ELF CLAN CHARTER
Common Elf Clan Roles pt 4 Tags: roles role playing

 

Elf Clan Charter

 

TINIES, MER, DWARVES AND HOBBITS


TINIES

...were invented by Wynx Whiplash, Kage seraph and Noramyr Gullwing. Since that time many

merchants have created various forms of Tinies.  Tinies are characterized by three things:

1) Their form
2) Their type
3) Their nature

FORM. Tinies are made by distoring bodies, folding the abdomen, arms, legs feet and hands to make them as small as possible. Special animations are used to enable walking, running and other movement. Tinies are a genre all their own.

TYPE. Tinies can be of several types. While most tend to be small nimals, tinies can also include dwagons, mechs, chibi and a variety of other creatures. Small animals can either be baby in form (such as baby bears, puppies, kittens, piglets etc), they can also be adult small animals such as otter, ferrets, cats, rabbits and more.

NATURE. Tinies are nutz. I mean absolutely, bald-faced, play-in-the-mud looney. Think your "inner child" and then crank that up a few dozen notches.

I could say more about tinies, but I think it best to refer to an article which I'm told is considered fairly definitive of the genre. To learn more about tinies:  Tinies for Biggies


MERS
I am by no means the authority on merfolk, but I can relate how they have appeared in Elf Clan.

"Mer" as a term refers generally to half-human, half-fish (generally the top half is human, but that is flexible). The fish part can be scaled, shark, dolphin, whale, octopus, lobster or just about any aquatic creature.

Mer of course live primarily underwater, although in most instances they can magically turn their bottom half human and walk upon the land (they can do so at will, with no difficulty). On land, mer often appear to be fae in form (without the wings), but will almost always bear signs of the sea (green seaweed hair, scales at places on their skin, or sea-themed dress and jewelry). Their skin is quite often pastel blue or green in shade, although such can vary widely.

Most mer have limited magic, mainly in the ability to speak to, understand and command all aquatic creatures. Some however can exercise very intense power over water or anything water / sea / ocean related, exceeding even the Fae and Elven in control of water-based magic. The most powerful of Mer can create a monsoon or tidal wave.

In historical myth, others, such as sirens, are potentially dangerous or even deadly man-eaters (fortunately we have no such in Elf Clan). In Elf Clan all of our mer are easy-going and friendly and often come out on the land to visit with friends. While mer of legend are often nude, Elf Clan mer (in deference to our G rated theme) will always wear at the very least ample sea-shell covering, some even wearing entire corsets or clothing. Elf Clan mer tend to enjoy ornate decoration, especially in their hair.

Mer prefer to live underwater, usually in ornate abodes or even castles. Almost everything in their lives is sea / ocean themed, from their appearance to their jewelry to their property. A mer will tend to have a large clamshell to hold valuables rather than a treasure chest. Their bed will be in a huge oyster or clam shell. Water theme permeates everything mer. Mer tend to be rather rare... mainly due to the nature of our VR environment (most of our members are land based, and we are a rather social group).

So it's a rare individual that chooses to play mer as a primary role... although Eldar Peter Lioncourt has been working overtime to make mer feel more welcome.  Still, those who take a mer role will likely find most of their time spent in leg form, on land, with dips into the water only when they can no longer handle the dryness of the air.

DWARVES
In Elf Clan, dwarves are close friends of the Elven (as is the case with the Orcs). Dwarves are pretty much as crude, lewd and rough as the Orcs (within our G rated theme). However they are far more intelligent, being extremely skilled in mining and metalworking. They make the finest swords in creation. A dwarven sword enhanced by Elven magic is a powerful and rare weapon indeed.

Conceptually, the Elven are entranced with Dwarven metalwork, recognizing the skill and beauty. Elves acquire dwarven-mined Mithril silver... the finest metal on the planet (far, far more valuable than gold). As light as dust and far stronger than steel, mithril armor is the choice of Elven leaders.  Dwarven steel is no less desired, for while Mithril is scarce and expensive, Dwarven steel is more obtainable. No steel beats Dwarven steel.

Dwarves are short and stout, but not as short as most people think, averaging 4 to 5 ft in height.  Dwarves cannot swim (they are too stout to float) and are deathly afraid of water. They wear heavy, thick armor, which to their strong, intertwined muscles is as light as a feather. Dwarves are as strong as an Orc. They do not move quickly, but their movements are precise and full of power. A Dwarf with a battle axe or hammer (their preferred weapons) is a terrifying foe.

Dwarven women have beards, varying as widely as hairstyles vary among other races. Many like to braid their beard hair or decorate it with beads. Dwarven men consider such beards quite lovely; indeed, a woman without a beard to a dwarf is considered more of a girl and not all that attractive. The exception are elven maidens, whom the dwarves find so beautiful as to be astounding. But dwarves view such with the utmost respect... and prefer to stick to their own when choosing a mate. For while Elven have an unearthly beauty, they are considered far too "fragile" to make good Dwarven wives.

Few of our members play a regular dwarf, since they are by nature smaller and less physically appealing to most virtual players. But those who do play dwarves usually do so with incredible detail and richness of character.

Dwarves have very limited magic, but what they have is powerful. They can use magic to fire their forges, to enhance their weapons, and dig their mines. Most other magic  they really don't care about, preferring a good, sharp axe to a magic spell when in a fight.


HOBBITS
Hobbits are quite a bit smaller than dwarves, averaging 3 to 4 ft in height, and are not nearly as stout. From a distance a hobbit can be mistaken for a portly child, both in size and features, for their faces tend to look younger than they really are. Hobbits are a wholly unremarkable race, preferring to spend their days in leisure, growing food, eating, growing more food, eating again, smoking pipes, drinking ale, telling tales and sleeping.

Their one claim to fame is the undeniable courage shown in the War of the Rings... in which four selfless Hobbits were responsible for saving all of the other races from the evils of Sauron. For this reason, Hobbits are greatly respected by all the other races, the debt of Frodo and the Fellowship far too great to ever be forgotten. This gave the largely unnoticed hobbits a sense of self-respect, and while they still have no desire for fame outside of their dining halls, they now as a race hold their heads a little higher, and never, ever, deny a young Hobbit the right to explore if he so desires (although they still consider such a bit of foolishness).

As a result we have the occasional Hobbit visit Elf Clan. They usually show up out of nowhere and disappear just as quickly. They are of course most welcome to stay for as long as they wish and even make their home here.

Hobbits have one remarkable trait: they by far set the finest feasts... and they without question make the very best ale in all the lands. No one even comes close to Hobbit ale. That is their true claim to fame and their primary trading material. Even the Orcs will admit that the Hobbits make one fine brew, and because of that saving grace have given their word to no longer bar-b-que Hobbits, for as much as Orcs love the taste of Hobbit, they love the taste of Hobbit ale even more.

(Nevertheless, Orcs have at times been known to make a Hobbit "dummy" out of pig and roast it over a fire... remembering fun times past.)

Hobbits in Elf Clan usually take the role of travelers, sometimes merchants, or sometimes are a temporary role just out of curiosity. They are highly respected in our group, for obvious reasons. Playing a good Hobbit role is challenging, for as with the role of "human" there is no absolutely clear definition. So usually one playing a Hobbit needs to figure out a personality and trade behind the character.


--o--

part 1

part 2

part 3

 

 

 

 

Common Elf Clan Roles pt 3 Tags: roles role playing

Elf Clan Charter

 

DRAGONS, FAE, PIXIES and HUMANS

 
Continuing the series on Elf Clan roles and how those roles appear in our group, we add
additional races to the group. If anyone out there wishes to see a certain role covered, please let
me know in comments and I'll discuss those in a future post.
 
 
DRAGONS
Dragons in Elf Clan tend to be very similar to "D&D" dragons in many aspects. They are always
intelligent, often magical, tend to be shape-shifters, and range in size, attributes and power.
However our dragons tend to be a bit more versatile, less "classified" in nature, and quite a bit
more laid back.
 
Each dragon is highly individual, our members pretty much choosing their own appearance and
roles. Very few of our members are full-time dragons; most will adopt that role as the mood suits
them. However once in a while we will have players whose primary role and appearance is that of
an adult dragon (I can remember four such people in our history... not counting the Dwagons of
course).
 
Dragons can range in size from that of quite small (a whelp) to quite large (measuring 30m
or more in length). Dragons can be bipedal or quad, or can be wyverns (a type of dragon that has
wings instead of front legs). There is virtually no end to the style and abilities of dragons.
 
When it comes to magic, dragons have everyone beat save unicorns. A dragon that specializes in
magic can actually travel time itself-- something even our most advanced Elven cannot do
(fortunately, the dragons are wise enough to rarely do so. Dwagons however... not so wise). Some
dragons can exist for hours under water, or even in the void of space. Some dragons can go
"between", a type of teleportation (taken from the McCaffrey dragon series). Others are simply
land dragons and make no boast to any powers other than simply being a dragon.
 
Most dragons are very long-lived. While the lore will vary greatly, in general they do not consider
one of themselves to be "adult" before 500 years. Some dragons can live thousands of years
before dying of old age... and some, like some Elven, will live forever unless external causes end
their lives.
 
In Elf Clan, dragons are intelligent, always friendly, and are usually understatedly powerful. They
tend to be quiet, reserved and are more observers than participants. Elf Clan as a group
welcomes dragons (members even voted to name our tavern "The Thirsty Dragon"), something
the dragons appreciate as there are many places where they are not welcome due to their size
and claimed "lag" factors.
 
Dragons do have one special place in our group: they are the guardians of the lands. Anyone who
claims a dragon as a form can be an (unofficial) guardian, and take his rightful post in front of
ElvenMyst Castle-- a place reserved specifically for Guard Dragons.
 
 
FAE
More commonly referred to as "fairies" (or more historically correct, faerie)... the Fae are (by
some accounts) distant relatives of the Elven (about as distant as one can get). Fae and Elven can
mate, although such is most rare. The primary sign of a fae is its wings, most often insectoid in
form (butterfly, dragonfly, moth, etc). Other wing forms may be that of light, dust or other magical
components.
 
The fae are as widely varied in form, purpose and power as the Dragons. Although not as powerful
as dragons or unicorns in magical ability, nor as widely varied as the Elven in their skills of such
arts, what magic they employ is very powerful. Their magic tends to lean more toward nature and
emotions. A fae can "enchant" others, cause others to do their bidding, create visions, and other
mind / body / emotion oriented magic. Their control over nature is unequaled by any save the
unicorn. They can cause a flower to instantly bloom, a tree to grow from a sapling to full stature,
lightning to strike from the skies.
 
Fae can range from extremely shy and very seldom seen, to extremely outgoing and forceful in
personality. Elf Clan fae tend to dress in a wide variety of garb (always g-rated of course, although
some slip toward the PG at times). The most popular form of dress tends to be very ornate, light,
full-body garb with jewelry and special-effects (magic bling). Our fae often glow slightly, and are
often found hovering rather than standing. The fae are as individually-designed as the dragons,
without specific type or plan. They are as unique as their creators.
 
Fae vary in size from quite small (do not confuse them with pixies) to full-size women. They tend to
be slender in nature and are usually quite beautiful. However, fae can be males as well (obviously),
and can be ugly (both male and female)-- although such is so rarely seen in Elf Clan as to be pretty
much non-existent.
 
 
PIXIES
Pixies are close relatives of the Fae. Pixies are always small in size (ranging from waist-height to
a mere six inches tall). The primary difference other than physical size (for there are some quite
small fae that some mistake for pixies), is their by-nature tendency toward silliness. Pixies are
often pranksters, even being mean at times (by comparison to historical pixies, Elf Clan pixies are
amazingly well-behaved).
 
Pixie magic is far less powerful than that of fae, limited mainly to "effects". Pixie magic can cause
things to vibrate, create noise, "pop", move, open and close doors and drawers, or "misplace"
(move an item magically from one location to another). It is believed that pixies could be far more
powerful if they ever bothered to learn more, but no pixie would be willing to waste time on such
endeavors; pixieness is far more fun.
 
Pixies by nature tend to be lewd, crude and obscene (in the manner that Orcs are by nature violent
sociopaths). In lore they often disdain clothing (or alternately wear the most revealing and sensual
of attire) and despite their tiny size, flaunt themselves at others (it seems the smaller the more
aggressive). They can be quite possessive (remember Tinkerbell?). But as stated, Elf Clan pixies
are very well behaved both in manners and dress. Nevertheless, they seem unable to restrain
themselves when it comes to teasing Orcs. Get a pixie around a dwagon -- and you have all the
makings of mischief waiting to happen; they will tend to feed off one another, one impish idea
fostering another.
 
Pixies are directly responsible for one of Elf Clan's major wars, the Orc-Pixie war, which they
instigated by redecorating the Orc Embassy so it would "look prettier". (The Orcs didn't think much
of the doilies, flowers, teddybears and pink as far as the eye could see). The two days of sheer
mayhem that followed was considered by most to be quite fun.
 
Like dwagons, pixies never mean harm. They just seem to get into more than their fair share of
trouble. It is not unusual to find a pixie standing around trying to "think of something to do". When a
pixie tries to think of "something to do"... time to lock the doors and shutters.
 
 
HUMANS
Of course there are humans in fantasy roles. The greatest problem our members have is getting
used to the Elf Clan type of human, which is very much Lord of the Rings in nature. The most
common problem new members have is overcoming the "Conan the Barbarian" concept of
human, which simply does not much fit in with Elf Clan (these are Elven lands, not Gor). The other
area of confusion has been with "Vikings"... which do not yet exist. Members can research
"Rohan" and find very similar concepts, fully in line with Tolkien fantasy.
 
Humans are no more restricted in their role than anyone else, but they need to remember one
thing: The time of Elf Clan precedes the ascent of man by a very long period. So absolutely
nothing of our present world or human history--at all-- would be found in Elf Clan lands. (Such
things that we allow are in high sky.)
 
This does not limit humans at all. One simply has to remember that humans need to exist within the
realm of "reasonable fantasy". Wizards and mages are common human roles. Both male and
female barbarians are fine (so long as our members remember this is a family-oriented, G-rated
group. No Conan types or Red Sonjas. That's fairly unrealistic in concept and again, this is not
Gor).
 
Human roles can be interesting because humans (as the Elven admit) are "frantic" to accomplish
things within their limited lifespan of under 100 years. They learn quickly, furiously, and can
achieve great things, driven by their own mortality. Human wizards can be quite powerful. But... not
all humans need be fantasy in nature. They may be tavern keeps-- or those who hang around
taverns. They may be ex-mercenaries (not much call for active ones in Elf Clan). Perhaps they are
artisans or merchants (merchants are the most popular human role).
 
It actually takes a great deal of imagination to be a human, as their roles are not as clearly defined
as say, Elven, Orc or Dragon. A human's role tends to be more in their personality and task rather
than their form... for there is nothing unusual or special about the form of a human. They are not
skilled like the Elven, powerful like Orcs, nor can they fly like the fae. Humans are somewhat
"ordinary"... distinguished only by their mind, personality and imagination. Indeed, a well-played
human is often the finest of all roles-- for it takes a player quite imaginative and creative to make
the role work properly. They truly must pull the character up by its bootstraps... and create it from
nothing. Unlike other characters, there is no real foundation for humans-- other than that they exist
just about everywhere.
 
 
--o--
 

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Common Elf Clan Roles pt 2 Tags: roles role playing

Elf Clan Charter

 

ORCS / ORKS. Both spellings are valid in Elf Clan, for our Orks are a unique mixture of the two
genres (Orcs are fantasy, Orks are science fiction). The head of the Orc clan, Schlitzie Martini, is a
great fan of Space Orks and has blended that genre into our Fantasy Orks... but not to such an
extent that it ruins the fantasy nature. They adopted the modern spelling as well as some of the
building styles. As a result, Elf Clan Orks tend to be a mixture of the genre, with each Orc/Ork
choosing his/her preferred role. (Wayfinder note: I personally tend to prefer Schlitizie's fantasy-
based building textures, hint hint. But to each his own. In our group, the terms Orc and Ork are
used pretty much interchangeably, although for greater accuracy "Orc" is more fantasy-correct.).

 
The only thing an Orc fears is Elven, and even that is more of a healthy respect (the feeling is
mutual). Orc are as strong as Elven (sometimes stronger) but not as fast. Because of Elven speed
and intelligence, it is generally well-known that a single Orc against a single Elf is no contest; the
Elf will win without much working up a sweat. This is offset however by the fact that while Elven
often travel alone, Orcs travel in packs... making them quite dangerous to an Elf unfortunate
enough to cross their path. (That's a historical note; Elf Clan has no such issues for here, Orcs are
peaceful. Generally.)
 
Just as there are different kinds of Elves, there are different kinds of Orcs. Tolkien Orcs are
generated from Elven by Sauron via use of the dark arts. Orks however are basically plants that
reproduce via spoor (and thus are without gender). The difference between the two is significantly
defined: a Tolkien Orc, although able to take quite a bit of punishment, having a heart and brain
can be killed pretty much like any other creature. Orks are another thing. They can take a great
deal of physical punishment and are extremely difficult to destroy completely. An Ork can actually
have his head cut off and still heal if someone puts it back on its neck. (After all, they never used it
much in the first place.) In Elf Clan this doesn't matter much, as they don't really have much
opportunity to kill or be killed. Thus such things become technicalities. It seems in Elf Clan the
majority of these members take the form of Orcs rather than Orks... although their style of clothing
varies considerably between the two races.
 
Left to themselves, the Orks have a very rough and primitive society bordering on the violent. In Elf
Clan that is very much toned down. Our Orks are almost polite... for an Ork. Nevertheless, every
once in a while they are the source of enjoyable and chaotic "wars" with one of the other races,
which is always a high time of fun in Elf Clan. Both the Ork-Elf war and the Ork-Pixie war are
historical landmarks of our group.
 
 
DWAGONS. A creation of Eren Padar (Snoots Dwagon), dwagons are baby dragons.
Dwagons are smart and tough and full of attitude and cookies.
 
Dwagons range in age from newly hatched to under 100 years old (which for a dragon, is a child).
They are highly intelligent (having inherited genetic memory) although not necessarily wise (that
requires experience). Dwagons are built like a chunk of rock. Although only about two feet tall they
weigh around 80 pounds. Kicking one is like kicking a sack of cement with sharp rocks
sticking out the side, as dwagon scales are likened to "reinforced diamonds". Dwagons think fire
is "cozy", find explosions to be a "fun ride" and will try almost anything at least twice. Lacking the
wisdom of experience and being near indestructible, Dwagons are fearless.
 
Dwagons love cookies and have rather odd diets, ranging from "flat fwoggies" to waffles (a staple
of all tiny creatures). They are very powerful when it comes to magic, but don't always have the
greatest control of such. Once when trying to time-shift a land to earlier garden days they threw it
back completely to the age of sulferous tar-pits... which delighted the Dwagons and Orks no end.
On another occasion the Dwagons "tweaked" an Elven magical time/space portal-- which resulted
in them discovering Star Trek, Star Wars, TRON, the Matrix and other things of modern man...
which again delighted the Dwagons no end-- and caused the Elven no end of headaches.
(Fortunately they also brought back aspirin... which has been a benefit to Elven group-wide when
dealing with Dwagons, Orks and Pixies). The Elven relegated such Dwagon antics to magical
high-sky floating builds and allow the Dwagons to go nutz there.
 
Dwagons are close friends of pixies; they often play together. Both are the bane of Orks, regularly
taking it upon themselves to help "decorate" Ork abodes (which the Orks really don't appreciate at
all). Dwagons are very friendly, highly creative and highly unpredictable. The Elven have a saying,
"There is no controlling dwagons."
 
[Genre note: Some refer to Dwagons as "hatchies", which is incorrect, as "Hatchie" is a brand, as
is the term Dwagon. While both are indeed baby dragons, they are very dissimilar in nature,
Dwagons tending to be a bit more respectful and somewhat less chaotic than Hatchies. However
there does tend to be a blending of all baby dragons in concept-- and referral to them all as either
Hatchies or Dwagons while not precisely accurate-- is nevertheless common. ]
 

 

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Common Elf Clan Roles Tags: roles role playing

Elf Clan Charter

 
ELF CLAN ROLES
In general, roles in Elf Clan are that of form more than of action. We are considered a "theme" group rather than heavy "role playing".

The Dwagons are very role-oriented by nature, as are the pixies, orcs and dragons. Other roles are more open and non-precise. Elf Clan is often referred to as being more easy-going and laid-back than other groups. Rather than focusing on story-drama and sexuality (which often forms the center of other fantasy groups), Elf Clan members tend to simply enjoy one another's company.


Our roles tend to be skin-deep, our nature open and friendly, and our members in general tend to be shape shifters more than in other groups. Rather than defining roles for our members, we allow our members to define themselves. No one is barred from Elf Clan or these lands because of their preferred form or activity (so long as such respects our charter... which specifies accepted conduct in our home).  So these are just general outlines of our primary roles-- roles that we see people adopting on a regular basis. To get a flavor for what Elf Clan is and what role you may wish to adopt, visit ElvenSong Castle in Inworldz (or ElvenMyst castle in Second Life), grab a tour document, and visit all the places shown. It is likely something within will tweak your interest-- and you will discover the role that you yourself will develop.


ELVES, ORKS and DWAGONS
"What is an Elf?" is the question most commonly asked in Elf Clan. It's a valid question, for the concept of "elf" is not clearly defined in the roles of fantasy literature. Most commonly recognized are Tolkien Elves from Lord of the Rings, but those are obviously not the Elven of English literature, much less "Keebler Elves".


These are by no means the only roles available, nor are they "set" definitions. There are just generalized concepts of typical roles that have formed in our group over the years. They can be altered or added to at personal whim.


ELF CLAN ELVEN
Elf Clan Elves take primarily three classifications:


HIGH ELVEN. Not named because of rank, but because of choice of environment. The High Elven tend to carve their abodes out of the solid rock of mountains... high places.  In the past Elf Clan has always resided in "mountainous" type landscapes with large hills, mountains and waterfalls throughout. This environment was more apparent on the old sims of ElvenHearth and ElvenHope... and on our current Inworldz sims of ElvenGlen, ElvenHope and several other mountainous regions.


High Elven are often typified by their style of dress, which is flowing, luxurious and highly ornamented. Rich colors and embroidery decorate their clothing, and highly decorated armor in battle. Unlike Tolkien Elven, Elf Clan Elves consider dwarves close friends and often trade with them to obtain the finest metalworks.


Physically our High Elven closely parallel Tolkien's elves. Both males and females tend to be tall and slender. Three times stronger than mankind, lightning reflexes, unerring accuracy and balance. Our Charter has HONOR as its first point, which is the core principle of all our society.

The High Elven spend more time in intellectual pursuits so can be powerful wielders of earth magic... almost the equal of dragons and unicorns (but not quite).

 
FOREST ELVES. The Forest Elves are the same "race", but prefer to live in wooded areas. This has become more common on our Inworldz lands where we have vast forest areas in numerous regions. The Forest Elves prefer to wear less ornate, simpler clothing, preferring comfort to beauty. They enjoy rich neutral colors such as brown, tan, yellow, orange, green or red for highlights, and tend toward sturdy cloth and leather as their daily wear as their lifestyle is more physically demanding than the high elves. Their forest magic is powerful, though perhaps not quite as developed as the high elven. Physically they are somewhat stronger than the High Elven and tend to be more practiced in arts of weaponry.


DROW. The Drow in Elf Clan tend to be highly individualistic. They are a different race of Elves, more like very distant cousins of the other Elves. Some claim the Drow are a mixture of Elves and Dark Fae, but that is unverified. Others state the Drow are "fallen" Elven (a Tolkien concept, but equally unverified in Elf Clan). In Elf Clan we tend to consider the Drow as a race of Elven that turned to dark arts and evil under the reign of Sauron, then changed their ways when they discovered Elf Clan lands.  Their skin can range in color from gray to blue to violet. Their ears tend to be much longer and more pointed than other Elves. Eyes are usually white, steel, violet or red. Hair can be white, blue, violet or black. The Drow tend to focus more on physical pursuits than magical or intellectual. They prefer to live in caverns either in mountainous  areas or deep underground.

 

NIGHT ELVEN. Very rare, the Night Elven are a form of Drow which are solid black from head to toe and look more like walking shadows than Elves. They wander the  forests at night and are extremely powerful in magic, perhaps even moreso than the High Elven. Night Elven are very rare in these lands, hardly ever seen (which is as they prefer it). They are by no means evil, but neither do they tend to be social (with some exceptions).  It is almost impossible to capture and hold a night elven... suicidal in fact. Of our Elven races, the Night Elven, while living in peace with all, are the most dark, both in appearance and nature.


The Night Elven and their characteristics are a pure Elf Clan-created character. Without lore precedence, these were created in the early days of Second Life as a protective role in Elf Clan. Their claws carried enough punch power to knock a griefer across three sims. Their totally black appearance-- in those days-- was a very intimidating avatar. Between the Elven Elite Guard and the Night Elven-- Elf Clan was well protected and developed a reputation for no-nonsense and zero tolerance when it came to griefing.

 

That's the Elven. Now for the other races.


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Expanded Genres Tags: genre genres

Elf Clan Charter

 

EXPANDED GENRES
For quite some time it has been a primary rule of landholding that all ground-level lands in Elf Clan must be of a fantasy theme.

With our more relaxed situation on Inworldz, we are able to expand our themes considerably for islands totally separated from other lands.

In the real world there is a tremendous crossover between the areas of Fantasy and Science Fiction. Elf Clan can now recognize that cross-genre concept.

On Inworldz regions in the Elf Clan Fantasy Islands... any privately-owned island(s) totally separate from other Elf Clan lands (not touching on any side or corner) may contain ground-level themes
other than strict fantasy in the following areas:

1) Science Fiction
2) Steampunk
3) Post-Apocalyptic

If someone has an alternate idea, we will consider additional genres as well so long as they exist within the general concepts of the "unreal" (for example, Alice in Wonderland, Willy Wonka, etc).


CHARTER STILL APPLIES
All aspects of the Elf Clan Charter still apply.

Ground-level lands must be family-friendly G-rated.

Genres such as vampirism, horror, occult, witchcraft etc are still forbidden.

All lands must be open to visitors and visitor-friendly.

Contemporary builds are still excluded. Genres such as Steampunk should exhibit quite a bit more fantasy/sci-fi creativity than simple re-creation of Victorian times and homes. Science fiction themes should show unique and creative structure rather than blockish, ugly buildings. Above all we wish to remember that Elf Clan lands are beautiful and unique. Even in our adoption of other genres, we wish to retain the creativity and skill for which Elf Clan is known. While we know that not all members have equal building and scripting skills... we still encourage everyone to "think outside the box" and build with style and flair beyond the norm. : )


ELF CLAN ADAPTS
Elf Clan has always tried to grow and adapt with the needs of our members. From the beginning we have allowed more than just "Elven" culture in our group, even welcoming the Orcs, Drow, Fae, Dragons and others when they asked to join our lands. From our early days we have allowed Star Trek groups to conduct guided tours in their shuttlecraft. We've always tried to be a bit more "laid back" than typical Elven groups.

With the change of our venue from Second Life to the Inworldz platform, we are able to expand and alter our efforts according to member needs and preferences. Since we can now offer our members their own private islands, we see the potential to expand our genres to include areas that are usually of interest to fans of fantasy and science fiction alike. We hope you enjoy this new opportunity and join us in welcoming these additional genres to our group.

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Owning an Elf Clan Region Tags: region own sim

 

Elf Clan Charter

 

This page redirected HERE.

 

 

Elf Clan Rentals Tags: rentals

See:  ELF CLAN CHARTER

 

Living on Elf Clan Lands
Elf Clan has several regions that offer rental lands.  You can find a list of currently available lands in a sign at ElvenSong region.

Prices may vary depending on the region and amount of land available.   The lands are moderated, family friendly and scrupulously maintained by the sim owner. You won't be next to bad neighbors or garbage builds on an Elf Clan region!

If you enjoy building, enjoy being part of a community, and love the idea of family-friendly lands,  Elf Clan is a great place to rent. You have full use of megaprims, more than double the number of prims you get on Second Life, and no link distance limits. The building tools are powerful, and the lands peaceful.  Elf Clan is beautiful.

HOW TO RENT LAND
Go to ElvenSong region in Inworldz and in the main Castle TP point, pick up a copy of the latest list of rental regions.  Find the location you want and contact the region owner. 

BUILD REQUIREMENTS
All builds must be theme in nature (according to the region theme). Ground areas must be family-friendly. You may have a skybox if the region owner allows. Ground builds must conform to guidelines set forth in the Elf Clan Charter.  "What you do in your home is your business. What you do in the streets is ours." 

ADVANTAGES OF ELF CLAN LANDS ON INWORLDZ
* High [rim allowance
* Considerable link distance
* Fully malleable megaprims
* Land Rental: Dirt cheap
* Elf Clan rocks!

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Elf Clan Attractions Tags: attractions

 

ELF CLAN CHARTER

At the entry point on ElvenSong (on ElfClan region, OSgrid)  there is a TOUR GUIDE. Clicking that tour guide delivers a notecard of all the major Elf Clan attractions. You will be amazed at how much is offered-- and how diversified the listing.

From Elven to Pirates to Star Trek to Warhammer 40k to TRON... we've got it. :)


Click on the TOUR GUIDE and enjoy!

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Visitor Guidelines Tags: charter visitor guidelines

Elf Clan Charter

VISITOR GUIDELINES     updated 2018-09-05 


Welcome to Elf Clan lands!

Basic charter: * HONOR * RESPECT * FRIENDSHIP *

NO DRAMA, zero tolerance-- fair notice.

New visitors and members are welcome! Feel free to explore. If a building is unlocked you are welcome to explore (if locked, please respect privacy). The entire land is at your disposal.


GUIDELINES and RULES
We are friendly folk, our lands harmonious and peaceful. Please help us keep it that way.
 

Family-friendly lands.  Please keep your appearance, chat and gestures honorable.  No see-through clothing or nudity, no lewd activities.

 

Ancient Elf Clan saying: "What you do in your home is your business. What you do in the streets is ours."

 

VISITORS:   Please recognize you are a guest in our home.  As in real life, guests are expected to conduct themselves with with honor, respect and friendship. 

These lands are a respite from crude.  Please help us maintain that peaceful, friendly environment.

 

THINGS TO AVOID

All region owners have control over their own lands.  We here discuss things that are wisely avoided in these family friendly regions.


* REAL LIFE.  People come to Elf Clan as a respite from real life worries.  Please help us maintain our peaceful and harmonious atmosphere by leaving real life issues and activities at the door.

* CONTROVERSIAL THEMES.  Occult, demonism, vampirism, sexual and foreseeably offensive themes and activities are excluded from these lands.

* POLITICS, SLAVERY, RELIGIOUS ACTIVITIES. Please check attitude and ego at the door.   Both politics and religious activities can be very  divisive and are not Elf Clan theme.  This includes national emblems, election campaigns, religious activities,  icons, statues or symbols of any kind.  In short, we're here to escape real life, not drag it into our fantasy-based lands. 

As a note: this includes fantasy-based gods and demons.  Over the years we have found it wise to completely eliminate such concepts on our lands.  Such things are unnecessary to theme and do not promote group harmony.

* Drama, propaganda, and people-with-attitude are  unwelcome. (Drama is defined as excessive emotional display and negativity, power-plays or "head games").  Visitors and members are expected to honor group guidelines rather than expect us to conform to visitor whims and opinions.   Zero tolerance when it comes to drama.  Friendy is the theme of the day.  ; )

* WEAPONS. Weapons guidelines are pretty much left up to each region owner.   In general, standard weapons guidelines apply.  Using a weapon of any kind on an unwilling target is considered abuse and handled accordingly.

 

* LOCKED AREAS. If a ground-area is unlocked (or allowed-exploration high sky area), feel free to explore.  We welcome visitors and explorers.  If it is locked, please respect resident privacy. 

Before entering a building, please check your map and if someone is home, "Knock knock!" is considered polite... just as in real life.  (This of course does not apply to obviously public buildings such as taverns.)

Sealed enclosures (such as no-visible-entrance skyboxes) are considered "locked".   If you have to "camera in" or otherwise enter the area without authorization... that is considered trespassing.

 

ELDAR and Land Owners.  The Eldar (ancient Elven) are the managers of Elf Clan, the ones who make and enforce group policy.  They are Guardians of our group, with ultimate authority.   Land owners are considered Guardians with similar authority over their own lands

Our Eldar and land owners go out of our way to be friendly and hospitable, considering all members as our equals-- so long as those members show equal honor, respect and friendship in return.  Indeed, a great deal of Elf Clan policy has been a result of friendly member feedback and suggestions.  Feel free to approach the Eldar with your ideas and concerns.  Feedback is our greatest asset.

 

CURRENT ELDAR:

Wayfinder Wishbringer (Founder of Elf Clan)

Peter Lioncourt

Moontan Valeeva

Cinnamon Raymaker

 

 

GREETERS & GUARDIANS

Snoots Dwagon

 
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INTRO TO ELF CLAN Tags: intro elf clan

ELF CLAN CHARTER

 

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OVERVIEW
ELF CLAN is a fantasy /sci fi / steampunk group stationed on multiple 3D virtual worlds. We have dozens of regions with various themes and designs, owned by individual members.

Elf Clan is more a "themed" group than role playing. We're an Elven Fantasy group, one of the oldest in the VR worlds (since 2004).
 
Members tend to be in-character while on our lands, as it's more fun that way. But we don't require anyone to take character roles or speak / act any certain way. Visitors and members may be in or out of character at their choosing. We're pretty relaxed.

 

WHERE?

Currently the Elf Clan Homeland is hosted at ElvenSong region on OSgrid.

Elf Clan was originally founded on a system called Second Life, a very expensive platform.  Increasing expense, decreasing service and unfriendly policies stifled our group creativity and prevented growth.  We eventually moved to the hypergrid... a cooperative group of virtual worlds.  It is far less expensive and provides us greater control over our properties. In short we got much more for our money and a more hospitable environment.  As a result our group boomed far beyond any growth we'd experienced before.  Our lands and creations are more beautiful and our theme more diverse.   Elf Clan is everywhere.

 
ElvenHope
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ROLE PLAYING
We do have role playing rules available for those who wish to engage in such activities. However, reading such is not required to enjoy our group or lands; role playing is optional and voluntary.

 
Orc Embassy
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ENVIRONMENT
Elf Clan is very loosely based on Lord of the Rings, with a few twists. The Orcs are our oldest and most loyal allies (despite the occasional very hyper wars). Dragons are guardians of our lands. Tinies run about causing mischief. Pixies and Fae abound (mostly to keep the Orcs in line). All in all we are a pretty laid-back and very friendly group. We openly welcome visitors. Our lands are "Web-G, family-friendly".
 
Replicant City, high-sky ElvenSong
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GENRE
Elf Clan is not strictly limited to Elven fantasy. We also currently have science fiction and steampunk themes, and are looking to add additional fantasy / sci fi themes in the future. We believe diversity makes exploration more enjoyable.
 
EXPLORATION
Pick up a TOUR GUIDE and TELEPORT HUD at ElvenSong Castle.

Come join us in a wondrous romp that includes fantasy, science fiction, steampunk and more.
 
ElvenGlen Castle
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YOUR OWN REGION
If you like Elf Clan and would like to own your own region, please contact us. Our members love being part of our group of fantasy / sci fi islands.  We'll be happy to help you get established on OSgrid or one of our affiliate grids, according to your needs.
 

-- Wayfinder Wishbringer, founder of Elf Clan

 

ELF CLAN CHARTER Tags: charter

 

THE CLIFF NOTES VERSION:

Originally the Elf Clan Charter was an extensive document, necessarily so to protect group members and lands in the environment of Second Life.  Now with Elf Clan lands owned by individuals and spread throughout the Hypergrid, land owners are primarily in charge of their own land rules and the Charter has been greatly simplified.   The Elf Clan Charter now boils down to these basic concepts:

* Honor * Respect * Friendship *   The three original tenets of our group philosophy.

* Family friendly and visitor-friendly lands.  Lands should be open to visitors and designed to encourage visitors to explore.

* G-rated public areas (Mature areas are either clearly designated or restricted to high sky)

* The Elf Clan Affiliate Lands banner is present at your primary landing point.

* No political, nationalist, religious, or obviously controversial components in public areas.  Elf Clan is neutral and non-controversial, lands where people can escape from real life stress.

* Primary themes are fantasy, science fiction and steampunk. Your land doesn't have to be totally these themes, but needs to reflect theme to a notable degree.

* No open nudity, foul language, or other "mature" themes.  Ancient Elf Clan saying:  "What you do in your home is your business.  What you do in the streets is ours."  Elf Clan is and always has been a group where people can get away from the stress of the real world.  In setting up an Elf Clan Affiliate land, the owners are stating, "This is a safe zone that people can visit to relax and enjoy the environment."

* Beyond that, land owners are the sovereigns of their lands and set their own rules.  Elf Clan does not police Affiliates unless we receive report of obvious breach of trust.

That's it!  Far simpler than our early days. You can find a bit more information in our Visitor Guidelines, which of course apply to the lands themselves as well.

 

WHAT IS ELF CLAN... and WHAT WAS THE ORIGINAL CHARTER?

The following information is presented here for archival purposes.  While these things can be used as guidelines, our new environments have allowed us to relax restrictions and rules.  This is primarily due to getting away from the highly restrictive and drama / griefer-filled Second Life environment.

Elf Clan is a virtual reality group based on the Opensim platform (https://www.osgrid.org/). We offer fantasy theme lands, science fiction, steampunk and other unique genres. Elf Clan is a visitor-friendly, family-friendly group.


The Elf Clan Charter is the foundation document of our group. It details our core concepts, rules, governing system, goals and functions. Members are encouraged to acquaint themselves with this charter and accompanying documents.

Core Concepts: HONOR * RESPECT * FRIENDSHIP

Elf Clan is a very visitor-friendly group. Feel free to visit any area of Elf Clan lands. (See Visitor Guidlines below.)

 

Those who conduct themselves properly are welcome on our lands. Our lands are peaceful, harmonious and friendly. We like our visitors to be the same.


Elf Clan lands are family-friendly and G-rated (not PG, PG13, R or X). Please conduct yourself modestly (dress, speech, gestures) and always remember the core concepts. Behave as if there are always "ladies and children present"... and that's a good rule of thumb. Thank you. : )

TO JOIN ELF CLAN: Just click the JOIN ELF CLAN link on this site's home page. It is good to read the following documents to become acquainted with Elf Clan concepts and guidelines.

Q: Do I have to be an elf to join?
A: No. You don't have to take a role at all, although doing so enhances the fun. Read more about different roles below. All you need is a love of fun and a respectful nature.

PLEASE CLICK THE FOLLOWING LINKS FOR SPECIFIC INFORMATION

INTRO TO ELF CLAN

VISITOR GUIDELINES

ATTRACTIONS

ELF CLAN RENTALS Have a beautiful home on Elf Clan lands

OWNING AN ELF CLAN REGION

EXPANDED GENRES  Diversified areas of Elf Clan fantasy lore

COMMON ELF CLAN ROLES You don't have to be an Elf. Look at these wondrous suggestions.

GROUP ORGANIZATION AND MANAGEMENT

IM and CHAT GUIDELINES

POSTING GROUP NOTICES

ROLE PLAYING and WEAPONRY

ELF CLAN LORE

HANDLING PROBLEMS (drama)

HOSTING EVENTS

EVENT IDEAS

REFEREE GUIDELINES-- Elf Clan sporting events

GREETERS

GUARDIAN GUIDELINE

 

ELDAR

Cinnamon Raymaker

Moontan Valeeva

Peter Lioncourt

Wayfinder Wishbringer

 

GREETERS and REGION OWNERS: The Greeters and Region Owners are in charge of assisting and moderating the lands, and hosting events. Please provide them your cooperation.
 



ELF CLAN FOUNDATION LANDS:
ElvenSong and ElvenGlen on OSgrid.
(These are re-creations of the first Elf Clan regions and are centers of Elf Clan history.)



MODERN DAY ELF CLAN

Elf Clan shut down all Second Life lands on November 17, 2011 and moved to Inworld.  Inworldz self-destructed July 27, 2018 and Elf Clan home worlds moved to OSgrid.  Affiliates moved to other grids, joined by the Hypergrid.  Elf Clan thrives today with more lands and creations than our entire history.


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