The Seasons of Vanaheim
There is a time for everything on Vanaheim! Natures life cycles; that which affects the land, are echoed that of actions of its people. Not only our everyday lives follow this cycle, but also how the society works; though these may not fluently rotate like the seasons do. The time of year matters to those on Vana, and influences their mentalities through life.
The Planting
The time of planting sees the light break away the dark of winter, where the people and the land begin a new chapter in their lives. The bleat of newborn lambs heralds the change, as new shoots and spring flowers wake from their slumber to breathe life back into the land. On a symbolic level, it is the time of new beginnings, to forge new bonds and breathe new life into the old. Negotiation is key should you wish to spread your influence over any matter, just as the farmer negotiates with the land as they rotate their fields to bring about the best yield and not strip the soil of its nutrients. Those born in the time of planting are said to be the ones that do best in the council, they are the negotiators and the innovators. Often being that breath of fresh air, with an optimistic outlook.
The Growth
The time of growth brings about the brightest days and the landscape is often painted with flora and fauna of every colour on the rainbow bridge. The land and the people flourish in this time and there is a feeling of tranquility only brought about by the summer breeze. On a symbolic level, it is the time where true balance is seen and when the peaceful environment lends itself to the people for a time to focus and meditate on tasks before them, tending to themselves and others like you would a flower, in order to see it flourish and grow. Those born in the time of growth are the creative and joyous souls that walk among the people, they ensure all is as it should be, caring for those around them, bound to the brightest light and the most fertile soil.
The Reaping
The time of reaping reflects the harvest, cutting down and collecting what they have grown, to clear the fields to make way for the new crop. The harvest is a hard task to complete, but reaps the reward if the yield is plentiful and brings about a time of celebration. On the symbolic level, it is a time for movement and action, whether that is simply to dance, move forward with an idea or to confront an issue head on with aggressive intent to solve it one way or another. Along with it being a time of merriment, the people of Vanaheim invoke this in a time of conflict, when negotiations have broken down and all that is left is the sword, it is the time to war. Those born in the time of reaping are some of the most passionate and fiery people in Vanaheim society, they are proactive and outgoing, often hotheaded with an affinity to the side of the warrior, but not always.
The Frost
The time of frost echoes the winter months, the people of Vanaheim seek to rest, shelter from the cold howling winds and reflect on the year that passed. It is the time where most things fall into slumber and wait for the right moment, while others die and nourish the earth beneath our feet. On a symbolic level, this time is used to signify a period of thought and reflection to the people of Vanaheim, where they wait to see things unfold. They hail thanks to their ancestors and those they have lost, it being a time for the dead to be remembered and family to be cherished. Those born in the time of frost are thought to be some of the most patient, often being the watchful eyes and the people of knowledge, yet still have the same chilling bite as winter when required.
The Hearthkeepers
With the diminishing of god-worship on Vanaheim, the love and veneration of the land itself rose to prominence amongst all peoples. “Hearthkeeper” was the name given to those who bound communities together through song and story, who could pass on names and deeds of their heroes and ensure their names lived on throughout the ages of the world. Hearthkeepers also cherish a particular connection to the land and the cycle, truly seeing how all things are connected.
It is a Hearthkeeper who can tell you the name belonging to the worn shrine in the forest and regale you with songs and stories of their deeds. A Hearthkeeper whose carefully nurtured connection to the land makes them the ideal arbiter of sacrifice, and who will tell you what and when you must give back. When the people wish a shrine to be raised, they will ask a Hearthkeeper to perform the ceremony with them, as a guarantee that it will always be respected and tended, even when those present are long dead. Thus, a Hearthkeeper will always stop to tend a shrine and speak the name upon it, or offer respect and veneration if there is no name. They are also often turned to as celebrants for momentous occasions – births, deaths, naming council leaders etc.
Usually, a Hearthkeeper will "bless" a hunting party before they leave, requesting that the land give good bounty and a thrilling chase. Upon their return, the Hearthkeepers will learn the deeds of the Hunters and regale the people of their victories, their kills and their losses, so that all may learn form the hunts past.
Some Hearthkeepers tend a physical hearth in the heart of their communities, their home a place to gather and eat and drink and sing. Others carry their hearth with them, wandering the land in search of new names and new deeds to spin into stories.
Players may be a Hearthkeeper, having travelled to Midgard from home
The Librarians
The Librarians are a group of Alfar dedicated to the protection and recording of Vanaheim's history. Occasionally, they can be spotted fervently interrogating a bemused Hearthkeeper, committing what was once only a oral story to ink and parchment. They keep their records in a rather jealously guarded library within Vanaheim's largest port city of Hestad
Players with an Alfar Character may play a Librarian
The Conclave
The Conclave of Vanaheim is a gathering of all the peoples at Ipsum. It happens once a year, and is a forum for all to speak. Laws can be challenged, and practices questioned. No judgement or alteration is made at the Conclave, but all views are taken down and discussed at a private meeting of the Vana Council members. This meeting can last a maximum of three days where by the verdicts of the discussions will be read out. This has made the Conclave a yearly party as well, with competition, music and drink.
The Hunters
While there are many who hunt on Vanaheim, The Hunters are a renowned group of the boldest and most skilled. They reveal in long days and nights of tracking and tracing, in becoming one with the land and matching their steps and their heartbeat to its rhythms. They live by and for the land and will protect it with their dying breath. There is no prey too great and no quarry too swift. The Hunters never miss their mark. On Vanaheim they work to protect and manage the land, providing advice to the council in such matters.
The Hunters priority is balance; they keep watch while the rest of Vanaheim catch prey for food ensuring nothing more that what is needed is taken as well as prowling the darker areas of Vanaheim in search of the predators, which if left unchecked would deplete the forests and waters leaving the people to starve. On top of this they are some of the only people to traverse into the fae forest, to push the more harmful creatures within away from paths and civilization. With the challenge of the hunt set by the land, or more specifically by Nerthus, they will either rise to meet it or fall in the attempt. Death is nothing to fear as it returns them to the land they love. They follow the teaching of The Huntress, a legend of Vanaheim and founder of the Hunters.
In the Vanaheim host, stories of The Hunters have become legend. There are those who wish to prove their worth and add their names to the stories told around campfires at dusk on the new land of Midgard.
players are able to play characters from this organisation
The Seers
The Seers are an elusive group of wise people who listen and watch and learn. It is rumoured that they have always have the use of magic, though not many believe this to be the actual truth. They call their practices Hearth Magic, a communal effort that performs the reading of omens and the act of divination. Together, they could read the future and look into the past or make sense of the unknown. This group exists both in fear and in reverence for lesser beings have long not been able to use magic. Their leader is an advisor to the Head of the Vana Council, though what is said between them is often not repeated to anyone else.
Players cannot play characters from this organisation
The Vana Code
The Vana Code was put into place by Njord and Nerthus before their retreat into the wilds. It is now the center of Vanaheim society, and governs all aspects of the views of its people. To break the code is the highest of crimes upon Vanaheim, and all who do not subscribe to the equality ethos are exciled from Vanaheim society.