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-= Caer'duin Seed | Seafarers of the Wild Faith =-


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[ Amayonnaise ]

 

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Tāmatsu | Kalii’mari

The Caer’duin primarily worship two Mani of the Seas: Tāmatsu the Crab Princess of debris and new reefs, and Kalii’mari, the Squid Prince of companionships and hope. In their honour, the Caer’duin strive to aid in the restoration of nature and creation of unbreakable bonds.

Caer’duin are known for their skill in artisanry, as their Patron Mani possess a profound appreciation for handcrafted, colourful, and shimmering offerings. These can include simple shells, wood carvings, handcrafted trinkets, jewellery, or even intricately carved rowboats or entire ships; sunken to the seabed to aid in Tāmatsu’s endless work.

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[ Various Pinterest Art ]



An old, wrinkled woman separates fish from net upon a short pier; barely glancing at the approaching stranger. She didn’t need to, she knew why they had come. Why they all come.

 

“So, you wish to learn of the Formidable Fools? Aye, alright.. Here’s how the story goes”

 

Spoiler

A lone child, orphaned at birth and raised by rat and feral cat within the streets, had long dreamed of sailing upon the glistening seas that stretched beyond the horizon. What mysteries awaited its depths and treasures lay in wait upon its shores? She could only imagine.

Upon her sixteenth birthday, the youth stumbled across a small sailing boat nestled in a bay far from the settlement’s docks. She had been pacing the lengthy beach as she did each year, celebrating her rising age in gentle song and endless wishing, but now found herself halted at a crossroads. Here stood her chance, to sail and finally partake in those dreams that had decorated her sleep for so long, or to continue on, forever in wait for a better future. 

She knew she could not await such a future any longer. Her time was here, and now. She set sail.

Over the course of several years, the youth voyaged around the coast of her native continent, never straying too far from the shallows in fear of the thunderous storms and monstrous waves that occasionally threatened to thrust her from her deck. Comfortable in the safety of shallow bays, she docked at each new settlement she sailed upon.

Over time, she began to amass a small but disjointed crew;

A Noble ‘Aheral, soon to become her dearest friend, who shared similar dreams of experiencing forbidden fortunes of sun and sand; treasures and relics.

A Seedless ‘Ame, his kin lost to plague, now searching for a familiar love of friendship and kin, and travel far from the lands that haunted his memories.

A Oyashiman Street Urchin, whose dreams consisted only of warm bread and fresh water, wishing for a loving home and a family who would protect her.

A Mute Shaman; a woman torn between her ‘Ame and ‘Ker heritage, seeking answers of faith and hope to ease her misguided soul.

This band of unwanted, lost, and hopeless misfits spent many years upon the waves, gaining experience in sailing, crafting and construction, and pooled their bravery to traverse beyond the safety of the shallows. 

Their voyages lead them to new lands; gaining new knowledge and perspectives, and deepening their faith and trust in the sea. As their companionships grew stronger, the Seedless ‘Ame and Mute Shaman educated the others on what it meant to have a true bond; to have absolute trust, loyalty, and love for one another. To be deemed kin, regardless of blood. To be in a Seed.

The crew in turn shared stories and experiences of their own; the Noble ‘Aheral’s inner turmoil over whether abandoning her purity was the right move to make, and if her newfound experiences would be worth all that she lost. The Oyashiman Street Urchin’s lack of direction and aspirations; how it felt to be more concerned over what she was going to eat than what her future goals were. A Lone Orphan, who felt indifferent to her past. Who felt no regret, and thus only felt more guilted over her decisions to not only take her boat, but to also take these people.

Fortunately, her growing concerns were rather unfortunately cut short by a rapidly approaching ship. Boards poorly patched old cracks and holes in the hull, which was blackened by grime and flame. Its sails shimmered silver in the light, before whipping towards the wind; black. Murderers and thieves, they boarded.

They sought out valuables and treasures, their moods quickly turning sour as they came up empty handed. They turned to the Formidable Five, brandishing blades and spitting sickening tar onto the immaculate deck. They demanded the Captain. Her heart turned to ice, frozen in fear.

However, her Crew remained steadfast. The Seedless ‘Ame stood resolute, merely spitting at their foes’ feet. The Mute Shaman’s lips parted, hissing at the opposing faction. Behind them, the Noble ‘Aheral and Oyashiman Street Urchin squared their shoulders - far less intimidating than their companions, but equally as pure of heart. Confusion riddled the Lone Orphan’s thoughts.

Friend and Foe stood toe to toe, melting into an eerie silence broken only by the gentle shifting of waves. As patience wore thin, the Lone Orphan sought to speak; to present herself and prevent the bloodshed of her newfound kin.

Alas, as always, fate had other plans.

A thunderous, abhorrent screech echoed across the waves, returning to silence for a few moments more. Their foes were quick to scatter, returning to their ship with an endless, chaotic cacophony of commands and cries. Familiar with the arriving creature, the murderers and thieves crashed forth through rapidly angering seas.

The Crew watched as their foes scrambled to depart, remaining still and steady in wait of whatever lay in store. Unfamiliar with their territory, they worked only to keep their boat steady and calm within the mounting waves; though soon froze once more in absolute horror as tendrils as thick as their hull lurched forth from the deep. Coiling around the departing ship, the creature below crushed through the poorly patched vessel; quickly dismantling it and dragging its crew into the inky depths.

The surviving sailboat remained still for hours beyond, awaiting the creature’s return long after the waves had settled and sunlight glistened once more. They were certain of their doom laying in wait - until the Mute Shaman stood forth, lifting her arms in gesture to the waves before them.

“Kalii’mari and Tāmatsu grace us with their presence.

On this day, they rid the sea of those who wished to harm our kin.

On this day, they reclaimed earth and wood to rebuild their reefs.”

The Lone Orphan joined the Mute Shaman at her flank, gazing onwards at the endless horizon before slowly turning back to peer at her motley crew. It was on that day that the Caer’duin Seed was formed, in Kalii’mari’s favour of companionship, and in Tāmatsu’s favour of restoration.

 


 

 

“And that is how the story goes. They say the Formidable Five have since split up, and are now seeking out new crews of their own. Is that why you came? To find a Caer’duin?

I’m far too old to travel anymore, I’m afraid. You’d best look elsewhere.”

 

The elderly Oyashiman would chuckle at the stranger’s stammering disbelief, dismissing them with a wave of her hand and returning to the fish tangled within her net. It was only now they noticed; she was returning them to the sea.


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In honour of their Patron Mani, Caer’duin often craft a multitude of items in preparation for rituals and rites, ceremonies and festivals, and general day-to-day offerings and prayers. These crafts can vary from basic wood carvings to jewellery and gems, or to engraved and intricate rowboats.
 

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As Kalii’mari blesses and watches over unions, companionships and friendships alike, Caer’duin take great care in forging new relationships. As most Caer’duin begin to form their own crews to voyage the Great Realm together, they seek to collect their own kin as opposed to favouring blood ties. They believe in the combination of varied experiences to build strength and fortune, rather than growing from the same branch and falling from the same tree.


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As Tāmatsu aids in the construction of new reefs to decorate and mend the ocean’s seabed, Caer’duin uphold a similar duty in the restoration of blighted, corrupted, damaged, or otherwise unnaturally affected earth and sea. In the same vein, Caer’duin are often not overly violent individuals, unless the sanctity of nature is being threatened.

It should be noted that Caer’duin are not generally known for their talents in mundane medicines, as their work is more oriented towards the restoration of earth and flora.


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True to their Origin, Caer’duin are a seafaring Seed at heart. All are encouraged to form crews, no matter how big or small, and explore the Great Realm to deepen their bonds and find afflicted nature to restore. Any true Caer’duin are most at ease upon the waves, and are capable of embracing their fears of the depths to bolden their bravery, much like the Formidable Five during their maiden voyage.
 

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[ Amayonnaise ]

The Caer’duin Ilmyumier, rather than being a single symbol, depicts numerous images in a singular sleeve situated upon one or both arms or legs. The sleeve can almost be read like a story; the mountainous seabeds around the base rising into dreadful seas that give way to crashing waves and bountiful flora. Within the sky above rests numerous clouds and a compass to guide the Caer’duin’s paths.

This Ilmyumier can be inked in one or more colours of the Caer'duin's Crest; deep blue, aqua, orange, yellow, or white.

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[ looji ]

The Caer’duin typically dress in an assortment of bright, patterned fabrics decorated with shells, ribbons, or jewellery. Their hair is often decorated with similar items beaded or woven within, though when voyaging the Caer’duin tend to lift their hair into an assortment of braids and dreadlocks to better preserve it against the salty sea air.

The colours of their clothing range from deep blues and aquas to bright yellows, oranges, and whites; to reflect the beaches and oceans where their Seed originates, and their Patron Mani.
 

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Spoiler

The Chieftains of the Caer’duin are selected in the form of a Seed Majority Vote, and are deemed the most experienced seafarers, craftsmen, and restorationists. Only Caer’duin who have become Green Priests of the Wild Faith may be voted in as Chieftains, as they must not only devote themselves to their kin and craft, but also to the reverence of their Patron Mani.

Chieftains are the only Caer’duin permitted to conduct Trials for those seeking to join the Seed.



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Spoiler

Farseers are Caer’duin who have devoted themselves to the Wild Faith, and have become Green Priests of the Mani. They are respected for their chosen path, which is denoted by Ilmyumier of Standings depicting their Mani’s Mark in a location of their choosing. The title of Farseer is contained within the Seed only, to honour their devotion to the Mani.

Farseers of the Caer’duin are also largely in charge of hosting and leading the Seeds’ rites and festivities, as they are well practised in the guidance of such events. However, they are not always required for such duties, as any Caer’duin are welcome to host their own rites.



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Spoiler

Caer’duin are normal Seed members who have passed their trials and gained their ilmyumier. These members are encouraged to continue their path in reverence of the Mani to become Green Priests of the Wild Faith, but are also welcome to simply enjoy their time within their newfound Seed.

All Caer’duin, regardless of title, are also highly encouraged to eventually form their own simple crew as the Formidable Five once did; voyaging the dreadful seas for sightings of their Patron Mani, and to explore the Great Realm and aid in its natural restoration.



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Spoiler

Recruits are those of any race seeking to join the Caer’duin Seed. They are required to undergo various trials challenging the traits that are most desired for Caer’duin; their craftsmanship, companionship, seawrighting, and seafaring.

It is entirely possible for a recruit to fail these trials, as even though they may succeed in the action of crafting an item or constructing a boat, there are lessons to be learnt and traits and talents hidden beneath the task’s surface. It is these traits and talents that the Chieftains seek out when observing the completion of these tasks.


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Caer’duin Rites and Traditions are often hosted and led by the Seed’s Farseers, due to their experience as Green Priests. However, any Caer’duin is welcome to host, and may either conduct the rites themselves or ask a Farseer to step in for the ceremonial portion of the rites.


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Spoiler

When a Caer’duin forms their crew, constructs their ship, and finishes plotting their voyage, they may hold a Rite of Embarking to celebrate their departure and seek favour from their Patron Mani. 

The day before their departure, the crew invites all family, friends, and companions to join them in a grand feast upon the beach. During the celebrations, attendees are invited to paint one another in bright, vivid colours depicting the Mani and Aspects as a hope for good fortune.

Once the sun has set beyond the horizon, the festivities are calmed as the crew brings forth a collection of crafted trinkets, shells, and jewellery. They wade into the shallows and begin to twirl with colourful ribbons tied around their arms; a display in honour of Kalii’mari. Drums are beaten in a rhythmic drone as the crew dances, slowly releasing their collection of offerings into the waters to sink beneath the sand, seeking favour and fortune from Tāmatsu and Kalii’mari both.



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Spoiler

A Caer’duin marriage differs greatly from the Elnarnsae’ame rite, though it makes use of the same script, with amendments made for the couple’s Patron Mani.

The ceremony takes place upon a beach, with the Priest and wedding pair wading into the shallows. A rowboat rests upon the waves just behind the Priest, pre-carved with ornate and intricate depictions of the couple’s lives leading up to their marriage. 

Once their vows are spoken, the pair fill the rowboat with a large assortment of colourful fabrics and ribbons, shells, wooden carvings and trinkets, and jewels and jewellery. The boat is then punctured and pushed forth to drift out to sea, eventually sinking beneath the waves in offer to Kalii’mari with hope that he blesses their union and companionship, and to Tāmatsu with hope that their lifeboat joins his ever growing reefs and aids in the creation of new life.



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Spoiler

The Caer’duin Rite of Death follows the Elnarnsae’ame Funeral Rite of Water, in which the deceased is laid upon a raft of lilies and reeds, beset with offerings for their Patron Mani, and floated out to sea to eventually sink beneath the waves and become sustenance for the creatures of the deep.

The offerings the Caer’duin place upon their kin are similar to those used in the Rite of Marriage, consisting of a large assortment of colourful fabrics and ribbons, shells, wooden carvings and trinkets, and jewels and jewellery. 

The only addition to these offerings is a single compass with the figurehead of the deceased’s maiden ship carved upon its back.


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The Trial of Craftsmanship challenges the recruit’s ability to craft and tinker, creating an item to depict not only their path thus far in life, but also the key events that define their reasons for joining the Caer’duin.

A journal is required to be kept throughout this trial, reflecting on their initial ideas and inspirations, and how they developed into the final item created and what its features represent.


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The Trial of Companionship challenges the recruit’s ability to develop bonds of trust and loyalty with those around them, both Descendant and Fauna.

The recruit must keep a journal to write about their interactions with at least three strangers. One of these strangers must be a wild animal. They must write each new thing they learn and discover about their newfound companions, and how their relationship changes from stranger to friend over time. 

At the completion of this trial, they must bring these newfound friends to their Chieftain. The Descendant Companions will be asked for a small, brief interview about their experience, and the animal companion will be inspected for signs of distress or anxiety.



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The Trial of the Shipwright challenges the recruit’s craftsmanship once more, though this time in the form of large-scale crafting.

They are required to construct a small sailboat with an ornate figurehead. This boat must be completely seaworthy, though it can be designed however the recruit wishes - though they will be required to explain their choices to their Chieftain.

The sailboat must be larger than a rowboat, and fit a max crew of five. 



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The Trial of the Seafarer is the final task for a Caer’duin recruit, compiling everything they’ve learnt from their previous trials on a much grander scale. 

The recruit is required to form a crew of three to five people, themselves included, and sail around the Great Realm for a year in discovery of new lands, unnatural afflictions needing intervention, damaged nature requiring restoration, and generalised new experiences to broaden their perspective. They must utilise the sailboat constructed in their Shipwright Task, and may bring along their companions from the Companionship Task. 

The day before the recruit embarks on their voyage, the Rite of Embarking may take place to celebrate their final Caer’duin Trial. The recruit can opt to host and lead these festivities themselves, to display their prowess as a potential Caer’duin, though it isn’t required.

 

[[ It is highly encouraged to seek out an ET to host a small event or eventline of some kind for the group, however a small story is also acceptable as long as it is written with the input of the other players, and their permission to use their characters. ]]
 

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 [[If you’re interested in the Caer’duin Seed, please find me IRP (Amayonnaise) or on Discord (Bree#0895)]]

 

Author: Amayonnaise

Advice & Feedback: LatzMomo | WestCarolina

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Talim stood next to his ikurnamon tree, and peered out to the water to reflect, occasionally watching the dolphins and boats that passed by them.

 

Spoiler

LOOKS AMAZING, GOOD WORK! Seriously surprised at how fast you pumped this out and how much quality went into it! Looking forward to seeing them around the Vale! Also, just amazing visuals and formatting, massive props.

 

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