1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

Zenteagan Wincress

Character name: Zenteagan Wincress
Played by: Kevin Novy
Gender: Male
Class: Cleric
Age: 99
Race: Serous Syndar
Hair: Sandy Brown
Eyes: Green
Occupation: Traveling cleric/healer, member of the yet to be formed organization (Guardians of the Wall)
Know Skills: Brews his own ale. Knows cleric stuffs.
Birthplace: Lairthuduil.
Appearance: Short eared Syndar.
Relationships: Aladrin Briarwood, (Conner Ashmane, Stanley Lorden. characters still in progress)
Rumors: I am rumored to make the finest ale in all the land……..

Bio: I am a Serous Syndar of 99 years of age and was Born in the kingdom of Lairthuduil. My family was small with myself being an only child. My parents where both Clerics of Lunara and as I grew older, I too followed in their footsteps. I spent my early life studying the teachings of Lunara as well as learning the many different ways to heal someone with magics and the proper herbs. I still remember the beauty of the many gardens of Lairthuduil. My mother would walk with me as we would talk about the various flowers that would grow in them. It was of course due to our Kingdoms vast food source and its healing herbs that made it one of the first to be attached by the undead scourge. My time was spent trying to help heal the injured and get them to safety while also trying to hold back the undead advances but in the end we lost our kingdom and our gardens burned. Eventually, survivors took what they could and fled the home land. I was separated from my family and never saw them again. I held fast to Lunara’s teachings and her guidance lead me to safety aboard a ship of other refugees fleeing to wherever safe was. It was there I was introduced to a very dear friend, Aladrin Briarwood. Though I didn’t know it at the time, he would eventually become a great friend and ally who I would travel with fondly. We parted ways upon getting to the new world but I told him to look me up one day and i’m very glad he did so. It was a few years later when we would eventually be reunited. In those few years I had continued to practice my skills as a healer and follow Lunara’s teachings. I also returned to brewing Ale, a hobby I had taken up briefly before the fall of my homeland. When Aladrin found me, we decided to take to the open road and explore Mardrun. Our travels would lead us to another friend, a magician named Conner Ashmane, and eventually a man whom I came to consider a brother, a human named Stanley Lorden. He saved my friends and I one fateful night when a group of bandits attacked our camp. He said he was a Guardian of the wall and offered us to join him and so we did. We have been traveling together ever since.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

April 2022 – Village of Brattsholt

EVENT BRIEF:
Despite the lingering clutch of winter early on in the month, spring finally arrives across the continent. Small settlements and villages start making preparations and early plantings for some crops are right around the corner. Merchants move across the land delivering goods and people tend to their daily lives.
The village of Brattsholt, originally a Clan Nightriver village, rests just on the edge of the City-State of Newhope border. Over the years the village has grown as colonists have moved into the area, leading to a multi-cultural populace. While it is technically still on Nightriver lands, the locals joke about how it’s equally shared among the territories.Word has spread that even the areas of Clan Goldenfield have not been safe from banditry on the roads, leading many to wonder about the security of the area even though there has been no real cause for concern. Shady individuals seem to congregate near the borders of territories, able to conveniently disappear from one territory to another in order to avoid getting caught. Some have expressed worry that the amount of attention this small village and the surrounding farmlands is receiving may not always be beneficial. Brattsholt finds itself in an entirely different position as it is naturally defended from bandits traveling from nearby lands, and its position between Newhope and Clan Nightriver allows it to receive a moderately paced response for any pre-spotted danger.One of the local community leaders has been spreading the word that the village is welcoming travelers to come and visit, to buy and sell their goods, and to participate in a small celebration to welcome the coming of spring. Brattsholt isn’t wealthy by any means, but has a fair amount of nearby farms and newly improved merchant roads that connect to it. There is also payable work to be done for tilling fields and preparing new land for the locals; it may not be exciting but it’s honest work, and who knows what kind of juicy gossip one might learn from visiting the locals? One rumor spreading is that the leader has obtained a special payment for whoever prepares the most land for the upcoming seed planting.UPDATE:
A simple day-in-the-life in the Village of Brattsholt territory took a sudden turn when a group of armored raiders showed up in the territory. Mistaken for bandits at first, the reality soon became clear as the group was better equipped and driven to fight, bearing no heraldry or Ulven Clan markings or any sort. Presumably landing by longship on the coast nearby, they first struck the outlying farms and killied the farmers. They then moved towards high-traffic roads and outlying village areas, burning things down and sacking it of loot as they went. Left unopposed, their impact on the countryside was considerable.
Trying to barter for their safety but being presented with an incredibly steep cost of silver to have the raiders turn back, the visitors to Brattsholt devised a plan to put up a defense of the village, weathering a savage push from the raiders. Arrows, spells, and steel was exchanged with neither side able to drive the other back. As mana ran low, wounds piled up, and armor was damaged, the raiders finally retreated but with promises to return.
The defenders devised a plan to get the villagers out; what the raiders didn’t know is that during the attack, a group was being escorted to safety during the chaos. When the raiders returned, the defenders yielded the village and escaped to join the villagers, staying together for an extended fighting retreat lest the handful of raiders looking for blood cut them down during their retreat.
Although the entire countryside was sacked and farms burned and the village of Brattsholt overrun and looted, the defenders that came to the aid of the villagers were able to save almost every villager and escort them to safety. The terrible cost of life the Raiders could have extracted was stopped by the efforts of multiple groups and adventurers in the village. The Raiders left as fast as they arrived, leaving the ruins of their efforts for the survivors of Brattsholt to tend to, escaping back along the coast to wherever they came from.

Lilith Nightriver, local job and task coordinator of the village, wrote a letter to share with those that would listen based on the events than unfolded.

“I wept as I returned to the village of my birth. Like so many here my life was spent playing in the fields and forests, running around the market stalls and weaving in and out of the many crowds of people gathering at the town center. I remember those warm days as a child fondly and have worked my years since to keep this village for the generations that follow.

The now burnt and crumbled remnants that surround me make my heart ache. What was to have been a joyous celebration of new life and beginnings turned to destruction. Had it not been for the many hands that helped defend the village and those that lead our townsfolk to safety I fear that the outcome would have been far worse.

The days ahead will be long and sorrowful as we piece our town back together but we will rebuild! Brattsholt will once again be a village the children can feel safe to explore and play, where the townsfolk will feel at home in the tavern playing a rousing game of dice with their friends, both new and old.

My heartfelt thanks are with everyone that stood by us through this and with those that will stand by us in the future to come!

Lilith Nightriver”

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

A Declaration From The Ulven Leadership on Arragones’ Lies

In the month of April 271 a declaration from Branthur Nightriver, Clanleader of Clan Nightriver; cosigned by Clans Stormjarl, Spiritclaw, Shattered Spear, Goldenfield, Whiteoak, Axhound, Watchwolf, and Steinjottun; was disseminated across the Lands of Mardrun.

People of Mardrun,

There is no doubt many of you have heard rumors spreading of the information uncovered by a Colonist expedition into the heart of The Dirge Swamp. Many of these rumors were incredibly unsettling and thus the Ulven people came together to send an expedition of our own to verify or condemn these rumors. Two months ago that expedition returned and gave us much to consider.

To be brief, the allegations spread in the newsletter titled “Arragones Lies” have been found to be truthful. Steinjottun Scouts alongside Spiritclaw Truthseekers were able to slip into the heart of The Dirge and verify the claims in the letter and report them to Ulven leadership. This information is shocking to say the least. We now know that The Ancient Syndar on Mardrun caused the creation of The Dirge Swamp and The Mordok. We know that they also had imprisoned a being that is now known at The Mother, deity of the Mordok, to use as a power source to fuel their bizarre experiments. We also know that Arragones was privy to all of this information and instead chose to lie to all of the people of Mardrun. This gave us much to discuss.

We the Ulven Leadership, less Clans Grimward and Ironmound, put forth the following condemnation and law.

The Celestial Arragones has shown herself to be incapable of acting as an arbiter of truth and information. She has shown herself incapable of just leadership. The Ulven People condemn Arragones and no longer hold her title of Duchess to have merit or weight. We stand that no expeditions, research or otherwise, under the leadership of Arragones will be permitted in any of the corners of Mardrun beyond the City-State borders, including those in The Dirge Swamp. Many of our clans have long been friends of the City-State, but it should not be forgotten that Mardrun is Ulven lands and the Ulven hold Sovereignty over them.

Furthermore, all colonial research expeditions and all colonial magical research that takes place outside of the borders of their lands are to be immediately halted. These projects and any future projects will only be permitted if they are agreed upon by the Leadership of greater than one half of the Clans signed onto this proclamation. All expeditions and magical research will also require the oversight of appointed Ulven Truthseekers who will be given complete copies of all information gleaned and carry the authority to terminate said projects should the need arise.

The signatories of this proclamation have all agreed to uphold these laws across the continent of Mardun and there will be no negotiations. It is our sincere desire that these laws do not require enforcement and that no more ill will come between our people, but the Colonists must not forget that they are on Ulven lands.

– Branthur Nightriver – Nightriver

– Laifnar Icefury – Shattered Spear

– Hoskuld Goldenfield – Goldenfield

– Trygve Axhound – Axhound

– Halvar Steinjottun – Steinjottun

– Sigurd Watchwolf – Watchwolves of Sol
– Lamont Whiteoak – Whiteoak

– Cahal Spiritclaw – Spiritclaw

– Graytir Stormjarl – Stormjarl

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

Leif Fenrawr Whitestag

PLAYED BY: Sam Hennessee

CHARACTER NAME: Leif Fenrawr White Stag

GENDER: Male

PREFFERED PRONOUN(S): He/Him

CLASS: Rogue

AGE: 48 / DoB Oct 222

RACE: Ulven

HAIR: Brown/grey

EYES: Green

OCCUPATION: Hunter

KNOWN SKILLS: wilderness survival, track animals and humanoids, using light/leather armors, shield, axes and daggers, knife, rock and javelin, archery, working with hides and exotic animals, military tactics, cooking and foraging.

BIRTHPLACE: In the wild North

APPEARANCE: He has bright green eyes and sharp fangs. His long light brown hair and wiry beard are now starting to fade to grey with age and he keeps them in braids most of the time. Often seen wearing hunting gear that appears to be rags to an untrained eye but it is a means to sneak and remain unseen in the wilds to him. He will however dress appropriately for the weather and/or occasion.

NOTABLE TRAITS: Bright green eyes

RELATIONSHIPS: None.

RUMORS: “He was the hunter that took 3rd in the Hunt.” And/or “He is a retired warrior on the path of a Hunter.”

BIO / BACKGROUND HISTORY:
Leif Fenrawr White Stag

Leif Fenrawr, was born nearly 50 years ago, in the year 222. He grew up in the clanless wilds of the North. He did not reach this age by hiding from the fight, but by fortune and skill enough to not be bested in battle. He has his mother Lana’s emerald eyes and pointed fangs like his father, Sven. His long, brown tendrils and wiry beard fade to silver with age and is rarely unbraided. Most often, he appears to be dressed in rags; however, his linens are intentional and allow him to remain unseen and unheard in the wilds. He does have a few other outfits hidden in stash away spots for special occasions, should they arise.

As children, Leif and his younger brother Ivorn, would accompany their parents deep into the woods to gather and hunt food. Sven was an expert hunter and taught the boys everything he knew about animals; how to hunt and track them, and how to set traps for food or for regents. Lana taught them about foraging bait for traps, food and regents and how to prepare them with the animals they hunted.

On an early fall hunting trip in 245, Ivorn was slain during a Mordoc ambush. Leif and Ivorn were fetching water not far from camp, when the Mordoc attacked. Ivorn, terrified, became confused, ran away from Leif and was quickly swallowed into the writhing mass of blackness that was the Mordoc horde. Sven and Lana, hearing Leif’s cries for help, unleashed a flurry of arrows piercing every Mordoc in sight. Selflessly, Leif darted after Ivorn. Leif saw Ivorn, as his small frame passed a massive oak tree, a Mordoc appeared from the other side and drove its spear clear through his young body, killing Ivorn instantly. Before Ivorn’s lifeless body even hit the ground, Leif had lunged at the Mordoc and urged his hunting dagger into the Mordoc, piercing its heart, killing it swiftly and quickly. Even though, Leif killed the Mordoc responsible for Ivorn’s death, it wasn’t enough to ease his hatred or quench his thirst for revenge. He rarely backs down from a fight, and never gives up the opportunity to rid the world of another Mordoc. His loathing for Mordoc and the primal desire to spill their blood consumed him.

After hearing of Leif’s bravery against the Mordoc, Runeseer Solvig was inspired and offered Leif the path of the Warrior; to which he gladly accepted. He trained hard and fought harder, not only showing great skill in archery like his parents, but an uncanny amount of skill with all thrown weapons. For melee and as part of the pack warriors, he fought in leather armor with shield and battle axe. During this time in his youth, he served and has fought viciously in many battles for the White Stag pack.

During the Battle of the Bloodmoon, Lana and Sven helped hold off the attack before being overrun by unknown enemies. Runeseer Solvig ordered the remaining pack warriors to attack, it was only a too little too late. While the pack saw the dawn, and were victorious in battle, Sven and Lana did not survive. When the sun came up all that was left was burnt Mordoc bodies and the few fallen of the pack that included his mother and father.

In late 250 Leif was sent to fight in the Colonist Wars. While he saw many battles, the wars did not last long, only a few months. Leif was happy to return home to the north as he had little desire for slaying humans. He will gladly talk and trade with them today but would have no issues with killing one if the need should ever arise.

In 262 Leif provided security for the forward scouts of the Dirge Swamp Expeditions. The expeditions were very successful. They learned about the Syndar with the Mordoc and found mysterious texts. Leif was mostly interested in the protection of the expedition’s forward scout teams and as always, the slaying of Mordoc.

The next year when the Longfang warriors were called to defend Stormjarl lands, Leif volunteered as part of the White Stag war pack to show support for our neighbors and allies in the north. The battle near Black Wolf Creek was bloody. Leif saw the last shield wall of the Ulfednar, the Longfang elite warriors. They held off overwhelming numbers, as his war pack rained down volleys of arrows into the advancing foes. The battle was won but at a great cost. Leif saw many of his friends and northern neighbors slain that day.

After returning home to the north he volunteered as part of another Dirge Swamp Expedition providing security again to the forward scout team. They welcomed him as he had been into the Dirge Swamp on previous expeditions. His expertise and axe were both needed again. The expeditions were of great success and Leif returns home, unscathed.

Leif hears whispers of plans to make a northern protective buffer called the Shield of Mardrun. They were calling for aid to defeat Mordoc, and Leif was more than happy to answer. He slew Mordoc without mercy until he was numb on the inside. He was not invited to be a part of the Great Wolf’s Hunt in the Great Forest earlier that year, and this fueled his anger as he chopped his way through Mordoc after Mordoc.

This time, when Leif returns home, things are different. His wounds seem to take longer to heal and the scars seem to have a constant ache. He understands that his days of heavy fighting, are coming to an end, like the failing light at dusk. Time, healed wounds and old injuries of a warrior’s lifestyle have taken a toll on his body and he is completely aware of it.

With a used and aging body, he can no longer run or sprint and is slow to stand or sit. He can no longer keep pace with the younger warriors during a charge or the like. This restriction and clearing Mordoc seems to have quenched his bloodlust and deep seeded rage. He now finds himself reminiscing about his youth, family and the joys of being on a hunt. He talks with the Runeseer and is released from the path of a Warrior and thanked for his service to the pack and all of Mardrun. He is offered a position as a Pack Hunter, which once again, fills him with purpose and joy.

Leif has laid down his shield and has hung his battle axe above the mantle. Now he carries his father’s woodsman axe and his hunting dagger. He has new found purpose and his skills as an archer or with a thrown weapon have not faded. As Leif showed great adaptation to the new role as a pack Hunter. In January of 270 Leif receives an invitation from Jarl Gertrud Speartusk to compete in a hunting competition. He was able to find an elk herd in a small glen at failing light. Leif made his way to the edge of the glen after they bed down and waited. Just as the stars started to dim, the morning dew coated everything and created a light fog low to the ground, in the fading light of the full moon, the elk herd rose from the fog one by one like a great old ghosts of the glen. With the perfect form and stealth of a hunter Leif took his shot and hit the largest bull flawlessly. It took one step and crashed to the ground. Leif returned with his kill and was proud to take 3rd place in the competition with his slightly above average bull elk.

His time was not wasted as a warrior as he is now on the path of the Hunter, a tracker and scout, as a Rogue using the skills his parents taught him all those years ago with the ones he has learned along the way. He loves being from the clanless north and savors his freedom. To him, being on a hunt is the ultimate freedom. He can live for weeks or months at a time on his own or can spend time with the pack or trading in an outpost or city. Leif has no known living family or progeny. He is always willing to help out the pack but has no interest in leading it. He believes he will settle down and farm when he is old and he doesn’t feel that old yet. He can feel the presence of the Great Wolf Father when he is hunting game and is closer to Mother Gaia when she reveals to him the past in the form of what was left behind or the beauty in the songs of the wilds. He also enjoys listening and telling stories over a horn of ale.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

News and Rumors – April 271

The snow thaws as spring begins to wrap Mardrun in its warm embrace. As people begin to mill about and trade routes begin again the well of news and rumors bursts free and spreads gossip over the continent.

Rumors swirl of another brutal raid on a small colonist farmstead, this time along the Yurnai River south of Daven’s Hold. Again there was no trace left by the raiders that could give any idea of their identity, but their violence was extreme. No one escaped the slaughter and much like the last raid, several people were left with their heads on pikes. Some people question the legitimacy of these claims and instead tell stories of people trying to whip up some sort of panic to take eyes off the alleged lies of Celestial Arragones. 

 

A rumor has been making the rounds through the tavern circuit that seems far too fantastical to be true. Someone claims to have been privy to a secret research group that found a way to construct new, powerful magic items for the first time since the skill was lost during the fall of the Syndar Kingdoms of Faedrun. Before long drunken lips are spilling this ‘secret’ all over Mardrun. The majority of people toss aside the notion as nothing more than alcohol-fueled delirium, but enough people believe it to carry the rumor on to their next watering hole and soon the buzz has swept over Mardrun.

 

Tales sweep in from the taverns and ale houses of the City State of Newhope of another couple murders. This murder seems to have happened in the deep of winter, however the bodies are being found now due to the thaw allowing travel between settlements and the smell eminating from the households. The first house belonged to a small family of five that were found arranged in odd grotesque positions. The second was similar to the first, but instead there was a message left in the flesh of the family of three, “Blood flows faster, yet none answer. Will you listen?” 

 

With trails opening up many stories swap with the previously snow locked northern territories. One such tale is that of an animal of abnormal size. A merchant caravan from Ironmound speaks of seeing a bear that came out of hibernation that was the size of a fully loaded wagon and probably could have swatted them like flies. They knew that the creature was watching them for some time before they saw it, due to that feeling a person gets on the back of their neck as if something is just behind them. They only saw the beast by sheer luck as they rushed through the pass to a break in the tree line. According to one of the caravan guards the creature was running full tilt towards the caravan, and they were only able to avoid being eaten alive due thanks to the oxen pulling their cart tearing down the trail as though The Great Wolf himself were nipping at their heals. So if you travel through the Pass of the Great Wolf Hackles, beware of a massive bear that could do more than just make off with your food stores.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

March 2022 – Rumors of Raiders

= EVENT STORY =

Rumors have spread like wildfire across the continent as reports have claimed that heavily armed and armored raiders have struck border settlements. One happened to be in City-State of Newhope territory and the other in Clan Shattered Spear territory. Some are saying it’s an organized bandit group, others are saying it’s an escalation of Ulven tensions boiling over, still others say its colonists raiding to stir up trouble for Ulven groups. Facts are slower than rumors and it may take some time for the different territories to find out what is going on.

However, several wealthy merchants who secured some lucrative deals are concerned that their caravans of goods moving in and out of Clan Goldenfield are ripe for the picking. A call has been made for mercenary security to provide a solid presence in the area to deter bandits, raiders, or anyone looking to stir up trouble. It doesn’t pay much, but the volume of guards that will soon be patrolling the area means that it should be a strong deterrence and relatively easy work. A trader has mentioned in the pub that hunters have been seen in the woods looking for rare plants. A farmer has loose lips about his worries over a supposed territory dispute between some Ulven in the area. Others whisper rumors of “hungry ghosts” seen in the dense fog of the unusually warm end of the winter season.

As the groups come and go and check in with the local communities in the area to secure proof that they are doing the patrols and keeping the area safe, it is up to them to get involved with the local communities and see what is happening or to stick to the task at hand while on the road.

 

= EVENT SUMMARY =

An outpouring of support found its way to the merchant caravans moving through eastern Mardrun, eventually culminating in a small Goldenfield farming community. Upon arrival in the area the volunteers and travelers found themselves standing between two opposing sides of a land dispute. A prominent farmer had passed away with no set heir, leaving a large tract of farmland up for grabs and two half-sibling children who felt they had equal rights to the lands.

Some of the travelers spoke with these claimants, but by and large no one seemed to feel that they had any rights to speak on the Ulven land claim issue, choosing instead to focus on the patrols and contract work available in the area. Eventually the two sides agreed to hold an honor duel between themselves and their supporters. The son, Vigmar, sustained moderate wounds in the duel and yielded his claim to his half-sister, Hilde and things seemed as though they would quiet down for the rest of the day.

Soon after a pair of scouts from a military unit in the area burst into the outpost and alerted everyone that a small group of bandits had bypassed their unit and made their way to the nearby farmlands. The bandits quickly set to work harassing the local people and a traveling tavern in the area, eventually leading to a fist fight that broke out into a full, weapons drawn conflict. Eventually a group of locals and volunteers made their way out to the farms and dealt with the small band of bandits, bringing a peaceful air back to the village and farms.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

Willow

Played By: Cody Jackson 

Character Name: Willow

Preferred Pronouns: They/Them

Race: Io’larian Syndar

Class: Cleric

Age: 40 (in the year 271)

Occupation: Member of the Community

Birth Place: Deer Clan Village – Faedrun

 

Backstory:

Where I come from we are given names that describe us and our role in life. Before we are born our mothers sit on the hilltop surrounded by the elders who gaze into a reflecting pool until a name comes to them. Through them we are given our names. I was born among my people and given the name Ruscoqui, but that name has since left me, slinking off into the woods like the wily fox it is.

I lived a happy life among my people, the Deer Clan. I was taught to hunt, to fish, to fight; and while I loved these things, nothing held a place in my heart like the nightly stories. Every night the elders would sound flutes and ring bells to gather the clan around a roaring fire where they would play instruments and tell the stories of our people. I was always the first to arrive, ready and waiting for the words of my beloved elders to spill forth and weave tales. When I was still young they started to bring me forward to recite the stories alongside them. People started to call me Parma; Book. “There goes Fox, the little story book,” the adults would call as I ran by.

I was a young adult when the news of the undead plagues became too common to ignore. It seemed that everyday reports of their activity moved closer to our home. We’d always believed that our remote village would keep us safe, but when your enemies don’t need to eat or sleep then they can march any distance and soon nowhere is safe.

Eventually we realized that we would need to move our people. Our hunters and tradespeople set about gathering as many supplies as they could and we packed up our village and began the journey toward the port cities. One night as we camped under the stars my grandmother, one of our elders, woke me. “Wake yourself, Eredh,” they told me.

“I am not, Eredh, grandmother. I’ve not heard that name before. Are you okay? It’s me, Ruscoqui.” They smiled at me, but their eyes were sad.

“No, Eredh. You are no longer Ruscoqui. That name will stay with our people.”

“What do you mean?”

“Change is in the air. It comes on the wind. There will come a time where we will run as far as we can and all that is left to us is the ocean. At that time our people will need to take to the seas to the new continent that we have heard about in rumors.”

“What does this have to do with me, grandmother?”

They let out a slow breath and let their eyes fall for a brief moment before locking onto mine. “We do not have the goods nor the money to secure passage for us all. The city-dwellers will not take us free of charge. We can afford to send only one and we must send someone who can carry our stories.”

My jaw dropped, “Not me! Why me? You are an elder! You know all of our stories and more. It should be you that goes!”

They held their hand up and I stopped speaking, “No, I am old. The elders are old. We need someone young who can plant roots on this new land. This is why your name is now Eredh, Seed.”

“I – I can’t do it. I can’t go alone.” My words choked in my throat.

“I will go with you,” they told me as they reached out and touched my chest over my heart and spoke again slowly, “here.” They gestured to the sleeping crowd around me and touched my heart again, “They will all be here”. They took a small pouch from around their neck and pressed it into my hands. “This is the money you will need for the ship. Go now, in the night. Your story will be told to the other’s in time so that they will greet you as a friend should blessings cause your paths to cross again, but for now you must vanish.”

“But – “ Their hand shot up again before I could speak.

“No, there will be no arguments. No discussions. You will go as Eredh and leave.”

I did as I was told, packed my things in silence, and slipped away from the camp with not much more than field rations, my war clubs, and a small bag filled with coins. I traveled alone for many days, my heart heavy with grief and loss, until I finally came to the walled city upon the sea.

I drew attention as I walked the streets. The middle siblings looked at me in my clothes and horns with derision; couples that passed would cling to each other when they caught sight of my war clubs. The few city-dwelling elder Syndar that I saw did their best to look away when they saw me. I’m not sure if they felt shame for themselves, or for me. The youngest siblings made a great show of pretending I did not exist. There were not many of them out and among the pedestrians of the city, but their aura of superiority spread far and wide.

Eventually I came to the port and found a ship that would be sailing to the new continent, Mardrun. I found the man booking passage and approached them with my coins in hand. They were a human with salt blasted skin, an unkempt beard, wild eyes, but most refreshingly, absolutely no pretension.

They greeted me with the first warm smile that I’d seen in days and took the coins from my medicine bag to count. When they were done they looked up at me and told me that it was enough to book a small space in the depths of their ship. Before I could answer, a middle sibling behind them chimed in to say, “Ah good down where this one won’t have to look at it. This one was getting worried when it managed to actually pull out some money.” My hand moved toward my club, but the human put their hand out and stopped me, spun on a heel and cuffed the middle sibling across the face. I stood in shock, but not nearly the level of shock the middle sibling clearly felt. The captain no longer sported their warm smile as they screamed at what I quickly realized was a member of their crew, or at least had been. By the time they were done screaming it was clear the Syndar had lost their employment.

The captain turned back to me, their smile back on their face, though clearly plastered over other feelings. “Well I have a deal for you instead. Can you work a rigging?”

“Uhh…”

“Can you tie a knot?”

“Y-Yes.”

“Well then we can teach you the rest. You join the crew for the journey and I’ll give you back half this coin when we get there and you can have a newly vacated bunk in the crew quarters. It’s much nicer than the deep deck, and don’t worry it’s mostly humans in there.”

I nodded politely, “This is a deal.”

I was led onto the ship and shown my bunk. I set my bag down and, for the first time since leaving, really took the time to look through it. Far to the bottom there was a narrow satchel. I opened it and found my grandmother’s flute with a note attached to it that simply read, “We will be with you” I cried for a while, but then I played. 

***

The journey was not easy, but eventually we landed on the shores of Mardrun. When I stepped off the gangplank onto the docks I was immediately overwhelmed by the city laid out before me. The colonists had not been here long and yet they had already managed to establish a vast network of stone and wood buildings. It was a lot to acclimate to.

I spent my first days in the city with not much coin to my name trying to find a way to scrape by. I’d told the captain to hold onto the coins that they’d tried to return to me so long as they promised to offer a working transit such as mine to another of my kind. It was a gesture that felt noble at the time, but as hunger began to slip into my being it felt more foolish than anything.

Luckily for me Grandmother Sialag does not forget to smile upon their first-born grandchildren. It was not long before I met other First Born Syndar. They saw me out of place in the city and extended a lifeline. They told me that many that had lost their homes and tribes on Faedrun had come together to make a home on Mardrun in the woods and plains to the north. They called themselves The Shattered tribes, though to me the name seemed disingenuous for though they were from disparate homes they had not shattered, but instead came together.

I traveled north with these new friends until we came to their village that would become my home. There were so many people there and it warmed my heart to see them living in a way that looked familiar to me. As night fell the people gathered around the fire and bid welcome to the new members of their home and as people settled in I spoke, “I am Eredh. I was sent as a seed to plant the roots of my people on this continent. I have been called Parma, the book of stories. I am a storyteller and I would be happy to tell you all a story now.” I pulled my grandmother’s flute from a small satchel, played a phrase, and began to tell them all the story of The Spiders of the Deep Forest. My heart swelled as they watched and listened. This was not home, but it was starting to feel like it.

UPDATE:

Time passed on the new continent and Eredh grew with their new found family in the Shattered Tribes. Their roots grew deep within the community as their grandmother had hoped and one night they had a dream. The saw their namesake, the seed. It cracked open and a large willow erupted from within, driving it’s roots deep into the soil and thrusting it’s branches far out into the sky. They knew they were a seed no more. They took a new name Tathren, but in their time with the Shattered Tribes their home tongue and been steadily supplanted by the common use of trade speech. With their roots deep they knew who they were and were able to colloquially call themself by a name more readily understood by those around them – Willow.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

Niedre – [Renowned]

PLAYED BY: Josephine Magee
CHARACTER NAME: Niedre
GENDER: Female
PREFFERED PRONOUN(S): She/Her
CLASS: Cleric
AGE: 30’s
RACE: Celestine Syndar
HAIR: Once Silver/White, but has turned darker after a battle with a corrupted disease.
EYES: Bright blue
OCCUPATION: Has survived with hunting and trade, otherwise none yet
KNOWN SKILLS: Archery, divine magic, research (rarely), foraging
BIRTHPLACE: Tribe of the Lost
APPEARANCE: Silver skinned, lithe, bright eyed, typically adorned in a strange melding of noble yet rustic attire
NOTABLE TRAITS: Hair usually put up, quiet personality until agitated, typically wearing Reclamant heraldry
RELATIONSHIPS: Mentor: Aeronwen, Mother: Isolde, Father: Uaine
RUMORS: Some may have heard of a silver Syndar hiding in the Great Forest. None within Steinjotunn have bothered to confirm or deny.
BIO / BACKGROUND HISTORY: Born in Tribe of The Lost, Niedre was hidden amongst her tribe for years. Her parents held great affection for their child and didn’t want to see her become part of a system that sees Celestine as inherently better than any other Syndar. The Lost’s relationship with the Celestine was poor at best. If the Tribe could have any part in breaking this cycle, they would. So the entire tribe aided her parents in concealing her existance. However, discovery was inevitable and Niedre was taken from her tribe at an incredibly young and sensitive age. Where most Celestine spend their entire youth under the influence of the Enlightened’s teachings, Niedre’s was instead instilled with a deeply defiant streak learned from her upbringing . She spent the next several years under the Enlightened’s custody, attempting to defy them at every turn. As a countermeasure, her education was assigned to the Reclamant. With her proclivity for divine magic developing as planned and the child’s need for rebellion satiated, the Enlightened were satisfied with her placement. The Reclamant recognized Niedre’s talent for the bow and sent her Rui-Calithil, where she refined her skills as a hunter and socialized with other Serous syndar. Over the years, she formed strong bonds with her peers, although she grew distant from the Enlightened’s classically trained students.
Niedre naturally excelled at clerical magic, and was soon ready for more than novice tutoring. However, as the undead scourge became an ever growing inevitability rather than a distant threat, the master clerics of the Reclamant had little time to focus on Niedre’s training and were more often on the field than in their temples. Little by little, fewer and fewer of the Reclamant returned, until one day the temples were overrun, and the surviving civilians were evacuated onto the final ships to Mardrun. While the rest of the Reclamant stayed behind to save as many souls as possible, Niedre’s master Aeronwen forced her to board the last boats. Niedre arrived on the shores of Mardrun surrounded by hundreds yet alone.
As Niedre wandered Mardrun looking for remnants of the Reclamant or her Lost tribe, she came to settle at the edge of the Great Forest within the territory of Clan Steinjotunn. Although she did her best to avoid Ulven politics at every opportunity, she came to appreciate their apathy to her presence and even began to think of them as allies. To survive in her isolation she would hunt the wild and trade with the nearby Ulven settlements for supplies. On occasion, she would sit quietly amongst their spiritual leaders or join in on a friendly competitive test of accuracy with a bow. She never stayed present long enough to make close friends though, and hastily retreated back into the forest at any signs of The Order or New Hope approaching.
Despite her attempts to remain a hermit, what remained of the Enlightened did eventually locate her, and she was required to report to Celestial Arragones intermittently. Through these exchanges, she began to hear of the colonist’s efforts to push back against the Mordok, and their persistence to research ways of defeating the undead. After news of the retrieval of the Helenstone reached her, Niedre finally began to accept that perhaps her own goals were not achievable without support. Slowly she made her way north to The Shield of Mardrun, uncertain of what to expect…

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

Lia Al Mo’alej Brana Nulpun Khara Weithe Sé Dom Sirina

Player Name: Laura Hagen

Character Name: Lia Al Mo’alej Brana Nulpun Khara Weithe Sé Dom Sirina

Character Name Meaning: Lia (given, casual name), Mo’alej (healer), Brana Nulpun Khara Weithe (God/Goddess of Fire, Air, Earth, and Water in that order), Sé Dom (tribe name), Sirina (mother’s name), [lack of name here means unmarried]

Character Full Name (only given to members of Kae’Rim): Lia Al Mo’alej Brana Nulpun Khara Weithe Sé Dom Sirina Al-Kali Raqi-Nulpun Lo-Kadaran Kali-Das Fali Wei-La Brana-Lo

Full Name Meaning: Al-Kali (born under the kali constellation), Raqi-Nulpun (dance of air), Lo-Kadaran (despair of death), Kali-Das (lonesome wonder of the unknown), Fali (new life), Wei-La (healer of life), Brana-Lo (flames of vengeance)

Gender: Female

Class: Cleric

Age: 31

Race: Human

Hair: Brown

Eyes: Blue

Occupation: Healer, Weaver

Known Skills: Weaver, Transcendent Meditation, Meditation, Divine Magic, Improved Divine Magic

Birthplace: Open desert near the Ul-Weithe flower formation in the north of the May’Kar Dominion under the kali constellation (meaning lonesome wanderer)

Appearance: Standing 5’8, dressed in well worn robes

Notable Traits:
Typically carries a dagger or small sword (to kill undead only)
Believes all life is sacred
Will not carry any leather/tanned skin nor eat meat (unless it is offensive to refuse)
Will try to heal/protect all life, no matter race or alliance
Fierce determination to kill undead

Backstory: I was but a child when my peaceful world came to an end and the unmistakable vengeance grew within me. I remember clearly as our dwindling tribe fought so many undead, not knowing that there was no end in sight. Many of our warriors fought and died, forcing us to move west towards the coast, away from the hordes of undead. We had settled down for the night at a cliffside overlooking the ocean when the undead caught up to us. My parents fought desperately to save me, but were ultimately bitten and torn open in front of my eyes. Screaming in pain and sorrow, a friend (Jakiel) grabbed me and jumped off of the cliff with me in his arms.
I don’t remember anything of what happened after that. I had woken much later in a boat, surrounded by strangers from May’Kar who were fleeing the continent. They had found me drifting in the ocean on a large piece of driftwood and that I was very lucky to have survived. Now the only remaining survivor of Sé Dom (my tribe), I became determined to carry on our traditions and serve Ul-Brana in killing the abominations of undead that plague our world.
However, the new world did not suffer from the undead like the old world did. The numbers of undead were few and far in-between. After roaming the new wilds for a few months, nearing starvation and death from sickness, I was taken in by a farmer (John) and his wife (Nira) who was a healer. They took care of me and taught me about this new world I lived in. I learned many skills from John and Nira, but I still followed the traditions of my people, worshiping the Four Gods and holding their teachings in my heart .
After I turned 15 (5 years after I was taken in by John and Nira), I ventured into the wilds once more with the survival knowledge to live on the road. While I never will forget the kindness that was shown to me, I want to wonder as my people had before, living as one with nature, protecting living creatures, and destroying any plagues of undead. For 16 years I traveled, sometimes alone, sometimes alongside caravans or travelers. From my prayers and learnings, I have been granted healing magics from Al-Khara, protection magics from Ul-Weithe, aura magics from Al-Nulpun, and offensive magics from Ul-Brana. It surprised me to be able to use such a diverse array of magics when I had not yet formed a priest pair, but I surmised this was because I worshiped not two but all four gods (as part of a priest pair each person only worships two gods). While I find it fulfilling to protect life on my travels and destroy the few groups of undead that are sometimes found, I will always remember the old world and greatly wish to go back and reclaim our lands from the corruption that has spread on it.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 22

Itandehui

Played by: Leticia Gonzalez
Character Name: Itandehui
Gender: Female

Pronouns: She/her

Class: Rogue

Age: 23

Race: Human

Hair: Brown Curly

Eyes: Brown

Occupation: Merchant. Crown and Dagger

Known Skills: Makes chocolate

Birthplace: Faedrun, her mother and father came over and brought her father’s mother and sister and her two boys with them.

Appearance: Short, curly brown hair. Fluffy skirts and embroidery wherever she can get it.

Relationships: Nadja. Soon after leaving her family to go be a traveling merchant, Nadja and her crossed paths and became very good friends.

Rumors: Maybe everything in her store is stolen? She won’t tell anyone where she gets things and she definitely isn’t making any of it.

Secret Info: She’s not actually stealing things, she just doesn’t want anyone to know where she’s getting her stuff from and how much she’s really paying for it.

Bio:

Itandehui came to Mardrun as a baby. Without any memory of the boat, her grandmother made sure to remind her how difficult it was on their family to bring a baby across.

“We had to keep all you kids happy and fed on a ship that didn’t want us aboard to begin with! Now it’s your turn to take care of me.” She would say. “You would not stop crying for one second on that boat. I thought they were going to throw us overboard. It’s lucky we made it here with you.”

She was a little nicer to the boys. They were her daughters’ kids and she called them the future of our family. “You two are going to grow big and strong and we’ll never have to worry about anything thanks to you.” She told them. “Without the two of you, this might be the end of us.”

Itandehui’s parents and aunt would be gone all day, trying to work enough to feed themselves and grandma and the three kids.

“Mama, grandma says I almost killed us on the boat,” Itandehui told her mom one day. “She says I was too loud and they wanted to toss us!”

Her mother picked her up and told her, “It’s funny she would say that. Grandma spent the whole boat ride puking over the side so I didn’t think she noticed all your crying.” Itandehui laughed and said goodnight.

She didn’t know that later that night after the kids had gone to sleep, her mother and grandmother had a talk.

“You can’t keep talking to her like this. Me and Josepho will take her and we will not come back.” She told her.

“What will I do then? Rosita can’t take care of the boys and me and I can’t move on on my own!” Her grandma yelled back.

“I don’t care. Itandehui is my priority.”

Her grandmother became much nicer after that. The family eventually worked hard enough to begin traveling the new continent and grandma had come across the right ingredients to make chocolate the way she did back on Faedrun. She told Itandehui that it’ll never taste the same as it did there because everything is different here, but she’d teach her how to do it anyways. They made chocolate together every few weeks and the boys would tear through it every time. Itandehui always hid some away for her mother. It would melt in her pocket but her mother appreciated it all the same.

Grandma also taught her how to get a good deal.

“These people want you to spend all your coin so they can have it for themselves,” she told Itandehui. “They don’t actually need all that from you, they just want it.”

They would visit markets together and bargain with the sellers there, then go to the next town and sell what they got for a little more than they paid. They’d use the coin to get good food for everyone and have family dinners.

As the years went by, it got harder for grandma to keep traveling. She decided to settle on a warm coast and told everyone to visit every chance they got. Itandehui goes back every spring before the real summer heat pops up to celebrate the season with her.

The rest of the family kept moving together. Itandehui decided to use what her grandma taught her and started buying things to resell in other towns. She used the coin to buy more and more each time and eventually split off from the family to travel on her own and go to new towns she’d never visited before.

Now she sets up her merchant stall wherever she goes and takes it with her when she leaves. She makes enough to buy her way onto a wagon for her goods and goes wherever she feels like. Every few months she’ll meet back up with her family and have a nice family dinner with them.