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The Sanhorrhim are a proud yet quiet race of elves, inhabiting the small Vontron forest in western Santharia, facing both the Cyan Sola Bay and the Aerelian Lakes. They know of warfare, but other than the Tan'nyemer warriors (the Sanhorrhim guard) the tribe is out of practice for a long time. They have waged war with the Helcrani but as they suffered great casualties, the Sanhorrhim diverted their strength into creation rather than destruction.

The Sanhorrhim are water-farers, they scour the ocean for fish and other edible creatures, and are adept at boat-making and water-play. Their knowledge of the water that surrounds them makes them famous for their Water Magic and the uncanny ability to know the way of the waters. They are also well-knowledged in the Metal Arts, their talent focused on the creation of silvercraft blessed with both Water Magic and the blessing of Baveras, Goddess of the Sea.

Picture description: A female Sanhorrhim sailor, looking out towards the sea. Image by Isilhir.

Monarchy is the way that the tribe is governed, as it has always been that way. The throne is passed from elder to younger when the elder can no longer perform his duties, no matter the sex.

Appearance. The Sanhorrhim are of average elven height, with leathery tanned skin, and sun-bleached hair ranging from a sun-kissed tawny brown to a pale, near-white blonde, usually tied up in braids and dreadlocks, adorned with colorful strings and shells weaved into them. They are thin, with sinuous muscles and low body fat, due to working nearly constantly on and around the Sea.Their eyes are bright, greens and blues are abundant.

Over the years of life, the sun-bleached tribe developed the "white eye"; a blue-white iris, surrounded by a thin ring of black before the actual white of the eye. This can only be concluded to be a sign of aging and sun-exposure. After 80 to 100 years, the color begins to fade from the iris, resulting in a cataract-like look on an elderly Sanhorrhim.

The manner of Sanhorrhim clothing is light, to keep them cool at long hours in the sun. It is of thin materials, usually dyed with fish pigment, and upon the dyed cloth, painted patterns of sea life. The males wear long, loin-cloth garments, and the females wear similar, albeit with an extra piece of cloth to conceal their breasts. If the weather gets rough, or as with the inner-forest comunities, heavy woolen cloaks are donned, ranging from a sea-green to navy blue. Experienced clerics are the only ones allowed to wear full-white garments. 

Coat of Arms/Sign. The relatively new Sanhorrhim coat of arms reflects their once-warring past as well as their sea-faring present. The Sanhorrhim shield is a rectangular field of blue, symbolizing the sea. The shield is taller than it is wide, as are the Sanhorrhim shields of present. An inner lacework of silver curling inward shows their silversmithing skills, the curls embracing red and white circles, symbolizing rubite and pearls. Making a X from diagonal corners are a fishing spear with seaweed cord (reflecting one of their main trades) and a light sword (showing the once-warring dynasty of Sanhorrhim old). With both of these weapons, the sharp end is pointed down, to symbolize that the Sanhorrhim no longer fight. Tucked in each corner is a triangle of black, symbolizing the oysters and trysters they harvest. In the center of the shield is a circle of white with the eye of Avá painted in gold. 

Territory. The Sanhorrhim inhabit the small Vontron forest, facing Cyan Sola Bay. They are not particularly fond of people entering their forest un-announced, so the Tan'Nyemer warriors watch the borders with a careful eye. However, they are fond of learning new things, and other races find them to be curious and bubbly, which is a change compared to their quiet, calm villages. They are great sea-farers, making sturdy boats that they use to hunt deep-water fish and trysters, as well as visit the Kingdom of Qel-tra'loh, where they are highly regarded as boatmakers. They are not fond of land travel, they prefer taking a boat to nearby Milkengrad than riding a horse.

Picture description. The location of the Vontron Forest in North-Western Santharia, home of the Sanhorrhim elves. The woods faces Cyan Sola Bay as well as the Aerelian Lakes.

The climate of the Vontron is relatively mild; bright, warm-rain springs, warm, humid summers, sunny autumns, and foggy, chilly, coastal winters that make a Sanhorrhim think twice before going fishing.

The Sanhorrhim and Goltherrhim were closely linked tribes. The Goltherrhim integrated into the Sanhorrhim shortly after the Great War. Sanhorrhim clerics claim that they live recklessly, favoring war over peace. The Sanhorrhim numbers dwindle as well, as few as 600 in each settlement. More Sanhorrhim travel abroad as of late, due to their curiosity of the world, their clerical skills, and the skill and "luck" they carry on sea voyages.

People. The Sanhorrhim are a realtively "normal" elven tribe, using their skills to their advantages. Unlike most elves their homeland love is a love divided: the Sanhorrhim live near water and embrace it like other elves embrace the woods. Their skills are more apt for sea-faring than ranging the countryside.

The Sanhorrhim see the sea as a restless sentient being, and treat it with respect. The clerics of the Sanhorrhim worship Baveras, Goddess of the Sea, and receive powers from her. Most other Sanhorrhim are taught the low skill-levels of Water Magic, and some silversmiths imbue their trinkets with Water Magic, to make them more salable.

Some Sanhorrhim are expert silversmiths, shaping the most lovely jewelery, pearls and rubites integrated into the finest silver, traded from passing trade routes toward Milkengrad. Smithing is usually a typical skill of the dwarves, but the Sanhorrhim are as adept at it as an elf can be. Where these elves acquired such a skill is shrouded in mystery, but some think it came from the Goltherrhim, who in turn lived near dwarven establishments.

Most Sanhorrhim are also boatmakers and/or fishermen, working at the beaches to create some of the finest ships at sea, and capture some of the hardiest fish. But the smallest group of Sanhorrhim are Baveran clerics, worshipping the Goddess of the Sea and receiving powers from her. Some of the more explorative Sanhorrhim have travelled to Ximax, to learn Water Magic, but this causes them to lose their contact with Baveras. All Sanhorrhim are capable of a few simple spells of Water Magic, but only the white-robed Sanhorrhim are as close to the masters of the Water as an elf can get.

The most unique skill however a Sanhorrhim has is the ability to "read the sea". It is not a magic skill, but more of a meditation practice. Gazing at the sea, a Sanhorrhim can tell of storms approaching, storms passed, unseen shoals, and even cavorting whales and fish beneath the surface of the water. The Sanhorrhim are also capable of conversing with merfolk with amazing accuracy, and to a selected few, the sensitive elven ears of the Sanhorrhim can hear, understand, and translate the language of the dolpholk, though they never directly translate. The language of the dolpholk is a closely guarded secret among the Sanhorrhim.

The Sanhorrhim are relatively quiet by nature, water-bearers in study and practice. Sanhorrhim towns are calm and peaceful, for every elf is always deeply involved in their own practice. The Warring blood still runs through their veins, however, and they have to find places to expend it. 

Housing. The Sanhorrhim are odd elves in the respect that they don't live completely in trees. Some of the older elves reside in trees, and the capital town of Tan'nyemer, for that was the way it used to be before the Great War. Most Sanhorrhim live in long, low thatched huts. Those that live near the Sea live in similar huts, save that these houses are set on stilts, ranging in height from .5 ped to 2 peds high.

All Sanhorrhim homes are rather large, and even the treehomes are similarly set up. There is a roofed "Front Room" with low walls for receiving guests, where the family heirlooms and trinkets are displayed. For most visitors, this is as far as they go. This room is also the eating-room, including a long table and a fire pit, for food preparation. Sanhorrhim always prepare the food in the eaters' presence, to extend friendship ties and to show off their catches and prowess in preparation.

Further in the home are bedrooms (aptly named for all they fit is a hammock-bed and a small thatched bureau for personal belongings), one room for each of the home's inhabitants. The bedrooms always have the feet pointing toward the closest body of water, so the Sanhorrhim may approach the water, where they believe their soul soaks in the moon-lit waves, and abosrb the water's magic. Some elves may add extra bedrooms for visitors or relatives.

The furthest room back is a square, roofed room with open walls; reserved for meditation, magic and learning of the ways of Baveras. This room always faces the sea. The room is also where the tools of the trade are kept; mallets, ropes and nails for shipbuilders, spears and nets for the fishermen. Clerics spend most of their time in this room, and it is the largest room in the house, some reaching as large as 8 peds square.

Silversmiths may add on a second "front room" so that they may create and sell their trinkets in public, and then move to the second "open room" to discuss deals in private. To the Sanhorrhim, a deal is not sealed until you have eaten a meal together.

Clothing. The Sanhorrhim live in a mild climate, which allows them to wear pretty near what they please. Most of the time they wear lightweight fabrics in long, wide bands, which they wrap about themselves, tucking and folding where extra material needs to be pushed away. Both men and women wear long skirt-like drapes about their waists, the length of the men's garment only to the knee. Men tend not to wear shirts, it gets too warm most of the time, and they like to show off their tattoos, which are done by family members. They wear undergarments of a softer cloth, and if they need arises, they may strip down to this. When weather or travelling calls for different, Men can fashion their fabrics into a breeches-like garment, held together with fish-bone pins.

The female's garment may be longer or shorter than the knee, depending on what they do. Mothers and clerics wear the longer one, while shipbuilders and fishers wear shorter ones. Females wear coverings over their breasts, how the cloth is fashioned is dependent on both the trade and look. Women shipbuilders usually go with a simple band of fabric, while clerics get more intricate with the fashioning. Females also get tattooed, but it is usually for reasons; a birth of a relative, death of an elder, mastery of a spell, coming of age.

The patterns and colors on the Sanhorrhim garments vary from family to family. But the trade of a family is usually depicted on the cloth, and certain dyeing patterns and aesthetic details may be added to the family pattern so that each Sanhorrhim is unique.

The cold season is rather rough for the Sanhorrhim: they take to wearing heavy, hooded woolen cloaks to cover the whole of their bodies in bad weather. They also try not to venture out much in the cold weather, but when they must, they wrap themselves in long swatches of cloth on their arms and legs to keep warm.

The inner-forest Sanhorrhim wear much the same clothes as the water-bordered Sanhorrhim, but have taken habit to wearing their cloaks more often, as well as armor-like metal gauntlets and many thick necklaces. Some of the Tan'nyemer warriors have pierced the cartilage of their noses, though it is seen as unattractive to other Sanhorrhim.

Furthermore all Sanhorrhim love jewelery and wear numerous bracelets, anklets, earrings and necklaces. The more earrings a male has, the higher his rank in his community. In ancient, more war-like times, the Sanhorrhim generals would pierce the cartilage of their noses with bone to be more menacing.

Diet. The Sanhorrhim eat fish and some of the forest creatures, though fishing now comes easier to them than hunting. On special occasions, (weddings, festivals, a deal-sealing meal) forest pigs, rubits and eggs of birds are eaten, prepared with great talent. The arv is another plant the Sanhorrhim harvest for special occasions, but ONLY for clerical use, as it is a dangerous and addictive substance.

Cáeh-fish is also a particulary tasty meal, and the Sanhorrhim can cook them very well. Oysters and trysters are another staple of the Sanhorrhim diet. They also eat berries and other gathered fruits for regular meals. Crabs are another staple of the Sanhorrhim diet, though most outside of the tribe consider it a delicacy.

Weapons. The Time of War is past the Sanhorrhim, and though some of the inner-forest tribes long for it, it is of consensus that they will only defend, and never attack. If it ever came to it, the Sanhorrhim have devised shields and simple weapons for defense. The Sanhorrhim use spears, and large long shields that allow the Wielder to hide completely behind it. For ornamental purposes, they have swords and daggers made of the Caeh-fish spikes. They also have a large assortment of hammers and spikes from the boatmaking and silversmithing professions.

Cáeh-Fish Rapier
The Cáeh-fish spike is the first thing removed from the catch, and is turned into an ornamental rapier for the man who was the most responsible for catching the fish. It is not entirely functional, but in a tight spot, it is usable. Its handle is carved from the base of the spike, throughout the pommel it is encrusted with red and blue rubites. It has no metal on it whatsoever.

The spears the Sanhorrhim use are primarily used for hunting crab, fish and other edible creatures. It is not a strong fighting weapon for it is light and flexible, but it does what it needs to do, and is durable for several seasons of fishing usage. It has a sharp, barbed point shaped from a flat, smooth sea-rock, and a wooden pole with small notches alternating down the sides, for better flexibility. The fisher wraps a strong, 10 ped sea-weed cord (not many seaweeds are found that long, they are usually knotted) around the end of the spear, and the other around his wrist, so he will not lose the spear and can pull in his catch.

Hammer and Spike
These two weapons are usually used by ship-builders, in construction of a vessel. The hammer is made from stone, with a wooden handle. The best hammers are made from the old steel of swords, from the head to the handle. A strip of cloth covered in wax creates a good grip for both types of hammer. Both hammers are heavy and easy to swing with one hand, and durable, the metal hammer being a better all-round tool.

The spikes are used to pin in boards on the boat-frame. Most are wooden, and about .25 ped. They are put into place and then sealed with wax. The heavy-duty spikes are made of rock, and used to make the holes for the wooden spikes, and can be anywhere from .25 ped to a full ped in length, the larger the spike for the thicker the wood, or the ship. The rock spikes are made from mostly shaped beach rock, and are very heavy - it takes two Sanhorrhim men to hold the spike while one hammers. Large wooden spikes with spliced rock tips are becoming more popular, for they are generally lighter, and the rock-tip can be replaced. Some Sanhorrhim ship-guides have used the larger wooden spike as a club for defense.

Sanhorrhim Shield
One of the few truly functional armory items from their warring past, the Sanhorrhim Shield is designed for defense. It is rather tall, about 1.5 peds, and .75 ped wide. It is meant to be hidden behind, as it is awkward to carry and can be cumbersome in hand-to-hand warfare. These shields lack ornamentation, a simple field of sea-green with a light-blue dolphune in the center. Shields at 1/2 this size are popular with Sanhorrmim travellers, who usually trim the Sanhorrhim shield down for better use.

Occupations. The Sanhorrhim tribe do not discriminate between men and women. What the elf wishes to work, he is taught the skills and will work to the best of his or her ability. There are several different jobs, but all require an elven lifetime of dedication, as indecision is looked down upon. Most indecisive Sanhorrhim tend to become travellers. The most common professions among the Sanhorrhim are as follows:

This profession is one of the most common, and easiest to learn. The fisher falls into two categories; shore-fisher or boat-fisher. The shore-fisher uses a spear and hunts among the stones and sands of the beaches and reefs for crab, fish and oyster. They bring them either to Market for money, or home to eat. The boat-fisher goes out to the bay, sometimes even to the Dark Sea, and searches for Cáeh-fish, whales and trysters. Most boat-fishers are calm and patient, for tensions can run high on a quarry-less boat after a few days if emotions aren't in check. Trysting is hard, for they live deep in the water, and are hard to retrieve. Promising shore-fishers are taken on boat-fisher trips to retrieve trysters, where their rank is elevated as they harvest more trysters. Some boat-fishers have the skills to bribe dolpholk and merfolk to retrieve them, but only a few can do this well.

Sea Guide
These are a rare cross between traveller, cleric and fisher, for they are hired by sea captains to accompany them on their boats and tell them how the ocean rides. These elves have excellent hearing, keen sight, and are capable of speaking to merfolk. Myths abound that select Sanhorrhim can speak the songs of the dolpholk, but it is shrouded in both secrecy and mystery...

Tan'nyemer Warrior
This isn't much of a profession, as it is more of a way of living. This colony is a place where the last of the war-hungry full-Sanhorrhim dwell. They drill and practice, study and spar, and wait for the time that they will fight again. This colony is also where the Rónn resides, and his home is in the center, so that the Tan'nyemer warriors may guard him. They have not forgotten the way they used to be, as they still practice Wind Magic, wield aged swords, and wear ancient armor, as if nothing has changed since the Great War.

This field is for the strong and creative. The work is laborious and most of the time, unrecognized. But for those that trade with the Sanhorrhim, their silverwork is seen as an art-form more than a labor. Each piece is unique and the difficult casts, molds and sculpts of the Sanhorrhim hand have earned it a place of honor in large cities. With some pieces, silversmiths and clerics work closely together to create a blessed piece which is either given or traded for a very high price. Blessed pieces are rarely made; silversmiths are creative and subborn, while clerics are solemn and have been know to have a temper that rivals the heat of a silverworker's oven. Mages have been more successful with the silversmiths, creating a large quantity of imbued pieces that are more often traded, than as gifts.

Baveran Cleric
These Sanhorrhim are the epitome of the calm, peaceful nature they profess to follow. They meditate and learn her ways, as well as teach others the practice. They are decent water-wielders, but not as good as some of the human mages that have passed by on their way to Ximax. Some Baveran clerics have left the village, for a better chance at being wielders of the Water at Ximax. They return, usually, but their outlook as Baveras being the Goddess of the magic they wield is gone, for they have become mages at Ximax, leaving their cleric understandings at the door. This has caused rifts between the clerics and the mages, but alltogether, for the sake of the Sanhorrhim, they live as peaceful as they can.

Government. The Sanhorrhim goverment has always been a monarchy, even before the Great War; This is one of the few things that has not changed. The monarch, the Rónn, watches over the whole of the Vontron, commanding the Tan'nyemer forces to patrol the borders and escort visitors to his home or the sea. The Rónn's home is still in the trees, as is much of Tan'nyemer, and his house is the most lavish and the highest set among Tan'nyemer. It had been set after the Great War that the Rónn would not take advantage of his position, and that any of his/her eldest children are capable of taking the throne if the whole of the Vontron felt it should be as such. Monarchs at most rule for 300 years, usually handing down the monarchy rather than having it taken. If there is no child for the Rónn to be handed to, the highest ranked Tan'nyemer warrior will take the throne. So far, that has not happened.

Production/Trade. The Sanhorrhim are master silversmiths, and create great works of jewelery, and sell ships from the coast. They also trade some of their fish as food. They trade the arv, a highly addictive plant in low quantities. In lean times, they have been known to sell some of the more elaborate family clothing patterns. They have also been known to trade salt.

The Sanhorrhim are not on the direct trading routes, but they do travel out to them at their closest point to the Vontron, where they receive dwarven silver from the Thrumgolz at the Fores. Sometimes they can trade some of their better jewelery for a few horses from Horth, and wine is not unheard of either.

Natural Resources. There is a large concentration of trees in the Vontron, so lumber is not a problem. The Sanhorrhim are excellent fishers, and can make great catches without depleting the life around their area, especially considering there aren't many Sanhorrhim left. They can easily harvest salt, and do so in small quantites. The arv is harvested as well, but also not in large abundance.

Festivals. The following festivals are celebrated by the Sanhorrhim elves:

The Gift of Baveras
This celebration is a forest-wide celebration that happens every 100 years, and lasts three days, connected with the days of the year that the tide is highest. All the cities are emptied (guarded by Tan'nyemer warriors, who do not partake in Baveran festivals) and return to Chon'thyron, the closest town to the ocean. The first day is the Feast from Baveras, where all day is spent cooking and feasting upon the fruits of the sea and nothing more. Drinks are concocted from sea-water, and many of the rarest foods are partaken upon.

Arrival of Baveras
The second celebration day is the Arrival of Baveras, when the ocean comes in at the the highest point. Most of the day is spent in meditation. At sunset, each Sanhorrhim elf goes to the water, selects a piece of driftwood, and ties a piece of their own jewelery to the driftwood with a piece of sea-weed. The driftwood is then set in the ocean, for the Sanhorrhim believe that Baveras will recieve their gifts and bless them in the coming year.

Blessing of Baveras
The third day is the Blessing of Baveras, which it is a day of entertainment; dancers, mages, smithies showing their skills, an animal parade, all until sunset. Again, the Sanhorrhim return to the sea, and scour the beaches for their driftwood. If their jewelery is found, then they consider the piece blessed by the sea, and it is treasured. If it is not, then they are still blessed, for it means Baveras liked the jewelery so much she couldn't bear to return it, and she keeps an eye on them.

Tan'nyemer Parade
This is not so much a festival, it is more of a display of power and way of Tan'nyemer life. This is a day-long event, when the Tan'nyemer warriors parade themselves before the crowds and receive promotions and commendations, and every 50 years they re-enact the Helsalari Passage battle before the crowds. The Tan'nyemer are fiercely proud of their warring heritage, and try their hardest not to let the peaceful Sanhorrhim forget where they came from, and who lets them live in peace.

Ximaxian Return
This is a particulary private worship for the clerics of Baveras. Every year in summer, they hold a solemn ritual, where they pray before the moon for one night, facing the sea, for the return of the souls from Ximax, who deny Baveras. It is a particularly futile worship, but they feel that if they forget their lost ones, what else will they soon forget?

Settlements. The following settlements can be found within the Vontron forest:

Caprá'thyrón'lón (Caprá'thyrón'lón)
This village is the entrance to the Vontron Forest. Most of the silversmiths live here, it's the first establishment after the trading point.

Injerín'marín (Injerín'marín)
This is the closest city to the Aerilian lakes. The Sanhorrhim use this city to depart for Milkengrad and further north, for they prefer boat travel.

O'dél'fóld (O'dél'fóld)
This town is closest to Ximax, and the colony of the clerics and the mages. The calmest and quietest of the towns.

Chón'thyrón (Chón'thyrón)
This is the town closest to the sea, and where the Sanhorrhim go for the Gift of Baveras festival. There are the the shipbuilders and the fishers.

Tán'nyermér (Tán'nyermér)
The capital of the Sanhorrhim. All of the homes and buildings are above-ground, in the trees. The king lives here, guarded by the Tán'nyemér Warriors, the last full-Sanhorrhim.

Origin. The Sanhorrhim were once a warfaring race, fighting with nearly anyone who wished to push either them or the nearby Goltherrhim elves. The Sanhorrhim were closely linked to the Goltherrhim; both tribes were nearly indistinguishable from one another. (It should be noted, however, that the Sanhorrhim were not as tan then, and their hair was far more groomed. The White Eye did not exist, and they did NOT workship Baveras.) When the murder of Prince Tacunija (800 b.S.), heir to the Goltherrhim throne, caused problems between the two elven tribes and the humans living between them, Rónn Halmaran of the Sanhorrhim decided to "rid the land between us and our kin of the Helcrani vermin". He launched attacks against the humans, who fled to the High Fores. The Goltherrhim and Sanhorrhim were relentless in the pursuit of the Helcrani, following them into the Fores and attacking relentlessly. They lost many elves in their blood-thirsty drive to destroy the Helcrani, the Sanhorrhim losing their own Rónn Halmaran in the Battle of Crow Hills by Ecomentar, the Helcrani warlord (769 b.S.).

Things seemed to be relatively steady for the warring elves, slowly shortening the numbers of the Helcrani for 19 years, while the arrogance of the elves failed to see that the Helcrani were re-organizing. An attack by the Helcrani (750 b.S.) came as a complete surprise to the Goltherrhim of the area, and many were captured. While the humans debated what to do with the captives, an uncaptured child named Agaran warned Rónn Envyanath of the Goltherrhim of the fight, and the Rónn attacked the Helcrani in surprise, killing half of the force present.

Envyanath was glad with the outcome of this battle and attacked Helcrah, a Helcrani stronghold in the Fores. They did well, and succeeded in taking down most of the force, and even some of the calvary who arrived without announcement. By the end of this battle, the Helcrani and the Goltherrhim were in awe of one another. They decided that there was a respectable way of settling their ways, and thus began the High War.

Oddly, the Sanhorrhim were taken out of the proceedings. They were not acknowledged by either the Goltherrhim or the Helcrani. Angry, they continued to attack Helcrani strongholds, though they were not strong enough to cause much of a stir. They eventually dropped off to doing night-attacks with renegade Goltherrhim warriors. Luckily for the Sanhorrhim, a renegade Goltherrhim they knew well, Nyermag (who was also the heir to the throne) planned the death of the king Envyanath as he returned from one of the High Wars, when an ewer "fell" on his head (736 b.S.) and took the throne. He was still bitter and eager to rid the lands of the Helcrani. And when Curogane, the Helcrani Anactar (king), arrived at the funeral, Nyermag played the game with him, that he was eager to sign the treaty. He even went so far as to make conditions.

Shortly after the funeral, Curogane decided that the Sanhorrhim had to be put in their place; they were buzzy flies to him, bothering his cities. He decided to settle the problems with the Sanhorrhim once and for all. Helesalari was to be attacked by the Sanhorrhim, he learned, and raced to get there before they did. Curogane found upon arrival, that only women and children were in Helesalari, so he told them to take up arms in case something happened to him. He then headed toward the approaching Sanhorrhim. They met at the narrow Helsalari passage, where the 32 Helcrani warriors staved off the attacking elves for 9 hours, killing well over 300 of them, some of them the best warriors of the Sanhorrhim; Mohyner the Blonde, Parpdaphar the Kind and Inbarel the Noble. But it was not for the Helcrani to win, all of them died, Curogane as well. As the Sanhorrhim pushed on toward the unguarded Helsalari, Nyermag ordered his men to fall in behind, this was the chance to end the Helcrani.

Nyermag attacked the barely-guarded town, and as they began to believe the war was theirs, Heleroth, Curogane's son and a Helcrani warrior, began attacking with fierce determination. Nyermag was unready for this and commanded his calvary to flee, causing the entire army to lose faith and turn tail as well. The Sanhorrhim-Goltherrhim army was either captured or slaughtered, Nyermag perishing in his retreat. However, the heir to the Goltherrhim throne, Noronnoh was saved from slaughter by a Goltherrhim warrior named Agaran.

Noronnoh, now the Rónn of the Goltherrhim was forced to surrender to Heleroth, now the Anactar of the Helcrani. The Goltherrhim had lost the Great War. So, while the Helcrani settled an establishment at Milkengrad, the small tribe of living Goltherrhim left the Fores that were once their home and headed to the small Vontron, the untainted forest.

The now larger tribe of Sanhorrhim accepted them, and the Goltherrhim began living differently, peacefully, quietly and looking for a different outlet besides war. The Goltherrhim believed that war was a bad way to live. It only meant death and destruction to the lives of those that were meant to live much longer than war alotted. They began looking to the sea as a means of living. The Sanhorrhim began to see the truth in the Goltherrhim's statements, and most Sanhorrhim shed their war-like way of life, save a small band of the fiercest Sanhorrhim warriors, who moved to the center of the Vontron, to hopefully gain control of the forest.

Hemhusthane, the half Sanhorrhim-Goltherrhim Rónn commanded the warrior tribe to stand down or be decimated. They offered their services to the Rónn as a guard and begged to keep their way of life. Hemhusthane agreed. He also began to set the rules of warfare of the Sanhorrhim, and the peaceful way they were to live. Other than the warrior's complaints, Hemhusthane's word became law. The Goltherrhim integrated into the Sanhorrhim, and eventually "Goltherrhim" was only a word, no longer a tribe.

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