Sun Elves

"I once watched a Sun Elf pick a man up by the legs and used him to beat another man to death. I think we can all strive to be that... resourceful." - Steachi Traveler

Written by: jester2b
Artwork by: Natassa Ioannidi
The Sun Elves are the hardy orange-skinned elves originating from the harsh land of Crucible. Their society is built upon self-improvement through combat and hardship, which is the basis for many religious and governmental practices. Many of Nostrina's greatest warriors were Sun Elves who went above and beyond to prove themselves as legends.  

Appearance

  Sun Elves stand well over six feet tall, with most men around 6'9 to 6'10 and women between 6'7 and 6'9. Their robust bodies make them some of the strongest and most imposing individuals on Nostrina. Their dark orange skin, which is somewhat heat resistant, allows them to thrive in the oppressive Crucible sun and compliments their imposing green armor. Like their relatives, the Cardinal Elves, they are a circina species of elf, meaning their facial structure has the same shape as a human's, as opposed to the sharper facial features of the Roctane or the Frost Elves.

History

 

Origins

The Sun elves are the descendants of Arrini colonists led by General Ormel Raxian, who settled in the Peregrinus River Valley in the year 3185 AE. The colonists would establish multiple coastal settlements along the coast of the Crossroads Straight, with the two largest being Dellarx, built on the Peregrinus River Delta, and Magna'Fidem, a town made up of the most devoted to the Arrini gods, on the southern reaches of the valley. With limited contact with the western reaches of the Arrini Empire, the colonies slowly developed into their own unique flavor of Arrini culture. Hard, honest work and the satisfaction it brought to oneself and their community were key to life in the colony. With supply ships seldom arriving on the colonies' shores, the valley's people had to make do with what they had and distance themselves from the empire.   Unlike on the mainland, the appearance of the elven traits in newborns received little reaction from the colonists. In the eyes of many colonists, pointed ears didn't change a thing about the children, and they accepted them as any other child. When news reached them of the hysteria the appearance of elves was causing on the mainland, many felt ashamed to be a part of an empire that reacted so childishly to what they saw as a small visual difference. It also set in worries that mainlanders would oppress and subjugate the colony harder for their acceptance of their elven population.   Fears of further subjugation from the empire and their distant relationship with the mainland gave rise to revolutionary movements that sought independence for the colony. By 3398 AE, most of the colony supported colonial independence. The colonists prepared for retaliation from the mainland for their dissidence but were met with cold silence from the distant mainland. On the mainland, the western edges of the empire were embroiled in conflict as the Arrini Empire dealt with raids from nomadic Havikari tribes and a war with the Krallumites that would drag on for nearly a decade. In the chaos, the colony in the Peregrinus River Valley would become an afterthought for the greater empire, leaving the colonists to their own devices without bloodshed. By 3408 AE, it would've been nearly ten years since their docks played host to an Arrini ship.   After gaining their independence, the colonists built their newfound nation and dealt with loyalist elements within the valley. While most within the valley backed their sovereignty, those who were still loyal to the Arrini Empire flocked to the settlement of Magna"Fidem. Some who were loyal were worried about the uncertain future they would face without the empire to aid them, while others saw the colony leaving the empire as a slight against the gods themselves. It was a commonly held belief in Arrini society that the empire was the gods' sword that brought law and order to a chaotic world. Simply leaving the empire as the colony had done was blasphemous in their eyes, a crime of the highest order that must be undone. However, due to the settlement's distance from the coast and the many mountains surrounding the valley, getting support from the empire would be a near-impossible task. A more radical group led by Nathal Alleric would take up arms and lead violent attacks on the other settlements in the valley, claiming the lives of many colonists. His reign of terror on the valley would eventually be put to an end in 3413 AE when a rallied militia of colonists defeated Alleric's forces in the hills separating the valley from the red deserts of Crucible.   As the years went by, the new nation, known as Dissena, grew and strengthened within the valley. Slowly, physical changes began emerging among the new generations, traits such as increased muscle density, greater height, and orange, heat-resistant skin. As with the elven ears before, these traits were accepted and seen as boons by the colonists as they began to look beyond their valley home into the vast frontier beyond.  

The Viriduim Rush

By the year 3742 AE, Dissena had become a fairly prosperous nation within the Peregrinus Valley. It specialized in agriculture and trade with groups along Glakora's southern coast and peoples on the eastern horn of Imbelek. By now, the modern-day Sun Elves comprised the vast majority of the state's population, with scattered human demographics among them.   With Dissena's economic boom, some adventurous Sun Elves would traverse the vast red deserts that lay beyond the valley. They would find many sights and wonders in the dry lands, along with many dangers in the form of its wildlife and climate. The greatest discovery from the desert, though, was the green metal Viridium, a metal just as, if not stronger than steel, and was found in abundance in the red landscape. Along with Viridium, there were signs that the deserts and the surrounding mountains were potentially filled with precious metals.   Upon hearing of the potential profits to be made in the deserts, prospectors and settlers ventured into the uncharted territory and established many mining settlements across the Murus and Camaningus mountains. From 3761 AE to 3979 AE, Sun Elves expanded across the unclaimed desert, eager to strike it rich in the upstart mining towns, with a new one seemingly springing up weekly. Many of these settlements would fade and be abandoned after failing to find anything. A lucky few, however, struck gold, silver, or viridium and became prosperous mining towns and trading posts. Some of these prosperous towns still stand today, with a few growing into major cities that still stand today.   Among the bustling and rapid growth for Dissena, something else was brewing among the Sun Elven people, something that would change the trajectory of the species forever.  

Rise of the Camaningus Cult

After splitting from the Arrini Empire and the violent attacks brought on by Nathal Alleric and the empire loyalists, Dissena's people began to grow distant from the old gods they once worshipped. The old ideology of bringing law and order to the world in the name of the Arrini Pantheon was lost on the colonists, who had little association with the empire. Some continued their worship of the pantheon, hoping to find a new purpose in their old gods. Others took an interest in the beliefs of those they traded with, though these never became widely followed among the Sun Elves. Further in the deserts, in the bustling town of Dolmova, something new was brewing.   Based so far away from Dissena's capital of Dellarx, many of Dolmova's residents would feel isolated and disconnected from the rest of their kin. Their only real connection to the rest of Dissena was the dusty roads leading to other settlements that took weeks to reach on foot. It was perhaps the perfect place for a new faith to take root, one that based many of its doctrines on values the Sun Elves had developed from their days as colonists. Hard work, self-actualization, and personal strength were the core values of all who followed this new doctrine, often called Camaninganism or the Camaningus Way. The god of this faith, Dissenus, wasn't worshipped in the same way the gods of the Arrini pantheon were, rather serving more as a mentor figure to the people. The land they called home was a holy ground, a harsh, brutal crucible that toughened those who lived in it until they had become the greatest forms of themselves.   While the exact origins of this faith are unknown, enough evidence points to this faith gaining traction in Dolmova sometime during the 3870s AE. It didn't take long for the new faith to spread through Dissena's roadways, gaining traction among the Sun Elves for the newfound purpose it gave them and its doctrines playing into the old colonial values that drove them to prosperity. Camaninganism became new fuel for the fire that burned within Dissena's heart, pushing it forward into an uncertain but hopeful future.  

Blessing of Dissenus

By the year 475 1E, Crucible had been divided into eight rival kingdoms after years of fighting. Dissena, or as it was known now, Crucible, had become a nation of competing monarchs and warlords from the old mining towns from the Viridium Rush, which had now grown into major cities and fortresses. Camamingan principles of personal strength and self-actualization had shifted the nation from a place of prospecting traders and miners to a land of warrior kingdoms seeking to prove themselves to their mentor god, Dissenus. Dellarx, the old capital of the nation, had become yet another one of these rival kingdoms, holding ground in the old Peregrinus River Valley. Trade with the outside had died down majorly during these times, as the warring kingdoms focused inward, eyes locked on total domination of the Crucible. Some would say it was impossible to tell the difference between the natural red sand of the deserts and the rivers of blood that stained them during these times.   While the king of Carnubellum squabbled with his advisors on war plans, a mysterious figure clad in black armor entered his court and challenged him to a duel. At first, the king refused, seeing the figure as nothing more than a weak madman, but the visitor responded by proclaiming that the king was a coward unfit to rule by refusing to fight. The king, an old warrior with a sense of honor, accepted the visitor's challenge to prove his honor in front of his court. He fought valiantly but was cut down by the visitor, who soon vanished without saying a word. The mysterious warrior then arrived at the kingdom of Dolmova and challenged its queen to a similar duel. She was cut down in their court with the rest of the Crucible monarchs, standing little chance against the warrior. After killing the eighth king, the warrior vanished, disappearing as suddenly as he had arrived. Strangely, the Sun Elven kingdoms were brought together by the common threat of the mysterious figure. New monarchs took the thrones of their fallen predecessors, preparing for the possible return of the warrior.   Exactly five years later, he returned. Just as he had before, he challenged the king of Carnubellum to a duel. Like his father, the king met his end at the warrior's blade. Despite five years of preparation, every Sun Elven ruler was cut down like they were nothing. The dissatisfied warrior left Crucible again, promising to return in five years.   The warrior wouldn't meet his match until 485 1E when Queen Canta of Dralore finally defeated him. Upon his defeat, the warrior's body rose with divine light bursting from his body. He declared to the stunned court that he was Dissenus, the Proving God, and he had been seeking one who could defeat his avatar. He had given his blessing to Queen Canta, who had proven herself worthy of becoming the ruler of the Sun Elves. With Dissenus's blessing, Queen Canta fully reunited Crucible after years of infighting.   After her passing, the Sun Elves created the Proving Grounds for potential candidates to battle to the death for the throne. Queen Canta would be the last lifetime monarch, with all future leaders serving five-year terms until they must prove themselves again in the Proving Grounds. This system has remained nearly unchanged, and the Sun Elves still use it to determine leaders in the Second Era.  

The Demonic Invasion of Crucible

On the 10th of Winter's Arrival in 1993 1E, a rogue mage opened a portal to the realm of The Aeunta Immora in the center of Crucible. The person who opened the portal is unknown, though it is assumed it was a rouge mage from Ibuhess who sought revenge for the damage the Sun Elves had done to them centuries prior. The Balgaar, Immora's demon servents of fire and hate, spilled out from the portal and killed everything in their path. The Sun Elven response to the attack was quick and equally violent, pushing the invaders back to the portal after a long, bloody battle.   Upon pushing the invading demons back to the portal, King Serentar gathered two hundred of his best warriors and charged into the Matal Infernum. The King and his warriors left a trail of destruction in their wake as they fought off the hordes of Balgaar. One by one, the elven warriors fell to the horde, with King Serentar dying last on the peak of a mountain of demon corpses. The destruction the elves had wrought was enough for Immora to close the portal to prevent further damage to his realm. It is believed that Immora cut all contact with Nostrina after this event in humiliation, although some fear the possibility of retaliation by the scorned Aeunta.  

Culture

Society

Sun Elven society revolves around its beliefs of constant self-improvement through hardship and combat. Sun Elves are encouraged to use their natural strength to become skilled and powerful fighters. All citizens, regardless of trade, or expected to have some degree of skill in combat. Despite the numerous stereotypes, not every Sun Elves chooses a life of fighting, instead focusing on perfecting their trades and benefiting society. The arcane arts are considered practices of the weak by many older elves. New generations have begun to see value in magic, but it is far from commonly accepted by greater Sun Elven society.   Oddly enough, Crucible doesn't have an organized military like most nations. Instead, the defense of their homeland rests upon the Sun Elven citizens, who are expected to fight when threats arise. Local militias comprised of trained fighters and Semparta Warriors, regular citizens that will be ready to fight in under a minute's notice. The ranks of the Semparta can include anyone, and even some children can join in. If a foreign country were to attack Crucible, they would have to reckon with not a trained army but instead almost the entire population of Sun Elves descending upon them in retaliation. Through sheer brute force and unorthodox tactics, the might of the Sun Elves remains a force none can withstand.   In Crucible, only the strongest can rule. The Sun Elves don't follow a traditional monarchy system like other places, opting to use a far more brutal way of choosing their leaders. The ruler of Crucible rules for five years; at the end of their term, they may either rule for another five years or step down to hand the throne to another. If they choose to rule again, they must prove they are worthy in the Proving Grounds by accepting rivals' challenges in a fight to the death. If the current ruler kills their challengers, they will rule for another five-year term. If they die, the one who killed them will fight the remaining challengers until only one candidate remains, becoming the new ruler of Crucible. The home city of the winner of this bloody competition will become the capital of Crucible during their term. There are no limits to the number of terms someone can serve as ruler, with the longest streak going to King Tomar Bradian's seven continuous terms as the king.   In the Second Era, the Sun Elves are a mostly united people, although there is one major exception, the Aetrubellum Tribes. They originated from the Aetrubellum Sectators, a cult who believe that the Sun Elves are born to conquer the entirety of Nostrina. The idea of complete domination of the world was not feasible and ran against the belief that all races should become stronger on their own. These loosely connected tribes live in the Meranus mountains on the southern border of Crucible, using the treacherous terrain as a natural barrier from attacks. Since their creation during the early First Era, the Aetrubellum Tribes have fought with Crucible and other nearby nations, pillaging and ransacking nearby settlements.  

Language

The common language among the Sun Elves is Dissenan. It is a variant of Arrini that many outsiders would describe as angry and aggressive. Dissenan follows the same sentence structure as Arrini, and most of its words are slightly modified versions of their Arrini counterparts.  

Art and Architecture

The vast majority of structures in Crucible are built with stone in a rugged and hardy fashion. Newer building styles use rebar made of iron to reinforce buildings from attacks and harsh weather, along with measures like metal spikes to prevent anyone from climbing them. Common motifs in Sun Elven architecture include decorations with the green-colored metal Viridium and rigid buildings. Many cities in Crucible are built around a Castellum, a massive fortress carved into the side of a mountain or a butte, often serving as the home for the local ruler or even as the starting point for mines.   A signature art form in Crucible is sculpting. Statues depicting mighty warriors and historical figures are commonplace within the cities and desert countryside. Notable statues include the towering monument to Ormel Raxian overlooking the Peregrinus River Valley and the impressive statue of King Serentar fighting off hordes of Balgaar in front of the Infernal Gateway.  

Religion

The common faith of most Sun Elves centers around Dissenus, the God of Proving, and the values of personal strength and actualization. Dissenus, despite being a confirmed Ossian, is not worshipped as a deity; instead, he is treated as a mentor of the Sun Elves. He teaches a lifestyle in which one is always seeking ways to make oneself stronger; hardship and strife are welcome, for they force one to sharpen their skills and toughen their will. The end goal for Sun Elves is to become legends and earn their place in the Hall of the Proven after death. These values are also extended to all outsiders and foreign countries. Most Sun Elves frown upon conquering other lands outside Crucible since this would deny those lands the chance to get stronger themselves. They also look down on those who raid and pillage since a powerful Sun Elf wouldn't need to steal from others. Another commonly practiced rule forbidding the killing of those who can't truly fight back since the killer wouldn't learn or improve by killing them.   A variation of the main faith, mainly practiced by the Aetrubellum Tribes of the Meranus Mountains, worships Dissenus as a war god who has chosen the Sun Elves to be the rightful conquers of Nostrina. These tribes, led by ruthless cheiftains, differ from the rest of Crucible because they believe the Sun Elves have a divine right to conquer the rest of Nostrina. These tribes frequently come into conflict with Crucible and other nearby nations like Malasharu. However, their mountain home continually protects them from a full-scale invasion from these nations.
Caria, a rugged Sun Elven warrior by Natassa Ioannidi
Genetic Ancestor(s)
Scientific Name
Cultroaruis Sol
Lifespan
50-70 years
Average Height
2m (6'7'')

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