V. Inventing a character - Role-Playing in Hrielith

When I came to Hrielith, I took a new name - for I knew that all that I had been and known was now far behind me - and unreachable. I decided that here, I could escape the past that so plagued me, and have the chance to be the things I had once dreamed - Anonymous journal entry

Naming your character:

Select a name that is not noun-based. There is a long tradition of habit in online environments of people choosing names which are composed of one to three nouns such as Hawk, or Starbringer. Such names, while seemingly charismatic, are actually somewhat hackneyed and overused. We ask that you take time to invent a fantasy name for your character that is original, as well as pleasing to you - this enriches the environment for everyone.

A bit on Role-Playing:

There are many definitions of Role-Playing that span recreation, the sciences, the arts, medicine - many aspects of human and communal experience. Rather than try to define it rigidly, we prefer to offer some ideas about Role-Playing, as we hope to enjoy it in Hrielith:

The idea is that you create, over time, an imaginary being. This being is represented in the game by your player, which you create, name, and is saved so that you may return to play whenever you wish.

How do you invent a character? Well, there are many ways. You may invent one of whole cloth - or stitch one together from bits and pieces of fictional characters you have known. You may arrive unsure of your direction, and slowly piece it together...but there are a few things that define a character in Hrielith:

They have at least a moderately detailed history.
They know something of the races and professions or 'classes' that they might encounter, and may have various attitudes toward them.
They know something of their own racial trends, and their position relative to them in terms of attitude toward the world, paradigms, etc.
They have goals, of some sort. They came through the portal for a reason.
They are seeking something: to create a name for themselves, or a place, or a situation.
They have a basic idea what sort of being they are - what's important to them, what they'll stand up for, and fight against.
These are a few of the seeds from which a real character is born.

Some general knowledge about Eamaii:

 

The World of Eamaii

Eamaiian society differs vastly with region, however, across the globe, an uncommonly high level of awareness and understanding of magical and natural systems is at once practiced and understood by the many sentients, albeit in different ways.

There have been a few thousand years of study, and the Thymbrymii left a vast trove of knowledge, hidden variously, around the globe - awaiting those wise enough to unlock their secrets. The combination of the two created a general climate of psycho-magical integration between the races, over time - and between their technologies - both concpetual, and physical.

The result, is a wide range of social and cultural expressions of this knowledge. For exmaple, it is common understanding that living things are comprised of cells - but the meaning of that idea differs radically from race to race and even being to being. It is commonly understood that, for example, there are stars and galaxies - and there are fine glass instruments such as microscopes and telescopes - magically aided, as well.

Medicine is a combination of faith and deep understanding of the lifeweave, in general. Most healers see the body either as an energetic system with spiritual aspects, or vice versa. Some 'seemingly' more primitive healers, might see it as represented by archetypes from their cultural understanding of healing, and so forth.

While projectile technologies exist, many rely upon magical means rather
than ignition. On Eamaii - cyclic compression/expansion technologies were
favored over combustion, which was seen as highly undesireable. There are few 'engines' per se, most material technology takes the form of small intricate instruments. There is no non-magical flight, since magical flight largely does away with the necessity.

There is every sort of imaginable dwelling situation - from simple outdoor dwellings to cave-cities, and multi-cultural metropolii. In the larger mainland cities - there are extremely creative expressions of architecture, and art in general supplies the social consciousness with ample ground for fertile contemplation and growth.

The island of Elorn is the firsthome of more than a few of the extant sentient races on Hrielith. Long protected by a magical barrier, it remained hidden throughout much of history and became a place of legend - unreachable even by the most talented metaphysicians and theurges. Until about 370 years ago - when a party comprised of representatives of most of the island's sentient races came through a magical portal - to seek aid from the mainland in a battle with voidbeings or 'reavers' still extant upon the Elorn.

Hrielith was the first Thymbrymii citadel, and also the one where they made their last stand, sacrificing themselves to cage Llomnoth, the Voidspider. The last Thymbrymii breath on Eamaii was drawn in Hrielith, and many of their secrets are hidden there.