of way? I ask that because, even though she's a nature deity technically, so is Talos and he has supposedly sponsored Necro's into lichdom. What say ye?
I doubt Umberlee would care, 'necromancy' seems to be on the list of 'generic evil things that every evil God tolerates, if not embraces'
At the very least, I can't recall ever seeing any lore suggesting Umberlee dislikes it.
"Nature Gods" in the sense of those who oppose undeath and harp about the cycle of life and such usually refers to the tree-hugging neutral/good types.
Is it safe to say that Umberlee is okay with her followers practicing Necromancy in any sort of way? I ask that because, even though she's a nature deity technically, so is Talos and he has supposedly sponsored Necro's into lichdom. What say ye?
I doubt Umberlee would care, 'necromancy' seems to be on the list of 'generic evil things that every evil God tolerates, if not embraces'
At the very least, I can't recall ever seeing any lore suggesting Umberlee dislikes it.
"Nature Gods" in the sense of those who oppose undeath and harp about the cycle of life and such usually refers to the tree-hugging neutral/good types.
Also, seeing as how one of Umberlee's own spell-like abilities is Create Undead, I don't think she'd have -too- much of a problem with her followers practicing necromantic arts.
about nature dieties and necromancy would malar care for it? I know that malar has druids, which traditonally are against necromancy. what do most of his normal followers think of necromancy and the undead?
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
Sadrin wrote:
I doubt Umberlee would care, 'necromancy' seems to be on the list of 'generic evil things that every evil God tolerates, if not embraces'
At the very least, I can't recall ever seeing any lore suggesting Umberlee dislikes it.
"Nature Gods" in the sense of those who oppose undeath and harp about the cycle of life and such usually refers to the tree-hugging neutral/good types.
It usually does, but not always. Hence, my question.
Khylaria wrote:
Also, seeing as how one of Umberlee's own spell-like abilities is Create Undead, I don't think she'd have -too- much of a problem with her followers practicing necromantic arts.
That I didn't know. Alright sweet.
herkles wrote:
about nature dieties and necromancy would malar care for it? I know that malar has druids, which traditonally are against necromancy. what do most of his normal followers think of necromancy and the undead?
No, I'm almost 100% sure that Malar frowns upon undead.
Actually, Malar also has Create Undead as a spell-like ability.
o.O *scratches her head in thought*
That's a bit confusing, considering his dogma states "Remain ever alert and alive" as well as "A brutal, bloody death or kill has great meaning." I looked a bit further into it, and he doesn't even have any manifestations associated with undead, whereas Umberlee has been known to use seagoing undead to show favor (or lack thereof).
Considering he's a deity of the hunt, it's got me rather baffled. Survival of the fittest, check. Winnowing of the weak, check. Undead.....nope, can't find a single thing about it aside from his ability to create them. The only conceivable undead I can think of that he might look upon favorably is the vampire. They hunt, and when they do, it's brutal and bloody. They're also hunted, which....well, can turn out pretty brutal and bloody. They taste the blood of those they slay.
Then again.....it might just be as simple a matter as creating undead to foil his nature-loving, tree-hugging hippie type deific counterpats, such as Eldath, Mielikki and Silvanus. They all oppose undead and work toward the goal of natural balance, as opposed to Malar's preferred method of the strong triumphing over the weak. The only thing I can think of is if undead were created to harass followers of these deities, such as for a distraction to keep them occupied while other plans (or hunts) are being carried out.
Overall though, it just seems to me like WotC flubbed up again with this one. (But that's just my opinion. If someone else has further knowledge on this, tell us about it!)
I see, another question about malar. Would druids of him seek to preseve the balance of nature as well or would they be more focused about the hunting aspect that malar has?
Malar is by definition not for balance, but for the survival of the fittest. The idea that Druids could be Malarites is, I believe, Amian homebrewn since the setting here is non-restrictive. Usually, there simply aren't any. The priests of Malar are traditionally Clerics. And furthermore, when they encounter a Druid, it's most certain that it won't end pretty.
To answer your question directly, even though it's contradictive.. if there's a Druid of Malar, then he is not for the balance, but for the imbalance that comes with "survival of the fittest". According to Malar's dogma, the strongest could wipe out everything else and reign supreme over an empty world, as the ultimate hunter.
It explicitly says that whorshippers include druids.
Also:
...Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful.
So, some balance between predators and prey is desired. I think, Mala'rs dogma is just pure Darwinism with survival of the fittest. This also includes that the predators will starve to death if they extinct all their prey.
The Amiawiki simply isn't accurate. Sorry for the lengthy quote here.
Druids are his favourite "prey". Nowhere is it stated that Druids are among his followers.
Excerpt wrote:
Malarite clergy seek to slay druids of all faiths whenever possible
Moonlight and Shadows wrote:
Malar The Beastlord, Lord of Beasts, the Black-Blooded Pard, the Ravaging Bear
Lesser Power of Tarterus, CE
PORTFOLIO: Hunters, marauding beasts and monsters, blood, bloodlust, evil lycanthropes, stalking DOMAINS : Animal, Chaos, Evil, Moon, Strength ALIASES: The Stalker (Vilhon Reach), Render (Endless Ice and Great Glacier), Blue Bear (Uthgardt barbarians), Herne (Orcs of the High Forest) HOME PLANE: Colothys/The Land of the Hunt SUPERIOR: Talos ALLIES: Auril, Talos, Umberlee, Bane (now dead), Loviatar FOES: Chauntea, Deneir, Eldath, Ilmater, Lurue the Unicorn, Nobanion, Silvanus, Sune, Gwaeron Windstrom, Shiallia, Uthgar SYMBOL: A brown-furred, bestial claw with long, curving talons tipped with fresh red blood WOR. ALIGN.: N, CN, LE, NE, CE
Malar (MAH-larr) is the god of the savage wild. Along with Umberlee and Auril, he is one of the Gods of Fury who revel in the kill or who hunt for sport or to excess, fallen rangers, sentient carnivores, and lycanthropes. Those who suffer the depredations of wild beasts attempt to placate the Beastlord with offerings of freshly killed and bloody meat, but Malar rarely recognizes their entreaties. In his more favorable aspects he is revered by beings who identify with the untamed nature, grace, and amorality of predators.
Malar achieves almost sensual fulfillment from the hunt and the kill. He revels in the fear radiated by the hunted and hungers for the blood of his prey. He speaks only in low growling undertone or vicious snarl. The Lord of Beasts despises the Balance sought by druids and their deities and seeks to overthrow it through the actions of his faithful. He manifests an avatar in Faerûn in an endless hunt across the Realms whenever the mood strikes him—which is almost constantly.
During the Time of Troubles, Malar stalked the length and breadth of Faerûn. He is known to have battled Nobanion in the Gulthmere Forest in a fierce conflict known as the Roar of Shadows. The Beastlord was driven north and west by the Lion God working in an alliance with the Emerald Enclave. When Malar appeared in the North, he was relentlessly pursued by Gwaeron Windstrom and could not shake the Master of Tracking from his trail. The Beastlord did challenge and defeat Herne, a corrupted incarnation of the Master of the Hunt brought to the Realms by an ancient wave of immigrants along with Oghma and other powers. Herne was venerated by the orcs of the High Forest, and Malar has since assumed his portfolio.
In the aftermath of the Time of Troubles, Malar has been weakened by the growing strength of Talos. As a result, he has been forced to seek new worshipers among the nonhuman tribes, and now numerous humanoids have begun to venerate the Beastlord as an adjunct to their traditional pantheons. Malar has also acquired additional human worshipers from the ranks of a few beast cults by slaying their totem spirits and assuming the animal spirits' portfolios as aspects of his own. One of the first beast totems to fall to his bloody talons was Blue Bear, an Uthgardt beast cult corrupted by pervasive contact with lower planar beings and venerated in other lands as Render, the Bear God.
Other Manifestations
Malar prefers to manifest as a cloud of darkness in which two large, red, feral eyes gleam. From this cloud may issue forth his voice, bestial roars or snarls, or (most often) deep, snarling laughter.
Malar may also manifest as, or change in one round to, a disembodied, animated furry beast limb (akin to that conjured up by the beast claw spell, described below) that can point, draw symbols or write in the air in letters of floating, blazing blood, carry or manipulate items, or fight (raking for 3d4 points of damage, striking twice per round at THAC0 -8, and having AC 0, MV Fl 21 (A), and 101 hp). An impossibly deep, bone-shaking snarl usually accompanies this latter manifestation.
Malar acts frequently through all sorts of predators, particularly bears, wild hunting cats of all sorts, displacer beasts, fang dragons, jackalweres, gargantua, leucrotta (greater and lesser), evil lycanthropes, owlbears, perytons, wolfweres, wolverines, aurumvorae, wolves, and even (very rarely) the tarrasque. He has been known to place appropriately seeded deepspawns in regions where predators and/or prey are scarce so as to ensure the hunt never ends.
The Church
Malar is not a popular god with many devoted followers. Like Umberlee, he is invoked usually to prevent his intercession (usually heralded by wild beasts) as opposed to beseeching it. Groups devoted to following him are present, however, terrorizing civilized areas and surviving by poaching what they need.
Temples of Malar are simple affairs. Typically they are inwardly curving, fang-shaped stones arranged in a ring in shadowy forest glens. Many temples, particularly those located in more civilized settings where the activities of Malarites are viewed with loathing by the local populace, are built above extensive limestone caverns and accessed via a sinkhole in the circle's center. The twisting subterranean passages serve as hunting grounds through which ruthless Malarites stalk sentient prey (particularly humans and demihumans) captured from the surrounding region.
The church of Malar is loosely bound and without a central hierarchy. This makes it all the more difficult to counter or remove, for as soon as one den of Malarites is contained, another arises. The church organization is built around the concept of the hunt, and consists of local, independent cells or "Hunts." The leader and most powerful individual of each hunt is known as the Huntmaster, who may be a priest, warrior, wizard (very rarely), or shapechanging predator (such as a wolfwere or evil lycanthrope). If human, the Huntmaster can be identified by his or her headpiece: usually a bear, great cat, or other creature the leader has killed with his or her bare hands. The office of Huntmaster is won by challenge—a fight to the death if the incumbent does not resign—and the Huntmaster decides the locale, time, and prey to be stalked in the ceremonial hunts of the faithful.
Malarite priests are known as Lords of the Hunt or Huntlords (to distinguish them from lay followers, who are merely "of the Hunt"). No individual titles are used, except "Old Hunter" as an address of respect to senior clergy, but clergy members are often known by names such as Brother Stag or Sister Wolf in recognition of the most powerful beasts they have slain along with only their daggers, their bare hands, or claws of Malar. Specialty priests of Malar are known as talons.
Dogma: Survival of the fittest and winnowing of the weak are Malar's legacy. A brutal, bloody death has great meaning: "May you die an old man" is an insult among Malarites. The hunt is the fulcrum of life and death, and the focus point of life is the challenge between the hunter and the prey, the judgment of who may live or die. Malarites are expected to view every important task as a hunt and to remain ever alert and alive. They must walk the wilderness without trepidation, as Malar does, and must show no fear in the hunt. By being bold, they expect to win the day.
Malarite novices are charged as follows: "Savagery and strong emotions defeat reason and careful thought in all things. The strong must slay as frequently as possible and exult in the doing if they are to survive and achieve dominance of the pack that society truly is under the polite veneer it maintains. Taste the blood of those you slay and never kill from a distance. The glory and danger in the hunt should be told to all in grand tales. Work against woodcutters, farmers, and all fools who seek to cut back the forest and slay beasts because they are dangerous. Suffer no druid to live, for they believe not in survival of the strong, but in a weak-minded balance that allows the inferior to survive and often to rule. Slay not pregnant wild creatures, young wild creatures, or deepspawns so that dire beasts to hunt may always be plentiful."
Day-to-Day Activities: Priests of Malar indulge in hunting as often as possible and strive to route the hunt to make it as dangerous as possible, so that its finale (the killing of the quarry) takes place in a settled area (so that the Malarites can demonstrate their superiority, of course). Common folk who do not appreciate having desperate leucrotta, wolves, displacer beasts, and the like chased through town tend to hate and fear Malarite clergy members—which is the whole idea: Those who do not venerate the Lord of Beasts should respect him out of fear.
Malarite clergy members also preach the joys and the bountiful yields of the hunt and work to thwart the expansion of farms and settlements so as to preserve as much wilderness as possible. They work against the priesthoods of Chauntea, Deneir, Eldath, Silvanus, and Ilmater, staging raids and vandalism much as outlaws nad bored young noblemen indulge in.
Malarite clergy seek to slay druids of all faiths whenever possible, for they see the natural Balance that druids promote and maintain as the true foe of all who love to hunt. They believe it interferes with the rightful triumph of the strong over the weak. Consequently, druid organizations, those with druidic connections, and those sponsored even partially by nature deities (including the Harpers) also seek out and destroy Malarite strongholds at any opportunity.
Holy Days/Important Ceremonies: Worship of Malar centers around the hunt and tends to consist of personal prayers to the Beastlord offered before the chase, during pursuit, and while drinking a toast over the slain quarry (sometimes a toast of the blood of the very animal killed). The droning Bloodsong is intoned over the bodies of all creatures slain during a hunt—and specific ritual prayers and chants should accompany feasting on any beast slain duringa hunt.
The only high rites of the faith are the Feast of the Stags and the High Hunts. The Feast is celebrated at Higharvestide, when Malarite clergy parade through settled areas bearing the heads of the beasts they have slain during the previous tenday (a frenzied orgy of killing) and lead all who desire to eat to a feast. The beasts hunted down by Malarite hands are the main dishes at this two-day-long revel of gluttony, and all folk are invited (even druids may come and dine in safety, protected by "the Peace of the Table"). At this feast, clergy publicly undertake to hunt throughout the winter ahead for the tables of specific widows, aged folk, infirm individuals, and orphan children. This day marks the annual high point of regard for the faith of Malar in most communities.
By Malar's command, every hunt (religious ceremony) of his worshipers must celebrate at least one High Hunt in each of the four seasons of the year. A High Hunt is a sporting event attended by all Malarite clergy members able to walk. They wear boots and headpieces made from the skulls or heads of beasts they have personally slain, and each wields only a single knife or the claws of Malar. Their quarry—a sentient humanoid, usually a human male—who is set free in a wooded area (or extensive cavern complex if necessary) ringed by Malarite clergy members. The quarry is armed and armored with all the nonmagical items he or she desires that can reasonably be obtained—and then hunted to death for the glory of Malar. However, if the prey escapes the boundaries of the hunt (set up at its beginning) within a day and a night or survives until the sun has cleared the horizon on the morning after the hunt begins, he or she wins freedom, can never be so hunted again, and can ask any boon of the Huntmaster that is within his or her power and does not involve killing a Malarite.
The prey is often a druid and cannot be a worshiper of Malar. (Huntmasters cannot use the High Hunt to eliminate potential rivals within the clergy.) When slain, victims of the hunt are wholly burned to ashes as a meal for Malar.
Major Centers of Worship: The Divine Den in Bezentil, where High Huntmaster Skith Tsornagar leads a congregation of 70 or so Malarite clergy members and twice as many lay worshipers who are avid hunters, is the center of Malar's faith in the Great Dale and all of Faerûn east of the Dragon Reach and north of Thay. The clergy members of the Divine Den mount many hunting expeditions to remote and perilous regions of Toril in pursuit of exotic prey. A dozen skilled smiths among them make the True Talons of the God (approved claws of Malar).
The Deep Hunting Grounds in Undermountain beneath Mt. Waterdeep is a powerful and rapidly growing temple located amidst a subterranean forest known as the Wyllowwood. Led by Benita Darkwind, the congregation of 60 or more priests and as many warriors, rogues, and lay worshipers is actively expanding its influence through the streets of Waterdeep.
Affiliated Orders: The church of Malar also includes lone priests unaffiliated with any particular hunt. These solitary women and men, known as Beastmasters, exhibit an amazing rapport bordering on telepathy with animals and other predators, and they are rumored to command fearsome powers resembling those of powerful druids. Beastmasters resemble savage beasts in disposition and lifestyle and exert control over most predators in large swaths of wilderness through the use of multiple, concurrent find companion spells. (Other clergy can only have one animal companion at a time.) Beastmasters only rarely call upon the aid of other Malarites in their territory, but when they do, few local Huntmasters defy their requests. There is a loose correlation between the geographic areas of influence of Beastmasters and circles of druids in the wild. Individual Beastmasters and their servitors contest in an endless cycle of violence with nearby druids.
Malar is also served by a few rare Beast Lords. These lone spellcasters breed unnatural monsters like bulettes, stegocentipedes, owlbears, perytons, and so forth. While most Beast Lords are human, a few are drawn from the ranks of other races such as illithids and beholders. One prominent nonhuman Beast Lord in the North is an illithilich, believed to be based in ruined Dekanter, who seeks to conquer part of the dark realms of the Underdark with an army of beasts.
Priestly Vestments: Huntmasters wear headpieces made from the pelt and head of the most impressive beast they have been able to slay with their bare hands (usually a bear or great cat, but sometimes an owlbear, leucrotta, or peryton). Malarites carry hunting horns as their belts and are never without at least three daggers (usually one sheathed in each boot, two in belt sheaths, one strapped to either forearm, and another hidden in a nape-of-the-neck sheath under the hair or in an armpit sheath). Woodland garb of red or brown is the favored dress for hunts. By day, red hunt clothing is often concealed by a woodcloak of mottled black, gray, and green. Necklaces of animal bones, fangs, and claws, and a variety of pelts are often worn in addition to normal hunt clothes when priests desire to impress.
Adventuring Garb: When adventuring, priests of Malar dress practically, but most favor armor constructed from the hides of living creatures that allows flexibility and rapid movement. Necklaces of claws and fangs and a variety of pelts from predator animals are often worn to quietly demonstrate a Malarite's hunting prowess to the members of a community.
Talons of Malar and Huntmasters are allowed to employ the weapons known as claws of Malar. Claws of Malar are metal weapons gripped in the fists that resemble brass knuckles studded with rows of sharp, jagged edges along the top like lion's claws. A priest must allocate a weapon proficiency for these weapons in order to use them. A priest trained in their use can strike once per round with each fist without disadvantage.
Although crude local specimens of these weapons exist, the best True Talons of the God come from one source: the Divine Den in Bezentil, the most important temple to the Lord of Beasts in all Faerûn. Claws from this source are blessed in the blood of beasts slain in the hunt, enchanted to never rust (even if touched by rust monsters or assaulted by spells that should make them rust), and bear tiny markings that allow the smiths who made them to identify each pair. Other individuals can try to use the claws, but a nonbeliever or a nonpriest of Malar suffers the wrath of the church if she or he does so, and said wrath translates the the Malarites hunting down and slaying the individual as a warning to others.
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
yeah... I dunno, I find it a little hard to believe Malar is in favor of undead. I can see why Umberlee or Talos wouldn't care, but not Malar. I dunno, maybe I'm wrong. Where are all the lore monkeys who know a lot about deity's?
Work against woodcutters, farmers, and all fools who seek to cut back the forest and slay beasts because they are dangerous. Suffer no druid to live, for they believe not in survival of the strong, but in a weak-minded balance that allows the inferior to survive and often to rule. Slay not pregnant wild creatures, young wild creatures, or deepspawns so that dire beasts to hunt may always be plentiful.
Oi! No vandalizing Cyric's name, we all know everything runned by Cyric is pure happiness and thats a fact!
_________________ ...Hereof follows that the social contract is only beneficial as long as all have something and none have too much... - Rousseau Book 1 Chapter 9 in "The Social Contract"
Seems the info in the wiki page needs some updating.
Go for it.
_________________ ~Sharess on AmiaWiki~ Priestess, politician, prostitute "[They] were moving in on me like Sharessans on a new broad in the bath house" - Tracer Bolt AmiaWiki mod (mostly inactive)
Joined: 10 Aug 2005 Location: Ottawa, Ontario, Canada
Here's one regarding Amian lore, not FR lore.
What would Shadow Elves be most likely to refer to themselves as?
Certainly not as a "Shadow Elf". That seems a term they'd accept as a surfacer name for them.
I don't see them calling themselves "Aryvandaarans", due to their hatred of their kin. Seems to me that with their feelings of superiority over other elves, they would likely forsake that term, or any term referring to surface elves. Especially since "Aryvandaaran" would not specifically refer to Shadow Elves anyway.
Would be good to know this.
_________________ Role with the Punches...
Elan: A 10% chance is pretty unlikely, but everyone knows that a one-in-a-million chance is a sure thing!
Otherwise look them up in the "book of Vile Darkness" page 12-13
As for making a request about them.. well they not part of Realms cannon lore. But there's so much on Amia there isn't so there's no harm in trying. In the end the final decision rests with the dms.
I've a minor request for DM lore input regarding Amia lore.
As some might have noticed I've started adding a "statistics" section to most settlements. (Look at the Winya entry for an example).
Now some of these statistics I've been able to fill out myself but much of the information is not something you can discover by going to the place on the server.
I humbly ask if any DMs could help me out here and add some information either in this thread, by pm or even in the wiki itself. To those points I really can't fill out myself.
I'll add a list of the settlements with a statistics section to ease the burden of any reader;
Edit: It occured to me suddenly I had made a double post. It should be corrected now.
_________________ ...Hereof follows that the social contract is only beneficial as long as all have something and none have too much... - Rousseau Book 1 Chapter 9 in "The Social Contract"
What would Shadow Elves be most likely to refer to themselves as?
Certainly not as a "Shadow Elf". That seems a term they'd accept as a surfacer name for them.
I don't see them calling themselves "Aryvandaarans", due to their hatred of their kin. Seems to me that with their feelings of superiority over other elves, they would likely forsake that term, or any term referring to surface elves. Especially since "Aryvandaaran" would not specifically refer to Shadow Elves anyway.
Would be good to know this.
Although I have no true lore answer, if they speak elven and follow the general elven naming system they might be called "Guenhyvar'tel'quessir"?
This is just baseless speculation on my part, but the subraces page says:
Quote:
Shadow elves are an underground varietal of elves, leading a harsh life in tribes scattered across the Underdark. They were once those surface elves that allied with the dark elves of Ilythiir and were chased down during the Descent. Bitter and haughty, they hate other elven races and believe they are the true heirs of elven culture. Shadow elves appreciate strength and cunning, but and tread a fine line between selfishness and the interests of the tribe.
Shadow elves have extremely pale skin and hair, due to millenia spent in complete darkness. Their bodies have adjusted to the demanding hunter lifestyle.>BR> There is no specific shadow elf religion, customs vary between tribes. They are often religious, however. Rogues, fighters and rangers are the most common classes, but many have some magical training as well. Shadow elves are often Chaotic Neutral, True Neutral or Neutral Evil.
If they "believe they are the true heirs of elven culture," perhaps among they might simply refer to themselves "elves" (or "true elves" maybe), using a different name to distinguish other elf types?
Joined: 10 Aug 2005 Location: Ottawa, Ontario, Canada
Interesting info regarding the "guenhyvar" bit. Seems a tad long though.
As to simply calling themselves "elves" (which I assume would in elven be straight-up "Tel'Quessir"?), i though of that as well, but I can't decide if it is what they might do, or if they'd be more likely to intentionally create a distinction between surface elves and themselves, ala the "Guenhyvar'tel'quessir" concept.
And if they did decide to simply call themselves "elves" or "Tel'Quessir", I have to think they'd create a different name for surface elves then - something to the effect of "lesser elves" or "traitorous elves" or "weaker elves" - something to that effect, y'know?
_________________ Role with the Punches...
Elan: A 10% chance is pretty unlikely, but everyone knows that a one-in-a-million chance is a sure thing!
And if they did decide to simply call themselves "elves" or "Tel'Quessir", I have to think they'd create a different name for surface elves then - something to the effect of "lesser elves" or "traitorous elves" or "weaker elves" - something to that effect, y'know?
A'tel'quessir - Almost People (what elves refer to half elves as, though not necessarily an insult more a fact).
_________________ Wyjyn: Loving all of you (and above all Disco) since 11 Jan 2007.
I like the way you folks are thinking about this. It didn't occur to me until now. Perhaps we ought to get a few suggestions and explanations thereof, and then decide what's the most fitting. The ball's in your court. Perhaps make up something completely new, bastardizing known Elvish/Drow words, use an existing Elvish word, use English, or come up with cool gibberish.
The True People, The Pure People, The Old People. Perhaps some of the communities wouldn't even have a name for the race itself; the Clan or the Tribe would suffice. Calling themselves Tel'Quessir might work, too. I'm not feeling particularly creative right now, so brainstorm!
I wouldn't think they'd distinguish themselves as part of the elven family tree in the style of Guenhyvar'tel'quessir, and other elves probably wouldn't call them that either, as they're a disowned and mostly unknown branch of the species. Shadow Elf does sound like a name human scholars would give them.
As for Maias's request on statistics, perhaps you should make a seperate thread for it and ask for imput there, it's a much better place for such big discussion and is more like to be spotted.
_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
They were once those surface elves that allied with the dark elves of Ilythiir and were chased down during the Descent
Quote:
Dhaerow - ‘Face of Shadow/Traitor’
I'd say elves would call them just that, dhaerow. I am not sure if dhaerow is a word used exclusive for drow, but for all treacherous individuals in the eyes of elves.
Quote:
Shil – ‘Shadows’
Shil'dhaerow?
Don't know what they'd call themselves, depends if they adapt the elven naming and tradition as Wyjyn said or if they believe they stand above all that.
_________________ ~Sharess on AmiaWiki~ Priestess, politician, prostitute "[They] were moving in on me like Sharessans on a new broad in the bath house" - Tracer Bolt AmiaWiki mod (mostly inactive)
Joined: 10 Aug 2005 Location: Ottawa, Ontario, Canada
Quote:
Hond'Tel'Quessir - True People
Quote:
A'tel'quessir
So far I'm liking these the most. I think personally, that Shadow elves would have decided to segregate themselves, and place themselves above surface elves, thus "True People" seems haugty enough.
And I deifinitely think the "Almost People" fits very nicely for referring to the "lesser" races of elves, that being all surface elves.
I figure, Shadow Elves would not lump Drow in with surface elves. I think that per the amian lore on Shadow Elves, they'd likely have a level of respect for Drow because of their power, and because they too, were banished from tyhe surface, but would still feel a certain superiority due to their isolation and survivalist nature.
Just my opinions of course.
_________________ Role with the Punches...
Elan: A 10% chance is pretty unlikely, but everyone knows that a one-in-a-million chance is a sure thing!
Would it be cannon for an elf to have been raised surrounded by fey? I'm wondering this because my elven bard ( whom I adore! ) I currently play as having grown up along the Unicorn Run in the High Forest. Just wondering so that nobody calls the "U r teh noobzorz loremastuhz!" on me. >.<*
_________________ Alexia Failhart, Sister Twinblade, Blind Wrath of Bane
The lore states that Shadow Elves disdain both drow and elves. I play mine in such a way that she divides up Drow into two camps, elistraeens and llothites = enemies, Vhaerunians and Ghaunadaurians = allies. But that might not necessarily be true either, its just that, lets face it, down there with thousands of Llothites trying to kill you because there's 20 of those players and one of you, doesn't make life fun or easy.
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
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