NATION: Arlathan
Arlathan

Imagine a city woven from nature and magic — sky-high crystal spires that reach towards the clouds. These spires have an ethereal glow, reflecting the vibrancy of magic all around us. Platforms and bridges that float, defying gravity to connect to the spires and ensure that there is a labyrinthine network high above the lowermost floor of the Arlathan Forest. Polished stone, shimmering crystal, these floating platforms and bridges are organic forms, alive and shifting as the forest changes. Elven magic isn't just for decoration; it infuses itself into the very fabric of the city. Vines crawl up buildings, leaves pulsating with bioluminescence. Waterfalls cascade down the side of the spires, the flow controlled by subtle arcane energies.

Libraries whisper and gardens bloom around the books and scrolls, protecting them, seeing that they're kept safe. Some flowers in these libraries and archives even have writing on the petals, as if scribbled there by the hand of an Elf. But it's just how they grow.

Arlathan was never a monolithic city. Here and there, the influences of other races can be seen. Human artistry is very popular among the elves in this modern time, and dwarven craftsmanship — especially regarding weapons and armor — can be seen everywhere. The districts of Arlathan are many, and the cultural implications of these races coming together over the years is clear to see.

Children run through the streets of Arlathan, playing with luminescent butterflies conjured from magic itself. Magic is everywhere. It isn't just a tool. It's part of everyday life, and the elves of old know this. The elves who are just learning their heritage, or perhaps they're creating a new legacy, will come to know this, too.

And if you hear a humming, hum along. Arlathan is connected to every elf, to all magic, and to nature above all else. The city's hum can be heard in moments of total silence.

And maybe… just maybe, staying in this great living organism where magic is everywhere, you might get a bit of magic to experience for yourself.

Arlathan & The World:

This is a short list indicating how other countries are seen by Arlathan.

Orlais: Neutral; because of Orlais' alienages.
Ferelden: Neutral; because of Ferelden's alienages.
Antiva/Rivain: Distrust; Antiva is a threat to Arlathan's independence.
Starkhaven: Neutral; due to lack of interaction.
Tevinter: Distrust; Tevinter is a threat to Arlathan's independence.

Active Trade & Guilds:

Author's Note: These guilds are open to be played; and if interested in heading a guild, just contact a staff member via the ticketing system.

The Merchants Guild: This is a relatively new guild within Arlathan, most likely headed by the Arlathan Tallam. The Merchants Guild operates the large, open-air market in the centermost point of Arlathan, where visitors and citizens alike can shop for Elvish crafts or other rare goodies that may not be easily accessible to the nation.

Trade Exports: Arlathan's main trade exports are Elvish jewelry; Old World Poisons; rare plants (mainly those that are extinct in today's world)
Laws of Arlathan

Authors Note: While all races are welcome in Arlathan, anyone who is not Elvish or Aberration are likely to have a 'visitor's pass', identifying that they've agreed to the rules of the small nation whilst they visit. The laws of Arlathan are written out so that you can have fun with them, break them, enforce them. I don't know.

The Flow of Magic:

1. All elven citizens may use magic. Its use is not restricted, but it must be directed with mindfulness and respect for the delicate balance between worlds.
2. Public displays of *uncontrolled* magic are forbidden, lest they disrupt the city's flow and invite chaos from the wandering spirits.
3. Tampering with the magic that created and removed the Veil is punishable by exile from Arlathan.

Knowledge and Learning:

4. The pursuit of knowledge is paramount. All libraries and archives are open to any elven citizen seeking wisdom, regardless of their status.
5. Records of history are meticulously preserved, ensuring that the mistakes of the past are never forgotten, and their lessons are passed onto future generations.

Harmony with Nature:

6. The natural world is not merely a resource, but a living partner in the city's existence. Trees, rivers, and creatures are treated with respect and reverence.
7. Wasteful consumption is frowned upon, and sustainable practices are encouraged. Elven magic often aids in the efficient use of resources.
8. Harming the natural world for personal gain is a serious offense, punishable by restitution to the affected ecosystem.

Artistic Expression and Beauty:

9. Beauty is considered a fundamental aspect of elven life. Music, art, and storytelling are woven into the fabric of Arlathan.
10. Public spaces are adorned with breathtaking works of art, each a testament to elven ingenuity.
11. Creativity is encouraged, and individuals are free to express themselves through their chosen art forms, enriching the city's cultural tapestry.

Justice and Order:

12. A system of wise judges, known as the Council of Keepers, ensures fair and just rulings. Magic is sometimes used to uncover the truth and balance the scales of justice.
13. Self-policing is encouraged, with citizens expected to uphold the laws and intervene in cases of injustice.
14. Violence is a last resort, used only when necessary to protect the city and its inhabitants.
15. Should an elven citizen be deemed unfit due to displaying a lust for power, the Guardians of Arlathan may remove this person from their position within the community. This is an exile without trial before the Council.
Hierarchy:

Sinnarn: Sinnarn of Arlathan are elves who have ascended to greatness. This role is specifically for the Evanuris who side with Mythal and Fen'harel. While respect for the Evanuris is encouraged, the Evanuris with the title of Sinnarn are not the "end-all" of Justice, but a group of Ancient Elves with knowledge to share, who seek to guide the city of the People.

*Mythal: In Play, Safia
*Fen'harel: In Play, Ivy
*Sylaise: Incomplete Vessel, unable to be played at this time.
*June: Incomplete Vessel, unable to be played at this time.

High Keeper: The High Keeper is going to be chosen via an in-game competition and the position is held for 20 years. This particular elf must not be an Ancient Elf, as the Guardians have declared that Arlathan no longer belongs to those of them who are far older than the rest. The people who deserve such a sacred space are those who live in this world now, and have known no other world. The High Keeper must have magic as Keepers handle the study and protection of the clan's artefacts and for dealing with any magical concerns that may affect the clan. The Keeper decides for the clan, though this Keeper must speak with the Guardians and the Council of Keepers, as well as their First, when making decisions that widely affect Arlathan. This is to ensure there is no corruption.

1. Megara Fern - Played by Meg

The First of Arlathan: This person is going to be chosen via the in-game competition, whichever Elf takes the position of High Keeper, may choose one Ancient Elf or Elf or Aberration of their choice to serve as their First. The First is the second-in-command, in charge of monitoring local human kingdoms to ensure that Arlathan has no threats on the horizon. This Elf moves into the position of High Keeper after the previous High Keeper's 20 year tenure is up.

1. Open, only fillable after the in-game competition has taken place! Must be Ancient Elf, Elf or Aberration.

The Second(s) of Arlathan: The Second(s) of Arlathan are the apprentices to the First. These people have a hierarchy within their ranks, and at one time, the First may have up to 5 Seconds. The Seconds will rank up in order of longest-apprenticeship, so the first Second would become First when the High Keeper position changes hands. The Second(s) are usually handpicked by the First.

1. Open, can be Elf, Ancient Elf or Aberration.
2. Open, can be Elf, Ancient Elf or Aberration.
3. Open, can be Elf, Ancient Elf or Aberration.
4. Open, can be Elf, Ancient Elf or Aberration.
5. Open, can be Elf, Ancient Elf or Aberration.

Badhanwar: Badhanwar is an entity newly created with Mythal's overtaking of Arlathan. This Badhanwar comprises of Keepers from all over Thedas. These are people who lead clans, must not be Ancient Elves. While this Badhanwar may grow as time progresses, until the original three clans are in play, we ask that no more Keepers or onsite clans are made. The Keepers on this Badhanwar are the reigning judges over Elf-kind. Keepers of Dalish clans may hold this position for 5 years, before they must exchange the position with another Keeper from a clan that has yet to hold it. This position can be re-held by a former Keeper after a 5-year break.

1. Keeper #1: Unnamed (Clan W), 5 year tenure
2. Keeper #2: Unnamed (Clan X), 5 year tenure
3. Keeper #3: Unnamed (Clan Y), 5 year tenure

Arnad Golthas: These are non-Elvish members of Arlathan society who are considered an ambassador to their nations. This is broken down by nation.

1. Ferelden Ambassadors: Open
2. Antivan Ambassadors: Open
3. Ferelden Ambassadors: Open
4. Rivaini Ambassadors: Open
5. Free Marches Ambassadors: Open
6. Orlesian Ambassadors: Open

Cauraedaith: This person oversees tourism in Arlathan. They're responsible for ensuring that anyone who has never visited Arlathan before, particularly if they're non-Elven, receive a visitors pass, a guide to Arlathan (which includes the laws). This person is also responsible for helping plan events in Arlathan, working with the other members of the nation to plan festivities and other fun things focused in Arlathan.

1. Open, must be Elven.

Faralavan: Because of Arlathan being on human land (insofar as Tevinter and Antiva are concerned), the Huntsmaster has been given the title of Ambassador and expected to maintain good relations with the nations who would try to take Arlathan from the Elves.

1. Open, must be Elven.

Tallam: The Elf in this position is responsible for overseeing the Crafters Guild and the trade of Crafts within the nation. This is to ensure that there is enough tools, weaponry, furniture, etc. and should Arlathan wish to trade on a large scale with another nation, this is who that trade request is sent through.

1. Open, must be Elven.

Leidhorn Raud: The person in this role is responsible for ensuring Arlathan's military is well-equipped and prepared should they receive word of any attack against the nation. This person trains with warriors and upholds the Elvish way of battle arts.

1. Open, must be Elven.

Hearthmaster: Someone in this position is ‌the clan midwife or healer. They're present for the births of children throughout Arlathan. They're the top of the healing chain, and they educate and teach younger healers. They are also in charge of returning the deceased to the land.

1. Open, must be Elven.

Healers: Unlimited roles.

Warriors: Unlimited roles.

Hearthkeepers: Unlimited roles.

Hunters: Unlimited roles.

The Role of Children Within the Clan:

For the first five to ten years of their lives, children do not have any duties to do save for listening to their elders. They explore the world around them and as they grow older, they'll be expected to look after the younger children. An Elvish child does not have a role in society until they are 13 to 14 years old, when they'll take up an apprenticeship as a healer, hunter, gatherer, crafter, or another position relevant.

By age 16, the children of Arlathan perform their apprenticeship duties by themselves, meaning they may be sent to hunt on their own (usually with an adult trailing through the trees out of sight). If they complete this ritual, they are considered adults.