Elusion is a large, rather flat island of some 70,000 square kilometres (the size of Ireland) about 10,300 kilometres due west of Thekla. Elusium is directly beneath Indarian, so that Indarian appears at the zenith as seen from Elusion.
According to tradition, it was on Elusion that the Leshy found themselves on the Eldest of Days: that morning forty-six centuries ago when the peoples of the World of Isles awoke for the first time. Here alone the original language of all kinds is still spoken in its original form, and for that reason the language is called Elusian.
Elusion was long the chief land of the Leshy, though they settled in small numbers all over that half of the World of Isle where Indarian can be seen. Once populous, Elusium is said to be reverting to wilderness as the Leshy withdraw into the Shee, a mysterious other-world of bliss, terror and perpetual Indarian-light.
The Leshy (who are described in the Players’ Introduction to Gehennum) are capable of surpassing ordinary humans at most endeavours, and, being immortal, get plenty of time to hone their skills. On the other hand many are slow to adopt innovations. Leshy products are of unsurpassed workmanship, but are prone to embody obsolescent technology. Elusium is a very rich country, and the Leshy are largely self-sufficient. There is little trade or intercourse between Elusium and the outside world.
Leshy build and make things either for the very short or the very long term. They build flimsy pavilions, and solid stone castles and halls, and little in between. Their tools, ‘permanent’ buildings, clothes, ships and other accoutrements are tasteful and decorative: not, perhaps, because the Leshy are extraordinarily sensitive to æsthetic impressions, but because they expect to use their artifacts for long enough that any ugliness would become really irritating.
Leshy dress, buildings, and equipment are often quirky, as each person in accumulates personal preferences indefinitely. They also show a tendency to extremes, as though their users had long grown exasperated with compromise. Experienced Leshy adapt (say in their clothing) to circumstances far more readily and completely than other folk.
Leshy society and traditions allow full rein to individualism, but not all Leshy are innovators and leaders. The Leshy include as great a proportion of imitators and followers as do humans. For this reason, and because of actual practical constraints, each community of Leshy (and to a lesser extent, Leshy overall) have a recognisable style and physical culture. The designs and decorations of Elusion, for example, are marked by a sinuous grace and elaborate semi-abstract curvilinear decoration. As another example, Leshy everywhere seem to favour fore-and-aft rigging on their boats, yawls, ketches, and schooners.
Society
Leshy society is very odd. The family has a very small rolé. Even if a Leshy child stayed with his or her parents for forty years that would be a mere drop in the bucket of an eternal lifetime. Children are rare, and soon go their own ways.
Perhaps the most un-human trait of Leshy society is the negligible roll of kinship. Inheritance is of course not thought of, since Leshy expect to live forever. Kin groups rarely form and never last: few Leshy are able to associate indefinitely on the basis of an accident of birth. For the Leshy, the proverb might be “you canchoose your friends, and forget your family”.
Government
The consistent thread that runs through Leshy society and government is that everything depends on who a person is, and not on what he or she is. The Leshy leaders are called ‘archons’. They occupy no official positions, and have no powers. They are simply Leshy with track records for good judgement, whose advice others follow because it seems good.
In theory Leshy communities are anarchies. Everyone is free to do what he or she wants. In practice, the communities are ruled by archons and mutual restraint. If anyone abuses his or her liberty, the others (usually on the advice of an archon) will take steps to abate the nuisance.
Natural followers are so common, and respected leaders so wise and well-established, that Leshy communities can seem like rigid monarchies, in which the word of the archon is law. Archons are often very rich (but also sometimes very poor), and traditional etiquette often gives them signs of respect, so that they seem kings and queens indeed.
Most Leshy settlements have their own customs and traditions, and these are very strict in important things. If you break an important convention, and the archon recommends that you be punished, someone will punish you.
If a Leshy doesn’t like the way his or her community is being run, and can’t persuade the others to change it, his or her only recourse is emigration.
Leshy society is, most of all, polite, sometimes to the point of punctilio. If you’re going to get along with people for centuries, politeness is pretty-well essential.
The Megalarch
Elusium is dotted with self-governing communities, each with its archon. They dwell in villages, small cities, castles, hill-forts and other picturesque dwellings. All defer ultimately to the archon of Megalopolis, Archidamus the Megalarch, who is an avatar of Regis, and moreover of surpassing wisdom. Megalopolis is a seaport at the mouth of the Singing River.
According to tradition, it was on Elusion that the Leshy found themselves on the Eldest of Days: that morning forty-six centuries ago when the peoples of the World of Isles awoke for the first time. Here alone the original language of all kinds is still spoken in its original form, and for that reason the language is called Elusian.
Elusion was long the chief land of the Leshy, though they settled in small numbers all over that half of the World of Isle where Indarian can be seen. Once populous, Elusium is said to be reverting to wilderness as the Leshy withdraw into the Shee, a mysterious other-world of bliss, terror and perpetual Indarian-light.
The Leshy (who are described in the Players’ Introduction to Gehennum) are capable of surpassing ordinary humans at most endeavours, and, being immortal, get plenty of time to hone their skills. On the other hand many are slow to adopt innovations. Leshy products are of unsurpassed workmanship, but are prone to embody obsolescent technology. Elusium is a very rich country, and the Leshy are largely self-sufficient. There is little trade or intercourse between Elusium and the outside world.
Leshy build and make things either for the very short or the very long term. They build flimsy pavilions, and solid stone castles and halls, and little in between. Their tools, ‘permanent’ buildings, clothes, ships and other accoutrements are tasteful and decorative: not, perhaps, because the Leshy are extraordinarily sensitive to æsthetic impressions, but because they expect to use their artifacts for long enough that any ugliness would become really irritating.
Leshy dress, buildings, and equipment are often quirky, as each person in accumulates personal preferences indefinitely. They also show a tendency to extremes, as though their users had long grown exasperated with compromise. Experienced Leshy adapt (say in their clothing) to circumstances far more readily and completely than other folk.
Leshy society and traditions allow full rein to individualism, but not all Leshy are innovators and leaders. The Leshy include as great a proportion of imitators and followers as do humans. For this reason, and because of actual practical constraints, each community of Leshy (and to a lesser extent, Leshy overall) have a recognisable style and physical culture. The designs and decorations of Elusion, for example, are marked by a sinuous grace and elaborate semi-abstract curvilinear decoration. As another example, Leshy everywhere seem to favour fore-and-aft rigging on their boats, yawls, ketches, and schooners.
Society
Leshy society is very odd. The family has a very small rolé. Even if a Leshy child stayed with his or her parents for forty years that would be a mere drop in the bucket of an eternal lifetime. Children are rare, and soon go their own ways.
Perhaps the most un-human trait of Leshy society is the negligible roll of kinship. Inheritance is of course not thought of, since Leshy expect to live forever. Kin groups rarely form and never last: few Leshy are able to associate indefinitely on the basis of an accident of birth. For the Leshy, the proverb might be “you canchoose your friends, and forget your family”.
Government
The consistent thread that runs through Leshy society and government is that everything depends on who a person is, and not on what he or she is. The Leshy leaders are called ‘archons’. They occupy no official positions, and have no powers. They are simply Leshy with track records for good judgement, whose advice others follow because it seems good.
In theory Leshy communities are anarchies. Everyone is free to do what he or she wants. In practice, the communities are ruled by archons and mutual restraint. If anyone abuses his or her liberty, the others (usually on the advice of an archon) will take steps to abate the nuisance.
Natural followers are so common, and respected leaders so wise and well-established, that Leshy communities can seem like rigid monarchies, in which the word of the archon is law. Archons are often very rich (but also sometimes very poor), and traditional etiquette often gives them signs of respect, so that they seem kings and queens indeed.
Most Leshy settlements have their own customs and traditions, and these are very strict in important things. If you break an important convention, and the archon recommends that you be punished, someone will punish you.
If a Leshy doesn’t like the way his or her community is being run, and can’t persuade the others to change it, his or her only recourse is emigration.
Leshy society is, most of all, polite, sometimes to the point of punctilio. If you’re going to get along with people for centuries, politeness is pretty-well essential.
The Megalarch
Elusium is dotted with self-governing communities, each with its archon. They dwell in villages, small cities, castles, hill-forts and other picturesque dwellings. All defer ultimately to the archon of Megalopolis, Archidamus the Megalarch, who is an avatar of Regis, and moreover of surpassing wisdom. Megalopolis is a seaport at the mouth of the Singing River.