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Borda “Thʊm” Nightquill

PLAYED BY: Isaac Lytle

CHARACTER NAME: Borda “Thʊm” Nightquill

GENDER: Male

PRONOUN(S): He/Him

CLASS: Mage

AGE: 23

RACE: Ulven

OCCUPATION: Politician and researcher

BIRTHPLACE: Pack Nightquill

NOTABLE TRAITS: None

RELATIONSHIPS: has a rather nice family

BIO / BACKGROUND HISTORY:
Born To loving parents, and named after my grandfather. I grew up in the customs
of my people, nothing eventful. On a few occasions I accompanied my father to
the grand halls of different pack leaders on business, where I fell in love with the
art of politics and the world. On my 23rd birthday I was given permission to travel
with the intent to learn and grow. There isn’t much to be said of my life up till
now, I am not one to write about past events. I’m hopeful to see what the future
has for me moving forward.

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February 2025 – Duke Aailmyr’s Political Dinner

Duke Aailmyr’s Political Dinner

=IMPORTANT DATES=

Friday, February 10th:
Resources and Downtime Actions Deadline

Wednesday, February 12th:
Early Bird Pre-Registration Cut-Off
Expanded NPC roles, prize giveaway raffle entry, guaranteed PC spot, faster PC reg.

Monday, February 17th:
PC Skill Purchases Via Email Deadline
There is no guarantee there will be time at event registration to update your PC’s skills.

=EVENT DATE AND TIMES=

Saturday, February 22nd:

– Early Arrival Time – 10 am
– Registration opens – 10:30 am
– Registration closes – 11:30 am
– All Player Event Briefing – 11:45 am
– Scenario Begins / “Game On” – 12:00 pm
– Scenario Ends / “Game Over” – 4 pm
– Check-Out & Clean Up – 4-4:30 pm

We must be out of the building in time for Wizard Quest to close at 5pm.

***NOTE: If you are unable to make it before the official start time, it is your responsibility to discreetly notify Staff and get checked-in and NOT disturb the game in progress. ***

=EVENT STORY=

After Newhope’s long effort to stockpile and prep for the coming year that is sure to be filled with blood and war, the colony of New Hope has lit up with excitement at the recent news of the Annual Politcal Dinner. The Council has made an exciting announcement; the newest member of the Council, Duke Aailmyr, will be hosting this year’s Political dinner within the City-State’s walls. After concluding his work of lighting up the streets of New Hope with more and more enchanted lanterns and his creation of an Enchanter Trade school, those keeping up with the movements of the Council have been waiting to see what he does next.

The Duke has spread word across the City-State and beyond– once again the Glinting Emerald will be opening its doors, not only for those looking to rub elbows with politicians, but scholars of every domain are invited to bring their research projects to the table. The grand invitation and offer of space for ethical and safe research to be done is sure to bring many scholars out to both aid in other’s research and conduct their own. 

Though, the final announcement from Duke Aailmyr has piqued the interest of many across the continent. Many have noticed the presence of the Northern Syndar present in the city over the past months, and the Duke has announced that the City-State has negotiated a sort-of partnership with the group. As a result, the Northern Syndar have donated a number of items to be researched by those in attendance, as their own lack of magical abilities has left them with no way to investigate them themselves. No other details of those items have been announced, but the hope for something new, and maybe even something that can aid in the Conquering, has sparked within many.

As the streets of Newhope begin to flood with people once again, the buzz of excitement for the Annual Political Dinner continues to grow with a new type of air: curiosity.

= EVENT SPECIAL MECHANICS =


1) Event Theme: “Political Dinner” Event:
This event may feature representatives from various colonies, clans, and groups around Mardrun. They will be discussing important topics to their respective groups and this could be a great way to learn what is going on in the world. They may be seeking out different players or factions to get information to take back to their groups. Be aware though… proper social etiquette will be important when dealing with them! This would be a great opportunity to use Resources: Gather Info/ Resources: Political ahead of time or interacting with more politically minded players to learn what these might be. Giving the wiki a good read in the Ulven FAQ, the Syndar FAQ, and the Titles of Prestige and Peerage could be very useful!

2) Peaceful Assembly and Causing Trouble:
Out-of-game: there cannot be any combat in the Wizard Quest building.
In-game: There are numerous guards and security forces present and nearby the assembly room to deter and control any trouble. There may be some encounters that could develop, but these are coordinated ahead of time and will not be including regular combat mechanics. Any players that attempt to steal or or start a fight and run will be subject to the City-State Watch attempting to detain or kill them (depending on severity). All characters can assume that Newhope Watch Officers are ever-present, nearby enough to respond fairly quickly, but not hovering over everyone at the assembly.

3) Controlled Environment (Weapons and Trades):
Visitors to the assembly are being allowed 1 single-handed weapon (sword, axe, mace, dagger, etc) unless they are officially part of the security force of the assembly (which would require prior approval in-game) or received special permissions in-game. This is NOT an out-of-game rule; this is an in-game policy and players are free to adhere to it or break it and face the consequences.
Trade skills that require physical set-ups (Blacksmiths, Healers, Alchemists, etc) are prohibited at this political function. However, trades that do not require set-ups (bards, companions, etc) are allowed at the assembly.

4) Catering Stipend:
The assembly coordinator of Newhope has made it publicly known that a stipend has been made available to help cater in foods for the political gathering. They are offering a small payment of silver for organizations or individuals who bring dishes to share. The amount and quality of food brought to share will be factored into the payment. All dishes must be in decorum legal trays/containers and have appropriate serving ware to be eligible for the payment. The assembly will be able to pay between 1-3 silver per dish, with a maximum payout of 10 silver per individual caterer. If you intend to bring a dish that requires electricity (crockpot, freezer space, etc,) coordinate with staff ahead of time!
We kindly ask that if you plan to bring a dish, take a look at this list of known allergies among our players and label your dish with any of these it may contain. Please keep in mind this list could be updated with more allergies after the Early Bird cutoff: Player Allergy List

5) Alcoholic Beverages:
Out-of-game: Wizard Quest only allows Beer and Wine to be brought in. No liquor is permitted.
In-game: Duke Aailmyr requested only wine for the dinner event, but came to allow beer after an unexpectedly high number of appeals. He has retained the prohibition of harder alcohol out of safety for the event attendees, as magic research and drunken-ness are a dangerous mixture. Alcoholic beverages are not included in the Catering Stipend.
All players who want to partake in any alcoholic beverage will need to have their IDs checked and “papers” marked at check-in. Your “papers” are either your PC card, or your NPC sheet. Anyone sharing alcohol will need to check these papers for age verification or face consequences of the game (ejection for sharing with a minor.)

6) Magical Research Invitation:
Duke Aailmyr has invited those attending the assembly to bring any magical research with them and work on it while there. This is an excellent opportunity to work on any cyphers, puzzles, or other magical research your character may have. Keep in mind, this is a peaceful political gathering, and bringing unethical or nefarious research could have very large consequences for your character.

7) Decorum & Out-Of-Game Clarifications:
Please note that the entire in-game area is monitored for decorum, immersion, and in-game discussions. Players will call each other on Decorum if they are not following this. However, please make an effort to check-in with others and make clear “Out of Game” clarifications discreetly if needed.

8) Updated 1.7 Rules!

The 1.7 version of the rules is now ready in electronic format.
Please go to the rules section of the Last Hope LARP website to get a copy of the 1.7 rules.

=EVENT LOCATION=
Wizard Quest
400 Broadway, Wisconsin Dells, WI 53965

Parking on the street is free in the off-season, and there is additional parking behind the building.

Membership and Event Sign-Up Info

There is no cost/charge/entry fee required to participate in this event and all are welcome to participate regardless of their membership status or not. However, certain perks require additional membership.

=FOOD, WATER, PROPERTY, AND SAFETY INFO=

=Food & Water=
– The event theme encourages players to bring food to this event. This means there will likely be plenty of food, but you should bring something for yourself just in-case.
– Make sure you bring feastware if you intend to eat in-game!

– Beer and Wine is allowed, but NO hard liquor is permitted. Every player who wishes to partake in any alcoholic beverage has to have their ID checked by staff at check-in, and every player who brings alcohol is responsible for checking others “papers” (PC cards, NPC sheets) to verify age before sharing.


*** You should plan on bringing some extra food/snacks and water to tide you over for the rest of the event. ***
*** Plan ahead, be self-sufficient, and bring your own food/water! ***

=Camping, Bathrooms, Fire, and Electricity=
– This event is a single day event; players should plan on driving home once it is over.
– If you need a motel, the Wisconsin Dells is a tourist destination packed full of motels, hotels, and theme park hotels.
– There is a bathroom in Wizard Quest that we have access to.
– NO FIRES ARE ALLOWED. This is an indoor location, you should not need a fire.
– There is electricity at the site; please coordinate with Staff for anything that needs electricity and bring your own cables/extension. Simple things like fans or charging cell phones is fine, but portable heaters or anything that draws a lot of power must be pre-approved.

Wizard Quest Info

Wizard Quest is a sponsor for Last Hope events and is allowing us to use their flex space for our Political Dinner!

The Wizard Quest game involves traveling through their massive maze, completing quests and solving puzzles. Last Hope players who play Wizard Quest can receive a 5 XP reward with proof of their game!

= SAFETY RULES =


– A number of Staff and approved players are trained or able to assist during emergencies (Raised hands will be shown during briefing). Staff have access to a Snake Bite/CPR/First Aid Kit if needed. In case of any emergencies, immediately contact Staff and let them handle it.
– Make sure you adhere to our Alcohol and Tobacco guidelines; no one under the age of 21 can consume Alcohol or Tobacco products. These products CANNOT be sold for real-world money and serving them to a minor will get you ejected from the LARP. *** Check the PC cards/NPC sheets/discreetly check for IDs. ***
– Tobacco is NOT ALLOWED in the building.
– If at any time a player feels uncomfortable or unsafe due to role play, be aware of our “Out of Game Stop” call. Please use this discreetly and/or contact Staff if needed.
– If at any time a player needs to remove themselves, physically or mentally, from the game please do so as discreetly as possible. Notify staff if possible or coordinate staff if you cannot do this discreetly.

COVID 19 RESTRICTIONS & PRECAUTIONS

– All players ages 5+ must be either fully Covid-19 Vaccinated, be medically exempt (pre-approval needed and this includes children under the age of 5), or be in the process of getting vaccinated. This will be handled at Check-In.
– All players are REQUIRED to wear masks UNTIL they have Covid-19 Vaccination Proof on record with us. Masks are no longer required to be worn before check-in as long as players have their Covid-19 Vaccination on file and they do not have concerning symptoms.
– Players are required to do symptom checking at registration/Check-In.
– Players can still be asked to wear a mask if they have concerning symptoms/exposure and any questions about this should be asked ahead of time for Staff to coordinate.
– For full information regarding our Covid-19 Restrictions & Guidelines, click the link below:
lasthope.kitsufox.com/wiki/covid-19-policy-practices/

== CUT-OFF DATE, SKILLS, & PLAYER INFO ==

= MONTHLY EVENT CUT-OFF DATE =
– The Monthly Event Cut-Off date is a deadline that is critical to the preparation of the monthly story/event. This allows us to prepare PC bags, write NPC more detailed roles, finalize mechanics based on who we know is planning on attending, and properly tie in player influences like Resources and Organizations.
– The Event Cut-Off date for this event is Wednesday, February 12th.
– Players that want a more detailed NPC role must purchase the applicable membership AND signup for the event by that date.
– Players that want a guaranteed spot for their PC must sign-up by this date.
– Players that want to be added to the Prize Giveaway for the month must signup by that date.

= PC SKILL UPDATES =
– If you sign-up and choose a membership by the Event Cut-Off date, staff will prepare your PC bag with items, coin, and condition ahead of time.
– If you have updates to your PC, do them ahead of time and email us the changes.
– The deadline for these PC skill changes is the Monday before the event!
– If we have time then we can update your PC skills at an event. *** There is no guarantee we can do this at an event due to the registration time needs. ***

= ATTENDING EVENT BONUSES =
– Players attending events in-person are granted several bonuses:
– A PC may roll applicable Profession and/or Tradeskill rolls for coin/affects. You MUST bring your trade manual to check-in to make your rolls.
– A PC may open and review applicable Lore cards at Check-In (and copy them over into their own Lore books if they so choose)
– PCs that are part of an Organization may earn +1 Organization Exp per event day that they attend and prominently display Org heraldry
– PCs that are part of an Organization may earn +1 Organization Exp for attending and prominently displaying Organization Standard/Banner (Min 3 PCs)

= DOWNTIME ACTIONS, ORGANIZATIONS, & LORE SKILL USAGE =
– Players may have a PC(s) use Downtime Actions to make an impact on an event.
– Organizations may pledge their monthly Actions and/or applicable Units to make an impact on an event.
– Downtime Actions & Org Actions influencing this event must submitted by the Monthly Event Cut-Off date OR the 10th (Whichever is first)
– Relevant information gained or a summary of the influence of these efforts will be available at Check-In at the event; a player must attend to be able to see that info.
– IT IS YOUR RESPONSIBILITY TO ASK FOR THAT INFO!
– PCs with applicable Lore skills may have access to certain Lore cards at check-in. Frequently, there are Lore cards available for you to read that represent your characters ability to know about things going on in the area. Some of this information can be really useful to know!
– You may not take these Lore cards but you are welcome to copy the information they have into your own Lore book but it must be done at Check-In.

= PC SPOTS & LATE PLAYERS =
– To guarantee a spot for your PC at this event you must sign-up and pay for membership services before the Monthly Event Cut-Off date.
– If you sign-up after this date, we will coordinate a waiting list for players wanting to play their PCs.
– If NPC roles are needed, you will be notified before an event what those roles are so you can prepare.
– If NPC roles are not needed, you will be notified that you’re approved to play your PC.
– This helps us balance event mechanics and needed NPC roles to adequately facilitate an event but still allows ample opportunity for players to guarantee being able to show up as their PC.

We are following a strict time-block for check-in/registration so players will be expected to arrive on time to get registered and then attend the game briefing.
 If a player is going to be late and they are going to arrive after registration closes, they are expected to notify the staff by emailing the lasthopelarp@gmail.com address to let us know.
– This allows us to prep their NPC materials or pull their PC cards prepare their items/coin for when they arrive. Failure to do this may result in a forced NPC role if the player arrives after the briefing as all registration supplies are packed up and put away.
– This does not mean we do not have wiggle room; all you have to do is notify us ahead of time via email so we can prepare accordingly.

= MANDATORY CHECK-OUT =
– All players are required to properly check-out at every event; this means that all in-game items and PC cards with PC conditions will be turned over to Staff for proper record keeping.
– We will be doing a dedicated Check-Out after each day.
– If you plan on leaving before the end of the event day/scheduled Check-Out time, it is your responsibility to seek out Staff in order to properly check-out.
– If you checkout as a PC, you may not “check back in” after a period of time. Once you check out as a PC, your PC is done for the event day.
– There may be limitations on how and where PCs can check out at an event; ask instead of assuming if you feel like your PC would leave early, and then staff can assign you a role after that.

== SPONSORSHIP ==

=Wizard Quest=
Our continued sponsorship for 2025 is Wizard Quest! Mention the LARP for a local’s discount and remember to share with us a picture of you attending for cross-promotion EXP!
www.wizardquest.com/
Wizard Quest in Wisconsin Dells
400 Broadway Ave
Wisconsin Dells, WI 53965

== HELP! THIS IS MY FIRST EVENT! ==


– It is understandable (and normal) to be completely lost and overwhelmed coming to your first event.
– Staff and/or Veteran players will be on hand to help guide you and answer questions. We want your first event experience to be a positive one!
– It is very normal for staff and players to be running around doing things to get the event going on time; you may need to seek out someone with a gold belt flag and ask for assistance.

UPON ARRIVAL
– When you arrive, the most important thing is checking to see if you need to park in specific areas.
– Make your way to Check-In, wherever that is for the event. This will be where a number of players are at and also where Staff are at checking people into the game. This is also where Staff can guide you to the proper areas (such as New Player Helpers or NPC Wranglers)

AFTER CHECK-IN
– Once you have checked in, the most important person/station for you to search for is the “NPC Wrangler”. This is usually 1-2 Staff members that are taking care of garbing up and handing out NPC roles.
– There will be time available to make sure you are prepped for your NPC role. This is a great opportunity to ask questions!
– If you need anything else from your vehicle or for any setup, this would be the time to do so.

BEFORE BRIEFING
– Once you have your NPC role and you know who you can contact for questions, there is usually extra time before the event briefing.
– During this time, we will do a Combat Tutorial so you know the basics of combat. This usually takes about 30 minutes, so try to factor that into your event arrival time.
– There will be announcements of when briefing will take place; make sure you are available to listen to the briefing of an event as it covers a lot of story, safety, and property information.

AFTER BRIEFING
– Normally right after briefing, all NPCs and the NPC Wranglers are assembled into a group to discuss NPC roles, any connections they may have, answer more questions, and review the overall event theme/goal.

DURING EVENTS
– Once “Game On” is called, it is very important to maintain decorum in the game area. This can be very intimidating at first!
– If you need anything, please discreetly find a gold belt flag staff member and ask for assistance. Most of the time we will move off to the side for a quick out-of-game clarification or move out of the game area entirely to be able to have a full discussion.
– If you are confused on what to do, please seek out staff discreetly to double check your NPC motives and goals or discuss ideas on what you can do.

AFTER THE EVENT

– All of your borrowed garb, gear, coin, etc will get returned back to the NPC Wrangler as soon as the event is over.
– This will also be a chance to discuss any meaningful interactions you had as an NPC that we might want to follow up on
– The NPC Wrangler and potentially other staff will be available to answer any questions you have.

For more New Player Info, please click the link below:
lasthope.kitsufox.com/new-player-information/

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January 2025 – Waking from the Nightmare

=EVENT STORY=

Fires are burning bright across Mardrun as the population works hard to stave off the chill of winter. The longest night of the year has passed, bringing more sunshine, even as the cold refuses to wane. While the cold may have slowed down many trade routes, small batches of bandits have still found their way to menace those routes. 

In an unfortunate turn of events, news of Clan Nightriver has spread once again. The mysterious food poisoning that was presented as a concern at the Nightriver Moot a few months ago has proven all the theories true; this sickness is no mere food poisoning. Pack Blackknife now faces one of the worst epidemics the Clan has seen since the mordok’s creeping corruption. What started as food poisoning from a bad batch of supplies left the Ulven of the Pack susceptible to a much worse sickness. The Ulven local to the area have quarantined the main settlement of the pack in hopes to stop the spread while they begin to work towards a solution. A cure to this sickness was found, but its application is too slow for a real chance at survival.

As delirium begins to set in and the first few deaths due to this plague go neither peacefully nor painlessly, Clan Nightriver begins to fear the possibility of losing Pack Blackknife. 

A call to action has been issued across Mardrun. Nightriver requests for aid from healers, surgeons, clerics, and anyone able to ease their suffering or aid in the search for an improved cure. They request warriors to stave off the small groups of bandits ready to take advantage of the Pack’s weakened state, herbalists to scour the area for healing reagents, and able-bodied people to keep the fires hot. Without a concentrated effort to more efficiently cure the sick Ulven, the sickness will continue to get worse, and could even run rampant across the continent. Nightriver’s request for aid must be met with quick, decisive action, or the future of Pack Blackknife, and maybe even the continent, is uncertain.

=EVENT SUMMARY=

Clan Nightriver quickly found the area around Pack Blackknife surrounded in support. Healers and clerics worked tirelessly to conjure and deduce the precise workings of this plague, while herbalists scoured the woods despite troublesome bandit pressure, and even later on, plagued bandits. Alchemists braved the quarantine to collect samples from living plagued Ulven for the healer’s research, while others took the task of handling bodies to aid in the research. Some of these brave helpers were unfortunately afflicted by the plague, leaving them no choice but to wait in the quarantine zone with the other plagued villagers.

As time went on and more questions became answers, with the added discovery of a modified Protection aura that kept the wearer protected from the plague, the group was able to set off into the quarantine zone and begin their attempts to heal the village.

The quarantine zone was a bleak sight. The worst cases of the plague, Ulven nearly dead, were left at the mouth of the village to be the first to receive aid. Armed with the knowledge that this plague was deadly at night, the healers rushed to work, racing against the sun. In the final minutes of sunset as more sick Ulven trickled into the area, proof of the group’s hard work reached the ears of those both in and out of the quarantined area. More healers have entered the area and begun working, and as the sun rises again in the morning, those tired healers can take their rest with a smile, knowing the Nightmare Plague is done reaping their lands in the night. 

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Jaerreth Delles Ollenroc

PLAYED BY: Matthew “Platt” Johnson

CHARACTER NAME: Jaerreth Delles Ollenroc

PRONOUNCED: Yeh-reth

GENDER: Male

PREFERRED PRONOUN(S): He/Him

CLASS: Cleric

AGE: Late 80’s.

RACE: Serous Syndar

HAIR: Blonde/Gray

EYES: Blue

OCCUPATION: Cleric

KNOWN SKILLS: First Aid. Healer. Divine.  Meditation.

BIRTHPLACE: Unknown. Jarreth was orphaned at birth and found by clerics of Solar.

APPEARANCE: Prefers to dress in lighter clothes. He is missing an part of his ear and a finger from when he was captured by Ulven bandits.

NOTABLE TRAITS: Optimistic about life despite losing an ear. Enjoys listening to other’s stories. Dislikes violence and would rather help than harm.

RELATIONSHIPS: Before being captured by bandits he was associated with the Guardians of the Wall.

RUMORS: He always tries to be joyous and leave others with either a smile on their face or a groan from a terrible joke.

BIO / BACKGROUND HISTORY: Loud voices and laughter rang out from a small tavern as the cheery crowd sang along with the local bards. Everyone’s face wore a smile and their hands all occupied a drink. And near the bar sat a group of men. Here we find Jaerreth as his mug clinked against his neighbors as they all exclaimed cheers to the man who just finished telling his tale.

“Your story was indeed quite fine to hear! Full of joy and laughter, you have been truly blessed with fortune. Sadly, what can I say about my story that doesn’t sound like so many others already? Life was not easy growing up not knowing who you are or where you came from. The elder Cleric Syndars told me that they found me one day crying in an empty house. They called out to see if anyone was home but got no response. So they agreed to take me back to their temple and raise me.

Long story short, I did my best to follow the ways and teachings, but alas, I did cause an unfortunate amount of chaos for the elders who took care of me. But it wasn’t all bad. Occasionally, we would get a traveler seeking aid. Sometimes this would require our elders to use their healing abilities. I would sit fascinated by how my elders manipulated the mana to close the wounds and calm their weary spirit. I was so enthralled that I, too, wanted to learn how to heal. But the best part was after, when I would get to sit and talk with the traveler and hear all their adventures. I yearned to experience what that traveler had endured. So much so that I soon realized that that was what I craved most, an adventure.

When I was old enough, the elders had finally recognized my need to explore. And so they sent me out to spread the word of Solar and use my healing skills to help those in trouble. Though I gotta admit, I’ve never been very good at teaching others about that awesome entity. Ha ha ha!

Anyways, you can probably figure out the rest from here. Times got tough. The land got dangerous. And then rumors spread of a boat that could take us to safer lands. So I made haste to board that sailing haven and ended up here drinking with you. I never really knew what happened to the elders who raised me or my friends, but what I can do now is the best that they taught me. Now, who’s up for another round, eh?!”

A nearby human tugged on Jaerreth’s shirt and asked to hear another story from the old world.

“What’s that? You want to hear more. Well, the rest isn’t very exciting but I’ll tell you if you can outdrink me. Ha ha ha!”

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Niklaus “Klaus” Devereaux

PLAYED BY: Kevin Novy

CHARACTER NAME: Niklaus (Klaus) Devereaux

GENDER: Male

PREFFERED PRONOUN(S): He/Him

CLASS: Mage

AGE: 37

RACE: Human

HAIR: Long hair

EYES: Green

OCCUPATION: Spymaster

KNOWN SKILLS: Skilled in arcane

BIRTHPLACE: Faedrun

APPEARANCE: Tall, dark clothes, long hair, mask over one eye

NOTABLE TRAITS: Nothing of note, blends in.

RELATIONSHIPS: None

RUMORS: He drinks and he knows things.

BIO / BACKGROUND HISTORY:

Klaus felt the rain pour down from the heavens and felt its cool touch run down his face.  How did it come to this he pondered as he held his burnt face.  The rain did little to dull the painful ache that the fire had left  upon him all those years ago.  He stared down at his feet and  rage swelled inside him.  He was so far away from achieving his revenge yet his quarry was so close.  He felt the calm hand of the man on his shoulder.   The man spoke.

” Easy Klaus, easy”

Referring to his white clenched fist.

“Tell me my everything”, he said calmly.”

Klaus tried to calm himself and tell the man what he could.  He was born in Faedrun like most humans were.  In his youth he developed an arcane potential and was sent away to an academy.  He could not recall the name of the academy or the location of his old home.  That part of his life seemed a distant shadow now.  He did remember constantly getting into trouble and often being reprimanded.   But Klaus knew he was different then the rest of the students there.  Klaus spent his time bullying and attacking his fellow students.  It would lead to his eventual expulsion.  He would spend most of his teen years as a grifter, going town to town stealing to survive.   Sometimes killing those who got in the way.  For instance, when the undead arose and forced the denizens off Faedrun, he killed an entire family just to secure space on a boat.  To the detriment of all living species, Klaus would survive his journey and start a new on Mardrun.

The next chapter of his life had him joining a gang of liars and cheats.  A small group of goons called the swamp rats.  They moved from town to town swindling people out of their money but managed to keep themselves small and hidden enough to evade the law.  They went about their business for a good 10 years or so and Klaus came to see the gang as a family.   They looked out for each other and kept each other safe.  Life seemed to be on the up and up for a murdering thief like Klaus, that was until the silver crossing job.

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Arthur Tanner

PLAYED BY: Matthew Timmons

CHARACTER NAME: Arthur Tanner

GENDER: Male

PREFFERED PRONOUN(S): He/Him

CLASS: Rogue

AGE: 36

RACE: Human

HAIR: Brown

EYES: Blue

OCCUPATION: Traveler, trader, merchant

KNOWN SKILLS: Useful with a sword, some slight magic

BIRTHPLACE: Faedrun

APPEARANCE: Tall and plain. No bright colors, fairly drab

NOTABLE TRAITS: Nothing unique or special. He is smart and well spoken, but otherwise nothing.

RELATIONSHIPS: Doesn’t remember his family. Was an only child, but was given to a mage at a young age.

RUMORS: Nothing noteworthy. Quiet guy, keeps to himself.

BIO / BACKGROUND HISTORY:

“You did it wrong AGAIN!” The instructor yelled as the young boy attempted to push the cup of water off the stool. “BOTH hands, extended! Gods, you’re useless!” A resounding slap echoed across the dimly lit hall. He had been doing this for hours. His hands hurt, as the mana coursed through the tips of his fingers. He couldn’t concentrate. He hadn’t eaten in what felt like days. “Get out of my sight.”

He lay curled up in his little cell. The walls around him acrid with the scent of filth and grime, years of mold and mildew caked throughout the stone slabs that housed the young boy. He spent the night, hungry, belly aching in fits of cramps, as he tried and tried to push the little doll he carried with him over. But, no matter how much he tried, he felt unable to muster the mana or the strength.

“AGAIN!”

*SLAP* The man backhanded the boy once more as the morning rays bounced into the long hall, holding the master mage and his apprentice. The boy could feel his ears ringing with blood, as the pain surged through his head. He hated being hit. He hated being weak. His small frame struggled enough to keep itself alive, let along channel mana into some semblance of a spell. He brought himself to his feet and tried again. The tall tower in which they lived seemed to sway within the heavy winds that collided with the sides of the immense structure. The breeze kicked the curtains within the hall to and fro. Shoving both hands forward, he attempted to send the mana from his soul through his fingertips. But alas, the little cup barely moved.

“BOTH HANDS, BOTH FEET! Hands forward, feet planted! ARE YOU EVEN LISTENING?!?”

*SLAP* He crumpled once again to the floor. This time, he could swear a tooth was loose within his bleeding cheeks. His head panged with bursts of anger and resentment.

“Stop hitting me…” He squeaked, as he brought himself to his feet, rubbing a fresh tear from his eye.

“What did you say to me, you fucking little worm?”

*SLAP* The boy was sent again to the marbled floor, his head colliding with the cleanly polished floor he had buffed barely hours before. As he lifted his body again, he could see the little splats of blood fleck across the carved stone beneath him. He stood, angrily staring at the teacher.

“I said stop hitting me!” He yelled, feeling the blood within him boil. A sense of energy began welling within his core as he began channeling mana, counting to himself silently.

“You impudent little ant, how DARE you!” The man raised his cane high and brought it down with anger upon the boy’s head. But, with a flash of blue light, the weapon bounced off, electricity rippling through the air around the tip of the cane. Seconds later, he felt the force of a thousand winds collide with this torso, as he saw the outstretched hands of the boy and heard the little child explode in an bloodcurddling scream of hatred.

The boy gathered his remaining strength and stood to his feet. The hall was silent, the curtains ripped from the rod that held them above the window, and looking out, he could see the distinct tiny figure of a broken man lying a hundred feet below, in a crumpled heap of shattered bones.

Years later, he wandered the streets. Poor. Destitute. He had no name to call his own, but it meant nothing. His family had long since abandoned him. All he had to his name was a trifling of minor magic and the ability to remain to himself.

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Town of Ghosts

Home. It had been months since Saga and Durnir last laid eyes upon the port town they had called home for the last few years. The last time they had seen it it had been set ablaze by a raiding party sent by Grimward, shortly after the moot at Clan Ironmound, in one of the first attacks of the war.

They had their excuses for not returning here sooner. They were busy proving themselves to the Stormjarl Einherjar, or they had to go see about helping Clan Shattered Spear to the North, Gaia protect them, or Saga needed to help out at the Hospital. But there was one other reason they hadn’t returned yet. They feared the worst.

The last time they were here their daughter, Maeva, had been ripped from Saga’s arms in a crowd of fleeing and frightened people. In addition, Saga’s entire family had been in town that night and none of them had managed to contact her since. All were missing.

In Saga’s mind, it was as if so long as they hadn’t returned here she could live with the belief that Maeva was fine. Saved by a passing stranger or found by Saga’s Mother or Sister or Father. Surely, she thought, Gaia would look out for Maeva and protect her until they could be reunited. She just needed to keep her faith in her heart and pray to Gaia the way her Mother had taught her. So long as she hadn’t returned here Maeva could survive in a sort of liminal space in her mind, somewhere between life and death.

Now, as their small boat, the very same one they had escaped in, approaches the shore she finds herself staring not at a thriving town in need of a little repair but a burnt and blackened shell of what used to be. She had hoped to see the survivors of that night hard at work on fixing what Grimward had ruined. Instead there is no one. It is eerily silent.

Of the homes closest to the docks themselves only the frames of the houses remain, none fully intact. Saga is immediately gripped by anxiety and worry. Stuck reliving the moment Maeva was lost, stuck thinking of what else she could have done that night. Breathing in and out deeply to steady her emotions, Saga scans the shoreline looking for any dock still intact enough to moor their boat.

She spots nothing. Grimward’s raid was nothing if not successful and efficient. The docks are utterly destroyed; only a few wooden posts sticking out of the water indicate where they used to be. The remains of a few ships that never managed to leave their moorings provide further obstacles for any ship trying to get near.

Seeing the near-total destruction, Durnir begins to row their vessel closer to bare shore. With a heave, he runs the ship aground slightly, enough to hold it in place as he dismounts into knee-deep water with a splash. He begins to heave the boat onto dry land, his wife still in it, that he might keep her dry. Only once there’s dry enough ground for her to step onto does he stop and consider his thoughts and words for a moment. “Saga… We should not expect to find much here. Survivors would not stay in these ruins.”

Saga sighs. “I know… but maybe we’ll find something. A note or a body or… or something.” Saga takes Durnir’s hand to steady herself as she leaves the boat taking with her the long rope they would normally use to attach the boat to a dock. Looking around she finds the remains of a signpost and ties the rope off.

Navigating the town without the landmarks she is used to is a difficult task. Her mind turns to the corridor between two close buildings where she lost Maeva, but she’s not ready to go back there yet. Not now. Not yet. Instead she focuses on other family members. “Dalla’s home should be nearby,” she says, mentioning her younger sister, “The fishmonger’s store was right near the docks and Dalla lived so close by her home always stunk of fish in the afternoons.” Saga smiles remembering Dalla’s boisterous complaints about her neighbors. “And Mother and Father lived above Mother’s clinic near the center of town. Maybe they left a sign there for me, if we can find it.”

Durnir set himself to the grim task of having to be, barring divine intervention, the one there to witness his wife’s despair. “Let us go to the clinic then.” The silence around them was deafening, punctuated only by the slight scuffing of their boots on the street’s cobblestones, and the scraping of the debris tossed by their strides. It was a silence he was normally comfortable with, one that was very familiar to him. But now it served only as a start reminder of how much had been lost. It was the absence of life and laughter. It was, in every sense, haunting.

As the two make their way through the ruins of their own home they are faced with the distinct lack of evidence of the raid left behind by the fire. There are few bodies here. Only a few white bones picked clean by animals have been left behind. No charred Grimward raiders lying dead next to the slain town guard. Saga grips Durnir’s hand tightly. “I thought there would be more here,” she says.

Durnir finds himself relieved. Though he was no stranger to corpses, they were the bodies of the freshly slain that littered the battlefield. Warriors, cut down, still fresh to the point that they might be confused with the living, given away only by their wounds and their vacant gaze. The bones, on the other hand, were so far removed from the people he knew here, that they might as well be the remnants of animals. He’s not sure he has the stomach to look upon the dead body of someone he knew in the liminal state- recognizable enough that their identity could not be denied, but decayed and disfigured enough that neither could their death.

Keeping his focus on the street ahead, not willing to let his eyes wander and risk falling upon something truly grotesque, he pulls Saga towards their destination. The sheer desolation in the town did nothing to dissuade him of the notion that they would find nothing of hope here. He realizes that he hasn’t said anything in too long, and searches for something to break the silence. “Even if nothing is here… It may simply mean they fled in haste. If we find no bodies… We should take that as a good sign.”

Saga nods, “You are right, Durnir. However, it is equally likely that they died here and something happened to their bodies. It has been months. Animals may have eaten them and scattered the bones, someone could have taken the bodies and cremated them. If we don’t find them here among the dead we may never know for certain.”

Saga pauses to crawl under a fallen support beam of a nearby home that now leans precariously against the side of what used to be someone’s home. “It occurs to me that no one from our village knows that we are alive and have joined the Einherjar. They could be mourning us, Durnir. We may have had our funerals already. It’s… a disturbing thing to imagine.”

He isn’t sure how to respond. He heaves the beam out of the way when he comes to it, the clattering echoing for a moment through the vacant streets. He tries to move the conversation back a step, to where he felt he had at least slightly more to say. “Perhaps we should leave a message, the kind you are hoping to find. Others may come here looking for us in the future. We cannot wait around for them, but we can tell them we’re okay.”

Saga considers Durnir’s words thoughtfully. “With the way the town looks now white paper stuck under a rock should be easy enough to see. So long as we find a spot protected enough from the elements, someone should be able to find it. Quite a few people in the village could read and write after all.”

Then they’re standing before the clinic. The upper story has collapsed inwards but somehow the lower walls still stand. The door, swung permanently inwards, is crookedly supported by only the bottom hinge. For Saga there is a gravity to this place. A heavy emptiness that hangs in the air. A palpable sense of loss. She remembers that there was a future for her here once. She had been working in the clinic before the attack, learning under her mother’s tutelage. Her mother’s arthritis had been getting worse and though she had stepped in just to help relieve the burden of sewing wounds temporarily, she had taken to the work quickly. She was supposed to take over for her mother next year. This was supposed to be her clinic.

There are memories here too. Happy ones. Maeva was born in the clinic with Saga’s mother acting as midwife and Durnir pacing the floor and panicking. So different from his usually calm demeanor. She had first met Durnir in the clinic, her mother had decided to take up the cause of increasing literacy among the people of the village and he had shyly turned up for lessons. They spent countless days together in that room going over letters and sounds together.

But before Maeva and Durnir this was her home. When Grimward destroyed her family’s original hometown they had fled to this village, to this home. It was within those four walls of the small clinic that they had decided they could live a new life. Where they had hoped they would never face war again.

The feeling of water hitting skin brings Saga back to the present. Touching her face she realizes she has been crying. Quickly she tries to rub her tears away. “Sorry Durnir… I’m sorry.”

This is something he knows how to respond to without much second thought. He puts an arm around her shoulder, pulling her head against his chest, giving her a comforting hold and fabric to dry her eyes with. “There is nothing to apologize for. These are hard times. It is only right to grieve them.”

The two of them begin scouring the clinic from top to bottom, looking for any indication of the survival of Saga’s family. For any clue to where they might be. After nearly half a day of turning over every stray piece of furniture and rubble, they are left tired and empty-handed.

They leave a note in the clinic explaining what has happened to them and ask for any who find it to bring word to Saga’s family members. Now widening their search to the buildings and streets, including the alleyway where Maeva was lost, they find little indication of what may have happened. Then, there in the ashes, one small piece of detritus catches Saga’s eye. Pulling it off of the ground she looks in horror at the tiny parietal bone she clutches in her hand. The shape is unmistakable. It clearly belonged to a person, not an animal. The size… she turns it over in her hands. Not only is it too small to belong to an adult, the bone belonged to someone killed before the bones in their skull fused. It is too small to belong to a child. It… Saga imagines Maeva, how large Maeva’s head was when she last saw her. The bone is around the right size. It could belong to Maeva. She isn’t sure, but it could. “Durnir!” Saga calls out to her mate and holds the parietal bone out to him. Gripped with fear she is unable to say more.

The words catch in his throat as he tries to think of how to turn her away from the idea building within her. For her to believe even in a small way, even for a small moment, that their daughter is dead, he couldn’t imagine what pain that would wreak on her. It saddened him, too, deeply even, but he had already done his mourning in the days following the attack on the very village in which he stood. Maeva was dead, surely, but there was no need for Saga to suffer from such a conviction. The seconds pass. Too many. Hesitation turns to panic. He needs to say something, anything. “So many young ones must have been left behind here, it’s a great tragedy. When we find Maeva, we must let her know how fortunate she is to not have suffered the same fate.” He lies to his mate too easily. It sickens him.

By the time he speaks Saga’s face has already scrunched into a terrible frown. She crouches into a ball on the ground breathing heavily clutching both the bone and her head. “It can’t be her. It can’t be her.” she blubbers, “It isn’t fair, Durnir. It isn’t fair. She was just a baby. She accomplished nothing! It’s all my fault and she accomplished nothing!” Saga wails her tears causing her whole body to shudder.

“It isn’t her, I’m sure it isn’t. She will live, and grow strong, and do great deeds, even if we are not there to see them.” His stomach is turning over on itself. “Even if she is taken in by Grimward and raised as one of them, she will accomplish much.”

“How do you know Durnir? How do you know this isn’t her? How do you know that the Great Wolf hasn’t consumed her already? I might have killed her. You should hate me. Why don’t you hate me? I might have killed her!”

First, the easy truth. “I don’t hate you. I could never hate you.” Next, an honest judgment. “You did nothing wrong. Whatever happened to you, it isn’t your fault.” And lastly, wishful thinking. A belief held tenuously. “If anything did happen… Gaia would not allow innocent souls to be destroyed so unfairly.”

“But, I dropped her Durnir. If I had held her more tightly… if you had held her… she would probably still be here. It’s my fault.”

“Enough. Do not doubt yourself, Saga. I would trust our daughter in no one’s hands but yours.”

Saga sniffles, her tears stopped. She stands and approaches Durnir laying into his chest, arms limp by her sides, the bone clenched in her right hand. He embraces her. They stand there in silence for a moment. Finally Saga speaks timidly. “The bone… it doesn’t belong to Maeva?”

“No. It cannot be. I know it isn’t.” Truth gives away to lies again. “Our daughter is not here, Saga.”

Saga considers this. Constructing for herself a new safer truth as she responds, “Gaia protected you when you were a child. She is protecting Maeva too. So this can’t be her. And if it is her… if it was her…”

“Then she would be kept safe from the Great Wolf.”

Saga rubs the tears from her eyes, “We should ask a Daughter to help us pray for her, just in case. I’m sure Ylva would know the right rites and rituals to perform.” She looks down at the bone in her hands, “What of this child Durnir? We do not even know their name, but they must have been loved by someone.”

He thinks. This may very well be a part of his daughter’s skull. And even if it isn’t, a token gesture might keep her mind at ease. “Let us take it with us, and keep it safe. Better with us than laying here on the streets.”

“Right. Let’s see if we can find any other pieces and then, let’s go home.”

The two look for bones on that street until dark but find few other pieces. Then they return to their ship and set out for home both verbally expressing their agreement that their daughter couldn’t possibly be dead but neither willing to part with the small piece of bone they found. They wrap it in a soft cloth and place it carefully in a small box, making sure to keep an eye on it as they journey home lest they lose their daughter a second time.

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Drake Carrion

PLAYED BY: Elias Lambert

CHARACTER NAME:  Born, Ark Trayes; Chosen Name, Drake Carrion

GENDER: Male

PRONOUN(S): He/Him/His

CLASS: Rogue

AGE: 14 (As of 273)

RACE: Human

HAIR: Brown

EYES: Hazel

OCCUPATION: Bard

KNOWN SKILLS: His archery skills are passable although he is more inexperienced then he’d care to admit, a passable singer, can cook… kinda.

BIRTHPLACE:  Darkport

APPEARANCE:  5’7”, short, straight brown hair that’s often untidy.

NOTABLE TRAITS: Hates Syndar. makes dark, sometimes lurid jokes. Ego can get out of hand.

RELATIONSHIPS: He calls the members of the Bardbarians his friends.

BIO / BACKGROUND HISTORY: 

Born into the upper middle class in a house on the edge of Darkport, my father and mother did not want a child. My parents called me Ark, but I hated that name. In my time in the cellar I thought of something better… Drake. Perfect! I faced a life of abuse, neglect, and entrapment in my family home. The one place my parents allowed me to go was to the bakery to buy fresh bread every week. The more money I spent on things in town the longer my parents would lock me in the dark, cramped and dusty coal cellar. That’s how I developed my claustrophobia.

That was my state of existence for the better part of my life until She came.

My savior arrived one fateful night in the form of a burglar. I was in the coal cellar at the time, I heard the screams of my parents above. I immediately started to rationalize, to make up a plausible story for the screams.

Then I felt the heat. The fire spread the smoke threatening to choke me. I ran at the locked door, smashing my shoulder into it. It didn’t give. The fire licked the door, setting the coal infused wood ablaze. The door ignited right as I slammed my arm into it. The door caved in. I ran as fast as I could through the house, I could feel death inches away as I rushed through the door. As I ran I saw a cloaked figure running away. I would learn later that the person who murdered my parents was a petty thief. Her name was Sirayira Arinwen. She’s dead now. I threw open the back door and ran out and didn’t stop, I was awestruck by the fields and valleys laid out before me as I ran by. By the next day I had run so far from home I was astounded by the world I never knew existed. I remember the last thing I did before going to sleep on the side of the road was thinking “ tomorrow is going to be a great day”

When I left home I immediately went to a small town in Clan Nightriver territory where I found a washed-up old adventurer named Tor, who would become the loving father I never had. He was as brave as he was loyal and a great traveling buddy. For a time, we traveled the world. I’m still not ready to reveal what we did or where we went, but I will say this: there is a legend told by the Nightriver Ulven, that two travelers passed through the Great Wolf’s Hackles and escaped a group of 40 Mordok very narrowly. Around the time we got back from our adventures, I met a girl named Astrid in a town in ruins, I’m still not sure which but when I saw her I knew she deserved more. At first she denied my proposal to take her away from this ruin of a town. I remember the second time I tried to convince her I believe my words were “I could give you anything you could wish for and more, a young woman of your beauty should not live in this cartwreck of a town” she responded by agreeing. So we traveled. It was a long road and not an easy one but one night Astrid said she was homesick and having watched me for the duration of the trip she apparently did not feel for me. I was disappointed but I let her go with no trouble. Tor and I continued on.  But great adventures are rarely legal so when the various charges started to stack up I had the bright idea that the best way to escape persecution was to get to sea.

We bought cheap passage on an illegal smuggling vessel. I still remember the first time I saw the sea. It was love at first sight. The boat docked at New Vandregon a month and a half after leaving due to storm complications. The crew were found passed out drunk with cargo missing. Me and Tor had fled with the smuggled goods, which we promptly and stupidly gambled away. In New Vandregon I met Robert Shet at a tavern and our fates were forever changed that day. He intrigued me from the beginning. I approached  Robert and asked if he would like to join me and Tor on a journey to the city of Newhope, and to my joy he accepted. Along the journey to Newhope, I learned many things about my new friend like his talent for the violin and dark and winding past. On the final day of our travels, I asked Robert if he would be interested in joining a group of minstrels that I had been thinking about creating for some time. Looking for an opportunity, he agreed.

Days later in a tavern in Newhope, my companions and I would pick up another member, Rethin Varthrumer, a wayward drummer playing on the streets who agreed to join from the moment we offered food.

I’ve escaped my home, I’ve found a father and I’ve found friends. I am Drake Carrion. I have no limit, I do what I want, when I want, and I will one day be recognized as the greatest individual to walk this earth.

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To the People of Mardrun

To all those it may concern The 7th of January, 274

To all the good people of and visiting Pack Bloodmoon and Clan Nightriver, I have something to inform you of.

On the 14th of December, myself and my good friend Drake Carrion, were attacked and nearly ended by the Aldorian Vincenzo Bortelli.

We spent the day around him. We’d gone on a patrol around the area with him and a few others. On the way back in from a small excursion, Vincenzo asked if myself and Drake (he wasn’t with me at the time) would be willing to guard him as he looked for mushrooms, for a silver each. When we returned to the village, I confirmed with my friend he wanted to do this, and we set out. 

We passed two men, one wearing the Order’s seal as we went out. After walking for a while, Vincenzo cast a sort of magic, pushing Drake and I away from him. As I was standing, he cast another spell, this time that stunned me a bit. He knocked me to the ground, and I watched as he stabbed Drake four times with the daggers he had been hiding. As he came over to me, the knives fell again. After the blades pierced me, all went black.

I came to in the village I had been in not that long ago. All my silver was missing from my coin purse. I was told that some scouts of the pack had found us, nearly dead, and taken us back to the village where a healer had saved our lives.

I also learned that a note had been left on our bodies. A note reading “Jericho sends its regards”.

I know not the meaning of this message, so don’t ask me. I ask that anyone willing help me find this Bortelli man, and bring him to justice.

Last I saw him, Vincenzo was wearing a dark blue cloak; a light brown scarf; a white tunic; black pants; somewhat elaborate black boots; facepaint somewhat reminiscent of that worn by the Penitent of Faedrun (or so I’ve heard); dark brown hair about down to his shoulders; and a short beard of the same color.

Luck be with you all,

Robert Shet

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Robert Shet

PLAYED BY: Daniel Sulman

CHARACTER NAME: Robert Shet

GENDER: Male

PRONOUN(S): He/him/his

CLASS: Warrior

AGE: Appears to be in mid-to-late teens. (As of 273)

RACE: Human

HAIR: Light brown

EYES: Blue

OCCUPATION:  Part of a group of bards called “The Bardbarians”.

KNOWN SKILLS: Robert has trained with a sword and shield, and can fight well enough. He is intermediate at the violin.

BIRTHPLACE: Robert was born in the outskirts of Newhope, in the healer’s wagon of the nomad caravan his family lived in.

APPEARANCE: Robert is around 6’0”, with short, straight brown hair and blue eyes. Usually wears simple armor, and when he doesn’t, simple clothes.

NOTABLE TRAITS: Is missing one eye. Slight pyrophobia, as fire has destroyed his life more than once. Honorable, yet jaded and cynical, despite being only in his late teens.

RELATIONSHIPS: Other members of the Bardbarians; Ivar Shattered Spear; Bjorn and Astrid Shattered Spear; villagers of Lowestoft.

RUMORS: He’s missing an eye. Why would a half-blind swordsman join a group of bards?

BIO:

I was born into a group that never stayed in one place for long.

They were the Few That Traveled Together, a group of nomads, and they went around Mardrun (and Faedrun before) trading, exploring, and whatever the hell they wanted. Soon after the flight from Faedrun, I was born.

My mother died birthing me, and my father stopped caring about me once that had come to pass. My uncle raised me, but when a fever took him, I was left with only my fathers ruthless and plentiful beatings. Once, he beat me so badly that I ordered a sword made, and the Few’s blacksmith, a kindly Syndar man, gave it to me free of charge. I trained with it near every day. When I came of age, I chose to apprentice under Fret, the caravan’s bard. At seven-and-seventy, he was the oldest of the group. When my father learned of this, he beat me even more and harder. The only reason I got was that my mother had sung in life, and this fact made him hate all music, apparently enough to beat his only son over it.

One night, when he was red-faced and drunk out of his mind, my father returned  to our wagon to find me playing the violin Fret had gifted me. In his rage, he beat me mercilessly. At the peak of his fury, my father grabbed the knife with which he cut his steak and cut out my eye. I remember the pain, the hellish feeling as the knife slashed over my eyeball. The helplessness I felt had half my vision was stolen in a matter of moments. My father went off to his curtained off part of the cart, and I passed out from the pain. When I woke, Torlan, the healer’s apprentice, saw me lying on the floor of the wagon. He swore and turned. He returned with the Few’s healer, and she fixed me up.

When I was strong enough to leave her wagon, I returned to my wagon to gather my things. As I was preparing to leave, my father stumbled in, drunk to hell and back. He murmured something and passed out. I left the wagon for the last time. From then on, I slept outside, carrying all my possessions. That might be why I was the first warned when everyone and everything I knew was torn away overnight.

I know that the Few had camped somewhere in Grimward territory, far from any major settlement, but a few hours walk from a respectably large town. I couldn’t sleep, and was studying the stars. I heard low voices off to the side, and what sounded like many feet stepping over the grass. Then a scream, and all hell broke loose.

A voice near me called out something. Battle cries echoed through the night. I got to my feet and belted on my sword. I ran to Fret’s wagon as I saw Ulven with crude weapons attacking and burning. Just as I approached his door, a brute broke the window and threw a torch on the ground. Before I could do anything, the wagon erupted in flames. I stabbed the bastard who’d done it and looked around. Torches were being tossed at wagons, and Ulven with pitchforks and shovels were doing the throwing. The flames quickly engulfed the brush, trapping most of the Few in a circle of fire. I knew what I had to do. I ran back to my bedroll and gathered my things. I ran into the countryside, tears streaming down my face, and didn’t stop until the sun pierced the sky.

Soon after dawn, I hit a creek, where I refilled my waterskin. I continued through the wilderness until I ran into a small dirt road. I followed that until I came to a small town. I was ushered into the inn by a plump Ulven woman, who brought out a large bowl of stew. Did I really look that hungry, that she would bring food without my asking for it? As I greedily ate, a strong hand grabbed my shoulder. I turned to see an Ulven man holding an axe.

“These are bad times, son. I won’t have any who wish us ill in my village. Do you fight for us or against us?”

Perplexed, I said, “I fight only for myself.”

The man furrowed his brow. “Bare your teeth.”

I did, and a grin spread across his face. “We haven’t seen humans for years! You’re welcome here in Lowestoft, son. And don’t worry, none of us will try to kill you. We all think it’s good to get more people to help out, even if they’re from another continent!” The man’s name was Ivar Shattered Spear, the leader of the village.

I stayed in the village that night. I meant to leave the following day, but I talked, and soon enough, the sun was setting. Rather than sleep in the inn, as I had last night, a farmer named Bjorn offered his hospitality. He had a daughter named Astrid, who was around my age and had long, black hair.

After we supped, Bjorn offered me his bed. I went to sleep almost instantly.  A noise in the common room woke me in the middle of the night. I clothed myself and headed out to see what it was. Astrid was sitting at the table, gazing at the stars. She turned and saw me, and pulled out the chair next to her. I sat. Astrid leaned her head on my shoulder. We stayed like that for the rest of the night.

Before I knew it, I had become a villager of Lowestoft. I would work beside Bjorn in the field during the day, and play music in the inn at night. Astrid and I grew closer, until we affirmed our love for one another. Life in Lowestoft was perfect. I preferred it infinitely to life with the Few.

Until that day. There’d been no rain for a week or two, so everything was dry. A lantern must have been knocked over in the bakery. I was heading over to the tavern after the day’s work when I saw it coated in fire. As I looked, to my horror, the roof collapsed just as the baker was running out. A burning wall fell onto the ground, just close enough to spread the flames to the building next to it, a butcher. I ran to the tavern, where everyone was sure to be in the evening. I called out, “Fire, fire!” People were only on their first tankard, and sober enough to get up and rush to the well. By then, three or four buildings were in the blaze. Just as Bjorn was running into our house to find Astrid, the thatched roof caught a spark and went up in a burning crescendo. I heard Bjorn yelling from inside, and saw Astrid burst through the door just as the front wall fell inward.

“No!” I cried. “Bjorn,” I said quietly, tears beginning to stream down my face. I slapped myself, clearing my head, and ran to the well to help fight the fire. As the sun grew low, the fires did as well, until all that was left was the ruined ash of Lowestoft. Left standing were only the well and tailor’s, and even that was missing a roof. I picked through the wreckage of my house, finding my sword and nothing else. My violin was safe, as I’d set it by the well before the inn collapsed. Deep in my heart, I wanted to stay, and help these people I’d known for months, but I knew I had to go. So I said my goodbyes, swearing to all that I’d return. Astrid begged me not to, but I kissed her and left.

I went south-east, to Bladehome and Shieldhaven to get to wherever I was going. To earn money for food and board, I would play for the inns and taverns in the town and villages. Thrice during my journey, I sold my sword, once to defend some rich person or another, once to dispatch some bandits, and finally to escort an overland shipment to Aylin’s Reach. From there, I saved up coin until I bought cheap passage upon a cargo ship to New Vandregon. In New Vandregon, I did much of the same, performing in taverns or getting my allegiance bought for a day. One day, though, a lad around my age named Drake approached me. Him and his father, Tor, were traveling to Newhope, and he wanted to know if I would go with. I had heard stories about the city, and figured I could make a nice living there. I accepted. On the road to Newhope, I learned that both were good singers. Upon our arrival in the city, Drake asked if I would be interested in joining the group of bards he was trying to assemble. I agreed. After we’d been in Newhope a few days, I spied a drummer playing on the curb. He joined up with us, and that’s how the Bardbarians were formed.

I was born into a group that died out. My father beat me as a child, and I began training under a bard. My father took one of my eyes from me. Everything I knew was burned overnight by angry villagers, angered only at our existence. I fled, and found a life and love in Lowestoft. When that too was taken from me, and I made my way to the south shore, I met people I could trust. Now I am part of a group of bards, and I can play without fear of losing an eye. I may seem like a dishonorable man, but I am anything but. I fight to stay alive, and I fight for honor and justice. However, I’ve seen my fair share, and am jaded enough. I may often bloody my sword, but I won’t turn it on one without. I’ve seen the world through many lenses, both good and bad, and still have some hope for it.

My name is Robert Shet.

I fight for honor. I fight for the world.