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This is the Journal for Edelsteine Glyph, the Silvim Illustirre. Please do not post unless you have the expressed permission of SkieBorne.

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Star of the Council - a Symbol of his Rank

A thousand seasons
They passed him by
So many times, have said goodbye
And when the spirits called out his name
To join forever, forever to stay
A forest spirit he became

Ancient spirits of the forest
Made him king of elves and trees
He was the only human being
Who lived in harmony
In perfect harmony

~ In Perfect Harmony, Within Temptation

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This is a private journal and as such only those involved in the Edelsteine Shop may post. This includes myself, Ivynian, and the players themselves. If you do not fall under one of those categories, please PM me before making a post in this thread.


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A Little About Forests in General


What
A forest is an area with a high density of trees. There are many definitions of a forest, based on various criteria. These plant communities cover approximately 9.4% of the Earth's surface (or 30% of total land area) and function as habitats for organisms, hydrologic flow modulators, and soil conservers, constituting one of the most important aspects of the Earth's biosphere. Historically, "forest" meant an uncultivated area legally set aside for hunting by feudal nobility, and these hunting forests were not necessarily wooded much if at all. However, as hunting forests did often include considerable areas of woodland, the word forest eventually came to mean wooded land more generally. A woodland is ecologically distinct from a forest.

Distrubution
Forests can be found in all regions capable of sustaining tree growth, at altitudes up to the tree line, except where natural fire frequency is too high, or where the environment has been impaired by natural processes or by human activities. As a general rule, forests dominated by angiosperms (broadleaf forests) are more species-rich than those dominated by gymnosperms (conifer, montane, or needleleaf forests), although exceptions exist. Forests sometimes contain many tree species within a small area (as in tropical rain and temperate deciduous forests), or relatively few species over large areas (e.g., taiga and arid montane coniferous forests). Forests are often home to many animal and plant species, and biomass per unit area is high compared to other vegetation communities. Much of this biomass occurs below ground in the root systems and as partially decomposed plant detritus. The woody component of a forest contains lignin, which is relatively slow to decompose compared with other organic materials such as cellulose or carbohydrate.

Forests are differentiated from woodlands by the extent of canopy coverage: in a forest the branches and the foliage of separate trees often meet or interlock, although there can be gaps of varying sizes within an area referred to as forest. A woodland has a more continuously open canopy, with trees spaced further apart, which allows more sunlight to penetrate to the ground between them (see also savanna).

Among the major forested biomes are:
• rain forest (tropical and temperate)
• taiga
• temperate hardwood forest
• tropical dry forest


Classification

Forests can be classified in different ways and to different degrees of specificity. One such way is in terms of the "biome" in which they exist, combined with leaf longevity of the dominant species (whether they are evergreen or deciduous). Another distinction is whether the forests composed predominantly of broadleaf trees, coniferous (needle-leaved) trees, or mixed.
• Boreal forests occupy the subarctic zone and are generally evergreen and coniferous.
• Temperate zones support both broadleaf deciduous forests (e.g., temperate deciduous forest) and evergreen coniferous forests (e.g., Temperate coniferous forests and Temperate rainforests). Warm temperate zones support broadleaf evergreen forests, including laurel forests.
• Tropical and subtropical forests include tropical and subtropical moist forests, tropical and subtropical dry forests, and tropical and subtropical coniferous forests.
• Physiognomy classifies forests based on their overall physical structure or developmental stage (e.g. old growth vs. second growth).
• Forests can also be classified more specifically based on the climate and the dominant tree species present, resulting in numerous different forest types (e.g., ponderosa pine/Douglas-fir forest).

A number of global forest classification systems have been proposed but none has gained universal acceptance.[2]UNEP-WCMC's forest category classification system is a simplification of other more complex systems (e.g. UNESCO's forest and woodland 'subformations'). This system divides the world's forest into 26 major types, which reflect climatic zones as well as the principal types of trees. These 26 major types can be reclassified into 6 broader categories:

Temperate needleleaf
Temperate needleleaf forests mostly occupy the higher latitude regions of the northern hemisphere, as well as high altitude zones and some warm temperate areas, especially on nutrient-poor or otherwise unfavourable soils. These forests are composed entirely, or nearly so, of coniferous species (Coniferophyta). In the Northern Hemisphere pines Pinus, spruces Picea, larches Larix, silver firs Abies, Douglas firs Pseudotsuga and hemlocks Tsuga, make up the canopy, but other taxa are also important. In the southern hemisphere most coniferous trees, members of the Araucariaceae and Podocarpaceae, occur in mixtures with broadleaf species that are classed as broadleaf and mixed forests.

Temperate broadleaf and mixed
Temperate broadleaf and mixed forests include a substantial component of trees in the Anthophyta. They are generally characteristic of the warmer temperate latitudes, but extend to cool temperate ones, particularly in the southern hemisphere. They include such forest types as the mixed deciduous forests of the USA and their counterparts in China and Japan, the broadleaf evergreen rain forests of Japan, Chile and Tasmania, the sclerophyllous forests of Australia, the Mediterranean and California, and the southern beech Nothofagus forests of Chile and New Zealand.

Tropical moist
Tropical moist forests include many different forest types. The best known and most extensive are the lowland evergreen broadleaf rainforests include, for example: the seasonally inundated varzea and igapó forests and the terra firme forests of the Amazon Basin; the peat forests and moist dipterocarp forests of Southeast Asia; and the high forests of the Congo Basin. The forests of tropical mountains are also included in this broad category, generally divided into upper and lower montane formations on the basis of their physiognomy, which varies with altitude. The montane forests include cloud forest, those forests at middle to high altitude, which derive a significant part of their water budget from cloud, and support a rich abundance of vascular and nonvascular epiphytes. Mangrove forests also fall within this broad category, as do most of the tropical coniferous forests of Central America.

Tropical dry
Tropical dry forests are characteristic of areas in the tropics affected by seasonal drought. The seasonality of rainfall is usually reflected in the deciduousness of the forest canopy, with most trees being leafless for several months of the year. However, under some conditions, e.g. less fertile soils or less predictable drought regimes, the proportion of evergreen species increases and the forests are characterised as "sclerophyllous". Thorn forest, a dense forest of low stature with a high frequency of thorny or spiny species, is found where drought is prolonged, and especially where grazing animals are plentiful. On very poor soils, and especially where fire is a recurrent phenomenon, woody savannas develop (see 'sparse trees and parkland').

Sparse trees and parkland
Sparse trees and parkland are forests with open canopies of 10-30% crown cover. They occur principally in areas of transition from forested to non-forested landscapes. The two major zones in which these ecosystems occur are in the boreal region and in the seasonally dry tropics. At high latitudes, north of the main zone of boreal forest or taiga, growing conditions are not adequate to maintain a continuous closed forest cover, so tree cover is both sparse and discontinuous. This vegetation is variously called open taiga, open lichen woodland, and forest tundra. It is species-poor, has high bryophyte cover, and is frequently affected by fire.

Forest plantations
Forest plantations, generally intended for the production of timber and pulpwood increase the total area of forest worldwide. Commonly mono-specific and/or composed of introduced tree species, these ecosystems are not generally important as habitat for native biodiversity. However, they can be managed in ways that enhance their biodiversity protection functions and they are important providers of ecosystem services such as maintaining nutrient capital, protecting watersheds and soil structure as well as storing carbon. They may also play an important role in alleviating pressure on natural forests for timber and fuelwood production.


~Taken from Wikipedia.org


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Forest once again walks the planes.
When it came in contact with Malh'reth's body it stuck and sank into his flesh, settling
into position where a pendant might rest - at the base of his throat, just above and centered
between where the two bones of his collar bone meet.

A voice that calls itself Glyph, the Silvim Illustirre seems to emanate from it and echo in the mind
of its host. After a time, Malh'reth gave up his body and accepted his sacrifice to Glyph thus
heralding the shift in control as the god took over completely.

So begins the rise of the forest.


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Name
Glyph (Ghliff)
Gender
Male
Race
Edelsteine
Age
Unknown - Immortal
Description
Upon taking over his host's body, Glyph settled into corporeal form once more and began the process of his ascension. While his host's lavender eyes, bone-hued horn, mahogany hair, furry ears, and fair skin remain as of yet, he has developed wisps of foliage about his head and his lower legs have taken on a woody texture. The foliage almost appears like a halo of greenery about his head and lends him both an air of innocence and wildness.
Clothing
Earthen-hued tunic and black leggings




Personality
As a force of nature, Glyph is a neutral god. His views of good and evil are not nearly so based in morality as other views. For him, existence is about give and take, life and death, and eternal cycles thereof. Everyone needs food, water, shelter, and company and he is happy to provide such - regardless of the individual's social standing. He does not judge who should benefit from the fruits of the earth. Glyph does, however, take greed very seriously. For him, taking far more then what you need is a sin and he frowns upon such wanton destruction.

In general, however, Glyph is a kind soul, warm and welcoming in his approach though his views of right and wrong can sometimes lead to clashing opinions with others. He is respectful of other dieties, especially those involved in the natural order while the more society-oriented gods intrigue him. Willing to entertain company with most, Glyph easily makes friends and allies and tries very hard not to forget names or faces.

Having inherited both an enormous sweet tooth and a penchant for shiny objects from his host, Glyph enjoys collecting baubles almost as much as he enjoys the outdoors. Truly Forest is most at home beyond the confines of 'civilization'. And while he recognizes death's place in life, it pains him to see large swathes of devastation, often prompting him to try to reseed and reclaim the land in an attempt to restore life to it.

A social creature by nature, Glyph quite enjoys company and absolutely adores children. [When he ascends further and begins to gather followers, it is likely he'll end up with a sizeable, amiable retinue of courtesans and friends.]


Likes
outdoors, woods, temperate climates though he will enjoy both tropical and boreal climes too, huge sweet tooth, his servants, friendly people, curious people, sheltering and protecting
Dislikes
being confined, dry and lifeless places, lack of water, bitter foods, deceptive people


Abilities
Minor Growth (plants)
Can force plants to grow at twice their normal growth rate.

Pathfinder
In forest surroundings, be they conifer, deciduous or otherwise tree-filled, Glyph cannot get lost. He knows exactly where he came in, and which direction is which. In addition, he can find the easiest footing or the roughest (depending on who he’s leading around?) through the woods.


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Malh'reth hails from the world of Dragonspine - Click Here for more!


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..........Physical..........
Name
Malh'reth
Pronounciation
Mahl-her-eth
Gender
Male
Race
Aurion
Eyes
Lavender
Age
~110-130
Hair
Red-brown, long bangs that frame his face and spiky, mane-like poof in the back

Skin
Tanned
Markings
None
Build
Sporty on the Academic Side
Height
5'8"


...............Click for full image
Birthday
unknown
Occupation
Entertainer/Story Teller, Summoning Mage
Clothing
Mal wears tunics and leggings most the time that are complimented with belts, sashes, and other simple accessories. His tunic has long sleeves that bell at the end - he uses the multitude of small pockets inside the sleeves to store personal belongings.


..........Mental..........


Personality
Malh'reth delights in children and using his abilities to put awe and wonder into their eyes. He is a gentle soul, preferring to discuss things openly but will frustrated if stalled or forced into action he does not feel positive about.

He is good with words and even better at illustrating, taking joy from entertaining all people. He is very much a stickler with contracts, however, and will not stop until the terms have been met - he is very dependable in that sense.

The mage also has a fondness for shiny things and his sleeves are full of small, sometimes valuable baubles he's collected over the years.

Malh'reth also desires protection or at least a good measure of safety as he's never really been alone in his life and feels most protected around others.

Likes
Storytelling, laughter, humor, art, firelight, honesty, children grapes
Dislikes
Overly serious people or moods, being alone, crying, suffering, being swindled, liars, and meat (Malh'reth is a vegetarian)
Backstory
Malh'reth grew up in the Aurion society like any other. He went to school and around his seventieth year, he was assigned a small job - to entertain his employer's children during a trip with his summoning magic. It would have been fine had he not begun to smile in earnest and truly have fun with the children while recounting his list of stories.

When he got back, the ebb and flow of standard Aurion likfe seemed pale. It wasn't long before he left of his own accord. The decision been a difficult one but in the end it was another group of visitng children that cinched the decision.

Soon after he'd made his choice, he sought out the family who had changed him int order to seek out employment. For the next twenty years he served them in a variety of capacities, chief among them the family's own private bard. it was here that he developed a sense of self and learned about life on the outside - very lucky to have such a smooth transition from cloistered Aurion society to the world at large.

When the children grew and had babies of their own, he was asked to stay but declined, it was at this point he wandered into the world, making a living of his artistry and story telling.

As the taint of Destruction began to seep into his world, he noticed a drop in his abilities - small at first but it was there - and it worried him greatly. He'd learned early on people only valued him if he could weild the famous Aurion magic. Without that buffer of a reputation, he was a prime murder target. And beyond that, such a fading of magic would leave his own people wide open to attack. While he knew he was no longer acknowledged among them, Malh'reth still looked fondly upon his birth place.

And so, partly for personal and selfish reasons and partly altruistic reason, he set out to find the cause behind the death of magic.

He was lead to the Pantheon.



..........Spiritual..........


Summoning Magic
As Malh'reth became an outcast about mid to 3/4 of the way through his schooling, he is far from a master. His chosen topic of study was summoning.

With his magic, he can draw something and bring it to life/animate it. This works with any drawing or painting but he must be able to touch said piece of art.

In summoning things, he can make a perfect physical copy of any person he's or pull a drawing off the page and into reality. These copies are elaborate, intricate illusions that possess none of the original's special abilities (if any). He can illustrate both organic and inorganic things but inorganic is easier to draw into reality and last longer as a result.

(Had he stayed, it is feasible to believe he could summon living creatures or copy existing ones in such a way he copied their skills too)

Altered Sight
An Aurion's connection to the world is heavily dependant on their horn. When Malh'reth first arrrived in the lands surrounding the Pantheon, his sight was average. Once the first Gehenna wave hit, however, he was struck blind for several long moments. As his body recovered from the shock, vision returned but it was altered.

He does not see as other people do anymore - the wave would have maed him blind and affects his sanity had he not been an Aurion. As such, he inadvertently channeled a small portion of that wave and it buffered him against the storm.

As a result, what he sees is the presence of things. Most of it is dull, outlining shapes like buildings or boulders. Living things are brighter and carry an aura that he can see. People, especially gods, are like lights in the dark. They stand out starkly against the rest of the world because of the auras they carry. He can see in colour still and these auras are multihued, prismatic and beautiful things. Above, the sky is a riot of undulating, curling lines (think the lifestream from FF7 - only a spectrum of colours). What isn't picked out like this is dark.

He cannot see detail.

To see detail, he must touch something. When he touches anything it comes into perfect colour and focus and he knows what it looks like all over (large things would be be explored). he was a sharp memory and can sketch from a single touch but it's not very accurate so he prefers to draw while touching the subject so he gets it right.

Anything he paints (with magic) or summong still looks normal to him (as in it looks the same it does to everyone else - no auras, or light, etc etc) but for that very same reason he knows whatever it is is an illusion.



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Herein resides information regarding the race of People that Malh'reth hails from.


Homeland
The Aurion's single city is nestled in between two forks in a massive inland river. The city itself stands on the between the two forks and spirals hundreds of feet into the air. It's obvious on the landscape but it beautiful, if sombre in style of architecture. Archways cross over dizzying drops and ornate gardens can be found everywhere. Much the building material is altered local stones that makes the spires and towards strong.

The Aurion build up rather then out and only when they to - it's not uncommon to find several familial units under the same large roof all living comfortably. They are much a 'herd'-like people.

The Ground level is where most of the business transactions take place though it does happen elsewhere. Glass and crystal are common sights and strangers are free to roam as they please. Most don't, however, as the heights can be daunting.

Society
The Aurions are a mercenary nation by their very nature. The mages are world renowned for their skill and potency in the discipline of magic in all its forms. And innately magical people, the Aurion cast their magic by manipulating and channeling ambient energy through their iconic horns.

However, these horns are potent magical and alchemical ingredients that other nations crave. As a result of millenia of social pressures, the Aurion have forged a society based around complete neutrality. Opinion are stifled, bias in all its forms punished, and the contract is held as sacred. As a mercenary nation, the Aurions are often hired out for a variety of tasks. They are both respected and resented because they the employment contract to the letter but no further. This preserves their place in the world for they do everyone's bidding without bringing bias into the mixture.

However, there are those individuals who develop a sense of self and an awareness of life outside the community. These Aurion develop opinions, bias, and often inadvertently break the unbending laws of their people. Outcast, their names and very existence are stricken from the Aurions' history in order to eliminate the temptation bias has and hide the precedence.

Inside the Herd, as the outsider world calls their society, social ranking is assessed based on magical skill alone. As the average lifespan of an Aurion is about 200 human years, the first half is spent studying the magical doctrines. By their twentieth year they are streamed into the specific topics they showed the most skill at and given the remainder of the century to master their talents. It is during this schooling process that the majority of Outcasts leave the Herd. In the advent that an Aurion is cast out, their schooling is cut off and they will never master the discipline by Aurion standards.

Once the Aurion completes their 100-year schooling, they are assessed and assigned a social title. There is no royalty. However, there are Nobles - the most powerful mages and almost exclusively those who have master multiple topics. The loweest rank is citizen, which is reserved for those whose skills are subpar by societal standards. From an outsider perspective, Aurion Citizens are often equal to or just below Guildmasters of other magic-weilding peoples.

The ranks are as follows:
Noble -> Knight -> Page -> Officer -> Civillian -> Citizen

The majority of Aurion are Pages or Officers.

Once their social rank is determned, they can stake steady employment, teach, or guide the nation. Nobles and Knights generally run the nation while Pages and Officers usually accept the most amount of work. This is, however, a generalization and it is not strange to see a Noble working or an Officer leading.

Outcasts
Newly outcast Aurion find themselves in a cruel and harsh world without the protection of their peers. Naive and confused, many fall prey to unscrupulous people who either kill them and take their horn or drug and take their horn. For those Aurion outside the Herd who are smart and bold enough, the mercenary life generally calls. Again, Aurionic ideals play a part in their business deals but they are usually more compromising and long term in their employment.

Outcast Aurion are few and far between, however, and highly sought after for their immense skill.

It is a dangerous life, however, further reducing the number of stray Aurion loose in the world.

Physical Characteristics
All Aurion possess a single, curving horn that grows from the middle of their brow. It ranges in colour from chalk white to a bone-like hue. They also have ears that are fluffy and canine/bovine-esque. They are capable of swivelling, folding, drooping, etc etc like those of a dog. Eyes are also a distinguishing feature of the Aurion. Hues are always bright and exotic, most notably red-orange, lavender, white, bright greens, and brilliant ambers.

Besides the horn, the most obvious racial trait Aurion have are their four-digit fingers and thumbs. Their hands are long and slender (the kind a pianist would envy) but can be a little strange to shake hands with an Aurion.

Less obvious traits include:
-More academic build
-floofy, spiky, mane-like hair in colours ranging from blond to brunette
-stand 5'8"-6'5" in height
-do not show their age until a few years before their deaths

Personality Quirks
There are a handful of personality quirks you'll be hard pressed to find an Aurion without. They are:

-a fondness for all things shiny; in particular glass, crystal, metal, and gems
-sticklers for contract arrangements; no self respecting Aurion will stray from a contract once it is agreed upon
-fear of being alone; for a variety of fairly obvious reasons
-sombre, serious for their 'normal' moods; life just isn't conducive to laid back personalities
-tendency to follow orders/obey more easily then other people; again, fairly obvious reasons

Casting Magic
The individual processes between the various topics of magic that the Aurion practice vary but the basic idea is this:

An Aurion's horn is their connection (literally) to the world around them. It is what makes them so powerful and yet so vulnerable.

To cast a spell, an Aurion gathers ambient energy from an area (this ambient energy is the magic that has been infused into the world by the Line of Power - vast, potent chords of pure magical energy that criss-cross their world). They channel that energy through their horn and bend the power and potential to their will.

If an Aurion's horn is severed from their body, it is as though they are struck blind, deaf, and dumb. They are unable to properly associate with the world - many going crazy or wasting away as a result of such a thing. An Aurion would sooner choose death then the severing of their horn.


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The Pantheon

Harmodius - Twin Crown, Creation/Destruction - (So you're the Twin Crown and what amounts to the center of the universe.... not what I expected, though I cannot say I had solid expectations anyway. You are surprisingly approachable all things considered.)(I am glad to see my Lord returned. I feared we may have lost you... and ourselves. I did not know Destruction, but I hope to come to know Creation well.)
Lucius - Universe - (...)(...)
Gianfar - Seat of Knowledge, Knowledge - (...)(...)
Byrne - Rising Phoenix, Rebirth - (...)(...)
Beryl - Keeper of Winds, Wind - (...)(...)
Eamnonn - Wild Hunt, Hunt - (...)(...)
Melanctha - Weaver of Shadows, Shadow - (...)(...)
Morpheus - Initiate of Dreams, Dream - (...)(...)
Kaelin - Scion of Depths, Water - (...) (...)
Revei - Dreamer's Guide, Dream - (...) (...)
Illumin - Piercing Radiance, Light - (Pleasant guy, eager to help.) (...)
Khiviance - Seductive Heart, Love - (...) (...)
Lisana - Joyous Idol, Laughter - (She laughs a lot and seems to be nice) (Your charm is quite evident, it is a pleasure to know you.)
Evadne - Numen of Mountains, Mountain - (...) (...)
Echo - Voice of the Countless, Music - ((...) (...)
Panacea - Balm of the Ages, Medicine - (...) (...)
Tilion - Chariot of the Darkened Skies, Lunar - (...) (...)
Kishara - Life of All, Gaia - Empress - (...) (...)
Chalybis - Gods' Hammer, Forge - (...) (...)
Calico - Confusing Cacophony, Insanity - (...) (...)
Nergal - Overseer of Souls, Underworld - (...) (...)
Gelezis - Overlord of Magnetism, Magnetism - (...) (...)
Desiderio - Joyous Romance, Love - (...) (...)
Tera Ilana - Archery - (...) (...)
Caolan - Suffocation - (...) (...)
Shkhin - Contagion, Plague - (...) (...)
Halhigil - He Who Lurks, Assassination - (...) (...)
Melanthos - Glory of Heroes, War - (...) (...)
Itztlac - Scion of Silent Hours, Night - (...) (...)
Karaskis - Milagro Rampant, Fire - (...) (...)
Gadriel - Web of Word and Deed, Deception - (...) (...)
Endiovar - Sachem Aphonic, Silence - (...) (...)
Lucidique - Wail of Ages, Suffering - (...) (...)
Tien - Commedia Dell'Arte, Trickery - (...) (...)
Jahara - Fatalis Toxicity, Poison - (...)(...)
Phaedra - Ruthless Desire, Greed - (Despite what her domain suggests, I find Phaedra to be an interesting person - prone to manipulative fits but still somehow kind.) (If ever a goddess truly embodied her domain it is you, Phaedra. What comes into your grasp escapes not. However, Malh'reth is mine and a not toy for your amusement.)
Chari - Gift of Ages, Charity - (...) (...)
Cosine - Counting Crow, Numbers - (She's kind of... I don't know. She planned this adventure) (She is pleasant and honest with some intriguing ideas, I would like to better know her.)
Arctang - Pie Bird, Numbers - (...) (...)
Dagny - Scire Bombshell, Science - (...) (...)
Ankou - Wantalon Psychopomp, Spirit Guide - (He helped us get to Baadris and knows how to connect the worlds... he's very interesting, I would like to speak with him more) (I wish we had met under better circumstances. This quest would not have started without your assistance and for that I am grateful.)
Tista - One in a Million Chance, Chance - (...) (...)
Eid - Ceaseless Contract, Oath - (...) (...)
Umbra - Spectre Shade, Shadow - (And interesting god, truly a living shadow. His opinions and actions have altered my opinions of a god's rebirth some. I must think on this.) (...)
Tajnevaki - Cardinal Conundrum, Mystery - (...) (...)
Jenga - Flippant Wit, Play - (...) (...)
Neva - Frozen Heart, Winter - (...) (...)
Bazyli - Hollow Mouth - Famine - (...) (...)
Glaucon - Verdict of Midas - Judgement - (Unwavering.... dour and forthright. Certainly befitting judgment.) (I am glad you are an ally and that you have a strong composure, you have been a key player in this bid for survival I feel.)
Lacrymosa - Wednesday's Child - Grief - (...) (...)
Sotiris - Ceaseless Eye - Guardian - (...) (...)
Akakios - Mournsong - Lament - (...) (...)
Una - Maiandros Riparia - River - (...) (...)
Nixie - Tears of Heaven - Rain - (...) (...)

The Dragon Kings

Futs Lung - Golden King (He seems to have a dry sense of humor, I am not sure I made good impression with him - I suspect I'll be seeing more of him since Phaedra and he actually seem to get along) (...)
Shenlei - Shogun of Storms, Shen Lung -(...) (...)
Xuan Yi - Shadowshield of the Empress, Qian Lung - (...) (...)
Kawagiri - Lifewater of Worlds, Ti Lung - (...) (...)
Li Shing - Blood Shogun of the Twin Crown, Chien Tang - (...) (...)
Zhijian - Fangbridle to the Crown, Ying Long - (Very nice and fuzzy! He let me paint him.) (...)
Xia Li Lung - Emblem Pillar of the Twin Crown, Yu Five Claws - (...) (...)
Tian Yue - Starscale Consort and Worldshield, Tien Lung - (...) (...)
Zhang Li Kuang - Mediator of Crowns, Mang - (...) (...)

Others of Note
Eirlyn - (A very useless, cowardly catgirl - more frustrating then anything else) (...)
David - (The man's surprisingly dependable and while not exactly kind, he does seem confident. I wish I were a healer so that I might ease his illness.) (Glaucon has made an interesting choice in you, David, and I cannot say I disagree. You are an entertaining fellow with a good heart - even if you are lecherous and indignant much of the time.)
Iden- (Sweet girl, good natured and decent company - her pooka gave me a heart attack though) (...)

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Natasha
Natasha is one of two Aoide that have remembered and remained loyal to their Lord over the Aeons. Unlike Aisling, Natasha has retained her wits and is every bit a spit fire and opinionated as her appearance suggests. While not exactly worshipping Glyph, she does respect and follow his orders... and his alone. For her, the only thing of important is the Silvim Illustirre and Malh'reth, when she realized he was to be Glyph's host, hesitated little in coming up with a scheme to bring her Lord back. She is a bold and intelligent creature and prone to wandering.

Aisling
This Aoide was once a guardian of the Gatewood, a sacred, expansive forest that Glyph once called home. With the onset of Gehenna, she was forced to watch as armies of mortals tore and burned much of the forest down to fuel their gehenna-inspired furvor. Beyond that, however, she is the second Aoide to remember and remain loyal to Glyph. However, the countless years have eaten away at her mind and she is somewhat in a permanent state reverie - she does have episodes of lucidity but these are uncommon. She is without a doubt the gentler and more tender of the two demonesses, as loyal as Natasha but not as willing to sacrifice others. When Natasha first came to her and their plan was hatched, she was reluctant to follow through on the plan for it meant the destruction and deliberately misinforming the host. The venture left a bad taste in her mouth but she is nonetheless glad that Glyph has returned.

Adoniram
A zombie that appeared during the week of Hell of Gehenna, Adoniram is a relatively good natured person and unique in his appearance. With gem-like skin and sparkling vibrant hair, it's almost easy to forget his undead nature. He met Glyph and Malh'reth only briefly as he was chasing a strange lotus-coloured feline about the Pantheon but the two made quite the impression on him. What he chooses to do after that meeting is unknown - he calls no god master and is adrift in a world torn by strife.

Aelondrael
Enigmatic, aloof, and formal, Aelondrael joined Glyph's retinue after the grand ceremony where the Eldelsteine called back Harmodius. Having come from the world of Baadris with the refugees, she was mostly ignored until she came upon Glyph in the Gardens. Recognizing him from descriptions the desert people had given, she approached and offered her service. Whether she is an Aoide from the past or a truly new recruit remains to be seen. What is known, however, is that she is proving to be quite attentive of the newly reborn god.


Togaidh Sìol
Locked in the Silent Forest, as of yet to be introduced. Plant Elemental Yuniko.


Helen of the Forest Wardens
Mother of Damien and Cecilia

Rand of the Forest Wardens
Father of Damien and Cecilia

Damien of the Forest Wardens
Son of Helen and Rand, brother of Cecilia

Cecilia of the Forest Wardens
Daughter of Helen and Rand, sister of Damien

Halyrion
Night Elf Druid on Azeroth whom Glyph befriended.

Rush
Human teen orphaned during the events of Gehenna, learned to live and survive on her own, sticking to the wild places of the world.


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Followers
Mostly from the Forth in Celebration Event - Owned/Played by Other People
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Seeking Solace
The Portal to Forest's Chambers
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Items Gathered and Owned
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(Not in play yet, I just think they're shiny xD )

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**Note to self: Glyph has a massive sweet tooth and will retain a penchant for shiny things from Mal. **



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Morph
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ONE - gift
TWO - comm
THREE - comm
FOUR - comm
FIVE - event (gift?)



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July 29 2008: I won Third Place in Edelsteine's Flatsale! Forest was awarded to me!

Pre-Gehenna
-Meeting in Eamnonn’s Territory
-Vampiric Encounters


Gehenna – First Wave
-Meanwhile Back at the Ranch


Sloth
-Lethargy


Envy
-Fight or Flight


Lust
-Phaedra and Malh’reth Meet for the First Time


Greed
-Summons and Servitude
-Misleading Treasures
-How May I Help You?
-And So it Begins
-The Golden Court
-Sew the Seed


War
-Waking Sleeping Dragons
-Talking Shadows
-In Greed’s Apartments
-Reclamation
-Reassurances


Plague
-At My Side
-Wanted
-Just Let Me Pack!


Famine
-Onward Striding Ever Onward
-Believe in Me


Decay
-Helping Hands
-Audience with the Sultan


Hell
-Vanishing Edge
-Aisling Fusses
-There's Good News and Bad News
-Thank-You
-Hunting and Gathering
-Lotus Preparations (Solo - making an offering, within the larger RP)


Paradise
-Gathering Gods
-A Conversation with Light
-What's Happening?
-Ritual of Renaming (World is Saved! 8D)

Rebirth
-Unexpected Undead
-Meeting the Maker
-Solace
-Of Thoughts and Baubles
-Treasures Among Ash
-Shadow Glass
-Ashoka and Glyph/Mal
-Unexpected Assistance - More Glass?
-Shards for the Throne
-The Hand of Chaos
-Laws of Nature
-Thank-you
-Mourning and Questions Unanswered
-Renewal...?
-It was an Accident, I Swear!
-Gentle Words for Gentle Souls
-A Task Completed: Glass Delivery
-Fledgling Powers
-Tending the Forest
-The Wanderer
-I have a Follower!
-Neighbours?
-Cruel Dreams
-A Word with You?
-Adrienne and Glyph
-Crafty Crows
-An Offering of Friendship


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Quest
Ivynian
The Broken Hammer

This quest goes for any who wish to do it, I know at least Skie expressed interest.

Chalybis. Adra. The remaining life within the woman-forge, the belly of fire and birth of metal, is grown thin. The remaining echo of her True Name is shallow, only a whisper. Her last host, mostly unknown, died during Gehenna, still mortal and unascended even to the half-point of a morph. A challenge indeed, to seek unknown locations and unknown remains.

(( Arcane and Forge were determined to have failed in the first hosts and to have been reclaimed and available at the shop for their second hosts. The planned second host was mentioned by the owner to be named 'Coyote' and from implication was in fact a canid without hands. For purposes of this quest, the gem was taken by an aoide, Brolga, and put into the belly of prey animal that Coyote scavenged. In this way, Coyote discovered the stone and became host ))


    Quest Requirements
  • Learn of The Forge - Sun Nov 30, 2008 was the last journal post of the last owner, January 2007 the last for the original. It has literally been YEARS since anyone interacted in any capacity with Forge, and few enough even got to meet her when she was active. Most of the Gods in shop haven't had occasion to meet or hear of this god throughout their rebirth. At least two joint posts seeking out and talking to gods who knew of Forge and/or actually met her.
    (Fire, Insanity, Medicine, Universe, Love/Khiviance, Gaia actually met her. Others have possibly heard of her existence through quests/others. Do some research, talk to the community, strike up rps.)

  • Ask an aoide of the Crown about Forge to learn of Coyote specifically and how the gem was given. At least on post, joint or solo, if you solo it, just run it by me as a check for what you wrote for the NPC Aoide. The list of Aoide you can talk to are :
    -Xedre, a drider
    -Aristogeiton, Roland, Genji, The Brolga, Nestle, LundiGras,
    Mars, Lindt, Laithaz, or Sophron - these are all Siira. Destruction likes them and has raised their souls to be his holy steeds. Siira communicate to each other through telepathy, but their ability to communicate increased with being raised to being able to speak in whispers in a mononoke hime sort of way with their ascension. (Note this applies only in Edelshop. I've no inclination/right to enforce this lore into Siira, which is a different shop operated by Xiao that I've guest coloured at.)
    -Zanalin, a dragon
    -Zhi or Myrrh, ascended Cera
    -Anezka, an ascended water spirit

  • Having gotten information on Coyote and the last known whereabouts of that host, at least one post traveling to a wild west-ish, Earth like world. Its a separate planet, so pick whichever transportation pleases you to get there. At least one post to do this, solo or joint.

  • Get on world, start hunting/tracking! This is a challenge because this world was blasted HARD by Gehenna. As noted, vestiges that reveal it to have had intelligent species and prarie biomes like to cowboy movies made a planet remain. Nearly no animals remain, and no sentient/high creatures are left here. At least 3 posts either joint or solo. Pay close attention to HOW you're going to track down a dead body/weak god signal, cause that isn't easy. Be creative! Show us the desolation, the trouble of doing this, and the glimmers of hope and renewal with the influence of Creation slowly spreading. How does your god deal with all of this? With the idea of finding a gem that has been so weakened through two failed hosts? You get the idea.




Roots and Branches, Buds and Leaves


    Part 1
  • At least two posts, solo or joint,
    Encounter a shrine or other minor prayer site dedicated to a Forest Spirit. Seeks out the Forest Spirit and finds that its legend lives on even if it does not and finds clues that sparks memory in him. The worship of forest was a pyramid of councils of eights. What of the highest level of them, Prime Council of Eight, devoted followers and Aoide that served him and tended his forests, teaching his beliefs, upholding his laws... more or less his advisers and agents in the wider world, who organized the regional world councils ?
  • At least one post solo,
    Remember their faces. This Forest Spirit was once one of the prime eight. Decides to rebuild and locate the Council. Express/focus on motivations, and what it means to Glyph to be taking these steps.
  • At least one post joint or solo -
    Locate the central sanctum of this Forest Spirit, exploring/looking through the dwelling of this Forest Spirit, uncovers something that mentions a treasure that the Spirit guards, a holy relic; goes in search of that
  • At least two posts, solo or joint,
    Finds the relic in a hidden, broken spiritual gate that no longer functions. Said relic is the first of eight Amber Keys, Keys the Council once held to access Forest's personal realm, items of power once the Heartwood is restored

    Part 2
  • At least 11 posts, joint or solo.
    Search for the Council members. Pay close attention to the effects of the Gehenna weeks and then also the effects of the Creation waves, the rebuilt sky, and the growing powers of the gods. Try not to use one method of transportation to get to all places. Some posts should be spent focusing on travel, otherwise there won't be depth of The Journey.
    ------1 Aoide is bound to an ancient wood, a magical wood that is refuge to many things, both feared and respected by the local mortals
    ------1 Aoide, in the aftermath of the fading sought Harmodius and aided in the experimentation to develop the system of the gems. The imperfect piece of amber containing the piece of that aoide's being is in the keeping of a Floox, 'borrowed' long, long ago from the shop coffers before even Lucius was made. Hunt this floox back to it's nest on the pantheon grounds and convince it to trade or give up it's prize lady-winning decoration. This sliver can be implanted much as an edelsteine gem into a host, imbuing them with a few memories from the original, but especially with the immortality and strength of an Aoide, making them a new Aoide.
    ------5 were killed, though 3 of their bloodlines/tribes/race still exist. Talking to these NPCs will provide history lessons to Glyph on his own worship, himself, and on where to search for next through this 5. Later on, they could provide potential members to become the new council.
    ------1 sealed themselves away in the aftermath of the Fading, as has been seen of other aoide, but this was a heroic mortal. Without gifts or help from other gods, the amber stasis failed, mortal magic not strong enough to survive the tens of ages intact. This one died asleep, in the amber, still awaiting the return and service to the gods. Many souls were swallowed into nothingness during Gehenna, never to be recovered, but there is a chance...a small chance. Follow this chance to speak to Underworld, keeping place of the souls. Seek out this soul in the afterlife.

    Part 3
  • At least 8 joint or solo,
    search for the Keys to the Heartwood.
    The part 1 forest spirit's key was already achieved, the Bound aoide retains their key, the failed amber stasis' key is IN the amber with them, so it only needs to be broken to fish it out. That leaves 5 needing to be located:
    ----- 1 is a family relic passed down
    ----- 1 is the treasure of a thief/pirate/slaver/etc lord
    ----- 1 is at the Pantheon probably somewhere in the treasury Jin guards
    ----- 1 is forgotten and hidden away in crumbling, ancient ruins
    ----- the last is hidden away at the only functioning gate to the Heartwood, guarded by a bound and restless spirit warden deep in the Silent Forest
    -Need all 8 keys and Glyph's presence to restore the connection of all the keys and revitalize the Heartwood magic.

    Part 4
  • At least 4 joint or solo
    Reinstating the Council and Discovering the Temple
    In the Heartwood - There is a failing, primitive society that has been cut off from all other worlds with the loss of the keys, here for AGGGGGGGGES. Isolation since the Fading. How do they feel about the return of their God, after so long? After Gehenna? The primary method of knowledge storage would be through oral tradition, songs, dance, trance sessions, etc. Explore the ramifications of a society bent on being one with forests - the lessening of import of written word, very Green society that takes only what is needed, only very basic herbal medicines when they are available by season, etc etc. The Heartwood is mostly empty, a few fragments here and there of carved pictograph tablets, petrified tools, etc.
    These handful of survivors can lead to the Temple at the center of the Heartwood, and remember the rituals to gain entry -
    ancient, broken, wild and rambling and within are pieces of his life left behind, items that once belonged to lovers, worshipers, servants... his own items, relics, and personal belongings, etc etc.
    -faced with the aftermath of his own Fading/death


Previous Quests

Shards for the Throne
Glaucon and Glyph have been charged with collecting glass items that can hold water for Harmodius. The reason is not clear but it's a favour he asked for after they said they wanted to do something for him.

Meeting the Maker - Request is made
Of Thoughts and Baubles - Glyph finds a broken vase and goes to see Jin
Treasures Among Ash - Glyphs speaks to Jin about finding glass ornaments
Shadow Glass - Malh'reth and Umbra catch up, Glyph is made known to Umbra, and Umbra gifts them with an old, cracked vase to use in their search for Harmodius
Curious Cubs - Glyph/Mal run into Ashoka who offers them glass; they also enjoy some playtime with Dan
Unexpect Assistance - Glyph seeks out Harmodius with questions about the quest and is distracted by the Emblem Pillar, who offers to help him find glass.
Shards for the Throne - Glyph and Malh'reth meet up with Ankou and discuss the past and present. Ankou offers to deliver scrap glass to Glyph's room and Glyph readily accepts.
The Laws of Nature - Glyph, Glau, Karaskis, and Baadris people work on reforging glass for Harmodius.
A Task Completed: Offerings of Glass - The Glass is delivered and is function learned: they're to hold the lights of the new sky.


Gathering Faith and Flowers
Glyph and Malh'reth set out with Laughter, Judgement/David, and Numbers to investigate a city called Baadris. It turned out that the city, miraculously, was still in fairly good condition and home to a populace of people ready to be converted to the true gods and a garden of thousands of red lotuses - symbols of perfection, nobility, life, and rebirth. In turning the populace, the four also changed the meaning of the Lotuses into something that ties into Origin and thus creation in the hopes of quelling Gehenna.

Wanted - initial meeting
Packing - packing for Baadris
Onward Striding Ever Onward - Getting there
Believe in Me - Splitting up for a walkaround
Helping Hands - developing the plan/break in/initial meeting with Sultan and unlocking of the secret of the lotuses
Audience with the Sultan - Glyph and Glaucon finally convince the Sultan to work with them
Vanishing Edge - Hell breaks loose and Mal and David usher the lotus bearers back to the pantheon in a hasty retreat
Offerings - The pre-ceremony rituals performed by the people brought back from Baadris
There's Good News and Bad News - Malh'reth speaks to Phaedra and makes his report and gets news of the lotuses out.



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Growth Requirements
Quote:
jewel to morph
about at about 3 pages( after page 1)....aka:
normal=15-20 solo, 15-20 joint
I like writing with others=10-15 solo, 20-25 joint
I like my own writing=20-25 solo, 10-15 joint


Ivynian
Quote:
normal=15-20 solo, 15-20 joint

JOINT SOLO
26 20


---------------------------------- ------------- -------- ---- -- -

Quote:
morph to youth
about 10 pages...(after page 1)aka:
normal=60-75 solo, 60-75 joint
I like writing with others=20-30 solo, 90-100 joint
I like my own writing=90-100 solo, 20-30 joint joint


Personal Tally
Solo - | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Joint - | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |

Planned solos:
i. Aisling frets over Glyph and Natasha when they return, information is passed along, discovery of Ihintza
ii. Discussion between God and Host about Baadris and they're situation in general, Glyph's promise to visit the Aurion after things have settled down
Solo Series Idea:

  • Taking Root i : learning of a group attempting to replant trees and crops and going to find them and introduce himself
  • Taking Root ii : organizing a group and leading a reforestation project in the grounds around the pantheon
  • Taking Root iii : after many seedlings have taken, the small group thanks glyph with a festival of sorts - his first real rituals
  • Taking Root iv : teaches some rituals he would like to see to the youngsters, befriends them and encourages the return of fauna to the seedling forest
  • Taking Root v : a family chooses to set up their home on the edge of the newly founded forest and Glyph names them the Forest Wardens



Planned joints:
i. Report to Phaedra
ii. Lotus ceremony
iii. More encounters with David/Glaucon
iv. Reunion with the cat girl
v. Meeting with Umbra once more

Future plans:
i. Eventual visit to the city of the Aurion as promised
ii. Discovery/assembly of the forest council - those beings that answer to Forest reconnecting with him
iii. Search for the (hama)dryads and Ents; servants second only to the Aoide that serve him
iv. restoration/recovery of his desecrated sacred forest (badly damaged during the weeks of Gehenna)
v. A quest or two?

Quote:
youth to Deity
about 20 pages...aka(after page 1):
normal=140-150 solo, 140-150 joint
I like writing with others=95-100 solo, 185-200 joint
I like my own writing=185-200 solo, 95-100 joint
Deity candidates must have gathered 40 followers or more to their banner via the plushie system. For every extra 2 plushies over 40, 1 point of either joint or solo post can be gained. There is a limit to 30 points (+60 plushies) to be gained in this manner.
Candidates must have at least three commissions from outside artists. These can be informal, from a friend, sketchs or pictures.
Candidates must have created at least 5 works in glory of their edel. These many be pictoral, prose, poetry, or the like.


Mythological Tidbits
Hodmimir's Forest
In Norse mythology, Hodmimir's Forest was the only place on Earth that Surtur's sword was unable to destroy. As a result, the only humans who survive Ragnarok will emerge from this forest.

Odin’s Sons
Another of Odin's sons was born to Grid. He is Vidar the Silent. He is the God of Resurrection and Renewal (like spring). He is silent because he represents the Primeval Forest. He is a very strong eternal force of nature either way. He is tall and handsome and armored. On his right foot is a THICK leather shoe made up of scraps of leather. [Scandinavians throw all scraps away for Vidar's shoe.]

King Arthur
Lailoken (Scottish cycle of stories), madman who lived in the forest Cairmarthen on the border of Scotland. "Bad man of the forest." He is a sorceror magician. The Britons had to move south because of the Angles. They took these stories with them. The Welsh liked the stories. In and around Wales, they interpreted Cairmarthen as The Mound (Caer) of Myrddin -> assumed this to be his name. Influence of Cathbad and Diancecht, assumed he was the magician of that cycle. When that cycle became a part of Arthurian legend, this was thought to be the name of the court wizard. Geoffrey of Monmouth turned Myrddin into a magician under Ambrosius and eventually under Arthur himself. He set up Stonehenge, etc. Arthur's story moved to France and then back to Britain. The British expanded it even more. The cycle is known as "The Matter of Britain" (Matter of Rome -- Ancient Rome, Matter of France -- Charlemagne). Changed Myrddin to Myrlin because of the auditory similarity to the French "merd."

Robin Hood, Adam Bell, Clim of Clough, William of Cloudsley.
Referred to in the 1400s (he had been around before). The Forest of Inglewood, living off the King's deer. The Sheriff is after them constantly. They are very good at outwitting him and the law. They have a battle. Wil is captured and taken to town. A gallows is erected for him. A small peasant boy runs to tell Adam and Clim. They manage to disguise themselves, trick their way into town, and shoot the sheriff, rescue Wil and get back to the Forest. Band, the forest, illegal life, bow and arrow, disguise, sheriff, rescue -> Robin Hood. Other stories were similar. Outlaws in the forests. All masters of disguise. Skilled with weapons. To lure an aristocrat into the woods, capture and release. Demand to know how much money he has. If the person lies, they steal the money. Always yeomen. Traditionally, Robin Hood was in Nottinghamshire in Sherwood Forest. According to early stories, however, Robin Hood was more in Barnsdale (north of Nottingham -- southwest Yorkshire). Story of the forest arose because of a feud with the Sheriff.

Tāne
Tāne is a figure of great importance in tribal traditions. Tāne separated earth and sky and brought this world into being; he fashioned the first human; he adorned the heavens, and brought the baskets of knowledge, wisdom and understanding down from the sky to human beings.
Tāne is sometimes given different names to reflect his different roles. He is called Tāne-mahuta as god of the forest, Tāne-te-wānanga as the bringer of knowledge, and Tānenui-a-rangi as bringer of higher consciousness.
Tāne as a model
Tāne is a model for masculinity and action in the world. His various names suggest freshness, youth, someone who can overcome others’ actions, and who is true, loyal and authentic. He is seen as upright and able to bear the weight of an enterprise; he has his roots in the earth and his head in the heavens.
Creation traditions
In most Māori creation traditions, Tāne separated earth and sky. His parents, Ranginui (sky father) and Papatūānuku (earth mother), had produced many children while lying in a close embrace. The children became frustrated with living in darkness between their parents, and decided to push the pair apart.
This creation story by Wiremu Maihi Te Rangikāheke of Te Arawa tells how Tāne’s brothers tried and failed to separate earth and sky:
Rongomātāne arose to separate the two, but the two were not separated. Tangaroa arose to separate the two but they were not separated. Haumia-tiketike arose but the result was the same. Tūmatauenga arose and the result was the same. Finally, Tāne-mahuta arose…1
It was Tāne who successfully separated Ranginui and Papatūānuku, and created Te Ao Mārama – the world of light.
Trees in the forest
Trees in the forest are seen as Tāne-mahuta, rising to separate earth and sky. Tāne, the tree, holds the sky aloft, bringing light into the world. The widespread felling of forests in New Zealand in the 19th and 20th centuries was calamitous to the traditional world view of tribes that lived in the forest – it was like the sky rejoining the earth, and the world returning to darkness.
The felling of forests also went against traditional models of behaviour. The word ‘tika’ means erect, upright and correct – as a tree is upright and erect. It informs the concepts of tikanga – correct behaviour or action – and whakatika, which means to arise. Correct behaviours arise from within a person, as a tree rises from the ground.

Hamadryads
Greek mythological beings that live in trees. They are a specific species of dryad, which are a particular type of nymph. Hamadryads are born bonded to a specific tree. If their tree died, the hamadryad associated with it died as well. For that reason, dryads and the gods punished any mortals who harmed trees. The Deipnosophistae of Athenaeus lists eight Hamadryads, the daughters of Oxylus and Hamadryas:
• Karya (Walnut or Hazelnut)
• Balanos (Oak)
• Kraneia (Dogwood)
• Morea (Mulberry)
• Aigeiros (Black Poplar)
• Ptelea (Elm)
• Ampelos (Vines, especially Vitis)
• Syke (Fig)




Skyrim Spriggan

Ideas for Glyph
-Amber eyes (no iris, pupil, or white - just a solid or perhaps crystalline single colour like a hunk of amber)
-A crown of branches that grow off his head that take on aspects of the various types of forest and are subject to season (also home to small forest creatures like finches or little squirrels)
-wood-grain skin? smooth but with woodgrain patterning
-Image Inspiration/Concepts I like: [Ent Paintings] [Ent Paintings] [Ent Paintings]


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Because I will totally forget if I don't write this down somewhere.

Potential Names by which Forest is Called
-Tree-bearer
-Soil-Walker
-Tree-Shepherd
-Phaunos / Faunos
-Green Man
-Cernunnos
-Great Stag
-Herne
-Horned One
-Oxylus
-Te Matua Ngahere (god of the forest)
-Tane Mahuta (lord of the forest)
-Pan
-Miming
-Fionn
-Derg Corra
-Ku-olono-wao
-Tapio
-Ten-gu
-Laskowice
-B'alam
Places of Import for the Future
The Gatewood
It is the ancient forest in which he would often dwell before the fading. It was both a magical and mundane place, a santuary for any and all who fled there. Dotted throughout the woods were eight shrines, all ancient and varying in design so greatly that they could not be part of a set. These shrines, when activated by the Amber Keys, would summon the gate to the Heartwood - Glyph's true realm. His Council would convene here, representatives of the forest creatures, and travel to the Heartwood via the Gate.

However, with time and neglect, knowledge of the shrines and indeed the heartwood has faded from his memory and that of the Gatewood's Guardians, Aisling included. As far as Glyphs knows right now, his realm is that of the mundanely-rooted Gatewood - the Heartwood is beyond his knowledge. Even knowledge of his Council has been forgotten, buried deep within his mind.


The Heartwood
The Heartwood is a realm unto itself that connects to every wood in the multiverse. It is a place of pathways and mysteries, both welcoming and threatening. Wild and untamed, every type of forest the multiverse has to offer can be experienced here... a vast, unbroken landscape of wood that stretches far beyond mortal sight.

Accessed by the Amber Keys, or by specifically targeted portals, it was once home to magic and myth alike. With the fading, its borders closed completely, sealing the verdant paradise away. Now, it lies dormant and dark, eaten away at the edges from aeons of neglect. Nothing lives there now and the trees are silent... either dead or slumbering. At the center of the plane is the Temple Solor - Glyph's Temple - now aged and forgotten.

Eventually, Glyph will either remember or rediscover the Heartwood and return it to its former glory - a sanctuary open for all.

Emerald Temple
This is Glyph's temple, the original throne for the Silvum Illustirre. Whether this will be his restored throne or a step along the way to a new one remains to be seen. Needless to say, there are memories and ghosts that haunt this place.

Substances of Note
Everwood
A wood that has been taken from a tree but possesses magical properties in that it doesn't die. It's alive, puts out leaves and drops them with the seasons, etc etc. Furniture made from this wood flowers in the spring and is barren in the winter.

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Edelsteine and all official artwork (c) Ivynian and Asahi Kumoru
Glyph and Malh'reth (c) SkieBorne
Aurion Concept (c) SkieBorne
Banners and dividers done by SkieBorne

Thanks
I just want to thank the following people for supporting me and pushing me forward in this. I've watched the shop a long time but never had the courage to speak up or 'delurk' for any length of time.

Sephiros Immortal - It is because of you that I finally decided to join in the festivities. Thank you for letting me ping ideas at you and hide behind you when I wasn't sure I'd be 'right' for the shop. You've a treasured friend.
Inle-roo - You are helpful and awesome, listening to my musings and answers my myriad of newbly questions patiently or getting riled while when I seemed interested in something. Thanks
Talencia - I know you've left the shop now but your encouragement also gave me courage to press forward when I was sure I'd be no help, or wouldn't fit in because I didn't really know anyone in the shop.

Plushie Collection!

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[Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge]
[NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]

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