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Maj Greytide – [Hersir]

PLAYED BY: Kallie Bain

CHARACTER NAME: Maj Greytide

GENDER: Female

PREFFERED PRONOUN(S): She/her

CLASS: Warrior

AGE: 21

RACE: Ulven

HAIR: Auburn

EYES: Hazel

OCCUPATION: Soldier, part-time political liaison, Champion of Pack Greytide

KNOWN SKILLS: Armor, Dual wielding, Mend, Pull Arrow, Resource: Politics, Respite, Shield/Expert, Toughness, True Grit

BIRTHPLACE: An unnamed collection of run-down houses in Greytide territory

APPEARANCE: Tall, with long hair usually tied back, typically wearing at least a little armor, favoring monotone colors

RELATIONSHIPS: an aging mother she visits occasionally and sends some money to, distant cousin of Khulgar Greytide, a few tenuous connections with minor New Hope nobles

RUMORS: Maj Greytide is a spy, sent to keep watch on the human colonies.

She once led a charge into a mordok encampment and came out unscathed…

or perhaps got herself and everyone with her badly injured or killed.

She was a thief as a child, and still isn’t above using those skills when she’s around the wealthy and noble.

She is the only calm or reasonable Greytide.

 

BIO / BACKGROUND HISTORY: 

As is often the case, it was a cloudy day which threatened rain when the mordok first came. Maj’s mother had called her inside to keep her dry and out of the coming storm so that her cold wouldn’t worsen, and the two were sitting beside the fire, wrapped in warm blankets, when the first scream echoed through the trees outside. 

Mother’s head jerked up at the sound, her face a rigid mask of fear. At the second scream, she jumped to her feet with a speed and agility Maj had never imagined from her and, in a flash, had pulled down the old sword sitting on the mantel. Before Maj could do more than cry out in her thin child’s voice, “Mother, wait—” she was out the door and racing into the forest. Maj stared for a moment, open-mouthed, at the door now swinging in the rising wind. Then, pulling her blanket tighter around her and wiping her nose on a corner of it, she rose too and padded up to the doorway on bare feet to peek outside. 

There was movement out in the trees, and more screams and yells. Maj heard her mother’s voice rise in a prolonged and incoherent shout, and the clash of metal on metal. The screams, at first rising familiar from throats Maj had known all her life, faded and changed to something more bestial as Maj tried to track the motions glimpsed through the trees and underbrush. She poked her head farther past the doorframe, squinting to see through the leaves.

Something humanoid came flying out of the trees toward the house. Maj jerked backward and slammed the door shut just before a heavy body struck it. Whatever it was bounced off, making the solid wood shudder, but did not strike again. Maj pressed her back into the door, holding it closed with her slight weight as she pulled the bar across and fit it into its holdings on either side of the frame. Panting from fear and the slight exertion, she listened to the now muffled sounds of her mother’s wails as the screams of pain all faded away. Finally, when it seemed all was quiet outside, Maj pulled back the bar and opened the door a crack. 

Nothing moved in the trees, and neither did the black, leathery beast lying in a heap of rags on the front step. Maj opened the door a little farther until the bottom edge bumped into the corpse, then stepped out and over the mordok, shuffling toward the trees. 

Everything seemed painted red as she stepped into the woods. Dark red splattered up tree trunks, coating bushes, running in little rivers over the ground. Maj’s feet were covered in red soon too, and her hands shook on the blanket gripped tight around her shoulders. 

It took her only a minute of searching to find her mother. Mother knelt in the leaf mulch, head bowed against the first raindrops of the coming storm, surrounded by the three still, bloodied bodies of Maj’s sisters.

Maj and her mother moved around a lot after that day. Mother never seemed to be able to stay in one spot for longer than a few months before the memories of how things were started to creep back in. Maj found her crying most nights, and curled up beside her. Maj wouldn’t admit it to either Mother or herself, but she couldn’t sleep most nights either. The nightmares slunk in when darkness fell.

Mother couldn’t do very much during the daylight either right at first, so Maj asked shop keepers and soldiers for small jobs to gain a few coppers for food. Most brushed her off, but enough smiled down at the little girl, no more than nine years old, that Maj brought home something for dinner most nights. Some nights, though, there was no money and no food. Mother was even more distant on those nights, so very occasionally food would appear despite the lack of copper, just so Maj could see her return to something like her old self, who had sat and laughed by the fire with her before a coming storm.

Five years later, and Maj was a fulltime beggar and thief and a parttime apprentice to an old warrior who had taken a liking to the serious little child. Her time on the streets had taught her persuasion and theatrics, and toughened her to bullies who would take what wasn’t theirs. Her evenings spent with the soldier honed her sword skills and gave her someone to talk to more honestly. He listened well to her confessions about her mother and her nightmares, her worries, her hunger both physical and emotional, her desires to do something more in her life than beg on corners and her fears of what might happen to her should she leave this town where her mother seemed finally to have settled down. Sometimes, he even gave advice when she needed it. Mostly, though, he listened and let her work it out on her own. Without saying anything, he taught her to think before reacting and to work through a problem rather than simply hitting it with a sword, as so many Greytides tended to do.

Nothing good lasts forever though. As Clan Grimward made its final push into Nightriver territory, the old warrior was called to battle one last time. He bade farewell to the 15-year-old Maj and went east to join the final battle, to pass on to the Great Wolf where Maj couldn’t reach him. 

Maj left the village soon after, angry and lost but determined to earn her way and rise among her clan. For two years she wandered, working as a sell sword when she could and an errand runner when nothing else appeared. She spent what she needed for equipment and food, and sent the rest back to her mother. Whenever she was in the area, she would visit Mother. Mother had come back to something like herself with Maj’s departure, shuffling around their little shack of a house to sweep when she started to sneeze from the dust, cooking the occasional meal, and waving to the neighbors as they passed. She had aged quickly, hair completely white already, puffing out like a cloud around her stooped shoulders. Maj always smiled around Mother, but it hurt to see her like this. 

In the year 267, Maj answered the call to clear the mordok from the Great Wolf’s Hackles, traveling with another Grimward warrior to join the effort against the monsters who had slaughtered her sisters. She was determined this time to do more than hide. There, she proved herself in front of some who carried word of her bravery in the face of mortal enemies and mortal wounds, and of her continued aid of the injured even after her own near death. They spoke also of her ability to work alongside any who stood against the mordok, regardless of clan or race, though perhaps not of her willingness to do so.

She was declared Champion of Pack Greytide not long after for her deeds in the mountains, and Khulgar Grimward claimed her as a cousin. He granted her the title of Hersir to Clan Grimward, an honor she very nearly refused because of her lack of political experience. He insisted, though, perhaps seeing something in her that she herself had missed. She served her pack and clan both on the battlefield and on the political stage, crafting deals when not maneuvering warriors against the mordok. 

In these positions, she grew and changed. She learned about the world and its people, their differing views and beliefs. It was a time she enjoyed, doing an invaluable service to her clan, yet she felt split down the middle throughout the whole thing. Politics or war? She struggled to choose between the two, to balance them in her life, but in the end the choice to give one up was taken from her.

Pack Greytide is a violent group, not prone to positive progress in politics. Maj was never popular or prominent in her home town, just a child in the background, occasionally accused of thievery. Her return the first year after she became Hersir got her a few dirty looks and some muttering. Some people congratulated her, a few were proud to have a Greytide in such a position. Most simply continued to pretend she didn’t exist. The second year, though, she had been out in the world of politics. She had been making changes, and trade agreements, and alliances with human factions. News had traveled.

Few people ignored her this time. Some stared at her with something like respect, but they didn’t speak up as the others murmured insults as she passed. Maj had been in town less than a day before she was confronted for the first time. It was a drunk elder, shouting at her, calling her a traitor and a sneak. Someone she could easily turn her back on and ignore. He yelled for a while as she walked away, but didn’t pursue her, and no one watching paid him much attention. 

The next time, though, it was a warrior of merit who had come home from the Shield for a month to recover from his wounds. He did not shout, but calmly spoke the insults to her face, calling her honor into question. Baiting her until even Maj’s even temperament could not stand that look on his face. 

The honor duel was long and hard-fought, the two combatants almost evenly matched. Maj was out of practice from her two years of politics, and the warrior was still stiff from healing muscles severed by a mordok blade. Still, both fought fairly and cleanly, and when Maj was at last beaten to the ground and stripped of her title, she acquiesced with grace and took her opponent’s offered hand to help her rise. As she was bested in an honor duel she was forced to give up her title as Champion.

She continues as a respected member of her pack, but can no longer claim the title of Hersir. Perhaps, some day in the future, she will strive for that position again. For now, the protection of Mardrun and Greytide will have to be enough.

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Eirian ap Meinwen

Played By: Winter Edwardson

Character Name: Eirian ap Meinwen

Preferred Pronouns: They

“Eirian, again, what helps one’s awen grow?” “The poetry of the past, the poetry of today, and our stories” Eirian replied swiftly to their grandfather, Cadwgan. “Very good. Now who are the three most generous?” The elder quickly continued. “Um, Blodwen known as Blodwen of the Golden hand, Delwyn known as Delwyn the kind and Eira known as Eira of the gentle snow. Oh! And of course Bartram Crauch who was more generous than all three!” “Very good.” Cadwgan said. “I think that is enough for today. I believe your mother has some javelin practice she wanted you to work on.” “Thank you grand-da.” Erian replied before hurrying off to find their mother.

Eirian’s mother, Meinwen, was in their yard setting up a few small wooden targets, “ah Eirian. Is your grandfather’s lesson over already?” She says, “Yes ma. He said you wanted to do some javelin training today?” Eirian asked with a not so subtle note of hope in their voice. “Yes we’ll be working on your aim a bit today.” Meinwen hands Eirian a javelin, “now just take your time and line up your throw.”

Several years pass with much of Eirian’s youth spent being taught by their grandfather or trained by their mother. Then one day a chance comes to Eirian to take up their first contract. As it happened, the Prince was looking for mercenaries and so Eirian signed on but the work was kept under wraps until the days of planning. It turned out to be a joint attack on Squalborn territories with Stormjarl. It wasn’t a glamorous position but, ever practical, Eirian knew it would bring much needed real world experience. It was hard fought but the Prince’s forces and their Stormjarl allies were able to take and hold land.

Eirian helped to settle into the hard won lands, which would soon after be named Aylin’s Reach. As with many warriors and poets, the song of wanderlust called sweetly and Eirian decided to heed that call. Their excitement at the prospect of new tales to live and to tell could be felt like the charge of the air in a thunder storm.

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Hex Pendable

PLAYED BY: David Brunes

CHARACTER NAME: Hex Pendable

GENDER: Male

PREFERRED PRONOUN(S): He/Him

CLASS: Warrior

AGE: 28

RACE: Human

HAIR: Brown

EYES: Blue

OCCUPATION: Mercenary/Guard, now dragged into a “divine militia”/cult.

KNOWN SKILLS: Surviving in an urban environment, beating people, fighting, murder, sleeping, drinking

BIRTHPLACE: Small Vandergonian town now long since destroyed, too young to know what town that was.

APPEARANCE: Rough, stoic, usually looks like they just rolled out of bed and are annoyed by your presence.

NOTABLE TRAITS: Usually tired, covered in armor, and either looking for food and drink or consuming said food and drink

RELATIONSHIPS: Currently a member of the Blades of Sol, convinced to join by his other ragamuffin friends who have either gotten much more involved, left, or died at this point.

RUMORS: They seem to just go with the flow, not really fighting decisions or making major decisions for themself. They have a rigid exterior, but internally just want a good meal and a nap.
Not much is known about them because they tend to not do much. No one has broken them out of their shell, whether or not anyone has even tried yet.
They don’t even seem to want to be a Blades of Sol member, but they seem to not want to be convinced otherwise. Last person who tried was met with the usual hostility.

BIO / BACKGROUND HISTORY:
Born in a town now lost to the hordes of undead and cultists to parents that died off long enough ago to be forgotten, this wholly unremarkable man is a living epitome of indifference and unwillingness to change. They stuck with the same friend group growing up, at least the ones that survived, and made their way doing what the rest of the world did. They ran through alleys as a kid, stealing here and there. They got in their fair amount of scraps with other street dwellers, occasionally needing to make use of sticks or rocks to get their point across or make their escape.
Always longing for the simple life, Hex’s wishes never are met as they are constantly asked to do this or that. Hoping that one day they would either land a comfortable spot being a guard in a town with no problems so that they could keep watch on something too important to be messed with and enjoy their off time drinking, or they would meet a voluptuous and well connected woman who would take care of them so that they never needed to work a day in their life.

Instead of living either dream, Hex’s friends found a Celestine Syndar. Thinking they could easily make some money following around someone who reeked of being special in some form, they followed as “guards”. Time went on, and despite their otherwise ill intentions, they ended up becoming guards for this celestine. What became a way of getting free food and drink became an actual job, and one surrounded by interesting company at that. From doting ulven wanting to keep a naive syndar safe to groups of Solar worshipers thinking this Celestine was a gift, Hex and his group ended up mingling and mixing in. Hex himself tended to only speak with his direct friends, but never turned down a free drink when offered to him.
But as time went on, one specific day had changed everything drastically. The land continued to be at its own throat with bandits, mordok, and tense political problems. The group of travelers were as crestfallen as the rest of the realm in the midst of the winter season. With complaints heavy in the air, one of the tavern patrons posed the question to the celestine “Are you going to unite everyone under a banner to vanquish the darkness?” Hex himself rolled his eyes and continued drinking his ale, but then he heard everyone beginning to rally with the celestine. Apparently the shiny guy had said the right thing, and the tavern atmosphere began buzzing with excitement and standing. Hex, not knowing what was going on, stood up with his friends still eating his loaf of bread and accidentally joining The Blades of Sol.
Many months have passed since his joining. He was given a sword, heavier armor, formal sword training, a sufficient amount of food and booze complimented by moral raising parties, and has been more or less been kept content with his new life within the Blades. While his friends roamed, departed, died, or found themselves deeper within the Blades, Hex continued his life of being a fighter and simple guard. Occasionally being asked to do a task here or there that he has not been a fan of, primarily a dangerous mission to fight bandits or something worse, he does his job with the normal amount of grumbles you’d receive asking a tired farmer to stand up after a long day’s work.
An unremarkable, unwavering, and otherwise standard human who hasn’t had anything special happen to them has been dragged into a group claiming to want to save the world. Whether he knows what he’s in for or not, this man’s adventure has already started. Either becoming a legend or becoming another funeral pyre, only time will tell.

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Theodore Abbotson

PLAYED BY: Matt Thomas

CHARACTER NAME: Theodore (Theo) Abbotson

GENDER: Male

CLASS: Rogue

AGE: Middle aged, 30ish

RACE: Human

HAIR: Blonde

EYES: Hazel

OCCUPATION: Merc for hire

KNOWN SKILLS: Waylay (0xp), Sap (1xp), Dual Wielding (2xp), Improved Dual Wielding (3xp), Break Away (4xp), Appraise (5xp), Armor Proficiency (6xp)

BIRTHPLACE: Vandregon ~ Ritchcrag descendent

APPEARANCE: Tall, medium build, tends to wear masquerade masks or mempo’s.

NOTABLE TRAITS: Very good at doing whatever is asked of him

RELATIONSHIPS: Seems often found around people that need jobs doing at high prices

RUMORS: Supposedly killed a charging bull while walking across a field. Sticks to dark places. Enjoys camouflaging himself to train spying and subterfuge skills.

BIO / BACKGROUND HISTORY:
Growing up in the region of Vandregon, life was fairly peculiar for the young lad. This land was not the one his family had moved from where heroes were great and well respected. His parents drilled it into him at a young age that elders were shown the utmost courtesy and respect, especially to the individuals that wore fancy shirts, dresses, and hats above all. His father explained that they weren’t just a show of their stature in society, it meant they were efficient fighters, wearing the wealth of those slain by their blades. At first the young boy wanted to ask if it was to show off that they could embark on battles and return without a scratch, but he didn’t want to get snide less his father beat him for it. He came to realize while young what his parents meant by showing their superiors respect. His father would tell stories about how the nobles in Valinate would do horrible deeds to those whom offended them in, at least in Vandregon, seemed like water off a ducks back.

When the Penitent came surging into the lands of Vandregon, Theodore’s parents were a bit hasty to head for a new land discovered over seas. For his parents had been lucky to escape the town of Valinate on a vessel taking those who fled the Penitent away to safer lands. Safer, that is, for a time. Eventually many escaped the relentless undead horde for the safer lands of Mardrun that were rumored from sailors that had returned from over sea’s. Nobody knows if any defenders of Faedrun were left at all.

As the Abbotson’s, and many others, left Faedrun to the Penitent. It seemed like many weeks had passed before Mardrun’s shorelines came into sight, the yell from the crows nest of “LAND HO!!!” rung out loud and clear. During their voyage they came across a few other ships, all with the same destination in mind. Safety. For even though they might have left meager possessions behind, or everything they lived off of in wealth, everyone here was having a fresh start. Having Tailors for parents, to Theodore, seemed like a well respected job here in the new country. People were always needing holes patched and those that managed to acquire wealth quickly seemed to come in for well respectable attire to wear to business ventures and banquets with others.

Eventually in his twenties the burning of Richtcrag’s fighting desire took over the young man. He’d often take earnings from delivering his parents’ clothing, to the local tavern’s to see how many fights he might get himself into. As he grew more and more competent through his fighting, he’d begin to place bets with his chosen opponent of the evening for possessions. Theo would often wager big on the families well trained donkeys they’d purchased with which to haul fabrics to the shop, against someone’s sword, knowing fully well that the drunken arse was thinking they’d win two donkeys easily for such a meager thing as a sword. In this manner, Theodore came to stockpile weapons and various pieces of armor until he had himself quite the adventurer’s gear.

He’d often head out on long excursions to the various cities of New Hope, Silver’s Crossing, New Aldoria, to the great north and fight besides the warriors of the great Shield of Mardrun. He found fighting mordok quite amusing, especially when they’d go into a blood rage and chase him until they fell over dead. It was around this time that he practiced using the stealthy, dirty fighting tactics he heard about from his father at an event called The Masquerade. Masked individuals who’s only forms of identity were the colors of their masks, darting among shadows and slitting throats. He never got to know just how good they were at their chosen profession, but it didn’t stop him from trying to reach that same threshold.

A few years later and Theodore returned home to see his parents’ shop as successful as ever. The place had grown considerably as they bought new looms and hired a few more employees since, for all they knew, their son might have been slain somewhere. While at home he informed his parents of his deeds for the last few years and all the sight’s he’s seen. Of Mordok and the Dirge swamp, of how brutal and, quite frankly, terrifying they were face to face. Much more viscous fighters than drunken sods at a tavern. He told them of how they would enter a rage before death and he’d lead them off on a chase to keep it as far from his allies on the line before making it back to assist where he could once again. And he’d tell them the stories he’d hear from the Ulven fighters about there heroes and the bravery of their fighters and other seasoned warriors.

Now he’s off doing his own devices again. One can’t help but wonder…what stories will he come back with this time?

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October 2021 – Research and Defense

Event Story:
After a harrowing month of travel, the City-State Research Expedition has finally returned back to friendly territory. Dead were burned along the way and the wounded began to build up but the well-stocked supplies of the expedition and the supporting scouts and security forces kept the caravan relatively safe on its journey home. Although exhausted, the research expedition was able to return without too much trouble other than the harassing Mordok group from time to time. The in-depth scrying rituals and research performed, as well as physically scouting such a strange and unique place at the center of the Dirge Swamp, has left the scholars with more questions than answers. However, at least they are alive today in order to decipher such things tomorrow.

The journey of the expedition has seemed to stir the Mordok in the area. While any kind of larger scale response was, thankfully, absent it does seem that in the wake of the expedition a group of Mordok has followed them until they have reached the defensive line of The Shield. Several outposts have reported heightened Mordok attacks on the defenses and a considerable uptick in Mordok activity, forcing combat patrols to pull extra duty to try to head off any sizeable Mordok group heading south. Several considerable fights have broken out but at least for now, the defenses of The Shield are holding.

Larger outposts or those with larger clans committing warriors and supplies have weathered this storm fairly well, but one outpost in particular is struggling. The outpost that Clan Axhound and Clan Whiteoak frequently garrison has sent a call for aid. It appears that a sizeable group containing a Mordok Shaman, a powerful spell-casting leader figure, followed the expedition until it reached the defensive line of The Shield and began to create corruption idols in the surrounding area. While these idols have yet to spread far enough to physically endanger the garrison, the corrupting magic of the idols is concerning to the outpost leaders. Scouts and warpack patrols have tried to avoid that area in case the magics could afflict them and cause illness or a drain of resources. The Shaman has apparently moved on from the area but a moderate Mordok presence remains.

Some of the outpost leadership have sent word south looking for aid, knowing that adventurers and smaller groups could potentially respond faster than the other Ulven Clans who have their own garrisons to manage. While it is expected that the outpost leaders will want these corruption idols destroyed, there is rumor that some scholars of Celestial Arragones’ research team may be trying to gather support to research and study the idols instead. Either way, these idols are a concern for the defenders on The Shield and must be handled and the Mordok driven from the area.

UPDATE:
A great deal of support spilled into the joint outpost to help beat back the increased Mordok presence and help to deal with the corruption idols that appeared in the area, though the aid to the warpacks and patrols in the area was not nearly as strong. All things considered though, not only did a great deal of adventurers heed the call for aid, but multiple support and martial units from organizations throughout Mardrun arrived to the outpost under their various banners. It was a long day and at times grueling, but the allied forces garrisoned in the Whiteoak-Axhound outpost prevailed in their task.

The Mordok were held back from the outpost and not only were all three corruption idols in the area destroyed, but one of them was researched at great lengths. Arragones’ researcher as well as a team of volunteers threw themselves into the maw of corruption to gather as much information as they possibly could regarding the form and function of the mysterious corruption idols. Though they collected a great deal of interesting data, it will have to be taken back to Arragones’ labs to be parsed through before any true insights can be revealed.

Unfortunately the day was not all peaches-and-cream. The traitor, James Arbor, made an appearance. James Arbor was convicted of attacking an unarmed Truthseeker many months ago and on the eve of his conviction gave himself willingly to The Mother and vanished from his cell. His appearance at the outpost was a surprise. He was seen through the day working alongside the Mordok and at one point participated in an outright attack against the allied forces as they attempted to destroy a corruption idol, one that had been empowered through some unknown magical methods. In the end James Arbor was nearly struck down, but as the killing blow fell towards his body he again vanished into the stream of mana leaving only pools of his own blood behind. Where he is now, if he even arrived there in one piece is anyone’s guess.

The day also saw a proclamation from Celestial Arragones regarding the recent expedition into the heart of The Dirge as well as a response being circulated via flyers that claimed her proclamation as being full of lies and half-truths. They are included below.

ARRAGONES’ PROCLAIMATION:

This One would also like to upon the rumors that have been in circulation regarding the visions and scrying ritual findings from the heart of The Dirge last month. These rumors carry some truth, but they avoid important nuance.

What we have learned is that the location we reached last month is without a doubt both the physical and metaphysical center of The Dirge Swamp. It was the location where The Dirge first appeared. What we know now is that at that location once upon a time the Ancient Syndar captured the dark and malevolent entity that has since come to be known as The Mother. They held her in stasis there so as to protect the people of not just Mardrun, but the world as a whole. This valiant action ingratiated the Syndar with the Ulven people and soon they became one, giving birth to children that housed the greatest characteristics of the both of them; physically strong, unmatchable intellect and magical aptitude, the ability to cast Witch Magic. 

Unfortunately good things do not last long. Some years later the latent magic of The Mother in the area made things far too dangerous to keep her housed where she was. The Ancient Syndar made a decision to move her in stasis to their Northern Research Station. At this time however the containment failed and she was able to burst free. The Mother unleashed wholesale corruption on the area and poisoned the new children of The Syndar and The Ulven and we now believe these to be The Mordok. Beyond this The Mother took her anger out on the Syndar as well and did something to them that was described in the logs as “worse than a hollowing.” We do not know what this was, but we did find evidence that the areas where the Ancient Syndar stood when The Mother broke free were the only areas that showed absolutely no magical readings.

This information has only furthered This One’s desire to find a way to combat The Corruption and turn back the clock. Our ancestors were heroes and likely died trying to make the world a safer place. We all owe it to them and their descendants to fix what has broken

  • In her hand, Celestial Arragones

RESPONSE FLYER TO ARRAGONES’ PROCLAIMATION:

ARRAGONES LIES!

By now all have heard the proclamation of Her Disgrace, Arragones. Suffice it to say that her proclamation is nothing but honeyed words to smooth over the crimes of our ancestors. My identity will have to remain hidden for now, but know that I was a member of the expedition into the heart of The Dirge Swamp. I had the visions while meditating and I heard firsthand accounts of the scrying rituals. What I offer is not a pretty truth, but it is the whole truth based on the information that we uncovered, not the sugar-coated ramblings of an out-of-touch noble. Our ancestors, the Ancient Syndar did not save the world from The Mother. They brought her to this world. They did not capture her out of the goodness of their hearts. They sought to harness her power for their own selfish ends.I do not know how they did what they did, but the facts of the matter are these. The Mother was once a deity not unlike any other. She resided beyond our plane of existence. The Ancient Syndar on Mardrun found a way to tear her from her plane and force her onto ours and when they did they encased her in a crystalline prison. They used her for years as a power source to empower their various experiments. Chief among these experiments was a desire to give rise to a perfect race of children, for all the great power the Syndar commanded, they were unable to learn witch magic. They had failed at least once to create their intended offspring, but found that with the divine power of The Mother they were able to give birth to their perfect children who encompassed only the greatest traits of the Ulven and the Syndar.

A time came where The Ancient Syndar chose to move The Mother to their Northern Research Station, no doubt with the intention on continuing to siphon her power. Their containment however proved to be fragile and upon movement the structure began to break down. The greatest of the Syndar Ritualists, led by their Celestine Galwashar, encircled the containment and tried to repair the cracks, but they failed. The Mother erupted from her prison, twisted and corrupted by her rage. The initial wave of corruption spread from this point, eventually creating The Dirge Swamp. She called the Syndar on their hubris for thinking they could contain a goddess and she told them that they would undergo a punishment worse than hollowing and that neither they nor their “favored children” would ever forget that day. We do not know what she did to the Ancient Syndar, only that the places where they stood around her were the only areas of the swamp that were completely void of all types of mana.

The Mother then did as she promised and went to the favored children. Myself and others had visions from their point of view as their vision went dark and they were wracked with unbearable pain, but then a point of light pieced the darkness and with it came a voice that soothed all the pain away. I will never forget this voice as it spoke, “Don’t worry child, mother is here. She will take all the pain away.”I have no doubt in my mind that these favored children did become The Mordok and as they were created with her magic, she is in fact their mother.

What we know is that The Mother, The Mordok, The Dirge Swamp, Corruption? It was all created by the meddling of the Ancient Syndar and Arragones does not want you to know this. Do what you want with this information. I will spend my days spreading the word and trying to atone for the crimes of my forefathers.

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The Tribe of the Jaguar

The Tribe of the Jaguar is unique. Located near the Syndar nations on Faedrun, they always chafed at their brethren’s attitude. When the first boats returned from Mardrun, the Shaman of the Jaguar Tribe offered to explore the continent for the Syndar nation. The Celestine, happy to get rid of the Io’Larian while not risking their own people, agreed. The Tribe of the Jaguar packed up wholesale and left on the very next ships to Mardrun, being amongst the first colonists to come over.

This also meant that the Tribe of the Jaguar was also one of the first colonists to encounter the Ulven, and were very involved in the Ulven-Colonist war. This took a toll on the Tribe, but it had the numbers to absorb the losses. After the peace in the Ulven-Colonist war, the Tribe of the Jaguar made their home in central Nightriver territory in the woods. Branthur Nightriver did not mind as the woods were sparsely populated, and the Tribe of the Jaguar was similar enough to Ulven to not cause trouble. The Tribe Shaman does report to Branthur and the Tribe pay some tithe, but neither side finds this disagreeable. The Tribe is otherwise left alone.

The Tribe is known for its size amongst the Io’Larian Syndar on Mardrun. Being able to carry their entire population over to Mardrun held considerable advantages, even with the losses in the Ulven-Colonist War. The Tribe is also known for its warriors, a unique facet among the Syndar. They wear garb of hides and leathers along with animal bones and trinkets. However, the Jaguars also paint their faces in green, yellow, and black, with a blue stripe across their eyes. This makes them a terrible visage to those who had never before seen them.

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The Shattered Tribes

The Shattered Tribes are a collection of the remnants of the many Tribes on Faedrun. Due to their often isolated nature, many of the Io’Larian Syndar Tribes were not as well protected or aware of the Fall, and were caught off guard by the wave of Undead and Penitent. A great deal of tribes were annihilated with only a scattered few surviving. Even fewer made their way over to Mardrun. However, these Tribes have banded together over the shared hardship and for many due to the disdain shown to them by their Serous and Celestine brethren.

Together these members of The Shattered Tribes have carved out a living in an area between Nightriver and Newhope territories and The Great Wolf’s Hackles. Many members have found a kindred with the Nightriver Ulven and have established a strong friendship and trade network with the Colonists and Ulven that travel the roads nearby.

The Shattered Tribe is not necessarily a governing body; it is a network of Io’Larian Syndar attempting to live their lives and regrow in the face of tragedy. They may bicker amongst each other, but they support each other as well. Through their close proximity many of the disparate cultures have begun to blend and pick up elements and customs from one another ending with many people of many different cultures who also take part in one shared Shattered Culture.

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September 2021 – Order in the Dirge (+Dirge Swamp Lore Drop)

After the combined efforts of many different researchers, scholars, and adventurers last year at the research luncheon, things look promising for Celestial Arragones and her team. With a focus initially on divination methods that shifted towards deciphering research logs and revealing their mysteries, the focus shifts yet again towards a larger application. The research team worked together with others to try to decide which direction to go in their grand ritual. It was decided that creating and focusing the ritual efforts on corruption magic and its unique properties would be the goal. After a very large and tense ritual, its successful completion allowed the research team to learn even more about corruption.

An opportunity presented to the researchers came from the March of Starkhaven, or more specifically, the Order of Arnath. Within the Church’s possession is a small Hellenstone; a precious and rare gem that reacts in unique ways to different types of mana. These fabled items were sought after on Faedrun by Vandregonian and Grand Alliance Generals because of their ability to fight against or cleanse the properties of dark magic powering the undead. Order Scholars have studied the properties of the Hellenstone for quite some time and exhausted some of their abilities. What they have learned, however, is that through unique scrying methods they have determined that there is another Hellenstone on Mardrun. The location they are confident they have divined is in the center of the Dirge Swamp.

Celestial Arragones and her research team have decided to work together with the Order of Arnath and send an expedition into the heart of the Dirge. This expedition has two main goals; find this Hellenstone and recover it and search for clues as to why there is one in the center of the swamp. This could be a unique opportunity to uncover even more mysteries and potentially gain a potent anti-corruption weapon in the future. However, time is of the essence… the longer an expedition stays in the swamp, the greater the chance of discovery by a large mordok group. With luck, the expedition will slip past larger mordok groups or repel smaller roaming mordok that discover them during the journey. Finding this location and conducting research in the limited window of time before needing to return to a safe pathway out of the swamp will be crucial to the success of the expedition.

Last month, a successful food contract between the City-State of Newhope and Clan Goldenfield has prepared the expedition with considerable food supplies which are sure to benefit their chances of success. After a long delay, the research team leaders are finally moving forward with the expedition and begin gathering volunteers for this dangerous mission.

 

UPDATE:

When the party arrived at the forward camp they were made aware of some strange corruptive forces in the area that were making people sick. Luckily a ritual had been developed to sanctify a space against the corruption, though it had to be recharged every hour and only covered the small area of the camp. Once the camp was secure the research teams set out to run scrying rituals on the area to gather as much information as they could about the assumed origin of the corruption as well as pin down the location of the suspected Hellenstone.

Unfortunately for the party, corruption was not the only thing lurking in the heart of the Dirge; small bands of Mordok were found to be patrolling the area. A few made their way toward the camp and seemed to gesture at the expeditionary forces to turn back, but by and large they did not attack the camp itself. The research teams and their guards that ventured out of the camp were not so lucky. As the day progressed and the teams pushed further into the swamp the fighting became more brutal. Whereas earlier in the day the Mordok seemed willing to pull back as the fights turned against them, by the end they showed no such desire to retreat. Several members of the expeditionary team met their fate at the end of sword and arcane magic and those that survived largely did not escape unscathed. To make matters worse a new type of Mordok Shaman made an appearance wielding magic before unseen. As people lay dying on the ground this Mordok could be seen weaving the threads of corruption into their body. In the end however the allied forces were able to eke out a pyrrhic victory. With the Mordok soundly beaten back the researchers were able to complete the last of their scrying and locate the Hellenstone, one larger than anyone could have imagined. Unfortunately the strange Shaman escaped the battle and there is no doubt the likes of them will be seen again.

Back in the camp many people reported having frightening and emotional visions while deep in meditation. Rumors have started to swirl about these visions as well as the information gathered by the scrying rituals. Only time will tell if they come forward with any new and valuable information.

When victory was achieved the camp quickly began to break down and move back out of the swamp. As the reserve camp broke down, unbeknownst to anyone, an Order researcher started to get additional anomalous Hellenstone readings. At the time he wrote them off as being artefacts in the readings from the proximity to the larger stone, but as the party moved south he became more and more certain that there must be even more Hellenstones buried in the center of the swamp whose existence had been masked by the larger stone itself.

In the end the expedition was able to safely exit The Dirge Swamp without being further harassed by Mordok thanks to the concerted efforts by many individuals and organizations and to top it off the presence of many dedicated clerics meant that the ambient corruption was able to be purged from the expeditionary forces bodies during the return trip. There should be no doubt that the dedicated level of support given to this expedition played a crucial role in it’s ability to return home with the Hellenstone and the new arcane readings.

LORE DROP UPDATE:

Ever since the recent expedition returned from the swamp rumors have been starting to circulate throughout the continent regarding what was uncovered. Unfortunately there have been no official statements from Arragones, but that has just served to further the spread of the rumors. Some people are even saying that Arragones’ people are trying to cover up the findings.

All collected together the rumors tell of people having visions in the swamp while meditating as well as ancient recording devices sharing information through various scrying rituals. Stories run rampant about echoes of incredible magical power and of visions of being encased in a crystalline structure while being taunted by Syndar in strange clothes. People trade rumors of seeing visions of beings that displayed the most idealized traits of both Syndar and Ulven, appearing as well-built Syndar at first, but seen casting Witch Magic and smiling with fanged teeth.

More rumors spread of visions of the being encased in crystal breaking containment and the frantic work of the surrounding Syndar to seal the cracks before she broke free, but they were unable to do so. The being broke free from the containment with such incredible power that the trees in the area were nearly blown over. Multiple rumors tell of people hearing her voice during the scrying ritual speak. The exact wording changes depending on who tells the story, but they all share a few details. She called out the Syndar for their hubris in thinking they could contain her and told them that she would do something to them worse than hollowing and then she would make sure that neither she, they, nor their ‘favoured children’ would ever forget what happened there that day and the lesson she would teach.

The last of the visions seemed to come from the point of view of one of these strange fanged Syndar as they watched one by one as their friends around them fell to their knees screaming before the same fate befell them. The rumors speak of being in incredible pain and surrounded by nothing but darkness until a pinhole of light broke through and carried with it a soothing voice that told them, “Don’t worry child. Mother is here and she’ll take the pain away.”

Beyond all the talk of visions and scrying rituals many different people talk about how the area itself seemed to have been the site of a great deal of industry. Trees were cut and removed and all signs pointed to them having been dragged north. Keen eyes found broken ropes and Mordok clothing along these northward tracks.

 

 

After these rumors and stories spread for a while a proclamation is released from the offices of Celestial Arragones.

“To the people of Mardrun,

It has come to the attention of This One that some rumors have been spreading regarding strange visions and scrying readings in The Swamp. These rumors should be considered unfounded and untrue as no official information has yet been released to the public. The researchers are unaware of who began to spread these erroneous rumors, but worry not as This One has begun a concerted effort the source of these falsities. 

Official information releases will come in the following weeks. Patience is a virtue, but comes with greater rewards than the spread of incorrect information.

-From The Desk of Her Grace, Celestial Arragones, Duchess of Newhope; dictated not read.”

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United Collective for an Unbroken Mardrun

The History of The United Collective for an Unbroken Mardrun:

In the winter of 269, an eclectic group of individuals formed the charter for what would become the United Collective for an Unbroken Mardrun.  Those early leaders were brought together by a A teal and black shield shaped crest with four quadrants showing various symbols such as a scale, etccommon desire for an open and free society founded on the ideals of a republic.  Though small and mainly backed by the capital provided by the prominent merchant, Marrah Faile, the plucky rag-tag group was able to secure lands in the province of Aylin’s Reach.  Naming their central town Fristad, in honor of the land’s original Ulven owners and to celebrate their hopes for its future, the settlement busied itself with strengthening and growing their populace.  A town council was eventually formed with elected leaders from each of the settlement’s core constituent groups.

 

While trade and the economy have always been central to UCUM’s history, the areas of healing, politics, and magic soon grew to play important roles in the community.  In response to this flowering of aptitudes, an official UCUM crest was commissioned and certified.  On the teal-and-black shield symbols of trade, healing, politics, and magic are quartered and placed in equal locations representing their prominent roles in defining the culture of UCUM.  In time, the beautiful and symbolic peacock was also adopted as an unofficial symbol for the group.

 

Our Mission Statement:

Amongst the peoples of this world,

there are those who believe themselves superior.

That their way is the right way,

the only way.

They hold themselves above others

through their race, class, creed or appearance.

They push those who are different down.

 

Down into the mud of subjugation.

 

We were once those subjugated people.

We were the lonely,

the broken,

and the disenfranchised.

Until we learned to stand together for something greater.

 

To stand for each other.

 

Through our diversity, we gain wisdom and insight.

Through our individuality, unique and abundant ideas flow.

Together, we possess the strength, wisdom, and beauty of all Mardrun.

Together, we prove that all of her people can live in peace.

Together, we strive to make this land united.

Because united, we are greater.

 

We are the United Collective for an Unbroken Mardrun. (UCUM)

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Resource Usage Submission Form

THIS IS THE OLD FORM. PLEASE GO TO http://lasthope.kitsufox.com/wiki/resources-actions/ FOR THE NEW RESOURCE SUBMISSION FORM.

 

 

    *NOTE: All Resource skill usage submissions are due by either the Event Cut-Off date for the month -OR- the 10th, whichever is earliest!

    First, check to make sure your Resources skills are active by clicking the link below:

    Next, is to make sure that you fill out this submission form for EACH PC that is using resources.

    A PC may have as many Resource skills as they are able to take, but are limited to using a maximum of 3 per month.
    There is only so much time and you can only have so much influence.
    Since each PC may use up to three resource skills in 3 different/same areas, we would like you to detail each skill below.

    Resource Skill #1:
    Please state what your first Resource skill usage is and how you would like to use it. Please be thorough; are you hoping to use Lore skills in this effort, are you willing to spend coin during to help, or do you have any Clout you could add-on (and how did you earn it).

    Is this Resource using being used to influence this month's event?

    Resource Skill #2:
    IF APPLICABLE: Please state what your second Resource skill usage is and how you would like to use it. Please be thorough; are you hoping to use Lore skills in this effort, are you willing to spend coin during to help, or do you have any Clout you could add-on (and how did you earn it).
    *NOTE: If this 2nd Resource skill is being rolled into another Resource skill usage to make it more powerful/impactful, please simply note that in the text field below.

    Is this Resource using being used to influence this month's event?

    Resource Skill #3:
    IF APPLICABLE: Please state what your first Resource skill usage is and how you would like to use it. Please be thorough; are you hoping to use Lore skills in this effort, are you willing to spend coin during to help, or do you have any Clout you could add-on (and how did you earn it).
    *NOTE: If this 2nd Resource skill is being rolled into another Resource skill usage to make it more powerful/impactful, please simply note that in the text field below.