Rituals and Celebrations
Important Celebrations and Rituals unique to Eirmuir
Main Celebrations
- “Solstices”;
- ''Soul Climb'';
Main Rituals & Trials
- ''Trial of Epitome''
- ''Muckrun'';
Continued Celebrations
- “First Flight”;
- “Loch Run '';
- “Arena'';
Rituals
- “Feast of Spirits”;
- “Rattle of Deaths Howl'';
Favoured Past Times
- “Spirit Jest”;
- “Stormsong'';
Rituals and Celebrations of Eirmuir, the main ones are featured at the top while the less celebrated ones are featured towards the end. The less important Celebrations and Rituals are encouraged to be celebrated; they just are held at a lower importance than the main celebrations.
Eirmuir finds itself celebrating the change of Spring earlier than the other packs, following when prey animals fall pregnant, Imbolg meaning ‘in the belly’. Directly linking Spring to the wake of life that follows Spring’s warm touch.
The main celebration of Imbolg is to ensure the safety of the herds’ health, where the clan in groups check across the land for how well the prey are faring. Once the wellbeing of the prey has been confirmed, they single out male prey - ensuring the mother prey continue on to preserve the numbers of their herds.
Then the clan holds a feast along the coast, preferably after a Storm if they are lucky, where the grass is sweet from rainfall and the mist has rolled in from the sea, inviting the dead to feast alongside them.
To the religious, the goddess Moher is most connected to Imbolg.
When the thread holding Spring and Summer is lessening, weakening on that of Imbolg and opening up for the wakening of Taen, the days grow longer, and in turn, the wellness of the clan is to be guaranteed.
The clan gathers to form a circle around the Taen stone, a large weather scarred chunk of rock where the sunlight breaks over it perfectly. When sunlight dances across the stone, the wolves lift their heads and howl to welcome the start of Summer approach into the world, and start the goodbye to Spring.
The clan feast on freshly caught fish, basking in the summer rays.
Lunasa marks the leaner season for the clan, where they mostly consume the lean meat of fish instead of land prey. Though there is no penalty for feasting on land prey, the clan prefers to pay their respects to The Old Ones by looking to the Ocean in Autumn. The Clan also celebrate with the consuming of Fermented fruit, while the Tiderippers dance along the low tide to raise the spirits of the clan collective soul.
The clan pay their respects also to the dead, by partaking in Muck Runs and First Flights.
Hogmanay takes place when the coldness of Winter has taken claim of the clans territory and layers it with a blanket of snow.
The clan celebrates the cold season by hunting the largest Seal, which will be the only seal killed over the Winter period. They lay gifts consisting of sparkling stones, dried summer grass kept back in Taen, as well as fish at the rockpools, inviting the spirits of the long dead or recently departed to take part in the feast.
It is also for the religious to ask for the presence of their gods to join them before the longest stretch of hunger for the clan. While they have the advantage of the sea-bearing fish on their side, they eat far less and spend many days singing hymns together in the cover of The Sea Hollow/Sea’s Heart.
They sing hymns in hopes they will have luck on their side over the cruel cold snap of Winter. Aurora often shows her colours in the sky, a welcomed sight and gift to Eirmuir.
Note: These were brought in by Macgyver, added onto the struggling celebrations of Eirmuir when he took over as Chief.
Those wishing to be considered the truest of Eirmuir, take this trial. It lasts for an entire day, stretched across the territory. It is for those who have the stamina to keep up with the demands that are asked of them. Participants are made to collect an item, whether it be the horn of a goat, point of a deer antler or a seashell, and upon retrieval, must offer it to the ocean to be reclaimed by the sea.
Once they retrieve that item, is when the hardest part takes place. The participant is then chased by Marshals and Sentries through the Wetlands and the Grove of the Fallen. The uneven, waterlogged bog makes it tricky to figure out where to place one’s paws. Many wolves trip or sink into the uneven earth, and are caught by their packmates. Those who fail are allowed to retake when the Muck Run is taking place again.
Those who make it past the wetlands, continue the chase onto the coast. There, they face off against the Chief themselves, making sure to not drop their item as they fight off the Chief’s advances. If they manage to slip by their Chief and make it to the waters, dropping their item into the ocean passes their trial.
Though the overall appearance of Eirmuir is rather imposing, new, prosperous members are taken to the Ocean to pledge their dedication and loyalty to the pack. Where they are to stand in the rushing cold water, reaching their shoulders with the moonlight against their pelt. There they make their pledge, having to stand with the rushing current against their legs and bodies. Those who fail their pledge are not cast aside. They are given the time to recover to retry the trial they failed, if they come out victorious the second time then they are brought to the Ocean as all prior prosperous wolves.
Originally, this Trial was limited to solely the Marshals. Being that their task needed them not only to become the fighting force of the clan, but also the Peacekeepers. This generation old controversial trial, which has been apart of the Clan since the dawn of its creation was mandatory to become a Marshal. It is often brought up by worried clan members, wishing for its removal. However in recent years, it has become opened to the entirety of the Clan regardless of task but it is not some trivial trial, it isn't some swim down to the bottom of the ocean to collect plants - it has the ability to kill the clan member who partakes in the harsh ritual.
The Trial - Takes 7 Days
Stage 1; It Begins: Those participating consume the Kilmakur Elixir, and are left in the Pit and wrapped with thorn vines to ensure they do not attack non participates after their nervous system becomes irritated.
What is the Kilmakur Elixir? The main ingredient being what is in the name, the incredibly toxic Kilmakur plant mixed with special mushrooms, mosses and herbs. They accelerate muscle growth when consumed, as well as digestion which improves the bodies general physical condition. However there are severe negative effects upon consuming this elixir.
Being that the the trial is extremely hazardous to the body, most do not make it past the first stage - which is consuming the elixir itself. There is a high risk of the liver, heart, mind and nervous system being attacked by the poisons within the Kilmakur plant and often their body fails to protect itself from the poison. Which causes extreme excessive aggression hence being placed in the Pit.
Only four out of ten survive without Wrynnes' interjection, since the trial has always had the ability to kill most participants. Those as young as Juveniles once were allowed to participate, but since Macgyver becoming Árd-Rí, the youngest one could be to partake is by being a young adult.
Stage 2; The Challenge: Awaken in their dreams, in the Red Swamp, a place only found in dreams but is heavily documented. The participants must prove their instinct to survive and follow the hauntingly red moon above out of the swamp forest.
There are runes along the waters edge also guiding them, these runes hum when there is dangerous beasts nearby. Though dreaming, they can be attacked within their dreams and are not protected by the gods since they chose to undertake the trial. It is recommended to work together with those nearby, to survive.
Those who manage to escape the red swamp, and dive into the depths of the stream outside of it - awaken, in agony and often with physical wounds that are left untreated until they leave the pit. Though they often think they are dreaming for only one day, they have actually been in a deep slumber for five days.
Stage 3; The Effects: Those who survive, are left within the Wrynnes quarters to heal and be monitored.
The Clan member is found to be swifter in movement, with slightly increased strength. They are still mortal and easily bleed however.
Their eyes seem sharper, as if their vision as also been altered. However this is seen as a negative, as their eyes seem darker like a beasts.
Risk of Infertility, whether this is a true effect of the Trial - it has been noted amongst several participants since the Trials creation.
IMPORTANT NOTES:
The Trial of Epitome MUST be canonically proven whether it be through illustrations, roleplays or writing, simply just because of your character being made stronger and faster. It would be unfair to allow these benefits given, with the risks at play!
Infertility can be rolled for if wished for, but please note it is a completely irreversible change to your character. So please note this before asking for the risk!
Those who consume Kilmakur Elixirs' after the trial, have no future risks with reconsuming it since their body has already been given it and gone through the trial.
More information about what happens post trial with consuming of the elixir will be up once possible.
At the mouth of the river every late spring-early summer, the Clan gather to catch the first of the salmon travelling up-river. The festival lasts for as long as the fish are travelling up their section of the river. A sport is made of chasing off any bears who come too close to their part of the river, forcing them further upstream and away from Eirmuir territory.
No harm is permitted to befall the bears, seeing their fellow carnivore predators as unspoken allies at that time. The bears almost seem to understand by allowing the chase, where only few have tried to chase the wolves in return.
A bonding ritual and celebration of the Summer. The Eirmuirians enjoy the festivities that surround the First Flight. All clan members are encouraged to take The Leap from the cliff edges into the ocean waters below, but they are not required to.
The Clan focuses almost entirely on the beach during the time of the First Flight, an activity that takes part across multiple days, swimming in the ocean, fishing, playing in the tide pools and either taking The Leap or cheering on those participating in it.
The Leap is to give thanks to the First Ones, to show their respect and devotion by reveling in the waters of the sea in admiration of the first wolves.
It is easy to tell by its straightforward name, when the seasonal festivities begin the clan gather out in the territory at an encased area. Using dried ground down flowers, colourful dry clay all mixed with water, they decorate their faces to showcase colours.
There are typically four sides, where in pairs they spar until there is a final round. It is to showcase the clans’ strength and connection with one another, to show the power that they have been given by their ancestors.
Every Fall, when the leaves begin to change from green to warm-rustic hues, wolves hunt fish together and leave them in a selected Sea Pool for the Spirits to feed from.
This happens all season long, if they are seeking extra luck, guidance or wisdom from the dead.
It is said that in Winter, you can hear a howl that sounds like the Lady of the Lake herself. The ghostly wail lasts on rough winter days, not to be mistaken with the winter winds. It's said to appease her, one should leave offerings at the entrance of The Sea Hollow to guide her away from the densite, and to protect the clan.
It is said she only makes herself present when one has done wrong.
Lighter hearted activities
Typically a game that young pups and juveniles partake in, there is no true age limit and even adults take part in jovially tossing pinecones from one to another. It happens in Fall when the Pine cones fall from the trees, though it's easy to snag low hanging pinecones some days before. The game lasts for typically three rounds, the wolves trying to get the pine cone to either side of the designated area of play. Each group of wolves, consisting of four wolves a side, have to get a total of 3 points to win.
Wolves can use their paws to hit the Pine Cone to their team mate to get it closer to the designated area to get a point.
During any storm, the wolves of Eirmuir will celebrate by dancing and howling into the wind. Many youngsters will join the older wolves in a “Wind Run'' where they will run with the wind while they sing.