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April 270

Winter’s cold grasp on the land has loosened, and with it the cold rains of spring herald in the season. Green starts to blossom, and the cycle of life begins once more.

 

Cleric’s of the Richtcrag deity Sylv become busy as spring comes in full force, traveling from village to hamlet to village again blessing the fields to come. While there are few in number, many of those who remember the old ways back on Faedrun welcome them with open arms. Those that don’t know of the deity quickly learn to accept the blessing anyway, taking whatever help they can for the upcoming year to help protect their crops. Those outside of these practices tend to give the clerics a wide berth, viewing them both as oddities and remnants of a somewhat alien culture.

 

News travels south from the Shield of Mardrun of an epic battle that will be told around campfires for years to come. The tale of a small novice Feral Syndar mercenary vs. an Alpha Mordok in a ritualistic duel to the death. The tales vary from telling to telling, some claiming the Syndar to have used magic to bewitch the Mordok, some saying that the Syndar was channeling the power of a deity to even hold out as long as he did, others even state that the Syndar was a shapeshifter and turned into an eight foot Ulven warrior of legend and smashed the creature with a mighty club. But one thing remains central to these tall tales, the Syndar never received a single blow, and that the Alpha Mordok was slain by this previously unknown Syndar’s hand.

 

Tales of strange happenings in the Great Forest reach the ears of the common folk of Mardrun. These tales tell of a section of the wood, deep towards its heart, where the light is barely able to reach through the trees. A group of hunters from Clan Whiteoak were the first to speak this tale, one of hearing the laughter of children, seeing small shadows dart in the corners of their eyes. One of them even stated they felt something bump into them and noticed his waterskin went missing, though the other members of their party claimed they were drunk. They continued to travel through this area, noticing small ruined wooden structures as they went by. When the hunting part got to the other side they heard a voice say “Better hurry before the big bad Huntsman gets you…” That is when they heard the heavy labored breathing and heavy footsteps in that twilight lit place. One of the hunters looked behind and swore to have seen a massive being covered in furs and hides carrying an axe and massive blade with piercing red eyes. The hunters then ran, ran as fast as they could while hearing the thundering footsteps behind them. They eventually made it to a clearing where they heard a bellow and roar as they left, along with the voices of children giggling once more off in the distance. Once home to their village they were resoundly mocked and laughed at by their fellow ulven, though some have taken their story to heart and spread it far and wide.

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March 270

The cold grasp of winter wanes and the warmer winds of spring slowly blow on to Mardrun. With the winds come the stirring of activity of restlessness after a long cold winter.

 

Word travels from Clan Stormjarl as boats set off into the bitter cold seas for a month of hard fishing and hunting. However, a rumor of a specific small band of boats led by a Jarl Yisef Stormbrand is what is told in the longhouses and mead halls. The rumor is that the Jarl’s ship, the Crowbane, along with four other vessels sailed south to find rich waters to fish and whale. The members of the crew spread tales of finding a large area filled with kelp and fish almost jumping into the boats. However, after collecting their bounty from this secluded place, nature tried to keep it secret and not allow the sailors and fisherfolk to return to Mardrun. The storms that wracked the fleet were beyond anything the crews have faced. Many of the sailors blame the streaks of white in their hair from the stress of the swells and waves. Lightning was their only source of light for what seemed to be weeks. A rain as cold as ice pelted them and soaked them to their core. But during this entire ordeal, Jarl Stormbrand and his Crowbane led the way, and the crew of the Crowbane say that the Jarl was laughing and thoroughly enjoying the storm to the point that some began to question their leader’s sanity. However, he led them through and got back to the shores of Clan Stormjarl, and with the plentiful bounty they just barely secured on their month-long trek. 

 

To the north the unaffiliated Pack White Stag begins a ceremonial hunt for a white stag so that a new Pack Leader can be selected. Many potential candidates head into the woods to seek the honor and prestige of being able to lead the noble and ancient pack. However, only one is able to claim the glory of the kill, Celsti Whitestag. With the stag on her shoulder and bow in hand she approached the withering old Pack Leader upon the anther throne. After a brief ceremony the new Pack Leader was announced and a celebration was held at the success of the hunt, and many other hunts too. Members from other packs, including the honorable Pack Longfang, made appearances to pay homage to their neighbor and continued ally in the north.

 

 To the south in Newhope, terror strikes again as the mass murderer hits another small home out in the countryside. Guards were alerted to the small house due to a horrible smell coming from it due to the warming weather. When looking upon the inside were the butchered and frozen corpses of a family of three, thawing like the rest of the world was. A nearby cleric was able to estimate that they died sometime back at the height of winter. There was no message this time, but the method is still the same as well as the area and location. Many begin to wonder just how many have died like this, undiscovered and left to rot till someone eventually finds them.

 

On a lighter note, an orphanage has been opened up in Newhope, a project that has been headed by Duchess Mary Tri-cuspis. The orphanage immediately began to welcome young children without homes to help them find families of their own, as well as gain some mild education and pick up some trade skills from nearby trade workers if they are willing to take the government-funded apprenticeship. Many see this a very generous step and a way to help prevent theft and poverty in the citystate as a whole.

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February 270

The month is bitter cold as it is every year, however activity with the cities and colonies can be easily noticed by many who live there and spread news.

The Political Gala thrown by the Citystate of Newhope is the talk of the town. Tales of fantastic foods, magical dances, gowns worth as much as a four-hundred silver, and possible political scandals flood the streets. Some of the biggest gossip is that Prince Aylin snubbed the higher ups of the gala by attending the commons feast for half of the event, which seemed to have greatly irked Grand Duke Baron Richards. Another juicy rumor is that of political scandal as a noble of the citystate was caught red handed in an affair during the gala. With the noble disgraced, and the onlookers thoroughly entertained, the night wrapped up with deals and secrets created and honored from the elite of the colonies.

Meanwhile to the north along the shield, rumors of another powerful mordok leader circulate among the outposts at the Shield. Many speak of the brutality of the attacks, and the often left mangled bodies left near the outposts in the night. The greener warriors seemed to be completely spooked by the situation while veteran warriors of the shield recognize the psychological attacks for what they are, and even the most hardened feel a cold chill down their spine as the screams echo in the night.

Along the western coast, Clan Grimward’s smaller but well known Pack Fieldcrow have left their home village to gather for an annual ritual to divine the future and fate of the leaders of the clan.   Each elder and runeseer gather in a single tent where incense is burned and herbs are ingested to help connect with the mana stream and to be closer to Gaia. Each Pack Leader and high ranking member that attends is given their fortune, but to be honest not many of the Pack Leaders seem to give this strange ritual much credence. When they leave, they are not allowed to share the info they are given for the wisdom they were granted was for their ears alone. By the time the week-long ritual is over, many of Clan Grimward’s ranking members have received their fortune, for better or for worse.

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January 270

The frozen air blows through Mardurn and along with it a heavy snowfall that covers the land in a blanket of white. Some celebrate the new year, others wish and dream of warmer days.

Rumor spread from Clan Ironmound that are grim and frightful to hear around the hearth’s of taverns and longhouses across the land. Tales speak again of the abandoned and destroyed mining village of Ambervein. Tales that were once shared of the spiritual unrest in the mines seem to grow as new information flows in from a recent group of scouts who went to see if the land was still usable by the clan. When they entered the ruined village, it is said that the seasoned scouts felt as if they could feel as if something was clawing at the bottoms of their boots. Many thought it to be the loose rubble and ignored it, though a few took a long and scenic route around the outskirts of the village. When they stayed the night, they could hear screams and cries for help from the mine entrance. One of the bravest of them, a scout from Pack Stonefist, entered the mines to prove them craven. They waited till the dawn and finally the scout came back, his flesh clammy and covered in what looked like dozens of scrapes or claw marks. He couldn’t speak, he could barely move, but when he sat next to the fire and saw the shadows, he fled screaming back from where they came. To date no one has been able to get him to speak on what he saw.

Less disturbing by far is the tales of Clan Axehound and what some villages noticed as the days of the Great Wolf’s Hunt came near. The village of Timberpaw took note of a large number of travelers coming through their small and quiet settlement. They would always appear in the morning stay for a few nights, then disappear before the next sunrise. One day the Innkeep decided to follow one of these guests, and to her surprise watched as they lit a single lanturn and headed towards the pitch black trees of the Great Forest. When they got to the edge of the forest though, more lanterns appeared and seemt to gather and go deeper into the wood. One thing is for sure, there is a group in the Great Wolf’s Forest, and they are trying to keep what they are doing a secret.

Strange posters began appearing all across the populous areas of the City State of Newhope. Covered in illustrations of incredible and before unseen creatures these posters act as an advertisement for a new travelling show. “Alexei the Traveller’s World of the Unseen” claims that it will begin it’s travels after the thaw of spring and promises to show creatures and oddities that the people of Mardrun had never before seen. “Save your silver now! You won’t want to miss this once in a lifetime experience!”

From the lands of Aylin’s Reach, there is a tale of a fantastical masquerade ball that Prince Aylin threw to ring in the new year. It seems only the most elite and politically astute were invited to join this soiree for the amount of people that showed was rumored to be no more than forty according to one of the servants of the Prince’s estate. Fine music, Fire Isle wine, fine cheese, and other delicacies were present, and it was said to be one of the Prince’s finest parties in recent years. As the party ended and the lights dimmed in the estate, many outside the estate wondered what it would be like to dress in silk and fine cottons, eat foods fit for royalty, and taste wines of long forgotten lands.

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December 269

While the snow and cold is mild so far this winter, many are preparing for what the winds may yet bring in the coming months. 

The month for Clan Nightriver and Clan Goldenfield is one of celebration as the joint project between them finally comes to an end, and not a moment too soon. A massive network of well made roads, trails, and a few major highways that interconnect between the two clans has reached completion. While some of the packs of both clans thought this task was perhaps overly ambitious, the results have already begun to speak for themselves. Small villages and hamlets now have easier access to trade routes, merchants can now move faster and more efficiently between desired areas, and are already growing in prosperity because of these roadways. Some other clans have looked at this move and can see the benefits of such infrastructure projects, some more traditionalist groups scoff at the idea of using colonist based improvements. 

In Davin’s Reach a six month long project to give the older areas of the settlement a much needed structural improvement has come to an end. While some families and even businesses had to leave their homes for a while, they came back to well built and structurally sound buildings that no longer leaked and allowed wind through the walls. Many grumbled at first, but after seeing the newly improved buildings with the now improved cobblestone streets they quickly stilled their tongues in awe at both the skill and generosity of the Council of Three of Davin’s Reach.

To the north along the Shield of Mardrun, Clan Shattered Spear finally finishes its work of improving the trails along the Shield. With these new, level, and cleared trails between the outposts, warriors are now able to more quickly respond to any Mordok in the area. Furthermore, the trails to the south and west have been cleared to allow supply caravans to come and go with much greater ease. With this, the western side of The Shield of Mardrun is now even more able and more secure in its defensive positioning. 

Not much further north and west, at the very edge of Clan Shattered Spear territory and barely behind the Shield of Mardrun is a new heavily fortified hillfort and small port built by Duchess Madeline d’Argent. While some Ulven question the decision to move this fortification so close to the swamp, they do see the benefit of having a port being able to bring both supplies and warriors from the south quickly and efficiently. It has been made clear that the port will be jointly run by both Clan Shattered Spear and the City State of Newhope, but the fort will be run by forces directly under the command of Duchess d’Argent, whom will aid the Shield of Mardrun against the Mordok and act as a base of operations for any future ventures into the Dirge.

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Blades of Sol

 

About The Blades:

Praise the sun! A prospective light come to seek admittance to the blades! Worry not friend, you are in good company here. We blades are a welcoming bunch; don’t let the steel blind you to that. The fact you are here tells me that you have the spark of life. By the light of Solar, and Elzerith’s grace we welcome you! Come. We have much to discuss.

As I am sure you are aware, The Blades of Sol is a militant and religious organization. Our sole purpose on this earth is to protect life, and to eradicate those forces that would seek to destroy it. These ‘undead’ abominations that prowl the darkest corners of this world are our greatest enemies, and we gladly meet their corrupted forms with gleaming steel and unwavering faith. To that end, we are bolstering our ranks and preparing for the day we cross the sea, and retake our home from the wretches that drove us out. Our faith will be the walls. Our masses will be the hammer. The light’s way forward is through.

Creation: 

The following is a journal entry written by Elzerith of the events that brought about The Blades of Sol

The path was now present, all that need now is to follow.

After a quite enjoyable Solarustice , this one finds themself once again within the confines of another tavern. Another gathering of those wishing for hope to grasp onto. The turn of the tides, the incandescence of Solar shall pour warmth down upon us with ever increasing fervour. But that seems to not be enough for the people. 

We stand amongst each other, longing for a return; A return to what once was, whether it be a home lost, loved ones returned, or a land unmarred by war – the longing does not stop. But what damage is done cannot be undone, and the longing and anguish shall not cease until the gaping wound is medicated and healed, sealed over and filled with the lifeblood that repairs all. From pain there shall be recovery; from recovery, there shall be progress. Progress of healing, and progress to rebuild a better future. 

This one finds themself standing amidst a motley crew. Some have been following for protection of this one, a protection that has not been needed – but was nevertheless appreciated. Some have gathered looking for hope, a light from once there was none. Some follow looking for profits; deeds that can be done for coin which fuels the empty lives which one could hope wealth fills the void of. This one sees themself as no leader, but this one knows that a path is not always chosen by one’s self.

As the tavern atmosphere died down from the ending celebrations of Solarustice, a gruffled complaint was shouted out,

“What are we celebrating? The longest night has come and gone once again, but we’re still nowhere near somewhere good. We’re still a hopeless lot, sitting on land taken from bloodshed, being besieged by mordok, twiddling our thumbs until the undead find their way across the seas and kick us off our continent again.”

The tavern went silent as the thoughtless reverie that consumed the day turned into a sense of wastefulness, a celebration that might as well have been sticking one’s head in the dirt for a day to give the feeling that all was right in the world.

“You’re wrong!” A syndar man said, standing up so quickly that his chair toppled to the floor, much to the bemusement of the tavernkeep. “We have more light with us than we’ve ever had! The Sun and Moon’s chosen had been together for a Solarustice celebration, and we already have a group banded together. We only need to take the steps. Isn’t that right, Elzerith?”

This one had found themself caught off in that moment. Going from mild regret of days passing to suddenly being called out in such a direct manner. This one did not know how to respond, one could only stare while at a loss for words.

“We stand here willing to walk with Solar’s chosen,” Voltaire, one of the armored protectors of Elzerith,  stepped forward while addressing the room “Ghent and I have already sworn our loyalty. We see no better leader, nor any brighter light in the land.”
Ghent, another cleric who followed Elzerith,  rose from his chair to join “Alone we are but embers of a great flame, but together we shall be the light that brings about the banishment of all darkness.”

Becca, a human woman who had been tavern hopping with Elzerith for some time, raised the question that this one shall never forget;

“So, Chosen of Sol, are you going to do it? Are you going to unite everyone under a banner to vanquish the darkness?” 

This one hesitated, unsure if this would be a surmountable challenge. It seemed like a mountain of a task, a nigh impossible challenge of which one might quickly buckle under the pressure. A familiar feeling was the only thing that halted the worry – a warming sensation with the memory of a single word: “Rise.”

“This one shall be the beacon, but a light alone shall not vanquish the darkness. There is much corruption, and many enemies.” Elzerith spoke with renewed confidence. “This one will need many blades under the banner of Solar”

“Then The Blades of Sol shall be with you, Elzerith, Guiding Light of Solar.” Ghent said, drawing his blade.

“And for Solar, I give my life and light!” Voltaire added, drawing his sword to match.

One by one the room filled with standing followers, now pledging themselves to the holy cause. Banding behind Elzerith, The Guiding Light, they began preparations. The dawn after Solarustice bringing the greatest beacon of light and hope the small tavern in Maerdrun had seen.

A path was now present, all that need now is to follow.

Structure:

Leader: Elzerith

Elzerith leads the faction under the guidance of three counselors. One of politics (Diplomatic Liaison Becca), one of war (High Martial Voltaire), and one of economics (Siniscalcus Bero Smith).

Elzerith’s decisions generally are final. He can be overruled when all three counselors object to a decision.

Ghent is the leader of the Solarian High Guard. The Solarian High Guard are responsible for Elzerith’s safe keeping and operate as Elzeriths primary personal protection.

 

Faction rules: 

Edicts:

  1. Life is to be lived to the fullest, so sayeth Sol
  2. Fulfilment through sacrifice is Sol’s wish for the Blades
  3. The life of the faithful saves 1000 lives
  4. All of those touched by the light of Sol are equal in His eyes
  5. Those who stand opposed to life shall be cleansed by the light

Laws:

  1. Murder or banditry is punishable by death
  2. Thou shalt not corrupt that which Sol has given
  3. Treat others as Sol would treat you

History: 

While the history of the Blades of Sol is short, the path is still being walked.

269:

The Blades of Sol were founded by Elzerith, The Golden Syndar.

New Vandregon sent The 3rd Vandregon to provide us protection while we established our affiliation. In thanks for their support and friendship we gave them a ceremonial sword.

270:

Our small settlement just north of the hackles was threatened by bandits after The 3rd Vandregon left. After asking for aid, The Order answered. Before The Order could arrive, bandits attacked and overran our settlement. As the sun began to set beyond the horizon and the bandits were plundering, The Vanguard and 2nd Cohort of The Order arrived and forced the bandits away, then proceeded to provide aid to what was left of our settlement.

The Phoenix after hearing of our disaster reached out and put The Blades of Sol in contact with Prince Aylin of New Aldoria. With their help The Blades negotiated to move to Baile Onor as a tenant of New Aldoria. The United Collective for an Unbroken Mardrun were kind enough to aid in the logistics of moving from North of The Hackles to Baile Onor.

After establishing themselves in Baile Onor and growing during the move, The Blades influence grew to be the size of a Faction.

 In return for The Order’s aid, The Blades promised to aid in The Order’s expedition into what was believed to be the center of The Dirge to collect the Hellenstone that The Order had spent months of research and divinations locating. The Blade provided aid as well as hired some of The Broken Blade to join them north of The Shield. It was a narrow thing, but the Hellenstone was collected and all of The Blades marched back home of their own power. Unfortunately, this could not be said of all who went, nor of all of The Broken Blade.

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August 265

==STORY INFO==

As the whole of Mardrun focuses on the trial being conducted at Starkhaven, there is another area offocus that has been generating more support recently. Marquess Madeline d’Argent has gathered thefunding and enough supporters to do apreliminary expedition into the Dirge Swamp. While she seemsto have the backing of Baron Montesque de la Aleine, rumors say that further Council support falls shortafter that. Some of the ulven Clans seem poised to assist if there is proof of this beingworthwhile buthave yet to fully commit. Some have claimed that Madeline’s push for this expedition in the summerheat is foolish and suicidal while others believe it is a way to refocus the people of Mardrun towards acommon enemy.Before public favor fora large scale swamp expedition begins to wane, the Marquess has put a call outto adventurers, mercenaries, and warriors to go into the swamp in an attempt to establish an area thatcould be used as a camp in the future. At this same time, allies to the north will begin a small scalemilitary campaign against the mordok and attempt to create a diversion. This should, in theory, allow asmaller expedition the chance to slip through as the mordok focus on the battles taking place. Theexpedition contract promises a good reward for being a part of the expedition and a hefty bonus shouldit be successful and there is a reward for supporting the military diversion to the north as well.The goal of the expedition will be to go north and find the old failed settlement of Pack Blackwing. ThisPack of ulven took on the challenge of trying to tame the swamp, went north to establish a settlement,and then either died or disappeared. Several years ago, an expedition in search of the syndar journalsfound one of their own villages and was driven off as the area was filled with corruption. This expeditionwill be tasked with finding it, clearing it of corruption, verifying if it can be used as a forward base campin the future, and searching for clues as to what happened to Pack Blackwing. The Marquess feels thatknowing their struggles will help them avoid or overcome them should a larger expedition take place.Whether it be coin to line personal coffers, honor with striking back at the mordok and the swamp, orquenching athirst of knowledge and discovery… the reward for this expedition is good enough to enticepeople of many origins, despite the level of danger involved.

==AFTER EVENT SUMMARY==

As the Newhope troops and their adventurer companions pressed deep into theSwamp, the land itselfseemed to protest their presence. Rain and mud slowed the caravan to a crawl as the ever-presentshadow of the Mordok could be felt all around. Emboldened by their purpose, however, the groupcontinued until they found the remains ofan Ulven settlement, confirmed to have once been theBlackwing Outpost of history some decades ago. The air itself was laced with remnants of corruption,sickening those who entered the outpost. It was through a combined effort of the clerics and mages inthe group that they were able to cleanse the stain upon the land as warriors fended off groups ofMordok hoping to disrupt their rituals. After a well-earned rest inside the newly cleansed outpost, thegroup departed once more to return to the south, hoping to return to Newhope with their findings. TheMordok in the area pursued the group, fighting tooth and nail to purge the intruders. While there werea number of casualties in the retreat, the majority of the group managed to escape to safety withknowledge of a possible foothold for future expeditions.

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November 269

The land begins to feel the cold fingers winter caress it, and the people hurry to finish stocking their grain stores. 

 

In the lands of some of the Ulven Clans there are whispers and rumors spreading among the people. The rumor goes that an Ulven is walking around and preaching a new rhetoric surrounding the Ulven afterlife. He spreads stories of death and seeing into the Maw of The Greatwolf. He tells of his initial fear and shock, but then an acceptance. Details seem to get fuzzy from there, but the end of his message seems to be that fear of being swallowed has been used as a way to control the Ulven people for many many generations. He seems to preach personal freedoms and acceptance of the gift of the Great Wolf when we die, regardless of which path it may be. Though many people call him crazy and a heretic, there are a small number who seem to be speaking well of this strange new speaker.

 

In the City State of Newhope the mass murderer strikes again, this time leaving a small family outside of Silver’s Crossing dead and disfigured. Authorities are working hard day and night to try and locate any clues to who this malicious individual is. Alas, the only clue found were the words painted on the inside of the door, “Such easy prey, their screams were so filled with life.” Many rural citizens of the Citystate are beginning to question just how much effort is being put  into catching this monster. However, the local nobility of the areas of where the attacks have occurred have oddly remained silent, only strengthening those concerns that are now on the lips of commoners. 

 

Members of Clan Shattered Spear whisper tales around hunting camps of a massive stag that roams the woodlands. It is said to stand as high as a fully grown man at the shoulder, its antlers heavy and bowed with as many as thirty points upon the both of them. One hunter tells a tale that the creature shook the very land beneath his feet as it ran, leaving small craters in the ground where it landed. Oddly enough though, nobody was able to slay this massive stag in order to prove the tale.

 

Clan Stormjarl is taking up an ancient tradition of hunting whales off the coast in these cold months. Many fisherfolk gathered up harpoons, rope, and warm clothes as they traveled into the deeper parts of the sea. While they were away scoring the grey watery wastes, those back on the shores waited anxiously for them to return. When they did return a week later, they were towing three massive behemoths between the ships. Even the newly joined packs from the Stormborn settlement joined in with this tradition, and with the help of the local packs, were able to haul in three medium sized whales and multiple large deep sea fish as well for the upcoming winter. Needless to say, many fisherfolk earned their salt and showed their skill to the clan those days, and even some of the newer packs felt a bit more welcomed than before.

 

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Stormjarl Einherjar

Backstory

A group comprised of members of Clan Stormjarl who have come together to help serve their clan. Formed originally following Jarl Fritha the Honored in her initiative to raid Clan Grimward to begin a campaign to both revenge the honor of Clan Stormjarl and take back the people claimed as Honorbound servants the group has since assisted in many of the more notable affairs of their clan, such as brokering a tense peace with Clan Grimward and seeing their people returned to them. Also coming to the aid of their former foe Clan Squallborn and fighting to keep them unified as the clan made the decision to join with Stormjarl. 

Setting up a fledgling settlement on the coast of the Stormborn Coast hoping to continue their journey as agents of Stormjarl the group hosts members from various backgrounds, from natural born Stormjarl, Ulven from other clans and packs who have come to call Stormjarl their home, A former Lorespeaker apprentice, and even a human. The members of the group follow their own agendas and plans but come together when the need arises.

Members

Afkhar Stormjarl (Winter Edwardson) (Retired)

Amya Stormjarl (Leah Maas)

Arland Stormjarl (Brian Maas)

Bryech the Untouchable (Jarl) (Cole Potter)

Cenarae (Brittni Smith)

Fritha Stormjarl (The Honored) (Jarl) (Mischelle Maas-Jopp)

Idunn Nightriver (Khayla Peckham)

Lilith Stormjarl (Bethany Peckham)

Mornag (Mike Block)(Retired)

Thrand Stormjarl(The Tempered) (Hersir) (Ryan Maas-Jopp)

Toralf Giermundson (The Unyielding)(Michael Hannes)

Valla Stormjarl (Trinity Peckham)

Ylva Giermundson(Lifemender) (Rachel Hannes)

Organization

Heraldry:

A blue field with a wolf’s head

In Game:

Settlement Leader -Jarl Bryech The Untouchable

Political Lead- Jarl Fritha the Honored

Longship Captain – Hersir Thrand The Tempered

Officially the Einherjar have no internal rank structure. Noted above are members who fill a particular role or put effort into specific areas within the story of the organization. Titles and Nobility within general Ulven culture are observed and respected, several members either already have or are working towards titles as noted in the membership section.

For more info on titles relevant to the Ulven People and the Einherjar see the link below and scroll to Ulven Based Titles.

(http://lasthope.kitsufox.com/wiki/titles-of-prestige-and-peerage/)

Out of Game:

Org Leader – Cole Potter

Making an Einherjar

If you’re interested in making an Einherjar PC here are a few considerations that may help you with making your story more detailed or to help you think about if you actually want to join or not.

If you are creating a character to join the Org from the get go we ask that you send in your bio to an already established member or the Org Leader so that we can make sure your backstory fits with both the theme of the group as well as the actual history of the group in game.

Things to Consider – In Game:

  • The 5 W’s (Who, What, Where, When, Why)
  • Who is your character, who brought the group to your character’s attention, What motivated your Character to join, where is your character from, where were they exposed to the Einherjar, When did you meet them, When did you decide to join, Why did you join? The answers to these questions can help make your story more detailed and give you a strong foundation starting off in our Organization.
  • Is your character a born member of Clan Stormjarl or did they join later in life?
  • Motivations as a character and as a member of Clan Stormjarl
  • Goals as a PC
  • Include in your backstory connections outside of the org, like family, friends, or any other relationships that can give your character more detail and usable tools for roleplay.

Things to Consider – Out of Game

  • What Class do you wish to play?
  • What role do you want to take within the group? (Frontline fighter, Non- combatant, Support, Tradesperson)
  • Why do you want to join the Organization?
  • Do you fit the theme of the group?
  • Does the theme of the group fit you?

Pre-existing PCs

If you already have a PC and are looking to join an Org the main thing to consider are as follows as you will have most likely already begun to build your relationship with the Einherjar in game.

  • Why does your character want to join?
  • What are your goals or motivations for joining?

Joining the Einherjar

If you’re looking to join the Einherjar please approach any member of the group from there discussion can be had to see if our Org is right for you and if you’re right for the Org. Once you officially request to join we will hold a vote to see if the org feels both of those criteria are met. We encourage you to work with our members and the Org Leader on any story details so that your PC has a cohesive story and strong foundation within the group.

Playing an Einherjar

At their core Einherjar are members of Clan Stormjarl and as such should follow the themes and culture of the NPC entity that is Clan Stormjarl. This doesn’t mean your character isn’t allowed to be an individual just that we have a baseline established within the game and seek to build from there. Info on Clan Stormjarl can be found here (http://lasthope.kitsufox.com/wiki/clan-stormjarl/)

Members of the Einherjar while a part of the group are allowed to pursue personal goals and adventure. The only minimum requirement is that you remain an active member of the Org (real life situation permitting). Players do need to be aware though that their actions have consequences not only for themselves but also for the Org. Many struggles have befallen an Organization in Last Hope due to the actions of a single member. This works both ways as the actions of the group can have consequences for your PC.

Overall our focus is to enhance our experience as players of Last Hope LARP by creating an immersive collaborative story that we can all take part in and enjoy. We do this through Org Projects and growth, collaborative story based events based on our actions both in game and in resources, and lastly by playing the game during the monthly events where our stories interact with the main story of the game.

We thank you for your interest in the Einherjar of Clan Stormjarl. Even if you aren’t interested in joining and are just learning about one of the many groups within the game. We are glad you are here and look forward to enjoying everything Last Hope has to offer together. Skal!