Name of Location:Yggdrasil Citadel and Park
Description:
Yggdrasil Citadel and Park
The Yggdrasil Citadel and Park is the religious center of the city of Raelia and some say of Melrath. The Citadel is physical home to the Aesir Priesthood. The extensive park grounds around the Citadel are as much part of the religion of Melrath as is the Citadel itself. The park and citadel sit of the western side of the Alfar hold and covers a good amount of acres in the heart of the capital.
The Park
The Yggdrasil Park can be approached by any number of roads in the city proper but only one road, the Sunna Way, enters and cross the park itself. The western and eastern ends each have a gate to enter into the park itself. The park is unofficial divided into six areas:
The Dawn Gate
The Dawn Gate isn’t a real gate but instead is two willow trees that sit on each side of the Sunna Way right at the eastern edge of the park. Over the arcs the branches of the two trees have been woven together and as the trees have grown the branches have grown together becoming as one tree with a leafy arch welcoming visitor into the Park lands beyond.
Dawn Gate refers not only to the willow gate itself but the Sunna Way from the gate up to the Citadel itself. The way as it travels from the gate to the citadel is flanked on each sides by extensive flower beds. None of these are really formal gardens but have been planted with flora from the different parts of Melrath. It is not uncommon to find transplants from other parts of the nation wandering the gardens basking in the sights and smells of their native village.
The Evening Gate
The Evening Gate isn’t a real gate but instead is two stone monoliths that sit on each side of the Sunna Way right at the Western edge of the park. The monoliths are both carved from granite brought from the mountains. One of the monoliths is completely covered with carvings of Melrath’s history. The other appears blank until you look farther up and see that top is carved and as Melrath’s history continues the carving is progressively working its way down the stone.
Evening Gate refers not only to the eastern gate itself but the Sunna way from the gate up to the Citadel itself. The way as it travels from the gate to the citadel is adorned with statuary crafted from either wood or stone, and placed at even intervals along the path. Except during Cylus and harvest time the spaces between the statues is populated by the booths of craftsmen from around the nation working to sell their art in the hope of making some spare coin doing what they love or to catch the eye of a rich patron. During harvest time the artist are joined by the farmers with their fresh crops. During the dark season of Cylus the whole market is closed as it is to dark and cold.
The Ymir
The Ymir section of the Park is along the western edge of the park and stretches south of Sunna Way. This section of the park is home to the shrine known as Ymir Crest. The shrine is a natural out cropping of rock that juts out from the grounds below around it are smaller outcroppings of stone. People some times call them the goblins. They are large rocks that sit on smaller bits of each, making it look from a distant like little creatures trying to hind in the greenery. It is considered a very sacred place for earth spirits which Ymir is the most important.
The boarder of the Ymir covers all of the little stone features and all of these can clearly be seen from Sunna way. A large path leads from the road to where the core of the rock formations around Ymir mountain. Then the path disappears to small paths that wander among the formation. Most people aren’t able to actually make it to the shrine itself, and even if they do it is no promise they can do it again.
The Hills
The Hills section of the Park is along the western edge of the park and stretches north of Sunna Way. This section of the park is home to the shrine known as Vynmur Stream. Most of this part of the park is covered by grassy hills that guide Vynmur. The Stream itself starts at Svarellilla’s Spring but runs westward until it finds the river of Vynmur. The whole stream is considered sacred but a shrine floats down the stream and if you are able to find that shrine it is considered a more direct medium to Vynmur.
There are no real paths into the Hills, but there are a few suggestion of trails if you look hard enough. People, especially those who are out for a ride, just wander through the area. It isn’t large enough for someone not to eventually find your way out.
The Spring
The Spring section of the Park is along the eastern edge of the park and stretches north of Sunna Way. This section of the park is home to the shrine known as Svarellilla’s Spring. Most of this part of the park is covered by grassy hills that contain the pools of the springs. The spring is composed of three pools. The first is where the water comes directly out of the hillside. Water collected from this pool is considered sacred. Most of that water then cascades down a series of tiers to another large shallow pool. There is a third pool on the back side of the hill where the water almost weeps out of the rocks into a small pool at the bottom. Unknown to most but this pool is sacred to Aesir and the Circle and it is to this spot where new circle members are brought to be bathed before they take office.
There are two paths, one from the citadel and one from the Dawn gate that lead to the spring. Otherwise people wander and ride these hills like they do the hills farther west.
The Woods
The Woods section of the Park is along covers the western and central sections of the park and stretches south of Sunna Way. This section of the park is home to the shrine known as Myrkvior Grove. All of the Woods is covered with aspens, oaks, willows and eve a few pine trees. There are hills under that forest giving the canopy, for those who look at it from high places, a rolling appearance. Myrkvior’s Grove is the oldest section of the Woods and is surrounded by oaks so old that there branches are wide enough for people to sit down comfortable and relax in the trees. A family of foxes has taken up residence in the grove and move around the grove freely. It is believed to be good luck if you find a fox while in the grove.
There are a number of trails through the Woods, most just lead from one edge to another, but there four paths that will actually take you to the Grove, but they are unmarked. The balance of nature is carefully kept in the Grove so only the Ydalir are allowed to hunt in the woods if balance must be maintained.
The Citadel
The Yggdrasil Citadel sits near the middle of the park. It sits just to the north of the Sunna Way. The citadel started out original as one structure, a central nave with four wings on each of the cardinal directions. Over the centuries three of the four wings have expanded beyond just the hall to include offices, cloisters, libraries, and public rooms.
The building itself is built of the same dark stone that is so common in Raelia and around the nave is carved to make it look like branches reaching upwards with the windows appearing as holes between the branches. The dome of the navy is hammered copper to look like the canopy of a tree and age to have the same green color as leaves giving the doom the appearance of a giant tree.
The smaller halls while build of the same stone and having cooper for their roofing as well they are much more traditional in there decoration. The outside of the buildings have simple geometric patterns, but the windows along the four main halls show images of great Aesir who have served Melrath.
All visitors to the Citadel enter through the south hall of the Citadel.
The People’s Hall
The People’s Hall is the hall that extends south from the nave. It has two large doors that are opened only for certain holidays, and two smaller doors that allow every day entrances into the building. They hall is lined with columns with geometric patterns carved down the length. From the base and up about five feet on the first pillar the patterns are heavily worn if not gone from centuries of hands rubbing up against the pillars as touching that pillar when you enter is believed to bring good luck.
The floor is a mosaic showing different scenes from daily life in Melrath, some are still as bright as the day they were laid but others are beginning to fade as they are in common traffic areas. There are chairs positioned along the sides of the hall for elderly persons or mothers with children. Around each pillar are cushions neatly placed. It is not uncommon to see a cushion missing as a worship of the spirits is currently using it to kneel while in supplication. The sides of the halls shows some of the more delicate pieces of art that has been offered as gifts by the people of Melrath to the spirits.
Most who come to worship do so at the far end of the hall before it transitions into the Nave.
The Nave
The Nave is all of the building covered by the dome, but within the Navy is divided into highly ritualized areas. In the very center of the Nave was the Yggdrasil, the world tree itself. The tree was a compilation of ever tree type in Melrath. One branch was from and oak, and another was from a pine, while another from a willow, and so on. The tree grew out of earth that had been brought from every corner of the nation as well. Around the tree is a plain stone slap that encircles the tree, and wide enough to allow people to stand on in comfortable. Only Aesir of Magus or Prophet rank may set foot on that slab and approach the world tree.
The Nave is actually fairly devoid of ornamentation except for geometric patterns on the columns and support beams. Unlike in the other halls these carvings were covered in gold and silver. The doom of the roof is painted with spectacular murals the main Induks and important figures in Melrath history. While the floor has circular bands in the colors of the rainbow surrounding the stone slap around the tree. Only Aesir are allow to step on to the circular bands all others must use the small paths of normal flooring at the edge if they want to go into the other wings.
Knowledge’s Hall
The western hall is also known as Knowledge’s Hall, or the Lore Master’s Hall. In basic structure it resembles the People’s Hall with pillars, mosaic floors and large stain glass windows letting in light. This particular hall stands out as the first public library of the Melrath. The space between the columns and the walls is filled with shelving holding books that the populace can accesses. Down the center of the hall are desk and setting for people to use while reading the books. Anyone can access the books the books on these shelves, and anything on the fiction shelves can be checked out with the Lore Master on duty. The non fiction isn’t allowed to leave the building.
At the end of the hall is a large double door that is similar to main doors, but these have been sealed shut so one may only pass beyond through the smaller doors in the large doors. Beyond that is a closed hall that lead in a straight line down the newer parts of the building. Nearest the original structure are the classrooms for teaching. Beyond that are the offices for teachers, and farther down are the restricted libraries and labs.
Both the newer and older section are still built of the same dark stone that the city is known for. The Lore Master’s realm is rather plain when compared to the other groups of Aesir. Their budget and wealth is spent mostly on books and other resources and not the decorations of their rooms. Though individual offices have been known to be quiet elegant.
Healing’s Hall
The Eastern hall is also known as Healer’s Hall, or the Druid’s Hall. In basic structure it resembles the People’s Hall with pillars, mosaic floors and large stain glass windows letting in light. This particular hall is decorated differently in that it brightly decorated with plants, and colorful tapestries, and cushions. The hall unlike the other halls is not open to the public. It is a place where the Aesir Druids can come and meditate and see peace.
Like the Lore Master’s hall there is a large set of sealed double doors, but the smaller doors leads to the personal rooms, offices and labs of the healers and only they make use that entrance. The public parts of the Healing Hall are in the newer building at the farthest end of building from the main citadel. A three floor hospital stands at that end where the public may come in and get treatment. The hospital like the main hall is lightly colored with natural light and colorful images on the walls. The floor plan itself is rather open to create more space that would be lost with a bunch of little rooms.
There is a series of buildings connecting the hospital and the eastern branch of the citadel. All built of the same stone, there are greenhouses, offices, surgery rooms, and labs that dote the open courtyard between the structures.
Spirit’s Hall
The northern hall is also known as Spriti’s Hall, or the Shaman’s Hall. In basic structure it resembles the People’s Hall with pillars, mosaic floors and large stain glass windows letting in light. This particular hall shows more wealth then the other three as shrines to powerful spirits have been places between the pillars creating little alcoves. The beauty, art, and wealth of each shrine makes the people of Melrath proud. There are no chairs to be found in the hall, only comfortable cushions where people can come to worship a particular spirit. In theory it is open to all, but most people do there worshiping in the people’s hall. There is a general understanding that these shrines hope for a donation.
Unlike the other two orders halls the large doors to the Shaman’s section is thrown wised open into another massive hall. Ironically this is the only wing where the public is never allowed. Anyone wishing to seek help of the Shaman much petition the door guard. Beyond the doors is a large hall with office, class rooms, personal rooms, libraries and meditation rooms. The hall is two floors tall with a balcony running the length of the second floors meeting at a large stair at the back of the room.
The floors are covered in plush rugs that muffle sound, and fights the cold. The stone work is decorated with beautiful carvings, and works of art hang on the walls between the doors. The class rooms are comfortable but not as richly decorated, and the office are decorated to the taste of the powerful Aesir who resides there.
Goods / services available here:
Aesir Spirit intervention
Arcane studies
Healing
Academic Education
Library Services
Credits to: Jasper
Submitted for Development: August 21, 2019
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Approved, added here |