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Posted: Sat Jan 14, 2012 11:01 pm
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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Posted: Sat Jan 14, 2012 11:04 pm
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Posted: Sat Jan 14, 2012 11:15 pm
 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.
[Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:15 pm
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. 
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 Growth (plants) Can force plants to grow at remarkable, unnatural speeds.
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. As of youth, this power has extended to an area effect - he can be separate from the target(s) and ease or make difficult their path without being present. Must be relatively close, however.
Minor Harvest Able to summon small bounties of the forest - a few handfuls of vegetation, pair of (live) rabbits, a single deer, etc. The larger the bounty the more draining it is. [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:17 pm
 ..........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.
 [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:22 pm
  Herein resides information regarding the race of People that Malh'reth hails from.
The Country Territories The country of Aurion is a small nation located on Auri Island off the Northeast Coast of the Western Continent. Mostly prairie and wetlands, Auri is a beautiful country where waterfowl flock in the shallows and colourful freshwater fish flourish. Along the coasts are salt marshes and tidal pools that shift into freshwater marshes in the southern portions of the country. The prairies are on the highlands surrounding the capitol city and are famous for the seemingly endless expanses of wildflowers and wild grains patch worked with farms.
The Aurion build their cities from the marshes, building up rather then out, and favour arching, sweeping forms in their architecture. Their cities are tall and beautiful, the rock hewn from quarries to the north where pale marbles were harvested and seeded the beginnings of the city. Their magic allows them to achieve buildings and methods of living that other, less magically inclined peoples cannot.
International Relations The Aurion are well known but enjoy a curious blend of fame and infamy. Also known as Mercs, Contractors, Conduits, and Crystalmen for their skill in magic and particular views on contracts, this small but powerful nation is home to some of the busiest markets in the world. Humans in particular enjoy dealing with the Aurion because of their reliability and many prominent Merchant Lords often have at least a few Aurion in their employ both as clerks or accountants and guardians. Aurion are also regarded as an excellent source of magical components due to a physiology that enables them to channel mana more efficiently then other races and those Aurion who leave the community are often targeted by murderers, body traffickers, and other unsavoury folk. Indeed, most Aurion who leave the Fold are killed within their first few years of getting out into the broader world.
Government The government of the Aurion is comprised of a single ruling party that represents the society's interest as a whole who managed the country's resources to ensure prosperity for all. The members of the ruling party are elected every fifty years but the election almost always re-elects a member or passes the chair on to the member's heir (their first born son or daughter) and the party's leader is then chosen by the elected members and the leader becomes the Head of State. The Aurion believe that once a decision is made that it should be obeyed by all members of society. In regards to the government, this applies to the Head of State's choices and where contracts are concerned, where the Aurion get their reputation of being reliable, if predictable. The members of the ruling party are responsible for managing the cities and communities within their territories.
All incoming payments from contracts are managed by the Contract Brokers and a large cut of the payment is added to the greater treasury which is used to purchase essential items for the communities and finance any large undertakings. This tends to moderate the gap between the wealthy and the poor enough that most everyone is able to live, if not in the lap of luxury, then at least well enough to have food, shelter, and prospects. The system works relatively well, though the wealth tends to concentrate on the more densely populated areas, leaving the outlying communities to fend for themselves.
Military There is a very small dedicated Aurion military. Prowess in the martial arts is by no means a priority for any Aurion, who prefer to hone their magical skills rather then their bodies. Some, however, show less proficiency in the magical arts and are streamed into a program that blends magic and martial arts. The Scarlet Marshals are a branch of the military and renowned for both their efficiency and ruthlessness in carrying out their duties. Other branches of dedicated soldiers includes the Fireweavers and Stormcallers both of which blend magic and martial arts to great effect. Military members generally cannot accept Contracts and are reserved for in-country use only.
The lack of a dedicated military is a sign of neutrality to other countries, although it is a deceptive deficiency. As every Aurion is trained in the magical arts until it is mastered, the country is well defended by a host of powerful magic users should the need arise. Avoidance of conflict, however, is usually the priority as the Aurion prefer to work things out via diplomatic methods then through force.
Law and Crime Crime among the Aurion is highly uncommon. Because the country condones and regulates trading of every kind, be it moral or immoral there is little need for shady dealings when all one needs to do is find the appropriate outlet for the goods or services being sought. This makes the Aurion country a prime destination for all sorts of peoples but the maintenance of the neutral position is difficult.
Punishment for theft, murder, and breach of contract is severe as a result and often enough to dissuade crime. Forms of punishment include public executions, being bound and hung from the arches, disfigured and other spectacles. The Aurion are an honourable people and for them, being found guilty before the ruling party and then publicly reprimanded is a fate worse then death for it destroys their reputation and thus their ability to find work and live. There is a specialized organization of mages charged with enforcing the law called the Scarlet Marshals, renowned for their blood-red robes rumored to be that colour to hide blood.
Much of trade and law is centered around the Contract. Nearly all Aurion are willing to accept Contracts and when an interested party approaches an Aurion, the two then register a Contract with a broker for the government where the specifics are penned and agreed to. The contract can be for anything so long as it does not jeopardize the Aurion government or the greater good of the people. The contract also protects the Aurion from problems with authorities that may arise should the contract involve something illegal elsewhere. Should a Contract be breached by any of the signing party, no further contracts will be issued to that individual and a spell that is wrought during the signing brands the inner lower arm of the Breacher in addition to further punishments. If a Breach is outside a Signer's ability to avoid, it nulls the contract entirely and releases both parties and the Aurion returns to his or her homeland.
Perhaps the most infamous aspect of Aurion law is this: the society as a whole is called the Fold. Sometimes an individual simply does not fit the mold and is not content to neutrality or willing to follow the flock and they leave the Fold. While it seems a simple concept, once the decision is made and an individual leaves, they no longer exist in the eyes of the state. No member of the Fold is to recognize, aid, or otherwise acknowledge the defecting individual within or without the country. This effectively severs all ties the country has with the defector but it also means the individual is vulnerable to any and all people who might take advantage.
The People
Physiology and Appearance Built for speed and flexibility, the Aurion are a slender, graceful people easily recognized by the horns that grow from their forehead and furry ears that swivel much like a deer's. Their hands have 4 finger segments, unlike the human 3, and have an exceptionally strong grip. Their horn, their most prominent feature, is incredibly sensitive to the ebb and flow of mana around them and is the organ through which they draw their power; it has been reported that the horns of exceptionally strong Aurion mages tend to glow during casting.
Their best senses are hearing and sight; an evolutionary legacy from the prey animals they evolved from. Additionally, while omnivorous, most Aurion tend to be vegetarian and are capable of breaking down cellulose and other complex carbohydrates as well as synthesize amino-acids from no-protein nitrogenous sources in addition to breaking down meat-sourced nutrients, making them well known for their noncaptious iron stomachs. Due to the way the Aurion age, they have excellent regenerative and healing abilities, bouncing back from injuries many might consider otherwise lethal.
There is little difference in height between the genders, with individuals rarely growing more then 6' tall and, at shortest, are around 5'3". Female Aurion tend to have more slender, delicate horns that grow without spiraling while a male's horn often spirals and is thicker. Otherwise it can be difficult to tell from features alone what gender an Aurion is – facial features are generally rather androgynous, females do not develop very large breasts, and body shapes are very similar between the genders. Skin is generally on the fair side of tan, though Aurion tan easily and a golden-tawny colour is not uncommon. Most hair and fur colours range in the brown spectrum with mahogany, russets, and chocolates being the most common though golden blondes, while rare, do occur. Eyes are almost always blue, lavender, or teal, though families who live in the wetlands have orange and yellow eyes running in their bloodlines. Orange and yellow eyes are most unusual and generally a sign of misfortune and inability to adhere to the Fold's method of life, often earning such individuals cruel nicknames and more critical attention.
Of critical importance is the horn; it is a bundle of nerves encased in a bony sheath that plays a role in nearly all the senses and should the horn be severed, it almost always puts the Aurion into a vegetative state. Nearly all choose to die after such trauma but those who survive are often ghosts of themselves and describe life afterward as living in a fog where all senses and experiences are dulled. It is for this reason that it is often said to be kinder to murder an Aurion for his horn then to steal it and leave him living.
Culture Home and Hearth Sexuality Heterosexuality is the dominant form of sexuality among the Aurion. It is more a holdover from traditional thought then for any other reason and most Aurion consider the only point of intercourse to be reproduction. As a result, the Aurion aren't particularly known to be a loving, sensual people but rather as strict, traditional and business-oriented folk. The small percentage of bisexual and homosexual individuals generally keep their preferences to themselves lest they be labeled queer and ostracized to the fringes of the Fold where those that don't think the same as the rest are relegated.
Marriage Among the Aurion, marriage is a business contract, generally for the purpose of joining (and thus expanding) resources and the production of children. Marriage for love is an exceptionally rare thing and the topic of some rather infamous songs. There are two ways in which an Aurion marriage is organized: two families arrange the union of their son and daughter at an early age, drafting a contract that is then proposed and accepted by the potential fiances; or two individuals find their circumstances to be mutually beneficial and agree to a marriage for the aforementioned reasons. In either case, they must obtain a government approved marriage license and contract before a ceremony can be performed. The ceremonies are generally large affairs, and one of the few true festivals among the Aurion. Song, dance, alcohol... idle chatter and conversation abound during these events. Once a marriage is pronounced official by a government representative, the newly weds are given two weeks of zero obligations. Of course, a child is expected within the first year as a sign of commitment and honesty.
Family Any children after the first need to be cleared with the government before conception. All debts and fortunes are inherited by the offspring and, as they often have marriages arranged for business purposes, additional children may be desired to strengthen connections or lessen debts. Additionally, children are often born for a purpose, such as additional help around the home or business. Aurion generally give birth to one child at a time and experience a family unit only during their early childhood where the parents teach their children how to read, write, and cast simple magics as well as instil in them them importance of the Contract, the Fold and the dangers of going against these two concepts. Some believe this is a form of brainwashing and is perhaps the most controversial aspect of Aurion culture. Children raised to believe that the world outside their country is wrought with dangers that will kill, maim, or otherwise take advantage of them and that the only place of safety is within the Fold where things are right and things make sense. Most children don't question this doctrine and grow up to fully embrace the culture, some... do not take so well to the conditioning inherent to their society and are often the troubled ones who eventually leave the Fold.
Once a child is proficient in reading, writing, and basic magics they are sent to school. Usually around the age of eleven or twelve, they leave their families behind and join the larger Youth population to live in the dormitories and towers of the world renowned Aurion College. Only full-blooded Aurion peoples are allowed in this college, no outsiders or half breeds may enter those halls.
Coming of Age Aurion are considered contributing members of society only after they have completed the first half of their schooling, when their general streaming is then turned to specialized avenues of learning and targeted assignments. At this juncture the First Contract is assigned and upon completion of the Contract, the individual is passed into Upper Schooling. Marriage and begetting of children is only allowed after an Aurion has fully completed their schooling. Should an Aurion choose not to complete their schooling, they are forced out of the Fold. Interestingly, nearly all those that leave Aurion society do so some time during this schooling process.
Death The Aurions' life cycle is one of a prolonged period in which they are in their prime and the average life spac of an Aurion is approximately 110 years though the life expectancy generally hovers around 80 years. Once they reach maturity, their biology slows down such that they age very slowly over most of their lifespan, making it difficult to tell the age of an individual without directly asking. This slowing of the aging process enables them to remain youthful until a point where their biology speeds up again, generally triggered by a hormonal shift in the last two decades of life that occurs when the biologic processes that renew and rejuvenate the Aurions wind down. When this hormonal shift occurs, an Aurion's hair turns white, their joints often develop arthritis and their horns and bones tend to turn clear, crystallizing. It's a rapid process and most die within 15-20 years of the shift and those that demonstrate these symptoms are allowed to retire or take less demanding jobs while they die. Only the bones of those who have died of old age will be crystallized, if an Aurion is killed before the Shift, their bones simply rot away – whatever processes are involved in the crystallization are interrupted by the death. The dead are sacred to the Aurion and they entomb their dead in large underground necropolises that sparkle with light and crystal from the countless bones. However, crystallized Aurion bones are highly potent magical reagents, more so then the horn of a younger Aurion and the bodies of the deceased elderly are a prime target for grave robbers.
Society Education Once a child is able to read, write, and cast basic magic proficiently enough, they are submitted to the Aurion College where they join others of their age in the large dormitories and commons specifically for the students. There they further their studies in the languages, magical arts, social arts, literature and sciences. The first fifteen years are spent learning a broad spectrum of subjects, ensuring that each member of society has a proper educational background. It is also the time when a student's priciple magical skills are assessed, as Aurion very rarely are capable of mastering more then two elements at most. During basic education the government monitors their students' progress, their strengths and their weaknesses, and at the completion of the fifteenth year of Basic Schooling, each student undergoes two tests: the First Contract and the Aptitude Test. The Aptitude Test is basically an obstacle course in which all aspects of a student's teachings must be put to use to reach the end and, along with the records from the previous fifteen years, determines their Stream in Upper Schooling. The First Contract is the coming of age ceremony, a personal festival for the family and friends of a students where they are taken to accept their first Contract and are able to experience what the world has to offer. It's a very clever move as the students do not yet know their full potentials and fresh the teachings of the College, are eager to please. The First Contract general consolidates an Aurion's loyalty to their people and state.
Upper Schooling, as previously mentioned, is where the general student population is blocked out into Streams based on their abilities – physical workers, thinkers, artisans, etc etc. There is no shame in any of the professions and trades that are taught since income is so heavily managed by the government. It's the Aurions' opinion that they should do what they're best at rather than flounder in an area that may pay well but they are not skilled in. Parallel to their professional training, Aurion continue their magic training, learning progressively harder and more intricate, difficult techniques. Among the scant 1% of creatures able to feel and utilize raw mana, there are some spells and abilities unique to the various elemental schools that are taught only to their top students. Upper Schooling generally lasts another fifteen years, during which the students take apprenticeships, school-approved Contracts, and other such small steps to autonomy within society. When a student complete Upper Schooling, the class is able to enjoy a 3-day festival in which friends and family celebrate a job well done before taking the newly graduated adults back into their homes. The Graduation Ceremony takes place at the turning of the year, to signify the beginning of a new chapter in the students' lives. Marriages often follow the Graduation Ceremony and is generally a time of much celebration for the Aurion.
Language Because the Aurion have such frequent dealings with the other races, their language is in an almost permanent state flux as new slang, colloquialisms, terms, and phrases are incorporated into the people's tongue. Originally a lilting, poetic language, it has morphed into something more utilitarian and blunt. Auri, the official language of the Aurion is reserved for formal occasions and government dealings, often considered the 'pure' language, while Aurin (also called Common) is the public language, used in all other circumstances. Indeed, the Common alphabet is a simplified, generalized form of Auri.
Cuisine
Fashion
Faith and Customs The Aurion believe that death is not the end and once the bones have fully crystalized, that the soul is released into the aether where it drifts endlessly. Those souls who have proven themselves respectable members of society are swept up in the flow of mana and eventually reborn. Those that did not make themselves a productive, respectable member of society have formed no ties to pull the soul back into the eternal cycles – which, to them, to be eternally ostracized in death is an unspeakable fate.
 [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:24 pm
The PantheonHarmodius - 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 - Never met but his absence is greatly felt. Illumin - Piercing Radiance, Light - Met only briefly. 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.)Nergal - Overseer of Souls, Underworld - Friend and Comrade, fellow Councillor. Glyph respects the Overlord of Souls greatly and considers the serious deity a friend even if their realms of influence are nearly polar opposites. Desiderio - Joyous Romance, Love - Father of Adi, Love is a kind and warm deity, making Glyph feel comfortable and welcoming. Karaskis - Milagro Rampant, Fire - Met only briefly. Endiovar - Sachem Aphonic, Silence - A friend, albeit they do not speak much. 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.)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.)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.)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 - (...) (...)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 - Met briefly, made friends. Glyph looks warms upon children and Lacrymosa is no exception. Her unique means of interacting with the world intrigue him. The Dragon KingsFuts 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) (...)Xun - Lifewater of Worlds, Ti Lung - Glyph does not hold a grudge against this god for taking his Illisia and hopes to strike up a friendship. 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 - (...) (...)Others of NoteEirlyn - (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) (...)-Adi -Ashoka -Illisia: A Night Elf woman hailing from Darnassus whom Glyph came to love and respect. A Druid by trade and Gehenna Survivor, the woman's zeal and energy was inspiring to Glyph. Their romance was only just beginning to bloom when Xun took the body and Illisia became Lifewater reborn. [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:25 pm
NatashaNatasha 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.AislingThis 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.AdoniramA 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.AelondraelEnigmatic, 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 SìolLocked in the Silent Forest, as of yet to be introduced. Plant Elemental Yuniko. Helen of the Forest WardensMother of Damien and CeciliaRand of the Forest WardensFather of Damien and CeciliaDamien of the Forest WardensSon of Helen and Rand, brother of CeciliaCecilia of the Forest WardensDaughter of Helen and Rand, sister of DamienHalyrionNight Elf Druid on Azeroth whom Glyph befriended.RushHuman teen orphaned during the events of Gehenna, learned to live and survive on her own, sticking to the wild places of the world.     FollowersMostly from the Forth in Celebration Event - Owned/Played by Other People [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:26 pm
[Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:27 pm
[Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:31 pm
  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  [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:32 pm
  Quest
Ivynian 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
Quest Checklist and Eventlist RP 1 : Following Xun to the Calparan Ranges in an offworld location, Glyph discovers and recognizes a Shrine guarded by the spirit Tuseer, investigation of the Shrine reveals linkages to the Council of Eight Solo 1 : Remembering the Council of Eight and his governing structure of before - brief tid bits of memory Solo 2 : Remembering the Council's Faces, hints of names… vague concepts, encountering the frustration of partial memory. Decides to rebuild the Council RP 2 : Locating and exploring the central sanctum of the Forest Spirit, uncover mention of the holy relic RP 3: Find the relic (an Amber key) and attempt to figure out its workings, attempting to find and activate the spiritual gate that seems so very familiar but fails Solo 3: Having failed to activate the key, he reflects on the purpose and locations of the Keys, recalling their number and some details - very foggy Solo 4: Decide to search for the Council to reinstate them if possible - memory pegs them each as Aoide faithful to the Silvim Illustirre so it is possible they still live Solo 5: While meditating, trying to expand his awareness to be able to touch on the members (and failing for the most part) the bright, strong signal of one Aoide (Abadaan) catches his immediate attention and he goes in search of it. Exploration reveals a Floox warren that he must excavate or convince the floox to give up his prize. RP 4: Recruiting the help of anyone with a Floox for ideas and assistance, the sliver is recovered but its history remains unknown - though its presence and feel is similar to that of a god gem. Glyph decides to keep the shard and discovers it bears the impression of his Aoide Abadaan RP 5: Having gotten an excellent start but still without a second Key, Glyph goes looking - following his memories via the Doors of the Pantheon to the world where the second Aoide (Tallemaja) was stranded after the Fading, leading the Kallre (World: Marivaik, Location: Inferi Mangrove)for a while before being killed. Solo 6: Once finding the Kallre, he learns of their history and their traditions… in particular the stories passed down, the heroes (mentions of the other Eight) of Tallemaja's Lord, and the dances and music offered to honour their world… and how those traditions are less popular now but still respected, like Old Wives' Tales. Glyph finally introduces himself as Forest and attends a feast in his honour, where the old traditions are presented to him for his review. Solo 7: Having learned of the last known locations of the other Eight through the legends and gained the alliance of the Kallre, Glyph sets forth for the next member, using the pieces of his memory and the riddles of the legends to pick his direction. While exploring the Inferi Mangrove, he encounters a pair of Errais, whom he befriends and is taken to the next point of the trip via their generosity. RP 6: Arriving on the world called Abriko, he discovers a land long given over to technology and artificial environments. The discovery is a blow and it angers him, given the traces here and there - the archives he discovers in the alien library show an ancient temple complex once stood where the sporting arena now does. The city is called Isikor and its is in a tropical environment, with daily rain and hot sunshine. RP 7: Exploration reveals the legendary figures of the region are the Twins known as Achemon (3rd Councillor) and Basalas (4th Councillor) who were mischievous, free spirited, and comical. Only fragments of legend remain, informing Glyph of his more freewheeling approach to governing (not neccessarily a good thing) Solo 8: Thoroughly upset such a sanctuary has succumbed to steel and glass and holographic projections, he exhausts himself in a single outburst of power that engulfs the interior of the sporting arena in thick jungle. It makes the news and he reveals himself but the auhtorities are hot on his tail, attempting to capture the 'god' for study. Glyph is forced to flee via the Errais he befriended. Solo 9: Disheartened by his encounters in Isikor, Glyph spends some time at the Pantheon, looking up names and places and stories relating to his Aoide. News of a preserved Aoide (Radande) in an Amber Prison reaches him and he seeks it out - finding it on the realm of Liurra (travelling via Door) but finds the stasis has failed. RP 8: Returning to the Pantheon via his Star, Glyph seeks out Ankou to see if the Spirit Guide can summon the soul of the Heroic Mortal and converses with Radande, learning of the reason he was in the amber, of Glyph's fading and the isolation of the Heartwood. Glyph obtains the second key and Ankou suggests he worldwalk next time. Solo 10: Having been informed of worldwalking, Glyph decides to try it as a means of going directly to the place in his thoughts. His attempts, initially, are terrible and awkward. His third attempt finds him in the Ancient's Glade, before a huge Temple very clearly dedicated to several of the Edelsteine. Surprised by the discovery, he explores a little bit then decides to inform the others of his discovery, returning via his Star to bring Xun along with him (and anybody else who wants to come, ICly, really) RP 9: After gathering an exploration party (anybody welcome), they return to the Ancients' Glade and explore the many levels of the temple. It is abandonned, in disarray, and crumbling into ruins. While there he finds Toga (my yuniko elemental) and asks after a Pengho. Toga informs Glyph he knows of the fabled guardian of the temple, one of the many ancient forces who guarded the temple in the name of the gods. Solo 11: Glyph follows Toga, learning of Pengho and of himself, finding at last the tomb of Pengho. It is green a place of honour, along with several other coffins of important, learned individuals. Glyph decides to recruit Toga and asks him to come along with him - Toga agrees. RP 10: Six Councillors have been accounted for, none alive, and only two Keys found, Glyph discovers the last known location of Sovik - the Andalite homeworld. Through conversation and interaction, he decides to travel there with Xun, Glau, and Exalla. They travel via Exalla's ship, a new experience for Forest. RP 11: Arriving at the Andalite homeworld after a distorted amount of time in transit, Glyph and company disembark to find a world in disarray. Sovik's signal is strong and it pulls him away from the group. Solo 12: Exploring the lush but alien wilds of the Andalite Homeworld, Glyph learns of the speaking trees and loses a couple days to conversation with the sentient trees, learning of their stories and the location of Sovik's remains for it too has died. Solo 13: Sovik's remains are located in a grotto in the mountains, away from any civilization but the trees grow tall and healthy and are more likely to speak here - stories of the Tender Sovik circulate and Glyph learns of the teacher's gentle ways and his affection towards the elemental councillor. RP 12: After all of the shenanigans done on the Andalite Homeworld, the crew gets back together for a trip home but partway through the return trip, he decides he's had enough of the spaceship and attempts to worldwalk… and fails. He ends up on the world of Zemja, in a region known as Cason Draoi - the city on the edge of a haunted, mystical wood of great potency. Solo 14: While recovering from the shock of the botched world walk, Glyph is visited by someone familiar. Out of it for a few days, he catches only glimpses and vague impressions - associating it with a dream rather then reality. When he wakes, he finds he has been taken into the woods and cared for by Dwende, the only surviving Council Member, who is in possession of a Key. The forest maintained its mysterty due to hir diligent attention. Solo 15: Glyph and Dwende talk for hours, Dwende comparing and contrasting Glyph as he is now to Forest as he was and swears fealty almost immediately. Glyph learns much of himself and the Council, though they both grieve for the loss of most of it. In the end, Dwende agrees to give the Key over but refrains from accompanying Glyph, choosing instead to renew efforts of preservation and mysticism in the current world - thought he does give the name of two worlds Keys are located on and shows Glyph how to triangulate the other Keys RP 13: With a third key in hand, Glyph returns via his Star to show Xun his new acquisition and hopefully survives the encounter with Xun. Solo 16: With the search to re-gather the Council reaching a rather depressing end - one Councillor alive, the rest long dead, Glyph instead turns his attention to the gathering of the keys. They have been scattered across the Realms via Gehenna and Creation Waves and he must track them down. Using the triangulation technique shown to him be Dwende, GLyph learns one of the Gems is on Azeroth. RP 14: Excited to revisit the Night Elves, Glyph tracks down Xun and proposes they travel together to touch base. The pair travel there via Door and encounter the Night Elves once more - Glyph speaks to Kaltyrian while Xun goes crazy with a baby Illisia then realizes the Moonwells feel familiar. RP 15: After receiving the Key from Kaltryrian and the Night Elves, he investigates the Moonwells with Xun. RP 16: After returning from the Wellspring Epiphany with Xun, Glyph triangulates once more and approaches Jin with a bit of confusion, saying one of the Keys likely resides in the Treasury and asks him to seek it out Solo 17: With five keys obtained, Glyph looks for the final three but it proves difficult - their signals obscurred for one reason or another. One shifts between locations, as if it's constantly on the move, another is extremely weak and faded, while the third fluctuates between noticeable and missing, prompting Glyph to wonder just why and where these last ones are.... the moving one seems the most unstable and thus he chooses to go in search of it. Solo 18: Calling on the Errais he's befriended, he gives them the visual impression he's felt of the gem's last location and when they teleport, they find themselves in a vast and unrelenting jungle populated by cannibalistic sentient repitilians who hold mammalians as slaves. They're attacked almost immediately and Glyph flees into the woods while the Errais escape through teleportation. Curious about these beings, Glyph chooses to watch them and their magic, Solo 19: The magic of the reptiles appears to be a gate spell that allows them to whisk through the ether to new locations and Glyph learns to project his aware with some concentration, although he unable to do much more then that. Observation reveals the reptiles' leader is a paranoid, hallucinating old shaman who is in possession of the Amber key - Glyph decides to manipulate the Shaman into sacrificing the Amber Key to the woods while fostering belief in the high superstitious sentients. Solo 20: His manipulations begin with answering prayers, guiding the slavers, providing meals… basically making friends here and there while remaining anonymous, until he singles out the Shaman and reveals himself only briefly to the mad man, who interprets it as a sign. Glyph continues to manipulate the mortals, getting the ones who grumble about his presence lost, and generally making the woods come alive... the effect is one of fear and awe that eventually inspires the Shaman to sacrifice the Gem to the spirit that watches them: Glyph. Solo 21: The next gem he goes after, having progressed in his strength due to practice, is a world walk to the location of the forgotten gem. It is buried in the catacombs of a Druidic Burial Forest whose roots reach down into the earth and grow into cages that hold the body (like a tree grows around an object). Following the trail into the depths of the catacombs, he comes to realize why it was so dim - the tombs are built deep into the earth beyond the reach of even the tree roots, though other plants grow instead. It leads, eventually, into a series of holy chambers mimicking seeds and the into an area deep underground where crystral light illuminates a giant, silvery tree at the base of which rests the Gem. RP 17: The seven keys show the way to the only functional gate, which is obscured in the silent forest on the same world as the Pantheon. Following the Keys, he finds the functional gate but it guarded by a spirit gone mad with the ages that he must somehow subdue before advancing further. Managing to dismiss the spirit, the final Key is revealed and the Gate proves to respond to Glyph's presence. RP 18: After the spirit is dismissed, the last key can be used with the rest. The gateway is activated, unlocked, and opened, revealing a primal, verdant paradise of a forest with all manner of plant and animal populating it. Initial exploration yield evidence of a society existing within the forest... and to an encounter with the Orangii people. Glyph and co are avoided at first then greeted, recognized, and welcomed before being taken back to the tribe. Solo 22: Glyph learns of the Tribe and the Heartwood, the traditions, rituals, and stories. He learns and old Name of his and it triggers a handful of memories regarding the Heartwood. Solo 23: With a mind full of memories and burgeoning awareness, Glyph begins to take leadof the Orangii, learning their ways and customs. Several individuals wish to show him his realm and take him on a tour of the hidden paths, showing him holy relics that are ancient and crumbling personal affects. He finds the remnants of another life, another person, and it disturbs him how familiar and yet how alien it all is. RP 19: When he shown the temple, Glyph takes the opportunity to explore the mostly abandonned complex. What was not upkept is now rotted in ruins, the living walls long dead and now extremely brittle. The last place visited in the Throne Room, where the Verdant Throne sits unoccupied. The room is haunted and glorious at the same time, steeped in the old mana of Glyph and it overwhelms him. Stepping into the courtyard behind reveals a giant, dead, tree of myth - towering up into the sky above the clouds, its roots sinking deep into the earth, a symbol of his power but its is faded, brittle, cracking, missing great chunks of bark... it is now a gravemarker more then a thing of glory. Faced with his own death but unable to find his body, Glyph is staggered and it inspires a great deal of reflection about his current circumstances. Solo 24: Ascending the throne, he attempts to regain his memory and decide on his next course of action. In doing so, however, he stretches himself too far and disappears… lost into the fabric of himself. (This is where the series of short flashback-style solos occurs)
Previous Quests
The Broken Hammer Old Friends – Glyph speaks to Karaskis about wanting help with the creation of items for use against the Grigori and learns of Forge. Once Upon Forever - Glyph speaks to Echo, learning more about Forge but details are few and far between since no one has seen the goddess in some time. Where Are You Off to? – Glyph meets Tien and their conversation turns towards Forge. Tien offers to lend the mirror Forge gave her in the hopes it might be useful, Glyph agrees to bring along Tien in the search. Reserved - RP with Ivy, learning of the location of Forge After the Party - After the party in the market place, Glyph and Xun settle down and discuss things from the event. Xun learns of Glyph's intention to search out Forge and insists on going as well. A New Journey - Ankou and Cosine are recruited to join in the search for Forge. Stars and Moons and Endless Dunes - The initial journey to and few days on the world Forge's gem is located at. They are nearly overwhelmed by the backlog of spirits since the world has been made barren by Gehenna. Mirage - A Sandstorm hits and injures Glyph and Xun but reveals some ruins that contain a trade route map that they take. They also decide to create shrines and oases for any who come after to seek shelter in. Shades of Grey - Glyph reflects on what it means to have a failed host and the impacts of that on the greater world. Birnam on the Sea - Glyph and Co come to Birnam, a city half collapsed into the ocean and Ankou disappears, worrying them all. When he returns, Ankou has become a Deity and a brief review of the mirror reveals that Forge's gem lies in Fehlar. Fehlari Ruins - The city in which Forge's host lies dead is reached and after a search, her gem is found at long last. Requirements 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.
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.  [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:33 pm
  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 youthabout 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 Ihintzaii. Discussion between God and Host about Baadris and they're situation in general, Glyph's promise to visit the Aurion after things have settled downSolo 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 Phaedraii. Lotus ceremonyiii. 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 Deityabout 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 Symbology of the Forest
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] [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sat Jan 14, 2012 11:34 pm
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! [Ivynian's Post][Forest][Stand Tall][Hidden][Artisan][The Magi][Knowledge] [NPCs][Sanctuary][Glory][Chronicles][Trials][Misc][Reserved][Credits]
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Posted: Sun Jan 15, 2012 5:31 am
Personal Tally List TOTAL: 211/200 Works of Glory - 21 Morph: [1]; [2]; [3] [X]Youth: [x] [x] [x]Gift Art - 7 Morph: [1]; [2]; [x] [X] Youth: [x] [x] [x]Commissioned Art - 7 Morph: [1]; [2]; [3]; [4] [X] Youth: [x] [x]PAGE 3 – 23 PointsType - Title – Word Count S - Reclamation – 2048 S - Reassurances - 730 S - At My Side – 1986 RP – Wanted – 1200+ S – Just Let me Pack! – 774 RP – Onward Ever Onward – 1939 S –Believe in Me – 2388 RP – Helping Hands – 1940 RP –Audience with the Sultan – 1895+ RP –Vanishing Edge – 2131 S – A Warm Welcome - 560 RP – There’s Good News and Bad – 2087+ S – A Spot of Calm – 1508 PAGE 4 – 20 PointsType - Title – Word Count S - Hunting And Gathering – 985 S – Offerings – 568 RP –Gathering Gods – 798 RP – A Conversation with Light – 1195 RP –What’s Happening – 522 RP –Ritual of Renaming – 500+ S – Unexpected Undead – 1718 RP –Meeting the Maker – 960 S –Solace – 655 S – Of Thoughts and Baubles – 923 RP – Treasure Among Ash – 1257 RP –Shadow Glass – 1053 RESERVE – SOLO RP –Curious Cubs – 1573 RP – Unexpected Assistance – More Glass? – 1367 PAGE 5 – 22 PointsType - Title – Word Count RP – Shards for the Throne – 1548 RP – The Hand of Chaos – 2045 RP –The Laws of Nature – 1457+ S – Thank-you – 1250 (GEM TO MORPH POST) S –Mourning and Questions Unanswered – 630 RP – Renewal…? – 2006+ RESERVE – SOLO RP – Gentle Words for Gentle Souls – 2213+ RP – A Task Completed: Offerings of Glass – 766 S –The Reflecting Tree – 768 S –A Nursery, A Bower – 511 RP – The Wanderer – 1615+ RESERVE – SOLO RP –Neighbours? – 1259+ S – Cruel Dreams – 1718 PAGE 6 - (Currently) 14Type - Title – Word Count RP – A Word With You – 1315+ RP – The Gift of a Tree - 1267+ S – Excellent News – 791 RP – Flowers for a Friend – 1133 RP – How to Befriend the Lord of the Dead – 1075+ S – The More the Merrier – 1224 RESERVE – SOLO RESERVE – SOLO RESERVE – SOLO RP – A Sight for Sore Eyes – 1196+ RP – Bring Forth the Supplicants – 995 RESERVE – SOLO RESERVE – SOLO RESERVE – SOLO PAGE 7 - (Currently) 21Type - Title – Word Count RP – Crow Delivery Service – 1493+ RP – A Faiery in the Garden – 828 RESERVE – SOLO RP – You’re Coming With Me Right? – 880 RP – Behind Door Number One – 1313+ S – Forest Meet…. Satyr? – 943 RESERVE – SOLO RP – Laugh for Me – 1083+ RESERVE – SOLO RP – Home Sweet Home – 1118+ S – Communion – 1939 RP – The Ghost of You – 1358+ RP – Into the Heart – 1265+ S – What Ails Thee – 1032 S – Baby Steps – 1117 PAGE 8 – (Current) 17 PointsType - Title – Word Count S – Halfway and Marked – 979 S – Got a Little Excited There – 1151 S –Promise Fulfilled – 1399 RESERVE – SOLO S – Taking Root Pt. 1 – 1102 S – Taking Root Pt. 2 – 2176 S – Taking Root Pt. 3 – 958 S –Taking Root Pt. 4 – 2106 S –Taking Root Pt. 5 – 1239 S –Taking Root Pt. 6 – 2577 S – Taking Root Pt. 7 – 917 S - Taking Root Pt. 8 - 1268 RESERVE – SOLO RESERVE – SOLO RESERVE – SOLO PAGE 9 – 24 PointsType - Title – Word Count RP – Bittersweet – 1335+ RP –Father of the Aoide – 1060+ S – On Love and Friendship – 1127 RP –Bright New Friends – 1200+ RP – Hearken That There Were Stars Again – 2806 RP –Harvesting a Gift – 1223+ RP – The Dreams of Trees – Unfinished RP –Fresh Faces – 591 RP – Sight and Silvim – 1000+ RP – Calling the Council – 1954 RP – Gathering Intelligence – Unfinished RP –Rootless Tree – 1414 RP – Old Friends – 693 RP – Lifewater and Forest – 1250+ RP – What is This? – 1181 PAGE 10 – (Currently) 18Type - Title – Word Count RP – Once Upon Forever - 1253+ RP – Fixing Fate – 746 S – Lovestruck – 736 RP – Confession Under the Influence – 1456+ RP – Where Are You Off to? – 1124+ RESERVE – SOLO RESERVE – SOLO RP – Wandering Forest, Hidden Dragon – 1000+ RESERVE – SOLO/RP RP – A Musical Request – 1000+ RP – Advice From the Love Guru – Unfinished RP - Awaken Sleeping Beauty - Unfinished RP – Party in the Marketplace! - 1000+ RP – After the Party - 1322+ RP – A New Journey - 1000+ PAGE 11 – 19RP - Stars and Moons and Endless Dunes - 1001+ RP - Mirage - Unfinished 1440+ S - Shades of Grey 1259 RP - Birnam on the Sea 1001+ RP - Fehlari Ruins 1001+ S - RESERVE - Forge Epilogue - 808 RP - Settling Back In - 1001+ RP - No Rest for the Weary - unifinished RP - A Place of Our Own - Unfinised
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