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Herd Pantheon
Territory: Herd Pantheon does not have a confirmed known territory.
Castle: Parthamane Castle
Founder: Pantheon
Other Titles:
Jester: Heart
Page: Soul
Chatelaine: Saturna
Knight: Amor
Maiden: Guinevere
Quote: “Strength, achievement, endurance”
Info: The horses of this herd of horses believe that they need the strength of body, mind, heart, and character in order to do glorious deeds like the hero’s of legends. Those that have great strength to do these great deeds are invited to join the nobility of herd Pantheon.
Herd Pantheon is unfortunately one of the herds with the least information. This is a shame as it seems like a very cool and interesting herd as it focuses on the virtues of strength seen in the myths of heroes from pieces of literature such as Greek and Nordic myths. Despite the lack of info this is one of my favorite herds and I would love to see more.
#bella sara#bellasara#horse#fantasyhorses#horses#magical horses#fantasyhorse#2000s nostalgia#herd Pantheon
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Bella Sara “This user is a member of Herd ___” userboxes (Part 2)
Free to use!!
#userbox#my userboxes#hidden city games#bella sara#horses#herd sunflower#herd moonfairy#herd starlight#herd pantheon#herd mustang#herd elemyn
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More Bella Sara Userboxes
Free to use!!
#userbox#userboxes#bella sara#herd sunflower#herd moonfairy#herd starlight#herd pantheon#herd mustang#herd elemyn
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Horses that could totally be Bella Sara horses pt.2
they might as well be clouds
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Tilshek: God of the Ugly Rage, WindRammer, He-Who-Drums-The-Summit.
Tilshek is the embodiment of warm storms, tantrum, frenzy, spasm, drunken fury, and unjust punishment. He is represented by the Urchin and Cactus in the South and by the Porcupine and Thistle in the North. Berserking warriors may don quills to evoke Tilshek in their rages, while others may wear a flower of a thistle or cactus to evoke his merciful servant, Mahtaa.
Tilshek was born from the abuse of two Feather Gods within the halls of The Sun. He emerged stillborn, fused with the bestial Jak that all Feathers Gods are pregnant with, and was denied feathers by his reckless parents. The babe was tossed from the sky and quickly forgotten upon the land. No god dare claim parentage as even they know shame.
Abandoned and with no guidance, the naked and pained god became a wild storm of knuckle and claw, scarring the land and terrorising all that lived on it. Only one, a young Manava named Mahtaa, would recognize this mindless wreaking as the divine bawl of a newborn god and calm it with soft word and tenderness and succour. The beaked giant would ever seethe, but placation allowed Mahtaa to guide Tilshek to the home of the Shell Gods, The Mesa.
The Shell Gods were impressed with the mad orphan’s strength and the wisdom of his guardian, asking what drove the new god to such a rage. He cawed to them that he was born of poor love and left naked and wronged, wishing that he could return to his home if only to pluck and maul his kin until The Sun hung red. The chief of the Shell Gods, mighty Zridtara, was greatly amused and sympathetic to Tilshek’s rage against their rival pantheon, welcoming him into his Mesa home as an honorary Shell God. Being too rowdy to live within it’s halls, Tilshek was appeased by sitting atop The Mesa, tended to by often smashed Godler servants and the soothing Mahtaa as he stared at the ever enraging Sun.
While the Godlers would serve their master divine boozes and sacrifices (and suffer pummeling due to minor grievances), Mahtaa’s role was to herd the ram skulled god away from fool furies. He became most needed whenever Tilshek was sent on an “errand” by his new kin, a distraction so the Shell and Feather god pantheons could visit and negotiate without conflict. As Tilshek would rampage across the mortal lands, Mahtaa would outwit his master and aim his rages away from innocent mortals, earning him the title “Storm-Guide”.
One day the tantrummer had been told of a piece of the moon that held Jak yolk, as it was the egg that The Mountain and The Sky conceived the Jaks from, and that it may yield him god feather. Mahtaa did not take this seriously, seeing it as yet another teasing of his master, yet Tilshek was ecstatic that his solar massacre dreams may yet be fulfilled. As they travelled Mahtaa would ponder that, if the moon yolk was real, should his idiot charge receive such a boon, even if it was his birthright as Feather God and as a Half-Jak? Surely he would not only kill his sun kin but also be slain himself in such a mad fervour?
And so Mahtaa would deny Tilshek his prize upon it’s discovery, allowing it to be taken and hidden by Godlers of the Feather Gods. In confusion, the normally unhesitating Tilshek paused for once in his life before striking down an offender. In those moments Mahtaa stood strong and loving, even as his god sprouted a pair of arms to strangle him with. But rather than suffocate, his head bloomed into a kind flower, his godhood blossoming into a champion of mercy due to his many good deeds. From then on Tilshek would ever carry the flower faced god as punishment for his betrayal, and in part as a comfort, like a child may clutch their blanket.
This arrangement would only end upon the coming of the Deiomachy, when peace between gods eroded and fate grew hungry for war. Tilshek silently granted his one and only mercy, releasing his beloved and loyal prisoner so as to spare him from the doom-drum of divine combat.
The Mesa would be capped by a false peak as Tilshek flung himself with a rising storm towards his twin-by-fate: Shrileket the Sun-Dropper. Their clash would announce war between the Feather and Shell, booming as only gods could for days until they fell upon each other’s impalements.
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Lycanthropes in ascending order of unmanagability and CR:
Weredog (as werewolf but herds sheep instead of mauling them)
Werespider (huge and horrific but basically an ettercap at the end of the day)
Weregaroo (jacked. pugilistic. better pack your silvered brass knuckles or you don't stand a chance.)
Wereapotamous (run.)
Werewhale (you don't need adventurers, you need a convention of ordained clergy to discuss why a caring pantheon would allow this thing's existence)
Werebeholder.
Here me out:
Werewerewolf
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Hermes Deity Deep Dive
This was a requested deep dive on Hermes, you can request a deep dive on my ko-fi for $5!
Hermes is one of the 12 Olympian Gods and is known as the herald or the messenger of the gods. Often depicted wearing winged shoes and holding a staff or wand, he was known to be the patron of heralds and messengers.
As with many deities, Hermes is the god of many things, such as poets, athletics, luck, travel, trade, omens, animal husbandry, and thieves. This multi-faceted god was often conflated with the Roman Mercury, though there are some key differences.
With that, let’s get to know Hermes!
Parents and Siblings
Zeus (father)
Maia (mother)
Lovers or Partners
Theses are the more common lovers found referenced with Hermes.
Aphrodite
Brimo
Daeira
Peitho
Persephone
Penelopeia
Children
These are all of the cited children I found, there may be some discrepancies depending on which myth you read and who tells the story.
Evander
Pan*
*The primordial god Pan has many origins, being the son of Hermes and Penelopeia is just one of these origins. The next three are thought to be aspects of Pan that may also be personified separately. Pan may be a tripartite deity, this will have to wait until Pan gets his own Deep dive.
Agreus
Nomios
Phorbas
Hermaphroditus
Abderus
Autolycus
Eudoros
Angelia
Myrtilus
Palaestra
Aethalides
Arabius
Astacus
Bounos
Cephalus
Cydon
Pharis
Polybus
Prylis
Saon
Epithets
The Greek gods have massive lists of names, here are some I’ve found on multiple lists.
Atlantiades
Argeïphontes
Cyllenian
Kriophoros
Notes
One of the more popular myths of Hermes is the myth of him stealing Apollo’s cattle as a baby. Hermes was freshly born, escaped his crib and stole his half-brother’s herd of cattle. In order to avoid getting caught, Hermes plays some devious and clever tricks, though the tricks he plays depends on the myth-teller. At some point on his journey with the cattle he finds a tortoise whose shell he turns into the very first lyre. Inevitably he gets caught by Apollo but the sun god is so charmed by the lyre that he allows Hermes to keep the cattle or at least forgives him.
Not only this myth, but others depict him as a trickster who enjoys a good prank.
Hermes was known to be the patron god of Arcadia as he was born in Mount Cyllene in Arcadia according to Homer.
Philostratus places Hermes’ birthplace in Olympus, however.
Hermes is also a psychopomp, a traveler between the realms of the living and dead who aides souls headed to the underworld.
It’s possible that Hermes’ name derives from the Greek herma which meant “heap of stones” or “cairn”. These heaps of stones, or cairns, were roadside markers for travelers and may have also acted as small shrines for the deity.
Hermes was notably charming even as a baby, considered a darling of the gods (ref) where many of the deities in the pantheon would teach or entertain young Hermes.
Hermes was said to have invented wrestling and racing.
One of his more prominent cults was in Attica during the Classical period. By this time he was considered to be the god of travelers and sailors.
Thoth was another deity conflated with Hermes.
Hermes in many myths and traditions is seen to be a liminal deity. Not only is he able to travel between the underworld and overworld with ease, but he is often depicted as both young and old, as a mediator between god and man, and as a dream bringer.
It’s possible that this ties into his involvement as an initiator for young adulthood.
The Hermea were festivals held in honor of Hermes.
Hermes’ staff or wand, the caduceus (staff with two snakes wound around it), is often mistaken for the Rod of Asclepius (staff with one snake wound around it).
Modern Deity Work
Explanations are placed next to each item on the list.
Correspondences
Rocks/Stone/Crystals
Copper - I couldn’t find a source for this but I’ve seen it on multiple posts now and my friends who follow Hermes cite this as well so it is worth a mention!
Gold
Silver
Rocks - Just rocks, specifically stacked rocks from the roadside. Cairns were
Herbs/Plants
Crocus flower - based on the myth where he accidentally kills Krokos and turns him or his blood into a flower.
Strawberry Trees (botanical name Arbutus unedo) - he had been nursed under one according to some myths.
Animals
Hare - he placed the hare amongst the stars as the constellation Lepus.
Tortoise - created the lyre out of a tortoise shell.
Cattle - stole Apollo’s cattle as a baby and is known to be a god of cattle rearing.
Hawk - he transformed two men, Hierax and Daidalon, into hawks.
Symbols
Caduceus - the name of the staff or wand he is depicted as carrying.
Shepherd’s Pipes - he created the shepherd’s pipes.
Winged shoes - the type of shoe varies by myth or artistic depiction but the “winged” part remains the same.
Winged hat - he is often depicted wearing a winged hat.
Traveler’s hat - he is often depicted wearing a traveler’s hat.
Offerings
Shepherd’s Pie - This is purely based on the fact that it’s similar to shepherd’s pipes and I find it amusing, I’m sure a god who enjoys jokes would enjoy this too but that’s my bias.
Koumara - I found this post by @grecowitch explaining that while strawberries are often cited as offerings for Hermes, this misconception comes from the misleading name of the “strawberry tree” which actually produces fruit called koumara! That said, I imagine Hermes wouldn’t be upset at receiving delicious strawberries.
Animal skins - Hermes
Coins - he is known to be a patron of not only merchants but thieves!
Other standard offerings to Grecian deities are olive oil, honey, cheeses, various fruits, milk, and candles.
Acts of Devotion
Write poetry - he is a god of poetry.
Travel - he is the patron god of travelers.
Learn how to play the lyre - he created the lyre.
Play sports - he is known as a god of athletics and during his festival days people would play sports.
Play pranks - I won’t advocate for harsh pranks, personally, but he is known as a trickster so do with that what you will.
Pray to him - pretty standard devotional act.
Go to the gym or otherwise exercise - he has been cited as the patron deity of gyms.
Build a cairn - DO NOT STACK ROCKS IN NATURE as it disrupts the natural environment! However, feel free to build one on your porch or in your house with rocks you may already have.
Celebrate Hermea - I was unable to find a set date-range for these festivals. Some suggested around the beginning of August, possibly due to his conflation with the Irish god Lugh’s holiday Lughnasadh; others suggested May 15 due to the Roman god Mercury’s holiday Mercuralia. That said, he was known to be worshipped during other holidays in Greek tradition alongside other deities.
References and Further Reading
Encyclopedia Mythica
The THEOI Project
Wikipedia
Britannica
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Two questions regarding the Wardi religion:
In addition to the bull and the lioness, what are the seven faces of god/sacrificial animals?
Given that white animals seem to be sacred, does that influence how albino humans/other sophents are treated by society?
The seven faces of God are as follows:
-the lunar, horned, or 'wild ox' face of God, which presides over the moons, and the fertility of the land, animals, and people. In pre-imperial times, this was functionally the most central face of God (replaced by the lion face/odomache). The most ideal sacrifice is a wild ox (especially white or albino) that has never been bred. -the ‘ox’ face of God, presides over agriculture and labor, as well as the domestic sphere. The most ideal sacrifice is a healthy plow oxen or khait who has never been yoked or bred (if the sacrifice is towards Ox-Face as the domestic sphere, this should be a heifer). -the lion face of God, presides over sovereignty, statehood, military might, and is most associated with the health and continuing existence of the imperial entity. The most ideal sacrifice is a maned lioness (functionally white, though this is a trait of the captive population). -the ocean or skimmer face of God, presides over the seas, winds, as well as fortune and mercantilism. The ideal sacrifice is the skimmer gull or an albatross, especially one taken from one of the sacred rocks in the 'mouth' of the Viper sea. -the serpent face of God, presides over the cosmos and divine Mysteries, associated with funerary rites and death. Also has a wildly disparate association with royalty (which is derived from entirely separate traditions and has not yet fully been reconciled into the faith). The ideal sacrifice is a two headed or melanistic snake, especially a venomous one (both would be MOST ideal, but this is rare beyond any practicality) -The solar face of God, presides over the sun, stars, and fire, also heavily associated with khait and mounted warriors. (this is a VERY direct import from the chief solar god in the Burri pantheon (who rides and/or is a khait with the sun between its horns), hence the seemingly random khait association). The ideal sacrifice is a healthy riding khait (especially with a white spotted coat), or alternatively a golden eagle. -The river face of God, presides over fresh water, seasonal flooding, and the rains. The ideal sacrifice is the migratory reed duck (which arrives at the onset of the wet season) or a freshwater hesperornis (ideally taken from one of the sacred waters). An-Nechoi are also occasionally given.
Though the core religion is monotheistic, each face of God is functionally a syncretic fusion of older ethnic Wardi beliefs, the Burri pantheon, and other regionally native traditions, which have not all been fully reconciled (the process of fusion is more or less still ongoing). Each face in of itself has dozens or more epithets with distinct features. For example, the river face has a specific epithet for each major riverway, each venerated as a distinct aspect of the Godhead. Functionally, common practice of the Wardi faith is pretty indistinguishable from polytheism, and most of the religious authority does not care as long as required orthopraxy is maintained (the central dogma of the religion does not care How you believe, but that the correct practices are enacted).
Also for reference, these are the specific animals taken on the pilgrimage in the story (transporting seven rare animals cross country can be fraught, so each had at least a few backups):
A pure white aurochs calf, found naturally born in a wild herd.
A massive, unbred and unyoked bull draft khait (dies en route, replaced by a less physically impressive backup with the same qualities)
A lioness with a full mane, from the white captive stock
A skimmer gull taken from a nest on the sacred rock in the waters of Od-Koto.
A baby two headed cobra (which dies en-route and is replaced with its backup, a melanistic viper)
A beautiful speckled riding khait mare whose horns form a near perfect circle (which is stolen en-route and replaced with its sister)
A rare wild hesperornis (haven't come up with an in-universe name yet) taken from the reeds of the Brilla river delta.
Anyway the sacrifices listed above are considered the absolute IDEALS when working with a specific face, but a great variety of animals will be sacrificed to various ends. There’s some very specific cultural/religious components to which animals are most valued, but in practice the value of a sacrifice is pretty close to 1:1 with the animal’s monetary value, at an intersection of utility and rarity.
So a young, healthy bull plow oxen who has never been bred or yoked is a more valued sacrifice than an old, experienced plow ox who has already sired offspring. You are giving up an extremely valuable animal and all its unused potential in a very practical sense, which makes the sacrifice more potent and valued. The 'virginal' status of the animal is key when the rite is SPECIFICALLY related to fertility, in the sense that the animal itself is sacrificing its unused fertility, allowing for the sacrifice-rebirth cycle to perpetuate. (Animals which Have been bred may be preferred in certain cases and rituals).
An animal with a rare coloration is usually going to be more valuable than one with more common genetics. This is the core root of why albino animals are of high value. It's less that white animals themselves are valued, just that rare genetics such as albinism = valuable sacrifice.
There are some specific exceptions where the color itself is significant (rather than just an extension of its rarity). God is specifically supposed to have taken the form of a white aurochs (itself emerged from the foam of the sea) during creation, so white oxen and wild oxen SPECIFICALLY have especially high value. Melanism or black scales are valued to the serpent face of God, which is associated with the cosmos and void behind the stars. (this stems from much, MUCH older beliefs in a cosmic serpent god in the region).
Animal sacrifice is a very significant part of the religious framework and involved in most rituals and prayers intended to affect significant change and transformation. (This is due in part to a deeply ingrained belief in the world being perpetually sustained in a cycle of sacrifice and rebirth, and in God Itself being the physical mechanism of rebirth and requiring sacrifice to be sustained). While blood itself is seen as potent, the nature of sacrifice isn't just 'spill blood and make thing happen', it's got a self contained value system and is very calculated and intentional in nature. You aren’t going to just grab a random rat and bleed it and pray, there needs to be a perceived ‘loss’. Sacrifice via killing is also not the only form, the most common day to day sacrifice is in (very minor) bloodletting and offerings of food and drink- the key is allowing a personal loss to sustain a greater cycle.
That being said, there is a HUGE trade system built up around the breeding and selling of animals solely for sacrifice. The industry revolves mostly around birds (doves are the cheapest, but also poultry, waterfowl, some birds of prey, a few select songbirds and ornamental birds), goats, sheep, and horses (the small, premodern kind). Cattle and camelids are a higher tier, and khait are among the highest of common sacrifices due to their great value.
Other animals that have no direct utility but are sacred are also bred or captured for sacrifice (hesperornis, lacetor, gulls and albatrosses, several kinds of snake, a bunch of wild ungulates, nechoi, etc). Some '''‘exotic’''' animals are imported specifically for this purpose, mostly as a means of displaying the wealth and reach of the state, with their sacrificial value rooted in the difficulty of acquisition. Animals taken from sacred sites are also prime candidates (ie cattle bred and grazed on the foothills of the Sons of Creation are VERY valuable).
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So all that being said the importance of albino animals has come off a little overstated on my part, and doesn't have any particular impact on how albinism in people is regarded. It’s valued mainly for its rarity in the context of animal sacrifice, which would not have direct translations to how it’s perceived in people.
Albinism in people doesn’t have a super well defined significance in broader Imperial Wardi culture, but perspectives mostly skew negative and towards seeing it as a sign of ill fortune (physical differences in people tend to be seen as a result of being cursed in the womb). Imperial Wardin is culturally diverse (united mostly by a identity based in shared religion), so exact nuances would vary and this statement should not be taken as a universal.
Imperial Wardi population is mostly human (with its citizen population being MAYBE 5% elowey, 2% qilik, and a decimal point of caelin). Overall sentiment towards other sophonts by the human majority is not outright hostile, but is human-centric and tinged with xenophobia (as most qilik and elowey in the region are immigrants, with the only elowey ethnic group historically inhabiting the region (the Jazait) being regarded as 'heathens'). Albino elowey or qilik might be similarly seen as products of a curse, or may be given a 'wow how beautiful' treatment (in a heavily patronizing capacity) and seen as a curiosity, or otherwise just subject to varying perspectives on albinism in the region.
The one other thing I have established in this vein is that the semi-mythological hero Janise (sworn brother of other semi-mythological founder hero Erub) is said to have been albino. While he is positively regarded, he is supposed to have died young of a snakebite (assumed to be the product of a curse from his enemies) and this would not improve perceptions of albinism being related to ill fortune.
#For a while I was typing aurochs as aurox. And this WAS intentional but I don't know what the point was because neither word would#be used in-universe (it's just translated as 'wild ox' in text) and it's not indicating a distinction with a real animal (like 'tyger' is).#So yeah it's back to just 'aurochs'.#Also Janeys is named after the historical Janise ('Janeys' is a more contemporary variant and is also a SUPER common name)#(variants include Janis Janes Jannes Janey Jani Jane Janus.....etc)#There's also like 10 trillion people named Erub or Erubi or Erubin or Erubnos or Urib or Urbi or Urbin .. etc#Super committed to realism by having several characters in the same story with the same name. There's like 4 background#characters with Erub names and 2 other Janeys variants. Which is hard on the reader and kind of bad writing but suffer with me. etc.#None of this is related to core post questions I just can't not elaborate on various niche details#OH ONE SEMI RELEVANT THING. Hesperornis is not extinct in this setting but only freshwater species survive in the contemporary#They don't get as big as the marine species we know from Real Life but they're still pretty big and flightless and only live in#large healthy river in this region (therefore are increasingly diminished) and are considered sacred#I got a couple drawings on deck that involve them but I don't think they've come up on here before#the white calf#imperial wardin
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Alright I’ve had a good night to sleep on Wild Life and I’m ready to cook up my headcanons on Life lore.
Despite the name that was a relatively tame first episode; everyone’s spread out in a usual fashion, claiming high ground, resources and allies.
The opening teams this time are such a treat; you’ve got Jimmy, Scar and Lizzie. Treebark. Obsession Duo. GrumboMan. BET. BigB off by himself (whyyy)
Aaaaand there’s the Gs (now upgraded to 4G with impulse being Grownman or Guy). What kind of destiny is so intractable, so unyielding, that after 4 seasons of death, betrayal and pain these 3 cannot deviate from their orbits around each other?
It's almost strange to see, especially after the healing that was Secret Life. Why the regression, why the diving back into what seems like an unhealthy relationship?
It's only after watching Scar, that I realised. Pearl semi-won Secret Life. She may not have carried one of her chosen Mounders to victory, but her personal arc of healing was completed by relinquishing the bloodlust and desire to win, her half hearted ally Scar earned his victory, she made new friends and had a mostly good time being in the thick of things. I'd like to think Scar came out of his victory the most sane of all the winners, so far he seems a little on edge, but he seems much sharper in his survival skills (aside from the falling please never change Scar <3) planning defenses and gathering allies etc. Interestingly he put Pearl on 100/100 relationship immediately, despite having never interacted (?) with her at all this first episode except sharing the first deaths.
Anyway back to Pearl, what's her headspace going into a new life series, having mostly achieved her goal of getting a friend across the finish line?
Primarily I see her as cautious, with her familiarity of the twists and turns of the seasons changing, she wants to know what ground she's treading first. Circumstance or destiny has brought old faces to her side, ghosts made manifest. So she tests. She tests if they remember, as she does. No better than known quantities, as a control for what may have changed. Clearly they do. They remember it all. The gaslighting, the gatekeeping. Just not the girlbossing. I think Pearl has made her peace with that. That part of her is a rotting corpse chained to her soul. That part of her died when he killed them.
And then there's Impulse. The one who seems on the cusp of remembering, of being drawn into the nexus of unbreakable fate. He has always been a contender, an aspirant to the pantheon. He positions himself as the useful one, at the very least a player in the games. So far he's contributed a lot of time to the team, digging obsidian, herding cows, figuring out the wildcard. But is he really stuck in? Between the moon and stars which side will he lean if perchance....one were to bolt?
Because this is not a stable configuration; for the first time in 5 seasons, Pearl has not outright said: I want my team my partner my universe assigned person and I to win. In fact when Cleo brought up loyalty, of all the people she who could best have a claim to it, Pearl outright shoots down the idea that day one alliances last despite having never being the one to break them up and having always wanted them to hold. I think victory means little to Pearl now, she has won, she has lost, her team has won, her team has lost. So what drives Pearl, in a world of chaos and uncertainty? I don't really know but if I had to guess?
Defiance.
She has never been a conformist, and she only cleaved to people's flawed expectations as a subversion. Pearl has been on a malicious compliance arc lately on hermitcraft and I am having some tasty hopes that will continue (copium intensifies). Grouping up with an old team? That sounds like great groundwork for expectation subversion if you think she's going to be like previous season, loyal and almost self-sacrificial. Why would she, to a group that treats her like trash?
Very much enjoyed the opening episodes this week, they are such fertile soil for headcanons and interpretations. Looking forward to the weekly twists and turns with all the cast and crew.
I leave you with one of my favorite quotes from a book "The galaxy will know, before long, one way or the other, that defiance yet exists in this crooked house of lies" ~The Path of Heaven, Chris Wraight
#pearlescentmoon#wild life spoilers#deep in the rabbit hole of silly block people#hi i live here now#everyone im referring to is c! to be clear#meaning their character#<- always good to clarify this bit
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Lore: Elven Culture #1 - OBSOLETE
(An incomplete compilation.) Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess and it's borderline impossible to cover everything. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
OBSOLETE - Has been reworked into other posts:
Physiology and quirks | Names & Clans and Houses || Pan-Cultural things: Social life | Time and Age Categories | Homes | Language | Art | Entertainment | Technology || Elven 'Subraces' still a wip || Philosophy and Religion & Pantheons || Half-elves |
--- How to flip somebody off in elven culture. Random elven pan-cultural highlights ranging from marital traditions to poker.
Key elven philosophical concepts that inform their entire cultures. Farming, architecture, opinions on undeath, stages of life (Astarion's 200 years too old to be acting like an ardavanshee, but there we go)
Default elven society, including the family units (Clans and Houses), nobility, and the absolute monarchies with the divine right of kings that're tasked with herding cats.
Forewarning, this is a long post! And I still cut stuff... I was going to include the specifics of the seven individual surface elven cultures, but it was getting too damn long.
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Random little things before we get into the wordy stuff:
The equivalent to giving somebody the finger amongst elves is to crook the middle finger inwards towards oneself and then bring it upwards in a diagonal movement across the body. For the greatest show of insolence, the elf in question may then hold eye contact and slowly lick the tip of that finger. I have no context for how this come to be, or why it's insulting, but I'm sure it's quite the story.
Elves rarely make their piercings out of metal, instead preferring to craft them from the bone of their ancestors and departed loved ones.
The elven term for their own people is Tel'Quessir ("of the people," or simply "the people). The name refers to the fact that all elves are inherently spiritually linked to each other, the Seldarine and the Weave. They are capable of a form of low-level telepathy where they can share emotions, surface level thoughts and reverie with each other. As a result, non-elves who are not part of this interconnected whole are N'Tel'Quessir or N'Quess - "not of the people."
The elven spirit, or soul, is referred to as ues. The ability for elves to link their minds and share feelings and thoughts is a state referred to as "communion."
The elven term for "stick-in-the-mud" is irrquarlan - which I'd imagine is often used by moon and copper elves to refer to sun elves.
When an issue is considered to be "black and white" - as in a choice lacking any moral ambiguity, where one is wrong and the other right - elves would say it is "sun and moon," as in anybody with working eyes can tell the difference between sunlight and moonlight.
The elven equivalent of "no shit sherlock" is “Trees grow, no?”
Elves have a gambling game called kholiast, involving a deck of over 1,000 cards. The hands are determined randomly by dice roll, and the point system would apparently "drive even the most dedicated Candlekeep scholar completely mad." Needless to say, moon elves love it and probably invented it.
Haven't found much on elven coinage, but the one familiar in human lands is the "blueshine" coins; silver coins with a blue-green lustre bearing the image of a crescent moon (the holy symbol of Corellon Larethian). Presumably equivalent to a silver coin in any currency.
While they can be made of the materials used in reality, elven bowstrings may be crafted from spider silk (especially if of dark elven make), elven hair, and sometimes magically-treated spun silver.
Elven fashion varies by specific culture, location and individual tastes. The trend is for loose and flowing garments with no footwear (except for the sun elves, who refuse to go out in public without some kind of shoes). An alternative to shoes is to use some kind of minor magical accessory that allows one to hover just above the ground, able to glide around without getting one's feet dirty or damaged. They tend to have few or no taboos about nudity, so garments may be quite revealing. Elves believe that their dress should be a reflection of their home nation, and the peace and prosperity that it cultivates.
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The generic term of reference for ones committed romantic partners is one's "mate." Elves practice marriage, and the terms "husband" and "wife" have been seen, although it seems "consort" is just as - if not more - popular.
Elven marriages may be sealed through the use of one or two lower level High Magic rituals;
Quamaniith, "the vow made tangible," causes a vow made to be woven into physical form. In the case of a wedding, it's about the size of a fist. It usually takes the form of a stone, carved with inscriptions relating to the vow, though artistic mages may craft a figurine. When used for marriage vows, the created object is called an Aestar'Khol, a "marriage stone." Should the two divorce, or betray their vows, the stone will shatter. There is no other way to damage it, it will always remain perfectly unblemished.
U'Aestar'Kess, "One Heart, One Mind, One Breath" - this ritual creates a permanent passive mental bond between an elf and another living being (who may also be an elf), and it sees use most often as part of marriage rites. It allows the linked beings to know instinctively when their partner is in danger, detect and sometimes share their mood, and if they concentrate they can communicate telepathically.
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Due to the fact that elves don't sleep, instead spending four hours in reverie, an elven home will not include a bedroom. Personal rooms resemble something closer to studies and sitting rooms; furnished with comfortable chairs, lounges and divans, furnished with personal affects and whatever projects the owner might be working on.
The other side effect of the reverie is that since elves have a full 20 hours of activity, can see just fine at night, and don't necessarily have fixed sleeping hours, elven communities don't fluctuate in activity levels. Villages, towns and cities will be as busy in the dead of the night as they are at every hour, and elves have more free time than others.
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Elves have perfected birth control. While technically the magic rituals involved in this came about for practical reasons - including ensuring a child would not be conceived in harsh conditions like famines, plagues and wars, where its birth would cause suffering for both it and its family - elves now just use it as an everyday thing when they don't want to get pregnant. No elf will be having children if they don't want them, those who do want them will only be conceiving them when they intend to, and attempting to change their mind will be considered an infringement of their personal freedoms and bodily autonomy, and be met with hostility.
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Linguistics: The elven language is called Lalur, "the Singing." All elven languages are written in the Espruar script, which has two forms. One features more loops and curls, and the other features a series of curved lines, dots and dashes, which has come into fashion more recently. Another elven language is Seldruin, which is almost extinct. It's the language used in the casting of elven High Magic, and is written in a unique script called Hamarfae.
Local dialects, informal and formal registers and drifts occur all over the place.
Elven accents are usually described as "musical" - they tend to pronounce "s" softly, drawing it out and their voices shift up and down the vocal register more than is usual. Elven vocal chords are odd, allowing them to reach over an octave-and-a-half, which they can sustain for longer than a human could. Elven vocal chords are capable of producing two completely different notes at the same time. The overall effect of the elven voice and accent is likened to chiming, or little bells.
Elven songs are usually either wordless vocalisation, or feature multiple overlapping voices singing different lyrics. The typical "mood" of the music varies by culture: for example, sun elves prefer solemn songs with gravitas; wood elves enjoy a good rhythm; moon elves prefer something fun, whimsical, and sometimes bawdy. Some elves have a rare genetic quirk that allows them to use their vocal chords to speak two different things at the same time; the "secondary" voice is much fainter, and limited, but in music is allows the singer to produce a layered, echoing quality.
Elven musical performances feature galadrae - three dimensional illusions depicting scenes to go along with the song, not dissimilar to what one might see at a modern concert.
Musical instruments most often seen are woodwinds and strings, especially harps (which are strongly associated with elves). Elves are the only people thus far who have worked out how to build their instruments to be capable of sustain. Elven music has been compared (out of universe) to Enya, Loreena McKennit, Genesis and ELO.
Music and song is an important part of romance in elven culture... alongside erotic dances, apparently. But anyway, courting is accomplished by writing each other love songs and singing them to each other, or by composing poems for similar effect.
Non-elven languages are rather charmingly referred to as Glahkery, which translates into something like "strifeful sounds."
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Key Philosophies: An important part of elven cultures is the concept of laraelever - technically referring to undamaged forest, "as it should be." This does not mean nature should be "pristine" or untouched by humanoid life. It means that the way the world is found in its untouched state, unmodified by another's desire, is how it is meant to be. The lives of others should not impose on the world more than they need to. The natural world is to be without blight, unburnt and unharmed by careless logging, overhunting or depletion of resources.
It also applies to the elven approach to life and the passage of time: things will generally occur when they're ready and grow/proceed at the speed they're intended to. One should never rush. Non-elves and younger elves tend to find this attitude incredibly frustrating, while "adult" elves find them dangerously impatient.
This may also be a part of why elven cultures tend to value independence and individual freedom - that one must "accept life as it is", implies you can't force things to be anything else.
The "way life is supposed to be" does not include dark magics that tamper with natural cycles, and the elven word for undeath is mormhaor - "corrupted death." Undeath is a blasphemous attempt to impose one's will on the world and force it into a shape in the most horrific way possible, and is heavily tied to the loss and violation of free will, and its believed that undeath destroys the soul (whether this is correct or not in D&D varies by source). The state is generally considered worse than death - the elf is cut off from their people, their gods and their path, and denied their chance for spiritual enlightenment and the afterlife. The sole acceptable form of undeath exists in the baelnorn; a form of elven lich that was created willingly and is sustained by positive energy instead of negative, in the name of continuing some duty or other for the sake of their people. They are sponsored by the Seldarine, and tolerated by the elven deity of death. Elves respect their sacrifice, but are usually still uneasy around them.
This philosophy appears in the rest of their societies in the way that they build their homes and furniture; a chair may be "constructed" of wood that was carefully grown into shape and harvested with careful consideration to the timing, rather than by unnecessarily cutting down an entire living tree and taking more wood than is technically needed and whittling it down to shape.
Elven architecture is built to complement its natural surroundings, blending in with it. The design concept is that a building should seen as much a part of the landscape as the trees or mountains and enhance their beauty. To help these buildings blend in, elven doors are designed to disappear into their surroundings, and they can be incredibly annoying for outsiders to spot (elven children grow up learning to see them, and so elves don't have this problem).
Buildings are preferably constructed by growing trees into shape rather than by constructing from timber or stone. If they are made of stone, they're still usually "grown" by shaping them with magic, creating a seamless mineral structures.
From non-elven perspectives, an elven city resembles a garden or park more than a settlement. They favour building in the trees themselves more than anything else (for example, the city of Suldanessellar in Baldur's Gate 2 is built on platforms built around the trees, high in the canopy). The higher constructions are linked by bridges and swinging ropes.
Ground dwellings are typically built for children, the elderly, and the disabled, and others who might be unsafe with heights and getting up and down them. It's also where elven realms that have contact with outsiders build their inns, taverns, warehouses and businesses. Elves don't clear the area a great deal when building their ground dwellings, their roads and streets are built around pre-existing natural structures and can meander a lot.
The ground level and higher parts of the city may be linked by teleport magics and enchanted platforms that function as lifts/elevators.
This preference to leave things untouched doesn't mean that elves never alter the world for their own desires - especially since obsessive, eccentric artists are a staple of the elven population. Wealthy Houses are known to make roofing materials out of precious stones. Some cities, such as Leuthilspar, get artistic with their roads. The main road there is magically constructed from some kind of glassy, clear crystal and is nicknamed the Diamond Road.
Each building typically belongs to a single Clan or House (often the building is an entire living, ancient tree), and if they belong to a culture that builds tombs, they will also have a family tomb. The rest of the city, outside of residential buildings, is not considered owned by the elves but simply under their care and stewardship. It belongs to the other lives as much as them. Elven communities often have neighbours from other fey races; dryads, faerie dragons, treants, fauns, nymphs, pixies, etc. Elves and fey tend to be relatively close, and the elven and seelie fey pantheons are often worshipped by all of them.
Elves do not farm in pastures and fields - it's more that they cultivate the world around them without disturbing it too much (I don't remember the technical agricultural jargon here.) They'll try not to disturb the rest of the ecosystem too much, but elven farmers will nurture the plants they desire while removing harmful plants and pests. They don't introduce plants or disturb the soil, merely encourage what's already there for healthier and higher yields of whatever grows. A lot of outsiders can easily stroll through a farm without realising it. Farmers are the only elves who count the passing of years, due to the need to keep track of crop yields and the ages of plants and animals. The equivalent of a year to elves is a grouping of four years known as an aeloulaev, or more commonly as a pyesigen - "four snows" (plural pyesigeni).
While Houses might have their lorekeepers, who preserve and record history, the typical elven opinion on time tends to be that "history is the weave of things outside of life, not for those still within its loom." They see history in their reverie, they don't need to worry about it in their waking hours.
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Yet another elven philosophy is of the Road of Life: a multi-staged, twisting spiritual path every elf walks, and one with many potential branching paths to explore.
It is, in part, a shared path because all elves are part of the greater whole that is the Tel'Quessir - but at the same time, no elf can walk the path for another. All should care for the community and support fellow elves in being able to walk their path, so that the community can support them as they walk theirs; “We are on this shared path together, but at the same time all of us are finding our own way.”
Elves under 100 years old are walking the first section of the road. Their life experience and perspective is the equivalent of a human of the same age. They don't yet perceive time and think in terms of the passage of decades and centuries as a "mature" elf does, and from their elder's perspective are incredibly (annoyingly) impatient. Due to this gap in understanding, young elves often find themselves more comfortable in the company of humans, who share their feelings and perceptions.
It's the elves in their first stage of the road who are usually found adventuring and living in human cities, they're "whimsical dabblers, ‘flighty’ and inclined to plunge into something new or [grow] tired of something and move on without feeling the need to shoulder responsibilities, or [care] overmuch about consequences," "...almost like the humans in their passions of youth, and they adapt to their more transient surroundings. They eat over-spiced animal flesh and other abominable foods; they wield simpler, cruder, combat-oriented human magics; and they even mate with non-elves."
These younger elves, in the throes of rebellious youth and lack of patience, may be prone to selfishness, ruthless ambition and disrespecting their elders as they turn their nose up at elven values. This particular phase is referred to as Ardavanshee - "the restless young ones."
Older elves mostly leave the youth alone to make their own mistakes, assuming they'll grow out of their crueller and selfish behaviours with time and experience.
An elf under 90 years old is not considered experienced enough to be allowed to hold leadership positions.
All elves will begin their journey on the road with a basic magical education during childhood: Magic is an everyday part of elven cultures at every level of society, and every elf grows up surrounded by it. Even the copper elves, who have little interest in arcane magic, surround themselves with druidry.
Basic martial training in traditional elven martial arts is also part of the standard for all elven cultures, involving the bow, sword and rapier - elven blades tend towards being long, very thin and flexible. Elves have a long and bloody history of conflict, and every one of them is be expected to be able to defend themselves and their home, should the need arise.
Whatever other education their family sets for them, elves have childhoods much like any other race's children. They learn their history through creative retellings form their elders and are let loose to run around and engage in physical activities - climbing trees and swimming. They're taken to play in the outdoors and encouraged to take interest in the natural world, learning of the animals and plants they share the world with.
Reaching the elven age of majority, and the second stage of the path, occurs some time in their second century of life (120 years old, on average). As they mature and outlive the human lifespan they tend to settle into the elven ways, and focus on their spiritual ties to their communities and faith.
Mature elves typically take things very slowly. They spend a lot of time in contemplation, consider all facets and nuances in a problem, and try to predict all potential consequences that could be born of a choice (even those domino effects that may occur decades after the fact). They prefer to implement these choices very slowly, watching what ripples are caused through the course of years and responding accordingly - they may continue, stop, or make revisions as they go.
Occasionally an "adult" finds themselves drawn back to adventuring and a faster paced life outside of the elven homelands. This is accepted as simply a natural part of that elf's particular path.
The other branch on the road is one where an elf finds a passion and devotes themselves to it; fine art, playwriting, magic, architecture, the martial arts, literature, faith, music, whatever. They become hyperfixated on whatever has caught their eye; they keep the company of others who share their interest and talk about it to the exclusion of almost everything else (others are warned to beware engaging an elf in conversation about a topic dear to them, because they will tell you every single detail there is to know and will not stop).
Elves will dedicate months and years preparing for their projects; spending time in reverie and contemplation as they meditate on ideas, praying to the gods for guidance, and traveling leagues to gather materials and discuss with experts or observe others' works for inspiration.
The last stages of the road are stages of seeking spiritual enlightenment; they reflect on their long lives and many, many experiences with the world and contemplate the bigger picture and the nature of the universe and the People. They will begin to feel the Seldarine calling to them in their reverie, summoning them to the afterlife in Arvandor (Sehanine Moonbow's call, in particular).
The mythical final stage, occurring past 700 years of age, is one where an elf's contemplation successfully leads them to enlightenment. They become at peace, and their understanding puts them in perfect unity with the universe. These elves are faced with the choice of returning to Arvandor to join the gods, or to remain in the mortal world and use their wisdom to guide their people. Thus far the only elf said to have achieved this state was the elven queen Amlaruil, who chose to stay behind.
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All this philosophy aside, elves still run businesses, have class and wealth divides and squabble amongst each other for power and prestige like anybody else does. The common elf is a priest, a guard, a farmer, a hunter, a cook, a maid, a tavernmaster... In daily life, most of the daily function of the realm involves cultivating the plants that grow in it (farming, construction, maintenance) and security (scouting, guarding, patrolling).
Although, elven society is steeped in magic all over the place, so in regards to things like maids and household chores, elves are more likely to simply use magic to clean the house and lessen the amount of physical labour involved.
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Society (Houses and Clans, and the Government):
The concept of the Merchant Clans and Noble Houses aren't unique to drow; these family dynasties are part of larger elven culture, be they categorised as high, wood or dark. All elves are part of a larger extended family, known either as a House or a Clan, from which they take their surname.
Elves will generally be loyal to their Clan and House before their nation, and they have their own laws that members must follow, generally set by the matriarch or patriarch (the later only existing in non-drow cultures). Some have multiple leaders, ranging from a duo (House Nightstar is governed by twin sisters) to a council of elders. Each clan/house has different methods for choosing their leader/s, some are hereditary and others are elected. For larger Houses that span multiple regions, there will be a hierarchy with local leaders who answer to a family head that oversees the entire bloodline.
Elven nobility belong to Houses, which are generally known for each having certain political ideologies, and they often specialise in training their members in specific skills.
The elven concept of "aristocracy" is granted by a ruler, who makes that elf and their clan a Noble House as a reward for some exceptional service to elvenkind (this is very hard to achieve). The status cannot be revoked by a ruler, nobles can only be exiled and stripped of their House name by their own family.
Some families restrict their membership, and will not acknowledge the spouses or children of their relatives who are of certain elven cultures, non-elven races or half-elves. As a rule of thumb, moon elven culture would frown upon excluding anybody of elven blood from the family. Everybody tends to make an exception for drow - you are not bringing a dark elf into this family tree. Houses may adopt others into their family, and it's also possible for a House to adopt N'Quess into their ranks, usually as servants (so one could find a human cook who happens to be a member of an elven House).
Houses are generally associated with a specific elven culture, although the family usually contains a mixture of backgrounds. House Le'Quella, for example, has prominent mixed moon elven and green elven ancestry. The copper elves have mostly abandoned the concept of Houses, though some prestigious and historically important ones remain. Green elven cultures have long forsaken the concept, along with most of the trappings of the elven society that caused them thousands of years of suffering. Sun elves pay greater attention to their elders and important ancestors, and consider their Houses more "legitimate" than moon elven or wood elven Houses, and take House politics and affiliation far more seriously. Due to this, their Houses usually hold greater status than those of other elves'. Within the vast majority of dark elven societies, House affiliation and prestige is a matter of life and death, and being without a House to protect you leaves you open to enslavement and death.
Each House has two colours associated with it (sometimes they have more, less strongly associated colours), as well as an insignia (for example House Aelorothi's colours are pale blue and green, with a red swan for a crest. House Starym's colours are silver and maroon, with two falling silver dragons on the crest.) It seems like Clans may also have colours and insignias, but that may only be for the most prestigious of them. Even within the larger Houses, there will be members of the House who are nobility, and those who are common servants and footmen.
Clans and Houses are not tied to specific realms, and members and family units may be encountered anywhere in the world. "It's a mistake to think of elven Houses as equivalent to human [noble] Houses [...] in some respects you can almost think of an elven House as a small, extremely long-lived organisation with blood-ties."
Some Houses have existed for over 10,000 years, and these houses usually boast the highest status.
Status is a fluctuating thing; it depends on many factors such as wealth and prestige, the actions and reputation of its members, its relationship with other houses (feuds and alliances), how many powerful and talented mages - especially High Mages - it hold in its ranks...
Elven Houses may have smaller, related Houses attached to them called Septs, much like human dynasties have cadet branches. Septs are formed when a noble marries a commoner and takes their clan name, rather than having their lover marry into their House. A Greater House has many Septs, and a Lesser House fewer or none.
Arranged marriages do - or did - exist. They're primarily practiced as part of House politics, mainly by sun elves, and this historically caused some irritation in the time of Myth Drannor, when the Houses started using arranged marriages to call dibs on promising mages to bolster their own family's retinues and reputations. When elves marry, the elf of the less prestigious Clan/House will be considered as marrying into their spouse's more prominent Clan/House.
Surface elven Houses are as prone to intrigue and politicking as their Underdark equivalents, but they are significantly less likely to murder over it.
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Most surface elven realms are city states, ruled by a Coronal, who is "speaker among the trees with Corellon's voice and bidding."
While this means that Coronal has absolute authority, the assumed role of the ruler is to keep the peace and maintain harmony between the various elven peoples and Houses within their realm. On an individual level, elves won't necessarily respond well to attempts to meddle in their personal lives, and sometimes trying to organise the masses is like herding cats.
The Coronal's word is law, but the entire realm may discuss and debate it before that word becomes law, and the Coronal cannot pass a law before at least a month has passed since its proposal.
While elves must accept the law of the land once made, mass migrations of entire clans and houses are known to occur in response to an unpopular proclamation as the elves leave for somewhere they don't have to listen (assuming the response isn't something more along the lines of an assassination...). While they might move to another elven settlement entirely, these elves won't necessarily leave the geographic area, they may simply settle on a patch just outside of the Coronal's jurisdiction and govern themselves. Sometimes elves just build an entire demiplane (small alternate universe) and move there instead.
In larger realms, such as the former empire of Cormanthyr, the Coronal oversees the realm and the individual cities within are been governed by a local council made up of the heads of the most influential Houses, who govern the minutia of daily life in their own city and have no influence outside of it.
Coronal is not usually an inherited position (especially in the modern day). How one achieves the position varies by place. In Cormanthyr, this was determined by blade-rite. The applicant draws an enchanted, sentient blade from its sheath, and the sword judges their intentions for the power they seek. If it decides they don't have the Tel'Quessir's wellbeing at heart and will abuse their power, then it kills them on the spot.
Rulers are advised by a council of elders, who as always are usually the family heads of the local Houses.
Larger surface elven society saw a slight shift towards matriarchy in the reign of Queen Amlaruil Moonflower on Evermeet, and women usually wield the most influence in elven politics.
The entirety of elvendom was technically ruled by a (popular) royal family at one point, situated in Evermeet. However the queen has vanished in the last century, and it seems the monarchy no longer applies. Even when she was alive, some of the elves were merely humouring the notion and didn't pay it much mind. Loyalty came mostly because she was likable and her people felt she cared for them and served them well.
Nobility is defined as the Houses in "good standing." Those who possess more "wealth" - although elves don't value things like gold the way others do, so they don't put the same weight on it - and those who have a fancier family history, which gives the family more weight when councils convene to make realm-wide decisions about enterprises and social policies being made for the good of all.
Some particularly arrogant Houses feel they have "claim" to a particular patch of forest, in the same way a human noble might claim estates, but nobody else would agree with them, and collective elven society considers the world outside of their front doors to be public property that happens to be under the People's care.
While no house is beholden to the realm it resides in, and owes no duties, society expects the elven aristocracy to provide warriors, funds and resources to the wellbeing of the realm as a matter of honour. In peacetime this means providing the guard patrols and hunting parties, and providing for the sick and elderly of their communities who require aid.
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While the dwarves and some human cultures can give them a run for their money, elves are quite possibly the proudest people on Toril. Theirs was the first and longest humanoid empire, theirs is the greatest grasp of magic, theirs is the longest lived of the common races of Toril, theirs is the blood that runs in the veins of a god... Suffice to say, the People tend towards being arrogant and stubborn. It never occurs to a number of elves that their ways might not be the way, and between that and their resistance to being governed when the rulers want to change things, the dwarves have invented a saying regarding attempting to change their minds on something: "If you want to tell an elf what to do, be sure to bring your axe."
Where the halflings and gnomes blend in, elves (and dwarves) are the most likely to stand out as distinct, separate cultures within human cities. On average they're proud of their history and their ways of life, and won't be trading them for others. How aloof they are exactly will depend on factors like personality, and how fairly treated they feel they are being by their neighbours.
#This took so long#Shoot me.#Please.#two sourcebooks. tweets. forums. youtube.#all it cost me was my sanity
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Krishna
Krishna (Krsna or Hari Krishna) is a major god of the Hindu pantheon and considered the eighth incarnation of Vishnu. He is perhaps the most popular of all the heroes of Hindu mythology. Krishna's adventures appear in the Mahabharata, Bhagavad Gita, Harivamsa, and the sacred texts known as the Puranas where he is described as the Supreme Being and creator of the universe.
The most ancient tales of Krishna in sacred texts involve his adventures with the Pandava princes whilst later, stories accumulated over the centuries which describe his eventful youth, when Krishna used his proficient weapons skills to good effect to defeat a host of fearsome enemies, demons and monsters.
Family & Adventurous Youth
According to tradition Krishna belonged to the Yadava - a pastoral race - and the god's birth is picturesquely described in the Mahabharata. One day Vishnu, the great Hindu god pulled two hairs from his own head, one white and one black. The black hair was planted into the womb of Devaki, a princess of the city of Mathura, and so Krishna was born into the Pandava family, his earthly father being Vasudeva. Unfortunately for Krishna his mother's brother, Kamsa, had been warned that Devaki's eighth child would kill him, and so Kamsa determined to murder the eighth child, a crime he had already carried out seven times before Krishna was born. Fortunately, Vasudeva took the precaution of hiding Krishna in the remote village of Vrindavana where the boy was brought up as a simple cowherd (in this guise he can be referred to as Govinda). There he spent an idyllic childhood and stirred the hearts of many gopis or herd-women with his dark good looks, playful charm, and mastery of music and dance.
Thus the story of Krishna contains a double concealment - Krishna is both a god disguised as a mortal and a prince disguised as a commoner. Accordingly, the myths contain many metaphors of disguise, such as a spark within a pile of ashes or a mighty sword in its scabbard, and these hint at Krishna's dual purpose as the punisher of human deeds but also as a bringer of enlightenment.
Krishna's foster parents at Vrindavana were Nanda and Yashoda, his sister is Subhadra, and his brother Balarama. Krishna's favourite consort was the cowherd woman Radha (or perhaps even his wife if they married in secret, as some sources claim). Tradition has it that the god actually acquired 16,108 wives and fathered 180,000 sons. Queen Rukmini, an earthly form of the goddess Lakshmi, is considered Krishna's second most favoured wife after Radha. With Rukmini, Krishna had a son, Pradyumna, and a daughter, Carumati.
Krishna was involved in many escapades in his adventurous youth. Notable amongst these are his various killings and thrashings of prominent enemies such as the ogress Putana, the giant bull danava, the giant snake Kaliya, and the king of the Hayas (horses). Also swiftly dealt with was the scheming tyrant Kamsa – after whose beheading Krishna established himself as king of Mathura. Krishna slew many demons and demon kings: Muru and his 7,000 sons, Pralamba – who Krishna beat up using only his fists, Naraka – son of the Earth and who had accumulated a harem of 16,000 captured women, and the sea-demon Pancajana who looked like a conch shell and who lost his magic shell to Krishna which the hero carried thereafter and used as a trumpet. Krishna also found time to lift the mountain Govardhana to foil a terrible deluge sent by Indra, to conquer Saubha, the floating city of the Titans (daityas), got the better of the sea-god Varuna, and even managed to steal the divine discus possessed by the fire-god Agni. Against mere mortals Krishna also wreaked havoc amongst the Gandharas, Bhojas, and Kalingas, amongst others.
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Io Pan! Io Pan! Pan, Great God of Nature Talon Abraxas
In Greek mythology, the great god Pan ruled over the domain of the wild. His name originates from the old Arcadian word for rustic, but in later ancient Greek society, his name came to be associated with the Athenian word “παν” meaning “all.” He was born with hooves, shaggy legs, a furry tail, and horns – in a manner of ways, he was part goat.
Pan was raised by nymphs, spirits of nature, whose life force are attached to things such as trees, rivers, and plants. Pan was welcomed into the divine pantheon by all the gods. Just as the gods were delighted to welcome Pan, so were they delighted by nature itself — the gods often had sacred living spaces found in rural places all around Greece. Mount Olympus itself, the collective home of the gods, is the highest mountain in Greece, a place where nature thrives.
Arcadia, “the land of many springs” was the most rural place in ancient Greece; it was the god Pan’s home – and the most popular place for worship of the god. Here Pan took part in leading the nymphs in dances, or was found chasing them, and reveling in the beauty of the wild. He is often depicted wandering through valleys, mountains, and glades. In Greek mythology, his essence as the God of the wild, imbued his surroundings with life and vitality. Nature was at its most bountiful when Pan was present.
The great god Pan also enjoyed music and so was often found playing melodious tunes on his reed pipes. Nonnus captures the rural life of Pan: “Melodious Pan sat beside herds of goats or sheepcoates playing his tune on the assembled reeds…” (Dionysiaca 45. 174 ff)
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Bella Sara Spring Carnival Phone Wallpapers (Part 3)
All are free 2 use
#bella sara#hidden city games#my wallpapers#herd sunflower#herd moonfairy#herd starlight#herd pantheon#herd mustang#herd elemyn
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“Hope is the magic that turns wishes into goals.”
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A quick summary of the MTG cookbook that dropped yesterday:
Ravnica: Krenko got hired by Jace to gather one recipe from each of the ten guilds.
Dominaria: Asmoranomardicadaistinaculdacar travels Dominaria looking for cool mortal fare for her new cookbook.
Eldraine: Storytelling with the Kenriths, Garruk, and Oko involved.
Innistrad: Tibalt being a little slut who is getting in the middle of everything.
Kaldheim: Tyvar preparing a feast for the valkyries to impress them. Also Toski helps.
Kamigawa: Recipes left by Tamiyo to her family, complete with stories that go with them.
Theros: Xenagos starts daydreaming about a new planeswalker pantheon.
Zendikar: Bruse Tarl driving his herds all over Zendikar and picking up meals from everywhere.
Kaladesh: Chandra reminiscing on her life on Kaladesh, featuring Saheeli and Huatli.
Ixalan: The culinary adventures of Vraska and Jace while they were looking for the Immortal Sun.
#jasper post#magic the gathering#ravnica#dominaria#innistrad#eldraine#kaldheim#kamigawa#theros#zendikar#kaladesh#ixalan#cuisines of the multiverse#magic the gathering: cuisines of the multiverse#cookbook#lore
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Páusōn
Or as I write it, Páuson. Also known as Páhuson (with a hard h like the h in loch) or Péh₂usōn. His name means "Protector".
Páuson is the god of shepherds, nature, doorways, roads, paths, traveling, animals, forests and hunting; He also acts as a psychopomp.
He is the god of the liminal, the in-between. He guards travelers, merchants, and other go-betweens. He guards herds, sources of wealth, as well. He may thus be prayed to both as an opener of the ways and as a giver of prosperity.
He is characterized as a liminal deity himself, being in a way an in-between between man and animal in the depictions of his descendants. The figure of the horned god corresponds well to how he would be depicted.
Finally, he seems to have had a connection to fertility and sexuality, especially granting sexual prowess
He also had the names K̑ṝnónos and Pṇtóspotis according to this source
Offerings
taken from here
Coins or pieces of valuable metals
Depictions or imagery related to goats
Goat's milk
silver and gold beads
Sheperd's crook
Depictions or imagery related to crossroads
goat horns, fur or leather (ethically sourced)
symbols of abundance
lantern (related to his dominion over travel and his role as psychopomp)
Devotional acts
Travel to new places
Go on hiking in nature
Take care of the forest
Pick up trash you see on the road
Take care of your financial security
Learn about nature preservation programs in your area
Associations
Goats
Forests
Shepherds
Roads
Travels
the Wild in nature
Money
Commerce
Yew
Wednesday
April
Descendants in later pantheons
Pan (Greek)
Hermes (Greek)
Faunus (Roman)
Mercury (Greek)
Pushan (Vedic)
Cernunnos (Celtic)
Finally, here's his wikipedia article
#proto indo european#proto indo eauropean religion#proto indo european paganism#proto indo european religion#proto indo european pantheon#pie religion#pie pantheon#pie paganism#pie polytheism#pie reconstructionism#deity devotion#deity worship#pagan#paganism#deity#polytheism#pantheon#polytheist#pauson#pauson deity#neopaganism#pagan reconstructionism#reconstructionist paganism#pagan revivalism
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