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Lygari

Played by: Tim Cochrane
Name: Lygari
Gender: Male
Age: Unknown – claims anywhere between 54 and 88
Race: Ulven
Hair: GrayWhite
Eye: Green
Occupation: Ulven Lore-Speaker
Known Skills: Lore
Birthplace: Unknown – accent points to Southern Mardrun
Appearance: An obviously old Ulven, stooped with age. Normally wears a bright blue cloak and typical, if somewhat drab, clothing.
Notable Traits: Missing his right eye, walks with a noticeable limp, right arm is permanently affixed to a sling, elaborate facial tattoos, white beard and mustache, tends to think for a moment before speaking.
Bio:
Ask Lygari about his past, and you’ll hear a different story each time. This old Ulven has been wandering Madrun for the majority of his life, collecting the stories and songs of his people and preserving the names of great heroes. He considers it his duty to act as chronicler to the Ulven people, preserving the stories of the great heroes of his people, almost to the point of fanaticism beyond that of a normal Lore-Speaker.

The only consistent story told by Lygari comes at the end of each night a village or pack hosts him, when all the other stories are exhausted. Pointing to the eye patch which covers his right eye, he tells the story of his first patrol around his childhood village at the age of 17 . . . or 14 . . . or 22. Though the name of the village and its location may change every time, the story advances along the same lines. The patrol members spotted a lone Mordok, poorly-concealed in what was clearly meant to be an ambush. Quietly laughing at the creature’s ineptitude, Lygari ran straight towards it, eager for his first opportunity to prove himself.

The tripwire caught him around the ankle, and the thrown knife caught him in the eye. He lost consciousness immediately, and the Mordok fled, melting away in the forest faster than the other patrol members could follow. His companions carried him back to the village and called for a healer, who managed to remove the knife but noticed a sickly substance on the blade – poison. They had no means to heal the poison, and the nearest Daughter of Gaia was three days’ travel away; he languished in unconsciousness while she was fetched.

On the seventh day, just as the Daughter arrived, he awoke. At this point, the story diverges once again. Sometimes, he claims that he was told by the Daughter of Gaia that he had been given a greater purpose in his life, to sing the deeds of others. Other times, he claims to have met the Great Wolf, who told him that the only way his name would be remembered would be if he sung the tales of a thousand brave heroes of the Ulven people. If every story he has told is to believed, in that week of unconsciousness, he met every single Ulven legend and was charged by them to collect these stories.

Seeing this as a sign, he immediately sought out a senior Lore-Speaker, in order to apprentice himself. It was three (or four, or eight, or nine, depending on how much he’s had to drink and when he’s telling the story) years before he was finally accepted into the Brotherhood of the Lore-Speakers, forever giving up his name. He chose the Old Ulven “Lygari” for a name, partially out of mischief at his own efforts to blur his own past and partially for his tendency to change stories in the telling. As he himself says, “The art of telling a story is exaggeration.”

While he is clearly somewhat odd amongst the Lore-Speakers, he has proven to know the history of these people as well as any other Ulven historian, and can recite the ‘correct’ versions of stories if pressed. Despite this, he finds the presence of the Colonists irksome; they have little respect for the older storytelling traditions of the Ulven outside of a few scattered scholars, they challenge the integrity and continuity of Ulven culture, and separate his people from the spirit of the Great Wolf, bringing them to empty causes. At best, he’s a somewhat gruff, distrustful storyteller to non-Ulven. At worst, he chooses stories that make the colonists look foolish, adding vain Syndar and impractical humans to any story he feels can hold it.

The symbol of this problem is the civil war with the Graytide. This is something he is certain that they learned from the colonists. However, he is torn between the stances of the warring factions; the Graytide’s position of expelling the colonists appeals to his distrust of this new culture, but the Longfangs have always steered themselves well, and at what cost must they be expelled?

Still, he is getting old. It’s been a great number of years since he gave up his name, and he can feel the jaws of the Great Wolf growing closer. One of his arms is forever bound in a sling, and he walks with enough of a limp to need protection. Despite the Lore-Speaker’s pledge to always move on when a story is known, he thinks he’s found the story that will find him his eventual death. The time has come for him to train an apprentice, as well, so that the lore of the Ulven people continues unbroken.

It’s hard to tell what’s truth and what’s a lie, especially when it comes from an Ulven whose willingly called himself a liar. On the other hand, many villages are willing to overlook this in favor of his knowledge of the great heroes and legends of old. If a hero needs to be remembered, Lygari will be there.

Relationships: Taught Ysla Stormhand a number of stories in her youth. Currently under the hospitality of the Watchwolves in northern Mardrun. Claims to know every important figure of the Ulven people.

Fully-sworn member of the Brotherhood of the Lore-Speakers

Rumors: Despite how Lore-Speakers are charged to wander Mardrun seeking out stories, he has not yet been to the territory of the Northern Watchwolves.

He is currently seeking an apprentice to take on his duties as a Lore-Speaker.

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Brotherhood of the Lore-Speakers

Introduction:
There is no doubt that Ulven society is highly superstitious, paying homage to the Great Wolf and Mother Gaia in their day-to-day activities. Of the two, it would seem to an outsider that Gaia is the most strongly venerated; the priestesses (for they are always female, with rare exceptions) of the Ulven people are her Daughters, as well as the most apparent members of the religion. This comes from the nature of these gods; while the Mother Goddess guides her children, the Great Wolf is not called upon except in battle, and he is rarely venerated in the same ways as Gaia.

A priesthood of sorts exists as counterparts to the Daughters of Gaia, only their knowledge is far different. While the Daughters of Gaia have a deep connection with the land and nature, the Lore-Speakers have that connection with the history and stories of the Ulven people. While the Daughters guide, the Lore-Speakers challenge. Where the Daughters of Gaia shepherd those in this life, the Lore-Speakers make certain that none that have died are forgotten.

These figures wander from clan to clan and family to family, collecting stories to tell, songs to sing, and names to remember. Their sole duty is the preservation of this knowledge, whether through endless recitation to all who wish to hear, teaching it to other Ulven, or simply writing it down. At all times, however, the Great Wolf must hear these words that they preserve, so that those who fell might achieve safe passage through the forests of the next life.

To be considered as a potential Lore-Speaker, an Ulven must commit to never staying in one place for longer than it takes to learn the story of that place. While this has sometimes led to stationary Lore-Speakers, more often than not it leads to endless wandering. As part of this vow, no clan may ever turn away a Lore-Speaker, for they have given up everything for the Ulven people. Should one be turned away or forced out for no other reason than his vocation, it would be a sign that a pack had resigned its connection to the Ulven people. Thus far, no pack has done so.

While a pack cannot turn away a Lore-Speaker, they are not required to provide for them; all must possess a useful skill or trade to assist those who are around. Most have a trade; some survive solely through the telling of stories and singing of songs for their food and slumber.

A prospective Lore-Speaker must apprentice with a fully-accepted member of the Brotherhood before he is allowed into their ranks. During this time, they learn stories, help attend to their master’s needs, and learn the necessary skills of the Brotherhood. It is common for Lore-Speakers to teach their apprentices with humiliation, mockery, and practical jokes, that they may grow used to being outcasts in a community. It should be noted that they will also defend their apprentices to the death – many a legendary Ulven saga is purported to be recorded by an entire line of Lore-Speakers, each of them passing the story down to their apprentice when they were cut down in battle.

The most important rite of the Lore-Speaker is their final rite, which forever brands them as committed to this strange order; they must give up their name and deeds, letting it die as a secret within their heart. A Lore-Speaker renounces clan and pack, name and family, so that they may tell the story of the Ulven people without bias. While most Lore-Speakers take assumed names, this is not their true name, and so upon meeting the Great Wolf, they are all doomed, for he will not recognize the name of the Ulven standing before him and will devour them. One tradition states that Lore-speakers become a part of the Forest of the Great Wolf, but so far, no one has come back from the dead to confirm this.

The chosen name of a Lore-Speaker usually reflects some characteristic of themselves. Apprentices often take on the name of their master when they die, for they see themselves as the continuance of a grand tradition. A few Clans have their own traditions associated with the Lore-Speakers of the region – Stormjarl traditionally gives the speakers a sea-blue garment when they have passed through the region, and the Grimwards require that a Lore-Speaker spend their first night in the territory speaking the names of all those who died to a stand of trees.

While this position seems to be high status, most Lore-Speakers are tolerated for their skills, rather than the service they provide. It is unwise to draw too much attention from the Great Wolf excepting when your deeds are glorious, and so they are occasionally seen as bearers of ill omen. This is even more so in recent years; with the colonists arriving on Mardrun, news is more often ill than good. More often than not, a Lore-Speaker is hosted for anywhere from a few days to a week before they wander on.

An important role of a Lore-Speaker is the recitation of the deeds of the greatest of warriors. If an event is seen as significant to the Ulven people, then a Lore-Speaker is required to come after news of it spreads and compose a work to commemorate it.

It is not forbidden for Lore-Speakers to take mates, but it is uncommon due to their migratory nature and the secrets that must be kept from their mates. Some packs even reverse the normal courtship rituals for Lore-Speakers, while others believe it is the worst fate a child could have and outlaw it completely. It is nearly unheard of for a Lore-Speaker’s son to follow in their footsteps.

Every eleven years, the Lore-Speakers are rumored to converge on a secret location to share stories, spread the word of the Ulven people, and ensure that the knowledge of the Ulven is being preserved. This site is carefully hidden and well-defended, to prevent Mordok from stumbling on it. Were it to be found and the Brotherhood killed, it would destroy thousands of years of Ulven history and knowledge.

Known Lore-Speakers:
Lygari


Lore and Stories:

This is a story told only on the longest night of the year, when the moon is full and the Great Wolf hunts the lands of Mardrun.

The Night of the Longest Shadows

Listen, children of Gaia, wardens of the Great Wolf, for the story that I speak is an old one, never to be forgotten among all the clans. Every year it is told, and every year it is shaped by the brave warriors who have passed into The Journey.

When the spears of the Great Wolf perch upon the eaves and the sun dies, the story must be told, for on that long night, the distance between worlds is shorter. Our forests are linked with all forests, and so it is said that those who still wander their Journey may pass through on this night. Even still, the Great Wolf may find you on this night, as he roams this unfamiliar land and seeks out those who would evade him for fear he does not know their name.

We do not leave the homes at this time, for if we did, the Great Wolf might find us and devour us before we have passed into the next life, for if you cannot tell him how you were sent into the next life, he will assume you a coward and devour you, no matter the strength of your deeds. The doors are barred, the windows shuttered, and the whole of our homes lit so that we might wait out the night.

How, then, may we pass the time? Many great deeds have taken this year since the Great Wolf wandered our forests, and so we must let him hear these tales, that he might listen at our barred doors and learn of those who have passed into their Journey. This tale shall open the night, for it is the story of this night that is passed from knowing man to knowing man for generations.

In the time when our ancestors were still young and our families still scattered, before we had the knowledge of words and the understanding of life, we did not understand the importance of this night. Our warriors were buried beneath the earth, choking and trapped from the Journey, and we did not live properly, trapped as we were in this world.

A great chief arose. Fast was his blade, sharp was his mind, and brave was his heart. He had walked the path of the warrior for his life, and when he took for him a mate, he was confident that his legacy would be eternal. His mate laughed quietly even as she bore him sons and daughters, for he was prideful and believed himself to be the Chosen of the Great Wolf.

In those ages, this night was not understood, and many great warriors died before their time, never to find the paths to the next life. This great chief was not afraid of the night, and spoke that he would find the beast who stole brave warriors on their path. He placed upon himself a coat of plates, hung his blade at his side, and placed his shield on his back, girded to set out and find this foe.

As he wandered the roads, he came upon a warrior, wary and with blade drawn against the night sky. Drawing his blade, he cried out a challenge, seeing him to be an honorable warrior. They met in furious combat, and it was not long before the strange warrior lay bleeding on the ground. The chief read the patterns on the warrior’s shield and found them to be those of a warrior he remembered from a battle not long ago. This warrior had been slain by his hand. He knew then of the sorcery of this time, and grew wary.

It is here that I will end the first part of this tale, for we also wander the night. Let us eat, regain our strength, and think of those we must remember from this past year. Like the chief, we know there is something strange afoot, but we are not yet wise to its nature. We may yet behave incautiously, for the night has not truly fallen.

– – – – – – –

My brothers and sisters, sons and daughters, friends and companions – let us return to this tale. We have eaten well, and drunk better. We have thought of this night as it falls, drawn deeper and deeper into the darkness that no being might know, so that we might know the truth of our people. Let us rejoin the chief, so that we, too, might wander the paths which cross our world.

He wandered as the night grew longer, traversing paths and crossroads, making no effort to hide his trail, for he feared no one and believed himself to be the equal of any foe. When at last the peak of night came, he found himself at a crossroads. He stood in the center, bellowing a challenge to the night, a wild howl.

A howl answers him, greater and louder than any he has ever heard. A dark shape emerges from the forests to the edge of the crossroads. It is the Great Wolf, sleek of body, proud of purpose. He is the father of our people, the one who knows all, who walks our forests, who brings us prey, and who grants us the spirit of the Warrior. As Gaia is mother to us, kind and merciful, so he is stern and strengthening, for without his guidance.

At this time, the Great Wolf was known, but had never spoken with his people. We knew him to be the father, but we did not know how he guided us. The Chief, proud as he was, believed himself to have been chosen by the Great Wolf and so spoke to him. He spoke thusly, “Great Wolf, I am a great chief. Grand are my deeds, and great are the challenges I have faced. I stand before you on this night a loyal son, seeking to find the beast which hunts my people on this night.”

The Great Wolf replied to him, his words seared in his mind. “What is your name, Chief? And who sent you out in this night?”

The Chief spoke of his great deeds, telling the Great Wolf all that he knew, but since he was not yet dead, the magic of that night forbade him from speaking his name to the Great Wolf. He talked of his deeds for a long while, that the Great Wolf might know who he was by reputation alone. At the end of each deed, the Great Wolf asked him again his name, and again the Chief found himself unable to speak it.

At last, the Great Wolf grew impatient with this Chief’s deeds, asking him, “My son, why do you defy me? I wish to know one thing, that I might tell if I recognize you, but you tell me nothing but stories. I shall devour you if you cannot tell me your name, for only a coward refuses the use of his name.”

It is here that again the story must pause, for our next tale may only occur at the close of the night, when all are tired and the new day might come. Much like the Chief, we must now speak the deeds of our great companions, that they may know the stories and tales. If these deeds are false, we may judge them only on their craft as storytellers, but if they are true, the Great Wolf’s ears will ring with their names. I urge caution, however! Utter not the names of the dead, lest the Great Wolf think they hide in this home!

– – – – –

Let us return to the story, for the night has drawn to a close. The dawn threatens, and so the sun is reborn. Our chief is in peril, as are all who may have left this night. The danger will soon pass, however, as we are nearing the end of this tale.

The Chief, for the first time in his life, felt fear. He knew of the Great Wolf, but he did not know that He was the beast who terrorized his people, killing them on this long night. With all his mighty deeds, he found himself unable to tell the Great Wolf his name, and so he knew he was cursed to die there, forgotten and nameless. At this thought, he drew his sword, slung his shield onto his arm, and howled. The Great Wolf charged.

The moment the two met, there was a sharp cry. His mate, the Daughter of Gaia, spoke for him. She said, “Great Wolf, you know not what you do, for this warrior yet lives. Gaia has told me of your hunt, and it is misplaced here. His name is forgotten, for the knowledge he brings will stand the test of time, and he was sent by my hand, for is it not the mother who sends the child into the world, the wife who brings her husband from the battlefield?”

The Great Wolf paused in his assault, for though the Chief was strong, he would surely die beneath his claws. He turned to the Chief and spoke to him. He spoke thus, “Great Chief, your mate speaks truth. Foolishness removes the greatest of deeds, and even your name will be forgotten for this foolishness. Know this; that on this night, I hunt your lands and follow those who believe themselves able to sneak out to the lands of the living once again. Leave not your homes, but remember those who died, that I might guide those who have wandered here mistakenly back to the true path of their Journey.”

With those words, the Great Wolf howled, and the sun rose again. As the dawn began, the Chief remembered his name and was ashamed. His mate, the wisest of women, returned home with him again, and they told their people of this story. The truth of it was recognized, and though the names of those two are forgotten, their deed lives on, and it is certain they passed by the Great Wolf together on their journey.

So too has this night finished. I am just the storyteller, who has given up his true name that he might tell these tales to the rest of his people without endangering himself. Here, in the last hour, I may tell a single brave warrior a single truth. Bring forth your candidate!

(A candidate is brought forth and told a single important truth)

The truth is revealed! Warrior, keep it secret until you know the time is right, for this knowledge is not for those who fear the Great Wolf’s teeth.

The night is closed. Let us greet the sun when it rises tomorrow, and send the final remains of our vanquished warriors to the sky. Finally, speak the names of all those who have died, that we might hear their names once again!

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Belthazar

Played by: Jacob Beardsley /xbelthazarx@gmail.com
Name: Belthazar Nightriver
Gender: Male
Age: 18
Race: Ulven
Hair: Brown
Eyes: Purple
Character Website:
Occupation: warrior/drifter
Known Skills: Toughness and two handed weapons
Birthplace: a small village on the on the eastern side of the Hacklefur Mountains
Appearance: What do you look like?
Notable Traits:
Relationships:
Rumors: If they gossip about you, what do they say?

Bio:

Belthazar lived most of his life under the watchful eye of his father. His village is located on the eastern side of the The Great Wolf’s Hackles about a days journey from Daven’s Reach. His mother died in child birth. With no memory of her Belthazar’s only known family is his father.

Even at an early age in life Belthazar was a handful. If he wasn’t pranking innocent villagers, he was in other trouble. Fed up with the lack of discipline, Beltharzar’s father started teaching him the ways of combat. This managed to calm the rowdy Belthazar.

His father became a leader of a hunting pack while Belthazar was about 16. Since then Belthazar was a well respected member of the village. Although Belthazar wasn’t the greatest hunter, he joined his father occasionally on small hunts.

At the age of 18 Belthazar started working as a blacksmith, he wasn’t bad at it either. Even though it wasn’t hunting his father was happy to see his son grow up and find a useful skill, but the peaceful life of Belthazar’s would not last long.

One day his father went out with his hunting party and wasn’t heard from for quite some time. Belthazar knew something was wrong but no one else seemed to notice. After a week or so passed by there was still no news what happened to his father. By this time he was getting worried and feared for his father’s life.

A couple more days passed and still nothing, but out of nowhere the familiar look of his father’s armor came into view, except it wasn’t his father wearing it. A band of Mordok had ambushed Belthazar’s father and came back to the village wearing the hunting parties armor. The Mordok wasted no time slaughtering members of the village indiscriminately, suddenly the bands leader appeared around a corner and was now face to face with Belthazar. Outraged at the sight of the Mordok murderer wearing his father’s armor and wielding the sword that Belthazar forged as a gift to his father, blindly rushed the attacker. Belthazar managed to catch the leader off guard. As the attacker fell to the ground Belthazar grabbed the sword and with a growling cry he drove the blade deep into the Mordok’s head.

The battle didn’t last very long, but after it was all said and done Belthazar just couldn’t bear living in the village that reminds him so much of his father. So after the fires were out and the dead burned, Belthazar travels to Daven’s Reach to start a new life.

In Daven’s Reach Belthazar ran into a nervous human merchant named Helgen, she happened to come across Belthazar just out side of Daven’s Reach. After a long day of traveling he must have looked worn out and run down because she took him in and offered him a job.

She was not very big and not very good at combat so she offered Belthazar a job as her body guard and friend. Since then he has traveled with her and protected her where ever her work leads

RETIREMENT STORY – EPILOGUE OF A TIRED SOUL

After being recruited by William and the New army of Vandregon during the fateful battle to destroy the Lich, Belthazar Nightriver cast off his clan’s name and became known as Belthazar of Vandregon. From that moment he dedicated his life to serving and living up to the ideals of William and Rogar Shadowfang. Belthazar served ad fought in many battles alongside
his fellow soldiers, but his rebellious nature started to get the better of him.
Belthazar had difficulty following the rules. Before joining the Vandregon he had been living free and doing as he pleased whether it was honorable or not. Often, he would hold up caravans for their alcohol and proceed to drink it all that same day. Now being forced to abide by rules and regulations didn’t go over so well at times. Balthazar would get into fights and or
destroy property. This usually belonged to which ever tavern was closest to wherever Belthazar’s company was posted.
Belthazar was soon in debt to the army, who had been paying for his escapades. To pay off his debt Beltazar was forced into an apprenticeship of a black smith. Belthazar took to this trade and began to really enjoy it. He started making friends outside of the army and started taking his own commissions. Unfortunately, come pay day he would often forget to pay his
debt and would go to the taverns instead.
Belthazar made his name in what was known as Daven’s Reach at the time. Often making tools and goods for the town’s folk as well as weapons for the army. When not in a tavern or at the forge Belthazar would join in patrols and expeditions. During one of Balthazar’s tavern crawls he met a young looking male Syndar who treated him to a night of drinking. It turns out this Syndar owned one of the local taverns and had taken a fancy towards Belthazar. This cycle of repeat nights of free drinks and tall tales
soon led to the two courting.
This became the new normal for Belthazar, Respected blacksmith, Loyal soldier, Rebellious lover. Belthazar continued to be a smith and eventually paid off his debt to the army and promptly retired from his service. He still makes weapons and armor at a discount for the army.
When the fall of Daven’s Reach happened, he joined the Campaign to retake the city. He resettled in the now Daven’s Hold, continuing his trade alongside his lover. Belthazar finally found what he had been wanting. A Loving family, Friends who could fight, “almost,” as good as he could, and all the free booze an Ulven could drink.

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Lucia Coinin

Played by: Marie Maschmeier
Name: Lucia Coinin
Gender: Female
Age: 20
Race: Ulven
Hair: Red
Eyes: Vibrant royal blue
Occupation: Daughter of Gaia
Known Skills: Arcane Magic
Birthplace: Unknown
Appearance: Red hair
Notable Traits: Commonly wears tribal tattoos around her eyes
Bio:
Born under the light of the full moon, Lucia’s bright blue eyes and vibrant red hair have marked her as one of Luna’s Chosen all her life. Her mother, Brigh, is an infamous warrior, best known for defending her family, even while carrying Lucia in her belly. Some say Brigh’s fighting spirit caught the attention of Luna, who graced her daughter with a rare blessing. Her father, Cliste, is one of few existing Ulven merchants.
Due to the nature of her father’s profession, Lucia’s family was known to most as one of the Pack-less, constantly moving from place to place. However, the family recently joined the Silverhowl Pack and the Watchwolves of Luna. The Silverhowl’s position at the fore-front of Human, Syndar & Ulven relations on Mardrun made them an excellent choice for Cliste and his family. If he can accomplish his goal to establish trade & commerce between the 3 people, some say he will become a new breed of Ulven Hero. Cliste’s position has also afforded his family many luxuries, despite their Pack-less state. It is why the family most-often dresses much more regally than the other Ulven.
Lucia has always had an innate, and quite potent, magical ability. But due to her lack of a stable Pack, she was never formally trained. As a child, Lucia regularly tested these natural abilities. However, her attempts most-often backfired, causing trouble and almost always incurring her parents’ wrath. Since joining the Watchwolves of Luna, she has finally begun to train as a true Daughter of Gaia. Many say her great power and strong connection to Luna make her the most likely Heiress to the Priestess mantle of the Silverhowl pack.
At first glance, Lucia appears to be a normal Ulven magic user; quiet, observant, intelligent and most importantly, controlled. However, her true Ulven nature sits just below this placid surface. She can become a most ferocious creature and her temper is almost famous. In the most common stories told about her, she’s unusually quick to anger and seldom forgets those who she feels have insulted her.

Relationships:
Rumors:

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Yawn Longfang

Played by: Wiley Allard (rasp1445@yahoo you can find me on facebook)

Name: Yawn Longfang

Gender: Male

Age: 17

Race: Ulven

Hair: Brown

Eyes: Green

Occupation: Longfang Warrior

Known Skills: Shieldman. Has a preference for maces.

Birthplace: Longfang Village.

Appearance: Yawn stand five ten, two hundred and fifty pounds. Strong looking arms, thick skinned, and broad in the shoulders. His hair tends to be tussled, a bit of curl in from his mother side of the family. His complexion is usual reddish about the arms and face, long hours in the sun keeping watch. His dress is mostly simple, black with a splash of green, usual over his sword arm. Marking the sword arm in his family is said to bring luck in combat.

Notable Traits: Miniscule scar running from his left eye lid to just over the tear duct. Miniscule scar above the bridge of his nose. Thickened and slight discolored knuckles. Has not yet come into his fangs or eyes.

Bio: Yawn trails began differently then his peers. At the start, when the young choose there names and celebrate, Yawn was drinking in the long house, and smoking, when three of his peers started ribbing him for his “late blooming” his lack of the eyes and fangs. Yawn held his temper. As the night wore on they became so drunk as to forget Yawns presence, or perhaps drunk enough not to care and began questioning if an Ulven had in fact fathered Yawn. Yawn brawled with the three. It was short, violent and left the other three sprawled on the ground, and Yawn very bloodied himself. Realized his mistake in not having challenged one or all them Yawn sat, refilled his pipe and cup, and await the guard and punishment. When the guard reached him, something Yawn never expected happened. Harlok interceded with the guards on his behalf. The next day he appeared before the Priestess, and punishment was handed down. He was to begin his trails as the lowest of the low at the out post under Rill.

1st Event: Of Watcher and Wolves
Five days went by on his penance. Gathering herbs, water, wood, setting fires, checking traps, cooking, digging latrines, filling them in, setting the lamps. Everything and anything needed. Then all hell broke lose on the fifth night. One minute he settling the business of a new latrine, the next Gunther running for the Outpost blowing the horn and Mordok teeming from the swamp behind him. The fight was long and costly. But in the end Rill rallied her men, Yawn was to remain with Stanrick and Rill to guard the outpost. No reinforcements, they were to act as the early scouts should the Mordok try again they were to fight, sound the alarm and make with all speed for the Village. On the Sixth day Rill sent yawn out to confront a column of Humans and Syndar. Among them step Kragen Bloodriver, allies, come hunting a Shaman who fled into the black of the Dirge Swamp. The Outpost may yet hold.
That night Yawn and Stanrick set out to report to village of the goings on. They found the Mordok thick in the pines and fled to the outpost for the Bastards and the aid of Kragen. Not once by twice Yawn, Fenris, and Fredrick ventured in, first to stop the drums, the second time pull a downed man from the pines. Fredrick patched him up while the group and Magrat held the pine road. The pair set out again early in the morning, bringing the news to the Priestess and set back. Upon the return the learned a group that hand appeared along with the Bastards had tried to take the Outpost and been struck down by the Bastards and Kragen. And to top it off the Greytide had been stirring up trouble in Longfang Territory. Yawn and Stanrick had brought a wander in from the swamp, and he attacked the Green One. Magrat lay choking out the poison, Yawn and Stanrick set out armed to the teeth and gave chase after the Syndar they’d taken in with Rill only order being that he die only after he’d given answer for his attack in Longfang territories, against one under there protection. They never did catch the Syndar, but ran head long in to a pack of Mordok headed straight for the Village. As the fight raged on They realized the pack they’d run into was only the tip of the horde, and gave retreat fighting and falling back for the Village. The pair managed to reach the Village ahead of the main force (or main lump of bodies) losing nearly every bit of weaponry they’d carried (either broken, out of arrows, or in the case of the hewing spear stuck through a Mordoks skull too deep to retrieve with out being over run) save for maces and shields. After the village held it own, the pair struck out for the outpost. In there absence the Shaman had appeared, and made for the village. Had the Bastards lot not given chase the village would not of held. The Village held, the Outpost was kept. Andy Yawn found himself with a bit of respectablity despite his lack of eyes and fangs. After all eyes and fangs do not a warrior make.

Relationships: Younger half brother (they share the same mother) to Stanrick Longfang. Friend of Kragen Bloodriver. Friend and some times underling to Rill Longfang, and along side her, Magrat (whose he’s become fast friends with) and Stanrick trained with Harlok over the winter.

Rumors: Yawn is on friendly terms with Magrat and has spent much time smoking and talking with the Syndar.
“I heard he hasn’t gotten his fangs yet, because his father wasn’t even an ulven….”

Has an issue with trying to out do his big brother, with fighting, the ladies, everything…

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Bite

Played by: Jane Halpern

Name: Bite
Gender: Female
Age: 15 in LH, 28 outside.
Race: Ulven
Occupation: Scout in training for Crow’s Landing
Known Skills: Archery (developing).
Birthplace: A sacked Ulven village, pack unknown, outside Crows’ Landing.
Notable Traits: Short. Very, very, short. In fact, quite possibly the Littlest Ulven.

Bio: Bite was raised from infancy by humans who discovered her amongst the remains of her sacked village and took pity on her–her name derives from the first action she took when picked up. Although she is curious about other Ulven and her own racial heritage (she does not know which pack or even which clan her parents belonged to), Bite is culturally human. She does not know who was responsible for the slaughter of her birth family, but does not share other Ulven’s broad-spectrum distrust of humankind–she credits humans with having saved her from certain death and considers the members of Crow’s Landing her family.

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Urlijk

“I’ve heard say that the Gods favor the children. Hmmph. If that’s true, that damned dog will outlast us all.”Urlijk

Played by: Jess
Character Website: Coming

Race: Ulven
Gender: Female
Age: Exact uncertain… Early 20’s.
Hair: Umber
Eyes: Brown
Birthplace: Rushthaw.

Class: Rogue
Occupation: Professional Irritant
Known Skills: Games. Namely “Lets disable the metal things.”
Appearance: Tall, tends to wear the leathers and weave cloth of humans.
Notable Traits: Claws, crooked filed teeth (fangs) and a predilection for stowing random items in her hair.
Hates ‘unnatural’ (overly bright) light enough to actually ‘yell’ at people for using it. Irrepressibly energetic & inquisitive.
Bio: Born in Rushthaw

Relationships:
Issandra (sp?) – Human Fortune Teller & Urlijk’s newest bestest friend.
Fennel – Human Thief & Urlijk’s ‘mentor’, her first bestest friend. Missing?

Rumors:
~ Name yourself friend and that slow pup will do anything you say.
~ If I’d born a child like that. I wouldn’t come looking for it either.

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Dria Northwind

Played by: Diana Vertein
Name: Dria Northwind
Gender: Female
Race: Ulven
Hair: Brown
Eyes: Brown
Birthplace: Beothunk Clan
Relationships: Azra Steelfang – Traveling Companion

My name is Dria Northwind, I come from the far North and East, from the Beothunk Clan. My Clan was untouched from these new settlers from across the great sea. I may be the last from my Clan, so please, let me tell you the tale of my people as I have come to know it; we were a small group who only wished to preserve our heritage and honor The Great Wolf. And at first we did just that, originally from the south, farming on the plains. But long ago, in the time even before that of my grandfather, these beast came from the west; they had always been out there, bothering us in small bands, but never gathered together to attack like they had then. They were fierce warriors and chased us out of our land. In generations since, we have continuously migrated away from these aggressive and hostile people you call Mordok. Our history has always been one of movement, being displaced from time to time, pushed to the far corner of this land, by tribes of bloodthirsty Mordok.
For we, like all those in The Pack, only wished to live close to nature, hunting only for food and skins for clothing. We lived in harmony with the earth; we knew which plant to use for food and medicine. But the force of these Mordok made us take stand. Members of our clan rallied us to take action and fight not run. These were our lands, from Gaia and The Great Wolf, belonging not to these crazed savages. So rally we did; we trained, and became skillful warriors and then we to shared in this history of violent warfare.
The First of our stands was not to long ago when I was still saw as a child, yet being that young did not hinder me, I picked up my fathers hunting bow and a small hatchet and fought along side my fellow people. I remember the fear I felt when I first saw the Mordok up close; they are ugly things with flesh from their kills hanging on their bodies, their clothes muddy, bloody, and torn. They care only about blood and war, their leaders even wear the bones of their victims around their necks.
After the fight I was told that I was to young, that I must wait before I make my mark on our world. I argued back; I had fought and held my own, and I would fight again. And so I did just that, and I started proving myself to them; we held thanks to The Great Wolf for our victories.
We were beginning to reclaim our land, many of our warriors shot bows as tall as they, made of slender cane, or wield axes and hammers even more fierce then those of the Mordok. I soon showed promise and was given a battle axe to replace my father’s hatchet and bow. We learned to show up suddenly, seemingly out of no where, to attack. We would retreat or escape the same way. We were learning. I was learning. I made a name for myself, being so small yet fighting with such strength and vigor. And soon after we began our fight back to our homeland, I fell in love.
He was not a fighter; he understood our need to fight, my need to fight, but he wished there was no need. He was truly one with nature and His ears will ring with his name… I am sorry it pains me to think of him even now.

It seemed the harder we fought, the harder they fought; the more we killed, the more that came. And sadly after years of us holding our own, they came with to great of numbers and crushed us. I’m not sure how many, if any survived, but my lover did not; he gave his life, fighting off so many at once, so that I could escape into the night. I ran throughout the night and all the next day. I just kept running till I ran into more Clans and heard these rumors of new people and new hope.
So I head to these lands now for a new start, to meet with these new people, anyone who is against those damned beast I will gladly call friend. Maybe together we will finally be rid of these cursed creatures…

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Moarte Darksky

Played by: Dale Kraemer
Name: Moarte DarkSky
Gender: Male
Age: 19 years
Race: Ulven
Hair: brown
Eyes:: blue
Occupation: Hunter
Known Skills: archery, throwing
Birthplace: outskirts of Clan Grimward territory
Appearance: Tall, Skinny, brown hair, and blue eyes
Notable Traits: scar across one of my eyes

Bio: I was a part of a pack Graytide in Clan Grimward; they believed that all Humans and Syndar should leave Mardrun, whether it means killing them or just driving them back to the sea. I didn’t like the genocidal methods they were using so I spoke up and was banished. So, now I find myself on the side of the humans and syndar, but I still don’t like them.

The reason I chose speak up against the pack was because one day we went to look for supplies, found a caravan of humans and syndar. My pack slaughtered everyone, even non-combatants, and burned the wagons. I witnessed a pack member, Yeliw Graytide, take his sword and cut a human child’s head off. The child must have been only 10, and had already lost his parents. Even though this child picked up a sword, he didn’t look like a threat at all. After witnessing the child’s murder at the hands of a pack member I decided enough was enough.

That night around the pack’s campfire I stood up and spoke against the packs way of dealing with the outsider colonist. The others did not agree with my point of view they gave me my sword and the scar across my eye and told me to not return or they would take my life. I took my sword and, decided to make my way to the closest ulven colony I could find that wouldn’t use terrible methods to remove the Humans and Syndar. I decided that I would head northwest toward clan Ironmound who had not taken a side in the war in the hopes that they would welcome me into their clan.