The Grove
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The Grove

“From Sorrow to Hope.”

Overview

The Grove is a sisterhood and kinship-based Faction that honors the will of Nature through peacekeeping and druidic rituals. Their bond ensures that no one goes hungry.

The Grove's collective alignment is neutral; nature can be both bountiful and brutal. Their lands are in harmony with Osterra's wilds: forests, seas, and mountains-- as well as all who call them home. Secretive and ritualistic, The Grove guides their Initiates to preserve and nurture Osterra as a world and community. The Grove offers safe haven for travelers of all backgrounds, provided they come without harm in their heart. Though peaceful and friendly to many, they are no strangers to war and are first to stand against threats such as Demons.

Leader: Oonagh Cardot of the Grove

Capital: Aspen's Rest, Nova Regnus

Founded: Winter Council, 2020

Colors: Green and Gold

If you are interested in more detail about The Grove-- or feel you might be interested in journeying with us-- consider looking at our Sapling Program.

This Faction roleplays a specific niche that is sometimes challenging. But you do not need to be a member of the Grove to have a strong relationship with it.

“When fire scours the land, the ashes feed new life. In the wake of war, of discord, of infighting and disunity, the seeds of solidarity may yet grow. As we saw the suffering and anguish wrought by greed for gold and land-- as we let the blood of our people for the sake of foolish pride-- these seeds took root. Like minds gathered. We said, “no more.” And thus, the Grove was born.” – Oath of the Origin

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While the Grove began as an all-woman Faction, their sisterhood today welcomes all. References to sisterhood in their texts should be taken to fully accept and include those of all genders.

The first Grove members objected to a senseless war and created sanctuary for its refugees to thrive among nature, protecting them with their lives. This Faction serves as a neutral ground—gently leaning toward chaos and good-- recognizing the natural order of Osterra needs to flourish. This is in line with the teachings of the Green Goddess: nature nourishes, protects, and destroys.

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From the City of Aspen's Rest to the peak of Mount Arrigo and the islands adrift in the The Sea of Fate between, The Grove has sought to create a better Osterra. By focusing on not developing major rivals or enemies, they serve in good faith as mediators in times of political strife. No one goes hungry, and the Grove’s sisterhood works tirelessly to feed, train, and stand with those who enter their borders.

When possible, The Grove prefers resolving conflict non-violently. Many towns within the Grove's borders maintain their autonomy and are simply bolstered by Faction coffers. The Grove maintains neutrality during all inter-factional conflicts. Though they are well-trained in war, they only pursue The Fight That Matters: matters of grave importance for the Realm.

Though isolated from Faction conflict, The Grove has a long history of enmity with Demons and entities that threaten Osterra itself. They are often associated with the The Sword of Sylvia, an artifact that cowed demons and was sacrificed to purify the World Forge in Osterra. Since casting out the corrupted at the Demonic Dominion, they have focused on sealing off demonic stragglers alongside The Cast, Guild of the Black Sky, and Cedar Hill. They have spent months re-consecrating these and other blighted lands.

Faction Structure

Each member of the Grove contributes to the Faction in ways suited to them. Though all voices are considered, specific members are entrusted with specialized roles that serve and breathe life into the Faction.

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Faction Leader: The current Leader of The Grove is Oonagh Cardot, High Priestess of the Green Goddess. She acts as intermediary to all other Faction Leaders and exemplar of the Grove’s ideals. She is a member of the Circle of Founders. She is a formidable Mage and Healer, focusing on nature-based spellcasting channeling power from the Green Goddess instead of the Ley Lines.

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Shadow Enforcer: Valos the Eternal is appointed to help The Grove's initiated members maintain the ideals of the Grove while still reveling in their chosen paths. It is possible to engage in “shady” or mischievous behavior or crime in service to Osterra and in accordance with Nature. The Shadow Enforcer exemplifies this balance and teaches others.

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Quartermaster: Count Trez Arrigo, Knight of the Realm, is appointed as a Master of Coin, overseeing the Grove’s coffers, treasury, lands, and trade with other Factions. A Rogue exemplar, he is the owner and operator of Pie-Rat Industries and current Guildmaster of The Merchant's Guild.

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Storyteller: Do'su Arrigo is appointed to craft and catalogue The Grove's adventures between events, creating a shared experience outside of Event Days. His virtual tabletop sessions make the Grove's lands a little more real and promote history and collective memory. He is a Warrior of great notoriety within the Realm and a wayward explorer on the Seas.

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Hearthkeepers: The charge of a Hearthkeeper is to be a harbinger: one that renders lands hospitable for the Grove and those under their care. The responsibility of campout logistics, shelter, and sustenance is dutifully carried by two Kindred especially: Brin O'Briain and Fëawen the Green of the Grove.

Brin is a stalwart Rogue with a quick smile, a steady eye, and a heart of gold-- ensuring none are forgotten and all are in comfort. Fëawen the Green is an enchanting arcane archer and elven acolyte of the Green Goddess. Both ensure no one goes hungry, especially as co-Owners of the Green Goddess Emporium.

Faction Focus

“I am the Grove.” -- The Mantra

The Grove upholds five core pillars of belief.  Though members have different character trajectories, the Faction is unified by these motivations.

Nature has many faces

The Grove holds reverence for the natural order, from admiration, to introspection, to great caution.  Forces of nature are not to be trifled with; we can be its stewards, but not its Master.  Nature plays a central role to each Initiate’s story, whether it’s Land, Sea, Earth, or Sky. Many Initiates revere the Green Goddess, a mystic deity of nature, that embodies the natural order of things, as well as exemplification: ‘blooming.’  Initiates vary in alignment but seek to preserve and improve Osterra.  Egregious evil or unnatural acts break this tenet.

War is not made lightly

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When the Grove fights, it means something. The Grove does not leap into Fights between Factions-- pursuing only the Fight That Matters: threats to Osterra. The priority is non-violence, but the Grove trains fiercely in combat to mitigate outside threat.  They face down malignant entities who bring destruction of lands and seas, especially Demons.  When war is necessary, The Grove is fair, honorable, and formidable.  Warmongering, interventionism, or unjustified aggression breaks this tenet.

Avarice does not move us

The Grove is not a mercenary Faction, courted into battle. While Initiates accept payment for their services, they often pass this kindness along. Lavish gifts are often recirculated or ‘given to the Goddess.’  However, the Grove takes care of their own, making sure their Initiates-- and those working with them-- are provided for.  Joining crusades of others without care for the purpose or outcome breaks this tenet.

Nurture over growth 

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The Grove’s duty is to enrich lands, not dominate all.  When possible, the Grove becomes steward of the lands’ original inhabitants.  Orcs, beasts—even dragons-- have been befriended and live within Grove borders. Land Expansion is meant to feed these diverse peoples, as well as to revitalize lands barren or broken (like the twisted Blasted Lands).  The Grove chooses adventures that elevate the Realm’s stories, in or outside of the Faction, rather than build empires.  Reckless expansionism or exploitation of Osterra breaks this tenet.

No one goes hungry

This One pillar is Many. 

  • The Grove Honors the Givers: celebrating great acts and service (regardless of Faction). Unity and mutual admiration of great deeds is the goal. 

  • The Grove Remembers the Takers: noting bad-faith actions, but not needlessly dwelling on them. They do not involve themselves in squabbles, but Initiates do remember what each side stood for.  

  • The Grove leads others From Sorrow to Hope: All travelers who bring goodwill and seek it themselves-- especially refugees and Free Folk-- are welcome in Grove lands.  Those that would abuse this hospitality find themselves shut out by the lands themselves.

These five pillars unite members of the Grove. You may hear initiates proudly proclaim or grumpily mutter these tenets as you interact with them.

Grove-affiliated characters

When initiated, Grove members choose a community honorific: Sister (S), Brother (B), or Kindred (K). All other initiated Grove members refer to them by this honorific. When addressing multiple members, Kindred is often used.

Current Initiated Members of The Grove and their Paths:

Honor

Character Name, Title, and/or Monikers

Path

Active

B

Brin O'Briain

Rogue

Yes

B

Dane McKaelish

Rogue

Yes

B

Do'su Arrigo

Warrior

Yes

S

Fëawen the Green the Green

Mage

Yes

S

Jay Cindersky

Rogue

Yes

B

Nargrax Damesguard, King of Dragons

Warrior

Yes

B

Odinel Groverunner

Healer

Yes

S

Oona Cardot, High Priestess of the Green Goddess

Mage

Yes

B

Sir Trez Arrigo, the Count of Mt. Arrigo

Rogue

Yes

S

Valos the Eternal, Shadow Chieftain of Osterra

Rogue

Yes

B

Valfëa

Warrior

Yes

S

Varga

Healer

Yes

B

Yarp Bloodfeather

Warrior

Yes

S

Arion

Bard

No

K

Bee

Healer

No

S

Gwion Triarta

Warrior

No

S

Larkin

Healer

No

S

Potato

Warrior

No

S

Xune Siannodel

Rogue

No

The Grove likewise mentors Saplings, exploring putting down their roots

  • Q'atre Arrigo – Healer

  • Reyna - Undetermined

  • Thyme - Undetermined

  • Piranesi - Undetermined

Grove-affiliated lands

The Grove tends to lands-- straddling Nova Regnus, The Sea of Fate, and Mundus Ferox-- under its care. The following sites and structures are associated with the Grove:

  • Amaranth - The fallen capital of the Court of Ashes, revitalized!

  • Aldermere - A mysteriously abandoned village, huddled around a misty lake

  • Aspen's Rest - Capital of the Grove, a sprawling coastal city ensconced in nature

  • Barkhaven - A grand tree blooming by song, as monument to an ancient, loved dog

  • Cactus Island - Neutral negotiation ground in the center of the Sea of Fate

  • Cascadia - A monument and bastion on the cusp of the Plains of Hope

  • Emerald Harvest - A humble farmland of orcs, Saurians, and carrots taking root

  • Golden Glen - A quiet, rejuvenating alpine respite of primal magic

  • Ironwood - The gnarled and twisted remnant of an ancient catastrophe

  • Lapis Lagoon - A picturesque fishing village for Plains of Sorrow refugees

  • Mount Arrigo - Seaside market metropolis and current seat of the Merchant's Guild

  • Poplar Falls - A logging village of industrious orcs

  • Rainbow's End - A fishing village freed from scourge of Kraken cultists

  • Unity - A center of rest for four Factions of Osterra

  • Wyrmwood Hollow - A mysterious tower born from flammable soils, sanctified

  • Zmeigorod - The City of Snakes deep in the swamps of Nova Regnus

Look and Feel:

In the field, The Grove is inspired by nature, with most outfits featuring its colors: Green and Gold.

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Their crest is of three entwining trees, forming a symbol of peace, kinship, and plenty. Costuming varies widely, from plate armor with leaf-like scales, animal-hides, billowing cloaks, and dark roguish jumpsuits to masks or high elven fashion at court—each Grove member is encouraged to wear what speaks to their character or, at court, the best that their home world offers.

Dressing with elven touches, natural hues, or pastel colors is often a safe choice, but the Grove has little use for uniforms. Some players are naturally practical, fully in armor, while others look fancy. Each character dresses based on their background and changes their look due to the event's specific focus. For Trollmas, The Grove may adopt festive attire for the season. At Rites of Spring, green and gold welcomes the budding of flowers. At Winter Council, The Grove wears outfits befitting this annual Masquerade. Some even have multiple costume changes that they adopt, if they particularly love fashion.

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The Grove plays host to many characters-- elves, ancient spirits, dragons, selkies, half-orcs, and even humans! Though many of our players have a desire to continually improve their look, outfits, and armor, the feel is more important.

Inter-Faction Relations

Alliances: None.

Defense Pacts: The Cast

Non-Aggression Pacts: None.

War Declared: None.

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The Grove prefers neutrality in inter-factional relations, but maintains amicable relationships with most Factions. They are listeners and arbiters. It is uncharacteristic of them to pick fights, preferring hospitality, secrecy, and ritual as they tend to the lands.

They often resist pushes toward needless war or perception of conflict. Trading partners are typically requested to verify their trades will not be used for offensive military purposes in times of war, but instead to help feed and mitigate collateral damage from it.

Recently, The Grove has moved in concert with The Cast, the Guild of the Black Sky, and Cedar Hill in neutralizing the threat of The Demonic Dominion. Even among these stalwart friends, only The Cast at present have a formal agreement to defend each other in the face of aggression. Even then, this Defense Pact does not extend to the seven provinces of Eponore, in which The Cast is based.

“We are The Grove, a band of sisters and kindred sworn to fair and honorable combat, and the protection of those who need it. Just as one tree does not a forest make, a person is not a kingdom. A Faction is not a land. What hurts one must hurt us all, and so we swear our lives not to ourselves, but to us all.

We are stronger in unity.

The strength of the forest lies in its many parts, and so say we.

We are the mighty oaks, who guard the knowledge of our mothers and the secrets of our land.

We are the stalwart rowans, protectors of the innocent and powerless.

We are the gentle willows, healers of the sick and weary.

To those who share our values and would walk with us in sisterhood, we welcome you.

To those who would view our vows of honor and sanctuary as weakness, know this: above all else we are the yews, whose sweetest fruit is death.” – Vow of the Forest

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