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Created the Hearthkeeper's page.
{{InfoboxHour
| title = The Hearthkeeper
| card =
| quote =
| origin = Light
| titles =
| names = The Illuminated Architect
| aspects = {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}}
| arrival = The Long-Ago(Before the Collision).
| owners = [[User:a-braid-of-serpents|a-braid-of-serpents]]
}}
The Hearthkeeper is an Hour of [[The Fourth Fansus]] and a Wyrmchild, born from [[the Old Wyrm]] and FNORD, the Old Wyrm's love and counterpart. After the Collision, they are an Hour of hearth and community, and of dedication and strength required to keep both alive.
==Description==
===History===
Since the very first moments of their existence, the essence of the Forge, the desire to sculpt and reshape, was engrained deeply into the Hearthkeeper’s being; and the halls of the Mansus were the place were they first practiced their craft.
The fledgling god sculpted and beautified the halls and surroundings of the Mansus, dotting them with grandious monuments and sculptures that captivated the imaginations of the the first Know who ascended through its halls: becoming the inspiration for ancient monuments and constructions. The Know were noticed in turn by the Hearthkeeper, and their gaze followed them to the Histories.
It was just around this time the Hearthkeeper’s influence began to be truly felt there, for the Know’s forays into the Mansus were what led them to take notice of the Histories, and the mortals that inhabited them: they saw the impossibly vast tapestry that were the Histories, their knots and looms, and peeked on the dreams on mortals, glimpsing the great works sculptors and architects alike dreamt with raising, both those inspired by their works and the design that appeared unbidden from their minds.
So fascinated was the Hearthkeeper by all they saw, that upon that moment onwards, their most grandious works were built in the Histories: their corner of the Mansus was refurbished into a half-workshop, half-drawing room where they planned and laboured to bring their next project from dream to reality.
The Histories themselves were not the only thing that resonated with them, though. The Know’s visit prompted the Hearthkeeper to peek into the dreams of mortals, and there they glimpsed the great works, both inspired by their own creations on the Mansus and those that arose from their own mind, they hoped, desired to build. On scope, these unborn statues and were but seedlings aside from the Wyrmchild’s own works, but the Heathkeeper saw the glimmer of potential within them; they resolved to see these projects brought to life, taking them(and their creators) under their wings.
And so, soon grand temples, elegant monuments and shining palaces bearing the Hearthkeeper’s mark could be found across many of the Histories.
==Apocalypse==
So engrossed was the Hearthkeeper in the Histories, they only thought to protect themself on the last moment, and in their haste they were forced to hide under those of their works built on the Mansus. They covered their form under layer after layer of repurposed masonry, of the same sculptures that had stood undaunted and proud since the first days of the Mansus, and hoped that would shelter them from the storm.
The shields and barricades the Hearthkeeper hid themselves under were no mere Mansus-stone: the Hour of crafts wouldn’t had attempted to outlast the Collision under something so crude.
These ablative layers were made of masonry worked carefully not only to appear exquisitely beautiful, but also to withstand the relentless weight of ages.
And yet, there was a time, just after the worst of the Collision had passed, when the few cults and Long who remembered the Hearthkeeper called to them, and silence was their only answer. When pilgrims journeyed to their old workshop, and found only rubble and broken masonry.
The Hour did eventually return eventually, but this return was fitful and sluggish, its indicios few and scattered: a handful of traditions and rites appeared through the dregs of the Histories.
Rites that appeared new to the uninitiated, but the old faithful or Long of the Hearthkeeper were able to recognize their patron hand upon them.
Still, those Long who journeyed back to the Hearthkeeper’s place of power in the Mansus found their patron both a familiar and strange, one whose focus had shifted from crafting intincrate sculptures and buildings to shaping entire communities.
===Appearance===
One of the earliest signs of having been noticed by the Hearthkeeper are recurring dreams of a tree reaching out to the heavens, where a flock of weaver birds works on a nest that keeps endlessly growing as the birds bring more materials to it: those who rest on places touched by the Hearthkeeper’s power may also experience these same dreams.
In the Mansus proper, their appearance doesn’t change much at first glance, manifesting as a flock ofweaver birds that can often be found circling the FNORD, or repairing some forgotten monument: upon closer inspection, one would notice the otherwordly traits that marks each of the birds as a part of the Hearthkeeper: more than a pair of wings, or more eyes that a waever bird should ever need.
However, what truly marks these birds as parts of the Hearthkeeper and not strsy Mansus-spirits are the “improvements” many of them display, such as oddly-shaped beaks with a metallic sheen, flint-tipped claws, copper dots their feathers, and their eyes sometimes turn, widen and narrow like camera lens, to better suit them to the task at hand.
The flocks that make up the Hearthkeeper may also knit themselves together, taking the shape of a great feathered serpent: rugged and deceptively delicate scales cover their skin, and many shining eyes look out from their head, adorned with bright yellow and black feathers. When they take this shape, their Long know it’s time for a great endeavour(or a great celebration).
===Principles===
in the post-Collision Histories, the Hearthkeeper is often revered as the Hour of Hearth, Home and Community.
Home(both as a concept and a place) is a central pillar in the Hearthkeeper’s doctrine: and according to it, an essential part of life: a refuge, a place to return to, a bulwark against the world.
It’s not surprising then, that many of their favoured are either resourceful crafters and builders, who labour to maintain and breathe life into the communities to they belong to, or prominent members of these same communities: leaders, advisors and chroniclers who often shape their people, consciously or not, into the designs the Hearthkeeper has reserved for them.
This relevance of home leads into the prominent place hospitality, and the code that rules it, have on the Hearthkeeper’s followers and the Hour themself: it could be considered the closest to a sacred text they have, and on places where the Hearthkeeper’s influence is strong, they are meticulously enforced.
A less known face of the Hearthkeeper is the one that smiles at nomads, wanderers and homesteaders: the kind of people who, perhaps more than anyone else know the value of home and community, and who are resolved to create one for themselves, for many times, their attempts to do so have resonated through the Histories.
==Worship==
===Cult===
*'''Ancient and Noble Order of Stonemasons''': An ancient organization of sculptors, architects and builders with roots on the Pre-Collision Histories: the order’s main purpose was to act as network of mutual support and contribution between artists touched by the Hearthkeeper.
Largely defunct following the Collision, with members and resources assimilated by other cults of the Hearthkeeper.
*'''Company of the Lonely Road''': A relatively young off-shot of the Hearthkeeper’s more well-established cults, the members of the Company have dedicated themselves to ensuring the main roads(or other routes between settlements) of the post-Collision Histories remain open and passabble. To this end, they build and supervise chains of waystations and watchtowers, and escort the travellers that attempt to journey through them.
The rather unique challenges and disposition this task requires of them has lead the Company to develop militant tendencies, something unusual in a cult of the Hearthkeeper.
===Mark===
# '''Temptation:
# '''Dedication:
# '''Ascension:
# '''Ascension:
# '''Ascension:
# '''Ascension:
# '''Ending''':
===Servants===
====Names====
=====The Illuminated Architect=====
Aspects: {{Aspect|Forge|10}}, {{Aspect|SH|10}}; Rebellion: Deceiver
Temptations: {{Aspect|Heart|8}}, {{Aspect|SH|8}}
'''Summon a veteran Name of the Hearthkeeper'''
The Illuminated Architect is said to be one of the most steadfast Names of the Hearthkeeper, and one who served at their side since the days before the Collision: she won’t respond to our summons if she considers our petition a trifle.
We must present her with abundant Heart, to show our conviction that our cause is worthy, and our determination to see it concluded: and with a token of the Histories, to prove we share her desire to see them restored.
==Locations==
===The Mansus===
===The Histories===
==Items==
===Tools===
===Ingredients===
===Influences===
===Books===
===Rites===
==Relationships==
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
==Secrets==
It’s often said than a little piece of an artist’s soul is placed on each of their works, and the Hearthkeeper is no exception: they may appear whole to those who don’t know better, but something precious and irreplaceable was torn out from them during the Collision, and they are now searching for something to fill that void.
| title = The Hearthkeeper
| card =
| quote =
| origin = Light
| titles =
| names = The Illuminated Architect
| aspects = {{Aspect|Heart}} {{Aspect|SH}} {{Aspect|Forge}}
| arrival = The Long-Ago(Before the Collision).
| owners = [[User:a-braid-of-serpents|a-braid-of-serpents]]
}}
The Hearthkeeper is an Hour of [[The Fourth Fansus]] and a Wyrmchild, born from [[the Old Wyrm]] and FNORD, the Old Wyrm's love and counterpart. After the Collision, they are an Hour of hearth and community, and of dedication and strength required to keep both alive.
==Description==
===History===
Since the very first moments of their existence, the essence of the Forge, the desire to sculpt and reshape, was engrained deeply into the Hearthkeeper’s being; and the halls of the Mansus were the place were they first practiced their craft.
The fledgling god sculpted and beautified the halls and surroundings of the Mansus, dotting them with grandious monuments and sculptures that captivated the imaginations of the the first Know who ascended through its halls: becoming the inspiration for ancient monuments and constructions. The Know were noticed in turn by the Hearthkeeper, and their gaze followed them to the Histories.
It was just around this time the Hearthkeeper’s influence began to be truly felt there, for the Know’s forays into the Mansus were what led them to take notice of the Histories, and the mortals that inhabited them: they saw the impossibly vast tapestry that were the Histories, their knots and looms, and peeked on the dreams on mortals, glimpsing the great works sculptors and architects alike dreamt with raising, both those inspired by their works and the design that appeared unbidden from their minds.
So fascinated was the Hearthkeeper by all they saw, that upon that moment onwards, their most grandious works were built in the Histories: their corner of the Mansus was refurbished into a half-workshop, half-drawing room where they planned and laboured to bring their next project from dream to reality.
The Histories themselves were not the only thing that resonated with them, though. The Know’s visit prompted the Hearthkeeper to peek into the dreams of mortals, and there they glimpsed the great works, both inspired by their own creations on the Mansus and those that arose from their own mind, they hoped, desired to build. On scope, these unborn statues and were but seedlings aside from the Wyrmchild’s own works, but the Heathkeeper saw the glimmer of potential within them; they resolved to see these projects brought to life, taking them(and their creators) under their wings.
And so, soon grand temples, elegant monuments and shining palaces bearing the Hearthkeeper’s mark could be found across many of the Histories.
==Apocalypse==
So engrossed was the Hearthkeeper in the Histories, they only thought to protect themself on the last moment, and in their haste they were forced to hide under those of their works built on the Mansus. They covered their form under layer after layer of repurposed masonry, of the same sculptures that had stood undaunted and proud since the first days of the Mansus, and hoped that would shelter them from the storm.
The shields and barricades the Hearthkeeper hid themselves under were no mere Mansus-stone: the Hour of crafts wouldn’t had attempted to outlast the Collision under something so crude.
These ablative layers were made of masonry worked carefully not only to appear exquisitely beautiful, but also to withstand the relentless weight of ages.
And yet, there was a time, just after the worst of the Collision had passed, when the few cults and Long who remembered the Hearthkeeper called to them, and silence was their only answer. When pilgrims journeyed to their old workshop, and found only rubble and broken masonry.
The Hour did eventually return eventually, but this return was fitful and sluggish, its indicios few and scattered: a handful of traditions and rites appeared through the dregs of the Histories.
Rites that appeared new to the uninitiated, but the old faithful or Long of the Hearthkeeper were able to recognize their patron hand upon them.
Still, those Long who journeyed back to the Hearthkeeper’s place of power in the Mansus found their patron both a familiar and strange, one whose focus had shifted from crafting intincrate sculptures and buildings to shaping entire communities.
===Appearance===
One of the earliest signs of having been noticed by the Hearthkeeper are recurring dreams of a tree reaching out to the heavens, where a flock of weaver birds works on a nest that keeps endlessly growing as the birds bring more materials to it: those who rest on places touched by the Hearthkeeper’s power may also experience these same dreams.
In the Mansus proper, their appearance doesn’t change much at first glance, manifesting as a flock ofweaver birds that can often be found circling the FNORD, or repairing some forgotten monument: upon closer inspection, one would notice the otherwordly traits that marks each of the birds as a part of the Hearthkeeper: more than a pair of wings, or more eyes that a waever bird should ever need.
However, what truly marks these birds as parts of the Hearthkeeper and not strsy Mansus-spirits are the “improvements” many of them display, such as oddly-shaped beaks with a metallic sheen, flint-tipped claws, copper dots their feathers, and their eyes sometimes turn, widen and narrow like camera lens, to better suit them to the task at hand.
The flocks that make up the Hearthkeeper may also knit themselves together, taking the shape of a great feathered serpent: rugged and deceptively delicate scales cover their skin, and many shining eyes look out from their head, adorned with bright yellow and black feathers. When they take this shape, their Long know it’s time for a great endeavour(or a great celebration).
===Principles===
in the post-Collision Histories, the Hearthkeeper is often revered as the Hour of Hearth, Home and Community.
Home(both as a concept and a place) is a central pillar in the Hearthkeeper’s doctrine: and according to it, an essential part of life: a refuge, a place to return to, a bulwark against the world.
It’s not surprising then, that many of their favoured are either resourceful crafters and builders, who labour to maintain and breathe life into the communities to they belong to, or prominent members of these same communities: leaders, advisors and chroniclers who often shape their people, consciously or not, into the designs the Hearthkeeper has reserved for them.
This relevance of home leads into the prominent place hospitality, and the code that rules it, have on the Hearthkeeper’s followers and the Hour themself: it could be considered the closest to a sacred text they have, and on places where the Hearthkeeper’s influence is strong, they are meticulously enforced.
A less known face of the Hearthkeeper is the one that smiles at nomads, wanderers and homesteaders: the kind of people who, perhaps more than anyone else know the value of home and community, and who are resolved to create one for themselves, for many times, their attempts to do so have resonated through the Histories.
==Worship==
===Cult===
*'''Ancient and Noble Order of Stonemasons''': An ancient organization of sculptors, architects and builders with roots on the Pre-Collision Histories: the order’s main purpose was to act as network of mutual support and contribution between artists touched by the Hearthkeeper.
Largely defunct following the Collision, with members and resources assimilated by other cults of the Hearthkeeper.
*'''Company of the Lonely Road''': A relatively young off-shot of the Hearthkeeper’s more well-established cults, the members of the Company have dedicated themselves to ensuring the main roads(or other routes between settlements) of the post-Collision Histories remain open and passabble. To this end, they build and supervise chains of waystations and watchtowers, and escort the travellers that attempt to journey through them.
The rather unique challenges and disposition this task requires of them has lead the Company to develop militant tendencies, something unusual in a cult of the Hearthkeeper.
===Mark===
# '''Temptation:
# '''Dedication:
# '''Ascension:
# '''Ascension:
# '''Ascension:
# '''Ascension:
# '''Ending''':
===Servants===
====Names====
=====The Illuminated Architect=====
Aspects: {{Aspect|Forge|10}}, {{Aspect|SH|10}}; Rebellion: Deceiver
Temptations: {{Aspect|Heart|8}}, {{Aspect|SH|8}}
'''Summon a veteran Name of the Hearthkeeper'''
The Illuminated Architect is said to be one of the most steadfast Names of the Hearthkeeper, and one who served at their side since the days before the Collision: she won’t respond to our summons if she considers our petition a trifle.
We must present her with abundant Heart, to show our conviction that our cause is worthy, and our determination to see it concluded: and with a token of the Histories, to prove we share her desire to see them restored.
==Locations==
===The Mansus===
===The Histories===
==Items==
===Tools===
===Ingredients===
===Influences===
===Books===
===Rites===
==Relationships==
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
* [[]]:
==Secrets==
It’s often said than a little piece of an artist’s soul is placed on each of their works, and the Hearthkeeper is no exception: they may appear whole to those who don’t know better, but something precious and irreplaceable was torn out from them during the Collision, and they are now searching for something to fill that void.