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February 271

Word tears across Mardrun of a troubling development along the borders of Newhope territories. A small colonist village was ransacked in a brutal and deadly raid. Not a single inhabitant survived the assault and some of them were even left with their heads on pikes. It wasn’t until a traveling merchant came to the area days later that anyone even knew of their fate.Taverns and alehalls throughout the whole continent are abuzz with worried whispers and fervent debates. Some claim that it must have been the work of bandits, but others think that it was clearly an Ulven attack as some sort of a reprisal for the rumors of the crimes of the Ancient Syndar. Regardless of the perpetrators, the colonists along the border find themselves on edge and sleeping with one eye open. It is yet to be seen if Newhope proper will mount any kind of a military operation along their borders.

The tales of an Ulven hunter who barely survived being lost in a blizzard make their way through the tavern circuit. The stories say that a Nightriver hunter went out to hunt deer on the southside of The Great Forest. She was gone for many days, during which a brutal snowstorm blanketed the land in deep snow. Her packmates began to come to terms with the thought that she may never return, but one day she did. She limped into the village on a broken and splinted leg and after resting told a story of losing her way in the storm and hearing the heavy breathing and dull roar of a beast in the woods. She ran, but while blinded by the storm, tripped over a tree root and fell down an embankment, breaking her ankle. Still hearing the rumble of the beast she pulled herself into the hollow of a large tree and huddled herself together. She continued to hear the beast’s heavy breath and solid footsteps around her tree, but she could not bring herself to look outside. She shivered through the night, but didn’t dare to light a fire. When the morning came and the storm passed she splinted her ankle and made the slow journey home with no quarry, but the story of an event she’ll never forget.


Some months back the Ulven Clans of Mardrun put forth a joint effort to supply a party of Steinjottun Fleetfoot scouts and Spiritclaw Truthseekers to be sent into the heart of The Dirge to verify the rumors that have been circulating about the origins of The Mordok and the lies of Arragones. Though no official statements have been made by any of the Ulven Clans it does appear that some loose lips have given rise to even more rumors that the Ulven scouting party has returned. Many of these rumors also claim that the scouts have verified everything contained in the scandalous letter that has been circulating with claims that Arragones has been lying to cover up the sins of her ancestors. Though some choose to wait for official confirmation by Clanleadership, others have already begun to spread these rumors as fact.

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Past Lore Drops

(Under Construction)
This page contains links to large lore drops over the course of the game. If any drops are missing please let staff know and we will do our best to track them down and link them here.

 

The Lore Speaker Conspiracy – Is the known history of The Ulven People a lie?
A Brief History of The Lorespeaker Conspiracy – Who are the Lorespeakers? What have they done? What are they hiding?
——A List of the Sagas uncovered during the 264 Expedition that first uncovered the conspiracy.
———Thorstein Staff-Struck
———Lament of Athr
———Softpaw Saga
———Banded Man
———Another Ulven Saga

The Ancient Syndar – The Syndar have been on Mardrun in the distant past. What were they doing here? Why was this not known?
The First Cache – The first ancient cache that revealed the Ancient Syndar came to Mardrun. This cache was found in Watchwolf Territories in March of 268.
Arragones on The Pylons – An expedition to The Great Forest found the remnants of an Ancient Syndar Pylon. (April 268)
The Second Cache – An ancient cache was revealed in the Dirge Swamp, but to open it required the aid of an unlikely assistant. (May 268)
Secret Origins in the Dirge – The heart of the Dirge was found and with it came many strange visions of the past. Arragones released a proclamation to explain these visions. (September 270)
Arragones Lies! – In response to Arragones’ proclamation an anonymous letter penned by someone claiming to have been on the expedition began to circulate widely. (October 270)
The Ulven Respond – A fact-finding mission was established the Ulven leadership to ascertain the truth of the claims from the Heart of the Dirge. Their findings would change the face of Colonist-Ulven Relations (April 271)

The Ancient Ulven – Some caches of information have been found relating to the histories of the ancient Ulven. Given that they are primarily an oral tradition these written records are incredibly rare.
The Ironmound Cache– The contents of this cache were unearthed after a large earthquake hit the Eastern reaches of Clan Ironmound. It’s contents were copied and distributed by Branthur Nightriver, Clanleader of Clan Nightriver in October of 269. It speaks of ancient raids by the lost Clan Stonetooth.

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The Reclament

Heraldry set on a shield shape. A knotwork willow sits over a blue stream
Design and Illustration by Josephine Magee

On Faedrun

The Reclament is a holy order of Syndar clerics devoted to finding and laying to rest fallen Syndar. They believe that the mana gifted to all Syndar at birth is a resource that if abused and neglected will wither and die. The act of finding and returning the magical essence of all Syndar helps keep this energy in the community and in the Syndar race. Traditionally, the Reclament would return the mana of a fallen Syndar directly to the Life Stream, but in recent times many  are more inclined to store the mana in mana stones. There is a debate within the order of the Reclament that doing so exacerbates the problem of the mana drought, but there is no evidence to support this theory. The Rites of Mana Reclamation are a closely guarded secret of the order.

The clerics of the Reclament typically dress in blue, which is almost universally accepted to be the “color” of mana for the sake of representation in art. Most clerics of the Reclament wear ornate leather or metal armor, to protect themselves as they go into dangerous locations to recover bodies. Their heraldry consists of running water and a willow sapling. The Reclament have a sort of diplomatic immunity, due to their sacred duties, and may not be denied entry into any Syndar territory, kingdom, Enclave, Commune, or even homestead, as long as they are performing their sacred duties. All Syndar are expected to offer hospitality to the Reclament regardless of nationality or bloodline.

Though their duties are most often administering final rituals to the fallen, the Reclament can also be called upon to carry out punishment by permanently reclaiming the essence of a living Syndar criminal, leaving the individual Hollowed, and forever stripped of mana.

Hollowed Syndar are typically shunned by the Syndar communities, and more often than not become wanderers. These Syndar find it nearly impossible to hide their true nature, and are generally easy to spot. The overall appearance of a Hollowed Syndar can be described as somber or even haunted. To be hollowed is considered a fate worse than death.

On Mardrun:

No Reclamant are known to have made the journey to Mardrun. Given the incredible loss of life during The Fall and the battles of the Undead Plague, they saw it as their duty to remain behind and see to the bodies of as many of their brethren

On Mardrun:

With the perseverance of Faedrun survivors and determined Mardrun initiates, the Reclament survives.

Officially recognized by Prince Aylin of New Aldoria in June of 274, the newly reformed order strives towards addressing the long neglected needs of syndar society on Mardrun, shepherding the mana of those who have passed to return to the Life Stream. Only time will tell if their efforts are enough to combat the ever worrying Siphoning.

The tenants they teach and follow are thus:

  • Mana is the life force that connects all syndar to each other and to magic. It is sacred and must be protected.

  • Each syndar is gifted with mana upon birth. It is our duty to nurture that gift so that it may one day be returned and given again.

  • To touch the mana stream is to honor our ancestors and a connection to those who we have lost and returned.

  • Mana is neutral: neither good nor evil.

  • It is our duty to reclaim mana from the idle and the wicked so as to protect others from harm.

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The Enlightened

The Enlightened is a scholarly order that researches arcane magic at its highest levels and overlooks the education of the Celestine Syndar. They are powerful mages who also keep track of the massive libraries created in reference to magic and the lore of the world. To become a member of the inner circle of the Enlightened is to learn the most carefully guarded secrets of the Syndar people, and the most powerful arcane magics. It is the highest scholarly order that an Arcanist can aspire to someday reach. Such knowledge comes at a price, however. In order to protect the greatest secrets of the Syndar people, and it’s most powerful spells, a spell caster must give up their entire identity and sever all ties with their Enclave, Commune, and even their family. They pick a new name, and the person that they once were ceases to be. They can never go back. Such is the price of knowledge.

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The Kingdom of Karindren

This ancient kingdom was possibly the first to ever take to the seas. Karindren is a small kingdom, but one of the oldest. It is also possibly the most strictly steeped in tradition. Karindren is something of an oddity as their history suggests that they were once the fastest growing and most advanced society on Faedrun, and yet they seem to have stopped advancing rather abruptly
some time ago. For several hundred years they have made no technological progression and, in fact, have outlawed many imports from more developed kingdoms. Their population hardly fluctuates either, as the women of this kingdom are only allowed to have up to two children in their lifetime. Karindren relies almost completely on the sea for food. Their ships are still built using the same simple tools and ancient techniques that have been passed down for over a thousand years. Every one of them is a true work of art, though they lack the speed and maneuverability of the newer, more advanced vessels coming out of the Human kingdom of Aldoria. As Sailors with proud maritime traditions, the people of this kingdom tend to favor Lunara, due to her influence over the waves and the tides. The kingdom of Karindren has long had strained relations with the kingdom of Fawyth.

New World:
The people of Karindren were late to get involved in the war with the Undead. By the time they found themselves under attack, the May’Kar dominion had already fallen, and the betrayal of the Penitent had swelled the ranks of the dark forces with powerful spell casters. As the Royal Marines of Karindren fought a desperate last stand on the streets of the capitol, the civilians tried to escape the ports in a massive fleet consisting of everything from fishing boats to warships. They almost made it. As the fleet left the harbor, a group of traitorous spell casters combined
their mana, and amplified the effects of a destructive spell. They magically summoned a storm that created a tsunami. This wave hit the harbor and flooded the streets and swept an entire culture into the sea, leaving nothing but ruins behind, and a single lighthouse. Of the hundreds of ships in the harbor, only two escaped the terrible storm. The ships sailed into Aldoria shortly thereafter, only to learn that the port there was also under siege by then. The Syndar of Karindren declined the invitation to sail East with the Aldorian ships to Mardrun, and instead sailed North into the cold and icy seas of the arctic circle. They were never heard from again. Some say that they sailed to a snowy continent, far to the North, that their people had colonized long ago and kept secret, but that is the stuff of rumors and speculation. It is not known if any survivors from Karindren made it to Mardrun.

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The Kingdom of Lairthuduil

Lairthuduil: Lairthuduil is the third largest Syndar Kingdom in terms of population, and second largest in terms of territory. The people of this kingdom are revered for their ability to grow and nurture plants and herbs. Even the roofs of their homes are used to grow plants. The terraced gardens and fantastic irrigation systems of Lairthuduil are a thing of wonder. Every possible space that can be used to grow vegetation is utilized. Clay planters are sculpted into walls, and pipes, chutes, and gutters crisscross overhead, entwined in beautiful ivies and vines. The walkways are made from clay and cobblestone, and lined with ornately sculpted terra-cotta figures and sculptures that also serve as planters. Beautiful flowers line every path, masterfully arranged by the most revered gardeners on Faedrun. Even the most humble farmstead in this kingdom is a functional work of art, and the pride of the commune that lives there. The chief exports of Lairthduil are, naturally, produce and medicinal herbs. The people are practical and down to earth. A life of honest, hard work in the fields has bred a strong and hardy people, almost all of whom, as farmers, favor Solar. They are not an aggressive people, but are capable of defending themselves if the need arises.
New World:
Lairthuduil was one of the first kingdoms of the Syndar to be overrun by the Undead. They held out for a while, but the relentless press of the undead armies eventually crushed all resistance and the fabled gardens of paradise burned. Many refugees from Lairthuduil fled with whatever they could quickly harvest and carry. Some joined up with the army of Tielorrien and fought to the death against the undead on the Old World. Others made it across to the new world on refugee ships, carrying with them the seeds of life on Faedrun. These scattered survivors wander the New World planting herbs, trees, and flowers from their homeland

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The Kingdom of Fawyth

The kingdom of Fawyth is the second largest of the Syndar Kingdoms, though it is still much smaller by far than Tielorrien. This kingdom maintains a strict isolationist stance regarding outsiders. It is a place of learning and science. It is also a place of closely guarded secrets. Any sort of complex mechanical devices found on Faedrun were likely either smuggled out of Fawyth, or bootlegged off of their designs. Their time-keeping pieces are especially prized across Faedrun, and to own one is to gain a certain amount of prestige. Thieves and Assassins highly prize traps and devices from Fawyth. There are merchants on Faedrun who would probably give up their first-born child for but an hour to roam the marketplaces of the capitol. The people of Fawyth are a stoic and quiet people. Even other Syndar are regarded with suspicion by the Syndar of Fawyth. The kingdom is nearly completely comprised of Serous Syndar. The kingdom of Fawyth is an architectural wonder, as much of its capitol is built into the side of a mountain, shaped from living rock by a combination of mechanical wonders and elemental arcane magic.

New World:
Due to this kingdom’s isolationist stance and mistrust of outsiders, they were among the first to fall to the undead. They did not participate in the grand alliance, and rarely participated in trade or commerce with outsiders. There are no known survivors of Fawyth on Mardrun. Their secrets were seemingly buried with them.

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Io’Larian Syndar

Io’Larian Syndar are the Eldest of the Syndar bloodlines. They were born from Solar and Lunara who created them using the essences of the animals of Faedrun. They were named for their divine grandfather Io’Laros, though the younger bloodlines have taken to calling them Ferals and treating them as lesser due to their more outwardly fae characteristics.

Io’Larian Syndar bloodlines often to have brightly or oddly colored skin and more predominant horns and features like enlarged canines or fangs.

 

Io’Larian Syndar often live apart from urban Syndar society, instead living in tribal and familial settlements. Io’Larian tribes do not have much contact with the main cities, though they often keep in contact with neighboring tribes and some who live closer to their non-Io’Larian siblings are known to engage in robust trade. The few outsiders a Io’Larian tribe would accept are Io’Larian-born Celestines.

There are a few city dwelling Io’Larians, trying to fit into more urban society. Serous Syndar tend to ignore city Io’Larians, while tribal Io’Larians view them with distrust.

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October 270

The harvests around the continent are well underway. The fields of grain, late season vegetables, and hunting parties are hard at work to prepare for the long winter ahead. However, there are other events happening throughout the lands.

The largest commotion by far is that of multiple Clan Leaders and High Priestesses of Gaia putting in a request for scouts from Clan Steinjottun’s famous Pack Fleetfoot to head into the heart of the Dirge to verify the rumors that have been spreading about the Ancient Syndar and the origins of the Mordok. With Pack Fleetfoot being the best trackers and hunters on the continent, as well as possible volunteer’s from each clan to help protect them, the truth of what happened all those eons ago will be verified.

To the south in Clan Nightriver along the coastline stories of a different kind drift in. Gossip tells of an until recently forgotten glade. The tale goes that a group of merchants were wanting to cut some time off their travel and took an old logging road. After three days’ travel the merchants came across a large glade with a few houses on stilts around the edge. While staying in one of the houses for the night, two caravan guards spoke of what followed while drinking by the fire.
That during the night when the moon reached its height, the wind began to pick up for no reason. In the wind came voices, voices from beyond the veil. They said to run, run away far from there, before she arrives. As the guard started to think they had too much to drink a scream came from a neary shed, as they looked at the window in the firelight they saw blood spray onto it. Soon a high pitch cackle came from another nearby house, followed by more screams and sobs. They woke the merchant, dragged them to their wagons, the goats nearly mad with fright, and fled into the darkness. They warn to stay away from the location, for it is quite likely haunted.

In the Citystate of Newhope has been struck again by the Mass Murderer that has been plaguing them for the past year. This time the victim was at a hunting lodge where Sir Gordon Lanley the 3rd, a retired Knight of Vandergon who’d served during The Fall, was found butchered in the usual fashion along with his family where they were staying. No sign of forced entry was found and all the doors but the front were unlocked. The sight is rather gruesome, the only reason they found the bodies so quickly was due to a burning Vandergonian Regiment flag outside on a staff.

In happier news for the rest of the continent, festivals begin to spring up all around the land. The joy brought from such a bountiful harvest this past year could be felt through every clan and colonist town as town centers flare to life with lantern light, torches, and the sounds of laughter. Sales of salted pork, smoked fish, candied apples, winter goods flood every festival, along with their own unique games. In Clan Axehound there are wrestling contests, in Clan Goldenfield pumpkin growing contests take place for the largest gourd, in the Citystate events of ghost stories and hard cider drinking contests take place at every small hamlet to even the largest colony.

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September 270

The leaves begin to change and the heat of summer begins to ebb and wane with the coming of autumn. Mardrun begins to hurry and start the early fall harvests for the bountiful year.

After the discoveries found in the center of the Dirge Swamp, the Celestial Arragoness immediately started to send out flyers and representatives to try and convince the populace of the ‘truth’ of what happened. While the results of these efforts seem to have some success in the City State of Newhope’s lands, the Ulven have had a more adverse reaction. Clan Grimward has closed its borders to all colonists due to the issue, other clans like Clan Spiritclaw are repulsed by the response and are looking into the matter with their Daughters of Gaia and their Truthseekers. 

Word comes down from Clan Steinjottun of a large hunt that took place among the crags and granite outcroppings. The hunt took some of the best of hunters and trackers from each pack and lasted fifteen days to finally corner the gang of elk that had foolishly wandered out of The Great Forest. In the early morning mist the hunters struck and were able to fall a decent number of them before the rest of the gang escaped. When the hunting troop returned, one of the hunters carried a pelt that was jet black, and antlers looked to have been made of obsidian, with enough meat between all the hunters to feed the packs for the fall. 

In Aylin’s Reach, news of a troubadour making a new sensational ballad for the royal court has spread to the masses. Those who have had the pleasure to meet this extravagant bard employed by the court speak of their impeccable word play, extraordinary charm, and immaculate skill with a lute and viol. Rumor among the staff of some of the noble estates speak of some of the noble daughters sneaking off in the night to go meet with this bard of extraordinary skill. 

Rumors come down from Clan Spiritclaw that all their available Truthseekers and researchers are out in full force. From what those could eavesdrop on and guess at, it seems the Truthseekers are busy trying to locate multiple Lorespeaker caches for some reason or another. While the true reason for this now frantic search is unknown to many, but those who have had to deal with the Truthseekers lately do mention a steely determination and are more prickly than usual.

Tales start to flow from some of the seedier parts of towns and settlements of something evil growing in the Great Wolf Hackles. A group of ‘reformed’ bandits were heard talking in Silver’s Crossing about something foul. The story that was told was that of finding a small valley filled with hot springs and plenty of game. However, while they slept there, odd dreams plagued them. Dreams of a bloody massacre, bloodlust, and deep primal craving for more. The band woke up to an unearthly howl that chilled their very marrow. They mentioned it being two days travel to the north of Davin’s Reach, just follow the old logging trail as long as it goes and then continue straight over three hills, but they followed up with a warning; Though they know not all will believe them, they are clear that whatever lived or lives there will haunt them till the end of their days.