The Maethyr, the Order of Lothlórien
While the Galadhrim are not known to be overtly militaristic in nature, they do have a militia that has been established to protect the woods from Orc and other enemy invasion. There are certain requirements and guidelines that govern the militia and those who wish to gain its membership. The Guards of Lothlórien are known as the Galadhrim Guard.
Structure
Uniforms
Weapons and Armor
Duties and Jobs
Dealing with Foreigners
Combat
Promotions
Guard Tools
How to Join
Structure
When an elf, or edhel, joins the Order of Lórien, she or he shall begin in the lowest ranking regiment, the Gweth Tarn. With experience and advancement, the gothweg (warrior) will progress through the regiments within the following ranking system (starting to highest):
Squire → Sentinel → Knight → Warden → Marchwarden → Knight-Commander
Rank format: Specialty (if any), Rank, Maethyr o Lothlórien
Branches of the Order of Lothlórien
In the spirit of the firstborn champions of Gondolin, the Order of Lothlórien is divided into three forces, or branches, as follows:
Gweth Tarn (Regiment of the Gate)
Composed of: Squires and Sentinels
Gweth Tarn shall be the lowest Order, the Order of the Gate, for they shall be those that keep Lórien safe, and that guard all those within. Though they may march to war if called upon to so do, their chief duty shall be the guarding of the outer gates.
Identification: Those of the Gweth Tarn branch shall be known by a gray cowl over their gray cloak, and a horn insignia upon their right collar or upon their cowl.
Gweth Mellyrn (Regiment of the Mallorn Trees)
Composed of: Knights and Wardens
Gweth Mellyrn shall be the middle Order, the Order of the Mallorn, for they shall be like unto the Mallorn Trees, strong and unyielding, bold and fearless. They will patrol within and just without our borders, keeping them clean of yrch and worse, leading aright those travelers that have strayed too near our land.
Identification: They shall be known by a black cowl over their gray cloak, and a Mallorn insignia upon their right collar or upon their cowl.
Gweth Gilith (Regiment of Starlight)
Regiment is comprised of: Marchwardens and Commander
Special Titles: Banneret (Holder of the Banner), Protector (Personal Guard of the Lord or Lady)
Gweth Gilith shall be the highest order, the Order of the Starlight. For they shall be as Starlight, bringing the light of Elbereth into darkness. Champions of Arms they shall be, yet more than warriors, for they shall act as the representatives of Caras Galadhon to other lands, though still charged to defend Lórien. They shall assist the other Orders, and shall be like unto the Elf-Lords of old, like unto the Champions of Gondolin and the hosts of Gil-Galad.
Identification: They shall be known by a white cowl over a gray cloak and a starburst insignia upon their right collar or upon their cowl.
Uniforms
The uniform of the guard is made of a medley of shadow-grey linen and wool. "Shadow-grey, and could not be seen among the tree-stems unless they moved suddenly." For formal occasions, the Guard of all ranks wear black leggings and a tight fitted black shirt, over which is a grey sleeveless, high collared, under-tunic which hangs to the knee. Upon the right collar, each guard wears a regimental insignia. This under garment is hemmed open in both the front and back from the hip to the knee for ease of movement. The outer garment is a loose fitted grey long-sleeved tunic that hangs to the knee in the back and curves at the front where it is overlapped and belted closed. A cowl (color dependant upon rank) and gray cloak completes the uniform.
Cowl Colors: Grey (Squire and Sentinel), Black (Knight and Warden), White (Marchwarden and Commander)
Other markings of rank or position: Knight Commander, Protector, and Banneret: A silver circlet with an elfstone embedded in the silver is worn upon the forehead.
Weapons and Armor
All members of the Order of Lothlórien are issued some form of armor based upon what encounters could be expected of the members. The higher the rank and skill, the greater the weapon and armor needs. Armor is issued as follows:
Squire
Armor: Cloak
Weapons: Longbow OR Spear
Sentinel
Armor: Studded Leather Armor replaces Cloak (plus Studded Leather Shield if spear is primary weapon)
Weapons: no additional
Knight
Armor: Metal Shield, Metal Helm and Ring Mail Armor
Weapons: Longsword (if primary was Spear, may begin Longbow)
Warden
No change.
Marchwarden and Commander
Armor: If desired, Chain Mail Armor replaces Ring Mail Armor.
Weapons: no additional
Duties and Jobs
The Order of Lothlórien's primary duty and mission is to defend, protect, and serve, the citizens and lands of Lothlórien. This duty, while broad in statement, is the sole function within the Order of Lothlórien. Upon taking the oath of the Order, the Guards are required to perform their duties without bias of individual beliefs, house politics, or family ties, and as ordered by the Lord, Lady, or the seniors within the Guard.
Squire
- Seeking training (in weapons and military topics)
- Guard duty (Riverside, Crossroads, Northern Fences, city gates, etc.)
- Patrols (within and without the Wood)
- Messenger and courier duties
Sentinel
- Seeking training (in weapons and military topics)
- Guard duty (Riverside, Crossroads, Northern Fences, city gates, etc.)
- Patrols (within and without the Wood)
- Messenger and courier duties
- Escort
- Mentoring squires
Knight
- Seeking training (in weapons and military topics)
- Guard duty (Riverside, Crossroads, Northern Fences, city gates, etc.)
- Leadership of, or participation in, patrols
- Mentoring and non-weapons training of squires and sentinels (includes OOC TP assistance)
- Evaluation and promotion of squire to sentinel
Warden
Wardens must know all of the above and continue their weapons training. They may command an outpost on the northern, southern, or western border if they are assigned one. They will also oversee all training for squires and sentinels.
Marchwarden
Marchwardens do all of the above. They are also the Order's liaisons to the Royal Court. Bannerets act as the Commander's aide and herald, and a Protector acts as the personal guard for the Lord or Lady.
Commander
Commanders do all of the above and also serve as commander of the Order of Lothlórien, subordinate only to the Lord Celeborn and the Lady Galadriel.
Dealing with Foreigners
- Non-guard Galadhrim have as many rights and privileges as you do, just different ones. Don't roleplay being a local policeman, ordering the citizenry about. Mostly, unless we're in a state of emergency, don't try to confine the activity of other Galadhrim or to limit their ability to roleplay a reasonable situation. None of us should be wandering outside the borders unless there is a reasonable cause (Reasons can be found, but it is best to make them reasonable. Within the forest, everywhere is for everyone.)
- Galadhrim-initiated combat is strongly discouraged beyond the borders of our homeland, unless you are involved in some significant expedition as part of your current assignment. It is our way to observe and leave without anyone being aware of our presence.
- All elves are welcome within Lórien and are to be treated as kindred.
- It is almost beyond possibility to consider that any Elf be attacked by another one (there was far too much of that during the Kinslayer wars). If something does start to become tense, roleplay your way out of it. If harm is ever brought by elf against elf in Lórien, be prepared to be imprisoned, and then brought before a Board of Inquiry. (OOC Note: There is good chance that an Arbiter called in, as elf harming an elf, is unusual enough to be considered a stretch to the extreme of elven behavior.)
- The Order of Lórien is a military group, but it should not be treated as a grim, hardcore one. We're elves after all, and Lórien elves at that. So, if you can roleplay being noble and "not-easily trusting", while still being an elf filled with the joy of Elbereth who is proud to be in the service of the Lady Galadriel, then you're on the right track.
Combat
Evil creatures within our borders should be dealt with quickly and consistently, and with that in mind, you may decide to engage them. Learning the basics of combat, the appropriate use of the Combat System, and practicing with a +trainer or senior Guard will help you do both enjoy the experience and do it well.
- All guards, as a rule, should be sure that you've passed the Combat Exam for Lórien, which is meant to help educate you on both the commands and their appropriate use. Get combat approved as soon as possible -- when you do find yourself in a situation requiring combat RP, it's no time to be worrying about not being combat-active. (See HELP COMBAT for MUSH-wide combat help files)
- The weapons and armors of each soldier are important possessions. Try to customize them (see HELP +EQSET), treat them a little special. You will gain more valuable pieces as you rise up in the ranks. Do NOT trade or sell them to others. Even those who lose their weapon due to combat will face a small tribunal of their peers before being re-equipped.
- Bow usage is especially tricky to manage, but it is our greatest tactical advantage and should be exploited. Consider the strategic uses of the Elven Path and Shooting Platforms in these bow-related efforts. Remember that bows are ideally for "room-to-room" use, not "same-room" combat.
Combat Stats
When you register in the Combat System, you'll have an additional 100 points to distribute between your stats. This is designed to allow you to customize your stats to reflect the individual abilities of your character. As an example, if your character is intelligent, but clumsy, you'd add more points to your INT stat and less to your DEX stat. If you have a quiet, sneaky character, but weak, this can be reflected with a high STE and low STR. Take your time and think about your character when you distribute your 100 points, because once they're set, they cannot be changed.
CONstitution
This stat affects the number of Health Points your character has, and your ability to heal when injured. A high CON will result in more health points and quicker healing. A low CON will result in lower HP and a slow healing character.
DEXterity
This stat is your hand and eye coordination. This affects your ability to aim and nimbleness when avoiding being hit. A high DEX improves your aim to training ratio, and makes you light and quick moving on your feet when avoiding a hit against you. A low DEX shows a lower ability to hit what you aim for, and reflects a clumsy character.
INTelligence
Intelligence. This stat is your intelligence level, similar to an IQ. This affects your ability to learn and the frequency of learning. A high INT increases the level in which you can train, in both languages and weapons training, and makes it easier to train more often. A lower INT decreases the level in which you can train, in both languages and weapons, and it results in a longer time between trainings or +teaches.
STEalth
This stat is your quietness in movement and ability to get away. A high STE gives you the ability to +sneak from room to room without being seen or heard, and improves your chances of FLEE'ing a Combat System encounter. A lower STE makes you detectable when moving from room to room and decreases your chances of FLEE'ing an encounter.
STRength
Obviously this is the strength of your character. A high STR makes you more muscle bound and causes your hits to strike harder, just as a lower STR makes you a weaker or normal player whose strikes are light or of normal expectations for your species.
When selecting your stats, be sure to make adjustments that reflect your true character and what you wish to do with it in the long term. All stats are important and each should be considered when distributing your 100 points. If you have any questions about what you think you'll need to be a Guard, a Healer, or any other member of society, ask a +trainer or an LA for recommendations.
Encounters
Before a Combat Encounter
Discuss rules of the engagement. Items to discuss include: Roleplayed combat or combat using the Combat System (CS), numbers and control of non-playing-characters (NPC's), terms of +flee's (flees using the CS, flee after 2-3 attempts, free +flee), determine who is to be the winner of the encounter, frisking and spoils of war, room conditions (time warps to night or day), and when the encounter is going to end.
If any of the above can't be agreed upon, then it would be wise to ask an Arbiter to be present during the encounter. Even if the terms can be agreed upon, it might be a good idea to have an Arbiter (see +arbiters) present during large combat encounters.
During a Combat Encounter
- During the encounter, and if an encounter using the Combat System, pose first then use the ATTACK or SHOOT commands.
- Communicate OOCly with your opponent.
- Be careful NOT to power pose. (A power pose is when you pose your opponent's response, reaction, or receipt of an attack)
- Be careful NOT to pose above your IC skill levels. Regular sessions with a +trainer will help you to determine your IC skill levels.
- If you run into a dispute and can not resolve it through communicating with your opponent, then contact an Arbiter.
After a Combat Encounter
Discuss any issues that might have come up during the encounter. Thank your opponents!
Promotions
When joining the Order of Lothlórien, one of the questions asked within the first weeks is "How do I get Promoted?". The information listed below provides the basic information on the promotions within the Order:
Squire to Sentinel
Training: At least 1 +train with a +trainer in the Squire's primary weapon.
OOC Requirements: The player should show moderate level of OOC responsibility and IC theme knowledge.
Who promotes: Knight and above
Sentinel to Knight
Training: Adept level in the Sentinel's primary weapon.
OOC Requirements:
- Nomination by a guard of the rank Knight or higher, based upon IC leadership qualities.
- Submission of a Tiny Plot (TP) to the LAs. TP must be approved. Consideration for promotion will take place upon completion of TP. On occasion, a potential Knight may be assigned a task to complete in lieu of suggesting a TP for approval.
- OOC leadership qualities should be present.
- An excellent theme knowledge.
- Ability to handle situations well, both IC and OOC.
Knight to Warden
Training: Adept in both their primary and secondary weapon of their choosing (Four weapon choices are spear, longbow, longsword, and bare hands).
Requirements:
- Nomination by an existing guard of Marchwarden or higher.
- Leadership qualities are a must.
- Ability to deal with situations in a professional manner.
- Ability to deal with other cultures in a professional manner.
Warden to Marchwarden
Promotion to Marchwarden is at the discretion of the Commander, and the Lord of Lothlórien.
Promotion or Appointment to Commander, Protector, or Banneret
These positions are at the discretion of the Lord of Lórien.
Guard Tools
One of the more difficult tasks surrounding being a member of the Order is the management of IC and OOC knowledge. The Orders territory is spread over the entire culture and exterior to the culture. Would a Guard know about the IC events taking place at Naith, or vice versa? Alarms are sounded, but would those responding know what they were responding to? Is a human visiting the wood good or evil? There are tools available that are IC, just as there are tools that are OOC.
OOC Guard Information
Distinguishing OOC and IC
OOC Tools and Information: +ELF VISITOR, +WHO, +CWHO, +LOOK, and any knowledge gained by <OOC> chatter, are OOC information command and can not be used when role playing. Anything that would be visible or within sight from +LOOK (Playername), but things that would normally be hidden from sight would be OOC information. Unless a known +ELF FRIEND, a player's name is OOC information until he or she tells you during roleplaying.
IC Tools and Information: You can use anything your character can see, hear, or obtain by roleplaying. Things that can be seen are found with LOOK, things that can be heard are obtained by roleplaying. As an example of what can be gained IC'ly, a Guard's birdcalls identify who and what an alarm is being sounded about, so in a sense, the Guard rushing towards the city would in fact be made aware of what to expect. Another example is to look at a player LOOK (PLAYER NAME). With this command, anything you see is usable, so certainly if an Orc is trying to wade across the Celebrant, your choice of reaction would be clear. Similarly, if a non-Galadhrim elf were to be trying the same thing, there would be little confusion. But what if a human were trying to enter? How can you tell if the human is friend or foe? +ELF FRIEND is IC information and all within Lórien know who our friends are, so if they're not on the list of elf friend then you should be cautious when roleplaying with them. If you're unsure about what to do, the best advice is to ask your officers for help — if you're not sure if something is OOC information or not, it probably is.
Visitors and Border Security
The security measures at the Naith/Riverside area are designed to allow all elves, Elf-friends, and special guests of the Galadhrim to enter Lórien. Anyone else who enters our lands by wading across the river is considered a trespasser, and is to be treated as such. (See below)
Exceptions: Hobbits (a curiosity), Dunadan humans/Arnorians (treated much like old friends), Ents and Eagles (friends).
Possibly the most difficult part of being a guard, and absolutely the most important responsibility with which they are entrusted, is determining what to do with unexpected visitors. All online guards must use their collective judgment and experiences to assess the threat of each situation. If the visitors are clearly evil (eg, Orcs, Trolls, etc), then a guard must find the best way to remove them from the woods — this does NOT mean that the guard should immediately being combat RP with them, especially if outnumbered or facing a vastly superior foe. If the visitors appear to not be an immediate threat evil in nature (dwarves, humans, hobbits), the guard needs to now balance the security of the woods with the tasks of the other Galadhrim such as the Diplomats, who may eagerly seek discussions with the visitor. In these cases, hastily sending for a Diplomat (or possibly even a Healer!) while all the while keeping constant watch over the visitor is probably the best course of action.
If you are on duty within the confines of Lórien, and witness some expressly evil creature (eg, Orc or Troll) nosing about, you should consider calling an alarm and taking measures to halt the creature's progress. (OOC NOTE: See +EHELP ORDER16, and be sure you're dealing with an IC intruder and not an OOC visitor who is merely lost or visiting for an out of character reason. Communicate first.)
If you are dealing with an intruder or trespasser within our borders, they should be dealt with quickly and consistently. Those apparently evil or presenting hostile intent should be engaged with either a melee weapon or from the Elven Path or Shooting Platforms with a bow. (Remember that bows are ideally for "room-to-room" use, not "same-room" combat.) Intruders or trespassers with apparent innocent or non-hostile intents should be captured without bloodshed if possible and as discussed before, consider calling upon others who may have a cause to speak with the visitor.
Trespassers who are not Combat System participants should be imprisoned via effective roleplay. Otherwise defeated opponents should also be imprisoned so they can be interrogated at a later time.
Non-elf, non-Elffriends may be permitted access to Lórien via the +ELFADMIT command. Consider roleplaying that the visitor is blindfolded while being escorted into the city. These Guests of the Galadhrim should never be without an escort during their visit. When they are ready to leave, show them out at Naith.
Remember that Galadhrim wouldn't speak in Westron to just anyone, and in fact there are few who actually know the humans language. (Unless youve learned Westron related languages from a +teacher, or visited human cultures extensively, you shouldnt be able to understand and speak the language.) Use +speak to converse when outsiders are around. It is also important from a roleplaying point of view to try to act more "regal" and less gregarious than other elven cultures.
Tinyplots for the Order
Tiny Plots (TP's) are preplanned events of varying sizes intended to build or create roleplaying or to achieve a specific goal. These are events that require coordination and planning that is greater than normal spontaneous roleplaying. While TP's are planned by all guilds and can involve any number of personal character or culture wide objectives, the "Knighting" TP is intended as a means to demonstrate OOC management, coordination, and organization of a TP. As a general rule, the elements and cultural requirements for a TP are the same for a Knighting TP. Information for both will be provided in order to offer a full understanding of TP's.
- Planning and submitting a TP
- The Start: All TP's start with an idea. This idea can be to create fun IC activity or to achieve a specific goal for either a player or the culture as a whole. This idea can be a tournament, festival, a trip outside the culture, or something that occurs inside the culture.
- Getting It Together/Planning: Now that you have an idea, look though associated help files, talk to Local Admins or senior players, to see if this idea fits in with the general theme of the culture or if something similar has occurred before. This is a chance to brainstorm and develop the idea into a more solid concept of who, what, why, and where, when, how, of the idea.
- Addressing Issues: At this point your plan is going to be relatively developed into a solid idea and you should have input from experienced players. You'll know if there are any potential problems that need to be considered or asked about when you submit your plan for approval. Research and prepare responses or solutions to any potential problems.
- Prepare and Submit Your Plan: Provide a TP proposal containing the elements listed below and submit to the Locals Admins (For a Knighting TP, this proposal is submitted to the LOLA-BB and the Guard Commander:
- Is there a background related to the TP that would explain the goal or plan you're trying to achieve?
- What is the goal of the TP? (Note that this may or may not come to pass.)
- What cultures and players (roughly) are expected to participate in the TP?
- Where will the TP take place? (If the TP is to take place outside the culture, list your points of contact or identify that you'll need help in finding the appropriate point of contact)
- When will the TP take place? Is this to be a flashback, flash-forward, current timeframe? What real life (RL) dates will this TP take place? (Note: Normally this is listed as a time-schedule or an itinerary of the TP)
- Identify if you'll need any assistance. Provide details about the assistance you require.
Elements of a TP: WHO + WHAT + WHY + WHERE + WHEN + HOW
TP's can be large and well planned and highly orchestrated, or they can be smaller events which just develop around a neat idea which someone comes up with. They can be the nubbin of a great adventure, or they can be as simple as the upcoming wedding of a couple of lucky elves. Basically, a TinyPlot is just a plotline, where the players are expected to create the final details as they roleplay.
Some TP's are thoroughly planned and do have a general expected path for people to follow and a well defined conclusion — for example, if a great orc attack is launched on the golden wood, then it's pretty much a foregone conclusion that the orcs are eventually going to be defeated — but many TP's just start with in an interesting idea, and develop as they go, and not even the originator of the TP knows how they'll turn out.
So, you think you got an idea which will be the basis for a lot of fun IC activity for the next week or month? Well, if so, then what you need to do is contact the local admins and present your idea, and see what they think. If they like it, they'll probably help you set it up, and do all the coordination which is needed (for example, if the orcs were thinking of the next great attack on Lórien, their local admins would contact ours and make sure everyone was happy with it, and that they wouldn't interrupt some other major thing we've already got going).
Don't be afraid to present your ideas, and don't be upset if they are turned down. Some things will be rejected if they are too out of theme (like proposing we all go on a happy little trip to the Shire), but others may simply be rejected or put on hold because they'd interfere with other activities going on at the time.
While TP's are preplanned, they aren't scripted, nor is the outcome generally predetermined. Things aren't guaranteed to go the way the submitter of the TP intends. As others get involved, they often contribute and shape the TP as it progresses, providing the TPs creator with twists and turns that they might not have considered in the planning stages. A TP that goes exactly as its planner plans is rare, and no one should expect that everything will go just as planned.
A TP is simply a guide, for players to follow as events unfold, and for judges to be informed of all relevant details and background info while the plot is coordinated. Also, a TP is not an exlusive, standalone scenario. Outside spontaneous RP may become involved and intertwined with the events of the TP, promoting more RP across the MUSH.
Guard Tools (continued)
IC Guard Information
Saluting
- What is a salute?
- A salute is a symbol of greeting, of mutual respect, trust, confidence, loyalty, and respect, initiated by the junior in rank and returned by the senior in rank. It is in no means intended to decrease the dignity of either party. While it is inappropriate for a salute to be demanded by any senior Guard, the lack of proper military protocol will decrease your chances of approval.
- How do you salute?
- The Guard of Lothlórien salute by fisting their right hand and smartly placing it against their left shoulder, just above their heart. A bow of the head or a full bow can be accompanied with the salute when presenting a salute to one who is greatly respected or is deserving of additional honor.
- Who do you salute?
- Knight's and above should be saluted by their juniors as they are considered the Officers within the Order of Lothlórien. Squires can salute Sentinels or fellow Squires as a display of mutual respect but it is not required as they are the enlisted ranks of the Order of Lothlórien.
- When and when do you not salute?
- There is a time and a place for everything, including salutes. This is a part of military protocol and its proper use demonstrates an understanding of its purpose and intent. The most common misconception is that saluting is always required when a junior Guard meets a senior Guard. When overused, a salute becomes more a burden then the intended sign of mutual respect.
Finally, saluting in combat or in a potential combat zone identifies senior Guards as targets. Use common sense.
Medals and Awards
These medals are awarded to those elves that have deemed themselves worthy by the officers of the Order, Trainers, and the Lord and Lady. They can be awarded to anyone found deserving. Often, they are awarded during a ceremony commemorating those being honored. They are given with permission and are not to be simply added to one's desc whenever one feels they are appropriate. If you are not sure if you have been awarded a medal, you haven't.
- Golodhel (Star of Knowledge)
- Awarded by nomination of the Diplomats and by unanimous consent of the Gilith. It is a silver star pinned to the left side of the tunic. Golodhel recognizes time and effort spent above and beyond the call of duty in study with the Diplomats, and in recognition of the wisdom gained and sought.
- Darsereth (Blood Halters)
- Awarded by the nomination of the Healers and by unanimous consent of the Gilith. A pin in the shape of a tied bandage, the bandage white and the ties green. Worn on the left side of the tunic. Given in recognition of such great concern for the health of the fellow guards, ie, time and study with the healers about the basics of first aid.
- Cukano (Bowmaster)
- Awarded by a +trainer to a soldier who achieves a sufficient level of skill in Longbow. It is a vine of silver embroidery just along the inside of the cowl.
- Megilkan (Swordmaster)
- Awarded by the +trainers to a soldier who achieves a sufficient level of expertise with the Longsword. It is represented by a gold embroidered vine just along the inside of the cowl. It is stitched behind the silver vine, if they have it.
- Kanotir (Master Soldier)
- Nominated by the Mellyrn or Gilith, awarded by the unanimous consent of the Gilith. For a soldier who proves themselves during combat in terms of orders and serenity, and wisdom beyond their training. A pin comprised of a golden sword crossed by a silver arrow. Worn on the left side of the tunic.
- Feathalion (Strong Spirit)
- Awarded by the unanimous consent of the Gilith. Given for Bravery, Courage and Competence above and beyond the call of duty. It is a golden broach in the shape of a single mallorn leaf used as a cloak clasp. Upon it are fine etchings and tiny emeralds as accents.
- The Order of Elanor
- Awarded by the Lord and Lady of Lothlórien as recognition of Excellent and Tireless service to the wood. It is a white-silver flower in the shape of a pressed Elanor blossom that hangs on a silver chain.
Birdcalls
Birdcalls are a means of communication when out of the line of sight of those you wish to inform. These calls are often emergency alerts.
Attack: Hawk (screeching, piercing noise), Note: There is an attack, not the order to attack
Possible Enemy: Crow (raucous cawing) Note: stranger in the woods, not orc, but not elf.
Hold, wait, listen: Nightingale (beautiful warbling whistle)
Orc in the woods: Woodpecker (rat-a-tat-tating on wood, knocking on wood, followed by a harsh three-noted cry) Note: Be on guard. Known enemy of the forest sighted.
Friend in the woods: (soft cooing, repeated many times) Note: Stand down, go out to greet them.
Retreat/Fall Back: Whip-or-Will
Come quick and quiet: Owl (Soft hooting sounds)
How to Join
All jobs are earned in character (IC). Once you have a description, you can join the Order of Lothlórien by Role Playing (RP) with a Knight or above. During the Role Play, you will be asked to give the Oath of the Order, similar to the one below:
I, (name) o nos (house), give my oath that I will protect the Golden Wood and to serve Lord and Lady and all that are charged to speak their words and desires. I swear to obey all orders given, even if the order means the sacrifice of my fea to the Halls of Mandos. I swear to honor the Lord and Lady in all actions and deeds and will do so until released from my oath by death or command of the Lord or Lady.Upon taking the Oath of the Order, the Knight or above will send each Squire to complete a task or quest. The tasks that may (or may not) be asked of the new inductee could be to find the Main Guard Talan (near Naith), to find the Order Gate Talan's (near the entrance to the City), or perhaps to find the Training Fields (near the top of the City). The purpose and intent of the task assigned is to allow the new player to become familiar with Guard related features within Lórien. These tasks are not meant as a means to frustrate the player, and it's perfectly alright to ask for hints and help.
