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Themakeis

The peoples of Themakis, the Themakeis, maintain that they’ve inhabited their coastal lands since long before the people of today’s May’Kar settled the Ukor River. This is not a fact that the Dominion argues against- by all accounts, their ancestors arrived via the gulf along May’Kar’s northwestern border, which they call the Koipodean Sea, and have spent much of their history as a small nation unto themselves.

The May’Kar Dominion did not learn about the Themakeis directly, only by inference through discussions with Mushalee traders and others who had dealings with them. Eventually, though, the Register hired a navigator that was familiar with the region, and sent a group of surveyors to collect what info they could and report back. When they returned, they described a beautiful land, nearly as lush as the banks of the river, and a people on the brink of collapse.

A generation prior, the waters of the Koipodean began to recede from the shore over the course of a day. By the time the sun was setting, they rushed back in a great flood which tore through coastal and island communities. The wave destroyed homes, harbors, and markets. It drowned fields, ripped the stones from the streets, and shattered ships. Many people died not only in the initial event, but also in the aftermath of disease and famine, and their weak position made them ripe targets for raiders looking to glean what was left.

The May’Kar yazi assigned Themakis an algarad, who arrived with a nur of soldiers under their command, and wagons of tools and materials. They immediately set to work, establishing an outpost near the coast and beginning to rebuild infrastructure, drain farmlands, and bring food and medical relief to the people.

The project was an immense success, and over the next decade, the Themakeis soon found themselves resembling their former selves. And then the algarad attempted to secure tribute for the Dominion.

From the Themakeis perspective, this was a great betrayal. They were in need, their neighbor came to them on a humanitarian mission, and was now trying to extort them and claim sovereignty over them.

From the algarad’s perspective, the region was an investment. They had pulled in many favors to secure the relief materials for the Themakeis, and had even drained their own personal coffers to fund the effort. Now they were very overdue to meet their quotas, and would be replaced if they couldn’t.

Negotiations were more or less successful, at first. May’Kar began to receive its tribute, Themakis began to economically thrive once more, and a tense peace was established. Over the decades though, the region was reassessed, and deemed to be too large and prosperous to be considered a single province, and was continuously broken down into more and more algari, each with their algarad.

Today, the crown’s relationship with the Themakic algari is multifaceted and complex. Some have been cooperative, finding opportunity and sometimes even purpose in being a part of the Dominion. Others have continued to advocate for their independence, sometimes through outright rebellion, though only the smallest island communities can be said to be truly independent.They operate under vastly different conditions, with some being left mostly to local leadership and minimal oversight, and others being under ongoing martial law.

In contrast to the remote management that many algari enjoy, the Dominion exerts more direct control over Themakis. Its capital city, Akistokos, has had its leadership replaced entirely, and it operates much like a Ukorate city-state. The surrounding provinces are still assigned algarad who extract tribute from them, but that process is more local and centralized than is the case elsewhere in the desert.

Themakis is of incredible economic import to May’Kar. Its access to the ocean alone, and therefore to sea trade, is an enormous boon. But even absent this, the natural resources of Themakis opened up opportunities for the Dominion that it never had before. Wine, olive oil, honey, and seafood were previously rare along the river, but were now made accessible to the working class as well as the elites, and have since become staples of May’Kar cuisine.

The Themakic people are great city-builders. Rather than being centralized around a single state or crown, their communities are structured around city centers built for community use. Cities are places for education and the arts. The average Themakic citizen has a strong foundation in fields like mathematics, astronomy, philosophy, and theology, with multiple options available for those pursuing greater learning.

Entertainment is an abundant amenity within these cities. Public performances are commonplace, making use of stages and parks built with them in mind, and are often sponsored by public figures and other nobles. Some troupes have become internationally notable, and are sought out by visitors from far away lands, while others are hired to travel and perform abroad.

The ocean is at the heart of Themakic society. During the day, fishing boats fill the coastal horizon, and large seafaring vessels carry goods for import and export. Smaller ships ferry people back and forth between the mainland and the many smaller island communities that make up Themakis as a whole. In the winter and spring, rain supplied by evaporating seawater is common, thoroughly hydrating even the areas not immediately on the shore.

One of the arts that Themakis is most famous for is glassmaking. The oldest known eyeglasses in Faedrun are of Themakic make, and glasswares are one of their common exports. Shortly after their introduction to the Dominion, a guild of glassmakers began to develop larger lenses in a joint effort with Ukorate craftspeople, which ultimately resulted in the development of telescopes, with which to view the stars.

Astronomy has always been valued among the Themakic. Knowledge of the movement of the heavens is essential for navigation upon the sea. A great observatory was built in Akistokos, so that anyone who wished could see the stars. As arcane scholars were able to observe them in greater detail, however, they began to notice patterns between these stars and their magics, leading to the development of a new discipline of study.

These star-mages are called chymeria, and much of their work is dedicated to the collection of various kinds of starlight, and the investigation and documentation of the influences of celestial objects on magic in its various forms of expression. The greatest of the chymerion are said to be able to, when everything is aligned correctly, set in motion unlikely events, which conspire to influence the future for years to come. Some Ukorate Princes are known to regularly give patronage to chymerion schools, in the hopes of procuring good fates for themselves.

Some of the Themakic algari have become integrated into the Auxiliaries, large in two regiments: The first is the Kaftaris, skilled sailors who make up the vast majority of the Dominion’s naval presence. They’re most often leased out to merchants to act as escorts, and are seen as a relatively unprestigious regiment by other career soldiers due to their limited use in military operations. The second is the Oikrates, a regiment of military engineers who have crafted and operated some of the most reliable siege weapons used by May’Kar.

The Themakic people have a complex web of faiths that they collectively refer to as the Thelatroi, which consists of many different gods which are worshiped by different people at different times. These various gods have relations to one another, stories of their deeds, and virtues which they promote in their followers. In all of these cases, the beliefs tend to be localized to different communities, with different communities having totally contradictory beliefs regarding the same figures. Two different clerics can seemingly draw power from the same god, despite having nearly opposite beliefs about who that god is. This has been endlessly confusing to the Mahsai, who previously legitimized the worship of several of these gods before realizing the depth of the Thelatroi in its entirety, and has since had a great deal of its resources locked up in trying to draw lines between its myriad different modes.

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Gölkiyde

In the western mountains that line the edge of the Dominion, in a narrow band of land between rocky hills and stony peaks, live the Gölkiyde. Here, evergreen forests thrive, sustained by the little rain that makes it over the mountains. At these higher altitudes, the temperature cools, leading to some of the mildest summers and coldest winters in the region. The people who live here are among the very few who can say they’ve seen snowfall within May’Kar lands.

Like many of the people living within the desert, the Gölkiyde follow the movement of the seasons. In the summer, when the snow and frost melts from highland meadows, their herders bring their goats, yaks, and camels upwards to pasture. Here, they dwell in lodges that sit empty for the rest of the year, and hunt and forage from the surrounding lands. To communicate across the greater distances in these lesser-populated areas, they whistle in a song-like form of their own language.

In the winter, when the cold is at its worst, they instead descend into the foothills, which they’ve terraced into grain fields of barley and millet and fruit orchards of apricots, walnuts, and pomegranates. Their towns here are walled and fortified- the first line of defense against raiders- and see a swell in visits from visitors and traders. Seasonal workers come here to help with the harvest, and many visit to participate in festivals and religious occasions.

It’s not quite accurate to say that the Gölkiyde are nomadic. Their settlements dot the mountainside at all heights, and most are permanent and inhabited year-round. Only some move during the year, and only as their professions demand it. Generally, these travelers end up having two places they call home, and some even end up having two families.

The coniferous forests that the Gölkiyde live among are the most abundant sources of hardwood found across the Dominion. The Gölkiyde make great use of their lumber in both their architecture and their arts. Their homes are often multistory and compact, taking advantage of small areas of relatively flat building ground. They’re skilled woodcarvers, creating intricately detailed works, both in their functional and decorative pieces. Even a simple door might have elaborate and complex carvings set into its face. They’ve developed advanced joining techniques as well, with some of their buildings standing without a single nail or bit of adhesive holding it together. May’Kar buys a great deal of lumber from the Gölkiyde each year, as well as some of these works, but only a rare few carpentry masters have been able to make as good use of the materials as the ones who harvested it.

Gölkiyde clothing is fairly distinct from what’s worn in other regions of May’Kar. They commonly wear layers of wool clothing, which is often felted and dyed in dark blue and green hues. In the colder seasons, this is further supplemented with cloaks and hats that pull down over the ears. The vast majority of their wool comes from their yaks and camels, and different parts of their coats are made into different articles of clothing with different properties, with the warmest and softest pieces being made from the down innercoat of the yak. These goods find little use in other parts of the Dominion, but fetch high prices from foreign merchants. Their clothing is also often accented with jewelry made from silver, turquoise, and agate.

The highlands are where many of the Gölkiyde holy sites can be found. Their faith, Tanuyu, unusually uniform across the various groups of the Gölkiyde, is devoted to a great god, Tan, who lives in the sky. As such, the most sacred places to Tanuyu followers are those in the highest places. The local maxima of the high ridges that overlook surrounding areas, but especially the peaks of the tallest mountains. Many of these places become sites of piety for the Tanuyu, between small temple sites for worship and offerings, and funeral sites where revered dead are taken to be devoured by birds. These sites are often in remote and sometimes dangerous locations, and so pilgrimage to them is considered a pious and commendable act.

One thing that sets Tanuyu apart from many other faiths in Faedrun and especially within the May’Kar Dominion is that it is a firmly monotheistic one. To its followers, Tan is not only the supreme god, but also the only god. All other allegedly divine figures are either fakes, or are sheygya. The term means ‘demon’, but has a more complex meaning within the mythology of the faith.

According to the Tanuyu, when the universe was young and unformed, Tan began to set order from chaos. While his power was vast and incomparable, there were many small things that needed to be done while he handled the greatest deeds like separating the earth’s mountains from its valleys. To assist him in these smaller tasks, he created the sheygya to assist him. Each one was given a task and a fragment of Tan’s power with which to complete it. But many of these sheygya became derelict in their duties, and some of them even rebelled and found mortals to extract worship from, tricking them into thinking that they were gods of Tan’s equal.

May’Kar agents working with Tanuyu followers are advised to be careful in their word choice when speaking of the gods and spirits of other faiths. Denying the supremacy of Tan, or implying that he is merely one of many, can lead to offense and even hostilities. The Mahsai have begrudgingly legitimized the Tanuyu faith due to the sheer economic advantages that positive relationships with the Gölkiyde have to offer.

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Yewuan

In the eastern reaches of the Dominion, where shrubland gives way to endless fields of golden grass, live the Yewuan. They’re never particularly difficult to spot: They’re usually accompanied by great herds of horse, sheep, and goats, and have mounted sentries that guard these herds from the periphery.

The Yewuan are pastoralists. Much of their way of life is dedicated to the movement and management of their flocks. These flocks are the source of some of their most essential resources: Food, milk, wool, hides, and in the case of their horses, mobility. The animals graze from the grasses of the plains, and when that grass begins to deplete, the Yewuan move on.

This movement takes the Yewuan east in the summer, when the desert becomes even hotter and more unbearable, and west in the winter, when frost and snow begins to make the territories bordering Richtcrag difficult to move and graze in. To facilitate this movement, they bring with them large wool-covered communal tents that can easily be set up and torn down, but they also have permanent settlements at the extremes of their journey where up to a quarter of their people reside.

There are multiple Yewuan groups called adukar, which follow parallel paths in and out of the desert. Raids between and within adukar are common (as is raiding on other groups in the area), though relatively bloodless, with the primary objective being the seizure of herd animals. As imbalances in power emerge between nearby groups, some might pledge loyalty and tribute to each other in exchange for peace and even protection. Hierarchies among the Yewuan are complex webs that seemingly contradict themselves when viewed from afar.

The Yewuan are collectively bound by their religious law, referred to as the Tsukor, which is also the term that the Register has assigned as the name of their faith. The Tsukor is highly prescriptive about how the Yewuan must live, both as individuals and as communities. It covers in great detail matters of diet, dress, animal care, marriage, trade, justice, inheritance, and battle, and has different prescriptions for situations involving only Yewuan, and situations involving outsiders.

For an individual, violating the Tsukor means harsh punishment, usually of a physical nature. The most severe crimes are punished by death. For those crimes of a particularly sacrilegious nature, exile is common, for a period of up to seven years. This exile is from the whole of the Yewuan. After one returns from exile, they are considered spiritually cleansed and are welcomed back into their adukar.

For a larger group, violating the Tsukor means no longer being protected by it, and inviting the wrath of the Yewuan. Raids are not just for stealing from the flock, but also for retributive killing and the taking of slaves. In the most extreme cases, an adukar will be picked clean of its people and its herds. Slaves taken this way are protected by the Tsukor, which goes so far as to define their rights and the conditions under which they are to be treated. They are made to work as a form of spiritual rehabilitation, much like exile. After a period of time, they’re either returned to their adukar if it still exists, or adopted into the adukar that took them if it doesn’t.

These conditions keep the various adukar on relatively good terms with each other- the Tsukor ensure that everyone is ‘playing fair’, with raids being seen as a natural part of the general struggle for influence and prestige. Those that wish to abstain from this struggle entirely find homes for themselves on the permanent settlements at the east and west ends of their adukar’s grazing range.

When dealing with foreign hostile powers, the Yewuan act as a single confederation, united under a leader called the adukan. The adukan is responsible for coordinating the rest of the adukar against their common enemy, but their power begins and ends at collective defense.

In protracted conflicts, warriors will be organized into groups of up to twenty, will be given general orders, and are set free to carry out those orders however they see fit. Yewuan warriors take advantage of the speed of their horses, cutting down their enemies either with long, curved bronze blades, or with expertly fired shots from their longbows. They excel at harrying forces much larger than their own, waging wars of attrition with their superior mobility. Their prowess has led to bands of them being hired by various eastern Richtcrag powers, and they’ve been inducted into the Dominon’s Auxiliaries under the banner of the Yewuan Irechem, which is exclusively cavalry.

The herders and warriors of the adukar are the glue that hold their wide-spanning peoples together, and a major responsibility of theirs is transporting goods and materials during their seasonal travels, to balance the needs of their satellite communities. At the same time, these towns and villages work tirelessly using what resources they have. They farm hardy crops that persist in the dry climate. They work forges to produce tools, weapons, and armor for their people. When the herds return to them, entire communities come together to butcher and preserve the animals selected for slaughter.

These settlements are the main point of contact between the Yewuan and the May’Kar Dominion, as well as other traders, providing them with a permanent place to meet and discuss matters. The Yewuan grant hospitality here to those who approach them in good faith, even among those they would normally battle with upon the plains. They give a token tribute to the Dominion in the form of fine animal hides, a symbolic arrangement made for the sake of their algarad, but they receive far more in return, paid by the crown for peace and protection for traders moving through the region.

The Yewuan are skilled architects. Their tents and homes are built from very little, making the most out of lumber purchased from outsiders. Their temples, on the other hand, are great and extravagant, made from stone blocks that have been meticulously cut to perfect size and fitted together. Some temples have been found that are so ancient that the people that built them have been gone for centuries, but they still stand tall. In times of danger, the temples also serve as castle-like fortifications, allowing the villagers to wait for invaders to lose enthusiasm or for help to arrive.

When time allows for it, they weave elaborate colorful rugs and tapestries, which are laid within and hung upon their homes, respectively. These woven works are artistic expressions, but also often encode personal and communal history, elements of the Tsukor, and other personally and culturally significant objects and figures. Some are made specifically to be sold to the Dominion, where they fetch a high price, but most are made either for personal use or for symbolic gifts, given to loved ones, leaders, or sometimes, enemies.

The Tsukor acknowledges two gods: Khiidur and Salach. They represent the duality of the earth and the sky. Khiidur is a masculine figure of earth, soil, and stone. The Yewuan temples are built from his bones, and dedicated to him, and are a symbol of his strength and protection. Salach is a feminine figure of the winds, sky, and flame. She has no temples, because she is the thing that cannot be contained, but many offerings are committed to her in high and open spaces.

According to the Tsukor, all things that are, were made by Khiidur and Salach in isolation. Khiidur made the earths of the world, the waters that sit upon it, the metals that dwell within it, and more. And Salach made the skies, the winds that blow through it, the sun and the moon, the birds, and the stars, and yet more as well.

But when they came together, they saw that there were things that could only be made through the union of their arts, and this created three things: The first are the grasses, which grow from the earth but sway in the wind. The second is the horse, and earth-bound creature that nonetheless flies across the ground with the speed of a bird and the spirit of thunder. The third is the Yewuan themselves, the chosen people of the gods, who are uniquely suited to dwell within the space that so clearly marks their divine union.

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Khanomzade Elazaros Ben-Miryanthe Ampeliel

PLAYED BY: Jared Levine

CONTACT INFO: CaelCyndar@gmail.com, FancyCreb on Discord

CHARACTER NAME: Khanomzade Elazaros Ben-Miryanthe Ampeliel

GENDER: Man

PRONOUN(S): He/Him

CLASS: Rogue

AGE: 36, born 238

RACE: Human

HAIR: Brown

EYES: Blue

OCCUPATION: Once, the heir to the title and fortune of his mother, a wine baroness, if that could be considered a profession. Now, a wanderer, a dreamer, a lover?

KNOWN SKILLS: Recuperation, passing the time, sampling Mardrun’s delights.

BIRTHPLACE: Keramezion, an eyalet in southern May’kar

APPEARANCE: Elazaros has long silky hair kept in a luxurious ponytail, the style appropriate to a man of good stock.

RELATIONSHIPS:

  • Khanom Miryanthe Ampeliel – Mother. Miryanthe was once Khanom of Keramezion. When she fled the May’kar Dominion, she took with her as much of her wealth and assets as she could, including seeds for the drought-resistant grapes that their eyalet was known for. In Mardrun her title has been replaced by ‘baroness’, though she still prefers the original version.
  • Malachion – Servant. Deceased, killed during honor duel on Elazaros’s behalf.
  • Dinora – Servant. Deceased, drowned while attempting to ford the Yurnai.
  • Nessaia – Servant. Deceased, crushed by giant boulder.
  • Danilos – Servant. Deceased, killed by a Mordok.
  • Glorga – Lover? A mysterious and beautiful Mordok woman that Elazaros met during his travels, when she attacked his caravan (see ‘Danilos’). She seemingly spared him, clearly because of their great mutual love and attraction. He is driven by the sole desire to find her once more so that they can be united. He’s pretty sure someone said ‘Glorga’ to her at one point, so that must be her name.
  • Imrick Oakenbrow – Employer. Imrick has obviously seen great potential in Elazaros and has hired him to tend bar, something only someone of his great skill and pedigree could do.

RUMORS: Some would describe Elazaros as ‘lazy’, ‘foolhardy’, ‘self-important’ and even ‘destitute’, but clearly those people have never met him, as he is an extremely interesting and humble person.

BIO / BACKGROUND HISTORY: The following is a letter, which has miraculously managed to make it to Newhope, having barely managed to survive the journey in one piece.

“Dear Mumsy,

It is I, your beloved eldest son, Elazaros. By the time you are receiving this letter, it will have been one full year since I have left home. I do not know if you have noticed my absence, you are so busy with your work, and I did not want to bother you as I left. I took only the bare essentials- nothing but the clothes on my back, and several additional sets in my luggage, which of course was carried by four of our finest servants (may their souls rest in peace).

The journey has been difficult. It wasn’t at first, but after Malachion was tragically and unavoidably killed defending my honor after a slight cultural misunderstanding that was blown way out of proportion (by the Ulven, I assure you), I was forced to walk, as everyone knows that a palanquin requires four servants to carry it, and three will simply not do. Once I was forced to walk, things got significantly harder. For one, my feet began to hurt!

Ah, but I have gotten ahead of myself. You must be wondering why I have left, and renounced my inheritance to your title. (oh, by the way, I renounce my inheritance to your title. Sorry!) As you may remember, I have always loved board games. On Faedrun, we had such lovely sets gathered from across the continent. I will never forget the kindness you showed me on my eighth birthday, acquiring the very Matraquer board used to bludgeon Margrave Thuriel to death. I still have the tooth that fell out of the bottom of the board when we first played upon it. Right. As I was saying, now that we have been living on Mardrun, surrounded by all these interesting Ulven peoples, I wished to see what sort of games they’ve made for themselves.

Unfortunately, I have seen a great deal of misfortune along the way. After Malachion’s death, I traveled north, and we found ourselves at a great river. I had heard stories of the Clan that lived across it, and so we decided to ford across. Dinora was tasked with the great duty of carrying all of the silver (oh I forgot to mention, I took a teeny amount of silver to keep myself afloat, only a few pounds of coins) across. As we were almost to the opposite shore, we were accosted by brigands! They threatened us with their swords and axes. I bravely ordered a retreat, and the three of us made it safely back to the other shore. I say three, of course, because sweet Dinora was not with us. It appeared that, weighed down by the silver, she had stumbled into a slightly deep part of the river, and had drowned.

After the failed venture north, we decided to travel east, through an area I now understand is called ‘Night River’. I do not know what sort of river flows only during the night, but I’m glad we did not see it, because our footing was treacherous enough! We traveled along the river for a while, so that we would not get lost, but then it ended and we found ourselves in a terribly rocky region. We attempted to climb so that we might be able to better survey the area. It was very hard, so I got uppies from Nessaia and Danilos. After being raised up to what I thought was the perfect platform, the ground beneath me began to shift! I bravely leapt out of the way to safety, but poor Nessaia was completely squished, flatter than the coins that killed dutiful sweet Dinora. I will never forget her final words: “Oh no!”

Eventually, the two of us remaining made our way back down, and then we got very lost. Everything that I have described up until now happened in the first week. The following eleven months were, shall I say, an uneventful slog of the two of us in the woods, surviving through the combination of Danilos’s great experience as a hunter, cook, explorer, and naturalist, as well as my excellent leadership and ability to get a good night’s sleep even in stressful circumstances. I grew a beard! I think I will keep it.

However, soon my fate would be changed forever. In the deep woods, we encountered a group of Ulven, who were very kind and shared good food and good company with us. They were hunters from a nearby village- apparently we have been less than a day’s walk away from civilization for quite some time now! I do not know if Danilos found this quite as entertaining as I did, but I guess with my poet’s soul I just appreciate some good irony.

We began to set back off with them towards their village, but suddenly, it seemed we had more company! Some strange green fellows who spoke in a language I have never heard, and after all that time I spent learning the Ulven tongue! The hunters called them ‘Mordok’ and with them was the most beautiful woman I have ever seen. Her tusks, they glistened. Her muscles, they swelled. Her skin, dewey, green, and scarred, like a cantaloupe. I was so enraptured by her appearance, that I hardly noticed as the others that traveled with her cut down our Ulven friends. And poor Danilos as well, who threw himself in the way of the woman’s blade, which she mistakenly swung at me!

And then, as she drew her sword from the quickly-cooling corpse of Danilos, with whom I have had many great foibles and adventures, we locked eyes. Her beautiful amber eyes bored holes into me, out of love, I assume. Moments took hours, and at the end of them, it was just me and the Mordok. One of the others said ‘Glorga’ to her, which I took to be her name, and the group of them departed. This was terrible! It forced Glorga to leave me, clearly against her will, and it left me with the duty of having to figure out what to do with all my dead friends.

Eventually I managed to find my way to the village, and I informed them of what had happened. They were somewhat rude to me after that, and sent me on my way. I decided to go looking for Glorga, who must be so distraught without me, and got lost again (I won’t bore you with the details but things were much harder without Danilos) and eventually found myself in a city owned by a group called the ‘Storm Yarls’. I have a job now! I charmed my way into a bar while evading some ne’er-do-wells called the ‘Ain Heryar’ (who are weirdly into wolves, might I add) and pretended to serve drinks to people, by putting various ingredients into a glass and pouring alcohol over them, which they seemed to like! One of those people liked me so much, he offered me a job, and that is how I have managed to afford to send you this letter.

Anyway, mumsy, being poor is hard. I have had to write very small letters, as I could only afford this one piece of paper. Could you perhaps send some silver back my way? Even a meager hundred coins or two would serve me quite well, I think. Oh, and speaking of serving, if you have any servants looking to see more of the world, I would be happy to take them off your hands!

Soon I will return to my search for Glorga. Though I know it will pain you so, I will not return home until she and I are together once more.

Hugs and kisses,

Khanomzade Elazaros Ben-Miryanthe Ampeliel AKA Your special baby boy”

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Mirtharaellorin

PLAYED BY: Marisa Considine

CHARACTER NAME: Mirtharaellorin (or Mirth, as the humans have called for her short)

GENDER: Woman

PRONOUN(S): She/Her

CLASS: Mage

AGE: 83

RACE: Syndar

OCCUPATION: Former Thief, Former Karindren Lighthouse Keeper, Current Adventurer

KNOWN SKILLS: Lighthouse Keeping Skills, Thieving Skills

BIRTHPLACE: The Kingdom of Karindren

APPEARANCE: A very fish-like Syndar, she has sharp teeth and scale patterned skin.

HAIR: Brown

EYES: Brown

RELATIONSHIPS: None outside of other player characters, though other Karindren may know of her.

Bio:

Of all the known justice systems in the world, it is said that the Syndar justice system moved the most slowly. Terribly slowly. Abysmally slowly. So slowly the slowness is literally legendary to this day. And of all of the Syndar nations, no justice system moved quite so slowly as that of The Kingdom of Karindren. As the most traditional of all the Synar nations it contained the greatest number of sticklers for procedure, troglodytes, and stick-in-the-mud assholes in all of Faedrun. In other words, The Kingdom of Karindren’s justice system was particularly full of dawdlers and sluggards who would much rather sit around debating each other than giving you a straight answer. But to Mirtharaellorin (or Mirth for short), it was home.

Mirth grew up on the streets of Karindren’s capital. She never knew her parents, and frankly, never wanted to. As a so-called “feral” Syndar she was at the bottom of the Syndar racial tiers. That coupled with the strict two child policy in the Kingdom of Karindren meant that her parents probably just abandoned her so they could get a better looking baby. It’s something Mirth made peace with at a young age. There’s no point in worrying about people who don’t care about you. With luck they had a better baby and at least they didn’t drown her or something. Things could have been much worse.

But we were talking about the justice system. Mirth had many run-ins with the justice system during her life. It’s something that tends to happen when you’re hungry. It started when she was a child. Around the human equivalent of 8 or so years. She was captured after stealing some fish from a local fisherman. It was a year before they finally let her go. Ultimately, it was decided that she was too young to be considered a moral agent and as a mere moral patient she should be allowed her freedom. This would be her shortest run in with the law.

Stealing jewelry at the equivalent of 12 years of age was a three year trial for a total sentence of a month of community service. It was ultimately argued that it would be inappropriate to apply Retributive Justice to someone so young but that some amount of Restorative Justice was necessary for the sake of the parties harmed by Mirth’s theft.

At the equivalent of 16 she was on trial for trespassing and faking credentials for four months and then ended up on trial for the next few years for failure to appear in court. She was, at the time, tired of appearing in court. But the trial for, now, all three of her crimes too until she entered adulthood. At which point her trial was thankfully ended by the argument that as an adult she should not be considered liable for crimes she committed as a child.

A trial for jaywalking, which should have taken a relatively quick two months of deliberation, ended up taking two YEARS instead as Mirth’s past transgressions were debated. Repeat offenders are sentenced to Reclamation after all. To what extent should it matter the severity of the crimes? She was freed in the end, but this was getting ridiculous.

Being a known repeat offender, especially a FERAL repeat offender makes it difficult for one to get a job. So once she was back out on the streets Mirth had no choice but to return to her life of crime. It was just a way of life. You steal to eat, you steal to barter, you steal to sell. This is how Mirth found herself breaking into a lighthouse one night. The lighthouse was positioned on the edge of town overlooking a rocky shore. The turning light of the tower felt like an accusing stare, each pass of its beam a silent reminder that she did not belong there.

She picked the lock and made her way inside. She was quick and quiet, looking through the various objects there for valuables. It was clear someone lived there, this was someone’s home. She just hoped that they were too busy working to notice her. She was digging through a cabinet when he came up behind her. She only became aware of him through the sensation of someone tapping on her shoulder. She spun around.

“Excuse me?” The voice belonged to an old Syndar. Very old. His face was a spider’s web of lines and wrinkles. He was Serous. She pulled out a knife.

“Just go upstairs old man. Just go upstairs and leave me be and no one has to get hurt.” Her hands trembled. She knew that if she were to be arrested for this the Reclaments would Hollow her. On the other hand, she had never taken a life.

The old man looked at her trembling hands and looked back at her. There was a long silence before he spoke. All he said was, “Would you like a job?”

That is how Mirth ended up working at the lighthouse and how, though she did not know it yet, how she would end up surviving the calamity that would see all of Karindren destroyed.

She had turned her life around, she hadn’t been arrested in years, and she had a good relationship with Tordiyannarasin, the Serous Syndar who had taken her in. For Mirth things had gotten better. She had food in her belly, a place to sleep, she even started picking up a few hobbies. But for Faedrun, things had gotten worse over the years. There was talk now of the undead, of penitents. Yet, things seemed relatively safe in Karindren. They were on an island, separate from the mainland. Surely they would be safe here.

It took time, but eventually war did come to the Karindren. Eventually hundreds of ships would make their way to the harbor to be part of the escape fleet, a fleet that Mirth was not allowed to be on. It turns out no one wants a known, potentially violent criminal, on their ship, especially one that has not been Hollowed. She could have snuck aboard, she could have clambered onto one of the ships. In the chaos of Karindren’s last stand she could have made it easily to the harbor. But they didn’t want her there, and someone had to keep the lighthouse lit. Otherwise, how would Tordiyannarasin safely make it to the ships to escape? She bid him a tearful farewell, and went to stand at her post to help the ships safely avoid the rocky bluff the lighthouse stood on.

A few hours later she was looking over the horizon at an enormous wall of water quickly closing in towards her lighthouse. She ran towards the backside, looking at the path up to the lighthouse for any sign of Tordiyannarasin, any chance of him making it to the ships. She saw him moments before the water overtook him. The force of the water hitting the lighthouse almost knocked her into the sea. She clung to its railing as the water destroyed everything she had ever known. When the waters abated all she could see around her was ruins, destruction, and water. Nothing was left. She had no idea what had happened.

She managed to escape the lighthouse by turning some cabinets into a small boat. By some luck she was able to find out that there were ships leaving from New Aldoria, and by some luck she managed to find her way onto one of them. But wherever she went there was no sign of her people. Instead there were a new strange sort of people known as humans. She would soon discover that they age and die quickly. They live short lives. But they are a lively, kind, and welcoming people. She greatly enjoyed their presence, strange though they were. She mourned them often. Not only in the moments when they died, but also in the moments when they changed. It is difficult to watch your friends age around you when you feel so very stuck in place. There were days when she wished she could shorten her life to be more like them.

So eventually she pulled away from them too. Why get hurt? She returned to her life of crime, general banditry, and thievery. It was easier in a way then having to get a job in a human city, watch all your co-workers get old and move on, and watch their children, who you once cared for, uncomfortably become your peers. Humans are lovely but they change too much.

This is how things continued for some time until the day she stole from one particular group.

They were a group of traveling merchants, or so she had been told. Rich and prosperous. Easy marks. She’d just sneak in, steal their money, run, and then have food to eat for the rest of the week. She broke into one of their caravans one night. They WERE rich. She was pocketing bags of silver. She opened one box to find… sausages? Just a box of sausages?

She felt a tap on her shoulder. She spun around. There were SEVERAL people in the room with her. She pulled out her knife, her hands shaking. “Just turn around, please, no one has to get hurt. Just turn around and let me go.”

And the one in the front, a man dressed in rich purple hues said, “Uhh, do you want a job?”

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Tsamir

Where Saresh sits at the head of the Ukor River, Tsamir lays at the tail. It’s one of the southernmost Ukorates in the May’Kar Dominion. When it was a city-state in the days before the Kingdom of Saresh, it was one of the greatest victims of the large-scale pollution of the river, and pestilence had nearly wiped it out.

Having gone through a brutal period of recovery, Tsamir emerged with a culture of resilience and innovation, one that sought to end the material conditions that made it dependent on the practices of the people living further north. When the Habbatt began to put a stranglehold on the rest of the Ukor, they began to develop technologies and practices to care for their water on their own terms, and their relatively remote location allowed them to hold out against royal forces that sought to punish them for their disobedience.

Today, Tsamir is flourishing. The engineering tools and techniques they developed have become the standard throughout the Ukor and even in certain algar. Their greatest export is expertise, which they have had great success in selling to their neighbors and to the crown, and they’re also known for their advances in alchemy, medicine, and metallurgy.

Tsamir is home to some of the largest educational institutions in Faedrun, collectively called the Kathfunza. The Kathfunza were originally funded by the Prince, and enrollment was free to prospective talented individuals, on the condition that they spend a period after graduation working on behalf of the city, or else tithe a portion of their earnings. Today, people from across the Dominion and beyond buy their way in with great sums of coin, but assessment tests are still issued, and seats are still set aside, to find prospective students that otherwise might not be able to afford to attend.

The province has a special arrangement with the crown, allowing it to operate with less oversight and fewer restrictions than is typical of a Ukorate. The argument was originally made that Tsamir’s southern position minimized the impact of its industry and innovation on the river, and any developments it made would ultimately serve the rest of May’Kar. As a result, Tsamir has no magistrate, and the presence and influence of the Mahsai within it is significantly reduced, though not eliminated. Tsamir is also under no obligation to provide conscripts to the crown, but does bear one of the greatest tax burdens in the Dominion.

The lands and waters near Tsamir are home to an incredible diversity of plant and animal life, created through Ukor distributaries which result in wetlands and even marshes depending on conditions like the movements of the river and changing of the seasons. Careful management of these lands, and the research of the organisms found within them, has led to countless innovations in medicine and alchemy. Some of these lands have even become repurposed as large wet farms, fisheries, and aviaries, supplied by cisterns in the dry seasons so they can continue to produce year-round.

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Mushalee

In the deepest parts of the desert, caught equally far from the forested mountains of the west, the lush coast of the north, and the Ukor River itself, a city gleams. This city of Mushalee. Surrounded by cracked earth, sandy soil, and little more than bare patches of shrubs, Mushalee is nonetheless called the City That Knows No Thirst.

Mushalee owes its survival to the large oasis that sits in its heart. The water that bubbles up from it, from seemingly deep within the earth, is fresh and pure, and though it isn’t endless, it replenishes quickly enough that there’s rarely been any need to ration it.

The Mushalee oasis is far enough from other major sources of water that they’ve had little to fear from an attack- any enemy sieging them would perish of thirst long before they broke down the city’s defenses. The Mushalee people have taken great advantage of this. Before becoming a proper part of the Dominion, much of their wealth came from plunder, the spoils of raids conducted on their neighbors, especially the Themakeis to their north. The Mushalee were feared for their hit-and-run tactics, and they were able to exert themselves and their horses much harder than their targets could.

In addition to raiders, the Mushalee people are skilled astronomers, cartographers, herbalists, navigators, traders, and logisticians. Their star charts have fundamentally changed the way that May’Kar travels the desert at night. They have always had complex relationships with the peoples around them that were as often collaborative as they were antagonistic, and in some cases have even been seen as peacekeepers in the area. Integration with the Dominion has changed little about this, it’s just added overhead in the form of taxation and new laws to be followed.

When Mushalee’s first algarad made contact and attempted to establish relations with its people, it went surprisingly well. Mushalee’s successes had made it grow, and it was nearing the limits of what it could provide for itself without senselessly increasing its attacks on its neighbors. Sensing an opportunity to capitalize on the Dominion’s need for an outpost, the city quickly positioned itself as a gateway into the rest of the desert: A place for travelers, traders, diplomats, and soldiers to replenish themselves before moving on. They paid their tithe in salt, harvested from nearby flats, which was abundant enough to be of little value in hoarding to them, but was in high demand along the Ukor.

The Mushalee warriors found themselves a natural fit amongst May’Kar’s Auxiliaries, and the Mushalee Boluk is one of the most well-decorated of its Auxiliary regiments to this day. They’re often hired as desert escorts, bodyguards, and even occasionally as translators. Their cavalry still maintains their martial tradition of hit-and-run tactics, which have continued to prove themselves effective, but also prompted their detractors to accuse them of being deserters-in-waiting.

Mushalee’s reputation today with its neighbors is mixed. Some still bear the scars of repeated raids, others are much happier to have trade partners and have let generations of relative peace smooth things over. The Mushalee people have used their relatively prominent position within the Dominion as a bit of a cudgel, at times, to fend off those seeking to address past grievances. Regardless, the city finds itself with visitors of many different cultures and creeds, and has become something of a small cosmopolitan hub for the surrounding algari.

Beyond the city itself, Mushalee once had farmlands that grew millet and a few other hardy crops to sustain itself. Now, much of its food is imported from the heart of the Dominion, and these farms have become absorbed as the city expanded. This has put them in a tenuously dependent position on May’Kar, which has begun to undermine the leverage they have in the desert.

As with many in May’Kar, there is no singular faith that can be attributed to the Mushalee people, or even one ‘Mushalee people’ in the first place. The Register has catalogued four distinct belief sets, though only one of which has been legitimized by the Mahsai.

That faith is the Malihtaan, which holds that the original settlers of the Mushalee oasis, which they claim descent from, were once seafarers upon a great ocean, until sin caused the waters to be drained away, leaving the world’s oceans where they are now. Their myths say that they have been called to this oasis due to their ancient kinship with water, that regardless of the sin of the world beyond, this water shall be theirs to keep.

One of the faiths that has not gotten similar acceptance is the Behayiid, which was once quite prominent among the Mushalee but has since fallen greatly in favor. Followers of this faith recognize and worship Behayeh, a god of strategy and tactics, who is claimed to be the source of brilliant inspiration both on and off the battlefield. Behayiid warriors nonetheless find themselves in good company in the Auxiliaries, and a few have famously (or infamously) had success in the Army, with more than one nurad dedicating their victories to Behayeh.

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August 2025 – Sharpening the Spear

=Event Story=

The summer months of Mardrun normally mean bustling cities, well-traveled roads, and festivities everywhere you turn, but between the oppressive heat that has settled over Mardrun and the war, many are at a standstill. The Pass remains a point of contention with both sides slowed by the heat, Clan Stormjarl continues to fight their hardest fights on the coast, and Hammerfall holds steady. While the rest of the continent might be content to wait out the heat and sun by holding up in the shadows, Clan Shattered Spear has no such luxuries. After the Moot where a new Acting Clanleader was appointed, then the Market Faire where the new Clanleader’s plans were announced, the Clan is working tirelessly to gather all able-bodied fighters and ready them for re-entry into the war. 

Training grounds have come together within Clan Nightriver’s territory to bring instructors and fresh soldiers together as efficiently as possible, and Acting Clanleader Sigurmon Shattered Spear has made the announcement far and wide: anyone with skills to share should not let their hands go idle. The training grounds are open for those who need training and those who can give it, especially those who plan to fight alongside Shattered Spear in the coming months.

While it’s expected the training grounds will be busy with warriors honing their skill, rumor has spread of a “Hunter’s Challenge” also taking place in the area. Cryptic notes were discovered, leaving many curious about what the meaning is, and what it could be leading to. 

Whether you come to test your wits, train your might, or lead your class, Clan Shattered Spear will be gearing up for war, and this time, they’ll be ready.

=Event Summary=

The people of Clan Shattered Spear, inspired by their new leadership and a fire to retake their homeland, found themselves arriving at the training camp and grounds unsure of what to expect. Despite their warrior focused culture and a majority of their people being trained how to fight even before the war started, many who arrived did not understand how to fight as a group and fill their role on the frontline. With a large number of their veterans either gone after fighting against the mordok invasion years ago, Stonetooth and Grimward’s war, or recovering in the eastern clans, new warpacks are formed of the militias from earlier in the war and the tradespeople who fled east when their land was lost. 

A mix of experienced military leaders stood awaiting them, prepared with equipment to make warriors and leaders from those who arrived. Positioning, line roles, self-delegating leaders, and many other lessons were taught before practice battles were had. A rare occasion in war, as the sound of clashing blades was not paired with spilt blood and bodies requiring pyres. Mock battles gave experience to those who had not met the enemy yet, and showed that meeting an enemy it will never go smoothly or to plan.

As the high heat began to slowly fade with the setting sun, treasure hunters took to the woods as warriors rested and dueled back in camp. The treasure was found quickly by the skilled adventurers, but the situation became muddled by a rival group who arrived also seeking the treasure. Burning tensions were cooled without violence, but more importantly by a share of hacksilver. As the training day came to a close, Clan Shattered Spear found itself standing with several new warpacks and warrior leaders to guide them in combat.

Acting Clanleader Sigurmon Shattered Spear sends thanks to all who provided aid in the first steps of retaking their homelands, especially to the trainers who returned the offered silver payment for their services. The new warpacks march west to reinforce Hammerfall, where rumors speak of crumbling morale as thralls are forced to be slain in vain and salts beasts stalk their food.

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July 2025 – Aylin’s Reach Market Faire

=Aylin’s Reach Market Faire=

Among the chaos and fog of war, political movements of Clan Shattered Spear, and notable morale drops across the continent, the time for the Market Faire could not come sooner. Aylin’s Reach is a buzz of activity as the Faire grows nearer, with merchants erecting stalls and travelers making their way into the heart of the city. The Prince promises revelry, drinks, and celebrations of every victory– for everyone. Come for a day packed with tournaments, camaraderie, and good times!

=Black Market Faire=

In the shadowy corners of Aylin’s Reach, sly hands are still working. Criminal movement in this area isn’t easy, but shady business dealings still manage to make their way through any tough area, especially in the busy chaos of war. In the cover of darkness, the Black Market Faire emerges again this year, ready for debauchery and reckless abandon, with or without the law. Some notable groups are expected to use this fair to their advantage, much to the intrigue of their business partners. 

Drinks will flow and silver will fly– be there to enjoy it!

=Market Faire Summary=

Great duels of steel and carpentry could be found with cheering crowds and spilled drinks as the Aylin’s Reach market faire was filled with people from most parts of the continent. Whether having arrived for the food and drink, trade, or to watch people hit each other with blunted steel, it was easy to find ways to escape from the war even if just for a day. The great unofficial official sport of chairs even found its return, with its general promise of creating more bards as only one carpenter stands victorious.

As various tournaments of combat and skill were hosted throughout the day, Prince Aylin himself joined the festivities and allowed for impromptu meetings with the public and far travelers, whether for business, requests, or casual discussion. Whispers on the side mention of tense moments of discussion, but luckily no one found themselves thrown out from Aylin’s Reach this day. Further rumors even mention of a packleader of Clan Spiritclaw being present, but remained unannounced and lesser known until the festivities had already ended. Aylin’s Syndar guests from the farthest north also traveled the faire grounds and opened discussions with travelers, seemingly fascinated by various acts and projects of magic, and the odd mixed cultures of the southern lands.

In the end, nothing could interrupt the cheer and merriment of all present; but as the sun set, various travelers soon found their way to the other side of the city outskirts, intent for a different form of entertainment.

=Black Market Faire Summary=

“Uhh yeah, someone gave me a lot of drinks so one second… I think someone got stabbed, I might have gotten stabbed… mmmmm nope I’m good. There was a guy who wouldn’t shut up about the stars… and I remember people kept talking about snakes but I never got to see one… aaaaand another guy might have got stabbed. Yeah I think that’s everything… what do you mean I was supposed to be on guard duty?”

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June 2025 – Ironsand Expedition

=Event Story=

The heat of summer quickly descends on Mardrun. Constant fighting in the Pass and support sent to Hammerfall has raised concerns over Clan Nightriver’s supply stock. With the official entrance of Clan Ironmound into the fight, it’s easy to see that the Nightriver’s enemies are just as well set on arms and armor as they are. Clan Nightriver maintains the stance that their supplies, while indeed being used as intended, are not in dire need of replenishment. Although their supply stock isn’t urgently in need, there is no harm in seeing more effort towards the task of getting more, in case of a day where the stock is depleted.

Towards this goal, Clan Nightriver has announced that there will be an expedition to the island off the eastern coast that previously had been identified as having a deep Ironsand ravine. With the goal in mind of bringing laborers, blacksmiths, and other tradespeople along to collect and refine this ironsand into a workable material that can be used in the war, Nightriver is also inviting anyone who wishes to further explore the uninhabited island, spend time fixing their own equipment broken in the war, or even relax and recuperate some much needed morale. Regardless of one’s reason for journeying with the Nightriver Ulven to this island, any friend of Nightriver is invited.

=Event Summary=

Even when Clan Grimward isn’t present, enemies of the ironsand operation made themselves present in the form of a blazing hot sun and blood thirsty flies. The workers were not deterred though as digging teams worked to tear up the old iron ore pit while blacksmiths and woodcutters worked to process raw materials into refined tools and equipment that would be needed to set up the ironsand smelting and harvesting camps in the coming months. Tradespeople of all kinds found themselves busy and unfettered by the untamed land, as herbalists hunted for magic plants, healers prepped healing herbs for future worker injuries, and alchemists prepared potions and adhesive concoctions. Rumors have it that a few diggers even found gems in the old mining pit that has now run dry.

Clan Nightriver’s project leader had originally projected the sand operation to be completed in September, after which the smelted iron would begin to be transported and fuel the Nightriver mainland. Due to the unending hard work of the digging teams and almost every single subcontract being completed by the time the sun was setting, the project leader found that the ironsand mine would likely become operational in August. Nightriver’s labor and engineering teams were not set to arrive until July, but thanks to this prework being completed a potential iron supply crisis will likely be averted assuming everything continues to plan.