THE
SANHORRHIM
ELVES
("SAILING
TRIBE") |
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.
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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.
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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.
Spear
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:
Fisher
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.
Silversmith
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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Viresse
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