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Posts posted by Juno.
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THE PRIESTHOOD OF ORISON
The Path of the Wild Gods
Followers of Elnarnsae’ame
“For I am Emerald, I will endure all things, and be vigilant in my stand, from this day until the end of my days” - Awaiti Sirame, Oracle of The Wild Faith
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The Priesthood of Orison stands as a venerable order of cultural representatives, rooted in the ancient heritage originating from Irrin Sirame, the revered mother of all wood elves. They embody the roles of spiritual and cultural mentors, serving as torchbearers entrusted with preserving and transmitting the timeless traditions and wisdom of the tribes that preceded them. It is their solemn duty to impart these ancient customs and ways of life to the new generation of Aspectists, and to enlighten the wider world about the profound value inherent in their unique way of life.
The Priesthood of Orison, inspired by the teachings and trials akin to those of Awaiti Sirame and her esteemed Green Priesthood, ardently upholds the cherished culture of the late Oracle. Their primary mission is to stand as a guiding light for wayward followers of the Wild Faith, offering them a path to reconnect with their spiritual heritage.
Contrary to a common misconception that one must be of Irrin's bloodline to assume the mantle of a priest within the elnarnsae'ame faith, this belief couldn't be farther from the truth. While the faith and its rituals indeed originated among the wood elves, the Priesthood welcomes individuals from all backgrounds to embark on the path of the Aspects and harmoniously coexist with Nature, just as the mali'ame have done for countless centuries.
The Wild Soul
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Becoming a Wild Priest involves embarking on a challenging journey, characterized by extensive hours of dedicated study and rigorous training. Those who aspire to join the Priesthood must be prepared and enthusiastic about embracing the multifaceted roles of both hunter and healer, scholar and teacher. They are intentionally subjected to physical and mental hardships to test their unwavering commitment to the Aspects' path. The trials they face bear resemblance to the initiations observed in Druidic circles, as they acquire essential skills and accumulate the wisdom necessary to lead their community along the ancient traditions.
A Wild Priest is expected to embody all of the traits of one who lives in harmony with Nature and the Balance.
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Strength
To possess the ability to fight like one of Cernunnos’ beasts. To stand as a formidable warrior able to draw blood from any opponent made of flesh. To serve as a guardian, unwaveringly protecting your people until your final breath.
Knowledge
To know all traditions, rituals and teachings that make elnarnsae’ame what it is. To possess a profound understanding of the Aspects and their core principles, prioritizing their path above all else. To hold reverence for Irrin and Malin, steadfastly adhering to their teachings.
Self Control
To maintain constant control over your emotions, exuding a demeanor of composure, sensibility, and tranquility. To avoid thoughtless actions that might cause offense and to base decisions on faith, pragmatism, and learned experiences rather than blind emotion.
Leadership
To derive joy from the act of teaching and leading others down the path of the Aspects. To aspire to become an exemplary figure, a beacon of inspiration for others to emulate and follow. To possess an approachable, resolute demeanor when necessary, an empathetic understanding when called for, and a communication style that is clear and easily understood.
Loyalty
To display unwavering devotion to your community and the path of the forest, never straying from your steadfast beliefs to ensure their prosperity. To be willing to make the ultimate sacrifice, if required, to safeguard the well-being of either.
The Emerald Trials
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When individuals initially seek entry into the Priesthood of Orison, aspiring to join the esteemed ranks of elnarnsae'ame's ancient torchbearers, they encounter a series of carefully designed trials. These trials serve the purpose of shaping and refining the acolyte, preparing them to fulfill the sacred role of preserving and imparting the wisdom and traditions of the Wild Faith. To attain the status of a fully-fledged priest or priestess, one must successfully navigate these trials, under the watchful guidance of an experienced priest.
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Trial of Growth
At the commencement of their journey, a fledgling acolyte is tasked with establishing a garden or a small grotto. Within this sacred space, they are required to cultivate a diverse array of plant life, including a medicinal herb, a vegetable, a fruit-bearing bush, an edible herb, and a tree. While the minimum requirements are set, it is strongly encouraged that acolytes go above and beyond, planting additional varieties of flora. The garden must not only thrive during their trials but is also expected to continue flourishing as a testament to their dedication and connection to the Wild Faith.
Trial of Healing
In addition to embodying the strength of the Father, a priest must also embody the nurturing grace of the Mother. Following a comprehensive study of the local flora and their medicinal attributes, an acolyte is tasked with administering healing care to another by harnessing the healing properties of plants sourced from the wilderness. This healing endeavor should encompass more than a mere minor wound; it should involve a significant injury that, if left untreated, could potentially result in debilitation or even prove fatal.
Trial of the Hunt
An acolyte of the Priesthood is required to possess the ability to safeguard their faith and the wilderness, should the need arise. Hence, they must demonstrate proficiency with a weapon of their choice, which may include a bow, axe, sword, spear, or any other suitable instrument. To successfully complete this trial, an acolyte must showcase their skill either through a successful hunt or by prevailing in single combat against another priest.
Trial of the Aspects
As part of their initiation, an acolyte is required to present two offerings—one to the tree of Cernunnos and another to the tree of Cerridwen. Additionally, they must offer a comprehensive explanation of their knowledge and understanding of the Aspects to their overseeing priest. Upon completion of this task, the acolyte must perform the proper offering ceremony, reciting the appropriate prayer for each Aspect.
Trial of the Mani
As part of their initiation, an acolyte is obligated to make an offering at any shrine dedicated to the Mani and provide a comprehensive explanation of their knowledge about the Mani to their overseeing priest. Following this explanation, the acolyte must conduct the appropriate offering ceremony, reciting the specific prayer corresponding to the Mani they are addressing. It is essential for the acolyte to demonstrate their understanding of the Mani as a collective entity, in addition to the specific Mani to whom they are offering, or aspire to become a priest of.
Trial of the River
A rigorous assessment of an acolyte's strength, endurance, and self-discipline, this trial involves the task of transporting a heavy stone to a nearby, swiftly flowing river. To pass this test, the acolyte must successfully carry the stone across the river, reaching the opposite bank. The acolyte is allowed as many attempts as necessary and may prepare through practice beforehand. If the overseeing priest deems it appropriate, they may opt for an alternative endurance test, such as ascending a mountain while carrying a load of rocks on their back, to assess the acolyte's physical fortitude.
Trial of Reflection
The final trial in order to become a Wild Priest: The acolyte is blindfolded and taken deep into the heart of the forest. They are given herbs that induce visions and are then instructed to find their way back home without the blindfold. While navigating the woods, they will encounter not only hallucinatory visions but also various challenges and wild creatures. To successfully complete this trial, the acolyte must rely on their mental strength and fortitude to overcome these obstacles and ultimately make their way back to safety.
SpoilerOOC NOTE: For this trial, the acolyte is expected to write a short story about their character’s experience, and post it on the forums.
The Divine Order
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The current members of the Priesthood of Orison, known as Wild Priests, are actively engaged in their sacred duties, primarily within the lands of Amathine. However, they also embark on journeys worldwide, carrying the teachings of the Aspects and exemplifying their principles through their actions. It's worth noting that priests who identify as druids bear the distinctive mark of their totem.
To access the most up-to-date roster of Wild Priests and Acolytes, please visit the Glade of Hileia. This sacred location serves as a repository for the current members of the Priesthood and their initiates, where their names and roles are diligently recorded.
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Acolyte
An individual who has embarked on their journey through the Priesthood trials, and has taken a solemn oath to the people of elnarnsae'ame: to serve as a guide and nurturer to the best of their ability. Throughout this transformative period, they undergo rigorous training under the guidance of a seasoned Wild Priest. This mentor not only supervises the acolyte's trials but also imparts crucial wisdom and instructions, helping them navigate the intricate path toward becoming a priest.
Wild Priest
An individual who has successfully completed their Priesthood trials emerges as a fully-fledged representative of the followers of elnarnsae'ame. Having acquired an in-depth understanding of the traditions, customs, and practices of the wood elven people, they are poised to serve as a cultural steward and leader within their community. These experienced individuals play a pivotal role in guiding and presiding over cultural ceremonies and rites for their fellow brothers and sisters, upholding the cherished traditions of their people, just as countless others have done before them.
High Priest
An accomplished priest, chosen by their peers to provide leadership and guidance to the Priesthood, holds a position of great esteem. They are revered for their wisdom and extensive knowledge, standing as one of the most learned members of the order. Beyond their role within the Priesthood, they also serve as a representative, advocating for the values and principles of the Wild Faith within the governance of Amathine. This esteemed figure plays a pivotal role in shaping the future of both the Priesthood and the broader community they serve.
Oracle
The esteemed Oracles are individuals who have devoted their entire lives to the service of the Wild Faith, accumulating unparalleled knowledge of its ancient rites and customs. They represent the elders of the people, serving as both guides and scholars within the Priesthood. These venerable figures have made substantial contributions to the Priesthood and have had a profound impact by nurturing and mentoring countless other priests. To ascend to the revered status of an Oracle, one can only be welcomed into this illustrious circle by those who currently hold this esteemed title.
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Oracles
Sister Orison - Awaiti, of the Sirame - Priestess of Sha’maiden
High Priestesses
Sister Fox - Sonna, of the Vulnrith - Priestess of Sonnos and Bolomormaa
Sister Volcano - Igne'ihnsil, of the Maya'asul - Priestess of Vesper
The Priesthood of Orison is housed in The Glade of Hileia within the Watcher's Grove.
SpoilerWe would like to give credit to @NomadGaia for the original post for The Priesthood of the elnarnsae’ame, and for creating the traits, trials, and ranks!
[The Priesthood of the elnarnsae'ame]
All art by Julia Tar15 -
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Spoiler
I would like to thank @tgrt for creating these amazing borders, symbols, and the meanings behind them! They truly went above and beyond, so I just had to adopt them into the seed’s culture. I hope you enjoy!
Symbols of the Vulnrith
Home of the Foxes
Keepers of Memory
In order to become an official member of the Vulnrith, and receive the mark of the golden fox, there are six trials that must be completed. These trials were created with the intent of helping the vuln’ii face whatever obstacles and traumas they may have experienced, learn how to move past them, and guide them towards a new life of peace and fresh opportunities. Over time, as these trials were administered and completed, the Matriarch of the Vulnrith found herself doodling shapes in the dirt - Symbols whose swirls and points represent the sacred trials and the ideals they sought to impart. While not much, for the Matriarch is no true artist, these simple shapes began to mean something to those of the Foxhole; symbols that represented what the Vulnrith worked through, and what they continue to work towards.
Now, these symbols can be found littered across the Vulnrith Hall, and on those who bear the mark of the fox. Carved into staffs and weapons, painted on jewelry, stitched into clothing - The Vulnrith take these precious shapes with them as a reminder to keep moving forwards, no matter what storms may come.
Test of Trust
Can be Interpreted As:
A Handshake
Linking a Chain
The Expansion of the Self
Acceptance of the Past
Can be Interpreted As:
Branching of Thought
Finding the Mind’s Eye
Looking Ahead
Befriending the Vulpine
Can be Interpreted As:
The Fox
Pointing Inwards
Two Becoming One
Forged Anew
Can be Interpreted As:
An Empty Bowl
A Link Completed
Persistence and Work
To Hunt and Provide
Can be Interpreted As:
The Taking, The Giving
Their Weapon’s Use
The Necessity of Life
Honoring the Dead
Can be Interpreted As:
Creation from our Past
Respectful Celebration
The Knowledge you Shall Impart
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Yes she is mine!!
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A response is soon made..
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[!] Across the lands of Amathine, even stretching to the vassals of Helious and Illivira, missives are pinned to the walls and trees..
To those who corrupt our lands,
Your actions, and the dark arts in which you wield have failed. Your corruption has been expelled, and the means in which it was done is being figured out as we speak. This leaves only one thing left to handle, you. You will be found, and dealt with for your crimes against nature. You believe yourself to be adept in the ways of shadow and misdirection, but we are aware of your presence and can feel your eyes watching as you hide out in the dark, a life of a coward. There is no action done to nature without knowledge of who has done it. Your vile deeds shall have a price, and we are the ones to make you pay for it. This is the only kindness we will show you, leave and never return or you shall face the true wrath of nature’s servants. Such savagery has not been unleashed yet, but it shall if your presence returns. Enjoy your peace and quiet as it lasts, for it will not be long.
SpoilerThank you so much to @Stargazer for writing this post!! A response to @lemonke@SilvertheGM
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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
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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
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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.
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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
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A number of druii, priests, and scholars who commit themselves to the caretaking and mission of the Glade. They are as follows:
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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.
SpoilerOOC Notes: Huge thank you to Josey, Deer, and Glassy for helping me with writing and feedback! <3
24 -
so real and true
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Sister bonding time
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Hell yeah
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56 minutes ago, TeawithFrisket said:
“I guess we won’t go if we weren’t invited… they truly see us as lessers” Ember frowned knowing her predictions are true
HER ROYAL HIGHNESS, Idril Sylvaeri, High Princess of Amathine, and all citizens of the Crown
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Spoiler
[!] Across the land of Aevos, white doves wearing blue ribbons delivered neatly folded invitations, wax sealed with the Sylvaeri crest.
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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
SpoilerThe wedding will take place on Monday, July 24th, at 7pm EST. The coordinates for the ceremony are: 929, 12, 2545. Afterward, we will all run to the Tavern for the reception.
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
22 -
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 -
he's done it again
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Spoiler
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 Watcher's Grove 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.
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 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!
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13 hours ago, Deer__ said:
Please, Llir. I'm chronically online and addicted to LotC............ You can't just do this to us. I can only play so many Overwatch games while I wait for map change before I lose it.
forgot about Valorant
3 -
MC Name:
Nemiibae
Character's Name:
Vallei Sylvaeri
Character's Age:
127
What feat(s) will you be learning?
Alchemy
Teacher's MC Name:
Skitsho
Teacher's RP Name:
Reosa
Do you agree to keep Story updated on the status of your feat app?:
Yes
Have you applied for this feat on this character before, and had it denied? If so, link the app:
No
Are you aware that if this feat is shelved, it will be unavailable to use?
Yes
1 -
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."
2 -
MC Name:
Junoix
Character's Name:
Sonna
Character's Age:
200's
What feat(s) will you be learning?
Herblore
Teacher's MC Name:
Raisinful
Teacher's RP Name:
Spore
Do you agree to keep Story updated on the status of your feat app?:
Yes
Have you applied for this feat on this character before, and had it denied? If so, link the app:
No
Are you aware that if this feat is shelved, it will be unavailable to use?
Yes
2 -
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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..
3
An Address to Any Proud Mali'ame
in Elven Realms & Culture
Posted
The flora and fauna sang sweetly as their lady lounged amongst the foliage, her fingers stained with earth and vines entangling her limbs. A lantern of faelight illuminates the missive within her hold, breath hitching as a vulpine gaze met its signature.
Ithelanen
Nature paused its song as the woman stirred, chewing on her inner cheek.