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Asul’fiyem

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Asulfiyem
Order of the Sun

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“Stop me now no longer, when I am eager to be gone, and whatever gift your heart orders you give me, give it when I come back, to bear to my home, choosing a right beautiful one; it shall bring you its worth in return.” 
-‘The Odyssey’

 

Background
 

The Sun’s Order was born of a silent vision among few druii, for balance among the natural world. In a time where the world itself strained beneath darkspawn forces, they gathered as a council of druids who swore to mend the places no other blade nor banner would claim. Under an age where darkspawn found themselves as prominent forces, the Sun’s Order took root.
 

Their earliest days were defined by an alliance beside the Paladin Order of Xan where they raised their druidic grove, a pillar of nature to surround and protect the coveted white walls of their order. Working in tandem, they acted  as branches and roots of the same tree.
 

When the Battle of Apotheosis came, the Sun’s Order did not turn away. They lent their blades without hesitation, willing to lay down their own lives and take up arms. Though the inevitable fall came for those of Xan, those druids remained. They sheltered the broken, tended the wounded.
 

In the years that followed that battle the flames of their grove dimmed, finding a time of quiet peace - taking up roots across many different places. Spread like wandering birds following where the wind would carry them. Though that order began to once again rise - from the ashes of old Amathine rose the foundations of Aelwen and once more those druids began to gather. The Druids of Asul’fiyem returned to rot and ruin, driving out the monsters and demons that had claimed the land. Stone was reclaimed, groves replanted, and life coaxed back into soil long poisoned by war.
 

Now they remain steadfast and deeply rooted, woven into the foundation of Aelwenni Society - an ever burning ember that would reignite at the call of imbalance.
 



Cultural Foundation

 


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The Sun’s Order is founded upon the belief that nature is not passive; it defends itself, adapts, and when necessary, burns away corruption. Those within the order commit themselves to the balance, ready to devote themselves to fighting dark-spawn and corruption. Ready to face the highest level of potential dangers. Those who adhere to its principles stick together as a pack of wolves. They guard each other fiercely and that is how their values are maintained. 

 

They draw inspiration from that of the sun as both a creator and a destroyer; a constant presence that gives life freely yet will scorch without hesitance when imbalance becomes unchecked. Those of the circle believe that mercy and wrath are not opposites, but complementary tools. 

 

Culturally, the members of Asul’fiyem value discipline, restraint, and clarity of purpose.  A Sun Druid is expected to be calm in chaos, decisive in battle, and unwavering in the face of corruption.

 

On top of their unwavering devotion to the balance, those within the order actively seek to understand other cultures around them, and the various lifestyles so that they can better comprehend their own job; often finding allies in unexpected places. The order itself is not built off one one faith or one cultural belief - straying away from the typical ‘ame lifestyle, but built upon a shared vision. Thus the members of the order themselves do not often herald one culture, presenting themselves as a non aspectist culture. 

 

 

 



 

Purpose & Mandate
 

The Sun’s Order is charged with responding to severe imbalances: demonic incursions, blight-spread, corrupted lands, and darkspawn dominance where other forces fail or withdraw.
 

 Under this mandate Druids of the sun's order can freely wander, and practice whatever religion and culture they see fit so long as they understand that when duty calls, it is above all else.
 

Though other mandates may be added and removed from; their primary purpose remains in order to maintain some semblance of balance, this remains the primary and only tenant at the moment.

 

 



 

Martial Doctrine

 

Members of the order are all trained In combat, whether that be weilding a blade, a bow, or all other weaponry. One cannot defend themselves in battle, nor fight on behalf of the balance without understanding the fundamentals of combat.

 

Sun Druids often, though not always are seen drawing inspiration from the Aelwen culture that surrounds their grotto. Favoring similar weaponry such as curved elven blades, glaives, and lightweight weaponry. They also often don armor inspired by the autumnal colors that surround the city. Often donning warm golds and yellows, rich reds, and oranges. Reflecting the colors of the fall season and the rays of sunshine that stretches down upon them.

 

They also uphold the sacred craft of ironwood. Each member of the order learns how to forge with the strange wood. Often during dedicancy asked to create a personal item from ironwood as a mark of their growth.
 

  • Every member of the Order must be trained in baseline combat.
  • Proficiency with at least one weapon (blade, bow, or equivalent) is required.
  • Combat training is considered essential to defending oneself and preserving the natural balance.
     

No Druid may claim full standing within the Order without demonstrating martial competence.
 


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Emotional Doctrine
 

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Members of the order are thought to recognize emotion as a natural force. Fear, anger, grief, and love are all acknowledged but must never be the key to decision making for these druids.

 

Strong emphasis can often be placed on

 
  • Meditation beneath open skies
  • Sunrise and dusk vigils
  • Guided reflection after battle
 
 

Structure
 

Suns Conclave 

All are considered equal within the order of the sun, however a wild council is elected by those within the order to represent the druii and spearhead the work ensuring proper communications among druii. They are role models and those who lead the order.
 

Adriel The Surf  Druid
Zaelyn The Riptide Druid

Sulcelia The Amber Druid
 

Wayfarer
Members of the order that are attuned and learning various druidic arts. These are both teachers and students who all work in unison to learn from one another. 

All can teach through their own means and ideals - so long as they are doing it in favor of their duties therefore there is no set of tasks or trials which specifically have to be completed - but centered around what makes the dedicant learn and progress best for themselves. It is common among this order to send students out to other teachers and the wild council to ask questions - or even ask if another may have a task they believe is fit for the Neophyte.
 

Neophyte
Those who are regarded as Neophytes are dedicants as well as those who are seeking to learn about the order - and those within it. Thus anyone undergoing trials or seeking knowledge from the order is referred to as a Neophyte.

 



Dedicancy


All Druids that become a member of the sun's order must undergo a dedicancy . These trials have no set numbers nor specifics, as the sun's order  respects all cultures and all walks of life, thus dedicants under the sun's order often face non-traditional dedicancies.  When a teacher sees it fit that a dedicant be attuned they need ask no permission - but in order to officially be a member of the order they must complete these three primary trials outlined below. The trials are often observed by a member of the sun's conclave.


TRIAL OF THE BLADE
The neophyte must duel a senior member or face a summoned creature (such as a fae warden.) For this trial victory need not be required, only a showcase of composure, technique, and restraint must be observed. 

Excessive cruelty or recklessness will be observed as a failure of this trial. 


TRIAL OF IRONWOOD
As stated in the martial doctrine all members of the suns order are taught to forge and craft with the sacred material of ironwood. The aspirant must forge a personal item from ironwood: a weapon, charm, or tool. The item must reflect their identity and purpose within the Order.

TRIAL OF THE SUNS SHADOW
At dawn the neophyte is given a set of herbs, left to sit alone in the wilds and mediate upon their own selves for a hour as the herbs take affect. Once in full affect the neophyte will be subjected to a manifestation of their deepest flaws in which they must overcome and make their way back to the grotto where their teacher waits.


 


 

Rites and Traditions

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The Rite of First Light

 

When a druii is attuned to nature it is something regarded as a celebration of someone new choosing to walk the path and join the order. Often attunements are regarded with others of the order watching in reverence until the newly attuned druid rises from the water to speak their totem aloud - met with their totem being chanted by those lingering around and blessings of good faith. Gifts to assist in their endeavors of a druid or unique trinkets can occasionally be given as the day is spent celebrating sometimes with feasts or just lingering in the company of those who are regarded as near family.

 

Ashfall Rite

 

Death is an acknowledged part of the cycle for most sects of  druidism. While it is a somber occasion for most, with many followers being closely knitted in the pursuit of balance, it is also a cherished passing. The duties are dangerous and those who commit to them lead uncertain lives while seeing them fulfilled, sometimes offering a sacrifice of their own soul to repair what has been broken. 

 

All druids of the order are given an honorable, respected, and grateful funeral in the hopes of ushering their spirits faster into the Eternal Forest. The dead are laid upon a pyre and sent out over open water - arrows blazing with flame each shot by a druid to remember the fallen warrior. The fire remains lit until the body is burned to nothing and returned to the earth to fertilize the soil living upon the lands that druii once protected.

 

Kindling of the Grove

 

This tradition is one for replanting and warding reclaimed lands, often seen in times such as the Aelwen druids reclaiming amathine after its destruction and fall - regrowing it and repopulating what already is rather than destroying more land to create a new home. Their current grotto within the reclaimed lands of haelunor after its population was moved out. 

 

This tradition is a reminder that man oftentimes can destroy land by overcrowding buildings and cities - and that the druids of this order choose to restore rather than destroy.

 

The Verdant Hunt

 

Traditional hunts are conducted not for sport, but for balance and sustenance. These hunts are declared by the Conclave when a population grows unchecked, a dangerous creature threatens the land, or as part of seasonal tradition.

 

When a hunt is called, all members of the order, as well as druids outside of the order are invited in the semblance of maintaining balance and maintaining relations with external groups. The members then gather with weapons, and supplies alike with a leader appointed and they embark on a hunt. It is often that in order to encourage their members to learn to take lead they always appoint the youngest or least seasoned druii among the herd to lead the hunt as a way to learn.

 

When they return successful all parts of the felled creature must be used in some way or another as a way to remind members not to let resources go to waste.

 

Spoiler

Art by Cassandra Jean, and Asul'fiyum COA by Mars

 

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