Be’moth Village
Be’Moth is Syrus’ home village. While the villages of Viera Does tend to remain stationary unless there’s reason to move, Bucks tend to be more nomadic. Be’moth is no exception. The village has been within Archadian borders for roughly four generations of Viera, and in largely the same ranging for well over a century. The village sits in the edge of a forest, next to the plains.
The heart of the village is a large, old tree where the voice of the Wood is clearest. Anything important to the Elders or to the village as a whole happens at the base of the tree. From there, the village branches outward, and upward, much like any Viera settlement, though they build around and between the trees, rather than through them, or nestling in branches. This is so that they can pick up their homes and belongings more easily and move when the Wood tells them to. In a hurry, if need-be. It is also so that they mess with the trees as little as possible.
The dwellings in Be’moth are circular tents, with a slightly angled roof, that allows for a vent in the center, and for the bottoms of the side walls to be pulled up for air circulation when it’s too hot. They are similar to the yurt or ger. Syrus’ brothers each have their own tent, as Rete is in line to become an Elder, and Dovan has several children of his own. When their father passed, the brothers decided that Tradjan’s tent should go to Syrus, as he was the closest to their father. It was also so that Syrus would learn more of their father, as he sorted through the belongings.
The hunters will range an impressive distance so as not to strain the local ecosystem overly much with the size of the village. If the village otherwise grows too large, they will move, or split in two, and a new village will form and move on to allow the area to recover. Be’moth is not in danger of overpopulation at present, though it exists as a split from another village many centuries ago.
Wandering Viera of all types are welcome in Be’moth village to rest and recover before they move on. It is one of the best ways that news travels between villages, after all. The village is also welcoming to humes, thanks to Syrus and his father, though it is naturally wary of others. Still, someone in need, or danger, will not be turned away. Though the few outsiders who have seen the village count themselves as fortunate, knowing the Viera are wary of outsiders in general.
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New theme! May require some color tweaking, but overall I’m pretty happy with it.
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wow I need to get better about doing things here...
orz
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dynamitewaistcoat:
Renaissance-inspired embroidered doublet Royal blue silk velvet, foliage applications ivory silk outlined in gold, gems belt and sleeves of cloth of gold with needles (some wear but beautiful state)
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larp-grove:
Unsure where to give credit to. I’m unable to find the original source, but this looks great!
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fripperiesandfobs:
Costume designed by Walter Plunkett for Ronald Green in Diane (1956)
From the collection of Larry McQueen on Pinterest
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ephemeral-elegance:
Leather Doublet, ca. 1630-40
via The Met
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fripperiesandfobs:
Costume designed by Walter Plunkett for Stewart Granger in Young Bess (1953)
From the collection of Larry McQueen on Pinterest
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xchaospixiex:
Mordork http://ift.tt/1AJWufy
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tumblarping:
Highborn Set by Feral-Workshop
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Archadian Fashion
When searching for real-world equivalents, it is difficult, since there’s such a hodge-podge of things that make up all of Archadian fashion. There are influences from ancient Greece and Rome, as well as later Medieval influences, and also Renaissance fashion, Italian in particular. This makes it hard to nail down a definitive style... But it does give plenty of material to work with, especially as you look at the in-game models.
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