The Sunspear Isles


The long hidden isle of ever-autumn, revealed once more to the world at large - A civilization of mer once left broken, now rebuilding with fervor.May the stars guide your everlasting path


History



In the Middle Merethic Era, the Isle of Sunspear was settled by the Galain bloodline of Ayleids under the leadership and ambition of Ayleid Precursor and folk hero, Dra'le'thala. He had travelled west from Cyrodiil, seeking a land to call his own, away from the religious greed of the Daedraphilic Ayleids of the Heartland.His people brought with them a collection of sentient Varliance known as the Star-Under-Autumn. Dra'le'thala raised up a small society of Ayleids who congregated around the giant obelisk of starlight, which lent its impressive font of power to the Galains.The Galains' intent was to harvest varliance as to better study the stars. Some were overcome by ambition, becoming set on creating war machines out of the varliance to increase their sway within the Ayleid Empire.Some time later, an unknown cataclysm occurred. The Precursor Galains disappeared, and the Star-Under-Autumn plummeted into the center of the island it was on, forming what is known today as Sunspear Isle.Over time, the descendants of the Precursor Galains adopted the historical title of High Arbiter, and constructed a beautiful, gleaming city known as Morilatta Rielle (Autumn's Beauty). Under Galain rule, Sunspear Isle found immense prosperity for many years, and grew to become a haven of arcane learning and celestial research.


Empowered and emboldened by the starlight varliance of the Star-Under-Autumn, several lines of High Arbiters of the Galain Dynasty would add to the creation of the city of Morilatta Rielle, offering their own inspirations to the Sunspear Isle.To the Searing Sun King - Sanhaisal, with the influence of the Star-Under-Autumn, he raised Morilatta Rielle from granite, marble, and stone. His reign brought the foundations of Morilatta Rielle to fruition in a very literal sense. Most of the Ayleid installations dotted across Sunspear can be attributed to Sanhaisal's reignFrom Orithal, the Awakened Eye, an arcane renaissance would be brought to Sunspear, finding new ways to tap into the power source found within the Star-Under-Autumn and establishing a Scholar's landing to the north of Morilatta Rielle, set as a small valley for all forms of arcane learning, including the founding location of the Varlasille Grand Library.With the reign of Serylthia, The Shrouded Arrow, intensive security measures were added all across the Sunspear Isle, defensive emplacements of Ayleid design set throughout the forested areas around Sunspear, keeping watchful eyes for any who would do the people of Sunspear harm.Under Molavarian, Herald of Flame and Blood, Sunspear had begun its development of a more extensive military and navy, with upgrades to the ancestral Star-Forge that was built into the volcanic vents of Sunspear's Mount, Lattamora. House Galain began to have a more suitable way to produce weapons and arms for their warriors and soldiers. Under his leadership, adamantium mines dotted Sunspear, revealing large deposits that were kept secret, even to this day.By reign of Eternal Luminance Cerethian, religion of the Lady of Light, Merid-Nunda was brought more to the forefront over any other god or goddess in Sunspear's own personal pantheon, taking the place over a long lost deity they may have been the original patron of House Galain. Amongst the hyper-dogmatic religious focus of Cerethian, an impressive naval force was also constructed under his leadership, bringing a renewed focus to maritime trade and naval competency.With the recent leadership of Coranaan, The Dawn's Rite, having led Sunspear after it's first reclamation over the past two millenia, he sought out a rather interesting alliance with the people of Summerset, keeping themselves acutely connected, especially with a strange document that was hand-delivered by the Court of Alinor, suggesting the right of rule as a Kinship connected to the Royal Family of Alinor.As well as the political ties, much of Sunspear's development as a neutral isle nation was thanks to Coranaan. Settlements, orchards and temples to Meridia and some unknown religions would begin to appear during his reign.


In 2E 582, the Planemeld brought with it a host of issues that affected most of Tamriel. But on Sunspear Isle, a Daedric invasion unlike any other hit at the same time as the invasion of Firsthold.
While the First Auridon Marines managed to push back the Daedric forces invading Firsthold, Sunspear did not enjoy the same luxury.
Though the invasion lasted only a few hours, the tide of Daedra pouring through the Great Gates was insurmountable, so much so that the elven people never stood a chance. All but a very small group of the elves were slaughtered, brutally and efficiently, by the clan of Dremora called Clan Hellfire.Following the death of High Arbiter Coranaan, Sunspear Isle lay abandoned for three long years. Bled dry and kingless, it eventually became a staging ground for Maormer raiders bound for Summerset. This lasted until 2E 585, when Drake Direnni Galain, one of the last Galain elves, returned with a strong mercenary force to retake the Isle. His goal: to take the long path ahead to rebuild what was lost.


In the year of 2E 585, Drake Direnni Galain led an excursion towards the Sunspear Isles. The Isles had become encased in fog by four large towers that surrounded Sunspear proper, known as the Islets of the Four Elements.Drake, alongside several of his Sentinels, skilled monster slayers, sailed towards each of the Islets and climbed their peaks, encountering and slaying many Maormeri pirates that were in their way. They fought with the goal to shut down each emitting tower and quench the fog that hid the autumnal Isle.After several days of brutal battling across the outlying Islets, victory would be close in hand. With all four towers silenced, the Isle of Fall was finally revealed, showing a scene of immense nature in perpetual autumn. Stark marble spires and structures reached high into the sky, as if to touch the stars, coated in vines and moss.Upon recovering the Dawn Citadel, the original seat of House Galain within the South of Sunspear, Drake became the new High Arbiter. Over the next seven years, he and his supporters began the long, arduous process of rebuilding the Isle, Morilatta Rielle and renewing the House of Galain with a heavy focus on reclamation.


Geography



Morilatta Rielle

The capital and seat of power for House Galain, Morilatta Rielle was built in the style and on the foundation of the ancient Ayleid settlement. Since the First Era, this city has been a hub of trade and enlightenment, a cultural melting pot of cosmopolitan ideas.


Sancremathi Agea

A relatively recent construction on Sunspear, the Sancremathi Agea is the nexus of administrative and arcane authority on the island in the center of the city. Controversially, its design was inspired by the famed metaphysical towers of Tamriel. It has been stressed, however, that the Sancremathi Agea was not created with such power in mind. It is simply a tower.

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Tel-Larelleis Gardens

There are many places one can visit on Sunspear for rest and respite, but the Tel-Larelleis Pleasure Gardens are the most popular on the island. Hidden in the mountains above the city, this secluded grove has pools that tap into the volcanic heat rising from deep below the ground.


Sanhaisal Avenue

The approach of Emberfall Citadel, Sanhaisal Avenue, is a bustling street that sees high foot traffic from the south gate. The many buildings that line Sanhaisal Avenue are mostly middle-class housing and apartments.

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Serylthia Row

The seedy alley of Serylthia Row is one of the more run-down parts of Morilatta Rielle. Many of the locals tend to avoid it, and some deny it is even real. Those who do talk about it claim it is home to Daedric worshippers, pirates, and who knows what else.


Molavarian Square

Named after one of the ancient rulers of Sunspear, Molavarian Square is the main hub of city life within Morilatta Rielle. Crowned with a large statue of Molavarian, it is the place where isle residents congregate to discuss daily life on Sunspear.


Sanctum of the High Arbiters

Sunspear has had many rulers over its history. The Sanctum of the High Arbiters is a memorial for the people of Sunspear to mourn or to reflect on their previous High Arbiters.


The Stellar Bazaar

Trade is an important part of life on Sunspear. From all over the island and beyond, people flock to the market in order to sell goods and services. The bazaar is the hub of trade on Sunspear, and is also home to the island's Mages Guild and Fighters Guild.

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Heartwood District

The people of Morilatta Rielle are the lifeblood of the city. So many of them call the Heartwood District home. While visitors of Sunspear may think this district houses the city's elite, it's actually home to many middle- and lower-class residents, who enjoy the comfort of a higher standard of living on sunspear than elsewhere in Tamriel.


Celestial Plaza

Located in the north-east section of the city, the Celestial Plaza is home to the nobility and upper echelons of Sunspearian society. Large, imposing manor townhouses surround the main square, and are backed by impeccable gardens that surround a glistening fountain. Two streets extend off from the plaza, lined with even grander manors and estates.


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Ada Varlasel (God's Hall of Stars)

A temple of worship nestled just outside the city limits dedicated to the Ancestor King, the God of Time; Auri-El. The main santuary kept imaculately maintained strikes a balance of polished white marble and Sunspear's natural flora worked into the structure. Doubles as a hospice for the injured or wary travelers to the island who might be running a little light on coin but still desire a hot meal and a warm bed for a night.


The Ophidian Rose Teahouse

A very small and quaint teahouse resides in the city, heavily influenced with a romantic feel intertwinned with cultural Akaviri architecture. It serves as a very calming reprieve from the hustle and bustle of the city itself, paired with a tranquil courtyard, it is definitely a place one should see on their visits to Sunspear.

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Gaethaire Cartomancy

The twisting streets of Morilatta Rielle hosts a gardened lane with the entrance to a shop. Gaethaire Cartomancy sells fine maps and books, but also serves tea and light fare. The shop is renown for the quality of its books and other materials, specializing in Ayleid and other historic ruins. Above the bookshop is a small loft for the cartographer herself, Illyren Gaethaire.


The Ninth Life

A small apothecary shop near the edge of the city. Upon entering The Ninth Life, a cosy warmth envelops visitors. The air is rich with the comforting scent of herbs and spices, mingling with the smell of the crackling fireplace. Shelves filled with colourful potions and neatly labelled jars stand mixed with books and other knickknacks along an ancient wall of shelves. Several trees have broken through, their trunks weave around the shelves and walls.

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The Bank of Sunspear

Within the Stellar Bazaar near the center of Morilatta Rielle resides the Bank of Sunspear, the main branch on the isle for holding a major portion of the wealth of those that live on Sunspear.


Sunspear Mage's Guild Chapter

Sunspear's local Mages' Guild is smaller than most guild halls, reflecting the limited influence the organization has on the Isle. Still, it stands proud as a haven for the guild's members, and an open door to anyone seeking to pursue the magical arts.

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Emberfall Citadel

The current High Arbiter was dissatisfied with the former seat of the rulers of Sunspear, and so he ordered the construction of a new palatial complex to serve as the residence of his family. He holds his court in a glittering cavern below.


Grand Promenade

The courtyard of the Grand Promenade leads to the Court of Stars, and serves as the central entertainment space for Galain-hosted festivals and events. This liminal space is protected by the Derusae Honor Guard.

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Court of Stars

The current High Arbiter is personable, and reaches out to his people often. The Court serves as a place for his more formal meetings. This grand hall acts as a nexus where the people of Sunspear can bring their thoughts directly before members of House Galain.


Galain Estate

The Galain Estate is the private residence of the High Arbiter and his family. It was moved to its current site when the Emberfall Citadel was constructed. The ruling family of Sunspear and House Galain treasures privacy, so it's surrounded by walls and trees despite its proximity to the city.

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Archon's Spire

This high-rising tower, which is part of the Galain Estate, is visible from many different places around the Emberfall Citadel. It holds the High Arbiter's Solar and his personal chambers.


Everfall Farmlands

Named the "Breadbasket of Sunspear", the Everfall Farmlands are true to that name. Vast farm fields and orchards cover the lowlands of southern Sunspear, cradled by high plateaus and waterfalls which feed into the natural aquifers which give this land life.


Angavar Farmlands

Agriculture on Sunspear is both a mundane and magical affair. Island residents, along with atronach and magical constructs, tend to the fields. Most of what is produced is sent to the city and settlements to feed the island's ever-growing population.


Southern Crossroads - Coranaan's Crossing Settlement

Outside of Morilatta Rielle, Coranaan's Crossing is the most important town on Sunspear. Located at the Southern Crossroads within the Everfall Farmlands, this is the agricultural heart of Sunspear. Many of the locals are friendly, well-disposed folk who are welcoming to outsiders.


Summerwind Brewery

The Galains have always been connoisseurs of liquor and spirits, which is why they personally invested in the Summerwind Brewery. Still, quite a bit of what is produced finds itself exported far from Sunspear's shores to taverns anywhere from High Rock to Elsweyr.


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Bell Manor

The Bell Manor is the ancestral home of Cassidy Bell, a member of the High Arbiter's court and council. Locals tell stories about strange noises and lights occasionally coming from its high chambers. With its pristine gardens and imposing walls, this Cyrodilic styled estate appears out of place among the rest of the architecture on Sunspear. Another story the locals like to tell is how it allegedly appeared overnight along the banks of the Angalatta Reservoir, though none can verify those claims.


The Effervescent Menagerie

Visitors flock to the Effervescent Menagerie to behold the vast collection of fauna kept on the island. Many of the specimens have been collected and raised by the Galain household, or were gifts from foreign dignitaries to the High Arbiter and the people of Sunspear.


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Sercen Seli (Earth Gardens)

Within the vast underground maze of Sunspear's 50 individual caverns beneath the Everfall Farmlands, have been recently excavated and remodeled into farms. The project aims to make the island self-sufficient and more stable in the event of a siege. The exact location of the farms is classified and receiving permission to visit can only be granted by High Priestess Lilyrael.


Orithal's Landing

Knowledge and power are prized on Sunspear. Mages from all over Tamriel come to study at the academy. Scholars come to study at the grand subterranean library. The valley has been the focal point for the most powerful wizards and spellcasters on Sunspear, with many secrets to uncover.


Silaseli Arcanarcta

Prospective mages and scholars who arrive on Sunspear set their sights on the Silaseli Arcanarcta; Sunspear's foremost magical and scholarly institution. Under the guidance of the High Magister, the Silaseli Arcanarcta is closed to the general public as to allow the students to have a peaceful environment to study. However, there are often debates between students that can get a bit rowdy.

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Academy Gate Town

Across the bridge to the east from the academy, the Academy Gate Town serves as the home for many of the students and Magisters who dwell on Sunspear.


Varlasille Grand Library

The crown jewel of Sunspear's academic community, the Varlasille Grand Library was built underneath the lake that surrounds the academy. With stacks taller than some of the spires of the city, the collection has been preserved since the mid-First Era. Access to the stacks is granted to members of House Galain, or though special request.

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Lattamora

Known as "Lightwood" in the language of the ancient Ayleids, the Lattamora is the woodland that surrounds the mountain that rises at the heart of the island. Dense with winding roads and paths, it is easy to get lost within the lush foliage.


The Sun-Gate

In times past, there was the fear that the farmlands to the south would be used as the staging ground for an invasion. However, the ancient gate going between the Everfall Farmlands and the Lattamora has rarely seen battle.


Almath Settlement

Known as "Great-Home" in Cyrodilic, this village rests on a plateau which overlooks the Everfall Farmlands and near the headwaters of the Angalatta River. It owes its prosperity to the many mines which line the river, producing moonstone and silver. The closer one gets to the mountain, the more secretive the operations.


The Star-Forge

Many of the arms and armor that is worn by members of the Galain are forged here on the slopes of the mountain. Rumor has it that the Star-Forge works with rare and mysterious materials. What is made there, along with the techniques are a closely guarded secret.

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Lattamora Forest

Tall trees sprout along the slopes of the mountain like quiet sentinels. This sacred wood used to be tended to by the late High Arbiter Coranaan's wife, however nature and time has reclaimed the land. It is ill advised to wander through late at night.


Sunblossom Valley

The Sunblossom Valley is famed for its everlasting blossom trees to the north, and towering trees to the south. Lumber and fishing are the dominant industries in this region, and an enigmatic culture blooms around Larelleis Twyll, or "Spring-Well".


Derusae Conclave

Set on an island in the Larelleis Twyll, little is known of this Akaviri enclave other than that it is home to the Derusae, the honor guard of the Galain.


Morimath Twyll Settlement

Known as "Darkened Home Well" in Ayleidoon, this riverside settlement stands out on Sunspear as being a melting pot of both Sunspearian and Akaviri cultures. Fishing is a prominent part in the lives of those who reside here.


Oio Wend Settlement

Nestled in the southern valley against the steep hills, "Eternal Journey" in the language of the ancients is perhaps one of the more stubborn villages on Sunspear. Prone to frequent landslides which devastate the town, the people rebuild and resettle after every disaster, refusing to move. Perhaps this is why lumber is a frequent export.


Sun-Fire Temple

Built in the Akaviri style, this imposing compound is the headquarters of Sunspear's fighting force. Consisting of barracks, an armory, and a practice field, each Sentinel is brought here as part of their training.


Islets of the Four Elements

Surrounding the main isle of Sunspear in the ordinal directions are the Islets of the Four Elements. Each island is home to a temple shrine dedicated to the main four elements of Light, Water, Earth, and Air.


Shrine of Light: Lye Latta

The north-eastern island is a place that is often seen by visitors to Sunspear, due to its proximity to Cyrodiil and Hammerfell. The temple in ancient times was dedicated to light, though to the Akaviri refugees it has been repurposed to venerate fire, or Myn.


Shrine of Earth: Lye Sercen

To the north-west is the Shrine of Earth, this densely forested island is heavily restricted on account of rumors of dangerous creatures that may dwell in the woodlands. To the Akaviri, the shrine is to Nyfa, the aspect of the earth.


Shrine of Air: Lye Wel

The shrine with the more influence from the Summerset Isles, the Shrine of Lye Wel rises high on a spired peak in its ever reverence of air, or the sky. To the Akaviri, the shrine is dedicated to Ilni, the aspect of air.


Shrine of Water: Lye Relle

The Shrine of Water sits to the south-east of Sunspear, surrounded by marshlands and mangrove trees which protect the shrine from the temperament of the sea. Despite being built by the Ayleids, the Akaviri have devoted it to Zysa.


The Cerethian Coast

Named after one of the great rulers of Sunspear, the Cerethian Coast encompasses the eastern half of the island, which unlike the western coast is unmarred by high hills and steep cliffs.


The Grand Wharf

The central port of Sunspear south of Morilatta Rielle, the Grand Wharf sees plenty of ships come and go from all over Tamriel. The first place newcomers see upon arriving on Sunspear is the extensive marble docks which have remained unchanged since the days of the Ayleids.


Sunspear Drydock and Shipyard

Set to the north of Orithal's Landing, the shipyard of Sunspear has been the launching site of many of the fine vessels to be constructed on the island. Much of the fleet that defends Sunspear has been constructed here, as well as a place for nearby ships to be repaired and refitted. Captains praise the quality of materials used, though not the cost.


Blossom Peak

Situated on an islet off the south-western coast of Sunspear, Blossom Peak is the primary residence of High Magister Cardynalmo. Built soon after his acceptance of the role, it has undergone many changes over the years. Though it has never wavered in providing a home for wandering scholars, adventurers and those world-weary and in need of respite.

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Dawnfall Woods

The far northern forests of Sunspear are not so easily accessed by most wanderers as it is easy to be lost inside the vast woodlands. Strange sounds can be heard coming from deep within the woods, and most locals tell adventurers to steer clear from there.


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Ironsong Camp

Situated within the ancient forest to the far north of the island, a collection of enormous tents sits among the dense foliage. This is the camp of the Iron-Song, a family of minotaur’s that was one of the largest clans of the Gold Coast in their prime, now numbering around 34 strong, brought over by the High Arbiter for reasons only known to him. The camp is forbidden to enter should one not have an invitation from the Huntmaster of the clan, be personally accompanied or have a writ of passage issued by the High Arbiter. Trespassers who do not abide by these rules will swiftly be met with hostility and subsequently turned over to the legal authorities of Sunspear for judgement.


Grove of Reclamation

Hidden deep in the northern woods of Sunspear lies a grove surrounded by a dense forest. Deep within the grove resides a pool of water radiating with extremely dense magicka that floods throughout the entire grove. Nature spirits and guardians are seen throughout the area, remarkably passive to most who are allowed entrance to such a sacred place.

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Goria-Mora

Sunspear Isle is full of many structures and installations that slither throughout the isle. Just like the Ayleids that have left their marks across Tamriel with their subterranean abodes, Sunspear also has a number of these unnatural formations hidden beneath the isles forested surface.


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Aransel Av Latta

As is many of the formal structures within Sunspear, Aransel Av Latta is a strange cavernous locale hidden beneath Morilatta Rielle, that seems to be a throne room that holds a odd ceremonial presence. It is heard that a sort of political court is held here on occasion.


The Star-Under-Autumn

The hidden jewel of Sunspear, with the Galain bloodline as it's custodians, The Star-Under-Autumn is a colossal shard of Aetheric starlight, taken form within varliance. Rumors have stated that this obelisk from a time lost long to the annals of history has been used to empower the denizens of Sunspear for as long as they have reigned.

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Society



House Galain


Existing since the Merethic Era, the enigmatic House of elves served as custodians and the ruling dynasty of the Sunspear Isles from their founding to current day.The Galain line upholds three core tenets, Ambition, Balance and Guile, three values that the Galains have used to rule their lands for several generations.For their purpose, the Noble House Galain's ancestral focus has been on Star-Seeing, an act of arcane-attunement with Varliance to better learn the secrets of Aetherius and the separation between the veils of the Mundus, Oblivion and Aetherius.Eight Generations have led the House and the Isle of Sunspear over several millennia, aided by trustworthy Ayleid lords that made up the Fall Council, the Council of which was named after the ever-blooming autumn forest, Lattamora.Inside the Noble House exists three distinct Courts, honouring the three chief Celestials; The Court of Sentinels (The Warrior), The Court of Magisters (The Mage), The Court of Spectres (The Thief).


The Three Courts


The Court of Sentinels

Since the Planemeld began, all of Tamriel was thrown into chaos, and yet, a decade later, still Tamriel finds her self beset on all sides by those that seek to do it harm.Innocent civilians, victims of the Three Banners war, without an ounce of peace find themselves attacked by monsters, interdimensional threats beyond the realms of the Mundus, with most focused on the war plaguing the Heartland of Cyrodiil.The Court of Sentinels, a Cadre of Monster Slayers in service to House Galain, loyal to the High Arbiter and his commanders, seek to throw their lot in to even out the hand dealt to the citizens of Tamriel. With a more specialized set of skills, the Sentinels are sent out on far more strenous and complicated affairs involving a great deal many monsters, ranging from trolls and ogres, to vampires and lycanthropes, to the dreaded and dastardly Daedra.House Galain seeks more members to join the Sentinels, to help balance Tamriel against the foes that seek to disrupt the lives of all mortals.


The Court of Magisters

Magic has always had an influence on the fabric of Sunspear. Those who devote themselves to it are the Magisters.Magisters are the mages and spellcasters who serve the High Arbiter and House Galain. Their devotion to the pursuit of knowledge and drive to study the mysteries of the arcane arts is unmatched. Though each work in tandem in their service to Sunspear, and are overseen by the High Magister.First are the students of the Silasel Arcanarcta, Sunspear's magical academy of learning. Second is the cabal of mages who serve Sunspear and the High Arbiter directly. Finally there are the battlemages; loyal soldiers whos study of magic supersedes their prowess in battle.Overall, each Magister plays an integral part in the function of Sunspear from the mundane to the esoteric.


The Court of Spectres

House Galain is known for it's battles against Daedric and malicious forces, both on Tamriel and without. However, not every battle is won through the strength of steel and arm alone, without information, knowledge and words, blades and axes could be as ineffective as knives and forks.Tamriel is home to a great many secrets, and a great many cults, ranging from the largest and most threatening, like the Worm Cult or the Waking Flame, all the way to the more hidden and secretive, having knowledge on these groups is paramount to the success of the House.The Court of Spectres is an organization created alongside the Magisters and Sentinels. It serves as an intelligence force, and its members are expected to be absolutely discreet and efficient. If the Sentinels embody Balance, and the Magisters embody Ambition, then the Spectres embody the guile required and made necessary to ensure the success of all other Courts and the House as a whole.Little is known about the Spectres, and it is best kept that way. Just as their namesake, they are the silent hand that answers to the High Arbiter, ensuring a decisive victory where it counts.


Clan Derusae


An ancient clan of nomadic akaviri warriors that separated from the original Akaviri Dragonguard, this group of dragon-hunters were reduced to twenty young members of their clan early into the Second Akaviri Invasion in 2E 572, slaughtered to only a handful of young by the snow-demons of Kamal.Eventually absorbed into House Galain as vassals to save them from a fate worse than death at the hands of the Ebonheart Pact, Clan Derusae would serve the remaining line of the elven House as their personal shadows, their royal guard, ever loyal, ever dutiful and incredibly unorthodox in their actions.Whenever you see a member of the Galain Dynasty, a Derusae Warrior has already seen you.


Clan Ironsong


Like many minotaur clans those of Iron-Song are not so different in that they are aggressively territorial and seem to hold some odd reverence sticking close to ruins of both the Ayleid and Alessian empires. What makes the clan unique is instead of being led by a dominant male they hold the belief that the first female who bares a son in the clan has the right to lead as a proxy.Secondly the namesake ‘Iron-Song’ comes from a ritual that is preformed that involves a ceremonial dance while wielding a weapon named Guntumnia-Varla, an ancient warhammer. When used in the dance around an effigy of Saint Alessia the sound of the uniquely hollowed bone chimes attached to the hammer sound like multiple flutes playing at once. To accompany the music the Huntmaster of the clan sings a melody before setting fire to the effigy at the rite’s conclusion.


The Fall Assembly


The Fall Assembly is a Council of Seven Lords and Ladies that oversee the governance over the Sunspear Isle, answering only to the High Arbiter of House Galain.The Councillors of the Assembly are of the following:

Councilor of Tactics: Lord Commander of the Court of Sentinels, Military Tactician, coordinates efforts with the Sentinels and the Lightguard to keep the sanctity of peace on Sunspear’s shores and effective combat presence during contractual deployment of individual Sentinels.

Sen'jata Derusae

Cardynalmo

Councilor of Erudition: Rank held by the High Magister of the Court of Magisters. Functionality similar to those of a Court mage, master on all things magic related.

Councilor of Influence: Typically the Grand Spymaster, leader of the Spectres, gatherer of knowledge and intelligence, identity known by a very select group of people.

Avaer

Gerethiril

Councilor of Life: One, in touch with magic over the natural, focused on environmental matters to keep the balance between all things, one with nature.

Councilor of Civility: Councilor in charge of Civilian Ethics and Civic Stability. Oversees civil disputes and bureaucratic matters within the island. Keeper of paperwork and master of red tape.

Cassidy Valentina-Bell

Lilyrael Galain

Councilor of Faith: High Priestess of the Sunspear Isles. Serves as impartial and ideological figurehead that serves to help facilitate a place for those of faith on Sunspear, allowing those that follow a certain faith, as long as it doesn’t interfere with the values of House Galain, to have the guidance required to be accepted and guided.

Councilor of Coin: A councilor and advisor into economic and financial matters that effect and are related to the noble House and the city of Morilatta Rielle and all outlying Settlements on the Sunspear Isle.

Illyren


Laws and Official Edicts


Herein are the laws enshrined by the leadership of House Galain to be enacted upon the island of Sunspear and its territories. Any violation of these statutes shall result in a fitting punishment, as decided by the courts, up to and including exile or public execution. The laws below will be updated and amended to fit any crimes against the island and her people as the need arises, at the discussion and approval of the Kinlord and his Council.Treason:
- Spycraft/Subterfuge - No resident of or visitor to the island shall engage in subterfuge against or spying on the people of Sunspear, whether at the behest of an enemy power or another. This can include a lengthy prison sentence up to and including exile or execution.
- Open Hostilities/Domestic Terrorism - No resident of or visitor to the island shall engage in open hostilities with the island or its people. Any intent to participate, aid and abet in hostilities or domestic terrorism will be subject to the maximum punishment of imprisonment and including execution.
Murder and Violent Crimes:
- Murder - No resident of or visitor to the island shall conspire to, attempt to, or murder another member of the island populace.
- Self-Defense - Murder done in self defense will be investigated by the Lightguard and dealt with accordingly.
- Duels - If a consensual duel shall result in the death of one or both of the duelists, there will be an investigation to ensure that the death was accidental and unintended.
Theft and Fraud:
- Petty Theft - No resident of or visitor to the island shall engage in the theft of minor artifacts, personal belongings under 100g, and small amounts of gold under 500g value.
- Grand Theft - No resident of or visitor to the island shall engage in the theft of powerful artifacts, rare tomes and personal belongings and amounts of gold over 1000g value.
- Impersonation of Members or High Ranking Officials/Identity Theft - No resident of or visitor to the island shall engage in the impersonation of members of high repute or ranking among the House.
- Embezzlement - No resident of or visitor to the island shall engage in attempts to defraud the Island or its people of money owed or due to them.
Domestic Violence and Assault:
- Assault & Battery - No resident of or visitor to the island shall engage in simple assault, aggravated assault, or battery with a weapon, magic, or otherwise.
Destruction of Property and Environmental Crime:
- Public/Private Property - Destruction, defacing or damage to any public or private property to Sunspear or any of her territories.
- Vandalism - Defacing any property on Sunspear, public or private in any manner, magical, physical or metaphysical.
- Arson - Intent to destroy property of Sunspear or her territories by destruction of flames.
- Damage to the Environment - Destruction, purposeful or otherwise by any member or visitor to Sunspear or her territories that results in the damage to the environment or ecosystems.
- Pollution - Intent, purposeful or otherwise to pollute the environment of Sunspear or her territories with reagents, alchemical compounds or magical influences that will disrupt the balance of the ecosystems.
Any attempts to disrupt the natural order of Nirn or another plane also constitutes a violation of these laws.
Magical Offenses:
- The use of magic to aid or abet in the completion or attempted completion of any crime on this list will incur additional penalties, as well as the full penalty of the corresponding crime.
- Abuses and desecration of the body and soul of the dead through Necromancy will be penalized to the fullest extent of the law.
- Illusionary magic used with malicious intent to otherwise influence, obscure or manipulate one’s freewill or perceptions into misdeed, harm or death.
Trespassing:
- Trespassing against private properties or sanctioned safe spaces.
- Trespassing against sacred lands.
Public Decency Laws:
- Public Intoxication - Those publicly intoxicated will be imprisoned upon discovery and subjected to a fine.
- Public Fornication - If found using any public facilities to facilitate, oversee or take part in fornication will be imprisoned and released on bail.
- Public Nudity - The state of undress that exposes one's genitals is prohibited in any and all locations and will be subject to a gold fine and imprisonment if discovered. Indecent Exposure is applied as well with the intent to flash someone inappropriately in a harmful manner. Refusal to cooperate will result in a more extreme sentencing.
Age of Majority - 18 Years:
- Those below the Age of Majority found with alcoholic beverages, non-prescribed recreational or medicinal substances, or illegal substances, will be punished.
- Coercion/distribution of substances from a third party above the Age of Majority will be investigated when applicable. Those found guilty of this act will face punishment.
Foreign Imports:
- Any goods imported to the island will be subject to inspection by the Harbor Master
- All foreign imports MUST meet the Galain Public Commodities Standards
- Those approved sellers and vendors who are given the Galain Commercial Seal of Approval are allowed to engage in import through an accelerated process
Religious Freedoms:
- While all religions on the island ARE tolerated, any that result in the violation of ANY of the other laws will result in prosecution
Extraplanar Offenses:
- Those found guilty of summoning Daedra/Constructs without approval of the Archon or High Magister will be punished.
- The use of summoning to aid or abet in the completion or attempted completion of any crime will incur additional penalties.
- These laws and the protections allowed therein shall be extended to the Atronachs and other authorized constructs and summoned entities in service to House Galain and Sunspear’s people.
Affliction and State of Undeath:
- Public Transformations will result in being subdued and imprisoned with nullification cuffs until the sentence is carried out and they are punished to the full extent of the law.
- Public Feedings will result in the same punishment as above.
- Public Declaration of one’s afflicted status will result in a gold fine and three day imprisonment with nullification cuffs up to and including rehabilitation with professionals on the isle.


Trade


- Broken Bow Guar Ranch in Murkmire - Import: Guar Leather, Guar Meat
- The Ten Corners, High Class Restaurant in Alinor - High Profile Cuisine based on the Provinces
- The Divine Piston, Dwemeri paraphernalia shop: Alinor, Noble District - Trade in Dwemer Trinkets and other miscelleanous items
- Two Rivers Plantation - Moon Sugar Plantation in Elsweyr
- Moravor Vineyards - Vineyard situated on the Sunspear Isles
- Summerwind Brewery - Brewery located on the Sunspear Isles
- Everfall Farmlands - Large pastures, orchards and farmlands located on the Sunspear Isles
Trade with:- Abah's Landing: Export to: Alcohol and Spirits. Import From: Textiles and Dyes.
- Angahal:
- Anvil: Export to: Alcohol & Spirits, Produce. Import From: Marble, Limestone, Palladium
- Crunzarga: Export to: Liquor - Alcohol, Farm Produce & Crops, Adamantium & Malachite.
Import From: Orcish-Made Furniture, Crafts, Art. Morrowind Alchemical Ingredients, General Goods. Ebony.
- Evermore: Export to: Liquor - Alcohol. Import From: Marble, Limestone, Palladium
- Khenarthi's Roost: Export to: Liquor - Alcohol. Import From: Spices, Citrus.
- Rawl'iit:
- Northpoint: Export to: Liquor - Alcohol. Import From: Granite, Marble, Limestone.
- S'tros Mkai: Export to: Produce, Liquor - Alcohol. Import From: Spice, Textiles, Dyes.
- Summerset:
- Alinor: Export to: Malachite, Adamantium, Liquor. Import from: High Class furnishings, Fine art & luxury goods.
- Firsthold: Export to: Lumber, granite and stone.
- Lillandril: Export to: Exotic goods from across Tamriel. Import from: Magical Goods, Tomes, Jewelry, Alchemical Materials.
- Shimmerene: Export to: Exotic goods from across Tamriel. Import from: Master craftsman goods, fine textiles, fish, agricultural goods from the interior of Summerset Isle.
- Skywatch: Export to: Exotic goods from across Tamriel, seafood. Import from: Lumber and raw materials for construction.
- Vulkhel Guard: Export to: Produce, animal hides. Import from: Raw materials, shipwright tools, Lapis Lazuli, Glass armour & weapons
- Valenwood:
- Haven: Export to: Produce, Coal. Import from: Meat, leather, tannins.
- Southpoint: Export to: Lumber, Stone. Import from: Meat, Wamasu hide.
- Velyn Harbor: In-between stop.
- Woodhearth: In-between stop.
Sentinel Contracts:- Vvardenfell Branch: Animal Control, Daedra quelling, Monster Hunting.
- Valenwood Branch: Animal Control, Necromantic hunting, Daedra quelling, Monster Hunting, Cultist Hunting.
- Hammerfell Branch: Necromantic Hunting, Curse Dispelling, Monster Hunting.
- Skyrim Branch: Animal Control, Monster Hunting, Protection
- Black Marsh Branch: Monster Hunting, Ruin Delving.
- Stormhaven Branch: Ruin Delving, Protection, Cultist Hunting.
Philanthropic efforts:- House Galain/Covent of the Lily clockwork prosthetic creations for war victims of the Three Banners War


The Map of Sunspear