House of Nature
Ervenian Era, 1051 AB
The House of Nature is a pan-realm of living wilderness that coexists with every layer of Elysium at once. Step into it from Amoria and you’ll find lanterned groves and meadow paths; enter from Eronia and you climb wind-swept stone and cloud-hung pines; arrive through Belierin and boardwalks thread reed and mirror-marsh; sail in from Thalasia and emerald isles ring pearl coves. These are not separate places but four “rooms” of the same house, braided together by the River Okyanus and the oaths of the gods who steward life. Here nature’s powers keep peace without chains, heal what was harmed, and teach mortals how to live with the wild rather than upon it.
The realm shelters many sancta of the Green Powers, most notably Ehlonna's Grove of the Unicorns, whose glades open by root-doors to Arvandor, by moon-canal to Crescent Grove, and by greenways to Krigala and the Feywild. The House is welcoming, but not naive: guest-right is sacred, art can bind as contract, and cruelty finds no purchase.
Customs and Laws
Guest-Right at Water requires sharing bread, salt, and a name at a pool, ford, or quay; from then until the next bell, hospitality and frank speech bind all, and lies taste like ash upon the tongue. Art as Contract ensures that vows sung, carved, woven, or planted gain the weight of truth; within such circles, malice wanes and resolve strengthens. Challenge Before Chains dictates that disputes must be tested through art or measured contest first, verse, dance, archery, or craft and the victor must uplift their rival with a lesson, a gift, or safe conduct. Sanctity of Ways preserves sacred paths: Waystations, cairn-lines, lover’s walks, and funerary trails, as inviolate. Spiteful acts along them dim the lanterns until amends are made. Stewardship of Beauty regards the defacement of living art or the mocking of honest love as wounds to the commons; reparations require restoration, sponsorship, or service in gallery or grove.Geography
Notable Locations
Grove of the Unicorns
Heart-oak, mirrored pool, antler-roads, and moon-fallow orchards—Ehlonna’s cross-hall sanctum and primary portal nexus.Seed-Vault Terraces
Also known as Greenhall, those are crescented hills where druids keep acorn, cone, and seed lines back to first rains, annotated by lorestones. Those are rolling meadows burst with starburst flowers, and oak-ringed clearings hold lantern quays where the gentler branches of Okyanus drift by. In the Seed-Vault Terraces, clay jars and glass domes preserve the lineages of groves. Antler-Roads, elevated driftways of intertwined boughs, carry travelers above the herds so they may pass below undisturbed.Thundersteps
Also known as Stonehall, those are stair-cascades where storm-readers set parley and relief convoys form. In essence, it has mountain forests, which rise with cataracts and natural sky-bridges. Along the Thundersteps, storm-priests climb beside waterfalls, reading omens in wind and spray, while cliffside cloisters shelter ranger companies who guide flotillas of relief over high passes.Boardwalk Scriptoriums
Also known as Reedhall, these are open libraries of tide-law, trail-songs, and guest-right rulings, maintained by Azatas and oath-gardeners. Vast mirror-marshes spread into willow lanes, where boardwalk scriptoriums preserve tide-laws and trail-songs for the wardens. Every third year, the Moon-Fallow Orchards stand untouched, feeding creatures without fear, and disputes in their shade may only be resolved in song.Pearl Lofts
Also known as Bluehall, these are reef terraces that remember songs, treaties, and mercies as nacre. The Okyanus swells into bright headwaters and island chains, kin to Avalon itself. Pearl lofts on the isles remember ancient treaties and mercies, while kelp gardens and dolphin roads weave through coves, with sea-wardens ferrying pilgrims from sanctum to sanctum.Travel and Access
Okyanus High Road carries calm reaches that serve as planar lanes, where ferries and living boathouses glide between the four faces of the House and onward to the Beastlands and Arborea. Root-Doors to Arvandor open in silver beeches or lightning-scarred oaks when a traveler can speak both what they seek and why they must seek it now. Green Seams unfold through leaf-arches toward Krigala, and on rare blooms, petal bridges span into Feywild glades when vow-keepers bear a freely given keepsake. Overthreads through caverns and branch-arches slip travelers into sister districts across the other layers of Elysium, though the way back always lies along a different seam.Inhabitants
Agathions
Leonals, avorals, ursinals, and cervidals—keep watch over the House, mount rescue missions into darker planes, and tend its hospitals, archives, and seed-banks.Azatas
Azatas including bralani and lillends, serve as messengers, celebrants, and arbiters of song-law.Good-hearted Fey
Nymphs, naiads, brume-dryads, and spray sprites, guide travelers with consent, ensuring safe departures, and their tricks deflect harm rather than cause it.Petitioners of the Green
Often former rangers, farmers, healers, or wardens, are reborn with bright eyes and steady breath. They uphold guest-right, mend trails, and steward migrations and watering-rights.Divine retinues
Retinues move through the House: Ehlonna's wardens, Silvanus' revered root-keepers, and envoys from allied gods such as Deep Sashelas' delphions or Sehanine Moonbow's moon-gardeners, each contributing to treaty work and shared harmony.Localized Phenomena
Peace of Elysium dulls open violence; blades grow heavy, voices soften, and those who choose parley discover doors and hearts opening to them.
Witness Mist rises in marshes and spray, carrying kindly truths forward while spiteful falsehood clots on the tongue and refuses to travel.
Kindling Bloom transforms fires kindled in malice into drifting flower-ash at the borders, though hearth-fires and cleansing burns keep their rightful spark.
Wildway Drift shifts paths to shield nests and nurseries; cruelty is quietly diverted into detours until the lesson is learned.
Clemency Bell tolls in the Sanctuary of Leniency when a penitent fully grasps the harm they caused, at which point sentences transform into acts of repair.
River’s Favor ensures that water walk, control water, find the path, and purpose-keyed teleports or way-walks find uncanny precision along or between Okyanus’ branches.
Mercy’s Preference makes healing, restoration, atonement, and protective magics reach farther and last longer, while evil, domination, enslavement, and fear magics strain or fail.
Performative Casting steadies spellwork when paired with singing, illuminating, mapping, planting, carving, or truthful storytelling; bystanders perceive benign magic as part of the rite.
Oathcraft anchors messages, protections, tongues, sendings, and courage-chants to a sworn vow, letting them linger and carry farther near their living mark.
Greenstep strengthens travel magics that soften passage, lengthen stride, or honor the earth, provided the journey spares the land.
Undeath Refused frays soul-harm, slavery bindings, and terror compulsions, while rites that lay the dead to rest take gentle and lasting hold.
Trait Type |
Description |
|---|---|
| Gravity | Normal. |
| Time | Normal time. Petitioners do not age further. |
| Shape & Size | Infinite. |
| Morphic Traits | Divinely morphic within each deity’s sanctum; mildly sentient/morphic elsewhereת paths “help” kind intent. |
| Elemental Energy | None Dominant. |
| Alignment | Neutral Good. |
| Magic | Spells that heal, restore, reconcile, protect communities, plant/animal, weather, and purpose-keyed travel are enhanced. While evil, slavery/compulsion, terror, and necromancy that harms life are impeded; open arson and wanton blight strain or quietly fail. |
Type
Dimensional plane
Location under
Included Locations
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