Eleusis

Revision as of 05:23, 3 July 2005 by Wikiadmin (talk | contribs)

Located in the depths of the Eastern Ithmia, the forestal village of Eleusis was revealed by the dryad queen Titania, to a group of Sentinels in the year 271AF (See also: Vixen).

Eleusis is a complete, naturally formed habitat in the treetops for the forestals of Sapience to call home.

The houses of The Sylvanic Fellowship and The Sentinels of Nature reside in the village, but members of the The Ancient Circle of Druids also automatically gain citizenship to the village, should they desire it.

The citizens of Eleusis hotly profess their "village" status, despite being declared an official city-state by the powers that be.

Eleusis is guarded by Tsol'aa archers, Dryad enchantresses, and Treekin warriors, as well as their Guardian, the Guardian of Nature.

Precepts

The precepts of Eleusis can be found on a cairn stone at the base of the gatehouse - the entrance to the village. Emphasis is placed on the importance of nature, which should be held at first priority, at all times.


Eleusis is a haven for the forestfolk, a place where they can gather amidst a shared purpose and concern; a community for people with a common unifying bond: a deep love of Nature. The community of Eleusis is not open to just any who would seek membership. The majority of its citizens are members of forest guilds, and only those with a long record of service to the forest from other guilds will even be considered for membership.

The village of Eleusis is arranged around the Great Oak of Eleusis. Pathways extend through the tree tops, down and around various great trees, and under the ground in natural caverns. The village adapts itself around the surrounding area, using what nature has provided to form a living environment totally at ease with the surrounding habitat. The laws of Eleusis are simple in structure, aimed at providing the forestfolk who call it home a place that they can rest peacefully in each other's company.

  1. Any enemy of Oakstone for crimes against the forest is an enemy of Eleusis.
  2. Any attack on any citizen of Eleusis within the grounds of Eleusis is an enemyable offense.
    • A) Self defense is not an excuse. Noncitizens who have enemies who are citizens should avoid Eleusis.
    • B) Attempting to summon, harm from a distance, or otherwise aggressively act upon a person in Eleusis, even if the perpetrator is not within Eleusis, is considered an attack.
    • C) Attacking the loyal follower of a person is considered an attack on that person.
    • D) Theft is considered an attack.
    • E) Any action not performable while under the grace of the gods may be considered an attack, at the Council and Security Minister's discretion.
  3. Any attack within Eleusis on a member of a guild whose guildhall resides in Eleusis is an offense against the village.
  4. Combatants who are visitors to the city will all be instructed to leave or be enemied, as we do not wish the harmony of Eleusis disturbed by outsiders.
  5. Harassment of any citizen within the city is grounds for enemy status, once a warning has been given to cease harassment.
  6. Providing passive aid to aggressors, whether its standing as a portal target, interfering with village or citizen security, or assist in escape of an Eleusis enemy is grounds for enemy status.
  7. Destroying, stealing, killing, or impairing any part of the working defenses of Eleusis, whether those be totems, traps, monoliths, guards, or other methods approved by the Council, is a crime against Eleusis.
  8. The destruction or defacement of any addition to Eleusis authorized by the Council (such as shrines or altars) is an offense against the city.
  9. Internal Crimes:
    • A) Treachery against Nature, or against the Council of Eleusis, is a crime.
    • B) Bringing combats to the community, except for those at its gates and in its direct defense, is a crime.
    • C) Any crime against Nature is punishable by the community. The Council of Oakstone determines crimes against Nature.
    • D) Attacking any citizen of the village is grounds for casting out, regardless of where the offense took place. "Attacks" here is an inclusive word, containing everything specifically laid out in the sections above, and not excluding possible other attacks.
    • E) Impairing the defense of the village, or abetting in any manner aggression within the village with intent to harm Nature, Eleusis, or its citizens, is treachery against the village itself.
    • F) Deriliction of duty to Nature, Oakstone, or Eleusis is a crime. This can be considered rather broad, but is to be restrained by common sense to cover applicable situations, such as not informing the village of a pending invasion even if the person is not actively aiding said invasion in any way.

The Security Minister with approval of the Council of Leath-ris will set fines for any crime against Eleusis. Fines for crimes against the laws of Eleusis may be waived by the Council, or by the Security Minister with approval from the Speaker of Eleusis.


Citizenship requirements:

All members of the forestal guilds are eligible for citizenship of Eleusis. A short interview to confirm suitability and swearing to obey the laws of Eleusis (the Eleusian Oath) will be conducted by a community official. Without a solid reason to refuse membership, all applicants within this category have the right to join the community. Should a member be outguilded or quit their guild before passing their probation, they shall be removed from the ranks of Eleusis.

Members of other classes with long histories of service to the forest and the forestfolk may apply for membership, and must be confirmed by a majority vote of the Council before being allowed citizenship.

Membership in the community is a privilege however, not a right, and failure to abide by the laws both in spirit and in the letter, as well as failure to follow the ideology of Eleusis, is grounds for either refusal of citizenship, or for the casting out of a citizen.


Shopping

Eleusis is an unique city-state, in that it is the only one with no adventurer run shops. The Eleusians enjoy the quaint atmosphere of the village, and do not want this haven ruined. The weaver, Aemilie, merchants Daestin and Semanthia, and the food connoisseurs provide for their village.

  • Straif is Echtra - The stationery shops. Provides: Candles, journals, letters.
  • Farmer's Market at a Mill - Day to day goods.
  • Silver Threads - Crafted forestal goods.
  • Sylvan Colours - Basic vials, inks and sigils.
  • Art of the Wilds - Wooden statuettes.
  • Forestal Whispers of Romance - Forestal wedding catering.
  • The Eleusian Trading Post - Commodities.
  • Within a small reed shed - Bait shop.


Eateries

Eleusis has several, unique eateries, that have regular visitors to the village coming back for more.

Facilities

The main facilities of Eleusis are located along the top of the Great Oak, while the forge can be found at the northern end of the fields, below the shopping district. All of these services can be used by citizens and visitors alike.

  • Atop the Great Oak - newsroom.
  • The Aviary - post office.
  • The Eleusian Bank of Commerce - bank.
  • The Eleusian Forge - forge.


Landmarks

This small forestal village is rich with culture. It has grown immensely since adventurers started trampling through its branches, just over a century ago, but still remains quaint and quiet, keeping its unique solitude.

The entire village is a landmark in itself. No other "city-state" and indeed, no other village can claim to be anything like it. Upon entering the village, you must trek up a spiralled staircase which will take you up a level into the trees. You walk along the tree branches for wherever you need to go, only ever seeing ground level again, if you wish to visit the Sentinels or Sylvans halls, the Eleusian Fields and stables, or the Temple of the River on the Zaphar River. Amid the Eleusian Fields may be found the Gaian Vale, Eleusis' subdivision.

One may be inclined to visit Muria along the Oaken Way of Eleusis, and hear her tales of Sentinel history.

Central Hall in the Great Oak is the local meeting point of Eleusis. A great statue of Covenant Stormcrow, the first speaker of Eleusis, graces the hall, seemingly ready to come alive and belt out a yodel for all the world to hear.

The Cauldron of Infinity can be found at the Tears of Eleusis, a permanent reminder of the War of the Child (See also: Guardians)