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October 2025 – The Cost of War

The Cost of War

=IMPORTANT DATES=

Friday, Octboer 10th:
Resources and Downtime Actions Deadline

Monday, October 20th:
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, October 25th

  • Early Arrival Time: 8:30 am
  • Registration Opens: 9 am
  • Registration Closes: 10:30 am
  • All-Player Event Briefing: 10:45 am
  • Scenario #1 Game On: 11:30am – 2pm
  • Game Off/Switch Roles: 2pm to 3pm
  • Scenario #2 Game On: 3:00 pm – 5:30 pm
  • Cleanup/Go Home: 5:30 pm+

***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=

Scenario #1: The Battle of the Yurnai

The City-State of Newhope’s armies march west to the Yurnai River. Their fleet sails the coast, with modified ferry ships moving up river while a combat flotilla makes anchor at the mouth of the river to guard against Grimward’s sea raiders. Many wondered what Newhope had been working towards, and allies begin to scramble to take part with Newhope in their attack plans as the blood of Grimward warriors on Grimward land has been a rarity in this war, but soon arriving days will change that. 

While the complex parts of the plan have been left to the strategists and engineers, the basics of the plan quickly reach the ears of their allies. With their group of ferry ships, Newhope will move vanguard and gladiator units across the river along with any aiding allies who understand the risk. The goal being to create a defensive pocket on the other side the river, warriors and soldiers that will have to hold while the modified ferry ships will be rapidly converted into supports for the bridge. With Newhope’s plan and the sacrifice of the ferry ships, the bridge is expected to be built faster than would normally be required, after which the full might of Newhope and their allies armies can march across along with a reliable route for supplies to create a new sustained warfront into Grimward. It’s unclear if the plan is to build a land path to Clan Stormjarl or make a dangerous push towards the heart of Grimward, but strategists expect the pressure to be taken off of Clan Stormjarl as Grimward is forced to move warpacks to this new front on their doorstep. Either way, planning further ahead is found to be difficult with many unknowns that will factor into this critical mission.

The banners of the Newhope don’t stand alone though, as their armies march through Starkhaven and are seen mixed with the banners of their vassals, even including New Vandregon.

Newhope’s long hardkept secret plan is in motion, their invasion of Grimward proper begins now. If met with failure though, Newhope and allied forces could find themselves trapped across the river, and Clan Stormjarl’s homeland may be set to fall as Grimward’s larger army slowly tears them apart piece by piece.

Scenario #2: The Battle for Goldenfield

As morale collapses in the northern-most frontline now called Hammerfall, Clan Goldenfield has found itself in the sight of Clan Stonetooth’s brutal offensive. While bringing forth their own experienced warpacks since Spring, Clan Goldenfield’s people are made famous by their farming skills and not their might in war. This has been found to be worsened by many of their veteran units having been formed from fighting on The Shield and to protect the clan from mordok. While few could deny the endurance and hardiness given to their warriors from working crop fields harder than any other ulven, the clan does not find itself ready to stand alone against the elite Stonetooth warpacks who only have known warfare and advance quicker than Clan Goldenfield lines can reform from their initial retreat. 

Clan Ironmound’s banners are found not far behind Stonetooth, although reports indicate that while the two clans are fighting on the same front, they do not seem to be fighting together. The majority of Clan Ironmound units were spotted setting up defensive positions around the Shieldhaven settlement and the Bladehome pocket and against Clan Nightriver’s northern army as they reform, but reports still indicate that some of their warpacks follow close behind Clan Stonetooth in their advance to Clan Goldenfield.

Clan Goldenfield cannot protect itself while also ensuring the harvest. Their longtime ally of Clan Nightriver has found itself strung wide across three fronts of the war and distressingly unable to save its longtime ally yet, but a mix of other allies rush to the aid of Clan Goldenfield in the great clan’s place. If met with failure though, Clan Goldenfield’s may be crippled and its winter-critical harvest turned to ashes or forfeited, which could spell great difficulty for Clan Nightriver and other potential allies who rely on this harvest to bolster their war efforts. Winter is creeping along the horizon.

A Future Undecided

The characters and organizations of Mardrun who stand against Clans Grimward, Ironmound, and Stonetooth, and who are not tied down by other war involvement, are heavily encouraged to put unified efforts starting this October towards one of two critical fronts, as a split of efforts will risk both fronts having adverse outcomes. The choices made in the coming months will affect Mardrun and its story for years to come.

The Choice to be Made

  • Either form a defense with Clan Goldenfield on their Hammerfall border to save the clan and their winter critical supplies,
  • Or join the City-State of Newhope in their invasion across the Yurnai into Clan Grimward.



SPECIAL GAME MECHANICS APPLIED UNTIL FURTHER NOTICE:
Traveling to or from Clan Stormjarl: For both this event and moving forward, travel to or from Clan Stormjarl carries the risk of seeing sea combat which can cause PCs to be injured, supplies to be lost, and units to be forced into combat.
Current Danger Level: Danger is HIGH due to increased Grimward raider ships.

To Clarify (Click for more):

All PCs traveling to Stormjarl territory will be subject to survival-style rolls to see if they encounter combat/hardship on their way in. All PCs interacting with Stormjarl territory via attendance at events in person, or using Downtime Actions to interact with Stormjarl territory, will be tracked. All players that have a PC that is tracked in Stormjarl territory that signup for a future event outside of Stormjarl territory will also be subject to survival-style rolls to see if they encounter combat/hardship on their way out, This special “territory travel mechanic” will remain in effect until in-game narrative changes warrant it’s removal; all events that are influenced by this dangerous travel mechanic will be noted in future event mechanics

= EVENT SPECIAL MECHANICS =

1) Event Theme: “Combat Scenario” Event:
This event’s theme will focus on two different combat scenarios.

  • Each scenario will in-game take place at different frontlines in the war. 
  • Players will be able to choose one scenario to play as a PC and then will NPC the other scenario (Standard or Premium memberships like usual). Pre-Registration will be crucial for balancing and PC/NPC placement; players who miss the cut-off may be required to NPC for both scenarios! Players should be prepared to switch to an NPC role should their PCs become too wounded to continue.
  • The limitations to playing a PC for only one of the two scenarios is for event balancing purposes and for story impact, thus we will allow a player to play a PC on both scenarios if one of those PCs is actively helping the Grimward, Ironmound, or Stonetooth side of the conflict. Please email lasthopelarp@gmail.com if you wish to play a second PC that meets these standards.
  • Each separate scenario’s objectives and other factors may be adjusted based on character signups, Downtime Actions, and Org Actions being pledged. This will require organized and dedicated effort by the community, and a major split of efforts will cause both scenarios and story outcomes to be less favorable.

Scenario #1: Battle of the Yurnai, Attack Focused

  • Players will be joining Newhope in their invasion across the Yurnai river, attacking local Grimward defenses and creating a defensive pocket of controlled territory as the bridge begins to be built. 
  • Newhope and allied NPC respawns will potentially have limiting factors, details will be covered at event briefing.

Scenario #2: Battle for Goldenfield, Defense or Retreat Focused

  • Players will aid Goldenfield to either reform their defensive line or perform rescue and organize a retreat, depending on signup and downtime factors. The scenario will begin with the players arriving in Clan Goldenfield and players will need to figure out what needs to be done after the event starts.

2) Specific NPC Roles:

  • There are no monster roles for this event.
  • Players will be representing all races of NPCs at this event and are asked to bring appropriate centric garb, weapons, and armor to be able to fill in where needed.
  • In addition to the expected combat NPC roles, there are non/low-combat NPC roles available for both of the scenarios as needed (menders, minor healers, casters, etc).
  • (Scenario #1 at the Yurnai) Grimward warrior/support roles can be expected. Players on the Newhope side with armor will be allowed to play Newhope vanguard NPCs, otherwise gladiator/support NPC roles will also be available too.
  • (Scenario #2 in Goldenfield) Stonetooth roles are available for this event scenario. Anyone not approved for Stonetooth roles will be assigned either as a thrall or as a part of Clan Goldenfield. Players interested in Clan Stonetooth roles must contact staff via email at lasthopelarp@gmail.com for the details of these roles. Note that Clan Stonetooth roles come with special garb requirements that require staff approval.

3) Pre-Event Setup:

Pre-event setup will not be available for either scenario, players should be ready to be mobile or have delayed opportunities for stationary tradeskill setup due to both scenarios being related to shifting frontlines.

4) 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.

5) 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=
W7111 New Frontage Road
New Lisbon, WI 53950

– Take interstate to New Lisbon, take 61 exit
– Turn onto Frontage Rd near Mobil/McDonald’s
– Go 1.3 miles on Frontage Rd/42nd St (Drive past Victory Fireworks and Car Dealership)
– Destination will be on the right

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=
– We will be providing a simple, optional, pre-packaged food and/or fruit snack for players at this event.
– This will NOT be enough to sustain you all day/event!
– Players may be bringing food to share/sell but it is NOT guaranteed.
– Make sure you bring feastware if you intend to eat in-game!
– There is no running water at this location; all water must be brought in.
– There will be some drinking water brought in BUT players should also plan to bring their own and carry it with them.
*** 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, bring your own food/water and bring bags to take your trash! ***

=Camping, Bathrooms, Fire, and Electricity=
– This event is a single-day event. Camping will not be needed.
– If you need a motel, there is a Comfort Inn and the Edge of the Woods Motel nearby.
-All players are responsible for taking their garbage home. There is one communal trash can for small things like band-aid wrappers or other small dry items. Do not leave bags of trash behind for the land-owners to dispose of.
– There is a porta-potty onsite in the parking area for players. HOWEVER, in winter time, this porta-potty is for emergencies ONLY as it cannot be pumped out until the Spring when it thaws. If you need a full bathroom facility, please plan on driving 1.3 miles back to the Gas Station.
– Campfires are allowed as long as they are PRE-APPROVED BY STAFF and either in an above-ground fire-pit or dug into a below-ground fire-pit.
Any additional fires will be strictly, enforced, monitored, and must be pre-approved.
– 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.

New Lisbon, WI
– The entrance to the property is flanked by several driveways we (might) have permission to park on if needed. Please check-in or get directions before you park. You are allowed to park on the road as an overflow but you MUST park on our side of a road, try to keep the entire vehicle off the road, and minimize foot traffic on the road.
– The property boundaries to the north, west, and east are marked by GREEN flagging tape. The neighbor’s driveway is also a boundary to the east. The southern boundary is the clearing leading up to the interstate.
There are several deer stands on the property; at this time, we ask that you do not go into any of them.

– You may use Hawkins Tower as a look-out/archers post; max of 2 people up top at once.
– The bridges are to be used for traversal only; no fighting on the bridges.
– Do not cut down any trees without approval.
– Do not use adjacent driveways/neighbor property without explicit permission!
– Be cautious about driving into the property due to sunken/mucky areas and existing stumps.
– Our property usually gets a lot of ticks early on and then a lot of mosquitos during mosquito season. Please plan accordingly with bug spray, layers, etc!
– Our property is a wetlands and has run-off creeks and soaks up water considerably in the spring melt and if there is steady rain in the area. Players should be prepared for mud and muck or even standing water on parts of the property. Some players buy rubber boots and alter them to pass decorum, others have water-proof boots, others simply prepare a change of socks/shoes for when they get wet. Take the time to plan this out for your garb and footwear!

= WEATHER CONDITIONS, PARKING, & DRIVEWAY=

– Make sure to plan to bring weather/temperature appropriate base layers.
*** Base/thermal layers do not need to fit Decorum but outer layers do… please make sure you get your garb checked! PLAN ACCORDINGLY! ***
– There is ample room on the gravel pad to park 8-10 vehicles, even in rainy/muddy/snowy conditions.
– Make sure you check with Staff before driving into the parking area in case it is muddy/rutted. When in doubt, park on the pad/road and then ask for help.
 Because of the wet nature of the property, the parking lot may not be easily accessible if it rains/snows before or during the event. If needed, we will plan on shuttling players back to the nearby gas station to park vehicles and then get shuttled back to the event property.
– If you park on the road, all participants must do their best to park ALL VEHICLE WHEELS off of the road and on the grass. An easy way to remember this; if you can park and all 4 tires are in the grass, you are good.

= 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. ***
– 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.
– Be aware of proper encroaching, medium hit strength, and be courteous to others.
– If flooded, the Bridge is for traversal only; do not fight on it, don’t attack anyone on it, let them move beyond the flooded spots and then reengage. If the property is NOT flooded, do not use the bridge at all in combat! Use the terrain around it.

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, October 15th.
– 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. Bring and show your heraldry to check-in!
– PCs that are part of an Organization may earn +1 Organization Exp for attending and prominently displaying Organization Standard/Banner (Min 3 PCs) Please tell check-in that you will be displaying a banner!

= 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 ==

=Unmedievable=
Unmedievable is ran by a player and staff member of Last Hope and carries many items that are legal and custom-made for our system! They will be setting up a stall to sell things you may need or want at this event.
Unmedievable.com

=Wizard Quest=
Our continued sponsorship for 2024 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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October 274 – The Conquering: A Choice to be Made

Crimson Tides. Grimsendir’s Last Stand. The Fall of Clan Shattered Spear. The Rise of Pack Bloodmoon. A Mountain of Corpses. Into the Fire. The Battle of Hammerfall. Sharpening the Spear. The battles of the past shape the war to come, outcomes changed by those who earned a burning pyre and by those who lived to fight again and carry their memory.

The single blow of a hammer into the skull of Clanleader Branthur Nightriver ignited chaos and war on a scale paling the civil war of the prior decade. Blood, oaths, hardkept honor, and difficult hardship has found itself to frontlines and homes across clans and kingdoms, but The Conquering isn’t over and the scales have shown no winner, only those who have lost. A year prior to this October will mark the fall of Clan Shattered Spear, but the time for remembrance is fleeting as emerging news on the war spreads like wildfire.

As the war progresses, lack of reliable information has been found to be a challenge, as allies often struggle to efficiently communicate while scouts and spies slipping in and out of enemy territory on the widely different fronts has proven to be an immense difficulty. Martial units on the frontline send reports lacking information past what stands before them, and useful information not acted upon has quickly lost its value due to The Conquering’s ever-evolving state. However, in the face of this critical challenge, the wartables and command briefings of the various kingdoms and clans have worked hard to summarize and share the current situation of the conflict.

Clan Stormjarl slowly drowns against Clan Grimward, Newhope’s new offensive begins across the Yurnai, pillars of smoke billow in The Pass, and morale collapses in Hammerfall.

Clan Stormjarl:

For Clan Stormjarl, the war never truly ended in their hearts after they were on the brink of defeat before help came during the Civil War. Their endless efforts to strengthen their border against Grimward and to be ready for future conflicts has paid off, even after a sizable portion of their fleet was burned to ashes at the start of The Conquering. The underdog that has traded blow for blow, blood for blood, and been aided by cut off allies.

The words hang heavy as news travels that Clan Stormjarl has lost the northern third of its lands to Clan Grimward, while Grimward’s raider fleet partially intercepts the supplies and reinforcements from Newhope, Prince Aylin, Clan Nightriver, and other allies. Clan Stormjarl doesn’t falter or crack though, as their loss of territory is marked by organized retreats, new defensive lines, and the blood of Grimward warpacks. The actions of their people, leadership, and outside aid have changed what would have been a worse fate, and many were sure that Clan Stormjarl would have fallen by now if not for their extensive preparations and allied help. Their stalwart defense continues to be a greater challenge for Clan Grimward to overcome compared to the Civil War.

  • Stormjarl’s northern coastal watchtowers and outposts on the Scar denied Grimward’s attempt at a surprise sealanding invasion, allowing Stormjarl to reinforce weakened areas and stop their warpacks from becoming cut off or surrounded before safely retreating to fight again.
  • While Stormjarl’s northern hospital was forced to be abandoned as the frontline was pushed back, the healers and aids were kept safe and will be able to form a new hospital.
  • The dotted line of bolstered outposts on the Scar has proven to be more than just a thorn for Grimward. Despite several outposts being lost on the northern portion of the border, Stormjarl’s southern border portion remains protected by the remaining outposts. Grimward has continued to be forced to put notable effort into bringing down these outposts when attempting to gain ground.
  • Efforts on the sea have allowed periodic groups of ships full of supplies and soldiers to reach Clan Stormjarl safer. With these reinforcements helping guard on the eastern border, Clan Stormjarl was able to move additional warpacks to their bludgeoned northern front. While the risk of food and medicine shortages has been largely negated, Clan Stormjarl has begun to see the signs of upcoming equipment and material shortages.

Stormjarl continues to lose ground, but has slowed and bled Grimward’s advance. Their allies refuse to break their promise as aid continues to be sent across the coast to Clan Stormjarl and as they fight together despite the travel dangers at sea. Clan Stormjarl’s fate will be critically affected by the actions and outcome of Newhope on the Yurnai River.

The Yurnai River & Newhope:

The river has been watched over by both sides, remaining quiet for most of the war as the few small bridges were destroyed at The Conquering’s start. The quiet on the river was broken a year ago when a coalition army crossed via self-provided ferries while Grimward was focused in Clan Shattered Spear, rapidly invading and burning a portion of Clan Grimward’s southern countryside and smaller villages before retreating southward into Clan Stormjarl to avoid becoming overwhelmed by responding warpacks. Since this attack, the river has remained quietly watched over as neither side dares a follow up attack which risks an army being entrapped on the other side.

Despite fighting in Clan Shattered Spear, The Pass, and both on the coast and mainland of Clan Stormjarl, Newhope has found themselves criticized for their slow response earlier in the war and potentially lackluster actions taken to currently combat Clans Grimward and Stonetooth. Different stories stirred as rumors traveled of Newhope shaping their gladiators into units, using their arenas for unknown forms of training, and stockpiling resources, but the time of rumors has ended. 

Newhope hopes its careful secrecy has paid off, as an army of veteran soldier units and new gladiator skirmisher units march west while their combat fleet and coastal ferry ships move to the mouth of the Yurnai river. The plan being to ferry units of soldiers across the river to hold ground after which the modified ferry ships are used as supports to rapidly build a bridge that can be used to advance further troops and supplies into Clan Grimward’s lands, striking the honor-lost clan directly and likely taking the pressure off of Clan Stormjarl in the long-term. Their plan was in the works for a long time, but some actions of those around the great city of Newhope have caused alterations to the final phase as they march.

  • With a series of watchtowers being recently completed on the river near Starkhaven, the future bridge’s location has been moved upriver to be overwatched and better protected by these towers.
  • While Grimward’s raider fleet was contested during their initial invasion into Clan Stormjarl lands, they have since had greater freedom to be problematic. Newhope’s fleet prepares to brace for a potentially strong seaborne counterattack at the mouth of the Yurnai likely the month after their river invasion begins.

As Newhope’s armies move into place for their invasion in October, the council welcomes any aid from allies who wish to join their direct invasion into Grimward. Whether by additional volunteers for the vanguard who will first cross and create a pocket of held territory without reinforcements until the bridge is finished, supplies and troops to continue the offensive once the bridge is built, or many other possible ways to help the operation. Either way, Newhope successfully completing this bridge on the Yurnai will critically affect the fate of Clan Stormjarl and will open up Clan Grimward to be directly attacked on a new warfront.

The Pass & Clan Nightriver:

The largest clan of Mardrun, Clan Nightriver, was the first to see blood when their people were killed by Grimward raiders after their clan leader was executed. Nightriver has fought seeking blood and revenge for their fallen people and leader, refusing to forgo their allies and those who rely on them. From the coasts of Clan Stormjarl, the valleys of Hammerfall, and the mountains of The Pass, their war paint has been seen across every frontline of the war due to their clan’s large population. Fielding and supplying such a large army has had difficulties in turn, but their reliable less-combative ally of Clan Goldenfield has always been reliable in supplying food during difficult times. Though as the war continues to shift and change, Clan Nightriver has found itself at risk of being stretched thin across the three main war fronts, which makes many speculate on Clan Grimward’s current situation as they are spread on two fronts. For Clan Nightriver, this risk has been partially negated thanks to the efforts of its allies and the decisions that put new leadership in place.

  • Packleader Sylvir Bloodmoon was appointed as the new Clanleader of Nightriver last year. Her leadership has been found to be a skilled balance in keeping the supplies and logistics of the clan running while also ensuring that the frontlines have what they need to continue their fight; though some say that her inexperience with non-ulven relations has slowed coordination between her and the council. With Chieftain Halfrid Bloodriver being named the new Warleader at the same time, some question if Nightriver has lost its aggression and initiative that Holmar inspirationally led the warpacks with, but others believe that these traits being foremost may have not have led to a quick victory in this war and would have harmed the clan in the long-run.
  • Originally a source of Grimward raids early in the war, Clan Nightriver’s new outpost firmly controls their smaller portion of The Pass that was hard fought and bled to gain ground on.
  • The hard and rapid work done to bring the ironsand mine into operation this summer has offset the nearing iron shortage in Nightriver, allowing them to continue creating and repairing equipment for their warpacks and stopping a wave of economic change in surrounding lands.

Warning horns have sounded from The Pass of the Great Wolf Hackles. Despite news from The Pass indicating a quiet past few months, scores of smoke pillars now billow from behind Grimward’s frontline defenses. likely sourced from far more campfires than the month prior With Newhope’s army in The Pass having already moved south in preparation for their invasion into Grimward, Clan Nightriver brings news to its allies of this potentially great army that stands at their doorstep as they move reserve warpacks and multiple half-strength warpacks to reinforce and brace their outpost for the coming attack. Clan Nightriver makes no call for outside aid at The Pass, as the news coming from Clan Goldenfield further north is more dire.

Hammerfall:

Hammerfall, named after the focused strikes of smithing hammers and the bloody blows of warhammers, has become a volatile and complex frontline of the war. The warpacks of Clans Ironmound, Stonetooth, and thralled Shattered Spear find themselves battling against the lines of Clans Nightriver, Goldenfield, unconquered Shattered Spear, and mixed allied forces. Thrown into the fray are stray packs of Salt Beasts, ever hunting for isolated and easy targets to grab in the night. Only guesses can carry about where these monsters are coming from, but rumors have passed that Clan Ironmound’s forces have seen combat with them too while Stonetooth manages to just avoid them somehow.

Despite this, the eastern forces have found themselves strained. While they have martially fought well and have forced hard engagements on their attackers, their morale reaches its breaking point. For many months, the units and warpacks of the frontline have found themselves forced to fight the thralled warpacks of their past ally Clan Shattered Spear, who throw themselves into battles recklessly to save their families back home from Stonetooth’s dishonorable tactics; while at night the shrieks of stalking Salt Beasts fill the air, dissuading sleep and fueling nightmares. Crushed spirits and peaking fears spread across the frontline that holds Hammerfall, making the main line of warpacks flee to escape the horrors of dishonorable tactics and flesh hungry monsters they bravely faced against for months. Reinforcements and the arrival of Warleader Halfrid Bloodriver reforms the warpacks and stops the retreat, but not before the held ground in Hammerfall is lost. A new line is drawn in the sand as Ironmound and Stonetooth advance into the gap, with Clan Goldenfield’s people and their important yearly harvest now in immense danger .

  • Thanks to the efforts of outside trainers and equipment providers, the free people of Clan Shattered Spear find themselves marching north with newly trained warpacks just in time as the frontline collapses. Clan Nightriver’s northern border remains better secured thanks to these arriving warpacks.
  • Reports tell of Salt Beasts being slain around Bladehome, allowing a portion of Nightriver’s lines in the area to need to retreat less far to escape their nightmares. Rumors tell that a warpack of Clan Ironmound was even involved, but these rumors are unclear on the level of cooperation made between the two opposing forces in this hunt.
  • The fortress towns of Bladehome and Shieldhaven remain obstacles to their enemy in Hammerfall, but have become cut off from their allies’ warpacks and support as the frontline shifts away from them. The two walled settlements stand amid dangerous conditions, but have forced Clan Ironmound to leave warpacks behind to encircle the Bladehome pocket and siege Shieldhaven directly.

While the frontline on Clan Nightriver’s northern border has stabilized and reformed, Clan Goldenfield struggles to reform and is on the backfoot against Clan Stonetooth’s exploitative tactics. Clan Goldenfield failing to receive immediate and notable defensive aid will see their critical winter food stocks stolen or burned. The loss of their territory and their famous harvest support could spell disaster to their allies that rely on these supplies, especially with winter looming closer every day.

A Future Undecided

The characters and organizations of Mardrun who stand against Clans Grimward, Ironmound, and Stonetooth, and who are not tied down by other war involvement, are heavily encouraged to put unified efforts starting this October towards one of two critical fronts, as a split of efforts will risk both fronts having adverse outcomes. The choices made in the coming months will affect Mardrun and its story for years to come.

The Choice to be Made

  • Either form a defense with Clan Goldenfield on their Hammerfall border to save the clan and their winter critical supplies,
  • Or join the City-State of Newhope in their invasion across the Yurnai into Clan Grimward.
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Surviving May’Kar & Mardrun Colony

The May’Kar citizens that remained loyal to the Grand Alliance fled southwards, into Vandregonian lands. There, they were met with distrust from people who had heard of the betrayal of the Risen-King. With great difficulty, the leadership that remained amongst the refugees made the case that they opposed Akun’s acts, and the undead, and that they meant no harm to the rest of the Grand Alliance. Knowing the value of the Dominion’s holy warriors, and seeing the sheer number of civilians desperate for safety and shelter, Vandregonian leadership begrudgingly relented.

These refugees ended up taking on the name ‘True’ May’Kar, as they remained true to the Grand Alliance and to the ideals upon which their nation was built. The remaining True May’Kar military units were disbanded and absorbed into Grand Alliance leadership. Meanwhile, the civilians were sent further south, away from the frontlines and towards what would eventually become the evacuation fleet.

Many of these civilians would ultimately end up on Mardrun, where they struggled, as many did, to adapt to a strange new home. The coastal colonies are so unlike the desert of May’Kar that many of these people found it difficult to adapt and maintain their cultural and spiritual traditions which emerged from their relationship to the land. The diaspora of the algari often find themselves now in small, close-knit communities across Mardrun which in some ways are mirrors of the more insular settlements and regions from which many of them came.

Conversely, those from the river city-states, and especially those who were once in prominent administrative positions, have found new homes for themselves in the larger urban centers of the colonies, already used to mingling with many different peoples.

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May’Kar Origins

Early Origins
The area known today as May’Kar was once inhabited by a variety of peoples, who first traveled to it in search of untouched land. The region was known to be harsh, but communities were established along the Ukor River, which flowed from the northern mountains which bordered it.

The greatest of these communities developed into Prince-led city-states, which controlled the collection and distribution of water into the surrounding areas through advanced irrigation techniques and technologies developed to deal with the arid conditions of the desert. As industry and urbanization progressed, the pollution of river waters became a major concern: All the peoples of the Ukor drew and drank from the same river, and every drop of impurity in the north became a toxin for those in the south.

Tensions grew between these city-states, eventually erupting into outright war. Blood flowed into the Ukor, making the problems worse for all but the northmost cities. The situation was finally brought to a head when a coalition of forces, led by a woman named Tsimfa, laid siege to the city of Saresh. After a lengthy conflict, Tsimfa’s forces took control of the city, and she was installed as its new head.

Tsimfa’s people, being from the southern reaches of the Ukor, were long used to dealing with impure water, and had ingrained in them sophisticated rituals for water storage and purification, promulgated by its priest class. As the new Prince of Saresh, Tsimfa brought her culture and her Habbatt faith with her, and stymied the worst of the pollution that fed back into the Ukor.

Tsimfa’s successor, Prince Kosami, exerted pressure and influence upon the other Princes to make them adopt similar standards of stewardship over the river, backed by the central Habbatt church emerging in Saresh, and pitting detractors against each other by publicly accusing them of befouling the Ukor. Kosami would go on to be crowned the first Priest-King of Saresh, and by the end of his life, established Saresh as a proper kingdom.


The Saresh Kingdom
Saresh thrived under its Priest-Kings, who often lived under a symbiotic relationship with the church. The Priest-King legitimized the church, and the church supported and enforced the edicts of the monarch. Clean water was the lifeblood and the currency of the Ukor, and the church had a great deal of power over who received it.

As time went on, the Habbatt church became increasingly dogmatic. What began as ritualized practices, eventually became a deeply political and hierarchical organization which rewarded compliance and punished disobedience. This began to chafe more and more with the diverse faiths of the people of the Ukor, who shared little common ancestry, beyond that which had been forged through their time together in the desert.

Though improvements in irrigation techniques continued to allow the people of Saresh to expand further out from the river’s path, this increasing theocracy began to drive people into unknown parts of the desert in search of new homes where they might be able to practice their faiths without scrutiny or suppression.

Little could be done directly about the church, which wielded incredible power, but after the first riot in the city of Saresh, which at this point had become a shining jewel in the heart of the kingdom, the then-King Sibbid instituted the Mahsai.

The Mahsai’s purpose was simple on paper: It was a legal court, which existed to mediate matters between claimants of different faiths, to ensure no favoritism was taking place. Many Habbatt church leaders readily agreed to the establishment of the Mahsai, seeing it as another avenue to enforce their will within Saresh, but soon found themselves receiving censures and fines for their actions.

Within a generation, much of the Habbatt’s influence had been stripped away from them, and tensions were eased across the kingdom, which had expanded to encompass most of the peoples living along the Ukor. This expansion was the result of a series of successful campaigns to unify the region, which ended only upon Saresh’s encounter with the fledgling empire of Vandregon far to the south, which rebuffed their advances and retaliated with brutal efficiency.

Saresh, now, had long-outgrown the city from which it took its name. It stretched far into the desert, sprawling into areas that had centuries ago been considered too inhospitable for any life, let alone rich and bustling cities. Needing a new name to present to these great foreign powers, one that showed how thoroughly they have tamed the desert, Sibbid dubbed his kingdom: The May’Kar Dominion.

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May’Kar Economics

May’Kar’s economy is made up of a complex trade network connecting its central territories to its peripheral ones. Collectively, the region is very rich in valuable resources, but those resources are, more often than not, sequestered in or beyond inhospitable environments. One of the main limiting factors for accessing these resources is the infrastructure needed to extract and transport them to the Ukorate provinces.

Rather than trying to overextend into the deeper reaches of the desert, the Dominion relies on the algari, the people already living there, who are already well-adapted to these areas. The Register demands tribute from these peoples through the quotas imposed on their algarads, but the real value they offer comes from continuing trade. As a result, the yazi tend to approve of temporary economic subsidies towards various algar, in exchange for the development and maintenance of infrastructure that will facilitate future trade.

This economy requires the Dominion’s trade network to constantly expand and develop, with new sources of trade and tribute paying off the costs and debts incurred by the old. As the number of uncontacted algar decreases, there are diminishing returns on expansion and investment, and the entire system risks collapsing in on itself.

Along the river, a Ukorate’s ability to extract water for personal use, beyond the water that naturally hydrates its soil and the surrounding area, is funded by its taxes towards Saresh. Irrigation systems are controlled by sluices, operated by a Ukorate’s magistrate and their subordinates. These sluices control the rate at which water slows out from the river and into the ownership of the province’s Prince. The sluices are adjusted weekly to account for natural variations in the Ukor over time, but some magistrates have been known to occasionally ‘forget’ to adjust the sluices.

May’Kar’s major trade partners are Vandregon and Aldoria. Its major exports include salt, wine, olive oil, spices, ceramics, honey, millet, and gold. Shipments carrying these resources are typically delivered by barges floating down the Ukor, or by ships departing from Themakis. Almost all of this is produced by algar, with the Dominion acting as an intermediary. Meanwhile, the major imports include silk, cotton, iron, hardwood, and various dyes. Little of these make their way to the outer provinces except as rare luxuries. In general, algar aren’t allowed to trade with each other, though an algarad may actively facilitate such trade.

Taxes are imposed on trade, not only to further fund the Dominion, but also as a form of incentive. Higher taxes are generally imposed on non-Mahsai faiths, as well as on groups that are less cooperative towards the crown and the yazi. Conversely, taxes can be lowered through collective shows of fealty or piety, as well as through military contribution. The asymmetry through which these taxes are applied sometimes results in ‘proxy trading’, in which certain individuals conduct trade on behalf of others, sometimes traveling far and wide when the price is right. The practice is heavily frowned upon, and is even punished with fines when done egregiously.

The Register
As the Dominion continued to exert its influence and integrate more of its peripheral territories into its economy and culture, the yazi proved too cumbersome and centralized in Saresh to be able to effectively address the many needs of the May’Kar in areas of logistics, finances, and recordkeeping. In an attempt to address this, Priest-Queen Ordhah established the Register of May’Kar.

The Register is made up of politicians, merchants, scholars, priests, and more. It has little direct authority outside of its own scope, but is essential for keeping the apparatus of May’Kar moving. Register officials are tasked with the identification, operation, and maintenance of trade routes; assessing the value of an algar, determining the quota of its algarad whether or not that quota has been met; the acquisition and delivery of materials necessary for state-direct projects; the cataloguing and census of the various peoples of the Dominion and their faiths; and much more.

Even without direct authority, Register officials have a great deal of influence, as they are often the final word on what is, even if they have little say in what should be. Register officials have sometimes been caught altering records either for personal gain or on behalf of others, and have had the occasional audit and purge by the yazi.

They have a main office in Saresh, which contains a grand library of records that go back centuries. A committee of yazi members are assigned to oversee the Register, tasked with ensuring its highest offices are filled, but uninvolved in its actual operation. Additionally, smaller cells of officials and agents are deployed throughout May’Kar and hire local talent to help them carry out their duties. These cells are expected to make regular reports and often do so by utilizing the routes that they operate.

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Priest-King

As all things flow down the river, in May’Kar, so too does all power flow down from the Priest-King, who is held by the Mahsai to be the closest living person to divinity. There are few powers beyond the Priest-King’s control- they have command of the Dominion’s military, the authority to pass laws, and a great deal of influence over the courts and the other nobility of the land.

Each Priest-King can trace their lineage back to Kosami, the first to take on the title, and upon their death the title is transferred to their heir, usually their eldest child. Though the title ‘Priest-King’ has been held by both men and women, occasionally a new monarch will designate herself a Priest-Queen instead.

The Priest-King’s primary duty is to ensure that the Ukor River flows cleanly. And that it does flow cleanly, and has done so for hundreds of years, is the basis of the legitimacy that the crown wields and the divinity that the bearer claims.

While the crown holds a great deal of religious reverence, the first Priest-Kings of Saresh also worked to ensure political loyalty with the various Princes of the Ukor. This was done largely through intermarriage of the various royal families. In fact, many Ukorate nobles can also trace their lineage back to Kosami, which is often used to argue for additional standing or favor in the eyes of the Mahsai.

The Priest-King has near-unchecked executive power, issued in the form of edicts. There is no mechanism in the Dominion for an edict to be overruled except by subsequent edicts. The only check on the crown’s power is the consequences of that power being wielded poorly. The Priest-King is expected to use a great deal of discretion when deciding how and when to issue an edict, and it is not uncommon for some to go their entire lives without doing so. The issuance of an edict is considered to be a sacred act, and so an unjust one is sacrilege and risks damaging the legitimacy of the crown.

In the event that an heir is incapable of ruling, the title either passes to another eligible relative, or else another eligible relative serves as a regent temporarily, acting in the Priest-King’s place. Those that would report directly to the Priest-King instead report to this regent, and the only power they lack is the power of edict.

Officially, the Priest-King’s faith, and therefore the state faith, is the Mahsai. This is intended to prevent favoritism among the other faiths of the Dominion. In practice, it has entrenched the Mahsai itself as an unassailable institution of divine righteousness. Additionally, unofficially, some Priest-Kings have been known to hold and express beliefs in accordance with other faiths, which has at times undermined that intended neutrality and led to schisms, one of which ultimately ended in a successful assassination. Today, Priest-Kings are expected to reaffirm their faith to the Mahsai publicly, to avoid political turmoil.

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Algar

The May’Kar Dominion recognizes two types of territories within its borders: The first are the Ukorates, riverine city-states that make up the heart of the Dominion. The second are the algari, peripheral lands from beyond the river’s reaches.

Beyond the Ukor, the lands claimed by the May’Kar Dominion have been divided up into provinces, called algar. This designation began as a largely aspirational one: The Dominion really only ruled the length of the Ukor. The peoples beyond it barely recognized that the May’Kar existed, let alone that it had sovereignty over them. In some sense, the division of the lands into algar is arbitrary, done in whichever way is most convenient for the Dominion and the crown, and more than one frustration has been caused by the seasonal movements of peoples across provincial borders.

Each algar is assessed, as best as it can be, for the resources that it has to offer May’Kar, mostly in its wealth and its warriors, and then is assigned an official called an algarad, who is tasked with taking a portion of those resources yearly, as a tithe. The algarad is given a stipend, soldiers, and a staff of tax collectors and assistants, but is largely left to their own devices and able to operate however they see fit in order to meet their quotas.

As May’Kar is busy with many matters, and travel through the desert is harsh, the crown has little reason to send a proper military after these remote groups to bring them in line. Instead, algarad are expected to establish mutually beneficial arrangements between the algar and the Dominion, either through favorable trade or through diplomacy. Algarad are permitted to negotiate on behalf of the crown in a limited capacity, and canny negotiators can even personally profit from the deals they make.

Algarad who routinely fail to meet their quotas are eventually stripped of their position and then replaced by someone else. Some algar have gained a reputation for this being the norm, and have become dreaded assignments. Some algarad are remote enough that it takes multiple years for these failures to be noticed, and even longer for any corrective action to be taken. Rarely, an algarad is so successful in their task that they entrench themselves in their algar after amassing wealth and power.

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Ukorates

The May’Kar Dominion recognizes two types of territories within its borders: The first are the Ukorates, riverine city-states that make up the heart of the Dominion. The second are the algari, peripheral lands from beyond the river’s reaches.

The Ukorates are highly developed and urbanized areas, grown by the Ukor River. Most areas that became Ukorates predate the Dominion, and even its previous iteration as the kingdom of Saresh, back from a time where independent Princes vied for control of the region. Those Princes that allowed themselves to be absorbed peacefully into Saresh during its campaigns of expansion kept their leadership and a degree of autonomy and independence, becoming vassal states. Those that resisted, however, had their leaders deposed and replaced with governors loyal to the crown.

The Prince-led Ukorates are able to maintain their own cultural and religious distinctiveness, traditions, and institutions. They’ve continued to evolve over the centuries independently of May’Kar, but also as subjects of it. Many of them are still ruled by nobility which trace their lineage back to the days of the city-states, and these nobles tend to be well-represented among the yazi, the Mahsai, and other prestigious administrative offices. The degree of autonomy to which these Ukorates enjoy varies; the southernmost Princes, by necessity due to their distance from the capital, have comparatively limited oversight over their actions.

Each Ukorate is permitted to keep its own small garrison of troops to defend itself and collect taxes, but is expected to commit the majority of its conscripts to the crown’s Army. They’re responsible for maintaining their own internal courts and enforcing their own laws, but are also obligated to leave all matters of interfaith disputes to the Mahsai, and are similarly obligated to build and maintain a Mahsai temple in their capitals so that its local judges and advocates might have a place to work from.

One major power that is expressly out of the hands of these Princes and governors is the power to manage or extract the water of the Ukor River. Instead, the crown assigns a magistrate to the region, who has the sole authority over such matters. Magistrates determine things like when and where canals, aqueducts, and water screws can be built; which areas get prioritized in times of drought; and are the only ones permitted to finalize trade agreements in which river water is bought or sold. Water is a major limiting factor in the expansion and upkeep of the Ukorates, and these matters are at the magistrates’ discretion, so most Ukorate leaders will do whatever they can to stay in their good graces.

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Yazi

The May’Kar Dominion is vast and complicated, and many matters are beneath the Priest-King’s attention. The Priest-King is not merely a figurehead, but few have direct access to them: only highly influential governors, heads of faith, and foreign diplomats can expect an audience. The need for a deliberative group that can address other outstanding matters has given rise to the yazi.

The yazi is a large body of state officials, which convenes almost exclusively in the capital city of Saresh, and collectively has an authority that rivals, but does not exceed, even the Priest-King’s. Each yaz is either appointed by the reigning Priest-King, and holds their position for life unless they fall from favor, or else is drawn for five year terms of service from the various May’Kar provinces, both through appointments by governors and by elections.

Informally, the yazi are broken up into various committees that focus on different matters of law and administration, but any yaz has the ability to weigh in on any issue. Despite the purpose beyond their institution, as May’Kar grows and develops, they have collectively become bogged down further and further by the burden of managing a large, complex state in constant flux. They occasionally also act as a court for those wishing to challenge the rulings of judges, and meet with special interest groups from peripheral territories who have come to advocate on behalf of their own people.

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Magdelena

PLAYER NAME: Kathy Beltran

CHARACTER NAME: Magdelena

GENDER: Female

PRONOUN(S):she/her

CLASS:

AGE: 30ish

RACE: Human

HAIR: Blonde

EYES: Blue

OCCUPATION: Owner/Operator of The Gilded Griffin Tavern and Inn; Companion; Escort

KNOWN SKILLS: Barkeeping, Accounting

BIRTHPLACE: Faedrun

NOTABLE TRAITS

RELATIONSHIPS: Many. If they have passed through Starkhaven, they likely either had a drink or stayed at her business. If they live there, the chances are much higher.

RUMORS: Many. She encourages them by adding on her own embellishments. Most don’t know what is true and what is not.

BIO / BACKGROUND HISTORY

EARLY LIFE

Magdelena was born into a modest, hardworking family in a small village on Faedrun. From a young age, she showed an exceptional intellect, an uncanny ability to make fast friends who would pour their heart out to her. Like many, her village was caught in a battle in the battles  against the Undead and Penitent. With her family dead and her village burnt to the ground, she became another war orphan.

ON FAEDRUN

Magdelena moved to areas of Faedrun untouched by the war. Destitute, she took up odd jobs as available. This usually meant cleaning or being a serving maid. In the taverns and inns her personality shone through, and she quickly made a modest living that way. However, a young woman with good looks and charm can also make money in other ways. Many people will pay for company, especially with someone like her. So she took up being an Escort as well as a Tavern maid.

Magdalena was doing that when she was discovered by a well known Madam. Seeing her talent wasted, Magdalena was swept off to Southern Vandregon for education in being a Companion to the wealthy and powerful. There her talents flourished. As time went on, she was entrusted with running one of the Madame’s establishments as well, turning it into a thriving social venue for high and low born alike.

LIFE ON MARDRUN

As the war worsened, Magdelena saw the writing on the wall sooner than most. That is what happens when the high and mighty will let slip their worries to you. As such, she packed what supplies and coins she could, and made for the colony of New Hope. She was well enough known that she could get a job in one of the budding taverns. However, much of her support and connections never made the trip over. She was back to the beginning.

Over the years, she managed to slowly save enough silver through her work to be able to afford her own place. Unfortunately, New Hope had grown and was saturated with taverns. However, she learned that the Order colony of Starkhaven had started to grow again after a long decline. Seeing an opportunity, she readied to move there. The Order Civil War briefly paused those plans, but afterwards provided even more opportunity to rebuild. Bidding New Hope farewell, she made the trek to Starkhaven to open her own tavern.

RUNNING THE GILDED GRIFFIN

Magdelena now runs the Gilded Griffin with the care and precision of someone who has built something entirely her own.Though she started small, the tavern and inn situated in a comfortable corner of Starkhaven, has earned a well-deserved reputation for warmth, hospitality, and quiet charm. From early morning until the hearth burns low at night, the Gilded Griffin remains a steady presence in the lives of locals and travelers alike.

The main room is inviting, filled with polished wooden tables, rich red draperies, and the warm scent of bread and stew. Magdelena oversees it all with practiced ease—welcoming guests with a kind smile, smoothing over disputes with a gentle word, and making sure no tankard sits empty for long. Her eye for detail ensures that everything runs smoothly, from the kitchens to the guest rooms upstairs.

Though she hires capable staff, Magdelena is never far from the work. She can often be found tending bar, accounting ledgers open at her elbow, or quietly speaking with regulars who seek her advice. Her presence brings a sense of calm and order to the tavern, and her reputation for fairness and discretion has made the Griffin a favored gathering place for merchants, guards, and travelers from across the region.

The upstairs rooms are modest but clean, with thoughtful touches like fresh linens, sturdy locks, and warm lighting. Guests who stay the night often comment on how peaceful the place feels, as though trouble knows better than to cross its threshold.

While the Griffin is a public house, those with discerning tastes or quiet needs know to inquire subtly about the private rooms and finer services the inn occasionally provides. Magdelena is known not only as a skilled tavern keeper but as a discreet and charming companion to those of influence—offering conversation, counsel, and cultivated company to those who seek it. These services are not advertised, but in Starkhaven, little stays secret for long—only quiet and well-managed. Her reputation for discretion and warmth makes her a favored host among the town’s notables and passing dignitaries alike. Some speak of evenings spent in her company as equal parts relaxing and enlightening, describing her with words usually reserved for old friends or wise confidantes.

Above all, Magdelena runs the Gilded Griffin not simply as a business, but as a refuge. She treats her patrons with genuine care, offering a warm meal, a quiet place to think, and, when needed, a sympathetic ear. She rarely speaks about her past, but there is a sense about her—a quiet strength and worldliness—that hints at a life beyond tavern walls.

CURRENTLY

No one really knows how Magdalena became entangled with the Militia Commander. Some say it is because he used the Gilded Griffin as a meeting place for a Syndar from the Fire Isle. Either way, her skills were noticed and she soon was called on to take a greater role in the affairs of Starkhaven and the Order.