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Undead & Penitent

“We still do not know how the undead came to be on Faedrun. But our lands are at war. Our armies meet them with steel and our order fights them with faith. Our gods are with us and we must not fail.”
Arynn Freysa – Human Cleric

The Undead are not playable for standard players.

Background Info – Undead
FAEDRUN
The Undead have been around for a long time on Faedrun. Previously, the undead were the mindless shells of former life and plagued tombs and graveyards. They were still tough and strong, but isolated they would be dealt with quickly.

It wasn’t until recently that the undead began to spread and become a major problem. Smaller villages were attacked by larger numbers of undead and the militia or even the army would need to be called in to assist. This was still downplayed as isolated events but the truth was that the undead presence was growing stronger. The rise of the penitent truly marked the beginning of the undead plague, although nobody really knows when this was. The penitent and undead numbers grew in secret for quite some time.

Now, the undead plague rampages across Faedrun and every kingdom is involved, both human and Syndar. The King of Vandregon vowed to put an end to the undead menace and has mobilized troops to move against them but he has also sent word to other kingdoms and asked for their aid.

MARDRUN
In the known history to the Ulven, the undead have never been known to them. Ulven burn their dead and this apparently plays a major factor in stopping their reanimation. However, the recent appearance of a lich that rampaged across Mardrun and turned both ulven and mordok into zombies was a shock to the ulven people. The truth of the undead existence may also give some truth to the scary stories of demons or monsters that hide in the dark corners of ulven lore…

The undead are composed of a number of lower power beings called zombies, and then they progressively get more powerful. Dark energy imbues a corpse as a vessel and when this energy grows, so to does the power of the undead. A malicious intelligence seems to grow with this power and appears to corrupt the features of the person the vessel used to be. To destroy the undead is to destroy this energy, for it is what holds the undead together.

UNDEAD LORE:

  • Undead are made up of almost exclusively intelligent beings (no animals). There have been reports of the trusted mounts and steeds of knights being transformed, but it is very rare.
  • They are corpses reanimated with dark energy/magic; the corpses act as vessels. This means that the actual physical structure of the corpse is not as relevant as it would be to living creatures.
  • There are no apparent “weak spots” in the undead. Hitting them in the leg and hitting them in the head seem to do about the same thing. Each attack on the undead seems to weaken the dark energy that animates them until the physical body eventually falls apart because the energy is no longer strong enough to manifest in the corpse/vessel.
  • Divine energy/magic has a profound effect on the undead and is the single most powerful weapon against them. Normal weapons seem to do little, but repeated blows can take the undead down.
  • Undead taken to the ground will eventually recover their dark magic over time and rise again. The only way to truly destroy them is with a blessed weapon or divine magic or to force them to recover so many times that they simply run out of dark magical energy. Some of the stronger beings seem to have a nearly infinite amount of this energy as long as they have time to recharge. It is suspected that the undead pull mana from the surrounding mana stream in order to fuel this energy, but there is a severe lack of proven evidence.
  • The “lesser undead” come in the form of zombies; they are slow and shambling and not very intelligent. They move directly towards victims and either claw or bite them to death or hack at them with weapons. They seem to move slower and retain only a basic understanding of weapons and how to use them.
  • The more powerful the dark magic of an undead, the smarter the undead becomes. These intelligent undead are harder to kill and have a higher mental capacity. They are called ghouls, or “medium undead”, and normally wear armor and use better weapons and tactics, but look very similar to zombies. They are usually the body guards of more powerful undead or seem to be evolving into a singular purpose, such as a ghoul whose body is bloated with carrion and disease to help spread the plague.
  • The most intelligent undead have auras of magic so strong that it allows them to tap into a dark magic that is very powerful. They can cast spells and imbue normal bone to a level stronger than steel. These undead are also capable of channeling dark energy into the shattered bodies of fallen undead and bring them back. These undead are called “greater undead” and examples are Liches and Revenants. These are the only undead that have been seen to talk and make use of words.
  • In the presence of greater undead, zombies and ghouls seem to become stronger and more intelligent. They will fight better and be tougher to take down and are capable of following detailed orders.

 

 

Background Info – Penitent
The penitent are a group of humans and Syndar that were created during the beginning of the major spread of the undead plague. The penitent believe that the world has been judged by divine powers and that the undead plague has arrived to purge the land of the living. In an effort to save them from damnation, they have taken up arms against the human and Syndar kingdoms and are willing to give their lives to repent and gain favor amongst their divine gods. To symbolize this, the penitent paint black streaks of tears down their face to represent their souls crying out the sins of the world.

FAEDRUN
In the beginning, peasants are the primary members of the penitent. The spread of this belief was slow at first, but quickly gained momentum when the dead began to rise from their graves. Preachers for the Penitent called out to locals, going into towns and calling out to people to repent. Most peasants would ignore them entirely or even drive them from their villages, but the appearance of the undead with the preachers quickly changed this. The undead began to ravage the citizens and kill those in their path, but would not harm the preachers or those that swore loyalty to the penitent cause. When people who stoically defended their divine faiths were tore down and shredded and people who pledged allegiance to the penitent were spared, the numbers of the penitent grew fast. Their numbers exploded when those same mauled victims began to rise again as the undead. Over time, larger villages and even some lesser nobles have joined the ranks of the penitent; when a horde of peasants and undead appear at a noble’s estate, it is usually enough convincing to have the noble join the cause.

These preachers are the ring leaders and recruiters of the penitent and can be seen coming to different villages and trying to round up the locals, the farmers, and even travelers and preach the word of the penitent to them.

MARDRUN
To date, there have been no reports of penitent on Mardrun. It is unlikely that a penitent could stow away in a ship for any length of time and remain hidden before being found and cast overboard. However, there is still some worry about the possibility of penitent, or some form of their beliefs, surviving to make it to Mardrun. There were so many boats that were “lost at sea”, who knows if one of them may have been filled with penitent believers and are hiding to this day…

The penitent are completely convinced that they must help to purge the world of the living or else they will be damned for eternity, and once the penitent faith has overcome someone they are almost impossible to reason with or bring back. They are religiously fanatical and willing to die at a moment’s notice in order to repent. However, they are not imbued with any sort of magic that makes them stronger; they cut and bleed and die just like normal people. It is their religious fanaticism and the quickly spreading faith of the penitent that make them so dangerous.

However, they are just like normal people and can act normal and get close to towns as well. They are still intelligent and tactical; they have not become stupid. However, being in the vicinity of a penitent for a long period of time usually gives way to clues to their true nature, for they find it impossible to completely suppress talking about repenting the land and they see non-penitent in a far inferior light. They act as if they are stupid and foolish for not seeing the truth.

The penitent completely believe that if they have joined the cause of the purge of the land and the undead are a tool of their divine power’s judgement, but eye witnesses have noticed that the undead behave somewhat randomly in regards to the penitent. Sometimes the undead move about and kill anything in their path and sometimes the undead work with the penitent and perform actions to fuel their preaching. There have definitely been reports of the undead functioning very well and coordinated, almost as if there was a malicious intelligence driving them.

PENITENT LORE:

  • They believe that the undead plague is a cleansing judgement of their gods and that if they help the plague and repent for their sins, they will be forgiven.
  • They will first try to convert people over to the penitent. First, people are shown the way and then they are forced, either by watching people be eaten by undead or by being tortured until they believe their ideals… or both. Sometimes this can be a lengthy process. If someone refuses to join the penitent, then they are killed, often used as an example towards other people they are trying to convert into followers.
  • Once a person believes in the cause of the penitent, it is almost impossible to turn back or pretend not to believe anymore. Their very core has been shaken so much that they are unable to be reasoned with. Even Divine magic appears unable to undo the damage. They are not magically controlled or under the influence of a spell. It is believed that magic is used to break down the mental barriers of the people they are trying to convert, but once they believe, the very core of their being has been completely converted.
  • They are human or Syndar and are predominantly human due to the size of the human kingdoms.  Penitent are living; they are not lesser forms of undead. No single type of religious belief seems to create more members than another.
  • They are able to blend in with the peasants and normal people, but doing so is rare. They often talk about repenting sins and treat others as inferior, almost instinctively. Penitent often paint tears of black on their faces, especially before battle or killing, and is an obvious mark that they are penitent. After Vandregon rangers and elite soldiers would infiltrate the penitent ranks and assassinate important penitent leaders, the penitent started burning or tattooing this mark on their followers to make it permanent.
  • Peasants make up the majority of the penitent, but anyone could be swayed to their cause. In the beginning only peasants, farmers, and preachers were penitent but some mercenary groups and even a nobles have been known to join their cause.
  • The “living cunning and tactics” of the penitent combined with the “non-living endurance and persistence” of the undead has created a combined-arms army that has been shockingly effective against the Grand Alliance on Faedrun. When an undead force is too slow, the penitent can make up for it with speed. When a penitent force needs to rest, the undead can continue indefinitely. This combination has made for a very effective army, one that continues to grow with every victory or defeat.

—-

It’s been 3 years since the Undead first arrived on Faedrun. Three long years characterized by blood, by death and destruction—and by salvation. I didn’t see my first Undead until months after they had appeared. I was 18, barely a man, when it happened. I was running home, late, my mother staying up sick and worried about me. My mother. She was a greedy old hag. We were farmers, yes, but we weren’t the poorest farmers in our small town. There were others much poorer than us, but did Mother care? No. She hoarded what little silver, what little food we had and flaunted our few good fortunes in the others’ faces. But never around Reverand Michaelsson. Never around the unnamable master of this place, the few times had he ventured from his home. I snarled as I ran, thinking of her hypocrisy. Nearing my home, I schooled my features into an expression of docile obedience. But it was pointless. I arrived to see fires burning in the fields, my small home stood with its wooden door off its hinges, a smear of blood, a handprint, on its frame. Hardly daring to breath, I stepped in the door, blinking in the darkness. I thought I could spy a huddled shape on the floor, no, two—my parents? Before something launched itself at me, propelling us both into the cool night. A woman sat on my chest, holding a blade to my throat. “Will you serve the Undead with us? They offer us retribution. They offer us salvation,” she hissed, “serve them or die and spend eternity in damnation!” My throat clenched, but I forced the words out, feeling them like daggers in my heart, “I will serve you.” I did not want to die… and I wanted to learn more…

I shake my head to clear it of those dark thoughts. I hadn’t known what I was getting into when I joined the penitent, but I have not looked back since. Their message is clear—it is right. We are here to serve the Undead, the harbingers of death to those who have sinned. To those who are the reason they are here. And I will help them until my very last breath—help them to cleanse this earth of the sinners, of the hypocrites like my mother. Then, once the world is pure, they will leave, and we will build this place anew.

I stand and watch as a woman kneels in front of all of us. Standing before her is a man with his arms out wide. She kneeled before him, our priest, as he told her of the Undead. Nearby the choking smoke of the fire consuming the village and the scent of blood and decay hung in the air. Tears streaked her terrified face. He spoke of their purpose—to clean the world of sinners, so that it may begin again, more pure than before. He whispered of their powers—the power to rise again, so they may serve their cause even after death. He spoke of the supposed “blessed” weapons used to kill them. Blessings from unclean deities, he assumed. And because he said it, so it must be true. The Undead must be a sign that the world is corrupt. And she would serve them to her death. Then, as the priest said, she would be raised in glory before the great divine beings who sent the Undead. She would be saved—she would be rewarded. Unlike those who don’t believe. The ones that the undead were there to destroy. They would be punished, their souls sent to the damnation that her priest spoke of so often.

The woman looked up to him with terrified eyes, tear streaked… but she was listening.

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Saresh

Saresh is the capital of the May’Kar Dominion, and the city from which the Dominion’s predecessor, the Kingdom of Saresh, took its name. Saresh straddles the Ukor River, its two halves conjoined by large bridges that arc high over the water to stay dry even when the river gets to its highest levels. It’s the northernmost of the river provinces, a status maintained by strict law, and is both the literal and metaphorical seat from which all power flows in May’Kar.

The wealth of the desert, largely accumulated through taxes, has allowed Saresh to sprawl far beyond its original size. Multiple layers of irrigation networks, built on top of each other over the centuries as the city’s needs grew, allow the entirety of the city to look like a lush garden paradise, to the extent that it’s easy to forget that one is in a desert at all.

Within this sprawl, six formal districts have been designated, each centered around a cistern that continues to supply the area with water even when the river runs low. These districts are equal parts administrative and ceremonial, dedicated towards specific functional purposes, while also enshrining certain ancestral Mahsai faiths and providing venues for rituals and festivities.

  1. The Gate of the Small Gods is positioned at the southwestern end of the city, and is the main point of arrival for newcomers to Saresh. The district is densely packed with temples to various minor Mahsai faiths that see near-constant activity both as sites of active worship and also as micro-embassies for the many peoples of the May’Kar. As faiths wither and die, or are stricken from the Mahsai ledger, temples become repurposed and rededicated to new beliefs and spirits. Its cistern is dedicated to the Laghu Deva, whose followers solicit offerings from visitors and residents in exchange for political favors and advice.
  2. The Temple Hill is the oldest of the districts, overlooking Saresh’s western bank. It’s considered a deeply sacred part of the city, and is visible from all over, containing the tallest and most opulent of its buildings, which seem to slope away from the palace in which the Priest-King and their family resides. Also here are multiple large dome-topped buildings in which the yazi convene to discuss law, and in which the most serious and significant cases are judged; grand temples and monasteries to the oldest and most enduring faiths; and lush gardens carefully arranged from plants found all across the Dominion. Its cistern is itself a massive temple dedicated to the Bhalin, the majority faith of Saresh before it was seized by Prince Tsimfa centuries ago, who purify and prepare its waters for the use in the most sacred rites of the Priest-King and other holy workers within the city, such as paladins in the process of preparing their divine blades.
  3. The Market District is found on the southeastern end of Saresh, and is easily the largest, having been expanded multiple times on account of a continual need for more space and infrastructure. The district sees an incredible amount of activity on a daily basis as a hub of commerce for both foreign and domestic trade, and is subdivided further in an attempt to organize different goods by their type. Its streets are dense and maze-like, formed by permanent structures for merchant companies, and layered onto with stalls and carts in constant flux and people come to and leave the city. This is also where a large number of tax collectors and assessors live, and is where tithe and tribute that must be paid to the Dominion goes. Its cistern is dedicated to the Apanadevata, whose followers are employed en masse by the Register, are responsible for the minting and maintenance of coinage used within the Dominion, and are empowered to take legal action when fraud or debasement is discovered.
  4. The Trade District is placed on the far eastern end of the city, carefully isolated to ensure that none of its industry can pollute the Ukor or the other waters of Saresh. This is where trade guilds are organized to work. Some are put together on behalf of the crown, while others are private companies that have purchased space to work in. A relatively small number of tall residences exist here, built with wind catchers designed to bring in fresh air from higher up and displace the noxious scents produced by the various trades. The district’s cistern is dedicated to the Vyapara, whose followers cultivate expertise in architecture and engineering and act as consultants to the expansion and maintenance of the city.
  5. The Setting Sun District in the northeast is the most densely populated of the six, with narrow streets and tightly packed housing units arranged around small courtyards. It’s home to the city’s working class, as well as the unemployed and infirm. Poorer families tend to live in multi-family wooden houses, two or three stories tall, while those better off enjoy larger walled compounds with different domiciles for different households within the same extended family. The district is connected by roads that travel around the periphery of the city, connecting people to their places of work without sending them through the heart of things. Its cistern is dedicated to the Sadharana, whose followers are charged with the care and rehabilitation of orphan children, and those unable to work.
  6. The Rising Sun District is built along the eastern bank. It’s a mirror to the Priest-King’s Temple Hill, and a pale attempt to mimic its grandeur. This is where the wealthy dwell, including the yazi and their families, powerful merchants, and foreign dignitaries. Their homes are certainly spacious and luxurious, but lack the cohesion and religious significance that makes its counterpart an architectural jewel. The district’s cistern is dedicated to the Kulina, whose followers are paid handsomely to maintain extravagant gardens and fountains within the estates of those living here.

The rest of the city is a heterogeneous mixture of residential, industrial, and commercial areas, which have filled in like patchwork over Saresh’s long history. There’s a clear shift in architectural style over time, seen as one starts in the center of the city and walks to its edge, illustrating not only the change in fashions, sensibilities, and technologies of the time, but also the addition of new materials for building brought in by May’Kar’s expansion and trade.

The majority of the working class in the city operate under a patronage system. Rather than receiving coin for their work, they labor on behalf of one of the many temples of the city, which in turn provides housing and access to food, water, and other necessities. What opportunities a person has access to depends on the social connections they have and can leverage, and while faiths do not exclusively hire from their own followers, conversion is often the difference between subsistence and comfortable living. Temples coordinate with each other and with city officials as a means of exchanging favors and attempting to secure themselves additional influence and prestige.

Those unable to find patronage with a temple might instead enlist with Saresh’s city guard or the Dominion’s military, receiving a proper salary for their service in addition to being provided with city-owned housing. This is one of the few paths available for upward mobility- an illustrious military career would usually be met with coin to spare and give them the means of purchasing a better life. Service in either force is a minimum of ten years. Once that time is up, a soldier can only receive discharge by relinquishing any of the housing and/or privileges granted to them as part of their service, leaving them only with whatever coin they’ve managed to save.

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The May’Kar Dominion

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, and established city-states among the Ukor River  which flowed from the north. As industry and urbanization progressed, the pollution of river waters became a major concern. Tensions grew between these city-states, eventually erupting into outright war. The situation was finally brought to a head when a coalition of forces, led by a woman named Tsimfa, seized the city of Saresh, and stymied the pollution. Tsimfa’s successor, 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. Within Saresh, a church called the Habbatt began to exert control over the other city-states of the river through irrigation and engineering, driving people out into the desert, until eventually brought under control by the institution of a legal court called the Mahsai. Eventually, Saresh was renamed the May’Kar Dominion, in recognition of how its people had tamed the desert.
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Geography

The May’Kar Dominion is home to the largest desert in Faedrun, with much of its territory lying within the rain shadow of the mountains that define its western border, but despite this it’s home to a large variety of environments. While it does contain sandy dunes, dry, rocky shrubland, salt flats and oases, it’s also home to the Ukor River, which runs from the north of the Dominion through the south and fertilizes everything it touches. Up in the mountains to its west, large coniferous forests dominate the area. And to the eastern borders are flat rolling grasslands. In the northwest, it even touches the sea and extends into a small archipelago. All of these places are vastly different from one another, not only in terms of their climates, but also in terms of their ecosystems.
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Political Structure

The May’Kar Dominion is headed by its Priest-King/Priest-Queen, held by the Mahsai to be the closest living person to divinity. Beneath them is the yazi, a court of appointed and elected officials who convene in the capital of Saresh to handle matters of law and policy. Beyond the capital, territories are organized into Ukorates and algar.

Ukorates are city-states along the river, led by either Princes (a noted title regardless of gender) or appointed governors, and have varying degrees of autonomy. They’re managed by a magistrate who controls their access to the river’s waters.

Algar are peripheral territories designated by the Dominion, and have an algarad assigned to extract resources from them. The people living in the algari don’t all recognize the May’Kar Dominion as sovereign over them, and each algarad must figure out how to establish and capitalize on relations with them.

Notable Groups

The environment of the May’Kar desert has permanently shaped the peoples that live within it, with different extremes in conditions giving rise to different cultural practices and values. These differences are felt very strongly between the peoples of the Ukor and the peoples beyond it, but there is as much variation within these groups as there is between them.

Saresh, the capital of the Dominion, sits on the northern end of the river. It’s a great sprawling city, which has been divided up into six main districts so that the people within it may better specialize and organize themselves. It is a place where the faithful find work and housing through patronage and military service, and the seat of May’Kar’s power and authority.

Meanwhile, on the opposite end, lies Tsamir, a hotbed of education, science, and engineering. It’s surrounded by lush wetlands that have been a source of endless discoveries in medicine and alchemy, and its remote location makes it relatively independent of Saresh and the bureaucracy of May’Kar.

Beyond the river are the many algari, which are too numerous and distinct to capture in full. The peoples who live beyond the Ukor River in Dominion-drawn algar are incredibly varied. They exist along a continuum, with culture and faith having intermingled with one another over centuries. One of the great follies of the May’Kar Dominion is the belief that these people could be separated into categories that are useful to their needs. The following entries are mere examples of some of the people found in the desert, but this is by no means exhaustive:

  • The Mushalee, who have built a city around one of the largest oases in the western desert, and who have a complex history of raiding and trading.
  • The Kae’rim, a collective of different groups of nomads who navigate across May’Kar in a great, meticulously planned route which takes multiple years to complete.
  • The Yewuan, herders who travel from east to west with the seasons and follow a set of sacred religious law that informs their day-to-day lives.
  • The Gölkiyde, who dwell in the Dominion’s western mountains, many of its people moving upwards and downwards to follow the region’s fertility, who recognize no god but their own.
  • The Themakeis, who live in coastal and island communities, produce some of the finest luxuries found throughout May’Kar, and are home to star-mages who use the movements of the heavens to dictate fate.

Military

The Dominion’s military is divided up into two branches: The Army, and the Auxiliaries. These branches are independent of each other, with the head of each branch accountable only to the Priest-King. Forces from these two branches are brought together as needed, supplementing the discipline, organization, and superior numbers of the Army with the specialized arms and tactics of one or more Auxiliary regiments.
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Economics

May’Kar’s economy is made up of a complex trade network connecting its central territories to its peripheral ones. 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. Taxes are imposed on trade, not only to further fund the Dominion, but also as a form of incentive, with higher taxes often imposed on non-Mahsai faiths, as well as on groups that are less cooperative towards the crown and the yazi. Beyond the Dominion, its main trade partners are Vandregon and Aldoria.

The Register of May’Kar is an institution made up of politicians, merchants, scholars, priests, and more, and is essential for holding up this trade network. 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.
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Religion

The Mahsai is a legal court which exists to resolve legal interfaith matters, which has in time itself become a religious institution. The Mahsai itself has no gods, no dogma, and no creed. It is not itself a faith that any individual ascribes to, but instead represents a great collection of faiths found from across the Dominion. It’s come to be considered the final authority on matters of faith, and it has the full authority to pass and enforce laws in respect to matters of religion. It recognizes only some faiths as ‘legitimate’, and many powers and privileges are granted only to members of legitimized faiths. Though it has no dogma, it has three central tenets which it uses to determine legitimacy: All life is sacred; corruption fouls the waters; and the Priest-King is the one that lives closest to the gods. The Mahsai has evolved over time, becoming a personal belief held among many, and is also referred to as a philosophy; one of open tolerance to all varied spiritual and religious beliefs. One could hold to the philosophy of the Mahsai, but not be part of the institution of the Mahsai.

The Paladin Corps was established originally as a way of enforcing the will of the Mahsai. They were elite soldiers of faith, who were granted near-immunity to these laws when in the course to carry out their duties. After a period in which rogue paladins enforced the law in their own way, the loyal ones that remained were given holdings, but were barred from membership within the Mahsai and the yazi. Now they take apprentices, and teach them their various sacred rituals and duties, such as the method of cultivating their divine blades, before picking one to inherit their station.

Diplomatic Interactions

Vandregon

The first meaningful interaction between Vandregon and the May’Kar Dominion as proper states was during a series of military campaigns in the formative years of the Kingdom of Saresh, in which Sareshian forces drove south along the Ukor River, eventually reaching Vandregonian lands. They were largely unobstructed for days, before Vandregon’s true military appeared. The retaliation was swift and brutal, with massive casualties on the Sareshian side, who were forced to retreat upwards along the river. The edge of the desert formed a soft border between the two. The Dominion doesn’t have the might to seize Vandregonian lands, but Vandregon can’t bring their advantage to bear in the harsh territory. Even during war time, and especially outside of it, Vandregon has been one of the greatest trade partners of the Dominion, and it isn’t hard to find a wealthy lord still looking to partake in its luxuries and amenities.

The Syndar

According to the Dominion, the first encounter on Faedrun between humans and Syndar was between Yewuan herders and a group of Lairthuduillan explorers from the north. Shortly after these Syndar met with the Priest-King, May’Kar rushed to appease them with favorable privileges such as legitimization within the Mahsai, and preserved a positive relationship with them even leading up to and after the bloody Battle of Grayfield. Now, May’Kar enjoys trade with the various Syndar kingdoms, and some Syndar themselves live in small communities along and away from the Ukor and have contributed to May’Kar’s great diversity.

The Great War

The May’Kar Dominion had a great deal of experience fighting the undead even before the Great War, and so were able to stand as a powerful ally against them. At first they profited from Vandregon’s fighting, leasing companies of clerics and holy warriors out, but as the war approached their doorstep, they formally joined the Grand Alliance. This Alliance was made up of many different states from Faedrun, and they collectively held the Dominion, only ceding ground gradually over the next few decades.

As the May’Kar Dominion fought against the undead, its institutions at home gradually became infiltrated by the Penitent and their sympathizers, who wielded the bureaucratic weight of the yazi and the Mahsai in order to protect themselves from harm. The current Priest-King, Akun, left these troubles at home, opting instead to fight on the battlefield, commanding from the front, eventually becoming a paladin in his own right.

In the year 232, Akun suddenly died, but returned as one of the dead, proclaiming that the undead army would spare the people of May’Kar, should they stop warring against them. The people of the Dominion were deeply divided, with loyalties to the crown clashing heavily with loyalties to the Grand Alliance and to the living. Its diversity of culture and faith, once a strength, only served to complicate the situation to the point of an administrative standstill. As the local Vandregonian forces continued to fight the undead and keep the defensive line held, the Risen-King and his followers turned on them. Detractors of the crown fled the violence south into Vandregonian lands. Crown loyalists pressed on, cutting the Vandregonian Army in half and pursuing those fleeing south, joining up with the undead and eventually overrunning Aldoria.

Meanwhile, part of Vandregon’s forces, which had been stranded in the desert, regrouped and reorganized. The Grand Alliance command was dealt a crucial blow, forcing Vandregon to split it’s army. It took over a decade for this military campaign to reach a conclusion, where Vandregon’s northern army finally marched on Saresh, causing an utter bloodbath as they wiped out any that were loyal to the Risen-King, though the king himself was never found. The Grand Alliance would never recover from the outcome of these events.

Surviving May’Kar & Mardrun Colony

The May’Kar citizens that fled traveled southwards, into Vandregonian lands. They convinced the Vandregonian leadership that they meant no harm, and opposed the Risen-King, and ended up being labeled ‘True’ May’Kar for remaining loyal to the Grand Alliance. Their military was absorbed into other Grand Alliance units, and their civilians were allowed to retreat further south, some eventually ending up on the evacuation fleet. On Mardrun, they struggle to carry on their traditions, separated from the land they had a relationship with, and can mostly be found in a number of small, close-knit communities resembling the algari.
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Inspiration and Garb

The May’Kar Dominion contains a great variety of peoples in it, and no single description could possibly represent everyone. Inspiration for the region pulls from as far west as Greece, and as far east as Tibet, and features a variety of West Asian and North African influences. These inspirations are used in a variety of different specific combinations and contexts, and aren’t meant to come together in a homogeneous mix. Players are expected to be respectful of real-world cultures and be aware of proper representation and avoid tropes, appropriation, and racist stereotypes, and should also understand that the May’Kar Dominion is not an attempt to recreate any one group exactly.

The specific peoples and subcultures described for the May’Kar Dominion are meant to be illustrative examples, and not an exhaustive list. Please email Staff with any questions or for assistance in expanding on these groups.

Historically, clothing is both functional and fashionable, and the needs of a group are going to be informed by their material circumstances. The people living in the southern region of May’Kar, where the desert begins to give way to fields, are going to have different needs than the people living in the western mountains, who face cold winters and live among evergreen forests.

That being said, here are some general guidelines for finding garb that’s appropriate for a May’Kar character:

  • Clothing should be light and breathable for most people living in the heat of the desert. This means linen and cotton garb. Tunics tend to be long, almost skirt-like. Pants tend to be loose and baggy. Men and women alike might wear dresses. These base layers tend to be white or in natural, undyed colors. Characters from the cooler regions might wear felted wool or furs from herd animals like sheep or goats.
  • Characters with any amount of wealth are likely to layer robes, vests, or coats over their base layer. These might be dyed in vibrant colors, or might be made of a patterned weave, or might feature embroidery or brocade.
  • Nobles might instead layer with garments made from imported silk or velvet.
  • Belts tend to be wide, and might feature decorative elements like medallions or other belts hung from them, but sashes and rope belts are also commonly used decoratively.
  • Cloaks tend to be made of light, thin material.
  • Armor is typically quilted, scale, or lamellar, but broader influence over time allows for many different options or materials.
  • For headwear, scarves and sashes can be worn around the neck and shoulders. Decorative circlets, bands, and hair ornaments are also appropriate.
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Mahsai

The Mahsai is a philosophical and spiritual framework used by many of the people across the May’Kar Dominion. It is a sort of shared language that people of many different faiths can use to connect with one another and to guide their conduct and their lives. It creates a set of shared cultural values and generally promotes tolerance and harmony between disparate groups. Even beyond the borders of the Dominion itself, followers of the Mahsai have a general reputation for being diplomatic and sensitive when dealing with people of foreign beliefs.

The Mahsai originated as a legal court, one of the oldest institutions in May’Kar, which was originally established to counteract the overreach of the Habbatt church. At the time, the church had a stranglehold on the way of life within May’Kar, using water as a tool to reward loyalty and punish disobedience. The court was used to gradually erode their influence, and eventually eased the tensions the church was causing.

The Mahsai’s fundamental purpose is to resolve interfaith matters. Any legal issue in which members of more than one faith are involved fall under the jurisdiction of the Mahsai. This allowed the court to act as an intermediary between the Habbatt and the many other peoples of the Ukor that they were imposing themselves upon. However, in the centuries since, it’s given them a great amount of leeway to involve themselves in a majority of legal matters within May’Kar.

In contrast with the Habbatt church, a religious institution that became a political one, the Mahsai is a political institution that became a religious one. The Mahsai itself has no gods, no dogma, and no creed, but it’s come to be considered the final authority on matters of faith, and it has the full authority to pass and enforce laws in respect to matters of religion. In order to ensure that these laws were just and equitable, it was filled with pious members of various Dominion faiths, and that has eventually led to its position, in which faith and piety is essential, but no particular faith is favored.

In theory, the Mahsai protects peoples of varying faiths, not only from within May’Kar but also for those visiting it from beyond, by ensuring that no ‘legitimate’ belief system is impinged upon by another. In practice, it is the authority that decides what does and does not count as ‘legitimate’. The politics surrounding this judgement has been the source of a great deal of tension in the Dominion’s history.

Being a member of a legitimized faith, typically referred to simply as a ‘Mahsai faith’, is a requirement for a number of powers and privileges across life in Ma’Kar, not least of which is the ability to find membership within the Mahsai itself. Legitimacy is assessed based on a variety of factors, but the main ones include the number of worshipers of a particular faith, the history of the faith both within and outside of May’Kar, and other subjective factors like the ‘compatibility’ of the faith with the rest of the Mahsai.

While the Mahsai has no proper dogma, it still has three tenets which have emerged from it, which are considered to be essential cultural values central to it and to the Dominion:

  1. All life is sacred. This does not position the Mahsai as an institution of peace, but it does mean that blood must only be spilled when necessary, and that the act of killing is a fundamentally transformative and weighty one.
  2. Corruption fouls the waters. Everyone has a role to play in society, and it is only when everyone cooperates, that May’Kar can survive and thrive. Through this, the Mahsai justifies its own existence.
  3. The Priest-King is the one that lives closest to the gods. They do not have the final say on the divine, nor are they unquestionable, but their bloodline endows them with the wisdom to rule well and justly.

The Mahsai ultimately does categorize itself as a faith, and positions the Priest-King of May’Kar as its head. Its judges and advocates are considered clergy, and entitled to the privileges and protections that that affords. It mandates that heads of provinces construct and maintain temples to the Priest-King in their capitals. This provides a local base of operations for judges and advocates to operate out of far from Saresh, where they must be able to act somewhat autonomously to conduct the law in a timely manner, often coordinating with local paladins.

As an additional consequence of this philosophy, any grievances towards the crown, the Mahsai, or the rest of the state are considered to be interfaith matters that fall under the Mahsai. This has ultimately served to create two tiers of justice, in which May’Kar’s government is largely unaccountable to individuals. Ultimately, the system and the judgements of the Mahsai do generally work to the benefit of the average citizen, but when there is chafing with it, it becomes nearly impossible to resolve. The main force which holds the court in place is the collective will of the people. There have been cycles in which the Mahsai has been more obviously unfair in their rulings, resulting in populist uprisings which effectively pushed back against them.

The Mahsai’s existence as both a legal institution and as a philosophy can often create tensions between the spirit and the letter of what it embodies. The court’s position is that faiths are illegitimate until being decreed otherwise, and that only legitimate faiths are worthy of inclusion and consideration. For those lay people truly ‘devoted’ to the Mahsai, the opposite is true, and open-mindedness and acceptance is the default attitude. At times, the court has been much slower to accept a faith than Mahsai followers. At other times, the court has had to intervene to protect people who have too readily placed their trust in others. The political machinations of the court has also led to it making rulings that are at odds with what it seems like they ought to do according to their own stated values. Some people claim a great deal of devotion to the Mahsai as an idea, while rejecting the court itself, despite their intrinsically linked nature.

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The new army of Vandregon

Vandregon army was not a war machine. It did not use its power to conquer or threaten. It was a peoples army and it used its strength to protect its people and its allies from all threats. When the undead armies began to rise Vandregon wasted no time mobilizing against this new threat. Brave men and women fought valiantly to protect their homes from the undead scourge. As the war dragged on and city after city fell it seemed that not even the might of Vandregon could hold back the enemy. During the Fall, many Vandregon soldiers gave their lives to give the citizens time to board the boats and escape. Though its army was decimated and its cities and capital lay in ruin the people of Vandregon would live on in the continent of Mardrun.

As the refugees of Faedurn found their way to the colonies of Mardrun they had little to no belongings or wealth and many were wounded or sick. They found their new home was less than friendly, and violent clashes between the native races of Mardrun broke out. Some soldiers did survive the Fall and the trek across the great sea and were involved in those conflicts. After the treaty with the Ulven and the colony of New Hope was established, many of those soldiers were recruited as guards to the nobles, while others struck out on their own or settled down to make lives for them selves. There were little resources and bodies left to rebuild The great Vandregon army. The old red and gray started to fade from memory.

There were a few that tried to bring back the glory of Vandregon. One such man was an old Vandregon officer by the name of Alexander Aurgrim. Alexander saw a need for the peoples army again. Though the colonist of New Hope found safety and settled into their homes and new life on Mardrun, those living outside the safety of those walls found life much harder. Desperate men turned to thievery and preyed on the weak on the unprotected roads. Threat of the savage Mordok always loomed in the shadows. Alexander knew that if true prosperity was to come to his people, security and protection had to be established. The roads and vital trade routes had to be protected the smaller villages and farms had to be safe. Vandregon could be that shield.

 

Alexander toiled for years trying to acquire man power, resources. and allies; anyone or anything that would lend to his cause. A few did pledge support but none had the resources available to fund the construction of a large scale army. Many did not see a need for a grand people’s army. The glory of Vandregon was a memory and most citizens were concerned with their own day to day lives. Though his actions would sow the seeds of Vandregon’s rebirth, Alexander would not live to see the Vandregon colors rise again.

When Alexander died, his grandson William took up his cause. William grew up hearing stories of Vandregon from his grandfather. He believed in the ideals of Vandregon and shared in his Grandfather’s dream of a unified and protected nation. William knew that if Vandregon were to rise again people needed to remember what Vandregon stud for.
So William took up his grandfather’s colors and for two years lived the life of an adventurer. William fought along side many brave warriors in that time. He formed strong bonds and allies and started making a name for himself. Over time he was able to recruit others to his cause.

Vandregon now is a true power in Mardrun. William and other members of the Vandregon army have been at the forefront of many great battles. The roads are now safer. The smaller towns now have trained militias to guard them. The glory of Vandregon has been restored and people again remember what the colors stand for. Vandregon has always been a peoples army and now this new Vandregon army stand strong as a shield to protect the people of Mardrun from all threats.

 

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The Kingdom of Vandregon

The Kingdom of Vandregon- Old World

The Kingdom of Vandregon lies on the south western portion of the continent of Faedrun. Its massive territory curls around into a crescent shape. Aldoria lies to the east, Maykar to the north east inside the curve, and the Syndar nations to the far north. Their colors are Gray and Red, representing steel and life. The Vandregon army flies the Gray and Red colors but the Rangers of Vandregon, a large and organized scouting and recon force, are represented by Gray and Green, representing steel and nature.

The knights of Vandregon are the most skilled heavy cavalry in the world, and they ride sturdy and loyal warhorses with a reputation for being absolutely unflappable even in the most dire of situations. Even the peasant militias are better trained and better equipped than most other foot soldiers in the old world. The men of Vandregon are a courageous and proud people, with a long succession of wise and noble Kings.

Home to the largest human population, Vandregon maintains good relations with almost all the human and Syndar kingdoms. They aid other kingdoms when needed, are fair in their dealings, but firm in their ideals and negotiations. The men of Vandregon adhere to a strict code of chivalry, and the people highly value honor and brotherhood as their primary ideals. The territory of Vandregon is large and divided into sections that are ruled by a House; fourteen Houses total made up of a number of nobles, barons, sheriffs, and mayors from their respective territories. Each House has a territory they govern and provide Senators to the governing body of Vandregon. The Senators have a fair amount of power and represent the people of the territory they govern, but the military and kingdom treasury is run directly by the King and his council. The King oversees the Senate and the government is a mix of monarchy and democracy. The King has the most power but if enough Senators disagree with the King they can vote him down but it is a higher than majority ruling; 10 houses must oppose the King’s ruling for it to be overruled. This system is fair and favors change and rapid decision making and has been critical in Vandregon’s growth over time.

Vandregon has grown into the greatest human civilization the world has known. The Kings and Senators, all of whom have achieved knighthood at some point in their lives, have all worked together to build it into what it has become. The enormous military keeps its people safe and the Houses make sure to tend to the needs of the territory. Vandregon has been blessed with a continued line of great rulers and its people are genuinely happy and hard working which makes them productive and prosperous. Every peasant in every country dreams of a good government and kingdom; of a place where people are ruled with firm but benevolent leaders. Vandregon has become just that. People do not fear the military, the politicians, or the King but instead look to them for guidance and leadership. The other human kingdoms have never fully committed to war with Vandregon but border skirmishes and battles over the kingdom’s long history have happened. The closest that Vandregon ever got to full scale war were the initial battles and skirmishes with the Syndar kingdoms to the North and with the Kingdom of Aldoria during the Battle of Grayfield. If fully committing to war, there is not a single human kingdom that could defend against Vandregon’s military for long.

 

The Undead Plague on Faedrun, and the Fall of Vandregon

The King of Vandregon wasted no time fully committing the army to combating the undead. He knew the threat that this organized force would face, and realized that the longer they waited, the more powerful the Undead would become. Instead of simply mobilizing and reinforcing the borders, the army needed to comb through the land and flush out the undead. Not only that, but the source of the Undead plague needed to be discovered and destroyed. The bulk of his Infantry was dispatched to cleanse the countryside and purge the Undead from within the borders, while Cavalry, Rangers, Knights Errant, and brave volunteer Adventurers formed expeditionary forces to locate the heart of the Undead menace. This is when it was discovered just how widespread and embedded this threat had become. Villages all over Vandregon’s borders were taxed to their limit as town guards could barely keep people safe. When the peasants began to rebel and take up arms against the Vandregon army, the true magnitude of the threat was realized.

What was initially thought of as isolated outbreaks of undead and of crazed or fever-maddened townsfolk was actually the beginning of an organized effort that began to call themselves the Penitent. Almost overnight, this rebel army sprang up and began to overwhelm or destroy the smaller Vandregon army units that were combing the land and fighting the undead. The King mobilized a much larger army to counter attack the Penitent, but realized that the undead curse and the Penitent had spread to other kingdoms and the opposing army was much larger than anticipated. As the fighting continued, the dead on both sides did nothing but bolster the numbers of the massive undead horde beginning to form. The very soldiers sent to fight and stop the Penitent army were rising again to fight for the undead. All out war erupted both at the borders of Vandregon and inside the kingdom’s lands. Panic gripped the entire continent.

The army of Vandregon managed to hold it’s own against the undead and penitent for a number of years. It was a long and grueling war and the casualties suffered on both sides were staggering. People were born and grew up in a world where war was all they had ever known. The King and the Senate used all the resources and strategic planning they had at their disposal to keep Vandregon alive. Vandregon was supported by and became a haven for refugees when the smaller kingdoms fell and were displaced. Soldiers trained constantly and held the lines against an unimaginable foe. Mages and clerics from numerous orders searched the continent and tried to discover secrets or new weapons to use against the undead. Rangers and scouts moved in and out of dangerous territories looking for weaknesses to exploit. Through years of war, the Vandregon army forged some of the most skilled and veteran warriors, heroes of legend who forged a name in history and spurred on the soldiers around them. The cost of constant fear of the undead also became a huge problem, as a large numbers of soldiers broke down due to psychological trauma or defected to the ranks of the penitent. Every day was a battle and every new dawn a miracle.

While the expeditionary forces never confirmed the location or the source of the Undead, they did discover that the enemy was using the former May’Kar dominion as a headquarters, and that there was reportedly an Undead leader there called “The Risen King”. The Maykar Dominion had betrayed the other kingdoms, and joined the penitent cause. It was the only lead they had, and they were running out of time. The army of Vandregon was split to deal with this new threat so entrenched near the heart of Vandregon territory, and a grand crusade was launched. The King of Vandregon asked the other Kingdoms for aid, but only the Syndar of Tielorrien joined them in any real numbers. The Aldorians not only refused to send any troops, but actually asked for more aid from Vandregon. The situation was grim, and this was a desperate gamble. If the undead and penitent used the trade routes through the desert to get into Vandregon, they could cut the entire kingdom in half. The Northern half of the army continued to root out the undead inside the Vandregon borders and began an offensive campaign against the MayKar Dominion. It took years to fight and begin to defeat the traitor kingdom, and the diversion was costly. During the tail end of the battle with MayKar, Vandregon tried to divert some resources to Aldoria so they could search for and fund a colony. At first it was just to find another land, and then when it was found it was to pledge support and supplies to ship building. Several cities shifted gears and tried to build ships to assist in the effort in building the colony.

The Southern half of the army focused on the enormous line between the heart of the Vandregon and the enemy. They could barely stand against the undead, but were trying to hold out long enough for the Northern army to join them when they conquered MayKar. When the undead decimated Aldoria, their numbers exploded because of new penitent joining their cause or the dead coming back to fill in the ranks. The undead army renewed its attack on Vandregon with tens of thousands of fresh undead troops, and it overwhelmed the Southern army. This event, from the start of the split to the decimation of half of the Vandregonian army, was called “The Fall”.

The Northern half of the army retreated to the far western and northern reaches of Vandregon. The southern half was decimated. The army broke into smaller groups and tried to retreat. Some units were able to fall back, some were slaughtered to a man, some are rumored still lost deep inside undead territory. Few made it across the ocean in boats to Mardrun. Half of the largest and most disciplined army in human history was utterly destroyed. With the Southern army gone, the massive horde of Undead and penitent poured into the lands of Vandregon unchecked. The nation of Vandregon was ravaged as the people fled towards the Northern army or tried to squeeze into dangerously overloaded ships sailing East. The capitol city of Vandregon was razed to the ground.

Vandregon, the largest human society and the strongest military army on Faedrun, was destroyed.

 

Vandregon Refugees – Mardrun Colony

Much of the government was still on Faedrun and most of the Southern Vandregon army gave their lives defending against or slowing down the undead. Most of the soldiers that made it across were wounded or escorts. More than one story has been told of survivors being loaded onto boats so filled with people they are barely sea worthy and ranks of Vandregon soldiers defending to the last man, taken down one by one by penitent and undead just to give the civilians a chance to get away and out to sea. The ferocity and skill of these doomed soldiers fighting in their last moments has become a legend in itself.

To this day, nobody knows the true fate of the Northern army and the north western half of Vandregon.

Vandregon hasn’t recovered in any sort of organized way since The Fall. The soldiers and civilians who made it across on the boats were more refugees and survivors than organized groups starting a new life. A fair number of colonists are from Vandregon, but the lack of organization has them scattered all over the colony territories and carrying on with their new lives. Some of the nobility that formed the colony of Newhope originated from Vandregon, but they are more concerned with the colony than they are with breathing new life into the old colors. Being a nation founded upon chivalry and Knighthood, the sad fact of the matter is that most of the leadership of Vandregon rode out to protect the retreat of their people from Faedrun, and died doing their duty as Knights.

Recently, however, a young and ambitious Knight from Vandregon has been organizing and training an infantry unit that wears the colors of his native land. The new army of Vandregon grows in strength everyday under the charismatic leadership of Sir William, Grandson of Sir Alexander. The New Army of Vandregon has made its presence known in the colonies, and their patrols of outlying villages have made the region safer from Mordok attacks. To the local civilian populace, the colors of Vandregon are a welcome sight, and the Soldiers of the new army of Vandregon have developed a reputation as honorable and brave fighters, true to the ideals of chivalry and the proud traditions of their homeland. The New Army of Vandregon helps to protect the farmers and colonists who live too far away from the main colonies to be under anyone else’s protection. They train and equip small local militias, and are constantly recruiting from the local populace as they make their patrols. The New Army of Vandregon made up an important part of the Ulven/Human/Phoenix Syndar alliance that stood against the Lich on Mardrun, and they have even sent troops to help aid the Watchwolves and Nightrivers in the Ulven Civil War.

The standard currency from Faedrun, the Vandregon Silver, survived the trip to Mardrun. Enough coins are in circulation that it is still considered the standard form of currency for the colonists.

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Titles of Prestige and Peerage

How does one become Titled in our game and what does that mean?

Titles are not just for NPCs in our game; players can also work towards their PCs earning titles. There is common confusion over “what a title is” especially when it comes to player created content or Organizations/groups that have their own titles and rank. These are not recognized by the official Titles of Prestige/Peerage.

To earn an official “Sanctioned” Title, a PC must work towards various goals in the game world and become recognized. PCs may become well known by other players, but it isn’t until a PC strives for recognition with the NPC entities of the world that they can legitimately earn/claim sanctioned Titles. To become a Squire, you must find a Knight and serve them. To become a Baron, you must pledge fealty to an NPC group. To become a Named Ulven, you must have deeds witnessed by someone of note. The various methods for achieving each title, the ways to become recognized, and the responsibilities that are expected by having a Title, will vary.

Titles can also be taken away for various reasons, such as being derelict of duty or failing expectations by NPCs that the PC is now a “larger part of”. Some Titles may also be awarded as prizes, such as earning an Edler Title from winning a market faire tournament.

Some sort of NPC person or group will “officially recognize” a PC, representing a sort of “Let Me Clarify” moment that allows a player to know a Title being granted is official. This then allows that PC to use that title in social encounters. The link to the PC’s Bio on our wiki will then be updated with the official Title.

Key Points, circa August 266

The following titles of Prestige, Peerage, and Ulven titles are not an exhaustive list of titles in Last Hope. Each and every Kingdom on Faedrun would have had an extensive and most likely complex system of titles that they used. However, most of these systems did not survive the trip over to Mardrun. With a mixing pot of kingdom backgrounds all smashed together in one small continent, the titles became obsolete.

In August of 266, Lord Baron Richards of the City-State of Newhope, as part of the infrastructure building initiative of the colonial territories, has put in motion a plan to standardize titles of prestige and peerage on Mardrun. Anyone with titles worth noting have been encouraged to come to Newhope territory and have their title “converted” to the appropriate title in this system and receive approved documentation is necessary. What this has done is streamline down the titles into an easy to handle an easy to remember system that Mardrun as a whole can recognize.

Titles of Prestige (Non-Nobility):

These are earned like service awards or recognition. They hold meaning and are important, but are not actual ranks of nobility. Recipients of titles of Prestige are recognized but do not own territories (save for a Baronet) or have responsibility to the overall nobility structure. All titles of Prestige, save for Squire/Esquire, will have official papers drawn up explaining the achievement to earn such a title.
Ranked lowest to highest.

Squire/Esquire
Pledged service and oath to a Knight, Knight-In-Training. This holds no actual prestige as there could be many squires, but shows more of an intent to earn prestige or status.
Addressed in a formal capacity as “[Name], Squire to [Knight’s Name].”

Edler
Small title, recognition of some sort for almost anything (martial/political/economic service). Mainly a “This is a person of note”. There are many Edler titles awarded to individuals and this title of prestige would be the absolute minimum needed to gain influence towards a Title of Peerage.
Addressed in a formal capacity as “[Name], Edler of [Noble’s Name].”

Knight
Requires martial prowess, exceptional service, training in combat. Commonly a stepping stone before earning a title of Peerage, usually awarded to army commanders, distinguished soldiers, and elite bodyguards. Knighthood is awarded to more for the sake of the realm and not the sake of the individual noble, but their papers will dictate which noble awarded them their Knight status.
Commonly addressed as “Sir” or “Dame”.
Addressed in a formal capacity as “Sir/Dame [Name], Knight of [Kingdom/Territory/Realm].”

Baronet
Given land or a single settlement to maintain. Commonly addressed as “Sir” or “Dame”. This prestige could be awarded for exceptional service or longstanding fealty to a noble. Baronet would be the highest esteem someone could get without true nobility and is reserved for the most trusted allies and companions. A Baronet wishing to become a Noble could “release their fealty” by purchasing it from their Noble.
Commonly addressed as “Sir” or “Dame”.
Addressed in a formal capacity as “Sir/Dame [Name], Baronet of [Noble’s Name].”

Titles of Peerage(Nobility):

These are earned through lineage transition or exceptional rewards for service. No individual can gain a Title of Peerage without at least first accomplishing a Title of Prestige first. They hold meaning and are important and are full ranks of nobility. Recipients of Titles of Peerage are recognized and must own or be in charge of land/territories and have responsibilities to the overall nobility structure. All Titles of Peerage, will have official papers drawn up explaining the achievement to earn such a title.
Ranked Lowest to Highest.

Baron/Baroness
A Baron/Baroness is beholden to their Kingdom/City-State and it’s rulers. A Baron/Baroness is a ruler of a single settlement/village (minimum size of a single faction). They are expected to aid the kingdom in any way they can. The title would carry a commanding weight with those of a lesser rank but their word would be given an amount of trust with those of equal or greater station. Their lands are known as a Barony.
Commonly addressed as “Lord” or “Lady”.
Addressed in a formal capacity as “Baron [Name] of [Kingdom/Territory/Realm].”

Count/Countess
A Count/Countess would rule over a grouping of close settlements/villages (about 3-5) which is known as a County. This would also be a larger area of land than a Baron/Baroness would be given. A Count/Countess would be in charge of protection and taxation of these lands but the extra people could be called upon to serve their County. They are beholden to a Kingdom or City-State. They would carry a commanding weight with those of a lesser station and their words would carry a bit more trust with those of equal and higher station.
Commonly addressed as “Lord” or “Lady”.
Addressed in a formal capacity as “Count/Countess [Name] of [Kingdom/Territory/Realm].”

Marquess/Marchioness
A Marquess/Marchioness would rule over a settlement on the border of the Kingdom/City-State and is expected to defend the Kingdom from invasion. This would be a border shared with another kingdom not just an empty border. They would rule over equal or potentially less land than a Count/Countess but because of their expected bravery and duty they are given higher station. Again they may have a commanding presence with those of a lower station and given a good deal of trust by those of equal and higher station.
Commonly addressed as “Lord” or “Lady”.
Addressed in a formal capacity as “Marquess/Marchioness [Name] of [Kingdom/Territory/Realm].”

Prince/Princess
Prince/Princess is the station of the children of Nobility of a rank of Duke/Duchess or higher. Heir Apparent would be the title of a Prince/Princess who is the next in line for a title and Crown Prince/Princess is the title for one in line for the title of King.
Commonly addressed as “Your Highness”.
Addressed in a formal capacity as “Prince [Name] of [Kingdom/Territory/Realm].”

Duke/Duchess
A Duke/Duchess is the title granted to any noble on the Council of the City-State of Newhope. Each Duke is responsible for one of the 10 districts of Newhope but may acquire additional lands outside of the city. They could claim territories made up of 5-10 settlements/villages called a Duchy. They are the highest rank in Newhope and second only to the title of King/Queen.
Commonly addressed as “Your Grace”.
Addressed in a formal capacity as “Duke/Duchess [Name] of [Kingdom/Territory/Realm].”

Grand Duke/Grand Duchess
This is a Duke/Duchess given a special station such as the head of the Newhope Council of Ten.
Commonly addressed as “Your Grace”.
Addressed in a formal capacity as “Grand Duke/Grand Duchess [Name] of [Kingdom/Territory/Realm].”

King/Queen/Emperor/Empress
A King/Queen rules over a Kingdom and all of its nobles. The title of Emperor/Empress is used to mean “a King of Kings” meaning one who rules over multiple kingdoms.
Commonly addressed as “Your Majesty”.
Addressed in a formal capacity as “King/Queen/Emporer/Empress [Name] of [Kingdom/Territory/Realm].”

Ulven Based Titles:

Ulven do not recognize titles the same way that humans and Syndar do. There is a very defined hierarchy (pecking order) of what status has more say than another. Ulven that earn a Name Title, Station Title, or Deed Title are not individuals that gain authority over others but by default may gain some due to the recognized abilities, clout, or personal glory of the titled individual.

Ulven that earn any of the Authority Titles (Hersir and beyond) are respected as leaders and are expected to be leaders regardless of their history or supporting skills. Where a human noble would be scrutinized and heavily kept in check by other nobles (and up and coming nobles right behind them) the Ulven have a much simpler look at their leadership. This follows a “You have earned this title of authority; therefore, you have earned the right to lead”.

All Ulven titles, regardless if personal or authoritative, are sought after and earned through deeds recognized and publicly acknowledged; none are awarded as some sort of barter or contractual deal. However, Ulven do not carry papers or official documentation that proves their titles. The proof of a title is the ability to verbally state their title and the deeds done to earn such a title after being officially recognized by someone in a worthy leadership role within a Clan. While uncommon, an Ulven that has a title questioned must be able to recite the source of acknowledgement, making the act of granting titles something that is not taken lightly as the awarding individual’s own credibility could become suspect. It is highly taboo in Ulven society for anyone to deceive another regarding their titles.

Ulven Naming Conventions / Introductions

Ulven will commonly ask “Who are you?” during social, political, or martial encounters with one another. This is a social invitation to recite their name and their titles for those assembled. It could be two combatants squaring off to just each other or two political delegates speaking in front of hundreds at an assembly. Is it also just as common for an Ulven to open a public statement/boast/claim with “I am…” and recounting their full name with titles but this is usually during moments when lending their credibility or clout to the proclaimed words is important.

The normal naming structure, based on the titles below, are used as follows to introduce yourself (and therefore your “worth”) to others:

  • Formal: [Name] the [Name Title],  [Authority Title] of [Pack/Clan],  [Station Title #],  [Deed Title #]
    • Note: It is common for an Ulven to have more than one Station Title and/or Deed Title, each of which are recounted during introductions.
  • Informal: [Authority Title] [Name] [the Name Title]

When an Ulven rises to the rank of Priestess or higher, the expectation of their name changes drastically. All Station Titles and Deed Titles are no longer used as the entire weight of their clout is focused on their current Authority Title and their Name Title is only used in informal settings or not at all. This evolution shows the focus on the Pack or the Clan and less on the individual. However, Station Titles and Deed Titles are still retained, and possibly still earned, to be used again should the individual no longer hold those higher Authority Titles.

  • Formal: [Name], [Authority Title] of [Pack*] of [Clan]
    • Clanleaders and High Priestesses remove the [Pack*] part and only introduce themselves as part of their Clan.
  • Informal: [Authority Title] [Name]

Being Named [Name Title]

An individual that acts in a profound way can become “Named”. This could be due to continued exceptional service to a cause but it is almost always based on a single defining moment of glory. Being named is a note of worth for the individual but does not come with the expectation of leadership and higher station that comes with the titles of authority. Any individual person Named can only ever be named once. Being named is usually the first step on the journey for more titles and positions of authority in most Ulven organizations but it is not required to do so.

Honorifics [Station Title]

Diplomatic, skill, or duty recognized positions deem as honorable and important to the individuals immediate influence (like a Pack or Family) are called “Honorifics”. These can vary dramatically among the Ulven people but are lumped into a minor category that is given a “nod of respect/recognition” when dealing with other Ulven or people within their normal social circle. Honorifics can be self-given or granted by others as applicable. It is not uncommon for an Ulven to claim an Honorific of their current duty and also the last most recent significant role that they upheld, similar to a “job resume” of sorts.

  • Some examples are Skald, Ambassador, Daughter of Gaia, Truthseeker, Quartermaster, Huntmaster, Weaponmaster, Lorespeaker, Runeseer, Ulfednar, Viknar, Hirdman, etc.
  • The role of “hunting pack leader” and “war pack leader” are not earned Station Titles but are instead temporarily roles granted for a singular purpose. It is common for an individual to earn a Name Title or Deed Title from any exemplary efforts during their times as a group leader, but as a standalone role it is not added part of an Ulven’s name. In some settings, an Ulven may add “and I am currently a war pack leader on the eastern border” as a job description to others should it be relevant but that is usually denoted during the continued conversation and not part of the Ulven’s claimed name and titles.
  • Honorific titles are ones that add context to someone’s character by showing experience but only Name Titles, Authority Titles, and Deed Titles are usually weighed for judgement of “worth”.

Moments of Glory [Deed Title]

The last non-authority-based title that can be earned are called “deeds”. Deeds are action oriented, requiring the individual to do some sort of greatness or profound thing that is witnessed by others. Where a warrior might fight, one who earns a deed would lead a defining charge or single handedly turn a battle. Where two Ulven may duel in a profound moment of honor, only those who would survive a Maw of The Wolf (duel to the death) would earn a deed for it. A warrior may fell many Mordok, but only someone who kills an Alpha or a Shaman would earn a deed from it. Deed Titles hold considerable weight on the clout, personal glory, and influence of any Ulven and the judgement of their ”worth”. Where Station Titles focus on job experiences, Deed Titles focus on exceptional moments and notably accolades.

Hersir [Authority Title]

A Hersir is a distinguished person in Ulven society, usually due to some sort of recognized feat. This commonly comes from combat service but some ulven are known to have great force of will and be recognized for exceptional skill or service. A Hersir’s actions reflect the honor of the awarding entity and there is a responsibility to maintain it to avoid tarnishing the greater honor of the group. Hersir’s are not “nobles” per se, and the closest human equivalent would be an Edler or a Knight.

Jarl [Authority Title]

The upgrade to Hersir is a Jarl, as no Ulven that is not at first a Hersir would even be given the title of Jarl. A Jarl is put in charge of some sort of responsibility (ships, people, land, commerce) and reports to a Packleader or some sort of appointed leadership. Except for rare instances, a Jarl oversees and manages people of varying size and scope. Due to the number of Packs in Ulven culture and the commonality of Packleaders and Priestesses, Jarls are not a common practice among the Ulven. Most Packleaders would rather rule over their own territories themselves and not bring others in to share the honor and the fame. However, larger territories such as Clan Stormjarl, Clan Nightriver, and Clan Grimward have a much higher presence of Jarls due to their sheer size, as some territories or duties are deemed too vast for a single person to be able to manage.

  • Commonly addressed simply as “Jarl”.

Champion [Authority Title]
This highly specialized position carries with it the weight of the Authority Title that grants it. Only a Packleader or Clanleader may name a Champion, and each may only name one, respectively. While technically not a position of Authority, others are expected to honor this title and support them in whatever they need to accomplish their goals.  Only a Pack or Clan’s enemy would turn away a Champion lest they dishonor themselves and no reasonable support would be denied upon a Champion’s request. Most commonly, a Champion would be chosen to fight in an honor duel where the matter of the entire Pack or Clan is at stake. If a Packleader of Clanleader knows that they are not the best martial choice, naming a Champion to fight in their stead would submit the Pack or Clan’s fate to the outcome of the martial contest. In rare instances, a Clan may choose a Champion for wounded honor that demands vengeance, which is seen as no higher honor to a warrior of that Clan. This form of Champion maintains this title and position not for one martial contest, like an honor duel, but instead until the Clanleader and High Priestess deem their deeds worthy enough to avenge the Clan’s wounded honor.

Priestess [Authority Title]
Each Pack can appoint one Priestess. A Priestess must be a Daughter of Gaia with magical ability of some sort whose sole focus is the spiritual needs, training, and magical abilities of their Pack. Because of the expanded duties and expectations of service to others, a Priestess no longer carries the title of an honorific; they are expected to be well rounded in the management of their assigned responsibilities. Although second to a Packleader, it is very common that a Priestess has almost equal authority in their Pack. The “weight” of this title is based on the size of the Pack.

  • Commonly addressed simply as “Priestess”.

Packleader  [Authority Title]
Each Pack can appoint one Packleader. A Packleader must be an ulven who is able to fight but does not need to be focused around fighting. No Packleader is recognized as a leader if they are unable to defend their Pack from harm, but the primary responsibility of a Packleader is organizing, managing, and leading the people and settlements in their Pack. A Packleader’s word has the final say in their Pack, but a Packleader will always work closely together with a Pack’s Priestess. The “weight” of this title is based on the size of the Pack.

  • Commonly addressed simply as “Chieftain/Chieftess”
    • This notable removal from the regular common address names for all other high-tier Authority Title positions is in part a nod of respect to the Pack focused origins of the Ulven people before Clans were formed. It is not uncommon for a Packleader to refer to themselves as “[Name], Chieftain/Chieftess of [Pack]” and this is seen as interchangeable with “[Name], Packleader of [Pack]” and is treated as such.

 

Warleader [Authority Title]
Each Clan can appoint one Warleader. The Warleader must be an esteemed and recognized warrior within that Clan with plenty of fighting skill and experience. They are responsible for the martial prowess and honor of the entire Clan and the overall mobilization of warpacks and warriors on a larger scale. An ulven must defeat the current Warleader in a highly ceremonial and brutal honor duel and if defeated, must relinquish the title. This challenge is never made lightly and the stakes  are high for both combatants. Although an incredibly rare exception, a Warleader can willingly step down from the position without an honor duel, but this move is highly scrutinized and judged to deem if the cause is worthy. Found lacking, the former Warleader could be branded and banished from their Clan for “so easily setting aside their martial oath and pledge to the Clan’s honor”.

  • Commonly addressed as “Warleader”.

High Priestess [Authority Title]
Each Clan can appoint one High Priestess. A High Priestess must be a Daughter of Gaia with magical ability and usually has served previously as the Priestess of a Pack. This position oversees the spiritual needs and Daughter of Gaia training of the entire Clan, frequently working closely with the various Priestesses under her charge. They assist with management, political structure, and diplomatic negotiations of the Clan. Although second to a Clanleader, it is very common that a High Priestess has almost equal authority in their Clan. Unlike the Priestess of a Pack, the authority of all High Priestesses is recognized equally among the Clans regardless of their Clan’s size.

  • Commonly addressed as “High Priestess”

Clanleader [Authority Title]
Each Clan can appoint one Clanleader. A Clanleader usually has served previously as the Packleader of a Pack, but rare instances have put a noteworthy individual into this position of power without first overseeing a Pack. A Clanleader oversees the management, political structure, and diplomatic negotiations of the Clan. A Clanleader’s word has the final say in their Clan, but a Clanleader will always work closely together with a Clan’s High Priestess. Unlike the Packleader of a Pack, the authority of all Clanleaders is recognized equally among the Clans regardless of their Clan’s size.

  • Commonly addressed as “Clanleader”
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The Kingdom of Aldoria

The Kingdom of Aldoria

The Kingdom of Aldoria – Faedrun – OLD WORLD
The Kingdom of Aldoria sits neighboring Vandregon on the continent of Faedrun. A smaller kingdom, Aldoria is home to a very wealthy merchant system and specializes in economy, trade, and politics. Aldoria also became the first nation to truly master the oceans and its trade routes along waterways exist because of Aldorian explorers and sea merchants. Their banner colors are green and blue, representing water and growth, and their crest is a compass with cardinal direction points.

In addition to their prowess as sailors, the Aldorians developed some of the finest breeds of horses that the world has ever seen, from the smooth-gaited walking horses prized by the nobility for their comfort and grace, to the strong and hardy draft horses that work the fields and haul cargo overland. Even the powerful warhorses so beloved by the knights of Vandregon are descended from Aldorian bloodlines. Other nations may be famous for their specialty exports, but the Aldorians are the ones who move those commodities. The Aldorians were the first to map Faedrun, and nearly all of the major trade routes were blazed by the explorers and merchants of this Kingdom. By creating a network of tollways and bridges within their Kingdom and extending out to every entry point along their borders, the Aldorians have been able to fund and support the smoothest and best maintained roads in Faedrun.

Because of the high volume of trade traffic and valuable goods passing through this Kingdom at any given time, there is a long running problem with piracy and highway robbery. The merchant guilds have taken matters into their own hands by creating Road Warden garrisons and Merchant Marine Corps, but sadly these mercenary organizations are often corrupt and can actually be just as dangerous as the pirates and bandits themselves. Behind the extortion and protection rackets are the competitive individuals of the merchant guilds themselves, of course, back-stabbing each other whenever possible.

 

Aldoria has had good relations with the other nations except for a misunderstanding with Vandregon that led to a bloody encounter called the Battle of Grayfield. Many years ago, when the Aldorians were just beginning to get their momentum as a major economic power, the country expressed interest in opening up more trade with the Syndar. At the time, the Syndar kingdoms were still quite isolationist in regards to the humans, and rarely traded with them. There was a definite demand for Syndar goods, however. Everything they produced from spices to artwork was highly prized by the wealthiest humans, and brought excellent prices. The Syndar, however, really had no interest in trading with the Humans, especially since as far as they were concerned, there was not a thing that the humans could produce that they couldn’t do better themselves. The only place where Humans and Syndar even had frequent contact was in the May’Kar dominion, center of learning and religion in the Old World. Time and again, the Aldorian merchants and ambassadors were politely turned away from the various Syndar kingdoms without gaining any ground on opening up trade. This created much contempt among the people of New Aldoria, and the merchants of other lands as well. Eventually, the attitude spiraled into outright resentment, and racism began to run rampant in the kingdom of New Aldoria.

The Battle of Grayfield
About a century before the Undead Plague, the tension that existed between the Syndar Kingdoms and Human nations of Aldoria and Vandregon was boiling into hostility. Border skirmishes and disagreements popped up throughout the continent of Faedrun and the land was on the verge of an all out genocidal race war. Although the Kingdom of Vandregon had the largest standing army at the time, the King of Vandregon pushed for reason and peace, sending diplomats and ambassadors to the City of Seven Gates in Tielorrien. The King of Aldoria, already frustrated and angry with the Syndar, saw an opportunity to seize more land and strike first. He made a bold move and marched an army into the lands of the Syndar. As the soldiers fought, killed, or displaced the smaller Syndar settlements, the King of Vandregon dispatched an army to follow the Aldorians. What the Aldorian generals thought were reinforcements were actually other Humans sent to stop the Aldorian advance. The Men of Vandregon confronted their neighboring kingdom in an attempt to solve the situation quickly before all out war broke out with the Syndar.

The Aldorians refused to retreat. They lobbied that to do so would show the Syndar that the human nations were disorganized and fractured. As the Vandregonians stalled the Aldorian advance, the Syndar army gathered and began to move to resist the Humans. Back in Aldoria, political council rooms exploded in heated arguments and oaths of revenge were sworn in the event that either side came to blows. The tension continued to grow as neither kingdom backed down.

To this day, nobody knows for sure what finally sparked what was to be known as the Battle of Grayfield. Generals from both sides were in a heated discussion, waiting for word from their politicians. Somehow, fighting broke out, centered around the Vandregonian general’s tent. The armies clashed, desperately trying to gain ground to see their leaders to safety. Soldiers fought violently, each side convinced that the other side had sprung a sneak attack on their respective generals. After a short but incredibly bloody battle, most of the leadership of each side and over half of both armies’ soldiers were dead. The incident was named the Battle of Grayfield; The color gray representative of the lack of unified colors of the respective nations.

 

As the Syndar army marched forth onto the encampment, they were stalled by the destruction the humans had unleashed on each other. The Syndar, now having the upper hand, could have easily advanced through the ruined camp, destroyed the remaining survivors of each army, and continued their march into the human kingdoms. The Syndar General instead stopped his army, showing respect to the remaining Vandregonian soldiers, and healed the wounded of both sides. There could not have existed any proof more profound than the soldiers of Vandregon willing to battle their neighbors in order to stop them from attacking the Syndar. The Syndar halted their forces, agreed to terms with Vandregon, and ended hostilities with the humans. This single battle would usher in the golden age of peace between the humans and the Syndar.

The Battle of Grayfield did, however, end the relations between Vandregon and Aldoria for years to come. The Aldorians felt betrayed and abandoned by their fellow humans. The armies were rebuilt and stationed at the borders of each kingdom, staring each other down in a waiting game to see if further conflict would erupt. Aldoria, far smaller than the kingdom of Vandregon, began to increase its political and religious influences with the nobles and houses of all the human kingdoms, to rally their favor if ever the nations again came to blows. Both nations settled in for a long and tense cold war.

Many years later, the Kingdoms of Vandregon and Aldoria have eased back into an apprehensive nature. No further battles have ever erupted. As the survivors of those times had children and those children had their own children, the bitterness between the nations cooled.

To this day, however, it is a common start to a large tavern brawl if someone claims that “the <other side> started it at Grayfield!”.

 

The Undead Plague – Faedrun
When the great undead scourge began to devour the land, Aldoria was ill prepared to handle this threat head on. The focus of Aldoria had shifted to supplies, trade routes, and managing merchant guilds. When the undead began to consume its borders, Aldorian soldiers could barely handle keeping them at bay. The neighboring kingdom of Vandregon did well mobilizing an army to meet the threat, but the shift of focus off of its military had made Aldoria weaker over the years, and many of their troops were unreliable mercenaries. Aldoria did not fully commit to the fight. Even as the King of Vandregon pledged to personally face the undead in battle and launched a grand crusade into the May’Kar dominion, the King of Aldoria held back. This move very well could have sown the seeds of destruction on Faedrun.

Meanwhile, Aldorian seafarers had discovered the new continent of Mardrun. As the Undead continued to attack the borders of his kingdom, the King of Aldoria immediately put his money into a secret project to build a colony in the New World.

While the colonists became established on Mardrun, the Aldorian people back in the Old World began to question their King. More and more farmland fell to the advance of the undead, yet the King would not send soldiers out to reclaim it. Instead, more effort was put into building more ships and working on the colony. Peasants and farmers began to flee, most of them into the neighboring lands of Vandregon, as the King and the army continued to fund and work towards the expansion of the colony. The King of Vandregon pleaded with the King of Aldoria to join forces in face of a common enemy, but the offer was refused. The King of Aldoria said that the people of his kingdom still remember the scars of how Vandregon “united” together as brothers in arms against the Syndar so long ago.

As the King and his political entourage of nobles, knights, and politicians prepared to leave the continent of Faedrun, the army collapsed entirely and the undead besieged their lands. Countless thousands were slaughtered as the King attempted to flee. Soldiers were ordered to stand and fight to keep the undead from destroying the ships. The entire port city was a bloody massacre as the ships set sail for Mardrun. Ironically, by holding back and isolating themselves, the Aldorian army could not withstand the tide of Undead and their deaths added thousands upon thousands of fresh troops raised again for the armies that just slaughtered them. This bolster in numbers was the major turning point when the Undead began to overwhelm the other human nations.

The Settlement of New Aldoria – Mardrun Colony
After the massacre, not very many ships reached Mardrun. Between the diseases of the wounded, the lack of ample food and water, and the haste in which they left the continent of Faedrun, the kingdom of Aldoria was doomed. The King never survived the trip to the colony he worked so hard to fund and his son would bury him at its shores. The houses and nobles were scattered, in poverty, or left with nothing upon their arrival to the new colony. What was once a proud nation of Faedrun was nothing more than a handful of bloody survivors, refugees, and battered soldiers.

Not all hope was lost, however, as the remaining nobles and military leaders tried to put the pieces back together and lead the colony. They proclaimed the King’s son the new leader and began a plan to rebuild. This course of action was not favored by many of the original colonists, who had grown hearty and cold with having to carve out a living on the new continent, and the colonists of New Hope declared their independence from Aldoria. The newly arrived refugees did not have the funding or men to rule what they had created, and the nobility could not resist the secession. Instead, the survivors of Aldoria banded together and carved out their own piece of the new continent and created the settlement of New Aldoria. This settlement grew strong by learning from the Ulven, yet keeping them at a distance, and battling the Mordok. The King’s son grew up in this environment, working his way around the people and vying for political power. Everyone knows him to be an ambitious leader, savvy in both politics and combat, if not bitter from the history of his kingdom. It is rumored that he is planning on gaining a following and campaigning for rule of New Hope on Mardrun, rumored to be finally fulfilling his father’s wishes of controlling the colony his shattered nation helped build. More settlers and refugees continue to band together under the banner and colors of the dead King’s son and his Aldorian Guard, and more nobles have pledged support as his power expands.

New Aldoria narrowly averted a full scale war with the Watchwolf Clan after an ill disciplined and rowdy group of their Soldiers, secretly in the employ of an ambitious noble, tried to murder a young lady of the royal family and frame an Ulven Ambassador and the Captain of the Crow’s Guard for the attempt. Their plot was discovered, however, and foiled by a party of brave adventurers at the Wayward Inn.

Raskolf Vakr, the Voice of the Watchwolves, responded with a diplomatic mission to New Aldoria, where he met with the Prince personally. The Watchwolf Ulven and the New Aldorians averted war and actually managed to improve relations between the two nations. When Mordok attacked children playing on royal hunting grounds, the Ulven Ambassador’s seven-year-old daughter saved the life of the Prince’s own young son, and the two became fast friends.

New Aldoria has stayed out of the Ulven Civil war thus far.

Aldorian Culture and Folklore

The Aldorians are a proud people from a very wealthy and prosperous country. Their current state as refugees has done little to humble them, and it certainly has not broken their spirit. They maintain good political relations with the nobility in New Hope, though their is a certain amount of tension between the New Aldorian colonists and the people of Crow’s Landing, whom the Aldorians consider deserters. The New Aldorians have been criticized by others as coming off as racist towards the Syndar and the Ulven, but in reality the perceived arrogance is just the way that most Aldorians talk to everyone that they aren’t trying to sell something to. In fact, the current ruler of New Aldoria is half Syndar, himself. The Prince is a good man, and for the most part, so are his people. There is just the matter of the old King’s skeletons in the closet, and the troubling little detail that many of the Aldorian survivors are sailors who have previously dabbled in piracy. The Prince has his work cut out for him.

The Aldorians are the finest ship-builders in the world, and the best sailors. They take great pride in that. Since the fall of the May’kar, the Aldorians also have the finest stock of horses, with bloodlines traceable directly to the first domesticated stallions of the May’kar nomads. They were some of the only people to successfully bring horses to the new world, though they only have a single small herd, almost all of whom dwell in the royal stables in the capitol of New Aldoria.

Aldorian Folklore

Aldorian folklore tends to focus on clever heroes and gods of fortune and wealth.

Sir Flaccus and the Magic Goat

Once upon a time, long ago, back in the old country of Aldoria, there lived a fat and greedy lord by the name of Sir Flaccus. Sir Flaccus was the heir to a great fortune left to him by his father, who had been a fine and savvy merchant in his day. Sir Flaccus was lazy and foolish, though, and lived in decadence while his peasants wallowed in poverty. Indeed, Sir Flaccus taxed nineteen out of twenty of their coppers, and took nine of ten bushels of their produce.

One particularly harsh winter, the poor starving peasants pleaded with their lord to spare them some food, for while the people starved, Sir Flaccus had so much food that his larder was overflowing and much of his overstock was mouldering. Much to their dismay, the greedy Lord refused even a pittance of grain.
Now, in the village lived a humble farmer with a trickster for a son, and a kind and virtuous daughter. The virtuous daughter had raised a beautiful goat with a coat like spun gold from the time it had been a tiny kid. The girl loved her pet, but as the winter wore on and the people were starving, the farmers neighbors tried to steal it to eat it! Eventually, even the farmer himself was considering slaughtering the animal, but the trickster son stopped him. The boy said that he knew a way to get the miserly lord to feed the people, but first he would need to collect all the coins that he could. The people were hesitant at first, but eventually they relented and gave their pitiable savings to the boy.
The trickster boy fed the coins to the goat, and left to see Sir Flaccus. He told the lord that his goat was a magical and fey creature from the land of dreams, blessed by the god of good fortune. He said that everyday, the goat would make coins for its owner. Sir Flaccus didn’t believe him, but then the goat lifted its little tail and coins fell out along with its stool. Sir Flaccus was amazed. He had lived a very sheltered and pampered life, and knew nothing of the dietary nor the digestive abilities of common goats. The greedy lord asked the trickster boy if he would sell the goat, and the boy said that he was very rich from owning the amazing goat, and that he no longer was interested in money, but only wanted to do good in the world so that he might someday get into heaven. The boy said that Sir Flaccus could have the goat if only he promised to feed his people better, and to cut their taxes. The Greedy lord agreed, and asked the boy how much the goat produced every day. The boy told him that it depended on how happy the goat was and how wise the owner was, for fortune was no friend of fools. Sir Flaccus purchased the goat and opened his larder to the starving people.

He put the goat in his stables under heavy guard. The next morning, the greedy Sir Flaccus searched all through the dirty stall with his bare hands looking for gold. When he didn’t find anything, he ordered a nicer stable be built to house the goat and make it happy, and he had his cooks feed the goat the finest and richest food they could make. The next morning, Sir Flaccus found that the rich food had given the goat some terrible diarrhea, but nonetheless, he searched it for any sign of coin. Still he found nothing. He ordered that the goat be moved into his own manor, and summoned the wisest and eldest farmer in his land to prepare the best food a goat could eat. The next morning, he awoke and searched his foyer for coins. The goat had ruined his carpeting, but there were no coins to be found. He decided to take the goat into his room and let it sleep in his bed. It still did not produce any coins, but it stunk up his room, and ate all the important documents out of his desk drawers, including his patent of nobility and the deed to his manor. Once Sir Flaccus started sleeping with the goat, his wife took her cats and started sleeping elsewhere in the manor, but the greedy lord didn’t care. When his servants and family asked about the goat, however, he was too ashamed to admit that the goat wouldn’t produce any coins. He didn’t want anyone to think that the god of luck and good fortune thought him a fool! Sir Flaccus lied to his family and his servants, and scattered coins around his house every night so that it looked like the goat was making him money.
Sir Flaccus never learned his lesson, but the peasants of his domain lived happily ever after, and so did his beloved goat, who became even more spoiled than Sir Flaccus himself had been as a kid.

 

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The Battle of Grayfield

The Battle of Grayfield

This excerpt is part of the overall Kingdom of Aldoria page.

The Battle of Grayfield

About a century before the Undead Plague, tension existed between the Syndar and Human nations. Border skirmishes and disagreements popped up throughout the continent of Faedrun and at any moment a full scale war could erupt between the two races. Although the Kingdom of Vandregon had the largest standing army at the time, the King of Vandregon pushed for reason and peace. The King of Aldoria, seeing an opportunity to seize more land and strike first, made a bold move and marched an army into the lands of the Syndar. As the soldiers fought, killed or displaced the smaller Syndar settlements, the King of Vandregon dispatched an army to follow the Aldorians. What the Aldorian generals thought were reinforcements were actually other humans sent to stop the Aldorian advance. The King of Vandregon was willing to gamble and confront their neighboring kingdom in an attempt to solve the situation quickly before all out war broke out with the Syndar.

The Aldorians refused to retreat. They lobbied that to do so would show the Syndar that the human nations were unorganized and fractured. As the Aldorians stalled, the Syndar army gathered and began to move to resist the humans. Political council rooms exploded in heated comments and oaths of revenge if either side came to blows. The human nations bickered, torn between uniting for Man or in giving in to the Syndar. The tension continued to grow as neither kingdom backed down.

To this day, nobody knows for sure what finally sparked what was to be known as the Battle of Grayfield. Generals from both sides were in a heated discussion, waiting for word sent to reach the political councils of each nation and then the replies back to the army. As tension mounted, fighting broke out, centered around the general’s tent. The armies clashed, desperately trying to gain ground to see their leaders to safety. Soldiers fought violently, each side convinced that the other side had sprung a sneak attack on their respective generals. After a short but incredibly bloody battle, most of the leadership of each side and over half of both armies’ soldiers were dead. The incident was named the Battle of Grayfield to represent the deaths of humans that died over a misunderstanding, of the lack of unified colors of their respective nations.

As the Syndar army marched forth onto the encampment, they were stalled by the destruction the humans had unleashed on each other. The Syndar, now having the upper hand, could have easily advanced through the ruined camp and destroyed the remaining survivors of each army and continue their march into the human kingdoms. The Syndar General instead stopped his army, showing respect to the remaining Vandregonian soldiers, and healed the wounded of both sides. There could not have existed any proof more profound than the soldiers of Vandregon willing to battle their neighbors in order to stop them from attacking the Syndar. The Syndar halted their forces, agreed to terms with Vandregon, and ended hostilities with the humans. This single battle would usher in the golden age of peace between the humans and the Syndar.

However, the Battle of Grayfield did end the relations between Vandregon and Aldoria for years to come. The Aldorians felt betrayed and abandoned by their fellow humans. The armies were rebuilt and stationed at the borders of each kingdom, staring each other down in a waiting game to see if further conflict would erupt. Aldoria, far smaller than the kingdom of Vandregon, began to increase its political and religious influences with the nobles and houses of all the human kingdoms, to rally their favor if ever the nations again came to blows. Both nations settled in for a long and tense cold war.

Many years and countless political debates later, the Kingdoms of Vandregon and Aldoria have eased back into an apprehensive nature. No further battles erupted and no other armies were rallied between the two kingdoms. As the survivors of those times had children and those children had their own children, the bitterness between the nations cooled. However, to this day it is a common start to a large tavern brawl if someone claims that “the other side started it at Grayfield”.

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Storyline & Background Info

THE HISTORY AND TIMELINE OF LAST HOPE
Here you will find a rough summary of the timeline of events in the Last Hope storyline. This will be updated and periodically changed as new information is brought into the game world.

Although the calendar begins at Year 1, there have been numerous human and syndar calendars that have existed for millenia. The momentous occasion of the two races meeting on Faedrun for the first time had begun to be referred to as a “new era” and some began to adopt what has been known as the “Commonalty Calendar”. It has been the simplest calendar to survive the ravages of the war on Faedrun and is the most common one used to date.

Year 1 – Humans and Syndar meet each other for the first time and conflict erupts, mainly border skirmishes and small battles. The May’Kar reach out to the Syndar Kingdoms in an attempt to open up communications between the races. The new calendar begins, representing a brand new age for the combined races of Faedrun.

Year 2 – An short age of expansion and conflict begins as Syndar technology is learned and humans encroach on Syndar lands.

Year 4 – Human and Syndar kingdoms mobilize for full-scale war.

Year 5 – After the Battle of Grayfield, a truce is signed between the Human and Syndar nations. Full scale war between human and Syndar nations is avoided.

Year 197 – The undead are sighted in the region of the Richtcrag nation and the Nara Pentare. Reports are dismissed as the situation escalates very quickly.

Year 199 – The Nara Pentare is decimated as a whole and the various Richtcrag tribes are either swallowed up by the undead plague and penitent or scattered farther south.

Year 200 (Old World Event: 2011) – The Undead Plague begins large scale on Faedrun. The 5th Regiment holds out against the penitent and undead and waits for reinforcements.

Year 201 (Old World Event: 2012) – The 5th Regiment, stationed around Barnmuth, train new soldiers and coordinate defenses against the undead army. The elite Vandregon Rangers and the mysterious clerics of the May’Kar join them. Powerful undead, such as the Revanent and the Banshee, rip through the Vandregon lines but the 5th holds.

Year 202 (Old World Event: 2013) – The 5th Regiment abandons Barnmuth after a massive army of undead and penitent move into the area. The 5th regroups and waits for reinforcements at another village and begins training new troops. Mysterious and powerful undead are discovered and clues to finding new ways to fight the undead’s dark energy is discovered. The 5th goes to battle against the Banshee and the Revenant, greater undead that have followed them from Barnmuth.

Year 203 (Old World Event: 2014) – The 5th Regiment learns of a ritual to destroy some of their undead foes, and in a pitched battle they lose the garrisoned keep. Commander Calder is killed in the battle and the 5th retreats to a safer location.

Year 204 (Old World Event: 2015) – Relentlessly pursued by the undead following the loss of their keep, the 5th Regiment finally receives reinforcements: a May’Kar paladin and his entourage arrive to take command, train the existing troops, and fight against the undead. Despite his best efforts, desertion by a number of soldiers and defection of several mages into the Cult of Anguish put the 5th on the defensive once again, with many of the soldiers remaining with the Paladin in a last stand against the Revenant to buy time for the others to escape.

Year 205  – As the undead plague spreads and ravage the Syndar lands, the human and Syndar kingdoms finally joined together in the Grand Alliance.
(Old World Event: 2016) The 5th Regiment conducts military operations against the local penitent forces while waiting for reinforcements from the newly formed Grand Alliance. After a pitched battle and numerous successes, the 5th Regiment is able to hold out long enough to send a number of survivors from the Regiment to Vandregonian Strongholds. In their possession is a Hellenstone; a special rock artifact that has immense potentials as a weapon against the magic of the undead. Suffering immense losses, the 5th Regiment is absorbed into other military forces in the Grand Alliance… the story of the 5th Regiment of Vandregon ended with their noble sacrifices.

Year 210 – The Syndar Kingdoms begin to retreat farther north and secure their borders in an attempt to stop the undead plague.

Year 225 – (Old World Events for 2022-2023) The standing armed forces (a Boluk) of the Mushalee Oasis hold firm against the encroachment of Penitent and Undead forces into May’Kar territory. Strange things arise the discovery of an ancient tomb underneath a settlement and the growing pressure of Penitent and Undead forces, including the presence and expansion of powerful greater undead in the area, cause concern for the Mushalee Boluk commanders and their allies. A call is sent out for Grand Alliance reinforcements to be stationed deeper into the heart of the May’Kar desert.

Year 229 – (Old World Events for 2024)
A new undead leader called the Queen-in-Crimson rises in power in the area, and more Blood Mages than normal are reported during numerous battles and skirmishes. Battles take place periodically for several years, each force vying for control.

Year 232 – (Old World Events for 2025-26) The beloved Priest-King Akun of the May’Kar Dominion dies, and returns as an undead known as the Risen-King. The May’Kar Dominion and it’s structure is rocked with chaos, with Grand Alliance leaders left in the dark on what is going on in Dominion territories.

Year 235 – The May’Kar Dominion betrays the other kingdoms and joins the penitent and undead. The Army of Vandregon splits into a Northern and Southern army to deal with this threat. The Yabuntu begin to emigrate out of their homelands and into the hearts of Vandregon and Aldoria to avoid the front of the May’Kar battles and to continue to help provide weapons and armor to fighters.

Year 250 – The continent of Mardrun is discovered and the colony of Newhope is started. The Ulven are discovered and the fighting breaks out between the colonists and the Ulven. Plans are immediately put into place by the Order of Arnath’s Fist to build a fortress on the new continent, called Starkhaven. [This is the earliest that a colonist PC could have travelled to Mardrun (other than the Phoenix)]

Year 251 – The colonists of Newhope and the Ulven form a truce and the fighting stops.

Year 252 – The May’Kar Dominion is finally defeated by the Northern army of Vandregon.

Year 253 – The Kingdom of Aldoria is crushed by the undead and destroyed on Faedrun. This event starts a series of events known as “The Fall”.

Year 254 – The Southern army of Vandregon is decimated by the surge of troops and undead from the Aldorian population on Faedrun. A series of ships launch carrying as many survivors as they can, their arrival on Mardrun is the last that’s seen for years.
[This is the latest that a colonist PC could have travelled to Mardrun]

Year 260 (2011) – Starkhaven is almost complete, the first heavily fortified settlement on Mardrun, when the Order slows down construction due to economic strain. Major shift in Mordok behavior is observed, as more adventurers explore the Dirge and try to understand the Mordok. Tensions mount between the pro-colonist and anti-colonist Ulven. Small settlements of colonists continue to expand across the continenent and the first signs of organized bandit groups are noticed.

Year 261 (2012) – A boat arrives from Faedrun but the passengers and the message they bring is unknown. Ulven Civil War breaks out with Clan Nightriver and Clan Grimward rallying for opposite sides. Rumors and sightings of a Syndar leading the Mordok run rampant through the settlements. Undead are discovered on Mardrun but the Coalition forces move quickly and hunt them down, destroying the lich which led them through the use of a relic known as a Paladin Blade.

Year 262 (2013) – Clan Grimward invades the western Watchwolf Clan territory; small skirmishes take place between the two all year. Trade routes are expanded as caravans request more guards to protect them from Mordok and bandits. The Nobles of Newhope and the leaders of the other Colonies discuss how to become more involved in the war effort. A concentrated effort to learn more about the Mordok and the Syndar that has been sighted with them result in several Dirge Swamp expeditions; although dangerous, clues and mysterious texts are found. Clan Grimward invasion of the western Watchwolf Clan territory stalls and then is beaten back by Coalition forces. Clan Grimward and their allies launch a massive invasion of Clan Stormjarl.

Year 263 (2014) – As the year began, delegates from among the coalition and various neutral clans met to discuss the future of the civil war threatening to tear the continent apart. While many still refused to take a side in the war, a number of smaller clans pledged allegiance to Nightriver and the Coalition in the fight. An honor debt from decades ago was called in shortly thereafter, enlisting the Longfang warriors to defend Stormjarl lands against the imminent Grimward invasion in a bloody battle near Black Wolf Creek. The Stormjarl defenders stood their ground, though many lives, including most of the Longfang elite Ulfednar were lost in the melee. Later, following the passing of their Runeseer Soulveig, Pack Longfang witnessed a new threat emerge: the Red-Eyed Syndar, a familiar face near the Dirge Swamp, emerged leading a large, coordinated group of Mordok near the outpost. He performed a powerful ritual to corrupt the very earth before taking his leave, and it has been all the Daughters of Gaia can manage to merely contain the site. As the weeks drew on, the Red-Eyed Syndar continually harassed Onsallas, capturing victims and corrupting others, swiftly leading to the turning of Captain Morty of the Pirates of New Oarsmeet and fueling fears from a vast number of Ulven. After discovering a strange orb that seemed to predate Onsallas itself, many scholars and magic-users came to investigate the device: many wanted to unlock its secrets, others felt that it had been buried for a reason and should not be tampered with. The research continued, for better or worse, as did the war. A number of Coalition raids on Whiteoak villages were executed as the winter began to set in, catching the defenders off-guard and striking deep against Clan Grimward’s largest ally. As bandits and unsavory sorts began to amass in the areas near Crow’s Landing, even greater trouble was brewing in the Great Forest. Mordok, led by Captain Morty, had been targeting high-profile individuals in the area, growing bolder and more brutal. They were confronted by a hunting party established to investigate the occurrences, though the hunters were tricked, resulting in nearly half their number being run down and torn apart by the Mordok.

Year 264 (2015) – Haygreth Grimward doggedly pursues his conquest of Mardrun, having led a rather successful campaign into Stormjarl territory, and begins setting his sights on Clan Watchwolf’s western settlement. Despite the valiant efforts of the Coalition, their aid was too little, too late and the settlement fell to Grimward occupation. Riding this momentum, Grimward pressed Clan Ironmound to either join them or sign a declaration of neutrality, hoping to keep them from siding with Clan Nightriver, although that was the final outcome. More research had been done into the strange orb found near Onsallas Outpost, which led adventurers from both sides of the war on a hazardous, joint expedition deep into the Dirge Swamp. Inside, they found evidence of a generations-old conspiracy enacted by a group known as the Lorespeakers, turning the concept of the Ulven Way on its head. As the war reignited following this discovery, Grimward found themselves in a desperate situation and were forced to gamble their conquest on a risky surprise assault into Nightriver territory. The combined forces of the Coalition repelled the attack, and forced Grimward to agree to a peace treaty, effectively ending the war.

Year 265 (2016) – With the war now at an end the world begins to recover, however some are not willing to let go of what they gained. Soldiers in Daven’s Hold refusing to give up an entire village in Clan Ironmound territory, however such selfish desires were denied thanks to those helping Clan Ironmound with their supplies shortage. The political dinner in New Hope was set to deliver reparations to those who signed the peace treaty, however Clan Stormjarl and the Colony of New Aldoria refused to accept a single silver as a sign of protest due to their views of how unfair it was to Clan Stormjarl.
Even though one threat ended, a new threat emerged. In Hazemane Village, Mordok descended upon those attempting to repair their home and with them, a new and deadly weapon, Creeping Corruption. With never before seen organization, these Mordok began to spread an affliction that would soon plague much of Mardrun. Throughout the year, many tried to find ways to combat the deadly Creeping Corruption, there were some attempts that were successful, but at great cost or too demanding of any one person.

Year 266 (2017) – As the year begins, the City-State of New Hope initiated its Great Works, a series of projects to help improve the infrastructure of their lands and cities. Including bringing Daven’s Reach back under their control from Bandits.
In the middle of Mardrun, Clan Riverhead is faced with a sudden and unexpected army of Mordok. Their cries for aid were heard and with that aid are able to hold back the tide of death just long enough for their people to retreat into neighboring clans.
During the summer of that year, Prince Ayln, Clan Stormjarl, and many allies decide to gain what is owed to them sending an invading army into Clan Squalborn territory. While Clan Squalborn pleads and asks for aid, no help came to them.
Throughout the year, many people continued to research and attempt to find a cure for the Creeping Corruption. However, in November there was a breakthrough and a cure was discovered. With this new discovery, the people of Mardrun started to recover from the magical plague that ravaged was ravaging them.
After their annihilation of Clan Riverhead, the Mordok took up residence in the Great Wolf’s Hackles and the Great Forest. This eventually pushes the clans to host a Grand Moot, and it is decided the Ulven People will begin their war with the Mordok.

Year 267 (2018) – An honored few Ulven warriors are selected to fight the Mordok in the Great Forest for the honored and sacred Great Wolf’s Hunt. During these battles, ulven warriors gained immense renown by clearing out the mordok in the Great Forest despite brutal resistance.
The focus of the Ulven people shifts towards creating the Shield of Mardrun; a defensive line of outposts to the north along the Dirge Swamp. Clan Shattered Spear, specifically Pack Dawnrock, blitzkriegs its way through the Mordok lines. Shattered Spear forces soon come to a sudden grind against the Mordok war machine. However, after tenacious effort and immense coordination of resources, supplies, and construction efforts the Shield of Mardrun is well under way.
Midway through the year; the colony of Starkhaven is rocked as a “civil war” breaks out between several of its Chapters from the Order of Arnath. After a brief and bloody confrontation, the battle is ended, the Hand of Arnath dead, and the foundation is laid out for rebuilding in a new and progressive direction for both the Order of Arnath and the colony of Starkhaven.
Along the eastern side of the Shield of Mardrun, Clan Whiteoak presses back against two war-fronts. One front is the more serious threat to them, the Mordok, while the second came from their southern borders, Clan Axehound who has been continuously raiding them. However, a pack consisted of both Whiteoak and Axehound, known as Pack Redwind took a stance and made their voice known on trying to bring peace to both clans. Talks between the pack leaders began but their efforts were ended early when they were killed by mordok. Their stories lived on about how they fought together to the end, emboldening Ulven from both Clan Whiteoak and Clan Axhound to finally come to terms with peace.
Once winter set in, full scale war began as forces from all across Mardrun march against the Mordok of the Dirge Swamp. They were met with numbers and coordination unheard of from the Mordok. Using tactical maneuvering, sound logic, and commands the Mordok were not only able to hold their ground, but push back against their invaders. Unusual Mordok, walking upright and causing frenzy among their kind, were witnessed. Thousands of dead lay frozen in the swamp as the two armies assaulted each other with ferocious brutality.
The Ulven army wisely chose to reorganize, take up a defensive position, and then fall back to the Shield of Mardrun. They were able to hold the line as supplies, wounded, and lost warriors found their way back to the outposts of the Shield of Mardrun.

Year 268 (2019) – The year was fraught with peril of looming conflict between clans, the influence of political machinations of the colonies, and quests of knowledge by those who occupied Mardrun. 

The first part of the year followed a group of Celestial Arragones’s researchers as they went on to puzzle out why there are some Syndar artifacts littered  over the continent. They went into the dangerous Clan Grimward territory and discovered Syndar did visit and stay on this land in the far past, researching how to stop the Siphoning. They then found one of the devices that the Syndar developed deep in Riverhead lands, however it was surrounded by undead from the previous war with the Mordok. Once they discovered and unlocked more of its intent, they were led to the Dirge Swamp by a tip from a Syndar under an allias. Once there, they had to pay a terrible price to learn the truth of their questions: What laid in the area called the outlands, and the answer shook the foundations of everything the ulven believed…

The second part of the year was filled with political intrigue as it focused on the growing settlement of Silver’s Crossing. Many groups influenced the area in attempts to swing the settlement into their own grasp of power or influence. However this wasn’t the only political scheming occurring in the colonies as the Council of Six, the Council of Three, and Prince Aylin attempted to reign in and bring in many outlying settlements and groups under their banners. By doing so, these groups gained and solidified their positions in “The Game” and gathered more allies, and maybe even created a few enemies. 

The final part of the year focused on ever growing tensions between Clan Stormjarl and Clan Grimward. With Clan Stormjarl’s wounded honor on the line, they were willing to go to war to save not only their honor, but those who were honorbound and the lands that were taken from them. In the end, thanks in large part to mediation by Clan Nightriver, the two Clans were able to come to a peaceful agreement that ended the fighting and saw Stormjarl sign the treaty that had ended the Civil War years ago. Furthermore, Clan Squallborn decided to bare its throat to Clan Stormjarl in hopes of having its people survive the oncoming winter. This was not taken well by the packs of Clan Squallborn and an ancient tradition called the Attenjav was issued, with packs wishing to seek their own path rather than be absorbed by the clan that put them in this situation in the first place.

Year 269 (2020) — The year began with an expedition to the Great Wolf’s Hackles, as people from across Mardrun, and especially from Clan Spiritclaw, gathered to help assist the Celestial Arragones’s research team in the refinement of a divination ritual made to locate distant objects of interest and value. The following month, research continued amid drink, song, and schemes, eventually culminating in a nighttime ritual that yielded a great deal of promising data. The team concluded by declaring that their next expedition would take them towards the very center of the Dirge Swamp.

The expedition to the Dirge became delayed, as massed movements of Mordok near the Shield of Mardrun, combined with the outbreak of a mysterious illness, disrupted operations along the Shield’s perimeter. Ulven Clanleaders and Chieftains call for aid to the front line. After a period of calm, the Mordok came, commanded by Blue-Clad Mordok, also called ‘Beinbakadur’. Their relentless onslaught allowed some of them to slip through the defensive line, where they slaughtered civilians before being cut down. Eventually, the day was won. Among the stories of the victors is one of a Whiteoak warrior who managed to kill one of the Blue-Clad, which spoke strange words as it died and immediately began to wither away.

With the approach of autumn, attention turned towards Clan Ironmound, who suffered widespread devastation as the result of a massive earthquake. In response, many traveled to the area to assist with rescue, recovery, and reconstruction efforts. Bandit activity increased during this time, trying to take advantage of the opportunity, but were thoroughly repelled.

A Lorespeaker cache uncovered by Ironmound earlier in the year was made available for others to read, which detailed brutal raids by Clan Stonetooth against Ironmound and neighboring Clans. The contents were eventually distributed across Mardrun for others to read, but not before Lorespeaker agents began attacking settlements in the area, trying to bury the knowledge.

As the year draws to a close, rumors spread about a ‘Wolf Priest’ preaching heretical teachings of the Great Wolf and the Ulven afterlife.

Year 270 (2021) – A long planned expedition set off to the center of The Dirge Swamp lead by a Newhope Research team under the employ of Celestial Arragones to take readings in an effort to learn the magical and natural history of the Dirge and corruption. This expedition coincided with one undertaken by The Order of Arnath to locate and retreive a Hellenstone, a mysterious magical stone with properties that could be used to battle The Undead. Both goals were successful. The Order had their stone, and a great deal of information was learned about the origins of The Dirge Swamp. Arragones released a proclamation stating that the Ancient Syndar were heroes who captured the being that is now known as The Mother to keep her from spreading corruption across the continent, but soon after a letter began to circulate stating that Arragones was withholding the true story. This writer claims to have been present in The Dirge during the expedition and says that the Ancient Syndar were not actually heroes who captured The Mother, but instead the ones who brought her to our plain of existence in the first place in an effort to harness her power for experiments. They went on to explain that the Ancient Syndar used her power to create a powerful hybrid-race of Syndar and Ulven and when the Mother escaped her containment she corrupted these offspring and turned them into The Mordok.

The Ulven people as a whole were taken aback by this information and grew upset that Arragones would attempt to hide the truth of history, though most Clans pushed for a measured response. The Clans pooled their resources together and outfitted an expedition of Fleetfoot scouts from Clan Steinjottun and Truthseekers from each Clan to journey the center of The Dirge and attempt to verify these claims. In the meantime, Clan Grimward shut down all of its borders to all Colonist traffic.

In this tumultuous time, Prince Aylin of Aldoria continued to put himself into center stage. He held the first annual Grand Winter Festival in which he invited people from all over the continent to come together and share their winter traditions in a hope to spread unity and friendship among the people of Mardrun. It seems though that this event was also a way for Aylin to make his stances on key issues known to the people as a whole. Aylin, in front of key Ulven representatives, condemned the actions of Celestial Arragones and went as far as to say that any member of the council who lies from their official office is no better than a tyrant. It is still too early to tell how this strained chapter will shake out, but there is no doubt that the final reports from the Fleetfoot expedition party will be big news.

Year 271 (2022) — A flurry of bandit and raider activity increases across the continent, with no one quite sure who’s behind it. Merchants traveling in and out of Goldenfield call for mercenary security to defend their caravans. Many traveled to the area, and after fighting off a small band of bandits, kept the area safe.

The problems continued in the village of Brattsholt, on the edge of Newhope, which was attacked by persistent armored raiders landing from the nearby coast. The village held out for a time, but eventually devised an evacuation, and surrendered the abandoned place to their attackers, until the looters moved on for other targets.

Meanwhile, in the north, a voyage to the Outlands went wrong after a storm dealt heavy damage to one of the ships making the journey. Caught between needing to maintain and expand an outpost, and repair the vessel, work crews gathered lumber while fending off attacks from Mordok. In the night, they sought to harvest oil from moonflowers to create an alchemical seal for the ship, but were set upon by seemingly-invincible pale creatures, whose presence caused even the Mordok to flee. The creatures let out soul-piercing screams, and wielded bolts of deathly black energy. The workers fended the creatures off with the help of a strange Syndar living in the area, who seemed immune to their magics. The Syndar referred to them as yolqui, but the workers of the outpost dubbed them Salt-Beasts.

The Syndar from the North was eventually convinced to travel down to an outpost along the Shield, one under the authority of Hersir Sigurmond Shattered Spear. She arrived with another, and while the two of them spent their time meeting with others, they shared very little information. At the same time, volunteer forces in the area set about destroying corruption idols placed in the area by Mordok in the nearby swamp.

Amid complaints of increased banditry, Bladehome became the host of the annual market faire, with the Broken Blade Company providing martial security both for the event and also the surrounding roads into and out of the city-state. Of note, a representative of Newhope, reading out a proclamation written by Grand Duke Richards, proclaimed that Celestial Arragones had been stripped of her station as Newhope councilor, and that the Ravens University of Keys Crossing was to replace her in her management duties of research projects for the colonies.

Back in Newhope, the situation escalated, with the City-State Council declaring their intent to detain Celestial Arragones and bring her to trial. Arragones moved from the city to one of her estates, taking her followers and her assets with her, including the contents of magical libraries within the city. Forces under the command of Newhope began a siege on the Celestial’s estate, coming to blows against mercenary forces hired to protect her, including local brigands, the Tartan Moors, and Celestial Arragones’s personal retinue. During the fighting, the contents of the library that Arragones had taken with her were set aflame by her followers, and the collection of irreplaceable knowledge was almost entirely destroyed. The Celestial herself attempted to flee, but upon attempting to Recall to safety, was captured by a magical trap and taken into custody.

As winter began to set in, the plague of bandits reared its heads one last time, this time with unmarked ships full of raiders coming to attack the Nightriver village of Darkport. Defenders tried to meet the raiders where they arrived, but were beaten back towards the village, allowing the surrounding area to be looted. Eventually they managed to regroup and dealt a heavy blow to the invaders, forcing them to retreat. The conflict was witnessed by two visiting northern Outlands Syndar, who briefly joined in before disappearing.

Year 272 (2023) — Early on in the year, Blue-Clad Mordok and a sizable band of Mordok slipped past the Shield of Mardrun to a neighboring settlement, called Silfurfal. There, they placed a pair of strange new corruption idols, polluting the land and sickening and maddening the people living there. Researchers and agents from Clan Spiritclaw were dispatched to the area to destroy the idols and narrowly averted disaster.

Even following the destruction of the idols, the people from Silfurfal seemed to be affected by some latent corruption, becoming addled and treating visitors as though they were Mordok, meanwhile treating the Mordok themselves as though they were revered spirits. Adventurers had to fend off attacks from the hostile villagers while trying to stamp out the remaining corruption in the area, before discovering another large idol in the center of it.

Meanwhile, far south in Newhope’s merchant district, Glinting Emerald, people gathered for a political dinner held by the Council. During a time of mingling and entertainment, discussions with representatives from Clan Spiritclaw led to the conclusion that Witch Magic contributes to the phenomenon known as the Siphoning, and that the corruption idols employed by the Mordok are able to use the unwound mana caused by this phenomenon as a power source.

In May, an adventuring team organized by Prince Aylin traveled to an island north of Clans Whiteoak and Axehound to establish a new settlement, assisted by representatives from both Clans. the adventurers discovered that the island was plagued by the undead, who they had to fend off throughout their work. An object resembling a Gravestone was discovered, but was strange enough from what those from Faedrun knew that it could not be fully destroyed. After a massed attack by the undead, the adventurers retreated, and the new outpost was abandoned.

Clan Shattered Spear, already distracted with the trouble in Silferfal, soon found themselves under assault by a massive army of Mordok, which began to flood their lands past the Shield of Mardrun. Martial forces from across the continent gathered to repel the invasion, coming to blows both with disorganized squads of Mordok whelps, as well as heavily armored Alphas, the latter of which forced them to retreat. In the night, addled Shattered Spear warriors perceiving the Shield defenders as Mordok attacked, but were captured and cleansed of corruption.

The allied forces regrouped outside of Silfurfal and marched on it, finding its Ulven villagers to be under the leadership of Blue-Clad Mordok. As they pushed on the village, they ran into heavy Mordok resistance, but persisted despite the severe damage they suffered. At the gate of the village, one of the allied warriors challenged the Blue-Clad to an honor duel, who accepted and sent an Alpha forward as its champion, which resulted in both mortally wounded. The rest of the forces surged forward, saving the dying Ulven and getting them to a healer. They continued forwards, being forced to cut down the maddened people of Silfurfal, and eventually managed to retake the village, finally destroying the corruption idol that was the source of all the madness.

Year 273 (2024) — Mordok activity continued into 273, with the outpost of Onsallas coming under attack by a coalition not only of Mordok, but also of forces commanded by the Pirate Captain Mad Morty. Other Mordok slipped past the Shield as the outpost weathered the assault, and Morty crashed into the defenders, empowered by a corrupting Mordok rage, before eventually falling to their arms.

With Mordok aggression finally dwindling down, representatives from the Ulven Clans and from the colonies began to gather towards a border settlement of Clan Ironmound’s, to hold a Moot for discussing the major issues the Ulven faced. At first, the Moot proceeded cordially, though with tension, but then the representative from Clan Grimward, an Ulven Hersir named Steinar Grimward, gathered everyone around to present them with three things: The first, the decapitated head of Clanleader Haygreth Grimward. Second, an Ulven woman apparently of Clan Stonetooth, the ‘Voice of the War-sworn’, who said that her Clan was coming for conquest. And third, a force of Clan Grimward soldiers, who surrounded the settlement, and also brought with them in bindings, Clanleader Branthur Nightriver. The Grimward representative executed Branthur in front of all gathered with a mace, then gave the others at the Moot a choice: Surrender or die. Before they were set upon, Branthur’s personal warpack arrived and clashed with Grimward’s forces, giving those gathered a chance to make a fighting retreat. This event would be known as the beginning of the Conquering War.

Following this, conflict erupted between the Clans of Grimward, Stormjarl, and Shattered Spear, with two fronts emerging in the early days of the war. In the west, Clan Stormjarl stood against a greater Grimward army, largely holding their ground but also seeing many of their coastal settlements and their ships razed. Meanwhile, in the east, Clan Shattered Spear became overwhelmed by enemy forces, trying to stall long enough to evacuate their nearby settlements, before eventually being routed and losing a third of their land. Allies moved to the area to stabilize the situation, managing to restore crucial supply lines despite brutal weather, before the situation became hopeless.

Despite an outpouring of martial and logistical resources in the area, Grimward’s sheer numerical advantage proved to be too much for Shattered Spear and its allies. Communication from its commanders began to crumble, the Shield of Mardrun had gaps allowing Mordok to come through, and their fleet was being captured by coastal Grimward raiders. Shattered Spear began to retreat east towards their Whiteoak border. Their High Priestess was captured, their Warleader was slain, and no one knew the fate of their Clanleader.

Nightriver held a Moot of their own, to deal with the matter of their vacant position of Clanleader. Though there were three candidates, Sylvir Bloodmoon was appointed Clanleader by unanimous vote. At the same time, Warleader Holmar Bloodmoon was made to step down from his position, instead becoming Clan Champion with the singular goal of avenging Branthur, with Chieftain Halfrid Bloodriver taking his place. Also during this Moot, Clan Nightriver agreed to accept refugees from Clan Shattered Spear, and a letter from Clan Ironmound announced their official entry into the war.