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Glanaur Maethyr

Website
Founding date
June 27, 2015
Goal
To unite Elves characters in a friendly roleplay community in Ered Luin and Imladris.
Main area of operations
Ered Luin and Rivendell.
Kinship type
Elven
Friends/Allies
None.
Rivals/Enemies
None.
Kinship status
Dormant (not recruiting)
Recruiting Officer(s)

Background

I N T R O D U C T I O N

The Glanaur Maethyr is an order of Elven warriors with exceptional ability dedicated to fighting the darkness of Sauron throughout Eriador. They are headquartered in the very place of their founding, the Last Homely House in Imladris, but maintain a presence in Ered Luin as well. 

H I S T O R Y

O R I G I N S

"There is the sun, there is the moon. There is day, there is night. There is the light, there is the dark. The Brightflame stands between them."

— Glanaur Maethyr original code.

The Glanaur Maethyr, or Brightflame Warriors in Common Dialect, was founded in 3431 when the Last Alliance marched to Imladris. It was only a splinter group of Elven warriors from Gil-Galad's host, and the original code was firstly uttered in the Last Homely House by a group of Noldorin Elves. It was consisted of forty Noldorin warriors when the Last Alliance marched east, and grew when they joined forces with the Silvan Elves from Greenwood the Great. Twenty Silvan Elves joined, including Adanaethor, who later became the leader after the Battle of Dagorlad.

After the Last Alliance was dissolved and the Free People won the war, Adanaethor of House of Valois and the remnants of the order took refuge in King Thranduil's realm. Glanaur Maethyr was dissolved and most of the members joined Thranduil's army or traveled to Aman.

R E F O R M A T I O N

"I am the wielder of the flame, the protector of balance. I am the holder of the torch, lighting the path. I am the keeper of the fire, warrior of balance. The Brightflame is the light in the darkness."

— Glanaur Maethyr new code.

Not until the Witch King returned and the darkness fell over Angmar once more, the Glanaur Maethyr is reformed by Adanaethor who decided to protect Eriador and left Greenwood. The order is consisted of Elven Houses, such as House Valeryon, and Elves who have exceptional ability. It is headquartered in Imladris and Celondim, and is gathering warriors before marching against the forces of Angmar in the North, and forces of Isengard in the South.

R A N K S

The Glanaur Maethyr is commanded by Lord-in-Exile Adanaethor Elthoron of House Valeryon. The official hierarhy of the Glanaur Maethyr, in descending order, is listed and explained below.

-Ernil o Valois (Prince of Valois) [Einior/Tûr]: The Ernil o Valois is a political and military figure of Glanaur Maethyr. In charge of the whole order, a Hîruinor is the head of Glanaur Maethyr. Anyone in this rank is capable of giving orders without the approval of the Silver Council. The current Hîruinor is Adanaethor Valois.
Silver Council [Caun]: Permanently situated at Imladris. The Silver Council is an organized body of Daerochir/Daerochiril or Grand Knights serving the Glanaur Maethyr as an administrative body. It is a group of twelve wise and powerful Elves who are elected by the Hîruinor to guide the order. The current members of the Silver Council are Landallas.
Taidron/Taidril (Second-in-Command) [Caun]: Taidron is the third most powerful rank in Glanaur Maethyr. It has the authority to command all of the three military branches, with the permission from both Hîruinor and the Silver Council. The current Taidron/Taidril is none.
- Rochir/Rochiril (Knights) [Caun]: Following a period of training with a Daerochir (Grand Knight), a disciplined Spearthrower, Swordsman, Archer, or Watcher is eligible to attempt the Flaming Trials. Upon successfully completing all tests put forth, a Maethor is promoted into a Rochir, with the capability of commanding a squad of Elven Maethyr. The current Rochir/Rochiril are none.
Othon/Othonil (Soldier) [Kinsman/Kinswoman]: Othon/Othonil are the members who rose from the rank of Recruit. Selected Soldiers are summoned by the Silver Circle to receive special training from the Knights. They are grouped into four branches:
  • Hadron/Hadril (Spearthrower) [Kinsman/Kinswoman]: Soldiers who use Javelins for initiating combat and against raged foes. Their unique shields and a variety of defensive skills alow them to stay in the fight longer than most. This rank is for Wardens. The current Hadron/Hadril are none.
  • Magron/Magril (Swordsman) [Kinsman/Kinswoman]: These are the members of the Glanaur Maethyr who has the talent in close-combat, primarily in the arts of sword and axe fighting. This rank is for Champions and Guardians. The current Magron/Magril are none.
  • Pengron/Pengril (Archer) [Kinsman/Kinswoman]: Members with mastery of field and forest, and unmatched archery. This rank is for Hunters. The current Pengron/Pengril are none.
  • Tirn (Watcher) [Kinsman/Kinswoman]: Members who seek knowledge and a guardian of wisdom, who wields ancient secrets and lore to confound their foes and aid their friends. Also those who is a herald of hope, inspiration, and renewal with knowledge of ancient songs and lore, and Masters of  mystical linguists and true names. This rank is for Lore-masters, Minstrels, and Rune-keepers. The current Tirn are none.

- Initiates [Recruits]: Initiates are individuals selected to join the Glanaur Maethyr but who has not yet undertaken the special and most honorable task known as the Joining.

R O L E P L A Y I N G

RP DUELING RULES

This system uses the in game /roll or /random system. Simply press enter, type /roll or /random and then type the number your rank cuts off at. So for Caun it would say /roll 75 or /random 75. It will then roll between 0-75 giving you your roll number. Take note that you have to be in a fellowship in order to use the /roll system.

Close-combat Warriors
All Close-combat Warriors will automatically have the melee weapon skill

Deflecting Arrow
Only Rochir/Rochiril and the ranks above it have the capability to deflect singular arrow, however, if more than one are fired they will roll defensively for each round fired.

Extra Damage and Defensive
All players will take +2 damage, and receive a -10 defensive roll against javelins, triple arrows fire, and magic. This can be canceled by magic, which means only sorcerer could repel such attack.

Overwhelming
All players can be overwhelmed by mounts, or multiple opponents, removing +1 from their defense for every enemy past 3. Magic mastery can cancel this effect.

CLASSES ROLLS

Initiates, Othon/Othonil (0-50)
An Initiate, Othon and Othonil would have a very basic knowledge of the melee and ranged combat techniques. They will be allowed the choice of two basic skills, and one advanced. This will be considered their innate talent. Their roll is relatively low, to mirror the amount of training and skill an Othon or Othonil, and especiall Initiates, would have.

Rochir/Rochiril (0-75)
A Rochir/Rochiril would have a far greater understanding of the melee and ranged combat techniques than an Othon/Othonil and Initiates. As such, they receive a far higher roll than the lesser ranks, however, their roll is not so high, that they are not threatened by an Othon/Othonil or Initiates. They will receive five basic skills, two advanced skills, and one master skill.

Daerochir/Daerochiril (0-85)
Daerochir/Daerochiril are at the highest level of the Glanaur Maethyr hierarchy. They are expected to be masters of melee or ranged combat techniques. Their roll is considerably higher than those beneath them, as they should be more than capable of easily dealing with the lesser rank challenger. They will be allowed ten basic skills, five advanced skills, and three master skills.

Taidron/Taidril (0-90)
Taidron/Taidril is the most powerful person the Order have to offer. They are more knowledgeable and powerful than a standard Daerochir/Daerochiril, and are expected to be able to defeat them. They will be allowed fifteen basic skills, ten advanced skills, and five master skills

Ernil o Valois (0-150)
The Ernil o Valois is the pinnacle of melee and ranged combat skills among the Order. Realistically, even a Silver Council member should not easily be able to overcome their power. Their roll is immensely higher than any beneath it, as even against a Taidron/Taidril, they should still be an immense challenge. They will be allowed all specific basic skills, all specific advanced skills, and ten master skills.

SKILL LIST

Basic Skills

Medicine - Gives General knowledge about anatomy/medicinal procedures. Can provide self-aid during combat.
History - Gives General knowledge about historical events. Can study an opponent's past.
Naturalist - Gives General knowledge about the environment. Can utilize the environment more effectively for camouflage and positioning.
Politics - Gives General political knowledge. Allows for the use of smooth talking/distraction tactics during combat.
Intelligence Gathering - Gives General Intel gathering knowledge. Allows player to gather intelligence during combat.
Elements Control - Gives General knowledge regarding the four elements and is able to control them. (Only for Lore-masters and Rune-keepers)
Tracker - Gives General tracking knowledge. Allows player to track concealed opponents more easily.
Hunter - Gives General hunting knowledge. Player receives a bonus against animal opponents.
Physical Training - The player is physically fit, allows the player to tire less easily.
Marksmanship - Allows the player to fire more accurately, providing a +3 to ranged weapons or magic rolls.
(Only for Lore-masters, Rune-keepers, Hunters and Wardens.)
Recon Training - Allows the player to evade opponents, escaping from combat.
Silvan Shadow - Allows the player to use the ability of stealth, can attack first for the first RP duel of the day.
Horse Training - Can call in cavalry support, outdoors, once a day.

Advanced Skills

A Friend to the Falcons - Can utilize Falcon support anywhere.
Master of Stealth - Can always escape combat.
Javelin Expert - Gains a +5 to Javelin attack rolls. 
(Only for Wardens.)
Stealth Expert - Always gets the first attack.
Expert Marksman - Gains a +5 to arrows/javelins attack rolls. 
(Only for Wardens and Hunters.)
Heavy Weapons Expert - May utilize Heavy weapons and standard weapons at the same time. +5 to melee attack rolls. (Only for Guardians and Champions.)
Hand to Hand Expert - Gains a +5 offensive, and +10 defensive roll during hand to hand combat.
Healer - May heal others very effectively between combat.

Master Skills

Weapon Mastery - Gain +4 bonus to attack rolls.
Magic Mastery - Gain a +4 bonus to magical powers. 
(Only for Lore-masters and Rune-keepers.)
Stormbringer - (Exotic Power) Create a storm, shaking the ground, causing high winds, and lightning fields. Damages up to 5 opponents at once. (Only for Lore-masters and Rune-keepers.)
Volleys of Arrows - (Exotic Power) Summon volleys of arrows at the enemies. Damages up to 3 opponents at once. (Only for Hunters.)
Magical Melody - Stun an opponent for two turns. (Only for Minstrels.)
The Brightfalme - Gain a +5 bonus. Summon a whirlwind of fire, burning an opponent. (Only for Lore-masters and Rune-keepers.)
Sanwe-latya - Allows for clear mind reading, manipulation, and telepathy.
Shielded Mind - Deflect the Sanwe-latya power.
Expert Healer - Allows for healing of grievous wounds.
True Warrior - Receive a +10 bonus with melee weapons.
Master of Shield - Need to use shield. Receive a +5 defensive roll against any attacks.
True Protector - Summon a magical barrier. Receive a +5 defensive roll against ranged attacks. 
(Only for Lore-masters and Rune-keepers.)
A Call for Help - Call down a flock of Falcons, damage up to 5 opponents at once.
 

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