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Maree Dunnidan

NAME: Maree Dunnidan
RACE: Human
CLASS/JOB: Divine Cleric
ORGANIZATION: Blades of Sol
AGE: 23
PLAYER NAME: Amber Kroening

BIO:

It’s another beautiful day in the countryside…

“Well, that’s not a very exciting way to start a journal entry, Maree,” she thought to herself. But it had been! The wind was blowing softly, some cows were gently lowing, and she was outside sat under a tree, the day the letter came.

Many days had started off like this, in the countryside of Lumaria where her family lived, albeit perhaps with slightly different weather. Maree had grown up here, an only child with a small group of friends, living a rather charmed life. Her parents were farmers with a small herd of cows that they milked and treated almost as pets otherwise. They were not particularly wealthy but had enough to get by and Maree was never wanting for anything. Sensing Maree’s desire to help others, and as new followers of Solar, they saw work as a cleric to be an honorable profession and so were more than happy to have Maree study the art of divine magic under the tutelage of some of the more advanced scholars and clerics of Lumaria. Maree took to her studies quickly, memorizing spells and understanding the concepts of how magic worked, and opening her heart to Solar in the process. She found joy in learning about the light of the Syndar god Solar, never quite feeling out of place as a human worshipping a Syndar deity.

Being born on Mardrun, Maree had heard stories of Faedrun, and the escape to the continent she now lived on. But her parents never dwelled on it much. If it came up in conversation, her mother would gracefully change the subject to whatever they were having for dinner, or what was selling at the market, and her father would become distracted by some chore that needed doing. And, although avoiding the subject of the escape from the old continent may be suspect to some…Maree never pushed deeper into the question. Sure, Faedrun came up time and again in her studies, and was a subject of several lectures, but if her parents didn’t want to discuss something that was apparently so horrific, and ultimately wasn’t affecting them now…she wasn’t going to make them. She had never seen an undead being. And yet, she was curious…

She started hearing about a group of people, joining together with the mission of reclaiming Faedrun. As she heard bits and pieces of conversation while travelling into the city for her studies, it became apparent this “group” was now forming into more of…a divine army, named for Solar. They called themselves the Blades of Sol. Their leader was Elzerith, a charismatic celestial Syndar, who was drawing followers who felt he was chosen by the gods, or that they were led to him by some portent of fate.

She saw some of them in the city one day. There was a tall, jovial looking man, armored and carrying a sword, and though he appeared carefree, Maree noticed he was always keeping watch. There was another man, a towering figure of regal presence. He wore shining plate armor, and a helmet, that when removed revealed flowing locks of long, light brown hair. Then there was Elzerith himself. Tall and golden, from head to toe, he seemed to glow radiantly in the sunlight. He wore a majestic white robe with detailed, gold trim. Maree almost tripped, watching him…

In later days, she continued to hear about other members of the Blades of Sol. There was Bero, who handled economical and logistical matters for the group. And Brenna, who served as an important advisor to Elzerith. She learned the man in shining plate was Voltaire, the leader of their military. And Ghent was the man who was always watching. The more their ranks grew, the more she heard about the Blades from folks around the city, and even extending out into the countryside where she lived. Her parents seemed to respect Elzerith, she learned this when it came up in dinner conversation. Never seeming to want to speak about Faedrun, they nevertheless admired his professed mission to go back to the old world and reclaim it from the legions of undead who had chased them out. Whether myth or fact, Maree heard tales of their pursuits, and the aid they brought to any area embroiled in conflict. They were helping defend towns from bandits, defeating Mordok, aiding outposts along the Shield…their adventures becoming more prolific and more dangerous, Maree had even heard that Voltaire had been stabbed so many times while serving as High Martial, that without the help of some serious divine magic, and a large amount of fortitude, he should have been dead by now. But fortunate for Maree, both the heroes and the stories of the Blades of Sol were very much alive, and a missive had gone out requesting aid on an expedition into the Dirge Swamp, which found its way into her hands on that beautiful day in the countryside.

It would herald one of the most pivotal decisions of her life, but she didn’t know that yet.

“They’re looking for clerics, Maree,” her father had said, dropping the letter between the open pages of her journal.

“Hmm? Who are? Wait..” She recognized the seal on the letter, and knew she wanted to say yes before she even read the words detailing what was needed, and yet something within her was still unsure. This would be the most dangerous expedition yet, the letter warned. Celestial Arragones and her research team had decided to work together with the Order of Arnath and send an expedition into the heart of the Dirge, to find a Hellenstone and search for clues as to why there is one in the center of the swamp. The Blades of Sol had an interest in the recovery of this stone and were joining the expedition. However, the swamp was infested with Mordok, who had a history of building idols to channel corruption magic. This was why those with the gift for Divine magic were specifically requested.

Maree felt her chest swell with purpose, and nervousness, as she realized if she answered this call, she would be serving alongside the valiant heroes she had come to admire so deeply. It was one thing to hear stories, quite another to take part. She thought about the last time she had met someone she admired…one of the most prestigious scholars of Divine magic and clerical discipline. He had asked her a question and she could barely get a word out of her mouth. If Voltaire so much as asked her name, would she be able to respond? If Ghent had need of her reserves of mana, would she be able to concentrate enough to complete the transfer? How would she react if Elzerith himself so much as looked in her direction?

Maybe she shouldn’t go, she thought, swallowing hard. She looked around. The countryside where she lived was free of cares, serene, and beautiful. The wind had picked up but a little. Her father was standing there, as even though a century of thought had passed through her mind, it had only been a few moments since she had received the letter from him. The sun was starting to go down.

“What do you think, Maree? You could serve Lumaria alongside the Blades of Sol. You could serve all the refugees of Faedrun, and maybe we’ll go back someday. You’ve prepared for this, sweetheart. Your mother and I would be so proud.”

As her mother joined them under the tree to discuss the news, equally proud (if not a bit emotional at the thought of her daughter growing up before her eyes), Maree knew what she had to do.

She answered that letter, responding to the call. And thus began her adventures amidst the ranks of the illustrious Blades of Sol.

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Lucien Moorfallow

PLAYED BY: Taylor “Yoss” Elmhorst
CHARACTER NAME: Lucien Moorfallow
GENDER: Male
PRONOUNS: He/His
CLASS: Mage
RACE: Syndar
OCCUPATION: Alchemist
KNOWN SKILLS: Alchemy, Herbalism, Healing, Surgery
AGE: Appears to be in mid-late 30s, relative to human lifespans.
NOTABLE TRAITS: Eager about research opportunities and performing experiments.
RUMORS: More interested in studying undead/monsters in Mardrun than helping others. Recruited into Blades of Sol, no official explanation as to how/why.

Bio:
Lucien Moorfallow was born and raised in the Bridgefront district of Karindren. Coin was easy to come by with the proper skillset. Son of an apothecary and an herbalist couple he only needed the right tools and the right materials for the job. Lucien enjoyed providing a cure for drinks the locals couldn’t handle and helping clean up the blood from tavern brawls.

It was like any other day when the undead first showed up in Bridgefront. Lucien attended to the wounded as best he could, but it was already too late for too many. Unfettered, Lucien gathered blood samples from the living and dead alike, curious to the cause.

Overnight Bridgefront was put into quarantine and travel was restricted. Business for Lucien was good with patrons scared of the slightest scratch, and the inklings of antidotes and remedies sent district residents flocking.

Lucien ended up at the Magistrate of Civil Order’s administration office under the personal orders of Bridgefront’s guard commander. There they met a Magistrate of Karindren, as well as nearly every other citizen that looked as if they had ever touched a potion bottle. From Academae scholars to clerics of the Syndar Pantheon to Night Market apothecaries, the office was packed. The Magistrate made an offer in silver for all those in attendance who found more information about the undead as well as how to stop them.

Lucien began investigating at once, however he was too slow. Shortly after, Bridgefront had been condemned, and anyone seen in or attempting to leave the district was to be killed on sight.
It wasn’t long before other districts were condemned after Bridgefront. The undead spread like a plague throughout Karindren. Despite the city’s best efforts a full evacuation of the non-quarantined districts was called.

With little other choice, Lucien prepared to flee. Using his connections Lucien secured passage on a corsair ship. He was crammed into a wooden crate, hauled past the city guard and loaded onto the ship where he gave his final goodbye to Karindren.

Aboard the Duchess’ Fury Lucien discovered the ship he was on was sailing toward a new world – Mardrun. Lucien was seasick for the first week. But as part of the contract he helped around the ship, working with what was available to keep the crew alive.

Then on a stormy night the Peninent announced themselves to the rest of the ship’s crew. Disguised as crew mates and stowaways, the Penitent gave the Duchess’ Fury an ultimatum: Join the Penitent and head back to Faedrun alive, or go back as undead. Some of the crew decided to join the Penitent and reverse course. The captain of the Duchess’ Fury didn’t see much business in the undead, however, and chose to fight against The Penitent. Lucien agreed with the captain and joined his loyal crew members over control of the Duchess’ Fury.

With swords, arrows, and spells abound it was inevitable the Duchess’ Fury suffered one too many holes in the hull. In the end the captain of the Duchess’ Fury was victorious, but the ship was sinking. As his final command he ordered the survivors to take the emergency boat and search for land without him. The Duchess’ Fury sank into the depths and with a salute the captain sank with his ship.

Lucien and the remaining crew tried to brave the storm but were met with disaster. Flashes of lightning promised land ahead, but waves towered over them and threatened to encapsulate the boat. Just as they were nearing shore, a wave jettisoned the boat into the air, freefalling for just a moment, but enough to send the boat and its crew underwater and below another wave. The boat immediately shattered into pieces and scattered the men. By the time he felt sand on his feet and coughed the water out of his lungs, only Lucien survived.

Decades have passed since his arrival to Mardrun. With hosts of new plants, animals, and even humanoid species in the Mordok and Ulven, Lucien has had plenty to learn about. However, much of his time has been spent destitute, merely scraping by with hair-brained schemes and running from the consequences. Some remedies here and back alley triage there have given him allies, but he’s made just as many enemies along the way, particularly when the remedies and triage don’t work.

While on the lam, Lucien joined a merchant caravan heading toward a northern Ulven clan. The journey would take weeks, but halfway there the caravan was ambushed by bandits. In the dead of night the mules were slain, the merchants were robbed, and some of the carts had been set on fire. It was only thanks to a bodyguard bearing the symbol of a 12-pointed star taking charge that they had managed to survive the attack, but the damage had already been done. After the battle Lucien was left stranded in the middle of nowhere, however the guard offered him a choice: Chance his own against man and nature, or join him and venture toward his home in a nearby village run by a group known as The Blades of Sol. After filling his pockets to the brim with salvage from the caravan, Lucien set off ready to put his talents to use.

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Einar Stormcaller

NAME: Einar Stormcaller

PLAYED BY: Cole Potter

RACE: Ulven

CLASS: Rogue

BIO:

Einar was born in the lands of Clan Grimward. His mother Katla Fieldcrow, a Daughter of Gaia with Pack Fieldcrow. His father Fridgeir Stormcaller a wanderer and skald from Pack Deathlore. Einar spent his early years raised by his mother in the territory of Pack Fieldcrow, but as he was a male and not truly a member of Pack Fieldcrow was not trained as the women of Pack Fieldcrow were in the ways of the Daughter. He did chores and other work around the village and when he was old enough he was taught the basics of how to fight and stand guard posts so he could fulfill a role in the village. His father was not present for most of Einar’s childhood as he was a skald and would travel the lands to adventure and spread the stories of Clan Grimward. In fact Fridgeir had only spent a single spring in Pack Field crow lands as a guest of his mother, and was not even present for the birth of his son.

Einar enjoyed his childhood in Pack Fieldcrow. He was a small and weak boy growing up and struggled learning how to fight from the warriors dedicated to the protection of the pack. Einar found that he fought well with a cutting spear, he could use both hands on one weapon and put strength into more focused blows with both hands on the weapon. He found he was ill suited for other styles of fighting. He could use a sword well enough but lacked skill elsewhere. While the warriors didn’t have much hope for him Einar pushed himself everyday thinking of how his people would depend on him to protect them one day. Slowly but surely he became competent enough for the warriors to put him to work. They gave him basic duties and never let him venture out with them when they took the other young men of the warpack to hunt any Mordok that were spotted too close to the village. It was disheartening for Einar but he didn’t have much choice and was content to stay in the village and be a watchful defender.

When Einar was fourteen Fridgeir returned to their village in search of Katla and his son. Word had reached him of his child, and although he had not made the effort to be a part of his son’s life he was determined to meet him. Their meeting was awkward but pleasant. Fridgeir was not demanding of his son and instead spoke to him with measured respect as one would any other person. Fridgeir admitted that he had regrets of not being there to help raise his child and wanted to ask both Einar and his mother if Einar would journey with his father to learn the ways of the world and of the skaldic traditions of Pack Deathlore. Einar with the blissful ignorance of his youth harbored no resentment toward his father and was excited by the idea of seeing the world and escaping his basic existence as the weakest warrior in the village. Katla, while worried for her son, wanted more for him than standing post at the village gate his whole life and gave her consent for the boy to leave. The council saw no issue with Einar leaving as no males were truly members of the pack, and the warriors were almost happy to be rid of him as he would not take up any more time to train.

Einar traveled with Fridgeir learning many things about the world and of skaldic art. Einar bonded with his father quickly, even though he had not been present for his early childhood. Einar looked up to his father and was very happy traveling with him. However, in the year 264 tragedy struck shortly after Einar’s eighteenth birthday. Bandits attacked them on the road and in the fighting Fridgeir was fatally wounded. Einar avenged his father’s death almost immediately but was still horribly stricken by the loss of his father. Returning to his mother in Pack Fieldcrow Einar spent several years as a warrior for the town, more competent in combat and happy for the support of his old friends and family. Now Einar travels again hoping to honor his father’s memory by becoming a great skald himself and to see the many wonderful stories the land of Mardrun has to offer.

 

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Ara Vorimund

PLAYED BY: Kallie Bain
CHARACTER NAME: Ara Vorimund
GENDER: Female
PRONOUNS: she/her
CLASS: Mage
RACE: Human
HAIR: Brown and wavy
EYES: Hazel
OCCUPATION: Beggar/wanderer, sells what she can get her hands on
BIRTHPLACE: New Aldoria
NOTABLE TRAITS: small scar on forehead
RELATIONSHIPS: A family she tries to forget, and a million friends she’s met along the way. She’s willing to strike up a conversation with just about anyone, and counts them as a friend after the first word.

Ara was huddled in the corner again, watching her father shout while her little sister pressed against her side. She couldn’t see her mother at all, but knew she was cowering on the floor just around the corner of the huge brick chimney against which Ara now leaned. This time it was because the washing hadn’t been done to his satisfaction, from what Ara gathered between the blows aimed at her mother. Most of them missed; he was almost blind with a combination of rage and alcohol. Still, the cries of her mother only feet away brought tears into Ara’s own eyes. She wiped them away before her sister could notice and bowed her head over the little girl, praying it would stop soon.

She sat at the table hours later with her mother and her older brother, Eron, listening to them argue in hushed tones about her father. They had this discussion after every incident, and neither ever gave way. Eron would start every night, saying he would fight back next time, and their mother would look up wearily from wrapping up a cut or sponging off a scrape and forbid him from saying a word against his father. It wasn’t their place, she insisted, to rebel against his wishes or his actions. The word “old-fashioned” would crop up soon, and probably something about standing up for oneself, and Ara would watch, and listen, and hope her mother would give in this time.

Everyone in the town agreed that their shop sold the best shoes in New Aldoria. Sometimes, when Ara got bored or lonely, she would sit and watch people come and go from their shop, hoping one of them would notice her. Her brother, working with the customers, certainly never did.

Caught again. The little girl rounded the corner just as Ara was trying to duck out of sight, and spotted her. The piercing voice shrieked Ara’s name once more and the pudgy hand grabbed hold of her sleeve, pulling her backwards. Ara insisted again that she did not want to participate in her little sister’s games, the inventions of a child of only seven years failing to amuse her much. The girl persisted, though. Endlessly.

She wandered out into the city, looking for excitement. That day, she saw a soldier on patrol, many people out buying food and cloth, and a rich woman inspecting a rare jewel a merchant showed her. Ara liked her walks through the market, looking at all the wares and all the people selling them. One large salesman looked interesting, so she started a conversation. He talked a lot, and she listened and complimented his skill in carpet-making. She spent the rest of the day watching, listening, wandering. Anything to stay out of that house.

She was sitting in the garden with her little sister, having given in at last to the constant pleading. The two of them were playing with dolls that Ara vaguely recognised as her own, but had evidently been passed on once she grew bored of them. In fact, they didn’t seem to have gotten much more exciting in the years since she had them. Her little brother toddled up to her, laughing, shrieked “catch!” and threw a stone straight at her head. This was usual behavior, but most of the time he missed. Her mother had to stitch up the cut, which left a scar there as a slightly itchy reminder of what a little shit that kid was.

In the relative safety of her room this time, Ara listened to her father’s roars and her mother’s whimpering cries. She lay in bed, staring at the ceiling, refusing to allow herself the tears this time. There was no use in them, and no one to comfort her. No one to make things better for her. This was how things were: her brother a coward, her mother submissive, her father shouting, and Ara left alone. But she was getting used to that feeling by now.

She didn’t exactly run away from home, she just…left. At age 17, she went away. She made no secret of it, just packed up her things, said goodbye to her mother on her way out the door, and wandered out of the city to make her own way. No one noticed, she told herself as she walked. No one cared.

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January 272 News and Rumors

Winter may cool the continent, but nothing can cool the spread of News and Rumors!

 

***


The meadhalls of Clan Shattered Spear have been filled with raucous laughter as stories pass from village to village. Skalds and rumor mongers have spread the song and story far and wide of a newly minted legend among the Ulven people, an otherwise unknown mysterious figure known only as ‘Haldar One-Finger’, named for the incredible tale of how he held an enemy army at bay with a single finger. The story has collected increasingly outlandish vignettes and happenings, but the core remains the same as it travels through the continent. The story goes that Haldar was a raider, a profession of mixed repute, but one bathed in romanticism. On a raid Haldar found himself standing watch over a road with not but two fellow warriors by his side when a squad of fighters marched toward him. Haldar and his comrades stood stalwart on the road knowing that the pride of an Ulven was in their ability to stand against all odds and not waiver. The massive enemy army sent a speaker to the front in an futile attempt at diplomacy. “Where is your honor!?” the speaker called and Haldar answered not with words, but with the raising of a single finger; A single middle finger. The army, in sheer awe of the unquestionable power of Haldar, froze in place, turned on their heels, and marched back to their walled outpost. And so goes the story of Haldar One-Finger.

 


In the more densely populated areas around the central village of Clan Nightriver a meeting has taken place among some of the highly respected Daughters of Gaia from the various Clans. Grimward and Ironmound did not field any representatives. The Daughters of Nightriver called this summit with their sisters from around the continent to discuss what they see as a problematic growing trend. It seems word has spread of some of the more rural Ulven people returning to ancient rites of Land Wight devotionals and this word has reached the ears of The Daughters of Gaia. As the spiritual heart of the Ulven people, the Daughters of Gaia have grown concerned that these “Wight Worshipers” as they have taken to calling them, are abandoning their true Gods in favor of lesser spirits. The meeting goes on for days and though the general consensus seems to be that this worship of lesser spirits should be stymied, the Daughters don’t seem to come to a conclusion on how to move forward with doing so at this time.

 

After the Daughter’s summit in Nightriver rumors start to spread far and wide about the disappearance of Gudrun Whiteoak, a well beloved Daughter of Gaia from Clan Whiteoak. She never made her appearance at the Daughter’s summit, but many report that she’d spoken at length about her travel plans in the preceding days and that she’d left Whiteoak lands with more than enough time to arrive well ahead of the summit proceedings. Even as the month comes to a close, no one has reported seeing Gudrun.

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December 2022 – Raiders from the Sea

All across Mardrun the harvest season limps to a frigid close. Snow blankets the continent and the winter store houses latch shut, holding within the hoard of a year’s hard work.

Unfortunately, it seems that these increasingly sleepy villages are drawing the attention of outsiders. Longships bearing no colors or heraldry have been seen sailing up and down the eastern seaboard, some have even come further inland along the more navigable riverways. Memories of the unprovoked raid on the Village of Brattsholt earlier in the year has people on edge and soon Clan Leadership of the eastern clans have called forth their war parties to patrol the coastal villages.

Most of the villages feel safe with these roving patrols, but some of the more distant villages are worried that they will become easy targets if the official warpacks aren’t able to adequately stretch themselves to cover their location. To this end some of the villages have set out calls for martial aid to outside entities. One village known as Darkport, a smaller village made of Colonists and Ulven in the northeast of Clan Nightriver, has joined this chorus of aid requests. The local leadership has promised warm fires and eternal gratitude to any who are willing to come to lend their support. They are hopeful that if there are raiders on the waves that the presence of a defensive force will cause them to think twice about attacking.

Soon a great deal of support pours into the village and before long the area is a bustle of activity. A Nightriver Hersir has been dispatched to the area and soon The Village of Darkport finds itself acting as a staging ground from which support can be quickly mustered to the even smaller surrounding villages. As the month wears on, the people remain hopeful that no raids will come, but as the bitter chill of winter continues to settle in more and more people begin to think that any raiders in the area will start to set their eyes on one final score before returning home to ride out the winter months.

=UPDATE=

The hope for a quiet month was quickly shattered as a scout poured into Darkport warning of raiders taking to land and heading to a small village closer to the coast. A party mustered itself and marched to the village, but unfortunately arrived to late. As they came into view of the village they saw the defenseless civilians fall under the forceful blows of ax and sword. Some warriors rushed into battle with the raiders while the rest worked to build a formation. In the end only a very small number of villagers were able to escape.

The ire of the raiders turned to the approaching warriors and soon a pitched battle broke out. Though the defenders fought valiantly, they found themselves pushed back and eventually fell into a retreat back toward Darkport. The rest of the day found a series of skirmishes between the defenders of Darkport and the raiders in their countryside. Villages were sacked,as were some farm lands. By the end of the day though some of the plundered goods were able to recovered. Eventually the defenders mustered a large force and brought a decisive battle to the raiders. Though it was not enough to decimate their numbers, it did prove enough of a show of force to cause the invaders to take what loot they had managed to plunder and defend and return to their ships.

One strange occurrence was the appearance of a pair of the strange Syndar from the Outlands to the far north. They seemed to be studying the town and it’s defenders though surprisingly no one paid them much mind. One did end up briefly joining in the defense of the town and before nightfall they were both gone.

In the end the countryside around Darkport was dealt a heavy blow, but the bravery of the defenders in the face of a brutal foe helped keep the raiders from establishing a strong enough foothold to deal incredibly significant damage and eventually forced them into a retreat from the lands.

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October 2022 – The First Keg of the Harvest

The crisp air of Autumn settles over the continent of Mardrun and the collective peoples of the continent all seem to revel in the calmness of the harvest season. People work fields during the day and spend their evenings gossiping, laughing, and singing in their local alehouses and meaderies and in the lands of Clan Goldenfield, the village of Barleyrow taps the first keg of the season.

As has become their tradition, Barleyrow village, a well-oiled collective of colonists and Ulven alike, sends out wide reaching invitations to the people of Mardrun to come and gather in their village to drink their beer and share in their hearth and hospitality. In recent years Barleyrow has come to see itself as a shining beacon of what can be accomplished if people set aside their differences and lean on each other’s strengths and nothing is more emblematic of this camaraderie than their now famous Barleyrow Ale.

Soon people of all walks of life flock to the growing village, bringing with them trade and stories. Before long the roads are well worn leading into Barley Row village, but such is the nature of an attraction set far from any navigable waterways. As people travel into the area they are happy to see the roads well-guarded. It seems the head of the village is well aware of the recent raids that have peppered across the lands and has seen to it that no such interruptions will come for their prized gathering.

This season’s festivities in Barleyrow Village seem more than ready to live up to their newly minted village motto – Mirth, Hearth, and Ale

 

== Update ==

The day in Barleyrow Village started out rather sober with everyone gathering their merchandise and preparing it for a harvest festival and the tapping of the first keg of the season. After the keg was tapped, many began to loosen up and tell stories, buy supplies and merchandise, and have a jovial time. Songs began to fly from the tongues of bards, old traditions began to sneak their way into the festival, stories from Faedrun came from those who remembered them and wanted to share, and drink flowed almost freely among those in attendance for this harvest festival.

While there was much feasting, drinking and fun being had, that didn’t mean work wasn’t around for those who wished to assist the village or in using their craft to trap in the nearby woods. With the help of locals and visitors to the village, a decent portion of work that was outstanding was handled and allowed the festival to continue that much longer.

During the festivities an announcement about the scheduled execution of Celestial Arragones was delivered to those who were in attendance. The overall feeling of this choice was muttered in two camps, one thinking the punishment of execution fair and just, the other feeling it was far too much or far too little. However, the news did not sour or spoil the spirits of the festival. There were in fact many passing along a wreath and crown of leaves to designate them as the chosen of the festival. At the end of the Festival, the tradition ended with the wreath and crown being burned in the fire as a thank you to Gaia, the Great Wolf, and many other deities for the bountiful harvest.

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Artemis

Name: Artemis, The Artificer “Art”

Played By: Alex Robinson

Age: Unknown

Race: Half-Syndar

Class: Mage

Birthplace: Vandregon

Relations: Naxala, Nataniel

 

My name is Artemis.  I am not my father.

My story begins as any other.  Born amid the Undead war and somehow survived.  Living amongst the brink of war.  My story is nothing special or at least it should not have been.

My mother would often regal me of the story of my birth father.  In her words,

“Your father was kind man.  A Syndar.  He had sharp teeth and quite long ears.  He was dark skinned, and he walked with just the most impressive swagger.  Confidence.  Poise.  A charmer for sure.  One day, after a successful sail about the sea, he and his friends came in for a drink.  Boy could your father pack them down.  As I was watching him, I was accosted by some random drunkards wanting my services.  They were grungy and had no class.  But work is work.  These men were quite rough with me and id charge extra for that, but I did not care for these men at all.  But then, your father stepped up, dashing man, beautiful beard.  He shoved the men out of the way as they were hurting me.  They fought but your father bested them even in his drunken state.  He then offered me a drink with him and paid for the time.  He didn’t even want pleasures of the flesh just my company and conversation.  What a fine man.”

As you see, my father was a charmer.  As my grandfather states, over time of his stay, they would hang out together quite often. Chatting about life and being plain good company.  From what I heard; he was the only one that gave my mother a rocking good time.  I didn’t know what that meant until I was in my teens.

I am here on Mardrun as I am a prodigy.  I have taken a keen understanding to all things magic and have a high magical aptitude.  I was to surpass my father and take on his role.  I do not want this position.  His daughter, Naxala, states otherwise.  It was because of her, I should be grateful to her, I am alive.  She felt a dream, a dream of a boy who would one day overtake Talonflame and surpass him.  He would have extreme mastery and Practicality of Magic.  All Magic.  Her dream saw my face and she has been tracking me down.  With the help of her father’s adviser Nathaniel.

After a time, I was born, and left in the care of my grandfather.  Mother wanted me to be comfortable, and she didn’t want me taken away either.  A baby born with magical knack would be sought after by not only my father and the state but also by the Penitent.  I had a very strong magical aptitude.  Think of me as a diamond in the rough or jack of all trades.  I was being sought after on three fronts.  One, The Penitant, rumors circled that they were recruiting in the area and if they knew of my magical knack they may try to capture and train me in the ways of either necromancy or blood magic, my aptitude could have done both.  Two, The State, as the battles on Faedrun battered our lines there was concern that they would’ve grabbed me a trained me as an Arcane Front-line warrior, a Battle Magus.  Three, my father, he would want me for my extreme skill and dashing good looks.  She didn’t want me to get in the wrong hands, so off to my grandfather I went.    A lot of my time was spent reading and learning stories.  A chunk of time was spent in my grandfather’s forge.  Mostly fetching water and coals.  He has the task of helping arm Vandragon with steel.

In my studies, I had a bully, like many other book-learned of my time.  Except this bully, took things too far.  I was teen when things went off.  I was working diligently on a new project; I was trying to boil water without the use of raw fire or coal.  Trying to create a chemical fire much like oil.  Liquid fire if you will.  But then my bully knocked all my chemicals off my table.  Spat in my face and called me a worm.  But what put him over the edge, was today, he wanted to talk about half breed heritage.  He even called my father names.  Talked il about my mother too, saying I’m a son of a Bitch.  True but uncalled for.  That sent me over the edge.  Blood was rushing to my ears so I could not hear what he was saying.  That’s when I blacked out.  Witness accounts stated I ran at him with the force of a tiger and punched his face in.  That’s not all though.  I also used magics from my hands to launch him in the air and his body landed with a sickening crack.  A rudimentary push spell but you get the idea.  He was disfigured and very dead.  I was out for like a week after.  Its stated, that during that time, a secondary female bully took over and, had her way with me.  Taking advantage of my already bloodlust state.  I had hoped id find her before I left, show her a piece of my mind.

Either way, from then on, I was home schooled.  All my books were ordered, and I never left the house.  Though word already got out of my magical talents.  Grandpa would get visitors and scholars wanting to take and teach me, hone my skills.  Grandpa would have none of it and shoed them away.  Then he met a Syndar man.  He just was chatting about, blacksmithing.  But he was keeping an eye on me as well.  Then he left.  No mess, no nothing.  Just chatter.

Over time I got older and was allowed out very briefly to wander.  But my wandering days did not last long.  It was at this time my village was being attacked.  By undead no less, and a scream. The most terrifying scream I have ever heard.  A scream that still haunts me till this day.  The scream, of a Banshee. It was coming for me.  To make me one of her thralls.  That’s when that man from before came back and snatched me away from my village.  No fuss, no mess.  Maybe even an ice bolt of two.  As I dethawed I watched as my village was torn to pieces only thing left, was the fire from my grandfather’s forge still burning.

It was then, I was locked away yet again like a fairytale princess.  Forced to read and read and read.  Training in a small locked away part of a ship.  Hidden like a sack potatoes.  Once I was on land, I was not allowed to leave.  I read and I trained.  Over time, I was taken to what I guess is a small town.  I was to not run, only study.  Or else I get the ice bolt.  Thanks to my captivity, my intelligence may have grown but my mannerisms not so much.  Time felt like an illusion.

Naxala, was trained in Divine magics, Nathaniel in Arcane.  Together they trained me on fundamentals.  I read this, Vazra’s, old worksheets.  I was taught the ways of Khruki, Lord of Darkness.  Over an over again.  Not sure how long has passed since.  Don’t really care.  It was only recently that I was gained any amount of freedom.  Albeit due to the disappearance my father Talonflame.  People always told me he loved to chase tails.  In that time, I have unlocked the mysteries of wielding both Divine and Arcane power.  Not an easy feat mind you.  Also, in my father’s footsteps, I have unlocked the potential to understand the mysteries of the weave.  Again, I am not my father.

“I am something far stronger.”

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November 271 – News and Rumors

A crispness holds in the air as people continue their work bringing in the year’s harvests. As the nights come earlier in the day more and more people move inside to spend their evenings within the shared warmth of taverns and mead halls. With proximity comes chatter and with chatter comes the spread of News and Rumors.

 

A shocking piece of news quickly makes the rounds throughout City-state territories and it’s not long before it erupts beyond the borders and spreads over the continent. All had heard the news that Arragones was set to be hanged in a public execution, some had even begun planning their travels to make sure to be there to see the highest profile execution of an era, but what came next was a shock. Arragones was found dead in her cell. Details are hard to come by as at this point rumors have taken a firm hold, but what can be ascertained is that she was found clutching a glass vial with a soft-green foam leaking from the corner of her mouth. No one is certain how she managed to come to possess such a poison. Some believe that another member of the council must have brought it to her and given her the chance to accept a graceful death in exchange for her keeping her mouth shut about any scandalous information she may have on them. Others believe that one of Arragones’ own supporters must have brought her the poison to spare her the spectacle of a public execution. And some even believe that it was staged all together and that she did not drink the poison by her own volition, but was instead murdered and set up to look like a suicide. With these ideas, and many other traveling stories and theories, no one is entirely sure what happened. Regardless of the details, the truth remains that weeks ahead of her public execution, Celestial Arragones was found dead in her cell from an apparent poisoning.

 

The recent rumors of wights stalking through the landscape has shaken the core of some of the Ulven people, especially those living in more remote areas. A few Nightriver villages bordering The Great Wolf’s Hackles have resurrected an ancient Ulven practice of leaving offerings for the Nature Wights to insulate themselves from the harsh conditions that often follow in their wake. A young Nightriver villager recently set out on a journey to the top of The Hackles to leave an offering of mead and bread for the wights and was surprised to find that he was not the only one that had made this journey in recent time. He came home and told his friends and family that when he summited the mountain he found that there were already offerings left, and fresh ones at that. He made sure to add his offerings to the pile. The people of his village were surprised to hear that they weren’t the first to send someone up the mountain and given their location they assume that the other offerings must have come from a Grimward or Ironmound village on the other side of the mountain range. It seems that in the more remote areas of Mardrun that some of the Ulven people are embracing the traditions of their old ways and these traditions may be spreading.

 

ANOTHER massive turnip! Rumors have blanketed across Clan Goldenfield territory and spread from there of another village unearthing a humongous turnip! Some say that this turnip rivals that which was dug up in another village recently. People flocked from nearby towns to peek a gander at this marvelous vegetable, but faster than the news of its harvest spread, so spread the news of its deceit. Though truly a splendid specimen and while it was a well and enormous root, it turns out that the farmer lied. This was not a turnip set to rival all others. This was, in fact, a radish. 

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The Calavera

LIFE ON FAEDRUN

The Calavera lived like many other Syndar did on Faedrun. They traveled and visited other places as often as they liked. They made friends with outside Syndar often enough that more than a few funerals had non-Calavera guests as well. These guests got to witness El Falleciemiento, the Ceremony of Death, where the Elders of the Calavera would return the dead’s mana back to the stream. Friends of Calavera would also be invited to their yearly month-long festival, Dia de Difuntos.

 

COMING TO MARDRUN

The Calavera were always a relatively small group compared to other Syndar groups. Procreation was never a big priority for them until coming to Mardrun. There was very limited space on the ships that came over, so they prioritized sending young Syndar and the Elders who could perform the Ceremony of Death (El Falleciemiento). Some parents chose to send their children without them, trusting the other young adult Syndar to take care of them. Splitting up families this way was incredibly hard for them as family and ancestry are very important to the Calavera.

They boarded their ship headed toward the city of Newhope that was under construction at the time. Unfortunately near the end of their journey their ship was blown hard off course. The captain did the best he could to right the heading, but the ship ended up on the eastern portion of the continent. Raiding ships from Clan Squallborn had travelled south and saw this colonist ship as ripe for the picking and set into pursuit. The captain was able to avoid the raiders and took refuge for a time on a small island off the coast of the continent to wait until the raiders returned north to Squallborn. Some time passed and the captain let The Calavera know that it was time to reboard the ship and plot a course for the mainland, but The Calavera took a liking to the island they found themselves on and in fear that their children and elders would be lost in a Squallborn raid on the high seas, they opted to remain on the island. The Captain accepted their choice and sailed away on his ship.

 

ORIGINS

This form of religion and prayer was originally a coping mechanism for mourning dead syndar. As mana gets pulled from the dead syndar, they thought they might be able to reconnect to their spirits through the mana stream. This method of coping gave syndar a reason to celebrate rather than mourn. Syndar who were deeply depressed by the passing of a loved one could find comfort in believing they could meet again. Leaving offerings and shining a light to lead them home offered peace of mind and closure. This has also led to them being very family oriented.

 

MEDITATION & PRAYER

The Calavera meditate at their worship altars. Alters can be as intricate and grand, or as simple and small as one pleases. Altars typically have offerings like bread, sweets, and wine. If any syndar should be lucky enough to have a drawing or a painting of a loved one, it should be included in their altar. Some even go as far as constructing a doll to resemble a loved one. Altars can change throughout the day. In the morning or before evening time, offerings are geared towards children (sweets, juice), while by evening time altars usually hold adult oriented offerings (wine, breads). It is believed that the god Solar brings the sun and wakes the spirits of the children every morning to allow them to roam freely. At night, the goddess Lunara brings the night, putting the children to bed and making way for the adults to come. Flowers and candles are typically used as decorations for their altars. It is their belief that flower petals are beacons that can lead the spirits of dead loved ones to their prayer altar, so that they might visit them through the mana stream. Many of these syndar leave trails of flower petals from a place of rest to their home as a way of lighting the path back to them so that a spirit won’t get lost. 

 

GARB & COSTUMING

The Calavera enjoy colorfully embroidered flowers, gold tassels, and soft furs. As most io’Larian have one animal they appreciate more than others, they tend to wear the fur of that animal as accent pieces. Face paint is required. A beautifully intricate skull is the Calavera’s traditional design, but each individual does their own style. Most describe it as, “the face of a spirit I see in my dreams.” Calavera syndar will fully paint their face, wear flowers in their hair or weave it into their clothes, and wear beautifully embroidered clothes. Syndar who choose not to wear face paint will wear head kerchiefs or completely veil their face.

 

CEREMONIES

Lawful marriages are uncommon among the Calavera. They do, however, have joining ceremonies. When these io’Larian syndar believe they want to spend the rest of their long lives by each other’s side, they dress in their finest clothes, build a grand altar together, paint each other’s faces as intricately as possible, transfer mana between each other, and meditate together. When they finish meditating, the party begins. Eating sweets, drinking wine, and just having fun, all to represent how they wish to live their lives together.

Coming of age isn’t a strict year or growth point, but when their parents/elders believe that they are ready. Usually fairly young children will be sat down, a crown of orange flowers placed on their head, and their face painted like the spirits they see in their dreams. Once it’s finished, they are allowed to build their own altar and place their own offerings freely. Building your first altar is an exciting and joyous occasion.

 

CULTURE & CUSTOMS

Many of the Calavera are bards. Music is another tool used to celebrate rather than mourn. Happy songs can lift the lowest spirits, and through music, they have raised each other up enough to celebrate the lives that have been lived rather than mourning every death. It’s also common to be a herbalist because of how commonplace the use of flowers and flower petals is.

 

DIA DE DIFUNTOS

Every year in early November, the holiday Dia de Difuntos takes place. The festival starts with a parade full of music and people in costumes dressed as skeletons. Sweets are given out along with drinks and common fair food. People are encouraged to throw flower petals amongst the crowd while the parade is marching. 

After the parade, there is time to go home with your family and gather your altars. Everyone brings their altar to the town square and sets them up along the walls of the square as intricately as possible, with food and wines and more flowers as offerings to the adult spirits at night. Most will choose to meditate at their altar until everyone is finished and the party can begin. Musicians will play while everyone celebrates the life of those they lost, telling stories of their loved ones and dancing among their family and friends. For most of these Syndar, the party will go well into the night, usually until the sun comes up. This is when the altars will change to be filled with sweet bread and juice and candies as offerings to the children spirits who will come in the morning. Most will choose to meditate again before heading home, leaving their altars in the town square. The altars will stay there until that evening when the families are rested enough to gather their things and take them back home. Many Calavera Syndar have planned an easy-to-carry altar for this celebration. 

Back on Faedrun, this festival was all month long. Invited visitors were allowed to come and go as they pleased, but most would just come for the initial parade and first night of party. The Calavera have since lost the resources required to celebrate for that long, since they are now located on an island away from the main population and have not established any trade with the mainland, and also have a much smaller population themselves.