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Juno.

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  1. THE GLADE OF HILEIA Home of the Fallen Sanctuary of Peace and Wisdom “Nature always endures, never forget, even as darkness consumes it all.” - The Owl Druid to The Fox Druid -=- Where the heartbeats of nature synchronize with the rhythms of life, there exists a sanctum of profound reverence—the Glade of Hileia. Like a haven cradled within the embrace of ancient forests, this sacred space stands as a sanctuary and resting place for the departed, where their memories are tended to with unwavering care and their legacies held sacred. The gravestones and statues of the departed stand as silent sentinels, watching over the realm they once called home. With each gentle breeze that rustles the leaves, their stories come alive once more, whispered through the wind as if carried by the spirits themselves. The Glade's hallowed grounds become a place of solace, where the living and the departed converge in a delicate dance of memory and remembrance. The Glade of Hileia also becomes a beacon of wisdom, a place where the followers of nature and druidism converge to deepen their connection with the wild and its wonders. Under the towering trees, they gather as a fellowship of kindred spirits, bound by their shared devotion to the natural world. In this harmonious assembly, the glade thrives as a living repository of knowledge, where druids, rangers, and herbalists come together to share their insights and wonders. The departed find eternal rest, and the living find solace in the embrace of nature's grace as this sacred space weaves together the realms of memory and spirit, of unity and reverence. As the seasons cycle through and the leaves fall, the Glade stands as a testament to the eternal cycle of life, a sanctuary where the past, present, and future intertwine in a harmonious symphony of existence. - Except from Echoes of Legacy: The Crown of Amathine A Divine Purpose -=- Named after the Owl Druid’s ancient staff, founded and kept by the Fox Druid, Sonna Vulnrith, and her kin; The Glade of Hileia serves as a sanctuary for the fallen, a haven of wisdom and history, and a beacon for the circleless. While not a druidic circle, the Glade is home to the wandering servants of Nature - A place for them to convene, learn, and perform their duties. There, information is shared and the dead are remembered, as well as frequent rituals and memorials held. Amongst the countless graves and monuments to Nature’s Gods, utilities have also been created for the circleless and other druii or followers of the Wild Faith to take advantage of. -=- The Spring of the Mother Along the path of the glade, a captivating spring unveils itself, an oasis of sacred tranquility. Sunlight filters through ancient trees, illuminating the clear waters that gently flow through a verdant tapestry of moss-covered rocks. Delicate wildflowers grace its banks, while butterflies and hummingbirds dance in reverence. This serene sanctuary holds whispers of wisdom and tales of healing, offering a haven for reflection and renewal. Time seems to stand still while a sense of calm surrounds the spring as it gently trickles along. The water’s touch is cool and pure, refreshing and rejuvenating. It embodies the nurturing nature of the Mother, and serves as a sacred pool where the rite of Attunement may be performed. The Forge of the Father In the embrace of nature’s splendor and open-air forge stands a testament to the Father’s strength. It represents the mortal’s craftsmanship while also lending to the ferocity of the wilds that surrounds it. Set amidst a picturesque cliffside, it exudes a captivating juxtaposition of both strength and serenity. Sun and starlight streams through the dense canopy above it, casting a warm glow upon the blacksmith’s tools and anvil. Within the forge, flames dance within the hearth, their fervent glow casting mesmerizing shadows that playfully flicker and cast contrasting shadows along nearby trees and grass. The Emerald Graves These graves, fashioned in the manner of countless others, stand as enduring tributes to all souls who have left their indelible mark upon the living. They exist not merely as cold stones in the earth, but as lasting reminders and monumental testaments to their most remarkable deeds and contributions. Often, these sacred resting sites are adorned with tokens of remembrance, their surfaces graced with ornaments and offerings that tell the tale of how these souls once lived or the valiant manner in which they met their fates. Fragrant blooms and heartfelt tokens are laid tenderly upon their hallowed ground, symbols of enduring love and respect. Among the hallowed stones, a select few cradle tomes, ancient and weathered, bound in leather and parchment. These tomes are the chronicles of grand lives, faithfully recording the triumphs and travails of those who have passed into the annals of history. In the Glade of Hileia, the past lives on in whispered tales and the pages of these venerable volumes, preserving the memory of heroes and heroines for generations yet unborn. Monuments of the Gods Amidst the heart of this sacred grove, their eyes ever watchful toward its tranquil center, two colossal statues rise in solemn grandeur. One pays homage to Cerridwen, the Mother of all, and the other to Cernunnos, the Father of the wilds. Hewn from the very stone, the likeness of which having been revealed to the wise druids in their ethereal visions and rare moments of attunement to the Grand Harmony of nature. These imposing figures stand as guardians of the glade against any nefarious intent, stand unyielding in their resolute vigil. Winding through the embrace of ancient trees and dappled sunlight, the pathways within this mystical glade are adorned with statues of a more modest stature, each dedicated to the Mani. The Mani, revered as beings almost divine, each hold dominion over a set of ideals. Some are revered as Mani of profound wisdom, while others command the domain of war and fierce battle. These enigmatic spirits take on forms akin to the creatures of the wilderness, channeling the very essence and spirit of the animals they so resemble, manifesting their energy and personalities with a primal grace. The Ancient Grotto Hidden behind a secret door, a slumbering grotto lies in wait. Dim lanterns flicker with aquamarine flame, enticing visitors to gaze further within. A bone chime hangs over its discoverers heads, and yet no breeze can entice it to sing. A haze illuminates the overgrown walls of cracked stone, nature thrumming with an ancient heartbeat. Relics of old and tomes of history find their home within the hard walls of this grotto. Any are welcome to look, but not touch, as long as they know the way in. The Hall of the Vulnrith Upon first stride into the Glade, one would find a warm hearth and a place to rest their weary head in the home of the Vulnith; the watchers of the Glade. A homely abode, well lived in and shown to hold a great liveliness by its inhabitants. These inhabitants dedicate themselves to the preservation of knowledge & keeping the story of the fallen alive. For by their hand, the fallen will never truly be forgotten, so long as their memory is served with utmost care. The hall is open concept, allowing all to enter the welcoming home. There, they may approach any marked with the golden vulpine for aid, or inquire about the Glade. The Ikurnamon Trees Among the sacred monuments and whispered histories, your gaze is drawn to a unique presence. These are the Ikurnamon Trees, steadfast sentinels of the Glade, their gray bark standing in stark yet tranquil contrast to the vibrant life surrounding them. Scattered thoughtfully throughout the glade, these trees offer more than their striking appearance. Their wood, known for its exceptional strength and durability, has been sought by artisans and craftsmen for generations. Yet, within the embrace of Hileia, harvesting this precious resource is not merely an act of acquisition - it’s a partnership with the land, a collaboration with the spirits of the Glade. In the hushed moments following a harvest, the air seems to hum with a shared understanding - an acknowledgment of the interconnectedness that the Glade of Hileia epitomizes. The ironwood yielded by the Ikurnamon Trees goes on to become the foundation of both functional and artistic creations, a testament to the Glade’s teachings of balance and sustainability. All are welcome to take from the Ikurnamon Trees, as long as they give something in return. Servants of Hileia -=- A number of druii, priests, and scholars who commit themselves to the caretaking and mission of the Glade. They are as follows: -=- Keeper of the Glade - Sonna Vulnrith The leader and primary overseer of the Glade of Hileia. They’re job is to be the guiding beacon, to ensure that all the graves are taken care of and that the needs of the Glade’s patrons are met. Wardens of the Glade - Sulcelia Vulnrith and Aurelion Vulnrith Primary protectors of the Glade of Hileia, second in responsibility to the Keeper. They are to watch over the Glade if ever in the Keeper’s absence, and help them take care of the Glade’s patrons. A number of trials must be done to prove one’s devotion to the Glade, and to obtain the role of Warden. Guardians of the Glade Caretakers and archivists of the Glade of Hileia, responsible for maintaining the graves, various utilities, and wealth of knowledge within the Glade. In order to become a Guardian, one must swear to devote themselves to the Glade's mission of peace and remembrance, as well as complete a trial administered by the Keeper. Teachers of the Glade Teachers and scholars who hold public lessons in the Glade of Hileia. These mentors are typically druii, priests, or heralds of a Way of the Faith, with much knowledge and experience. No trials are needed in order to become a teacher, nor does one need to be a member of the Glade; only a passion for educating. The Glade of Hileia is located within the Watcher's Grove.
  2. HER ROYAL HIGHNESS, Idril Sylvaeri, High Princess of Amathine, and all citizens of the Crown
  3. [!] Across the land of Aevos, white doves wearing blue ribbons delivered neatly folded invitations, wax sealed with the Sylvaeri crest. -=+=- =-= To Our Esteemed Friends, Family, and Guests, You are cordially invited to the union of Lady Vallei Runya-Arassë Sylvaeri and Lord Kaito Norväyn. The ceremony shall take place in a serene location within the Realm of Amathine, before returning to the city’s Tavern for the reception. Guests are welcome! Come in your best attire, and enjoy a night of merriment! There will also be a special performance by the great bard Ilaria Des’Nox. We hope to see you all there! Sincerely, HER LADYSHIP, Vallei Runya-Arassë Sylvaeri. Lady Steward of Amathine HIS LORDSHIP, Kaito Norväyn, Lord Commander of Amathine The Invitees Are As Follows Isilmë Norväyn Sylvaeri, Pirate Princess-Protector of the Amathine Seas HER ROYAL HIGHNESS, Idril Sylvaeri, High Princess of Amathine, and all citizens of the Crown HIS ROYAL HIGHNESS, Naere Ithrandos, Prince Consort of Amathine HIS ROYAL MAJESTY, Aleksandr II, King of Hanseti and Ruska, and his guests HIS ROYAL MAJESTY, Adrian I, King of Balian, and his guests Kolvar Uradir, Sohaer of the Silver State of Haelun’or, and his guests HIS AND HER ROYAL MAJESTIES, Balon and Hilda Eiriksson Ruric, King and Queen of Norland, and their guests Lavaelyn Maiheiuh, Future Primarch of Nor’asath, and her guests Rex Kybal’Akaal, Rex of Krugmar, and his guests Fëanor, Delmira, and Illynora Sylvaeri Finwë Fëanorion Sylvaeri and Elemmirë Sironnen HER LADYSHIP, Izanami Kamiyama, Lady Exarch of Amathine, Elänor and Lorien Sylvaeri, and Rhaella Annungilben Tathvir Sulcelia and Faen Elverhilin Vulnrith, and the Vulnrith Family Zaelyn Arvellon, Durata, and Astrilyn Arcelia Sirame, Nedai Arvellon, and Phaedra Ilaria Des’Nox and Veluc Strixxi Thordir Aureon Eonan, Euphemia, and Greene Norväyn Sir Goc the 11th, Descendant of the 10 Gocs Sigrun Ireheart
  4. With her pounding head in her hands, the Fox came to, gazing at her surroundings in bewilderment. As she attempted to gather her bearings, her gaze then settled West, and with a slight huff she rose to a stand.
  5. Vulnrith The Foxhole Home of the Orphaned, Widowed, and Outcast Keepers of Memory The Vulnrith Seed was formed in Year 1 of the Second Age on the land of Almaris, under the name Vuln’miruel. However, after a great wave of passing from many of the seed’s original members, and a vast change within the Founder’s mentality, Sonna believed it time for her kin to be given a new purpose. While the foxhole would forever remain a home for the outcast, a place for the troubled to redeem themselves and find peace, an emphasis on remembrance and teaching was now implemented. The Matriarch had suffered many losses, a grief that trapped her within her own mind for several decades. It was only when faced with the death of her final parental figures that Sonna realized it was her turn to stand up and guide the next generation, just as her many guardians had done for her. Armed with a great want to keep the spirits of those gone alive, the elfess fashioned a new duty for her and her kin to fulfill: To remember the dead, and to keep their stories known. Purpose “They will not be forgotten.” The Vulnrith serve as guides to the lost, keepers of memory, recorders of history, and guardians of artifacts. Their highest priority is ensuring that stories live on, learning from the past, and shepherding those who need it. Nearly no soul is beneath redemption, if they are earnest in seeking it, and no dead shall be forgotten, for better or for worse. Currently, the Vulnrith reside in the Crown of Amathine on Aevos, where their Matriarch Sonna presides over the Glade of Hileia. The Glade serves as a monument to the Wild Faith and the fallen, filled with shrines to the Aspects, statues of the Mani, and graves of the dead. As Keeper of the Glade, Sonna and her family ensure that the statues and tombstones are well taken care of, as well as hold public remembrances for the dead who rest in the Glade. Philosophy “With wit and grace, we weave through the obstacles of life.” The patron of the Vulnrith is the Fox Mani Sonnos, Prince of Vulpines. He represents cleverness and wit, traits valued by the seed and seen as necessary to combat whatever life may throw at you. The Founder also believes in a folk tale she heard growing up that if you follow after a fox’s fleeting tail, it will lead you to good fortune. [Sonnos Lore] The official religion of the Vulnrith is elnarnsae’ame, The Wild Faith, and members of the family are encouraged to follow it. However, it is not a requirement, and kin are free to practice whatever they wish as long as it does not disrupt or harm Nature. As long as the Vulnrith respect the wilds and what the family’s patron represents, they may choose what to believe in. [The Wild Faith] The seed’s ilmyumier is that of a fox, typically winding up an arm or across a back in shades of gold. However, those who follow the path of the Ichorian may choose to receive the ilmyumier in red. Of the Vulnrith who become druids, they are typically taught to follow either the path of the Ichorian or that of the Sage, as the founder was guided through both. The Vulnrith are also taught to bear a mistrust for magic other than Druidism. All magic outside of those given by the Aspects are generally looked down upon by the Matriarch, with the Matriarch having a final say on a case by case basis, and may warrant disownment depending on the type of magic should it harm Nature. Though the worst offender to the family is becoming or harboring a voidal mage, which will immediately result in disownment, and in some instances death. Trials “Trust in us, and we will trust in you.” Prospective members of the Vulnrith will be called Vuln’ii until they complete their trials. Those who are elders of the seed and well-versed in its values may become Keepers, and are the only ones permitted to conduct the trials other than the Matriarch as well as share in the responsibility of maintaining the Glade. Test of Trust When someone first wishes to join the family, they must first face the tragedy they have endured in the past, whether internalized or not. They do this by forming a relationship with the Matriarch or Keeper, until they trust them enough to open up to them and share their past experiences. The Matriarch or Keeper will then help the Vuln’ii work through such, and give advice along the way. Acceptance of the Past Once the Vuln’ii has opened up to the Matriarch or Keeper, they will then be tasked with moving on. The past should never be forgotten, but it should also not hold one back. This task may be the most time consuming, as the Vuln’ii may not yet be ready to let go of what haunts them. The Matriarch or Keeper will guide them through this process, and ultimately, when they are ready, give them a task with the goal of leaving that shadow behind them. Befriending the Vulpine Over the centuries, the Founder has found many lifelong companions in her chosen animal: the fox. Thus, she believes that every member of her seed deserves a loyal companion like she has. After completing the first two trials, the Vuln’ii will be sent into the forest to find a lone fox or orphaned kit to befriend. They are not allowed to capture the animal, as they must gain its trust naturally until the fox follows them willingly. Forged Anew Now halfway through their trials, the Matriarch or Keeper will then take the Vuln’ii to the Forge of the Father located within the Glade of Hileia. There, they will learn how to work Ikurnamon, more commonly known as Ironwood, and will craft a weapon out of such material. They will engrave their chosen weapon with motifs expressive of their character, as well as receive various cultural lessons as they work. To Hunt and Provide With their weapon crafted, the Vuln’ii will then be tasked with hunting game of their choosing using said Ikurnamon tool. They must do this alone, with only their vulpine friend to accompany them. The Vulnrith do not hunt for sport, only necessity, and so it is expected that the kill be clean and quick, and that only one animal is taken. They will then bring their hunt back to the family hall for the Matriarch or Keeper to inspect, and will go on to use every piece of it so that nothing goes to waste. The hide may be used for clothes and blankets, the meat to feed the family, and the bones for various accessories or decorations. Honoring the Dead The final trial is seen as the capstone of the Vuln’ii’s journey, and is regarded as the most important. Other than Acceptance of the Past, this trial is also expected to take some time as it should not be rushed, and a lot of effort is expected to be put into it. The Vuln’ii will pick one of the fallen, whether one they personally knew or one who is not commonly remembered, and will be tasked with doing something in their memory. Whether that be constructing a new tombstone in the Glade, writing a book on their life, or creating a piece of art in their honor. The Vuln’ii will then hold a public rememberance for their chosen fallen where they recount the person’s life and display what they did to honor them. After such, the Vuln’ii will be marked with the family’s ilmyumier by the Matriarch or Keeper, and become a full-fledged member of the family. From here on after, they will be known and recognized as a Vulnrith. If you are interested in joining the Vulnrith, or learning more about it, visit the family hall in the Glade of Hileia, and/or find the Matriarch Sonna!
  6. In a storm of teeth and claws - In a whirlwind of silence, grief, and wrath. In the furthest depths of her mind she heard it - The howl of a wolf and the roar of a bear. The Little Fox turned to face her onlookers with dry eyes and a mask of stone, a solemn promise made in her heart. I will never forget.
  7. A sea elf is watching her daughter chase a butterfly when a peculiar absence dons on her. She sits upright, and ponders aloud to the girl. "Huh.. I wonder what your father's up to."
  8. On taupe colored wings, an owl circles the once City of Stars - Eyes of cold black surveying from a safe enough distance. However, if one were to look closely, they'd glimpse that this owl seemed strange.. Dark shadows plagued its shape, weaving between its feathers as it soared through the air. A squint was sent towards the scorch marks at the edges of the Hollow before the avian simply released a brief sigh. It flew back towards the treeline, its mind whirling..
  9. "First my son, and now my sister.. How much will you seek to take?" A crimson haired woman murmured as her eyes trailed over the parchment, an owl ever watching from the shadows.
  10. An elfess lies beneath the cover of towering redwood trees, her head swimming with ideas and dreams. A young woman with a kind smile crosses her mind, and the druid wonders when her daughter might return to her..
  11. A regal thill stared down at the body of the felled Xannite, cerulean flame still coursing through her veins. "Charming.. Brave.. I liked this one." The Lady had known the man all of 30 minutes, and still he left a lasting impression.
  12. In some quiet village, a woman cleans the gore from her blade and scrubs the blood from her skin. Her eyes of jade turn to the burning body atop the pyre, then down to the severed head and letter she kept. With a sigh, the knight rose to a stand, preparing to make her way towards the Duke of Minitz.
  13. One by one, they all keep leaving. Dropping like flies, eaten by maggots, migrating like wild birds. How many more will I lose, she wonders as an empty gaze travels over those crushing words. "You're hurting so deeply inside and I wish I could have helped you heal from it all." She wonders if there was anyone out there at all who could help her heal. How many more years will she live in torment, forced to watch as everyone turns their backs and runs? How much heavier will the burden on her shoulders grow before it eventually flattens her against the earth? "But you know what to do, and you hold my teachers staff not out of coincidence." As if having been summoned, that staff of ancient birch appeared beside the damaged elf, singing a calming tune that had nearly become a dependency. Eyes of sage looked to it, dry as the barren wastelands of the South. "I expect to hear when I die, the grand tales of the Fox Druid and the balance she wrought to the fuckers who kept taking from her." A scarred hand reached for Hileia, using it to stand on shaky legs. Oh how I wish I could cry, she thought to herself, but it seems she had no more tears left to spend. "You are strong." You are strong. "Gods I hope you're right."
  14. An excitable elfess prepares for the occasion, fretting over what she should wear!
  15. Juno.

    Been awhile

    They’re in the walls (I’m doing well and I miss you bro <3)
  16. A mother is not meant to outlive her children. And yet here she was, kneeling before her past husband's grave with their son's body in her lap - A body she had to travel to Celia'nor in order to retrieve. A brother and grandson on either side, two princes attempted to console her, but there was nothing that could be said or done to warm her freezing heart. He had not become a druid. She would never see her son again. Her firstborn, her pride and joy. And just like her daughter, forever lost with no hope of being recovered. I made an exception for her - I allowed this union, despite what she is, despite what I am. It was not grief nor regret that overtook the Matriarch's senses now as she tucked her son's crimson locks behind a mangled ear, but something far more sinister and hungry. There is a debt to be paid.
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