Elves usually must wait a very long time before finding their soulmates, if they ever do. Once two elves do recognize each other, they bond. An elven bond is something far deeper than the typical marriages of the other races. Breaking a bond, unlike divorce, is practically unheard of. The elven bond does not mean that the elves must be monogamous, though some do practice such. Elves do not, for the most part see monogamy as nessesary to a loving relationship.
General tips for all players
Many different people roleplay in many different ways. Some powergame, others give themselves challenges they cannot possibly overcome. Some like to involve themselves in a brawl at every possible opportunity and other are content to sit, have an ale and discuss things in the tavern.
There is room in various Roleplay Kingdoms of Arethane for only some of these types of roleplayers. In the interestof creating a place that gives maximum benefit of a particular style of RP it has become a place that screens out powergamers and so forth.
The style of RP most encouraged in various Roleplay Kingdoms of Arethane is for those taking an active role in the play going on. Assertive roleplayers are always welcome, those who are proactive, generate interest and amusement both.
Various Roleplay Kingdoms of Arethane are intended to be a serious form of roleplay in something of a mimicry of real life (but of course far more interesting). There is room of course to laugh and have fun, but please do it in character (unless you are in #Arethanehome the Out Of Character discussion channel, where anything goes). What I am getting at, is that things like a talking beach ball called Mr Bouncey are not really smiled upon. Please be sensible when RPing in various Roleplay Kingdoms of Arethame.
As a general rule of various Roleplay Kingdoms of Arethame, you should only occupy one RP channel at a time unless you have a good reason for doing otherwise. There are a few circumstances where it is acceptable though. For example if you were looking in through the window of the tavern, but wanted to indicate that you were not really in the channel, you might be situated in #Outside for playing purposes and also in #Tavern to make sure you can actually see what is going on, and perhaps also give the players an opportunity to see you. Another circumstance is a very rare one, in that you may be a mage casting a spell that allows you to project yourself somewhere. In any case, again it comes down to common sense. If you cannot physically be in two places at once, don't do it.
There are many factors that seem to distinguish between average and excellent roleplayers. This is of course a subjective matter, but those that go above and beyond the call of duty. Little extra things that in time become second nature. To always remember where you are and what you are doing is a big one. It might seem simple, it might seem basic. But if you are holding an ale one minute, and then forgot about it the next, it doesn't help. Everyone slips up now and then, but the less you slip up, the better it comes out.
Travelling between channels is another one. If you actually go through channels you would normally travel through to get to where you are going, it can make for some very spontaneous and interesting RP. Who knows what you might stumble across? Joining and leaving channels at the right time can be a large factor of great roleplay.
Sticking to your character. This is a big one. In the roleplay I have experienced in the past, a lot of people (including myself for a long time) just didn't stick to their character. There was numerous instances I can remember, one in particular, where warrior characters suddenly developed arcane powers to get them out of a tricky situation. It doesn't look good and it doesn't play well. It annoys people you are playing with and is munchkiny. In various Roleplay Kingdoms of Arethame, people are expected to stick to their characters and if they don't, they will be cautioned by a GM. It isn't all that hard. Just make sure you know your characters limitations, what they feasibly could and could not do and it will work wonderfully. :)
Stemming from that, is knowing the character you are playing. There are very few people I have come across that don't know their character, but you should be able to give the reaction of your character to any given situation. You have to know their mannerisms, what they are likely to say or do and so forth. Not many people seem to have trouble with it though. :)
The long and short of it is sensibility. Be nice, be reasonable, be fun, be fair and be creative. If you encourage roleplay with your character, then people will enjoy rping with you. Set up a quest, have something intriguing about them, just ANYTHING to get it happening (obviously within the rules and within reason). If you aren't sure how to go about it, ask one of the helpful GM's, as they are just dieing to help one and all.
Another thing that can work both ways, and is purely a matter of style, is spontaneity. Some like it one way, others like it differently. Quite a few people like to plan their RP down to the last detail as to what is going to happen, the outcome and so on, like a script to a play. Others give a basic outline and objective, some major points and work from there. While other people still are happy, and even pleased for a situation to arise around them they know nothing at all about. All of these are acceptable in various Roleplay Kingdoms of Arethane and it really only depends upon the person in question as to how it is played.
If you are curious or disagree with any of these points or would like to add something, feel free to email me, as always I would be happy to discuss it.
Thanks for reading.