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[ hollow grove | archive | dnp ]

Postby d o e » Sat Feb 03, 2018 10:32 pm

Image

introduction post.

this archive is meant to house records of my village, as well as list terminology, beliefs and rituals for the elven culture of my village.
all images in this thread are not owned by me, unless stated otherwise.

if you are the owner of another CaV village and would like to form an alliance, become enemies, arrange a relationship or otherwise discuss our villages, please feel free to PM me!

i. territory
ii. culture; beliefs and rituals
iii. terminology
iv. records
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[ hollow grove | territories ]

Postby d o e » Sat Feb 03, 2018 10:39 pm

A thick, treacherous tangle of woods is the home to a new generation of elves. Deep in the forest is the beginning of a new settlement, broken off from a larger homeland. Although small now, the village promises to blossom into a citadel. Homes are carved out of the grandest trees, hundreds of intricate nooks settled in it's trunk. The tallest of them all is the castle, where the high matriarch or patriarch will live and take court.

An hour's trek away leads to the life pool, a sacred place for the elves of this forest. The water is purified and watched over by the Moonheir. Although the life pool is mostly used for healing and blessed rituals, occasionally a festival will be held for the birth of child or other grand event.

Deeper into the forest lays the Emerald Deeproot. This is an even greater place of worship, where only the high matriarch/patriach are allowed to go. A day's journey through the harshest part of the woods, it is forbidden for anyone else to go, except for the Moonheir. This is where the patriarch speaks to the heart of their forest, meditating and becoming one with their homeland. It is thought to bring great luck and blessings, as well as fulfill several of the kingdom's needs. This often takes many days, in which the patriarch's spouse or heir will sit the throne for them.

Their northern border leads out into a wide expanse of plains. Very peaceful, they rarely find conflict from this side of their territory. Apprentices will often be trained here as well as inside the grove. Also used as a feeding and resting ground for mounts, which potentially helps to deter enemy forces.

Their eastern border leads to the ocean. The surrounding woodland is treacherous, forming jagged cliffs around the mouth of the water. There is a way down to the water, though it is rarely traveled as the grove does not usually cross the water. Sirens are plentiful around these parts, which is another reason to avoid them.

Their southern border leads to more plains, as well as the shallower part of the ocean.

Their western border leads to a peak of mountains, home to harpies and other ghastly beasts. The elves try to avoid this area as well, although Beast Callers will find suitable Griffin mounts here.
Last edited by d o e on Sat Feb 03, 2018 11:40 pm, edited 1 time in total.
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[ hollow grove | culture ]

Postby d o e » Sat Feb 03, 2018 11:18 pm

The elves of Hollow Grove are a prideful people, who believe themselves to be very in tune with the environment around them. Among themselves, they are kind and gracious, but don't look very kindly upon outsiders to their group. Alliances are forged under great trust and shared interest, rarely upon resources. To dishonor them or their culture is considered a great insult and many wars have been started under a perceived slight to their race.

Although they dislike most other races, occasionally they will allow someone of a different race to join their ranks. This usually happens only after said race has proven their worth, sometimes in the form of a gift or service.


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Beliefs

All beliefs held by the elves follow under the will of their diety, Oulla.

▸ At the change of every season, an offering of a specific crop must be left at every border. There are wood cradles placed at each border for this. From Winter to Spring, Frostberries. From Spring to Summer, Honey Melons. From Summer to Autumn, Cindersquash. From Autumn to Winter, Fairy Pumpkins.

▸ At all times, there must be a Moonheir. Beginning at age eighteen, a female elf will take on this role, chosen by the High Patriarch. They become the vessel for Oulla, speaking for her and carrying her word. They are treated as royalty, almost to the same level as the Patriarch's children. They will remain Moonheir until their passing, where they are given to the life pool. They conduct all rituals and festivals and play a heavy role in making decisions. They are the only one who may accompany the Patriarch to the Emerald Deeproot.

▸When an apprentice is ready to accept their rank, they must complete their passing ritual. If they succeed, they travel to the life pool with the Moonheir, where they recieve their blood blessing. The final step is recieving a wolf pelt relating to their rank, and their marks; a facial tattoo that reflects their status. If they fail, they are allowed to try again the next year. Only full-blood elves may recieve marks.

      Court tattoos - these are given to royalty at their coming of age ritual, in white ink. Their pelt is made from piebald elks.

      Moonheir tattoo. Their pelt is made from snow wolves - pure white.

      War tattoo. Given to soldiers. Their pelts are made from shadow wolves - black.

      Hunter tattoo. Given to both hunters and gatherers. Their pelts are made from common elk - deep brown.

      Beast Caller tattoo. Their pelts are made from common elk - tawny.


▸Wedding ceremonies are among one of the most sacred blessings to the grove. Before the ceremony, both bride and groom go hunting seperately, choosing only one or two companions to join them. The first animal they see is their kill. No matter how long it takes, they must kill the animal and return to the grove with them - if they do not, it is considered a bad omen and may result in no wedding. When they return, they may choose one part of the animal to be their symbol of devotion ( a wolf pelt, elk skull, fox tooth, etc.). Certain pairings are considered good luck, and will often help determine the fate of the couple. These are explained in detail in another post.


────────────────────────────────────────────────────────────────────────────────

Ranks

High Patriarch/Matriarch ▸ the leader of the elves. They oversee everything.

Lord/Lady Regent ▸ the spouse of the Patriarch/Matriarch. They take over the throne if the Patriarch/Matriarch is indisposed or the heir has not come of age.

Heir ▸ the child of the Patriarch/Matriarch.

Moonheir ▸ the vessel of Ollua. A healer.

High Commander ▸ the leader of the elven army. They deal with everything war related.

Scout Master ▸ the leader of the elven scouts. Organize scouting parties and report to the Patriarch/Matriarch.

War Hunter ▸ the leader of the hunters. Organize hunting parties and report to the Patriarch/Matriarch.

Vanguard Soldiers ▸ elven soldiers. They are the protectors of the village. They keep watch of camp and sometimes patrol the area before the scouts go out so they keep danger at bay. They deal with predators and enemies mostly and protect the camp from raids.

Scouts ▸they scout the land and beyond for any animals that could be used for the village. They often find nomads that are looking for a place to settle down and they can become part of the village if they so desire.

Hunters ▸ they hunt for the village, usually with in the village territory.

Beast Callers ▸they care for any animals, including mounts.

Gatherers ▸ they harvest from the farms and wilds.

Apprentices ▸ a young elf who has decided the path they wish to take in life. They are appointed to a leader who will help them train for their rank. Ages 12-18.

Saplings ▸ a young elf. They will accompany every leader for a year before deciding their preferred rank. Ages 8-12.

Whelps ▸ newborns and children. Ages 0-7.

Oullelles ▸ mothering elves. Named after Oulla. They can have one child(common) two children(uncommon) three children(rare) four children(very rare). A mother can try for another child when their child(ren) turn five years of age though this can cause complications. Ages 21+.

Ancients ▸the elders of the grove. Their wisdom is well respected. Ages vary for races - Elves, 70+. Centaurs, 45+. Hybrid Centaurs, 65+. Satyrs, 65+. Sirens, 110+.



────────────────────────────────────────────────────────────────────────────────

Races

Elves. Very Common. The main residences of Hollow Grove. They are just as varied as humans, with their distinct features being their pointed ears and additional skin tones. Elves with tones of colored skin (pink, green, blue, etc.) are considered blessed and thought to be more susceptible to magic - the odd colors are not always inherited and may come from nowhere. Life expectancy is 80-100 years.

Centaur. Uncommon. Sharing a home with the elves, they get along rather nicely with them. Their eagerness to fight make them great allies and it isn't uncommon that they seek to join the tribe. Life expectancy is 50-60 years.

Hybrid Centaurs. Rare. Similar to their equine cousins, though these centaurs share genetics with other animals; felines, canines, griffins. They dislike being seen by others and prefer to be alone. Life expectancy is 70-80 years.

Satyrs. Uncommon. Mystical, whimsical spirits of the forest. Satyrs are commonly seen as pranksters and bards, an a bit immature. They are more in tune to nature than most other races, however, which make them a precious ally for the elves. Life expectancy is 70 years.

Sirens. Very Rare. Conniving and manipulative, sirens are considered bad luck to everyone in the forest. Although rare, they will sometimes appear in the life pool, luring the elves to the water. However, they are valuable as they can traverse the waters past the forest and return with precious treasures. Life expectancy is 120-150 years.
Last edited by d o e on Sun Feb 04, 2018 12:02 am, edited 1 time in total.
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[ hollow grove | terminology ]

Postby d o e » Sat Feb 03, 2018 11:36 pm

This post will act like an encyclopedia for Hollow Grove and the surrounding areas.

▸High blood | a name for any royal elf, including the Moonheir.
▸Moon blood | a name for any pure blood elf.
▸Moss blood | a name for someone born of elf and satyr heritage.
▸Beast blood | a name for someone born of elf and centaur heritage.
▸Sea blood | a name for someone born of elf and siren heritage.
▸Lost blood | a name for someone without any elf blood.
▸Dove | a name for a female.
▸Falcon | a name for a male.
▸Life pool | the blessed water pool where all rituals and festivals are held. Tended to by the Moonheir.
▸Emerald Deeproot | an ancient tree where the High Patriarch and Moonheir travel to, for blessings from Oulla.
▸Oulla | the godess of peace, whom all elves of Hollow Grove worship.
▸Marks | a facial tattoo that all elves recieve during their coming of age ceremony. Denotes what class they belong to.


Star Eater | a wolf beast that brings nightmares. A tale that mothers tell their children to put them on their best behavior.
Moon Walker | an elk beast that brings good dreams.
Cinder Speaker | a myth - an elf overcome with grief from losing a spouse and/or children.
Leafskitter | a tiny leaf kitten that is beloved by elven children. often used to send messages throughout the grove and to neighboring villages.
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