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== Elven Laws ==
 
== Elven Laws ==
  
There are few laws of the Elves but those laws that are in place if broken go against the Valar and can cause those who break them to lose their Elven Grace cursing them for the rest of their days. A less severe of punishment would include banishment, where an elf may be sent away and forced to live as a 'Wayward'.
+
== Jump to Section ==
 +
[[#Summary of Elven Laws|Law Summary]]  • 
 +
[[#Detailed Law Texts|Law Details]]  • 
 +
[[#The Silver Bough|Silver Bough]]
  
* The Elves will permit both Dwarves and Humans within their city, unless they are known to be a criminal. Orcs can only be brought into the city with an armed escort, and must be accompanied at all times. All races are expected to keep the peace within Arandor.
+
The laws of the Elves are few but profound...
  
* Only the Elven monarch can decide who can be given Elven crafts outside of Elves.
+
The laws of the Elves are few but profound, rooted in their ancient traditions and the will of the Valar. These laws form the foundation of Elven society and identity. To break them is to risk the loss of one's Elven Grace—a fate of great shame. Lesser offenses may lead to banishment as a \"Wayward,\" stripped of the protection and standing of their kind.
  
* Moongates cannot be opened within the confines of Arandor, departing by Moongate must take place outside the city limits.
+
=== Summary of Elven Laws ===
 +
{| class="wikitable"
 +
! No.
 +
! Law
 +
! Short Description
 +
|-
 +
| 1 || Fealty to the Elven Monarch || Mandatory oath of loyalty to Arandor's monarch
 +
|-
 +
| 2 || Presence of Outsiders || Strict entry rules for non-Elves in Arandor
 +
|-
 +
| 3 || Elven Crafts || Restriction on magical or cultural artifacts
 +
|-
 +
| 4 || Joining an Order || Coercion in Order selection is forbidden
 +
|-
 +
| 5 || Moongates || Forbidden within Arandor’s walls
 +
|-
 +
| 6 || Property Ownership || Only loyal Elves may own land
 +
|-
 +
| 7 || Diplomacy || Only monarch/agents may represent Arandor
 +
|-
 +
| 8 || Upholding the Law || Laws apply even outside Arandor
 +
|-
 +
| 9 || Fallen Clans || Claiming descent is criminal
 +
|-
 +
| 10 || Theft || Stealing communal supplies is a grave offense
 +
|-
 +
| 11 || Combat || Only allowed in designated areas
 +
|-
 +
| 12 || Bounties || Regulated, Elves may not be bounty hunters
 +
|-
 +
| 13 || Necromancy || Permitted only with sanction; heavily restricted
 +
|-
 +
| 14 || The Edicts of Harmony || Moral and civic guidance upheld by Law Bringers
 +
|}
  
* You must have pledged loyalty to Arandor in order to own property within the city.
+
== Detailed Law Texts ==
  
* Only the Monarch, or someone acting on their behalf, may conduct diplomacy on behalf of Arandor.
+
=== 1. Fealty to the Elven Monarch ===
 +
All Elves must swear fealty to the Monarch of Arandor, regardless of where they reside. This bond affirms unity and loyalty to the Elven people and their divine purpose.
  
* While Elves are not required to reside in Arandor, any Elf is expected to uphold and follow the law in the places they reside, as well as adhering to the aforementioned laws regardless of where they reside.
+
''OOC: This does not require joining a guildstone or living in Arandor, but acknowledgment of the Monarch is expected.''
  
== Society ==
+
---
  
Welcome to Arandor, a majestic city of elves nestled between two winding rivers. This bustling elven metropolis is a harmonious blend of diverse elven cultures, primarily composed of wood elves, high elves, and hill elves, each contributing their unique skills and talents to the city's vibrant tapestry. The Wood Elves, encompassing rangers, warriors, and druids, form the backbone of Arandor's military and ensure the safety of the city and its surroundings. These elves possess an innate connection with nature, drawing strength from the lush forests that surround the city. Skilled in archery, swordplay, and the mystical arts of druidism, forest elves embody the balance between the wild and civilized world. High elves, on the other hand, are renowned for their prowess in both swordsmanship and magic. These physically imposing warriors prioritize discipline and precision in combat, employing an array of enchantments and spellcraft to augment their formidable skills. High elves in Arandor are held in high esteem, embodying grace, elegance, and a dedication to honing their craft. Hill elves, with their inherent passion for craftsmanship, agriculture, and the arts, are the artisans and farmers who shape the city's cultural and economic landscape. Whether it be sculpting delicate statues, weaving intricate tapestries, enchanting armor and weapons, or cultivating the bountiful farmlands, hill elves excel in any craft they pursue. Their contributions to Arandor's economy and cultural heritage are highly valued and celebrated.
+
=== 2. The Presence of Outsiders in Arandor ===
 +
Dwarves and Humans are permitted entry if they have no criminal record. Orcs may enter only under strict conditions: accompanied at all times by an armed, sworn Elf who is fully responsible for their behavior.
  
The architecture of Arandor reflects the elven affinity for beauty and nature. The city's buildings are carved from warm sandstone, blending harmoniously with the surrounding environment. The streets are adorned with lush greenery, and delicate bridges span the rivers on either side of the city. At the heart of Arandor stands a magnificent statue, a mounument to Fanyarnir, The Sky Lord, and Father of the Valar. The Valar are a revered group of elven deities, worshipped and respected by the elven population. The statue serves as a symbol of faith and unity, reminding the elves of their rich cultural heritage and the divine guidance that watches over them. The elves of Arandor, though welcoming to some trade and interaction with other races, remain a largely insular society. Outsiders are generally forbidden from entering the city itself, preserving the tranquility and sanctity of their elven way of life. The elves are governed by a Monarch, currently an Elder Queen, who wields supreme authority within the city. However, their leader seeks wisdom and counsel from trusted advisors, creating a balanced governance system that ensures the well-being of the elven populace. Arandor, with its breathtaking natural surroundings, artistic splendor, and disciplined warriors, stands as a testament to elven excellence and a haven of peace and prosperity in a bustling world.
+
---
  
== Elven Family Life ==
+
=== 3. Elven Crafts and External Ownership ===
 +
Only the Monarch may authorize gifting or sale of culturally significant or enchanted Elven items. Everyday items (food, clothing, standard gear) may be traded freely.
  
In Arandor, an elven city where the rivers sing and the trees whisper ancient tales, the concept of family is as enchanting and complex as the elves themselves. The elven families in this majestic city are shaped by a fascinating interplay of cultural traditions and biological inheritance, reflecting the diverse tapestry of the elven subraces: the Wood Elves, the High Elves, and the Hill Elves. Elven families in Arandor are typically small, often comprising one or two children, though three is not entirely unheard of. This is particularly true among the High Elves, where siblings are a rarity, a consequence of their mystical nature and the demands of their pursuit of perfection in magic and swordsmanship. In contrast, Hill Elves, known for their vibrant and earthy connection to the land and craftsmanship, are generally more fertile, adding a few more smiling faces to their hearths. The Wood Elves are typically somewhere in between. The unique aspect of elven heritage in Arandor is the matrilineal nature of subspecies inheritance. For instance, if a High Elf and a Hill Elf unite, their offspring will inherit the mother's High Elven traits. This intriguing aspect of elven biology ensures the preservation of each subspecies' unique characteristics and abilities.
+
''OOC: Restricted items include plan items, masterworks, magical jewelry, VTed items, and artifacts.''
  
In the bustling streets and serene groves of Arandor, one can observe the varied lifestyles of these elven families. The Wood Elf families, often seen training in archery or communing with nature, pass down their deep connection with the forests and their skills in combat from generation to generation. Their children grow up learning the balance of life, the rhythm of the wild, and the responsibility of protecting their home. High Elf families, residing in elegant dwellings adorned with arcane symbols and ancient texts, emphasize the importance of discipline, grace, and magical prowess. Their children are raised in an environment of learning and refinement, often seen practicing spells or engaging in martial training under the watchful eyes of their elders. Meanwhile, the Hill Elf families, with their homes filled with the fruits of their labor - be it art, agriculture, or craftsmanship - teach their young the value of hard work, creativity, and the joy of shaping the world with their hands. These families are integral to the cultural and economic richness of Arandor, contributing to its beauty and sustenance.
+
---
  
The laws of Arandor, though few, are deeply respected and uphold the sanctity of elven traditions and their reverence for the Valar. The consequences of breaking these laws range from the loss of Elven Grace, a curse of profound spiritual significance, to banishment as a 'Wayward', a fate that disconnects an elf from their community and heritage.The elven families, regardless of their subspecies, are united in their loyalty to their monarch and their devotion to the city of Arandor. They share a common understanding of the importance of their laws, the respect for their diverse cultures, and the love for their enchanting city. In this harmonious blend of traditions and customs, the elven families of Arandor thrive, each contributing to the tapestry of this magnificent city in their unique way.
+
=== 4. Joining an Order ===
 +
Order affiliation must be chosen freely. Pressuring another Elf—especially through manipulation or coercion—is forbidden and may result in censure or punishment.
 +
 
 +
---
 +
 
 +
=== 5. Moongate Restrictions ===
 +
Moongates must not be opened within Arandor’s city limits. Travel portals must originate outside the city. Violators endanger the realm and may face expulsion.
 +
 
 +
---
 +
 
 +
=== 6. Property Ownership in Arandor ===
 +
Only Elves who have pledged loyalty to Arandor may own property within the city. Exceptions must be granted by the Monarch or Magistrate. Deception in this regard will result in forfeiture and banishment.
 +
 
 +
---
 +
 
 +
=== 7. Diplomacy and Representation ===
 +
Only the Monarch or their chosen emissaries may conduct diplomacy. Unauthorized negotiations are considered treason and punished accordingly.
 +
 
 +
---
 +
 
 +
=== 8. Upholding the Law Beyond Arandor ===
 +
Elves abroad remain subject to Elven Law and are expected to uphold their people's reputation. Offenders may be summoned to return and face judgment.
 +
 
 +
---
 +
 
 +
=== 9. Claiming Ancestry from the Fallen Clans ===
 +
Claiming descent from the Mist, Mountain, Moon, Sea, River, or Meadow clans is forbidden. Such claims are considered treasonous and may result in exile or the Weeping Veil.
 +
 
 +
---
 +
 
 +
=== 10. Theft or Misuse of Elven Supplies ===
 +
Communal resources are sacred. Theft or misuse is a betrayal of trust and is met with severe penalties.
 +
 
 +
---
 +
 
 +
=== 11. Combat Outside Designated Areas ===
 +
Combat is only permitted in training arenas or in direct self-defense. Any other combat is subject to disciplinary action.
 +
 
 +
---
 +
 
 +
=== 12. Bounties ===
 +
* Bounties may only be issued by the Monarch
 +
* Interested bounty hunters must be approved by Arandor
 +
* False claims of acting on Arandor’s behalf are criminal
 +
* Elves may not act as bounty hunters under Arandor’s law
 +
 
 +
See: [[The Court of the Monarch]]
 +
 
 +
---
 +
 
 +
=== 13. Necromancy ===
 +
Necromancy is not illegal, but it is highly restricted. Practice requires direct approval by the Monarch or Magistrate. Unauthorized necromancy is met with severe scrutiny and may result in exile.
 +
 
 +
''"Refusing to understand something because it frightens you does not make you safe—it makes you blind. Fear is a warning, not a wall. If we cower behind it, we invite ignorance to rule us. But if we confront it—look it in the eye and learn—we strip it of its power. There is danger in many truths. But there is far greater danger in choosing not to see them."'' — Queen Ninvere Lanreci
 +
 
 +
Her words echo through the chambers of Elven law, serving as a reminder that knowledge, even of grim and unsettling arts, is not itself evil. It is the purpose to which that knowledge is bent—and the discipline of those who wield it—that determines its place in Elven society. In summary, necromancy in Arandor is not illegal—but it is not welcome without cause, scrutiny, and the highest sanction. Those who would tread that path must be prepared to walk it under watchful eyes, with no room for misstep.
 +
 
 +
---
 +
 
 +
=== 14. The Edicts of Harmony ===
 +
The Edicts are moral and civic codes founded on Stewardship, Unity, and Wisdom. They guide Elven behavior and are upheld by the Justice Bringers who serve in the Order of the Valiant Shield. While flexible in interpretation, violations disrupt the harmony of Elven society.
 +
 
 +
---
 +
 
 +
== The Silver Bough ==
 +
 
 +
The Silver Bough is a sacred emblem of friendship and alliance. It honors those who show loyalty and service to Arandor, regardless of race.
 +
 
 +
=== Membership Requirements ===
 +
* Nominated by a sworn Elf 
 +
* Approved by the Monarch 
 +
 
 +
=== Benefits ===
 +
* Speak freely in the Court of the Monarch 
 +
* May request property ownership 
 +
* May pledge limited fealty 
 +
 
 +
''Note: Silver Bough members cannot swear [[The Oath to Arandor]] or join a [[Government|recognized Order]].''
  
 
__NOTOC__
 
__NOTOC__

Latest revision as of 21:47, 24 July 2025

Elf

Elven Laws

Jump to Section

Law Summary  •  Law Details  •  Silver Bough

The laws of the Elves are few but profound...

The laws of the Elves are few but profound, rooted in their ancient traditions and the will of the Valar. These laws form the foundation of Elven society and identity. To break them is to risk the loss of one's Elven Grace—a fate of great shame. Lesser offenses may lead to banishment as a \"Wayward,\" stripped of the protection and standing of their kind.

Summary of Elven Laws

No. Law Short Description
1 Fealty to the Elven Monarch Mandatory oath of loyalty to Arandor's monarch
2 Presence of Outsiders Strict entry rules for non-Elves in Arandor
3 Elven Crafts Restriction on magical or cultural artifacts
4 Joining an Order Coercion in Order selection is forbidden
5 Moongates Forbidden within Arandor’s walls
6 Property Ownership Only loyal Elves may own land
7 Diplomacy Only monarch/agents may represent Arandor
8 Upholding the Law Laws apply even outside Arandor
9 Fallen Clans Claiming descent is criminal
10 Theft Stealing communal supplies is a grave offense
11 Combat Only allowed in designated areas
12 Bounties Regulated, Elves may not be bounty hunters
13 Necromancy Permitted only with sanction; heavily restricted
14 The Edicts of Harmony Moral and civic guidance upheld by Law Bringers

Detailed Law Texts

1. Fealty to the Elven Monarch

All Elves must swear fealty to the Monarch of Arandor, regardless of where they reside. This bond affirms unity and loyalty to the Elven people and their divine purpose.

OOC: This does not require joining a guildstone or living in Arandor, but acknowledgment of the Monarch is expected.

---

2. The Presence of Outsiders in Arandor

Dwarves and Humans are permitted entry if they have no criminal record. Orcs may enter only under strict conditions: accompanied at all times by an armed, sworn Elf who is fully responsible for their behavior.

---

3. Elven Crafts and External Ownership

Only the Monarch may authorize gifting or sale of culturally significant or enchanted Elven items. Everyday items (food, clothing, standard gear) may be traded freely.

OOC: Restricted items include plan items, masterworks, magical jewelry, VTed items, and artifacts.

---

4. Joining an Order

Order affiliation must be chosen freely. Pressuring another Elf—especially through manipulation or coercion—is forbidden and may result in censure or punishment.

---

5. Moongate Restrictions

Moongates must not be opened within Arandor’s city limits. Travel portals must originate outside the city. Violators endanger the realm and may face expulsion.

---

6. Property Ownership in Arandor

Only Elves who have pledged loyalty to Arandor may own property within the city. Exceptions must be granted by the Monarch or Magistrate. Deception in this regard will result in forfeiture and banishment.

---

7. Diplomacy and Representation

Only the Monarch or their chosen emissaries may conduct diplomacy. Unauthorized negotiations are considered treason and punished accordingly.

---

8. Upholding the Law Beyond Arandor

Elves abroad remain subject to Elven Law and are expected to uphold their people's reputation. Offenders may be summoned to return and face judgment.

---

9. Claiming Ancestry from the Fallen Clans

Claiming descent from the Mist, Mountain, Moon, Sea, River, or Meadow clans is forbidden. Such claims are considered treasonous and may result in exile or the Weeping Veil.

---

10. Theft or Misuse of Elven Supplies

Communal resources are sacred. Theft or misuse is a betrayal of trust and is met with severe penalties.

---

11. Combat Outside Designated Areas

Combat is only permitted in training arenas or in direct self-defense. Any other combat is subject to disciplinary action.

---

12. Bounties

  • Bounties may only be issued by the Monarch
  • Interested bounty hunters must be approved by Arandor
  • False claims of acting on Arandor’s behalf are criminal
  • Elves may not act as bounty hunters under Arandor’s law

See: The Court of the Monarch

---

13. Necromancy

Necromancy is not illegal, but it is highly restricted. Practice requires direct approval by the Monarch or Magistrate. Unauthorized necromancy is met with severe scrutiny and may result in exile.

"Refusing to understand something because it frightens you does not make you safe—it makes you blind. Fear is a warning, not a wall. If we cower behind it, we invite ignorance to rule us. But if we confront it—look it in the eye and learn—we strip it of its power. There is danger in many truths. But there is far greater danger in choosing not to see them." — Queen Ninvere Lanreci

Her words echo through the chambers of Elven law, serving as a reminder that knowledge, even of grim and unsettling arts, is not itself evil. It is the purpose to which that knowledge is bent—and the discipline of those who wield it—that determines its place in Elven society. In summary, necromancy in Arandor is not illegal—but it is not welcome without cause, scrutiny, and the highest sanction. Those who would tread that path must be prepared to walk it under watchful eyes, with no room for misstep.

---

14. The Edicts of Harmony

The Edicts are moral and civic codes founded on Stewardship, Unity, and Wisdom. They guide Elven behavior and are upheld by the Justice Bringers who serve in the Order of the Valiant Shield. While flexible in interpretation, violations disrupt the harmony of Elven society.

---

The Silver Bough

The Silver Bough is a sacred emblem of friendship and alliance. It honors those who show loyalty and service to Arandor, regardless of race.

Membership Requirements

  • Nominated by a sworn Elf
  • Approved by the Monarch

Benefits

  • Speak freely in the Court of the Monarch
  • May request property ownership
  • May pledge limited fealty

Note: Silver Bough members cannot swear The Oath to Arandor or join a recognized Order.