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[CK] Unitary Solarate of Ishar
BDanecker [Owner]
Admin
66 posts
66 topics
Minecraft: BDanecker
over 2 years ago

Unitary Solarate of Ishar
ἥλιος
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"By the Myriad Truths!"


Synopsis

Seat of Power: Aelarion, Aranthas Wastes
Part of:
 None
People Name: Sun Elves/Elf of the Sun (Lumin'Luari/Lumi'Lurin)
Adjective: Solarii (A Solarii sword)
Religion: Helio-phan'i
Language: 
High Sora'thelian


Introduction

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Spoiler

Austere, stern, lofty. The Elves of the Sun have steady oversaw the development of Volantis for Ages, and stands as one of the most powerful polities in the lands from their home in the Aranthas Desert. Here, the burning ire of the Sun, believed to be the Temple of Solarius, bears down on all indiscriminately, to which the Lumin'Luari embrace in full. Order in all forms is core to their identity, and any who do not follow their direct guiding fist do not belong in the grace of His Light. It is they who claim stewardship over the natural world, and everyone within. Ambition is natural to them, and much social innovation and structures have been put in place the world over by their hand; it was the the prophets of the Unitary Solarate of Ishar who brought the blessings of the Cynosurian Faith to the Empire of Man. Continuing their expansive history, the Sun Elves live lives tempered by the searing heat radiating from the sands in service of both their ruling Radiant and their Gods. They pine for the ancient days, of greater glory lost and what could have been. It is the goal of many now to change the lands to fit their vision, as is their duty, and everyone else's. 


Physiology

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Spoiler

Regal and imposing in stature, Elves of the Sun have a generally stern complexion. They have bronze/black/brown skin, often referred to as "Sun-kissed." Their ears rise high, in contrast to the low, sinking ears of Moon Elves, and the middling angle of Star Elves.  They are larger and more massive than other elves, weighing at an average of 190 pounds for males and 170 pounds for females, and standing at 6'10" feet tall for men and 6'6" for women. They lack hair on their faces, and tend to trim the underside of their hair on their head, leaving it skinned on the sides and backs to combat the heat, though many prefer to have full heads of hair. The color of their hair tends to be black, with dark brown being seen, and the occasional red as well. Sun Elves have a unique attribute of having light golden sclera instead of the typical white typical of humans. Their irises are often dark gold, amber, brown, purple and similar hues. 

Lumin'Luari have essentially the opposite of Darkvision. They are not able to see well in the dark, but can see very well in bright environments; the blinding reflections of the sun upon the dunes of the Aranthas Desert do not incite squinting in Sun Elven eyes. Rather, they believe to squint at something is a sign of disrespect; much to their dismay, every other race on Volantis squints in bright sunlight. Furthermore, the longer a Sun Elf stares at the sun, the more their iris begins to radiate a soft glow. This staring is often undertaken during a Sun Elf's basking time. It is a strongly held belief that the greater the glow of one's eyes, the greater the piety.

As with all elves, Sun Elves do not sleep, but rather bask. They set aside a number of hours in the day (or night) to bask in nature, usually the warmth of the sun. In the rare case an elf chooses to sleep, they are unable to sleep during the day, nor sleep in. They are physically incapable of sleeping past sunrise, unless hungover or drugged. 


Fashion

Middle Ages fashion history in Germany.

Spoiler

Living in the hottest region in the continent, the Sun Elves have to ensure they dress for the occasion, for both survival, as well as to let the other races know what a true follower of His Light appears like.

Lightweight fabrics, like woven linen, cotton and imported silk are constructed into breathable and light fabrics that ensure the air flows through their clothes to keep them cool in the searing heat. A favorite is charmeuse silk for it's elegance and flow. Flowing robes, short sleeved shirts, dresses, wide pants/shorts or even skirts are musts to keep cool. Open-toed shoes are essential in the sandy spread beneath them, with sandals being common.

Those in the middle class of the Unitary Solarate see quite expensive attire compared to other nations. Likely affording a small amount of Solar Aurum, their clothes can be seen as having more elaborate tapestries woven into their wearable artwork.

Headdresses are a must for special occasions. Raised hair twisted into unique designs find golden tapestries flowing down from on high, set with pearls and crystals that dance in the light. Needle lace veils guard the face from sand in both fancy encounters as well as being out on the sands. Sun Elven women like to bunch their hair into small balls atop their head, extended out an inch or two. A unique headdress seen by the Sun Elves is a disk made of thin metal woven with their hair, sitting like a halo behind their head.

For the uppermost echelon of Sun Elven Society, lavish fabrics woven of Sunweave are employed, beset with dazzlingly cut gemstones of Helios Crystals that shine with His Divine Brilliance, alongside diamonds, Crysteel and glass beads, and even Arcanite enchanted with powerful Artificery, providing the nobility both fashion and magick. Golden sheets are pressed into their skin to reflect His Light as they go about in the world, typically under their eyes.

Key colors for these elves include whites, reds, sandy browns and tans, light greens, and deep blues. 

Unique to the Sun Elves, the blinding light of the sun does not incur either sunburn nor a strain on their eyes. As such, they are not afraid to expose their skin in their attire to enable more breathy clothes, such as shorts instead of pants, short-shirts barring the midriff, and their classic open-toed shoes and sandals.


Values, Attitudes, Taboos, Morals, and Beliefs

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Spoiler

"The world revolves around the Sun (Elves)"

To the Sun Elves, Order is the greatest value to strive for. Order in all things, for all things. If something is out of order, it must be rectified, or cut out. They are uncompromising in this, and can often be seen as stubborn or difficult in a variety of situations for this. They would rather be described as "principled." Sun Elves philosophy calls for a strict adherence to laws and rules, viewing order and hierarchy as essential for a functioning society.

They place great importance on hierarchy and authority, with a strong emphasis on leadership and obedience to their rulers. Oftentimes the Sun Elves are criticized for their blind faith, but such is a point of pride for them. A Lumi'Lurin is often of the idea that one does not have to agree or even understand an order to follow it, after all. "Lesser harm for the greater good", is a mantra they live by.

Those from the Unitary Solarate of Ishar are legalistic. They do not leave room for interpretation of rules, taking them at face value. "There is no need for interpretation of the law", they may say, "nor changing of it, for it has been the same forever. It is we who need to change to conform to the law." This ideology applies to both their governance and morality. Some would be appalled to learn that a Sun Elf would seek to punish a child stealing food to survive, but that is the truth. The elf may respond in turn that the child should have sought another means of solving their issue, and that "Solarius would provide."

Individualism is far from a Lumi'Lurin. A unique trait they exhibit is that of rituals and schedules. Every aspect of their life is pre-planned and according to their agenda. Those who see a Sun Elf's daily routine would be shocked to see times for everything one can imagine, and protocols for any incident. To knock a Sun Elf off of their schedule or routine, is to invoke their annoyance.


Sun Elves believe themselves to be the guardians of the world, protectors of nature and balancers of Animus Liber as a whole. In their pursuit for order and control, they are given a divine duty to lead other races towards social progress and enlightenment, as Sun Elves are superior beings simply predestined to guide others to greater heights. They are to be Shepherds, as directed by Solarius according to the Planar Ambit, intervening (or interfering, other races might say) in the affairs of other mortals to prevent harm of the natural world, chaos, and to spread the gifts that The Coruscated has blessed them with. The goal of the Ambit is to appoint/instruct everyone to the task which they are most responsible for according to the Ambit. This Planar Ambit is often called the "Greatest Good," and is what the Sun Elves strive so dearly towards.

They can be seen as proud and arrogant, and sometimes condescending towards other races, as they are fully convinced that their way of life is the shining example all others should follow. They can be very serious, and straightforward, not one to take jests well. 

Critically, Sun Elves focus on the past. They pine not for the future, but the days of yore; blazing skies that scorched the world with divine brilliance as they ruled the world as they saw fit. Their work towards the Planar Ambit is not just to create a better future, but primarily to return Animus Liber into the ordered state it once was, in cascades of amber nostalgia. "To set the world back upon it's pillars" is a common Ishar adage about the matter.

Sun Elves strive for perfection in all aspects of life, whether it be in arts, craftsmanship, or governance. They believe that only through meticulous order can true greatness be achieved. This can be seen as a culture of purity, where the cleansing of mind and soul can be achieved through fire and exposure to the light. What is pure, after all, if not Orderly? One's mind must be still, and pushing towards the greater state of being of the world, with no stone left unseared.

Similar to the Empire of Man, the color gold has both societal and religious impact on those who choose to fashion their attire with such hues. Any Col, or outsider, that is wearing gold, may notice some glances sent their way from Sun Elves, but most know better than to ever adorn themselves in Sunweave or Solar Aurum, which is believed to be exclusively for the Lumin'Luari.

One custom of Ishar is that it is taboo to perform any actions other than household dealings after dusk. If one must, you are required to wear a veil to hide your face.


Family

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For Sun Elves, marriage is a contract, and nothing more. With Luari as a whole having a rather low birthrate, Sun Elves will get married as a matter of course, to make heirs, and to live in the same household together. Each family gains something in return in the contract, and many marriages are pre-arranged. The first child often leads to divorce, unfortunately. However, this does not exclude the happenings of love between these desert dwelling elves. Many relationships, both in marriage and in less formal arrangements, find more intimate interactions than being glorified roommates. Love and passion can be seen as dangerous by some, however, fully knowing the chaos it can bring to those stricken with it's bite.

The family unit of a Sun Elven family tends to be very small. They are solitary, and often nuclear families, with the family likely not living together. It is not a taboo for Sun Elven spouses to live in separate houses, such are their particular natures. If a couple does choose to live together, they will certainly occupy separate sections of the house, keeping their own matters in order. Sun Elves tend to be rather picky when it comes to family affairs, including the decorations of their house. 

Sun Elven marriages tend to be contractual, rather than romantic, with their sole purpose being procreation and the tightening of familial bonds. The concept of love is an added bonus, and not required for their marriages, which often are arranged. The first child leads to divorce often. Younger couples buck these traditional values, marrying out of love and mutual beliefs, rather than doing what their families want them to do.

In extreme cases, where the purity of a bloodline is being jeopardized, Sun Elves have been known to erase certain members of their family from all known records. Purity in all things, especially in family.


Work & Trade

The Wolfenbüttel Joiner – Lost Art Press

Spoiler

"Know thy other."

Work is like clockwork for the Unitary Solarate of Ishar. The Lumin'Luari rise at the same time, conduct the same jobs they did the day prior, and conclude their work at the same time. In some of the larger cities like their capital of Aelarion, whole groups of Sun Elves can be seen choosing to conduct their labors at the same time, marching down the street with their wares to conduct work. Unlike other modernized working cities like those of the Ōkamis, clockwork whistles are never needed to remind the Sun Elves of their comings and goings, as their internal clocks are constantly ticking and keeping track of time. 

Sun Elves conduct a large portion of militant work, as it is mandated from Aelarion that all elves must be trained and armed. This training has to be repeated every 27 years, and usually correlates with the equinoxes. This tradition is a vestige of their times as an Empire many centuries ago, but now the practice is held as a matter of prestige. Sun Elven mercenaries are some of the most well trained groups in the land, demanding a high price to participate in a variety of famous wars. 

The economy of the Unitary Solarate of Ishar is booming. Spices get traded across the Sapphire Bay with the decadent Divan, while the majority of the rest of their goods make the long travel across the Bridge Delmar through Culiacán's lands. Tools and machinery flow in, alongside far-flung foods, spices, glassware and Crysteel from the Dwarves of Azbar, Molzen Star Plectrum from their distant relatives the Star Elves, and most importantly, water. Out go valuable enchanted items, rich and magnificent works of Arcanite enchanted with premier Artificery, books and textbooks of elven knowledge, cuts of Lumina and Helios crystals, incense and perfumes, artworks, poems and leather goods. Even their cultural interactions have grown fruits of craftmanship; their neighbors of the City-State of Culiacán have managed to teach even the masterful carpenters bone-inlay crafts, with deep meaning tied to the type of bone chosen as well as the wood.


Religion

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Spoiler

"All life seeks for light."

The Sun Elven faith is the most antiquated belief system in the lands, and is claimed as proof of it's validity. Helio-phan'i is the faith's official name, which encapsulates the original beliefs of the Empire of Man's Cynosurian Faith. Most outsiders will simply say that the Sun Elven Faith is the Cynosurian Faith, which the Sun Elves are content with, as it reinforces the idea that their belief is the core belief of the Solar Pantheon's worship.

As with the core of Cynosurian Faith, there are a number of denominations throughout the world on how and who to worship within the pantheon. For those who adhere to Helio-phan'i, known as Aurelians, there is but one way. 


Seated upon high in the great Spiral Sun is what believers in the Cynosurian Faith believe to be Solarius, the Overgod. Seated above all other Gods does Solarius reign upon his Overthrone, central within the Burning Palace, which mortals view as the Spiral Sun. At Solarius' side is his beloved wife, Sirius, the Sunrise. His court of Paragons reside with him on this sanctuary of Order, each living on the spiral vestiges of His Radiance. These gods include:

Solarius - Overgod, Lord of Order, Sunlight, Loyalty, Action and Judgement

Sirius - Wife of Solarius, Goddess of Hope, Morning Dew, Birds and Purity

This duo of Gods are the core of the Helio-phan'i faith, though adherents (known as Aurelians) recognize the existence of many other god-like beings.

Paragons - Considered as close to the divine as one can achieve, Paragons are a number of important Sun Elves who ascended to demi-god status through their adherence to either their work or their faith, being granted true Zim by Solarius. Of note, Artex, the Human God, is believed by some to be a Paragon.

Gods outside of the Pantheon are most often viewed as heretical, paganism, or outright demonic and evil. These are listed as such:

Selvoran - The Witch in the Moon, Deviless of Magick and Deception. The only remaining God of Chaos permitted outside of the Fundament.

The Chaos Gods - All Gods associated with Chaos. These are believed to be a hard opposition to the Solar Pantheon, and opposed at all opportunity.

The Strangers: A unique pair of beings with complex fixations in the Elven pantheon as a whole, they are Nunavet, Child of the Night, and Riaa'Turask, God of Grief. A convoluted story divulges how Nunavet, corrupted by her mother Selvoran, escaped Fundament, slaughtered Riaa'Turask, and birthed the Nightfall during the Silent Moon.

Stefano Scuccimarra - Desert Altar


Beyond the existence of specific gods, Helio-phan'i dictates the acknowledgement of a variety of ideas. Chief amongst these is the supreme authority granted unto the United Elves of the 2nd Age the duty of upholding the Planar Ambit. This is a divine decree from the Lord of Order himself, stating that upon the death of Riaa'Turask, it is the duty of the Elves as a whole to bear the knowledge of the world, and to direct it into a perfect shape.

In Helio-phan'i, the belief is held that after the soul departs an elven body, it soars to the sun, where the ruling seat of Solarius, Palace of Flames can purify their thoughts and lives into perfection. Here those who are found pure in life are refined, and those who are found unclean are burned as chaff. Those that remain are blessed with the eternal chance to reach Zim, or Burnished Purity, guided by those who came before. Those who are burned away, are thought to cease to exist entirely, their souls reduced to ashes and floating away in the cosmic sea.


Sun Elves are adamant about their faith, and have been known to conquer nearby lands to spread their religion. The faith of Helio-phan'i, being Cynosurian, is Henotheistic, meaning the elves usually acknowledge the existence of other worshipped gods, but in the case of the Solar Temple mandate adherence to only their gods. The Cynosurian Faith believes that all other gods, if they are of the Order alignment, answer to Solarius and are subject to the authority of the Overthrone.

The ruling church body, the Dawnspeakers, are said to speak for the Sun. They are often magick users, typically Paladins and Templars. This faith is separate from the Heliacal Tribunal, which is the legislative ruling body of the Unitary Solarate of Ishar. The head of the Dawnspeakers is the Heliant, who has no governing power, but is often immensily powerful socially. In almost all of the years of Ishar, they have worked closely with the Heliacal Tribunal to ensure the smooth operations of the kingdom. The House of the Dawnspeakers is the main denomination of the Helio'phan'i faith, and is known for its practice of fire baptism.


Story pin imageThose of the Helio'phan'i faith have slightly more nuanced beliefs in the creation mythos of the realm than most of the Cynosurian faiths. As with all things, Solarius is the eternal constant, ruling upon the Sun. In traditional fashion was the world created and mortals of mud, but not the sun. Indeed, a period passed that the world was shrouded in darkness of both mind and light. As mortals, created in one fashion or another, populated the lands of Animus Liber, the Sun Elves lived on high with Solarius in the Spiral Sun. As time went on, the mortal races drifted awry of the vision Solarius had for the world. His noble elves decided to cast off their high statuses and immortality to descend upon the world as saviors and guidance, to one day return when their work was done. To become mortal, they needed to assume a mortal form. A number of sands were taken to create the mortal frames; the brown sands of Aranthas for the Sun Elves, the white sands of purest beaches on the Sapphire Bay for the Moon Elves Elves, and the black sands of soot from the Spine for the Star Elves. Such was the way of the world, until the Gods of Chaos began to corrupt the world in a more active manner.

Solarius, in his ever-bright wisdom, saw the wickedness of the untamed world both below and above, and sought to rectify. Appalled by the disgusting works of Chaos, he gathered a host of other Gods to bring down their treachery, blessed by the great God of Wisdom in his actions. The Gods of Chaos were cast out of Heaven, down into Hell by the valorous God of the Sun. Sirius was a premier fighter of the gods and thus did Solarius take her burning hand in divine marriage over her actions, signified by a great solar eclipse as their wedding band. Selvoran, a premier combatant in the schemes of Chaos, was not cast down because the Sun God made an offer: Serve me or face eternal damnation. In His divine mercy was an envoy of the Gods of Chaos preserved, to hopefully one day rehabilitate their disorderly ways. She is watched over by the Divine Beast Ša'urahón, the Mantled, depicted as a Lion of glorious gold.

Now in modern times, the Witch in the Moon has been corrupted by her innate darkness, while The Coruscated in his unending mercies to the undeserving goes across the Girdle of Stars to cleanse Selvoran's corruption each weak, creating the lunar phases. 

Each Sun Elf keeps their own beliefs of their faith, but many of them believe that it is their goal in this world to restore it to the version it once was before Chaos corrupted. A state back when there existed the Elves United, and their magick and technology and philosophy soared to heights still not replicated. These golden days must be restored, and it is through the Mandate that they should guide others into their rightful place in the world as well. Many elaborate upon this into the belief that they are paving the way for Solarius to return to the world with the holy host to conquer.


When it is time for an acolyte of the Helio'phan'i faith to depart from this world, they are believed to ascend back to their original home in the Spiral Sun if they have achieved Zim, best translated to Burnished Purity. Those who ascend do not do so for good moral character or their good deeds but rather their adherence to the teachings and laws of Order and their ability to uphold the Planar Ambit. Those that rise to the Seat of the Sun while not having achieved Zim are likely burned away as chaff to the wind. Their souls are thought to be destroyed entirely, with no afterlife, no remorse, no redoes.


Agriculture & Cuisine

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Spoiler

If it were not for their rich economy of imports and exports, the Sun Elves would not be able to supply their expansive sprawl throughout the blistering Aranthas Desert. From what they do manage to arrange, they do quite well for themselves.

Hot sand coffee is a staple of the Sun Elves, made by heating a cup of coffee over an open flame with sand surrounding it, leaving the grinds in, and served in demitasse cups. Rather than the typical coffee bean, the Sun Elves use a desert civit defecation. They will feed these creatures with coffee cherries, and process the partially-digested defecation into their brewing. This leads to one of the most potent stimulants outside of alchemy; some will say this degree of steps would constitute for an alchemical brew.

Sun baked Pierogis filled with Rolli meat are a wonderful meal, alongside stuffed dates and sorghum pancakes. Nopal salad goes well with prickly pear jam, so they say. Quinoa and millet are common grains with thyme, sage and rosemary being used for herbal additives. Bread is baked with solar power, with parabolic reflectors redirecting the heat. The Owassa cactus palm sees use as a unique material able to be woven into a sun visor with a corduroy fashion to keep the Sun Elves fashionable as ever.

Not many animals, plants or trees live in the harsh desert, but those that survive are known as hardy wildlife. Olive trees, argan trees, mundane ironwood, palo verde, acacia and date palms sparsely populate the desert in less sandy areas. Rolli, which are a vermin known for their cute appearance, are seen rolling in bands known as Roundures down the sea of sand. The dangerous Skamak is turned into delicious cuisine, and Sun Elven society itself would not be around were it not for the trusty Kriloo, which hold water in their horns and create a unique cheese that does not spoil in the desert heat. 

Their faith restricts what they can eat, marking anything that grows in the night or in caves as a sin to eat or deal with entirely. Plates have to even be orderly, often following a charcuterie board style, with food preferrably not touching. 


Architecture & Locale

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Spoiler

"All roads lead to Ishar."

The Sun Elves find themselves most at home in the blistering heat of the Aranthas Desert. Settled at the northernmost part of Volantis, it is separated from the Interior by the Sapphire Bay, connected only by the Bridge Delmar. The sparse few rivers that cut the desert and seep into the Silt Sea section off the seas of sand, with fellow survivors of the desert being the Glassaxes, citizens of the Underrealm of Azbar, as well as the nearby Culiacáni City-State.

Sun Elven architecture is some of the most elaborate and detailed constructions in the land. Standing high in colors of white alabaster and golden brass, their orderly settlements evoke a sense of ethereal beauty, instilled by the fact that Sun Elves will inhabit the same piece of land for generations. Their structure are built to last accordingly, with geometric archways and ornately woven rugs underfoot which could be used as expensive tapestries in other cultures bring about a sense of the finer life the elves enjoy. Central courtyards are essential for their architecture, considered to be the "soul" of the home. Floor cushions, rugs and stools usually circle either hard ground or flowing water in the case of nobles, with hookah's being in effect everywhere.


Government & Social Hierarchy

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Spoiler

Within the Unitary Solarate the rules for governmental affairs and social statuses are very rigid, restricting mobility on the social ladder. The capital of Ishar is the seat of the theocratic monarchy, ruled by divine law, empowered by divine right, and guided by the Radiant. Second to the Radiant is the Heliacal Tribunal, consisting of various governmental figures who manage the happenings of the lands for the Sun Elves.

The ruling philosophy in the Unitary Solarate is that of strict adherence to the laws and rules. Order and hierarchy are mandatory for a functioning society, and pecking orders are to be embraced. A legalistic approach to morality and governance leaves little room for interpretation of Sun Elven laws.

In elections, only Magisters can vote, with powerful ruling families of Templars, Paladins and Astral Sorcerers governing a large body of the lands. Social and governmental power comes from not gold or power as so much as it does their lineage. A direct connection to a powerful ruler gives great sway at social events. 

The ruling church body, the Dawnspeakers, are said to speak for the Sun. They are often magick users, typically Paladins and Templars. This faith is separate from the Heliacal Tribunal, which is the legislative ruling body of the Unitary Solarate of Ishar. The head of the Dawnspeakers is the Heliant, who has no governing power, but is often immensely powerful socially. In almost all of the years of Ishar, they have worked closely with the Heliacal Tribunal to ensure the smooth operations of the kingdom.

A commonly known and revered status in the Unitary Solarate is the Exemplar. These are people who embody what it means to uphold the Planar Ambit, and are role-models for Ishar's society.

As for the populous and social standing, the requirements for piety is always changing. While the core doctrine of their faith remains the same, rulers and minor overseers establish new rules and regulations that the people are to follow, if they want to be as pious as possible. Keeping up with these ever-changing rules is at the forefront of matters for those in political powers.


Weapons & Military

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Spoiler

Of all the elves, those of the Unitary Solarate of Ishar are militaristic. Vast are their stores of armaments, with their whole populace being military trained. Guards and other militants needing polearms are preferential to the Palm Axe, while most standard swords are known as a Falcata. Natural to all elves, they have a preference for dual wielding weapons rather than large bulky shields to lean into their skills of dexterity. When they do use shields, they use small buckler shields polished to an extreme degree, leaving them with a blinding mirror-like finish. Bows and arrows are often attached small tapestries and cords to fly through the air, or constructed of Lumina to light up the night. Shining rapiers of hardened bronze, dazzling daggers inlaid with Solar Aurum, Sun Staves for Magisters set with Helios Crystals to channel powerful magicks, and long spears for lobbing are all characteristic of a Sun Elven cohort. For those considered officers or greater, weapons of Molzen or even Arcanite enchanted with powerful Artificery enchantments will cause havoc on the battlefield. In tandem with their art, they may choose to wrap a small memorial tapestry around their handles or fluttering from the peak, as a form of giving their memories intention and form. 

As for armor, their colors tend to be golden, whether tempered steel, hardened bronze or painted leathers. Lines streak above their helmets in strips of shining bronze to depict a rising sun as they march into combat. Spiral patterns dance through their light leathers and gambesons which ensure mobility and comfort in the scalding desert sun. 


Music & Art

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Spoiler

"Our burden is heavy, our minds are right; unto the world, to show them the light."

Sun Elves are very partial to music with a particular cadence. Not to be bothered with jarring polyrhythm or changing time signatures, the music that plays in the streets of a Sun Elven settlement features straight music that alleviates one's mind from the burning sands. The sound of a number of rebab type instruments strung with animal gut and sinew alongside tambourine and gishgudi and flute let even the rigid Lumin'Luari relax with some haphazard music. Central to it all, is the famous group dancing. Sun Elves are able to do a marching sort of dance where a group of elves will gather in a geometric pattern and begin a dance with their own separate parts with a conductor guiding the performance. 

Lumi'Lurin art is elaborate and expensive, employing the bounty of the desert to the fullest. Much glass is used, as well as cut sandstones and gems polished in the sun. Lumina is sculpted frequently for its ease of cutting. Geometric patterns and spirals find their way into carpets, clothes and paintings, with Sunweave and Solar Aurum being employed most often here. 

Sun Elves are forefront in the cultural tradition all elves share of tapestry weaving for memorials. They thread their history into beautiful works of fiber and wool, ever expanding the length of their tapestry until it grows quite long. Often, an elven house will have a singular tapestry that ties all of the member's lives together in a unified story. When in battle, Sun Elves sometimes will choose to wrap their weapons with small tapestries, each a memory given purpose and intent. 


Magick

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Spoiler

"Magic is science. That's all magic is, we just have not yet figured out the intricacies. But we will."

Sun Elves, stricken with the obsession to magick that all elves seem to find themselves dealing with, manage to withhold themselves from foul, unclean magicks and stick to more order-aligned magickal antics. To them, magick is simply a science. If one can properly discover the rules and exceptions, even magick will follow a set expectation and pattern.

The socially approved magicks for the Sun Elves are few, but powerful. Premier amongst them is Templars and Paladins of the Enlightened Deific Tradition. The most powerful practitioners of one of the most powerful magicks within Animus Liber, Solarius blesses the Sun Elves well. Rather than simply be grouped with the wannabe Empire of Man Templars and Paladins, the Sun Elves practice "True" magick, in that their practicing of the skills spells was the original version of Paladinism and Templarism. They harness their Song of Flame, with their Paladins being Sunsingers, and their Templars being Duskbinders. Outside of their core magick, they also practice the ever elusive Astral Sorcery. Their rituals are known for taking years to align, but what is a year or 2 when you have hundreds?

Any other magick than the following non-exhaustive list is considered to be unclean and should be avoided: Artificery, Arcane Magick, Transmogrification, Clockwork Contraptions, and Alchemy. Some exceptions have been made in the past for those who study the Drakelore, and Druidism, with much social stigma. 

Uniquely, they consider Mathematics to be a sort of magick, playing into their Astral Sorcery. They have an intense fixation on the arrangement of the celestial bodies during important events.


Others
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Spoiler

"The greatest revenge against another, is to never be like them."

Dwarves: If it were not for the pilfering dwarves of Azbar, the entirety of the Aranthas Desert would be free of encroachment for the Sun Elves. The rivalry between the Glassaxes and the Sun Elves is one of the strongest in the realm, with no one being shocked if blood is shed at a meeting between the two. With their misuse of magick in the form of Runeforging and their obstinate Wall of Grudges, the Ironfists are not much better, though the Underrealm of Khazgan harbors deeper hatred for Sun Elves than Sun Elves for them. Dwarves from the lands of Hûzvok hardly ever have been graced with citizens of the Unitary Solarate, and likely for the better, as they have not had the chance to irritate each other. As such, these two groups can tolerate one another.

Elves: Due to their worshipping of Selvoran, Goddess of Deception, their rejection of the Planar Ambit, their embracing of all things Dark and Chaotic, and many other reasons, the Sun and Moon Elves despise one another on social, political, idealogical and theological levels. If the two nations are not at war with each other, they are preparing for it. The Star Elves are gazed upon with disdain, for they have much potential, and squander it by not joining their brothers under the sun, instead wandering the world and neglecting the Planar Ambit, mercifully accounted for by their child-like status in the age of the world.

Humans: Most Sun Elves and Humans get along rather well, having had a long history of trade and political dealings. Having saved Humanity itself in the 2nd Age, Age of Scales, in exchange for enlightening them with the Cynosurian Faith, some elves believe that Mankind failed to uphold their faith, and that they are failed experiment to enlighten the other races, resulting in them squandering and disrespecting the name of the Coruscated.

No tighter alliance exists in this realm than the one between the Sun Elves and the Imperials. Having enlightened Mankind as far back as into the end of the 2nd Age, the Age of Scales, the Sun Elves still remain as one of the few places that the Empire has not waged war against. Serving as a guiding hand as well as the source of their faith, the Unitary Solarate has saved the Empire on numerous occasions, though some may claim their aid to be overbearing.

The Clans of Galen are viewed as valuable to the Sun Elves, and their interactions are favorable. Fellow enjoyers of nature, their spirits are encouraged, while their direction could do with some more correction.

Joagundric Ignomads are hardly ever seen, or see, Sun Elves, and most do not know of each other. 

Culiacán directly opposes the beliefs of the Helio'phan'i, with their belief of Guabancex, a mockery of Solarius. Surprisingly, some Culia claim the guidance from their hunter-gatherer ways into a shining jewel of the Sapphire Bay is a downside, to which many Sun Elves disdain them for being so ungrateful.

The hatred the Volks hold for the Sun Elves is comparable to the burning ire of the Glassaxes. Viewing the elves as the original inventors of the yoke of tyranny and oppression, woeful curses and slander fills the mouth of Sun Elves when talking about Volkar. The average Sun Elven sentiment is that the Dreadwater Swamps would be far better off if they were simply cleanses of Volkan taint, which the Unitary Solarate's capital of Ishar has came close to issuing many times.

The lands of the Conglomerate of Ōkami do not welcome Sun Elves. For centuries has the Ōkamese peoples sided with the Moon Elves against the Elves of the Sun and the Empire of Man. Theirs is a conflict of ideology less so than religion, but their participation in many great wars remains the same.

Conclave - Mer: For their bullish natures and obstinate mindset, the Sun Elves despise the Mer. Recent years have seen some healing between the two peoples, but their seat across the Sapphire Bay does not lead to easy travel for the Sun Elves. Some say that the reason the Sun Elves despise the Mer so much is because they failed to wipe out the Glassaxes in ages past. The Sun Elves do not deny this.

Conclave - Ophidian: It is the Sun Elves who blame the Ophidian the most for their contribution of the dreadful Silent Moon. While whispering deep secrets and forbidden magicks appeals to their darkest desires, the Sun Elves strive to resist the urge of their split tongues. 


Naming Conventions
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Spoiler

Lurin names are often jarring to outsiders, and sometimes do not roll off the tongue in concise or flowing syllables. The Sun Elves are no different, with their naming schema following a first and then last name. 

The first name is often a sentence when translated into Sarword, but is left in High Sora'thelian. Depending on who rules the family, these names are matronymic or patronymic. This means that a portion of their first name will incorporate their parents. If their Father's name was Jor, their name might be Jorash. They also sometimes choose to put a ' in between their syllables, indications of another word in High Sora'thelian.

The middle name is not really a name, but a continuation of the sentence that defines the name of the Sun Elf. It tends to be longer than the first name. It often ends in the letter n.

The last name is often a translation of their name into a single word, due to the comingling of peoples in modern times. They are desert or sun themed, and are two words put together in a "noun-verb" fashion.

Male Name Examples:
Ra'sar Solavari Sandweaver, Akhazur Dalarin Sunstrider, Shemeshtan Liraon Dunewalker, Zaharak Valtor Goldenleaf, Solinor Elirion Flameheart, Tarion Marakai Starwatcher, Mehtan Voralis Sunwalker, Jo'rash Xalorian Dunechaser, Khalin Solanor Goldenshade, Bala'nor Faeri'on Fireguard, Kharos Thalaran Sandsinger, Elikar Morinai Sunseeker, Mareth Olar'in Dunestrider, Niran Vir'eas Goldentide, Thalor Serenon Fireblade, Valash Kalaris Stoneweaver, Tarak Ilori'on Sunrider, Yarin Alarion Desertwind, Eldrin Vorelian Goldenbloom, Galanor Zarinon Firesoul, Arion Daron Stoneshaper, Falkar Elyorin Sunbringer, Jorvan Thalorin Desertstar, Kelian Maeron Goldenspear, Malith Solorin Firekeeper

Female Name Examples:
Amarisha Lysara Sunshard, Solara Valtis Dawnflare, Zar'ash'a Maris Brightsands, Mehtira Elara Lighthaven, Talaris Var'ian Solarwind, Shalina Kireas Starflare, Nali'ra Solara Sunveil, Elaira Thalor Duskshade, Kalisha Mav'ra Sunray, Balara Fionis Fireglow, Sharona Zephyra Sundancer, Elara Orin Skysinger, Mari'la Liara Dawnseeker, Niral'i Faelan Sunstone, Thalina Damaris Firegleam, Valar'a Selyra Starbloom, Tarisha Tiaris Suncrest, Yalira Renara Sunmist, Elindra Ilaris Sunpetal, Galara Vireas Sunblaze, Arina Darias Skydancer, Falina Selaris Sunforge, Jolira Vairis Dawnbringer, Kel'ira Nyra Sunspear, Mali'ra Theros Sunshadow


Important Figures
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Spoiler

The Shattered Tribunal: Most Heliacal Tribunals do not have names, but this one stands as an exception. During the beginning of the 3rd Age, at the meddling of divine, ophidic and mortal kind, these Adjudicators were given the opportunity to strike down the Moon once and for all, in order to be rewarded with everlasting life. Their hubris is what shattered the Sun, and brought down the Nightfall where Solarius' divine light no longer shines. 

White Orion: On this Heliacal Tribunal who are said to have brought the downfall of the Elven Empire, there was only one who did not take on the offer of immortality in exchange for the sundering of their great nation. The White Orion did not stop nor attempt to stop the Silent Moon, but rather set off for the desert dunes, guided by some unknown force to leave behind the soon-to-be cursed lands of his own impetus.

Surya Urita Cleareyes: Surya is credited as being the one Adjudicator that broke free of the dark forces urging them into the destruction of the Elven Empire. She is said to have been deceived by her trust for her Adjudicators, only looking through their manipulation to the root of deception itself in the form of Nunavet, Princess of the Night.

Fionas Barun Fireglow: A dreadful general to outsiders and a shining example of a pious leader to the Sun Elves, Fionas was a fierce Sunsinger, who's cunning tactics are said to be the reason why the Mer nearly destroyed the Glassaxes in ages past. 

Niran Vir'eas Goldenstride: In a bout of mania due to his lack of fashion, Niran was a smith who is credited to have invented the lavish Sunweave from the holy Solar Aurum due to his inability to tolerate wearing drab clothes that did not emulate the Sun itself. 

Prophet Vaeloria Lumindrape: Mankind has the Prophet Vaeloria to thank for their enlightenment and the introduction of the Solar Pantheon to the uncivilized tribes of man that scattered the lands during the 2nd Age, Age of Scales. Often it is said that, if the heavens did speak, she was their greatest mouthpiece. 

Rha'hek Kutin Lightbringer, The One: In times of great need, greater heros are often forged, not born. One such shining example was the Duskbinder Rha'hek Kutin, most commonly known as The One. Such was this Duskbinder's power that none have eclipsed The One's scale of effect and more importantly, degree of belief in their god. When The One met his final hour fighting the opponent known as Aria's End, it is recorded by many race's scribes that the light emanating from his golden countenance was blinding, and the air sizzled around him as he fought. 

Zara Neferet'iri Starsetter: A Sun Elf, who's magical acumen follows her existence far past her lifetime, as she designed the great Sebai Constellation, an Astral Sorcery construct that shines above the capital of the Unitary Solarate of Ishar, in Aelarion. Zara's Alignment inspires awe into even the greatest Astral Sorcerers of the Star Elves. It was Zara who aligned the great Sun Disc in the sky to appoint any and all future Radiant and Ascended Duskbinders/Sunsingers of his or her choosing. 


Legends & Myths

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Spoiler

Rhit'a, The Divine Axe: One of the most powerful weapons in the mortal realm, this palm axe was wielded by The One, the most powerful Duskbinder to walk Volantis. Immense magick from Solarius himself is said to burn from within the heart of the axe, and the glow from the polished Fulgurum inlaid with Arcanite glyphs is capable of blinding lesser mortals.

Sun Diadem: The icon of office for the Radiant leading the Sun Elves, this Solar Aurum show of nobility is decorated with immaculately cut jacinth, peridot, agate, fire opal and diamond which dazzle in the sunlight. It is said that the Sun Diadem itself allows the wearer a direct connection to the Coruscated himself, though only those of immense faith can withstand His Burning Word. When in bright daylight, the gems dazzle with such brightness many cannot withstand to gaze upon the countenance of the Radiant.

Eye of Solarius: A monumental disk of immaculately polished bronze coated in lines and decorations of Solar Aurum, this wonderous artifact floats between the capital of the Sun Elves and their Sebai Constellation, absorbing the power of the sun and sending it throughout the capital to act as an artificial sun during the night so that they never have to experience the curse of night.

Dawncall: A great golden bell that hangs high in the middle of the Aranthas Desert, Dawncall is said to ring whenever a great evil has entered the world, calling the Sun Elves to act. Some say the bell's ringing is simply random. 

Staff of Ratiocination: A sago palm staff enchanted with artificery preserving the wood, this staff is held by the Heliant, leader of the Dawnspeakers. It houses a masterfully cut Helios crystal surrounded by a cage of Solar Aurum and Arcanite, channeling powerful magicks intended to discern the truths from the lies in a mysterious, misunderstood way.

Battle for the Metal Moth: Buried deep in the sands of Aranthas was a Relic Metal monstrosity, uncovered by the expansionism of the Glassaxes. The Sun Elves were quick to investigate, inciting a battle of trespassing. Tensions gave way to conflict as the Sun Elves did not want to give the device to “primitive” people. During the battles, the Mer caught wind of a great fight, and arrived to claim a great prize of victory, defeating both of the armies. With the marvelous creation conquered, the Mer were quick to attempt to control the device and take it with them; before the sun had set, they had plunged it into the Sapphire Bay, to depths that even pirates to this day cannot dredge up. The Sun Elves pine how the relic could have been of so much great use. 

Time of Ash: Due to an unfortunately successful ritual by the Kobolds which reside in the Untamed Jungles, the Veil, a chain of volcanoes, spouting ash primarily upwind across the Sapphire Bay into the lands of the Sun Elves, cutting off their connection to the Sun.

Bridge Delmar Occupation: In the 4th age, in combination with Dragonborn, Mer and Culiacáni pirates, a group of Sun Elven pirates conquered and held the Bridge Delmar for years. This being the crucial connection between the largest trade route in the continent, it was the focus of even far-flung nations to remove this pirate pest. It was not until 8 years later that a great naval conflict squashed out the pirate fleet, sinking them deep into the Sapphire Bay.

The Realmgate Closures: At the dawn of the Elves United, the Sun Elves claim that gods walked amongst mortals. Elves enjoyed the privileged of being able to enter directly into the holy realms as easily as one went into a shop. In the street one could find the agents of Order dealing casually with the denizens of Volantis, until one day a nefarious demon of Chaos slaughtered an angel of Order, leading to the closure of the realms from one another. The Sun Elves still grieve this day in modern times.

Silent Moon: In their hubris for eternal life, the Shattered Tribunal was tricked by dark Ophidian whispers to conduct a great ritual of Astral Sorcery to offer up their capital in exchange for the eternal destruction of the moon, all chaos, and their immortality; instead, they sheared off a piece of both moon, their ritual failing by the interference of the Elven Emperor Khethiel, the Absolute. Upon it's failure did the elves split, heading onto their own, separate destinies, early into the 3rd age. The capital of the United Elves and all surrounding is said to have been turned to glass, as Solarius took ever measure to ensure the taint of the moon did not spread to Volantis.

Sunbreak: The grudges of their siblings had never left. In a great scheme that spanned the entire 3rd Age, the Moon Elves sought retribution for the damage caused to their lunar body. The Ziggurat of Silence was constructed, and a great quieting of the sun occurred causing the spiral structure we know of today. They boastfully regard the event as "The Day the Sun Wept." It is this event that causes the blessed Sun of Volantis to be a spiral, as well as why the Sun does not shine in what is now known as the Nightfall; rightfully so.


Festivals & Holidays
The Nose Dance, after a 16th century woodcut by Nikolaus Meldemann. A rural  German dance festival from the middle ages. Prizes suspended from a pole  are for largest noses entered in the

Spoiler

Dawn of Renewal
During the Dominion of Dawnstone
It is on the very first day of the year that the Unitary Solarate of Ishar recognizes a renewal of their vows to uphold the Planar Ambit. Goals are affirmed, vows renewed, and plans are made for the year. Most Sun Elves will put off any major changes to their lives until this day, to better account for changes on a communal scale. 

Vigil of Fallen Heros
During the Dominion of Hoarpall
A celebration of the life and sacrifice of the noble heros who laid down their lives during the Cataclysm of the 3rd Age: Age of Legend to fight off the scourge of Chaos. Some cultures use this opportunity to pay respect to fallen relatives as well, a remembrance of all who came before, shown frequently in the form of gifts or walking vigil processions, to imitate the mobilization of war.

Alignment Setting
During the Dominion of Stormharrow
On this special day, Sun Elves will carve various blocks of wood, each inscribed with ideas and goals and projects for each elf that makes their block. These are often out of unique woods and exotic lumbers, and may be painted. When the day comes for the Alignment Setting, all of the Sun Elves participating will bring their blocks, which have been cut and carven into a specific shape such that all can bring their blocks together and slot them into place to create one singular shape for the Chronicle. 

Flue's Day
During the Dominion of Vernalfrond
An exciting day where straw and wood mockeries of dragons and other Ophidian creatures are created and destroyed, to celebrate victory many centuries ago in the 2nd Age: Age of Scales. This is the oldest known celebration in the lands (Believed to be 2000+ years old), and is held by all. Children frequently wear horns (real or crafted) and run around villages roaring at adults for sport, who are expected to either play dead, or chase the children off.

Sun's Day
During the Dominion of Soluary
On the summer solstice is Solarius worshipped, on the sun's most powerful day. This is one of the largest festivals in the land, for none worship harder than the Sun Elves on Sun's Day. Continent-wide do the Elves of the Sun dance, sing and praise, providing burnt offerings in worship, windows opened to the sunlight, and no elf is allowed to be inside for the entire day. Various games are played such as Sockey, a sort of football mixed with chess with the ball being a sack of seeds with yellow and red ribbons tied to it, fluttering as its thrown. 

Unity Concerto
During the Dominion of Luminary
On this day, in worship of Sirius, Goddess of the Morning Dew and the Sunrise, a grand concert is held, directed by a single conductor, which sees a sort of marching procession of performers each with their parts and instruments marching down the streets of Sun Elven cities. Playing as one, these performances are some of the largest in the lands, and often are the debut of marvelous compositions.

Elfsgiving
During the Dominion of Eventide
In recognition of the once-aid the Sun Elves had given the Empire of Man many centuries ago in the form of enlightenment of the Solar Pantheon, some Imperials deigned to prepare great feasts to elves of all types, which soon evolved into a pure giving of thanks for all.

Dwünsmas
During the Dominion of Icewind
A holiday with sour roots best lightly mentioned, this is an aptly named giving of gifts forcibly started upon the Underkingdom of Khazgarim. Wise Dwarves of the Austral South were demanded by the Empire to bring gifts to their king, to be symbolic of the Dwarves not being controlled by their greed. The Dwarves eventually turned this into an event where they would get gifts themselves as well, leading to what is now know as Dwünsmas. All races often participate, despite the name, and gifts flow from all cultures. It is custom to leave a small cookie in the shape of a sun within a gift's packaging.

Day of Night
During the Dominion of Icewind
Also during the Dominion of Icewind, the Sun Elves observe the Day of Night. To combat the darkest day of the year, various methods are devised to shine light throughout the realms of the Unitary Solarate in the night, emulating Ishar, which never is shrouded in night. Lumina is arranged throughout windowsills and streetcorners to illuminate all areas to abate the reach of the night. It is very taboo to do anything on this day, and all Sun Elves remain indoors and relax during this day of the Chronicle.


History

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Spoiler

Expansive is the history of the Elves, for they were here long before the likes of Man, and some even say before the short dwarves took hold of their precious mountains. Though it is hard to believe, the elves once stood as the Elves United, led by who would eventually become the Sun Elves. This pinnacle of elven might ruled Volantis, until the event known as Silent Moon. In their hunger for immortality and the completion of their divine goal, the Elves United made a deal with Ophidian forces to construct the grandest array of Astral Sorcery ever to be fathomed, and completed. Unfortunately, the ritual was tampered with by the leader of Ishar, Khethiel, the Absolute, and the moon was only partially damaged. The result was catastrophic; the entire capital, and all surrounding lands, was turned to glass. In Solarius' wisdom was the taint cut out at the source, so that the taint that corrupts the moon could never spread.


After the Elves United fractured from their unified capital of glass, the Sun Elves took flight across the Sapphire Bay into the Aranthas Desert, making their home in the harsh sands. They are never able to reach the peaks of their fallen Empire, for they have not the ability to govern the world as they used too. The elven groups lick their wounds and ignore each other for a time, living in a world where they can adhere exactly to their own beliefs. 

The latter half of the 3rd Age, Age of Legend, sees the Sun Elves in many important environments. Having settled rather quickly, the Unitary Solarate is formed, and established a firm rule. Knowledge is dispersed amongst the world at the exchange of enlightenment with the Solar Pantheon. The Empire of Man's endeavors are supported and reguided, and the Sun Elves' own ambitions in the matters of technological and magickal advancement are sated. The skies are said to have been fully charted, with much clandestine exploration into Firmament being underway. 

Though they had put their sins behind them, their siblings had not. Secretly had the Moon Elves been plotting for the entire age, even before the events of the Sunbreak. Now it was time for their schemes to move into focus. A great construction, the Ziggurat of Silence, was unveiled and weaponized, silencing the sun on what is known as "Sunbreak, or the Day the Sun Wept." Our beautiful sun was sundered, split into the spirals we see today. In recompense, the land around the Ziggurat was cursed, and never shall Solarius' holy light shine on that heretical land.

Most notable in the 3rd age is the Chaos Incursion, believed to have occurred because of the once again Princess of the Night, Nunavet, Daughter of the Witch in the Moon. The largest conflict on the mortal plane, this essentially reduces the expanse of the Sun Elves to only their holdings at the core of the Aranthas Desert. This marks the point of no return for the glory of the Unitary Solarate of Ishar. Not only that, but a nefarious scheme from the descendants of the moon grew to fruition; the Ziggurat of Silence was used by the Moon Elves to fracture the sun in retaliation for the misattributed  Sunbreak, causing the sun to have the spiral structure we know today.


In the 4th Age, Age of Discovery, the Sun Elves participate in what is known as the Great War of Volantis, with the halves of the continent warring with each other in a cataclysmic war that spared none. A handful of nations were squashed from the aftermath, with the Sun Elves losing much, being a main warring faction. 

Now, in the 5th Age, Age of Darkness to them, their Gods do not heed their call. With the loss of their greatest warrior to the one known as Aria's End, a great upheaval of the world has taken place, plunging the continent into darkness. The Sun Elves are forced to make do in a world where they are cut off from their great god. Some say their disconnection is due to their lack of purity in days of late, while others say it is from outside factors that they need to rectify. None can say...


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Last edited: 3 months ago