Savanna of Werth


Journey of the Ruler

The rise of Dignity requires mastering strength on behalf of sovereignty. This work takes place in the hottest places where conflicts abound and carnage can be expected. Arid lands focus attention on the sparse waters at a narrow gorge, the River of Will.

How to rule at the River of Will?

Withholding empathy appears to be a necessary first step to take the heat, to forge greatness from the molten capacity within, and to wield genuine power. But once mobilizing the required force to rule this River, one is soon tasked to care more, not less, for others. Self love demands nothing less. Cultivating deep responsibility for those ruled by you, becomes the overarching mission.

The Calling of Dignity

All Moods are fleeting but you would make an integrated home for six of them.


The Deserters

Kings and Queens of emotional cutoff, these two Fera guard the entrance to the a vast fortress within.

 
 
 

Residents at The River of Will

Passion in the service of self, these two Fera finesse the required distance between I and Them.

 
 
 

The Igniters

Affection promotes connection, these Fera offer kindling for the world’s much needed combustion.

 
 
 

Personas of Dignity

Driven by the imperative to Be Strong, these “three mood combos” help to reconcile opposing moods.

The Fixer

Lingering smarts, so just look away

At the core of the Fixer sidles the instinct to avoid intimacy and hide.

Masking withdrawal with one call to action after another may seem to create more conflict than solution.

But out of such conflicts come unexpected opportunities for kinship.

Loiter, stampede; later practice your gallop

Forces focused, aligned, intelligent


Heart Breaker

Catastrophe, hate, in your head

High flying pirouettes grace the sky creating spectacles of furious, beating wings.

Such wild absolutisms require a brave soul to inhabit them on solid ground.

Each wavering step, a chance to give artful expression to ineffable desires.

What’s spoken for the heart is not always meant to last.

Handled too careless, a crumpling dash

Enchant, silhouette, you're what's absent, instead


Jonathan BartlettComment