Big Book of Nelves: Now seeking RP Profiles!

Moon Guard
The typical Sentinel patrol along the frontier spends a minimum of a week "outside the wire" and consists of seven to ten Sentinels, one of whom is what is known as a "Huntress." This is a specialised role within the Sentinels; the Huntress' training is more geared towards the scouting aspect of the military and less on the fighting (this is not to say that the Huntress is a weak warrior, however. Far from it. A Huntress will swiftly and eagerly kill an opponent, just like her more martially trained colleagues). With her expertise towards scouting as well as her bond with an animal companion (typically, a bird of some sort), it falls to the Huntress to command the patrol once evidence of an intruder has been discovered. The patrol takes all orders from the Huntress while they track, and eventually locate, the intruders. At that point, the senior Sentinel regains command of the patrol and makes all decisions. Once this happens, the Huntress dispatches her companion to the nearest Sentinel outpost (which is never more than a day's ride by nightsabre away), advising the outpost of the intruders and putting them on alert.

The patrol will then spend the next several hours (or days, if necessary) observing the intruders, to determine their strength, capabilities, and intent. Thanks to their ability to shadowmeld, and their skill at moving stealthily through their woods, the intruders will have no idea that they are being watched. Once everything has been learned about the intruders, the Huntress will dispatch another message to the outpost, describing in detail everything the patrol has discovered. It is this report that will determine what the Night Elves' response will be. If the invaders are proved to be hostile, the outpost will dispatch alerts to all Sentinel outposts in the area, including the regional command. The regional command, in turn, will examine the report, and if deemed necessary, notify the other regional commands, as well as the territorial command in whichever city is in command of that region, and so on. With this highly streamlined system, not only can the Sentinel commanders in Darnassus and Feathermoon Stronghold be alerted within twenty-four hours, but the entire Sentinel military be mobilised to deal with whatever threat is present.

While the alert is being sent out to the appropriate levels, the patrol on the scene will continue to shadow and observe the intruders. If it is determined that the intruders are not an immediate threat, the patrol will surround the intruders and begin to talk loudly to each other, or even tell each other jokes to make the rest of the patrol laugh. This would seem to be counter-intuitive to their mission, but this is once again only from the perspective of how the other Alliance forces would conduct this operation. For the Sentinels, this is an opening salvo, in a way. By making the noises they do, all while remaining completely unseen, they know that the intruders will become nervous (even possibly frightened), thus immediately becoming less effective. If this results in the intruders becoming so frightful that they turn around and leave the area, so much the better. To the Night Elves, the reputation of "invisible watchers" or even "haunted forests" can be enough to dissuade further incursions into their forests. Even if this does not stop further incursions, the stories will be carried back and make the new intruders less effective before the Sentinels are even aware of their presence, making them that much easier to detect.

Obviously, though, should the invaders either prove themselves or are already known to be hostile, the Sentinels will not do this. Instead, they will continue to shadow and observe while remaining silent while they await further reinforcements from additional Sentinel forces. Once sufficient forces arrive, the most senior Sentinel on scene will take command of all the Sentinels. The patrol will be absorbed into a platoon (also commanded by the most senior Sentinel of that platoon), and all Huntresses will be formed into their own seperate platoon. The Huntresses will then be used in whichever way the senior commander deems best, usually as advanced scouts or in counter-intelligence (ie. the finding and elimination of enemy scouts). One Huntress will remain with each commander at all times to act as a communications relay. Depending on the urgency of the situation, the senior commander can elect to either wait for the rest of the reinforcements to arrive, or act immediately to harrass and slow the advance of the enemy.
Infantry Tactics

Once the most senior commander on scene determines a strike is necessary, it is a rapid response. Every Sentinel, regardless of their role, is an expert archer. As a result, the initial attack by the Sentinels will invariably be an opening salvo with arrows. The only warning an enemy will receive is the shouted command to "loose" seconds before the wall of arrows erupts from the forest to strike. So effective are the Sentinels at archery that they will be able to loose three, even four, volleys before the enemy can react to it. The standard response to any kind of ambush is to immediately charge into the ambush, in the hopes that the party being attacked can push through and disrupt the ambush. The Sentinels are well aware of this tactic, though, and by the time the enemy has recovered enough to charge, the archers have withdrawn out of that area and begun to move to another spot.

While this is happening, however, another group of Sentinels will have positioned themselves on the flank of the enemy being ambushed. As the enemy prepares to charge the amushers, these Sentinels will run out of the cover of the trees to slash into this flank. They will not stop to engage in any form of extended combat, however. They will simply do the maximum amount of damage they can during one rush before dashing back into the cover of the trees. As this pulls the attention of the enemy away from the archers and towards the second group, yet another group will loose a volley into the now exposed flank of the enemy. This tactic is kept up for however many groups the Sentinels on scene were able to divide themselves into. The enemy force being attacked would quite clearly be disrupted so efficiently that their fighting effectiveness can be reduced to near zero in some cases, due to their attention being constantly pulled from one attacker to another. Depending on the size of the enemy force, this can result in the near elimination of the enemy with few (if any) casualties to the attacking Sentinels. On the other hand, if the enemy force is larger, the Sentinels attacking can pay a devastating price for their attacks. Even if this is the case, however, the sheer ferocity and speed of the Sentinel attack will slow the enemy advance to a crawl while amassing a heavy casualty rate on the enemy's side.

The relative simplicity of this tactic is also its greatest strength. This tactic can be easily scaled for use from the single Sentinel patrol to the entire Sentinel army. Entire regiments can be used to perform any of these attacks against an enemy army, something that the Orcs, Scourge, Burning Legion, and even humans discovered the hard way. So versatile is this tactic, in fact, that whole sections of the attacking Sentinels can be detached to operate on their own to isolate and eliminate smaller pockets of the enemy, before seamlessly rejoining the larger Sentinel force to continue the attack. Even against an enemy that is dug in and fortified will be continuously bled by the relentless (and seemingly unending) assaults, though it goes without saying that a fortified opponent will inflict higher casualties against the attacking Sentinels.
Cavalry Tactics

Although the Sentinels are primarily an infantry force, they do have a mounted component. However, the Sentinel cavalry is significantly different from what is considered conventional cavalry. Usually, cavalry is used as a massive shock attack, where the weight and speed of both the mount and the rider combine to create a nearly unstoppable force of destruction against any enemy it is pointed at. In the case of the Sentinels, that is something that is impossible to do. Not only does the forests of Ashenvale and Feralas make it impossible to build up any kind of speed to deliver this kind of shock, the mounts used by the Night Elves are no where near as heavy as that of the charger of the typical knight. The nightsabres the Sentinels ride, however, are used in much the same way as the individual Sentinel is: as a means of quickly entering the fight, delivering a ferocious attack, and then just as quickly withdrawing to safety. Generally, due to the fact that a fast-moving nightsabre is not as able to manoeuver as well as a dismounted Sentinel in thick forest, the cavalry charges are used primarily in areas where the forest or other cover is not as easily reachable on foot. This will allow the attacking Sentinels to reach this cover just as quickly as their dismounted sisters in the more densely forested areas. Even in the denser areas, though, the nightsabre can still be used very effectively. After all, not only can a nightsabre quickly get a Sentinel to safety, the large cats are also trained to attack an enemy as well. When used against a larger enemy force, the addition of the nightsabres can effectively double the attack of each Sentinel. Not to mention the psychological impact such an attack could have against the enemy. It is one thing to watch as a mounted Sentinel rushes in, attacks, and withdraws; it is something entirely different to not only watch this Sentinel do this, but also watch as her mount opens up the soldier next to you with its claws, just before grabbing another soldier in its powerful jaws and dragging him into the forest.

Cavalry elements are not as numerous as the foot soldiers, obviously. While the Sentinels as a whole ride nightsabres for long-distance travel, the training of a nightsabre for combat is a long and intensive practise, and not nearly every nightsabre is suitable for this kind of training. For every fifty Sentinels, there is one combat-trained nightsabre. For these reasons, cavalry forces will generally not be deployed unless there is a large incursion into Night Elf territory, or an enemy force is moving more quickly than conventional Sentinels can respond to.

Aerial Tactics

As uncommon as the mounted component of the Sentinel army is, the aerial component is even less numerous. For every one hundred Sentinels, there is only one combat-trained hippogryph rider. The reason for this is obvious: in an area dominated by thick forest, an air component in any great number is a waste of resources. That does not mean, however, that they are not needed at all. There are areas of Night Elven territory, notably Mount Hyjall, Stonetalon, shorelines, and areas occupied by towns, villages, and cities, that are not covered by trees. These areas may seem to offer rudimentary protection from the conventional Sentinel attack, but this only opens up the air to the Sentinels for yet another angle of attack. As noted earlier, dug in positions can be costly to attacking Sentinels, but these same positions are also open to attacks from hippogryphs, which the Night Elves use to ease the pressure on the ground forces.

Hippogryph riders are the least trained in the ways of melee combat due to the fact that they are rarely in melee range. Again, though, it would be a mistake to assume that they are not very capable melee warriors, and any weaknesses they possess are more than made up with their prowess in archery. In addition, even their sister Sentinels consider the hippogryph riders to be "slightly insane" thanks to the tactics and manoeuvers these riders will employ to enter and disengage from battle. The two most common tactics of the hippogryph rider is to either fly in as low as possible in order to keep detection to a minimum before popping up and raining arrows down on the exposed heads of the enemy, or to fly as high as possible, position themselves directly above the enemy, and then dive swiftly and steeply to attack. It is the latter tactic that has given the hippogryph riders their reputation amongst their ground-bound sisters; most Sentinels will think of nothing at rushing a berserk Orc warrior, yet will grow pale at the thought of deliberately hurtling themselves at the ground at speeds that defy the imagination, all while hopefully pulling up in time before impact.
Much like the nightsabre, the hippogryph is also very capable of inflicting horrendous damage against an enemy on their own. With their razor-sharp claws and beaks, the hippogryph considerably increases the damage potential of an individual Sentinel, and this is used regularly by both Sentinel commanders and individual riders. As the hippogryph riders close to within arrow range, a rain of arrows falls down in rapid waves. However, as the hippogryph passes over the enemy force, it can perform its own attacks against the enemy, all without incapacitating its flight. A sufficiently large enough hippogryph force can leave a wide and bloody trail of destruction behind it, and thanks to the speed of the hippogryph there will usually be few casualties on the Night Elf side.

It should come as no surprise that, since the end of the Night Elves' policy of isolationism, the hippogryph riders and the Wildhammer Dwarves get along famously, with each challenging the other to contests, carousing together, and even accepting instructions from each other. One Wildhammer gryphon rider once said, "Well, their chins may not be as hairy, but they can keep up with us. They're Wildhammer, as far as I'm concerned."

Naval and Magical Support

Despite the long coastal region of Darkshore, and the fact that Darnassus is located on a large tree out in the middle of the sea, the Night Elves have no naval component whatsoever. This is rather ironic, considering that the Night Elves are very competent sailors and are quite at home on the water, so it is not a case of unfamiliarity with this particular environment. The only use the Night Elves seem to have for their ships are those of transportation, which they have used to great effect in the past. As with all things associated with the Sentinels, the Night Elf sailors tasked with the transporting of Sentinel forces are able to do so quickly, efficiently, and in large numbers. Instead of meeting an enemy naval force at sea, the Night Elves are content to allow them to land before engaging them. This is not to say, however, that the naval forces are allowed to land uncontested. At every Night Elf settlement, especially those which are ports, and at every location that would allow a large-scale landing, the Sentinels have constructed long-range ballista and glaive-throwers. These weapons are protected very well from attacks from the sea while being able to deliver a devastating response to the ships. These weapons are not particularly effective against the ships themselves; however, against the crew, they are a terrifying weapon, especially the glaive-throwers. A ship will quickly and easily founder due to the crew having to stay below any protection the gunwale may provide. Very few crews will be able to continue to stand after watching several of their fellow crews skewered by a ballista or cut in two from a glaive-thrower.

As for magical support, quite frankly, there is none. When the Highborne were banished and all arcane magic forbidden within Night Elf society, the Sentinels were stripped of essentially all magical support, other than what magic the priestesses of the Sisters of Elune are able to provide. While many will quickly point to the druids, it should be noted that the druids are not a component of the Sentinels, and are not subject to orders from the Sentinel commanders. The druids of Darnassus have been deployed to support the Sentinels in the past, but this happened only in the cases of major threats to the very survival of the Night Elves, and could only happen when the leaders of the druids agreed to send druids into battle. High Priestess Tyrande Whisperwind, despite being the leader of the Night Elves, cannot order the druids into battle, no matter how much she may insist.

It should also be noted that while powerful in its own right, druidic magic is no substitute for the sheer utility that arcane magic brings. Druidic magic is neither destructive enough, nor can it provide the same defensive capabilities, nor the capability of transporting small groups from one end of the battlefield to the other. While there are some who would be quick to point out the ability of druidic magic to conjure offensive spells like hurricanes, very few druids are as powerful as Archdruid Malfurion Stormrage and are thus incapable of creating such a storm.
The Future of the Night Elf Military

While the future of the Night Elf military is somewhat outside the scope of this missive, it would be somewhat incomplete to not include the possibilities and how this may impact current tactics employed by the Sentinels. For thousands of years, the Night Elves have had little to no reasons to change how they conducted warfare. Their isolationist policies ensured that no one knew about them, and what was known was little more than whispered stories told by frightened and superstitious beings. The events of the Third War changed all of that, of course, but the question remains: how much did this change the Night Elves?

To examine this, we will look to another people, who faced a similar situation to the Night Elves, in some ways. Ironically, this contrast shall come from the other species of Elf, the Blood Elves. Like the Night Elves, the Blood Elves were dealt a devastating blow that threatened to disrupt their entire society irrevocably. In the case of the Blood Elves, it was the destruction of the Scourge's march on Silvermoon City. Up until that moment, the Blood Elves relied on the skills of their Rangers and Farstriders to protect the forests of Quel'thalas and Eversong, a task that they performed using much the same tactics as the Sentinels (which is not surprising, since the Blood Elves are an off-shoot of the Night Elves). When the Scourge attacked, however, the Rangers and Farstriders were almost completely ineffective against the attackers. As a result, the Blood Elves formed the Blood Knights as the answer to augment (or even replace, depending on who you ask) the Rangers and Farstriders in the defence of Quel'thalas.

The Night Elves also faced a devastating shake up of their society due to outside events. In their case, it was the destruction of Nordrassil and the loss of their immortality. However, the Battle of Mt. Hyjal showed the Night Elves that isolationism was not necessarily the best policy. As a result, the means of defending Night Elf society was also changed fundamentally. Rather than change how their army functioned (which is what the Blood Elves chose), the Night Elves decided to go a different route: they welcomed the humans, Dwarves, Gnomes, and (later) the Draenei and Worgen as allies. This was just as much a change for the Sentinels as the addition of the Blood Knights was to the Farstriders. The major difference, though, was that the welcoming of allies allowed the Sentinels to continue to function exactly as before, without any major shakeup in the organisation of the Sentinels or in the effectiveness of their fighting capabilities. Instead, each ally brings a specialised role to the Alliance militaries that, taken together, makes them immensely stronger than they would be if each ally trained their peoples in the tactics of the others. Now, the Alliance is able to operate by sending the appropriate specialisations to the appropriate areas for the appropriate roles as needed. If a position needs to be taken, a human force should be sent. If a position needs to be cleared of enemy forces as quickly as possible, a Gnomish force should be sent. If a position needs to be held against an enemy assault, then a Dwarven force should be sent. But if a position needs to be scouted out, and the enemy there needs to be terrified of everything that moves no matter what causes that movement, then a Night Elven force should be sent in, with another ally's forces sent in afterwards to do clean up work.
As for the medium or distant future, that is harder to determine. The return of the Highborne may seem to indicate that the Night Elves are relaxing their fundamental beliefs, but this is premature to determine. Many of the Night Elves still view the Highborne with mistrust. Until this is changed, it is not expected that there will be any reforming of the Moon Guard at any time in the near future. However, there are Night Elves that are serving in other Alliance armies through exchange programmes, such as with 7th Legion. In addition, the Sentinels are beginning a trial programme where they are allowing female Wogen to enlist in, train as, and serve as Sentinels. Add to this is the fact that, due to the losses suffered in the Third War, traditional gender roles in Night Elf service (specifically, the military, the priesthood, and druidism) are being relaxed. While the Sentinels are proving to be the most resistant to these changing roles, even they have welcomed a small number of males into their ranks. All of these rather subtle changes can result in profound reforms within the Sentinel ranks, even if the Highborne are never allowed to serve as a new Moon Guard.

One final note: for those who question just how effective the Sentinels really can be against a large-scale, determined enemy need do nothing more than study the recent foray into Ashenvale by Warchief Garrosh Hellscream. Hellscream attempted to take advantage of the devastation the Cataclysm had inflicted upon the world. While the Night Elves were dealing with the damage, disruptions, and heavy loss of life the Cataclysm wrought, Hellscream invaded at precisely the right time. In theory, the distraction of the Cataclysm should have meant an easy victory for the invading Horde forces. And yet, despite this, and despite the fact that Hellscream had augmented his forces with vicious creatures from Northrend, the Sentinels were able to still meet him and blunt his attack. In spite of his advantages, he was never able to proceed into Ashenvale at more than a slow crawl, and every metre was paid for dearly in the lives of his warriors. Had the Night Elves fought entirely on their own, it is more than probably that Hellscream would've eventually managed to push them completely out of Ashenvale, but he would never have been able to hold Ashenvale. Of course, outside help did arrive to relieve the beleaguered Sentinels. Once King Varian Wrynn arrived with reinforcements of Stormwind and Worgen warriors, it was over. Hellscream had literally no other option than to withdraw what was left of his forces from Ashenvale. All of this was accomplished by the Sentinels using these tactics.
Whew. And now, if you'll excuse me, I have to go lie down and hope the headache goes away. Much like what you're going to be doing if you actually read all of this.
I already emailed my spiel, but here's my post for all you readers:

The Big Book of Nelf Fanon

Chapter x

Foreign Relations: Pandaren

Preface

The following article concerning kaldorei lore is a mixture of both canon information and fanon extrapolation.

Rebellions Against the Mogu and Zandalari

Thirteen thousand years ago, the landmass of Azeroth was connected into one continent, called Kalimdor. On this continent, numerous peoples lived, dominated by several civilizations. For centuries, the largest had been the Aqir empire, consisting of the Aqir insectoids and their non-sentient silithid vassals. After eons of domination, the aqir began to wane as two newer civilizations rose up: the Zandalari trolls and the Mogu Empire of Pandaria. The two empires, brutal and powerful, united and stomped the Aqir, seperating them into three pockets: Anjol-Nerub in the north, Ahn-Qiraj in the southwest, and the Mantid in what would become the Dread Wastes. Victorious, the Zandalari and Mogu became lax, unaware that their serfs were plotting uprisings.

The Zandalari empire consisted of numerous troll tribes, united under one banner. The highest tribe was the Zandalari, followed by the Gurubashi, Amani, and Drakkari tribes. One of the lesser tribes was known as the dark trolls. They lived in the dark jungles of central Kalimdor, fighting against their breathren trolls to maintain their own way of life. The dark trolls were on the verge of defeat when they discovered the Well of Eternity in the center of the continent, the mystical well of Titan energy. Empowered by unfathomable amounts of magic, and blessed by their new goddess, Elune, the dark trolls changed into a new form: elves, calling themselves the kaldorei. Empowered, the kaldorei fought against the Zandalari with renewed vigor. To achieve victory, however, they required outside aid.

The mogu had their own uprising to deal with. The pandaren, a bipedal race of bear-like sentients had united the disparate races south of the Well. The kaldorei approached the pandaren, and signing and agreement of mutual friendship, united. Together, no empire would ever put them down again, and the kaldorei and pandaren won their freedom together.
Pandarian-Kaldorei Relations

With the mogu forced into hiding, and the Zandalari pushed east of the Well, the kaldorei and pandaren had free reign to build their own civilizations. For three thousand years, the two empires grew to rival the ones they had replaced. However, whereas the pandaren never adopted the cruel ways of their former masters, the kaldorei all too soon began to consort with dark magic, attracting the Burning Legion. The last of the pandaren emperors, Shaohao, had a vision of the Legion's arrival, and sent emmisaries to his contemporaries in Zin-Azshara, home of Queen Azshara and her Highborne. The pandaren emissaries were laughed at and unceremonioiusly evicted from the capital. Distraught, the pandaren were shocked at the betrayal and sudden cut off of diplomatic relations. If the kaldorei could not be reasoned with, then the pandaren would protect themselves from the coming apocolypse.

The kaldorei lost track of what happened to Pandaria at this point. Shaohao took it upon himself to protect the land, purging all wickedness from himself, and sealing it deep within the land. The emperor sacrificed himself to shield Pandaria from harm, and when the Well of Eternity was destroyed during the War of the Ancients, Pandaria was protected, and drifted off into isolation. What happened to pandaria was a mystery until many centuries later.

Not all kaldorei of course supported Azshara's eviction of the pandaren. The pandaren were kin to the furbolg, great friends and allies of the forest, and friendly with Malfurion Stormrage and his order of druids. Unable to contact the pandaren following the War of the Ancients, however, the kaldorei too drifted into their own isolation.

Relations With the Wandering Isle

On pandaria, much had changed. Though the land was protected from the Sundering, the pandaren were cut off from their greatest allies. Not all pandaren were content to stay on their well protected homeland, and so one monk, Liu Yang, rode out upon a turtle to discover what had happened.

Liu Yang wandered with his turtle, Shen Zin Su, for years. He discovered that the massive landmass of Kalimdor had been divided into four large continents, and that the kaldorei still existed on their own continent to the northwest, under a new regime. He returned to pandaria with all sorts of fantastical tales, and when next he left, others joined him. Shen Zin Su continued to grow in size, until he was large enough to house an entire community: the Wandering Isle.

Liu Yang successfully reconnected with the kaldorei, now led by Priestess Tyrande Whisperwind and Archdruid Malfurion Stormrage. Relations remained stressed, and though the three got along well enough, Liu Yang would not reveal the location of Pandaria, or how to get to it. Instead, the Wandering Isle travelled along the Great Sea, home to the descendants of the pandaren that accompanied Liu Yang. Liu Yang himself died at some point. The other pandaren of the Wandering Isle largely stayed on their new home, though occassionally one would leave the island to visit the rest of the world. Thus, sightings of pandaren did occur, but were quite rare, and for millenia, the race was considered a myth to all but the oldest and most educated sentients.

Reconnection was finally achieved in recent years with the arrival of Alliance and Horde forces on the Wandering Isle, forcing communication with the local pandaren. On the Wandering Isle, two distinct lines of thought arose: the peaceful Tushui and the brash Huojin. The Tushui pandaren joined the Alliance, and were able to reconnect with the kaldorei. Since then, diplomacy has progressed, and though talk is still cool, the two peoples are well on their way to friendship.
Monks

While in contact, the pandaren and kaldorei conducted much trade of goods and ideas. Chief among these was the monkcraft. During their rebellion, the pandaren had discovered a way of fighting that did not require weapons or magic. Using their power, which they called chi, the pandaren trained and rose up to fight the mogu. When victory was assured, the pandaren began to prostetlyize their methods to other cultures, including the kaldorei.

The monkcraft did not catch on with the kaldorei. Though they accepted it as a cultural trait of the pandaren, few kaldorei were willing to study the craft, and none took it up, before the Sundering. It wasn't until centuries later, when young kaldorei explorers began to delve deeper into Kalimdor and discover old ruins did they learn of the pandaren way of life and how they fought. Even then, kaldorei monks were an extreme rarity, until the coming of the Tushui pandaren from the Wandering Isle in recent times. Under modern pandaren tutelage, the monkcraft spread to the various races of Azeroth, including the kaldorei.

Relations With Pandaria

Pandaria itself remained a mystery for some time more, until Alliance and Horde taskforces crashed upon the continent after a brutal naval battle. The mystery of this discovery is unaccounted for, but the only logical conclusion is that the Mists of Pandaria created by Shaohao had somehow failed, allowing wayward travelers to reach the continent. How this happened is up to debate, but the likely answer is the great Shattering caused by Deathwing weakened Pandaria's ancient shield, allowing entry. Though the land was spared his wrath, Pandaria is a ripe target for both the Horde and Alliance.

The people of Pandaria are wary of all outsiders. As former allies, the kaldorei enjoy the best relations, though still cool. The tauren, by all accounts, resemble a native offshoot called the Yaungol, who have warred with the Pandaren for ages. The Darkspear trolls bear just enough resemblance to the Zandalari to make the natives cautious. Other races are a mystery to the pandaren.

As former allies of the Pandaren Empire, the kaldorei represent the Alliance's best chance for a peaceful relationship with Pandaria. Though all of the member races contribute to colonization and war efforts on that land, it is the Kaldorei who sit at the spearpoint.

Contributed by Verande Mistreaver
Servant of Yu'lon the Jade Serpent
Both of these were truly amazing! I have a nice wordpress site to host them on but I have been playing with themes and have not yet decided one one that is cool enough.

I must read Kharnis's more closely, as I expect we will have a quiz on it later.
A rough version of the site is up with articles...

http://bigbookofnelves.wordpress.com

Let me know what you think and special thanks to everyone who has already submitted articles! You are wonderful children of the Moon.
Thinking of something to contribute here, but good work getting this all setup.
I enjoyed Mr. Kharnis's essay. I'll peek back at the others later :)
12/11/2012 02:47 PMPosted by Lito
I enjoyed Mr. Kharnis's essay. I'll peek back at the others later :)


All the essays are great. I'm really impressed with the contributions! I'm still tinkering with the site's appearance so it is subject to change.

12/11/2012 02:00 PMPosted by Hassieth
Thinking of something to contribute here, but good work getting this all setup.


Just make up a topic that you think is interesting and write about it. There are no limits!
Still accepting articles!
I would really like someone to write about Nelfy Battle Pets.
I love it all except for that wordpress theme, very distracting and doesn't breathe the material as it should. Otherwise, great work!
12/13/2012 09:27 PMPosted by Lulithiel
I love it all except for that wordpress theme


I agree with you. I've tried several and have not found one I really like. I'm open to suggestion.

It should be easily readable and have the sidebar option so people can navigate easily through articles.
Would anyone be interested in contributing Nelf character profiles?

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