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FablesAdmin (talk | contribs) (Created page with "{| class="wikitable" | colspan="2" |Elves |- |Pronunciation: |Elf |- |Classification: |Elven |- |Name in own language: |Aevor, the dawn-born / the early people Murathi, the shade-born / the hidden folk |- |Name in common tongue: |Elf |- |Nicknames: |Knife-Ear |- |Spoken Languages: |Common Tongue, Talmiric, Deep-Talmiric (Akrunai dialect) |- |Associated Cultures: |Talmyrian, Akrunai |- |Average Height: |170mm to 190mm on average. Females are slightly shorter overall. |-...") |
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Revision as of 15:09, 27 November 2025
| Elves | |
| Pronunciation: | Elf |
| Classification: | Elven |
| Name in own language: | Aevor, the dawn-born / the early people
Murathi, the shade-born / the hidden folk |
| Name in common tongue: | Elf |
| Nicknames: | Knife-Ear |
| Spoken Languages: | Common Tongue, Talmiric, Deep-Talmiric (Akrunai dialect) |
| Associated Cultures: | Talmyrian, Akrunai |
| Average Height: | 170mm to 190mm on average. Females are slightly shorter overall. |
| Average Weight: | ~60–90 kg depending on height. |
| Maximum Age: | Around 320 years old. Adulthood is at 72 |
| Stat Bonuses: | Strength +0
Defense +0 Agility +2 Intelligence +2 |
Introduction
Elves are one of the oldest long-lived peoples in the Western world. Though they share a distant common ancestry, their society is now divided between two main branches: the Aevor, whose culture developed across the surface realms of Talmyria, and the Murathi, whose roots lie in the deep halls and caverns of Akrunel. Both branches now maintain a presence on Eldland, though their numbers here are small and their standing is complicated.
Elven communities tend to value order, continuity, and clear customs. They are slow to speak plainly, cautious in how they present themselves, and tend to commit strongly to any position they take. To many outsiders, this often reads as arrogance, which is not entirely inaccurate. They prefer predictable systems and have firm confidence in their own methods.
Whether Aevor or Murathi, their long memories shape many of their habits. Elves do not abandon established customs easily, nor do they let go of grievances quickly. This makes them reliable when agreements are kept, but stubborn and difficult to handle when challenged. On Eldland, this has earned them a mixed reception. Many, if not most, locals regard them with open suspicion or irritation, especially the Aevor, whose foothold on the continent began with a costly misunderstanding. While elves maintain their own enclave and strongholds, they are not a people one commonly encounters across Eldland’s cities or roads.
Even so, the two elven branches remain connected by necessity. The Aevor and Murathi share ancestry, certain long-term interests, and now a common need to keep their fragile position on Eldland from collapsing. Their approaches differ, but their survival here relies on working in parallel, if not always in harmony.
The Aevor
The Aevor are the more prominent of the two elven branches and the ones most likely to be recognised abroad. Their society is built around structure, long-term planning, and a quiet but persistent sense of entitlement regarding lands and legacies they believe were once and still are theirs. Pride is common among them. Admitting fault is rare, and changing course after committing to a decision is rarer still.
Their determination is matched by their resourcefulness. Aevor history is marked by frequent setbacks followed by reinvention: reorganised fleets, altered settlement plans, or other practical revisions. They excel at finding solutions through planning and innovation, and they seldom abandon an objective simply because it proves challenging. This is one of the reasons they remain fixated on regaining influence in the east, long after most cultures would have moved on.
On Eldland, the existing Aevor community is small but orderly, built around a fortified harbour and outpost rather than sprawling settlements. They keep their communities orderly and self-contained, with a clear hierarchy and little interest in blending with the local population. Most people on Eldland view them with open disdain, an attitude fuelled by the events at what is now known as Cal-Eryndor, but the Aevor rarely concern themselves with public opinion. Their focus lies on the long game, and they believe that consistency and structure will eventually vindicate their presence.
The Murathi
The Murathi represent the elven branch shaped by centuries spent in harsh mountain systems and deep underground networks. Their culture developed around the immediate need of securing food, protecting scarce resources, and safeguarding hidden settlements that relied on secrecy to endure. This produced a practical, survival-oriented people whose decisions focus on what is needed now rather than on long-term plans or distant ambitions.
Unlike the Aevor, the Murathi adapt quickly. A failing plan is dropped without hesitation, and new approaches are taken up as circumstances change. Tradition matters to them, but not at the cost of survival. Their suspicion toward outsiders comes from experience, for much of their history, revealing that their homes or numbers could invite danger. Even on Eldland, the Murathi groups keep their communities small, discreet, and closely guarded, sharing little about their internal workings or numbers.
Murathi populations on Eldland are smaller than those of the Aevor, though they are slowly growing as conditions allow. They tend to involve themselves only where it benefits their families directly. Their settlements are functional rather than expansive, and they prefer to build around what they need rather than what might impress others or draw unwanted attention. Most local races often know little about them beyond rumours, and the Murathi prefer it that way.
Despite their differences with the Aevor, the two branches maintain a working alliance. They do not share the same priorities or outlook, but they both understand that cooperation is necessary while they remain outnumbered and unwelcome on Eldland.
Physical Appearance
The Aevor
The Elves of Talmyria present a tall, slender build with long limbs and straight posture. Most stand between 170 cm and 190 cm, with females tending slightly shorter, and their weight varies by height but generally falls between 60 kg and 90 kg. They are generally taller than humans, though not by a dramatic margin. Most stand within the upper end of human height ranges, giving them a naturally commanding presence without appearing oversized. Their builds are lean, with long limbs and a straight, balanced posture. Facial features tend toward narrow and well-defined lines, with straight noses, high cheekbones, and angular jawlines. The ears are long and pointed, set slightly higher than a human’s, angled slightly back from the skull.
Skin tones are typically fair to lightly warmed by sun exposure. Elves reach adulthood at around 72 and can live up to 320 years, though individuals vary. Their complexion maintains clarity well into older age, making it difficult for outsiders to judge their years accurately.
Their hair appears in the full range of natural human tones, from black through chestnut, ginger, blond, and even silver. Lighter shades are somewhat more common among them. Hair is usually worn long, either loose or arranged in intricate braids. Elves place considerable importance on the state of their hair, viewing it as a straightforward indicator of personal discipline, family background, and earned distinction. Braids, beadwork, and metal clasps each carry meaning. Rather than serving as decoration, these elements are used to note milestones, record lineage, acknowledge sworn vows, or mark honors granted by one’s community. For this reason, maintaining tidy, well-kept hair is regarded as a basic expectation and a sign of reliability and social standing.
Most Aevor have light-colored eyes in blue, green, grey, hazel, or pale brown. Silver or silvery undertones can appear in the irises and are not considered unusual. Darker eye colors exist but are less frequent and generally regarded as rare.
Aevor clothing typically uses fitted layers with structured seams and clear lines. The general style leans toward long tunics, robes, and over-garments that fall cleanly to the knee or lower, often with split hems to allow free movement. Shoulder panels, high collars, and woven motifs along the chest or sleeves are common design elements. Embroidery is used sparingly but deliberately, usually placed to highlight borders or frame the garment’s central panel. Color selection varies widely. Greens, blues, reds, golds, and neutral earth tones all appear in everyday wear, and families often keep a preferred palette. What distinguishes status is not the color itself but how rich and even the dye appears. Wealthier households can afford deep, saturated colors and complex dye processes, while common folk tend to wear more muted or naturally toned fabrics. Nobles favor fine wools, soft-spun linens, and light silks, which drape smoothly and hold shape well. Lower-status elves use sturdier, coarser materials suited for work or travel. Decorative metal clasps, shoulder fasteners, and embroidered belts are typical among those of means, while simpler wooden or leather fittings appear among the working class.
Jewelry plays a secondary but visible role. Nobles often wear brooches, circlets, or neckpieces worked in silver or gold, usually displaying family symbols or regional motifs. Peasants might wear beadwork, carved bone, or modest metal pieces. The style of jewelry tends to be restrained. Even among high-ranking individuals, pieces are chosen for their craftsmanship rather than size or extravagance.
Examples of Aevor skintones
The Murathi
The Murathi share the same general height and lean build as the Aevor. Most stand toward the upper end of human ranges, between 170 cm and 190 cm, with females tending slightly shorter, and their weight varies by height but generally falls between 60 kg and 90 kg. Their features tend to be sharper overall, with angled cheekbones, narrow jaws, and long ears that sweep back more distinctly than those of the elves.
Their skin tones range from dark grey and charcoal to muted violet shades. Lighter variations occur in some families but never match the complexion of surface peoples. They age slowly, though their sharper features make signs of age more noticeable once they appear, much like their cousins. The Murathi also reach adulthood at around 72 and can live up to 320 years, though individuals vary.
Hair colours include black, white, silver, grey, and some muted reds. Bright, fiery ginger tones show up rarely but are not unknown. Hair is usually worn long, but styling differs from common elven customs. The Murathi use more rigid or structured arrangements, pulled back, tied up, or set in place to accommodate metal ornaments. Rings, plates, chain-links, and similar pieces are common. These usually mark clan affiliation, profession, or religious ties rather than personal milestones.
Most Murathi have bright and warm-toned eyes, usually gold, amber, orange, or red. These colours support their ability to see in low light, which is essential in their underground settlements. Cooler eye colours such as purples exist but are rare, considered an anomaly, and often come with severely reduced vision even in broad daylight.
Their clothing is built for layered use. Long robes, fitted coats, reinforced sleeves, and structured shoulders are typical. Many garments include split hems or flexible underlayers for movement on uneven ground. Their preferred colours are dark, in black, ash, slate, deep red, wine, and burnt orange. These colours hold up well in dim environments and against mineral-heavy air. Metalworking is a visible part of their clothing. Blackened steel, bronze, and dark silver appear in clasps, belts, collar pieces, and other fittings. Shapes tend to be simple and geometric, though nobles often favour more detailed work.
Jewellery is common and adored across all classes. Nobles wear heavier pieces like layered metal, volcanic glass, carved stone, and crest-bearing ornaments. Commoners use plainer materials but still wear noticeable items. Jewellery often indicates clan, occupation, or rank rather than serving as decoration alone.
Examples of Murathi skintones
Vhalenai - The Split-Born
Children born of an Aevor and Murthi pairing are very uncommon and difficult to conceive. The official naming of them would be Vhalenai, meaning “split-born”. The two branches remain close enough to produce offspring, but the differences in their physiology often make the process unstable. Pregnancies carry a high chance of complications, and early loss is common. Many do not survive infancy.
Those who grow to adulthood share characteristics from both sides, but not in a uniform way. Mixed features often appear uneven, most visibly in the skin and hair. Patch-pattern pigmentation is common, with tones from each parent appearing side by side or in irregular shifts. Hair may follow the same pattern and produce streaks or segments rather than a single uniform colour. Eye colour tends to follow the Murathi side more strongly and frequently comes with severely reduced vision, including difficulty in bright environments or limitations in depth perception. All mixed offspring are infertile, and their natural lifespan is somewhat shorter than either parent’s, though still long compared to humans (~200 years).
Their place in society is cautious but not hostile. They are not cast out, but they are not fully absorbed into either society. Most understand early that they sit between the two branches and are treated accordingly. To avoid placing them in situations where their presence may cause tension, they are usually directed toward a specific military division maintained jointly by both branches to give the Vhalenai a chance to contribute meaningfully into their society.
This regiment is highly disciplined and makes use of the Vhalenai physical resilience and adaptability. Recruits shave their hair, wear masks that render them unrecognisable as part of the standard uniform and receive training suited to border work, reconnaissance and specialised operations. Many veterans from this unit tend to be experienced and capable. Despite their uncertain standing, their skill and discipline have earned them the respect of both branches, even if they seldom take part in civilian life.
Languages
Since the dawn of the Talmyrian realm, the many elven dialects that dominated the different kingdoms of the west have been unified into what is now known as Talmiric. An official unifying language is now the most dominant among all the elven peoples. It is a distinct tongue from most elves, who use the Common Tongue as their secondary language. This is a learnt language acquired by travelers, merchants, and diplomats through their travels to distant lands and has become a fluent alternative. Talmiric, however, does in no way resemble the languages of other lands in one bit. It is easily detected when heard, however. Using a certain flow in how it is spoken, making every mundane sentence sound like a carefully coordinated swivel of sound that is the result of decades of mastery of the tongue. Hearing elves engaged in conversation has an enchanting, supernatural allure to it that makes those unable to comprehend the meaning of the words spoken crave to understand. Elves, as they speak, tend to keep their voices calm and thus radiate a certain warmth. They speak no more than needed. Every single movement of the lips feels like a coordinated move, and they do not stumble, nor think out loud.
The Murathi use a variant known as Deep-Talmyric, shaped by older subterranean dialects. It follows the same structure but uses sharper endings and harder consonants. Speakers of either form can understand one another without real difficulty, though the differences in sound take some adjustment.
| Talmiric: Quick Guide | |||||
| Greetings | Races | Titles | |||
| Eila | Hello | Renhil | Human | Tirnor | Emperor |
| Kai’veran | Formal hello | Aevor | Elf | Hilira | Empress |
| Amur | Friend | Ondar | Denur | Rosir | Prince |
| Selmarin | Tiefling | Kaihir | Princess | ||
| Varhil | Lord | ||||
| Varelin | Lady | ||||
| Arthel | Noble | ||||
| Selairin | Mage/Spellcaster | ||||
| [TBD] | Priest | ||||
| Hilthar | Doctor/Healer | ||||
Naming Schemes & Associated Cultures
Aevorin names are shaped by the sound of their language: soft, vowel-heavy, and easy to pronounce. Most given names fall between two and four syllables and avoid harsh consonants or abrupt stops. Stress typically falls on the second-to-last syllable. Despite regional differences, the overall cadence of Aevorin names is consistent across Talmyria.
Common vowels include ae, ai, ia, ei, and eu. Preferred consonants are l, r, n, s, v, and th, while strong k, g, and heavy clusters appear rarely.
Name Endings
Masculine-leaning: –or, –ir, –en, –is, –ion, –ar
Feminine-leaning: –a, –ae, –is, –ith, –ira, –enna
(These patterns are customary rather than strict.)
Given Names
Aevorin given names generally come from three sources:
- Traditional Names Older, inherited names follow long-standing sound patterns. Examples: Aeryn, Voriel, Isarion, Aelira, Lyressa.
- Word-Based Names Names taken from pleasant-sounding or meaningful Aevorin words. Examples: Syril (hope), Luthir (joy), Umir (dream), Feyla (thread), Sorin (day), Lunor (night).
- Modern Names Newer forms shaped by contemporary taste or notable families. Examples: Sariel, Elvren, Caerin, Selyth, Iollrath, Averis
Family and House Names
Aevorin family names fall into two broad groups:
- Rooted Names Names derived from old Aevorin roots, common among older houses. Examples: Solimar, Draselion, Tavarel, Kailyrin, Marethis, etc.
- Derived Names Softer or stylized names that echo Aevorin sounds without pointing to a specific root. Examples: Rhodia, Astenna, Halares, Il’vha.
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Murathi names come from the same ancestral language as the Aevorin, but their sound changed over the centuries underground. The structure is still familiar enough that the two groups can understand each other, yet the Murathi cadence is noticeably harder. Their speech shortens vowels, tightens syllables, and leans on the sharpest consonants available in the shared lexicon. Stress still usually falls on the second-to-last syllable, but the rhythm feels clipped compared to surface Aevorin patterns.
Murathi names use more kh, k, g, and sharper r-taps. Consonant clusters are common, especially where Aevorin would soften or separate sounds. Typical endings include –ak, –ek, –ir, –gar, –ath, and –ok. Despite the harsher tone, Murathi names still follow the same meaning-based system as Aevorin ones. The difference lies in what they consider meaningful: instead of concepts like dawn, hope, or harmony, Murathi names draw from the world they live in, with stone layers, mineral veins, underground rivers, bioluminescent growths, and deep-place geography being a common theme.
Name Endings
Masculine-leaning: –ak, –ek, –ir, –gar, –ath
Feminine-leaning: –a, –ith, –ira, –ekka, –enath
(These patterns are customary rather than strict.)
Given Names
- Traditional Names Older Murathi names keep their ancestral roots but shift toward sharper pronunciation. Examples: Murthir, Tavrak, Lunethirn, Drosgar.
- Word-Based Names Names drawn from environmental features of the underground. Examples: Murak (depth), Vorgren (metal vein), Velgrith (deep green growth), Hilgar (life-strong), etc.
- Modern Names Newer forms that follow the common Murathi tone and structure. Examples: Velmigrath, Ilmgar, Selgrith, Tavrask.
Family and House Names
- Rooted Names These names come from deep-place concepts like stone, minerals, caverns etc. Examples: Velgrath, Odrigen, Khelvarn, Droskien.
- Derived Names Harder-sounding or clipped names without an obvious modern root. Examples: Khravik, Grunath, Sulkran.
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Associated Cultures
The Elven people, though united in blood and name, have been divided throughout the years more and more since the first elves migrated into their now homeland of Calaron. Where the now Aevor people, those who dwell on the surface, settled along the coasts, where they built vast kingdoms and formed what is now known as the Talmyrian realm and culture. Those who chose to keep marching, where others settled, were lost from the pages of history for many moons. Going forth into the icy north seeking lands of their own until they could go no further. Eventually, they resided in the caves that dot the mountains they traversed more and more as the surface became unlivable. This continued until they eventually found more vast and prosperous caverns deep underground, where the flames of the earth warmed them, and nature provided their food and water. It was here that they became the Murathi, the people from below who formed the Akrunai realm and culture. Hidden deep away from any transgressors or unwanted eyes who could disturb their newfound peace with the world.
Only many years later, the Murathi were discovered once more. It was considered a miracle that they survived; however, many were also frightened by the changes they underwent from their adaptation to their new home. Right now, the people rejoice, both Aevor and Murathi, for they are united once more despite their differences. There is, however, also a great amount of distrust. Only time will tell if this fragile newfound alliance between these peoples will last.
Character Traits
| Strong | Players with this trait get two extra points in the strength stat. |
| Sturdy | Players with this trait get two extra points in the defence stat. |
| Swift | Players with this trait get two extra points in the agility stat. |
| Intelligent | Players with this trait get two extra points in the intelligence stat. |
| Adaptive | Players with this trait get two extra skill points, which they can freely distribute. |
| Resilient | Players with this trait get an additional 2 HP. |
| Horsemaster | Players with this trait deal 1 additional damage with every weapon attack when mounted on a horse. |
| Packmule | Players with this trait have a maximum weight cap of +20. |
| Sea Legs | Players with this trait have increased movement speed when in water or on a boat. Additionally, they can hold their breath for double the amount of time. |
History
Origins
In times far before the written records of the elves date. It is speculated that most of sentient life originated from the most southern stretches of Varenne below the archipelago dominating the continent’s center. Here it was that intelligent lifeforms first took shape, and throughout many ages of evolving, began sprouting all over the land in the form of many different species evolving from their bestial primordial forms. One of these species was the now by elves referred to as Arhivalen. One of the earliest species to be considered sentient, which mostly originated from the western shores of the continent. Learning how to fish and hunt in groups, and so climbing their way to the top of the food chain, where they firmly stood for centuries. What followed is mostly unknown, but for mysterious reasons, be it war, waning supplies in the region, or natural disaster, the many peoples of the far south began to mass-migrate northwards to the many untamed lands ahead. The Arhivalen, by now, had developed the ability to cross smaller bodies of water, and it is thought that in small boats and on foot, the mudflats of Varenne were crossed, after which they followed the coasts and rivers north, eventually making their way to the continent now known as Calaron, where many hunter-gatherer tribes spread throughout the land. Settling and taking hold of their new home, far away from the other developing species and the calamity that drove them there in the first place.
Discoveries of bone fragments by elven explorers and archeologists that were believed to be of the Arhivalen have circulated throughout the lands of Talmyria for studies into this mysterious past. It was long believed that the elven people did not change too much, only growing slightly taller as the ages wore on. However, a breakthrough came in the year 455 AC. towards the end of the unification of the elves, when an army marched through the central mountains of Atherin northwards that a shocking discovery was made. An almost perfectly preserved body was found that, after years of tedious studying, was found to be one of their own from ages long past, frozen in the mountainous wastes. Its frame was intact, and its skin and hair still visible after all this time. It was then discovered that the Arhivalen people were not only shorter but also considerably more sturdy of frame. Having more bodily hair and even showing hints of some minor facial hair. A feature thought impossible to produce for their kind. The one feature that has been most consistent in elfkind from its earliest days is their tipped ears. A defining feature that was also present on the discovered specimen. It is to this day the most remarkable discovery about the earliest of elfkind, which granted a unique piece of insight into this shrouded past.
Split
As the Arhivalen settled across Calaron, well before 28400 BC, in the haze stretch of time scholars place under “Pre-Historic Migration”, their clans spread widely across the new continent. The land itself encouraged separation. Forests, plains, coasts, and high valleys offered different kinds of safety and food, and groups that had once traveled together slowly settled into distinct regions. This drift occurred over thousands of years. By 28400 BC, the Arhivalen lived as scattered hunter-gatherer tribes, still similar in appearance and habit but no longer moving as a single people. The clans that ventured into the foothills and lower mountains faced harsher conditions than the rest. Winters struck earlier, storms were severe, and food was often limited. Caves became seasonal shelters first, then dependable winter refuges, and after several centuries, they served as permanent habitations.
Surface oral traditions later placed a major rockslide or collapse sometime in this era, likely between 27000 and 26000 BC, which trapped several highland clans deeper in the mountain systems. Whether this disaster alone caused the “Split” or merely accelerated an ongoing trend, the result is the same. These isolated clans adapted to underground life. Generations born in the caverns developed a distinct way of living shaped by scarce resources, confined space, and a complete absence of sunlight. Over many millennia, these people gradually diverged into what would later be identified as the Murathi. A subterranean elven lineage that had already taken form long before recorded history began.
The tribes that stayed on the plains, forests, and coasts continued to develop above ground. Their surroundings allowed wider travel, broader food sources, and early experimentation with tools and settlement patterns. Permanent structures and consistent seasonal camps appeared slowly, well before the first written records. By 15000 BC, when the first verifiable elven history begins, these surface Arhivalen had already formed proto-societies that would stabilize into the earliest Aevor kingdoms. They advanced in toolmaking, ritual practice, and early governance, gradually separating themselves culturally and eventually anatomically from their deep-dwelling cousins. These surface peoples became the ancestors of the Aevor, whose cultures later dominated most of Calaron and beyond.
Across the long stretch from the first written records (15000 BC) through the early period of slow expansion (14999-8000 BC), the two branches lived completely apart. Each retained vague stories about the other. The Aevor spoke of clans “lost to the mountains”, while the Murathi preserved fragmented tales of people who once lived above, but neither side understood that these memories referenced actual kin. By the time the Aevor established eastern colonies in 7800 BC, the Split was not only complete but already ancient. The Murathi had developed a fully subterranean civilization, and the Aevor were growing into a network of early kingdoms. From that point onward, the Split survived only as myth until the rediscovery of the Murathi in 819 AC, which finally forced elven scholars to re-examine their own origins.
Modern Elves
The idea of a "modern elf" has been argued over in Talmyrian academies for centuries. Elves change slowly, far slower than other peoples, and there is no single moment where their present form began. Their bodies have remained largely stable since the earliest records. The rediscovery of the Murathi, however, forced a clearer definition. With their history added to the archives, scholars concluded that elfkind reached its current state when the Murathi finished adapting to life underground. The exact date is lost, but by the time written history appears, both branches had already settled into the traits they still hold to this day.
Today, two known elven lines exist. The Aevor, who developed above ground in open lands, and the Murathi, whose long isolation in deep caverns shaped them differently.
They share the same original ancestry, but each adapted to its surroundings over many ages. Aevor societies grew around travel, trade, and seasonal changes. Murathi culture formed around limited resources, craft, and enclosed communities. Their customs and appearances differ, but the connection between them is well-established in modern scholarship. What defines elves more than any single trait is their lifespan. They endure for far longer than most races. This longevity has shaped their outlook. They are slow to act, slow to forget, and steady in their work they choose to pursue. Their long lives have allowed them to refine building, metalworking, and recorded knowledge to a degree few others match.
Across Talmyria and Akrunel, elven settlements reflect this. Coastal cities built by the Aevor stand for millennia with little change. Murathi cities carved into stone function through systems perfected over countless generations. Both branches leave lasting marks on the regions they inhabit.
Modern elves are, in essence, the result of that long history. They are two related peoples, shaped by different worlds, carrying the same ancient origin forward in their own ways.