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Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in '''[[Arkrath]]''' well before AS. Their roots are found in Wanderer Humans who utilized '''[[element | elemental]]''' magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.   
Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in '''[[Arkrath]]''' well before AS. Their roots are found in '''[[Races | Wanderer Humans]]''' who utilized '''[[element | elemental]]''' magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.   


Through the ages and as the '''[[rift | Rifts]]''' began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan's way of life.  
Through the ages and as the '''[[rift | Rifts]]''' began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan's way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan.  


Nowadays, Nichnevyn have returned to the ways of their Wanderer ancestors. Since the Olde Settlements have been abandoned and lost, most witches travel around. However, there are those that can be found living either in Shieldhaven or in sporadic humble hamlets. Because of the decrease in population, clans have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country.  
Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country.  




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==== Nichnevyn Termonology ====
==== Termonology ====
*<b>Nichnevyn</b> (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.
*<b>Nichnevyn</b> (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.
*<b>Eadar</b> (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.
*<b>Eadar</b> (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.
*<b>Nwine</b> (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually are alone.
*<b>Nwine</b> (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.
*<b>Treigsinne</b> (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.
*<b>Treigsinne</b> (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.


==== Clansname ====
==== Clansname ====
In order to portray which clan a witch is a part of, they use 'de na' (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use 'de na'. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.
In order to portray which clan a witch is a part of, they use 'de na' (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use 'de na'; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.


Examples-  
Examples- <br />
Mel is of the Gaistline clan. So Mel is ''Mel de na Gaistline''.  
Mel is of the Gaistline clan. So Mel is ''Mel de na Gaistline''.  


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Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use ''Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire''.  
Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use ''Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire''.  


Mel keeps changing clans and is ostracized. She has been labelled ''Mel Treigsinne''.  
Mel dedicates her life to that of a Nwine. She is now ''Nic Naoimhein Mel''.
 
Mel keeps changing clans and is ostracized. She has been labelled ''Mel Treigsinne''.


== Clans ==
== Clans ==


Most Nichnevyn and Eadar reside and travel within their clan's cardinal and ordinal paths. But one can find a witch in any part of Arkrath. Despite each clan having its own traditions and culture, there is no ill will between them. There is a kinship in being a Nichnevyn and their differences are celebrated.


==== Gyre Carline ====
==== Gyre Carline ====
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North Clan - Earth Element
North Clan - Earth Element


Those in this clan usually reside in Shieldhaven. There are ruins of the Olde Settlement somewhere within the city-state but most of the Gyre Carline have no memory of where it resides. They are well adapted to life in the lowlands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.
Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.


<b>Crafts:</b> Writing, scrying, knitting<br />
<b>Crafts:</b> Writing, leatherwork, weaving<br />
<b>Kindred Animal:</b> Highland Cows and Falcons
<b>Kindred Animal:</b> Highland Cows and Falcons
<br />
<br />
<b>Matron Spirit:</b> Bonreigh Fae (bown REE FAY)   
<b>Matron Spirit:</b> Bonreigh Fae (bown - REE FAY)   
<br />
<br />
<b>Colors:</b> Smoky purple, peach, and grey.
<b>Colors:</b> Smoky purple, peach, and grey


==== Nokke ====
==== Nokke ====
(NOH - ck)<br />
(NOH - kuh)<br />
South Clan - Water Element
South Clan - Water Element


Those in this clan usually reside along beaches or cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to life near the ocean and on boats. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy.  
Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy.  


<b>Crafts:</b> Sculpting, glass word, yarn crafts
<b>Crafts:</b> Singing, scrying, macramé
<br />  
<br />  
<b>Kindred Animal:</b> Horses and Whales
<b>Kindred Animal:</b> Horses and Whales
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<br />East Clan - Fire Element  
<br />East Clan - Fire Element  


Those in this clan usually reside in the lowlands surrounding rivers or even in islands in wider rivers. Rumors of the Olde Settlement being near a dried-up riverbed abounds but no one has dared to venture forth to discover it. They are well adapted to river-life and are excellent at commerce. Their connection with their magic is strongest midday. Hot, steamy days give them energy.
Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.


<b>Crafts:</b> Leatherwork, metal work, painting
<b>Crafts:</b> Pottery, glass work, painting
<br />  
<br />  
<b>Kindred Animal:</b> Lynx and Barn Owls
<b>Kindred Animal:</b> Lynx and Owls
<br />  
<br />  
<b>Matron Spirit:</b> Ghast
<b>Matron Spirit:</b> Ghast (gah - ST)
<br />
<br />
<b>Colors:</b> Deep burgundy, mauve pink, and grey
<b>Colors:</b> Deep burgundy, mauve pink, and grey
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West Clan - Air Element  
West Clan - Air Element  


Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the forest, especially alongside lakes. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.
Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.


<b>Crafts:</b> Singing, dancing, weaving
<b>Crafts:</b> Knitting, dancing, carving
<br />  
<br />  
<b>Kindred Animal:</b> Wolves and Frogs
<b>Kindred Animal:</b> Wolves and Frogs
<br />  
<br />  
<b>Matron Spirit:</b> Hechate (HECK ate)
<b>Matron Spirit:</b> Hechate (HECK - ate)
<br />
<br />
<b>Colors:</b> Forest green, goldenrod, and grey
<b>Colors:</b> Forest green, goldenrod, and grey
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Nwine - Aether Energy
Nwine - Aether Energy
   
   
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy.  
Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which they believe is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy.  


<b>Crafts:</b> Meditation, star gazing, runework
<b>Crafts:</b> Meditation, stargazing, rune work
<br />  
<br />  
<b>Kindred Animal:</b> Aether Beast (Trimera)
<b>Kindred Animal:</b> Aether Beast (Trimera)
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<b>Colors:</b> Grey and any color of their choosing
<b>Colors:</b> Grey and any color of their choosing


==== Gyre Herodias () North-West Clan - earth & air element ====
==== Gyre Herodias ====
Info
(GUY - er hir - OH - dee - us)
<br />North-West Clan - Earth & Air Element
 
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy.
 
<b>Crafts:</b> Cross-stitch, leather carving, calligraphy
<br /><b>Kindred Animal:</b> Foxes and Corvids
<br /><b>Matron Spirit:</b> Breign (BREH - inn)
<br /><b>Colors:</b> Plum, yellow iris, and grey
 
==== Gaistline ====
(GHAY - st - line)
<br />North-East Clan - Earth & Fire Element
 
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Cool, windy days give them energy.
 
<b>Crafts:</b> Beadwork, bone reading, drawing
<br /><b>Kindred Animal:</b> Deer and Vulture
<br /><b>Matron Spirit:</b> Gaistlig (GHAY - st - leeguh)
<br /><b>Colors:</b> Deep indigo, pastel coral, and grey
 
==== Herokke ====
(hir - OH - kuh)
<br />South-West Clan - Water & Air Element
 
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Crisp, rainy days give them energy.
 
<b>Crafts:</b> Instrument play, crochet, crystal craft
<br /><b>Kindred Animal:</b> Otters and Cranes
<br /><b>Matron Spirit:</b> Nolkie (nool - KEE)
<br /><b>Colors:</b> Silk jade, lavender, and grey


==== Gaistline () North-East Clan - earth & fire element ====
==== Nokke Gaist ====
Info
(NOH - kuh GHAY - st)  
<br />South-East Clan - Water & Fire Element


==== Herokke () South-West Clan - water & air element ====
As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Warm, foggy days give them energy.
Info


==== Nokke Gaist () South-East Clan - water & fire element ====
<b>Crafts:</b> Language work, tasseography, papercraft
Info
<br /><b>Kindred Animal:</b> Alligators and Panthers
<br /><b>Matron Spirit:</b> Nokkelave (noh - CLAH - vee)
<br /><b>Colors:</b> Ice blue, blush, and grey

Latest revision as of 19:18, 18 August 2024

Nichnevyn (NICH - neh - vin) are an old witch clan that has resided in Arkrath well before AS. Their roots are found in Wanderer Humans who utilized elemental magic and the natural paths each element had with the cardinal and ordinal directions. At one point in their history, the humans ceased to travel and created established settlements... but only in the cardinal directions- North, South, East, West. These settlements, now known as the Olde Settlements, have long been abandoned and their whereabouts are lost to the current generation.

Through the ages and as the Rifts began to cause incredible disturbances, most notably the destruction of Shakar, Nichnevyn saw a massive decrease in their population and the clans broke apart. A lot of history and traditions were lost, with many current Nichnevyn dedicating their livelihood to preserving their clan's way of life. Descendants of the Old Settlements are scattered across Arkrath and are always excited to meet their fellow witches, no matter the clan.

Nowadays, nearly all Nichnevyn are solitary, with a few able to form small hamlets of their ancestral clan. Being more open-minded than their ancestors, recent Nichnevyn have welcomed those of other races and teach them of their ways. Additionally, rather than having allegiances with duchies or government, Nichnevyn are loyal to their clan and their kind. A witch refers to themself as their clan name rather than as a citizen of a country.


Nichnevyn Terms and Clansname[edit]

Termonology[edit]

  • Nichnevyn (NICH - neh - vin) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the cardinal directions: North, South, East, West. Most witches are in this category and usually stay in places longer than others.
  • Eadar (eht DUR) - the general term for a witch that adheres to elemental/directional magic practices, most notably aligned with the ordinal directions: North-East, North-West, South-East, South-West. These witches are less populated and tend to travel more.
  • Nwine (NUH - wine) - term for a witch who does not align with any direction. The rarest of witches and usually live the life of a hermit.
  • Treigsinne (TREGGS - sh - neh) - term for an ostracized witch who is shunned from the culture of Nichnevyn.

Clansname[edit]

In order to portray which clan a witch is a part of, they use 'de na' (DEH nah) between their chosen name and their clan name. A witch can only be part of one clan, whether that be a cardinal or an ordinal clan. For witches that identify as Nwine, then they do not use 'de na'; instead they use their clansname as an honorific. If a witch wishes to change clans, for any reason, they may do so with no ill will. However, witches who switch clans more than thrice will become ostracized and be named as Treigsinne. This name is also applied to witches who have done so much wrongdoing that they are cast out of a clan and are not permitted to join another. No Nichnevyn will trade, buy, sell, nor assist them. Most witches do not self-identify as a Treigsinne due to the shame but other witches will use the term to ensure that their fellow Nichnevyn will not help the witch.

Examples-
Mel is of the Gaistline clan. So Mel is Mel de na Gaistline.

Mel is a recent convert and has a last name. She will add the clan name at the end. So Mel Patterson de na Gaistline.

Some witches love long names and will add titles to their name, especially if they want a bit of flair. Mel would use Mel Patterson de na Gaistline, First of Her Name, North-Eastern Witch of Earth and Fire.

Mel dedicates her life to that of a Nwine. She is now Nic Naoimhein Mel.

Mel keeps changing clans and is ostracized. She has been labelled Mel Treigsinne.

Clans[edit]

Most Nichnevyn and Eadar reside and travel within their clan's cardinal and ordinal paths. But one can find a witch in any part of Arkrath. Despite each clan having its own traditions and culture, there is no ill will between them. There is a kinship in being a Nichnevyn and their differences are celebrated.

Gyre Carline[edit]

(GUY - er CAR - line)
North Clan - Earth Element

Those in this clan usually reside in the plains. There are ruins of the Olde Settlement somewhere in the true center of the plains but most of the Gyre Carline have no memory of where the center is. They are well adapted to life in the grasslands and work well with their hands. Their connection with their magic is strongest at sunset/sunrise. Windy, cloudy days give them energy.

Crafts: Writing, leatherwork, weaving
Kindred Animal: Highland Cows and Falcons
Matron Spirit: Bonreigh Fae (bown - REE FAY)
Colors: Smoky purple, peach, and grey

Nokke[edit]

(NOH - kuh)
South Clan - Water Element

Those in this clan usually reside along ocean and river beaches or ocean cliffs. Some have even taken a solitary life on an island. There is tale of the Olde Settlement on a mysterious island but none have found it. They are well adapted to the salty life near the ocean as well as the peaceful river beaches. Because of this, they have a great sense of commerce. Their connection with their magic is strongest mid-moon. Rainy, foggy days give them energy.

Crafts: Singing, scrying, macramé
Kindred Animal: Horses and Whales
Matron Spirit: Nokke
Colors: Deep teal, pale blue, and grey

Gaist[edit]

(GHAY - st)
East Clan - Fire Element

Those in this clan usually reside in the highlands and mountain ranges. Rumors of the Olde Settlement resting near the tallest mountains abound but no one has dared to venture forth to discover it. They are well adapted to mountain life and are excellent at precision work. Their connection with their magic is strongest midday. Hot, steamy days give them energy.

Crafts: Pottery, glass work, painting
Kindred Animal: Lynx and Owls
Matron Spirit: Ghast (gah - ST)
Colors: Deep burgundy, mauve pink, and grey

Herodias[edit]

(hir - OH - dee - us)
West Clan - Air Element

Those in this clan usually reside forests, especially those near lakes. Some say deep within the deepest wilderness there is a deep lake and therein lies the Olde Settlement... that no one has seen. They are well adapted to life in the deep forest and lake-life, able to use various tools. Their connection with their magic is strongest at moonrise/moonset. Warm days with shade give them energy.

Crafts: Knitting, dancing, carving
Kindred Animal: Wolves and Frogs
Matron Spirit: Hechate (HECK - ate)
Colors: Forest green, goldenrod, and grey

Nic Naoimhein[edit]

(nich - NIGHM - eyn)
Nwine - Aether Energy

Those who identify as Nic Naoimhein do not follow a clan. They are solitary witches who live in true center which they believe is deep underground. There is no Olde Settlement. A Nic Naoimhein witch is attuned to Aether energy. They are well adapted to life underground but have been known to venture above ground. Their connection with their magic is strongest during the new moon. Eerie, still days with no wind give them energy.

Crafts: Meditation, stargazing, rune work
Kindred Animal: Aether Beast (Trimera)
Matron Spirit: Individual's choice
Colors: Grey and any color of their choosing

Gyre Herodias[edit]

(GUY - er hir - OH - dee - us)
North-West Clan - Earth & Air Element

As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and West clans. These witches can be found among prairies and at the foot of mountains. Their connection with their magic is strongest between moonset and sunrise. Hot, cloudy days give them energy.

Crafts: Cross-stitch, leather carving, calligraphy
Kindred Animal: Foxes and Corvids
Matron Spirit: Breign (BREH - inn)
Colors: Plum, yellow iris, and grey

Gaistline[edit]

(GHAY - st - line)
North-East Clan - Earth & Fire Element

As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the North and East clans. These witches can be found among the mountains and the highest of highlands. Their connection with their magic is strongest between noon and sunset. Cool, windy days give them energy.

Crafts: Beadwork, bone reading, drawing
Kindred Animal: Deer and Vulture
Matron Spirit: Gaistlig (GHAY - st - leeguh)
Colors: Deep indigo, pastel coral, and grey

Herokke[edit]

(hir - OH - kuh)
South-West Clan - Water & Air Element

As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and West clans. These witches can be found within valleys and around rivers. Their connection with their magic is strongest between moonrise and mid-moon. Crisp, rainy days give them energy.

Crafts: Instrument play, crochet, crystal craft
Kindred Animal: Otters and Cranes
Matron Spirit: Nolkie (nool - KEE)
Colors: Silk jade, lavender, and grey

Nokke Gaist[edit]

(NOH - kuh GHAY - st)
South-East Clan - Water & Fire Element

As an Eadar, their magic is split in twaine. While they draw energy from similar sources of the two cardinal clans, their elemental magic may not be as strong. Nevertheless, their traditions and culture are a mix of the South and East clans. These witches can be found among lowlands and swamps. Their connection with their magic is strongest when the sun is polar opposite of the moon, no matter time of day. Warm, foggy days give them energy.

Crafts: Language work, tasseography, papercraft
Kindred Animal: Alligators and Panthers
Matron Spirit: Nokkelave (noh - CLAH - vee)
Colors: Ice blue, blush, and grey