1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

The Storm

The Storm
The story of Marcus Clearbrook
Written by Michael Tukiendorf

Fritha Stormjarl looked outside at the bellowing wind and snow making visibility almost impossible past 15 yards. She glanced out the window to barely see inside the stable where a stable hand brushed down their foul-tempered pack pony. She and a couple of warriors have been tasked with commissioning supplies from the Newhope granary, while Stanrick Longfang was at the political dinner in Newhope. She should be there, but her people must get fed, and their health is her priority. Food has been hard to come by as of late with the hard winter, and Newhope couldn’t spare much from their stores. So she and her pack went to New Aldoria to see if they could barter for some. She was able to obtain the supplies they needed, but at an exorbitant price. This winter will be harsh for everyone, and this blizzard will not help matters. They would have liked to make it back to Newhope by this evening, but the blizzard forced them to take cover in this lonely inn.

Tucked behind a small hill about 250 yards from the main road was the Hidden Gem Inn. While not large, compared to the inns at New Ardoria and Newhope. It did boast four modestly furnished rooms, and a tap room able to house one score patrons. The large size fireplace was blazing, giving the room a very warm and comfortable feeling. The hard hickory logs being burned gave the room a pleasant nutty aroma. Looking around the inn Fritha imagined on any given day, the inn would normally be busy with local farmers. Tonight the inn is empty, except for the innkeeper, his wife and two sons, and her band. Most likely the locals have declined the treacherous trek through the blizzard to enjoy watered down mead and thin soup. But beggars can’t be choosers, and this blizzard makes us all beggars.

Her warriors are all stowing their gear in the two rooms. Soon they will be down for an evening meal, then to bed. For the amount of snow and wind, they will be digging the inn out before they leave in the morning. The door opens behind the bar revealing the portly innkeeper, carrying a large stack of firewood, oak this time.

“Need a hand Innkeeper?” Fritha asked.

“Nay, I have it. Blast this weather! Has my back all in knots, but I am glad to you and your group for offering to help us dig out in the morning. Otherwise I would be bed ridden for a month, and my wife, bless her heart, is not able to run the inn without me!” He said as he put the oak logs into the now full wood box. “Dinner will be ready shortly, since your lot is helping us out, I asked my wife to whip up a large venison roast from a deer my son arrowed two days previous.” The innkeeper said with a smile.

“Well you have our thanks for taking us in on such short notice.” Fritha said with a slight bow of her head.

“It is no trouble, I assure you! It would be devilish of us to deny honored Ulven folk shelter from the elements. Especially since you open your arms to help us out in our time of need! Now I need to make sure that my son, Jennson, has the all the rooms ready for you and your men.”
Fritha watched as he retreated to the back of the inn, she resumed her gaze out one of the four windows looking at the torrent of snow, swirling and dancing in the wind. The stables have been locked down and the innkeepers other son was making his way to the back of the inn, the Kitchen she assumes and their living quarters. Looking to the road that brought them to this inn, it was mostly covered and drifted over with at least five hands of snow in spots. Tomorrow is going to be a chore, she thought absently. Getting bored of looking outside and anticipating the hard work in the morning, Fritha started turning away. When glimmer faint caught her peripheral vision. Looking back out, down the disappearing road she didn’t see anything. Holding her breath, she counted in her head. There it was again! Faint, but definitely there. Exhaling and inhaling slowly, she searched for the mysterious light. A swirl of snow and blinking of light showed two men struggling to break through snow drifts and make their way to the inn. Another swirl of snow and they were gone in fury of the Blizzard.

“Erik! Bjorn! To me!” She yelled she made her way to the front door. She heard stomping from the floor above, confirming that her cohorts where on their way. She waited five breaths before she tore open the door, and was greeted with piercing winds and chilled temperatures a stole her breath. Ignoring her discomfort she waded through the snow and fought the bludgeoning wind toward where she saw the distraught travelers. Or so she thought.

The wind ripped at her exposed hands and face, threatening to tear off her skin to steal her still warm insides. The cold froze her lungs, making it very hard to breath, the dying light making it very hard to see anything. Hearing the struggling grunts from behind her, confirmed that her companions where close behind her. Seeing nothing, but snow and wind, Fritha stopped, held her breath and counted again. Her eyes scanning everything for any sign. She was about to give up at nine, when she saw a brief flicker three yards away, under a thin layer of snow. “There!” She yelled, pointing at a mound of snow that looking indistinguishable from any other mound.

Bounding over the snow drifts, Fritha reached the spot where she last saw the light. Nothing but snow, except for a small patch of color near the top of a drift. Grabbing at the color; revealed a cloak and beneath it a man. To the right, was another man mostly covered with snow. “Help me!” Fritha yelled as she grabbed under one man’s arms to lift him up. Her companions sheathed their weapons and complied. Carrying both men back, looking to faint light of the inn seemed like it was an eternity away.

Biting wind and chilling temperatures made everything numb. Her hands refused to work, her eyes where blinded by tears, her nose ran freely, her breath came out in great smoke gusts. But she held on and with every step brought them closer to the safety of the inn. Holding her breath she counted again as she approached the stone stairs that lead down to the front door of the inn. Mostly covered in snow, it was chore to not slip and drop her heavy cargo.

The door opened blinding her eyes in a yellow light, and showering her with a gust of inviting warm air. How she want to be inside and away from the form discomfort of the elements. Moving to a chair closest to the hearth she deposited her frozen, unconscious package in the chair and got on her knee to inspect her newest patient. Looking at the innkeeper and his large framed wife, “I need blankets and dry clothes for these men, quickly.” Fritha stated sternly. Nodding causing his long beard to fold into his chest, the innkeeper turned and rush to complete the task. Looking at the innkeeper’s wife, “I need a bucket of hot water for bathing, some warm water for drinking, and another empty bucket.” Fritha instructed. The innkeeper’s wife bowed her head, and went to fetch the water.

Looking at her patient in front of her revealed a human of broad stature, thick eyebrows, strong nose, and patchy beard. His thin lips were chapped to bleeding; his cheeks rosy and wind burnt, and his ears beat red and showed early stages of frostbite. His sweaty, frozen gear is green and brown garb that steamed as the snow slowly melted from his shoulders and back. At his back a medium wooden shield was attached, at his belt a long sword and hatchet were frosted with ice. Removing his weapons and giving them to Erik for safe keeping, incase these men were not of the pleasant kind. Fritha removed his deerskin gloves revealing long, strong hands that had started showing traces of frostbite.

“Erik would you please take these weapons to the room and retrieve my healing bag?” Fritha asked. Erik took the other mans, staff, bag of spell components, and small dagger and left toward the stairs. She looked at the other unconscious man, which showed her that he was a Syndar. With finer features, but not the finest that she has seen. He had lighter skin, pinked and roughed by the elements, raven color brows and hair, and clean shaven. He was of a lighter build, but a wiry build. His vest is of black leather with a bright red tunic, which was soaked through with sweat and melted snow.

Heavy footsteps announced the return of the girthed innkeeper. “Here are the blankets and clothes that you requested, ma’am! I got clothes from both of my boys, I hope they fit.” He stuttered as he put the bundles on the nearest table. “I will bring you and your crew a draft of mead, free of charge! You and your pack have done a very noble thing finding these poor souls before the blizzard claimed them.” He bowed before retiring to the back to get the drinks and food.

“Bjorn, help me remove their soaked clothes.” Fritha said gently as she removed the green garbed human’s cloak.

“Are they severely injured?” Bjorn inquired.

“Not from what I see. Frostbite has started setting in, but nothing that would require my healing magic, or amputation” She said with a shudder. “They look very dehydrated and exhausted. The Syndar looks the worst though, he must have used all his energy to keep them warm and cast the light.”

“Thank Gaia he did! Otherwise, he and his companion would have frozen within the hour.” Stated Bjorn as he removed the crimson tunic revealing a torso wiry and devoid of hair that Fritha anticipated. Removing the human’s forest green tunic revealed a barrel torso with large muscles and a mat of black chest hair, glistening with sweat. Upon seeing the humans bare torso brought back fond memories of Thrand, her mate. Pushing those memories to the back of her mind she shed the rest of his clothing and donned him with the barrowed clothes and wrapped him in blankets. Bjorn did the same, upon finishing he went to the wood box and gathered a couple dried oak logs and tossed them into the insatiable hearth. The fire crackled in response as small flames licked at the dried wood.

More footsteps showed Erik approaching with her healers bag. Following him was the innkeeper’s burly wife with the buckets of water. Looking at Erik, she told him to gather the men and have food and drink, but stay close if I need you. Nodding in response, Erik and Bjorn went to the far end of room where innkeeper had brought out a steamy roast and tankards of mead. Turning back to her task she and the innkeeper’s wife, Sasha she learned, split the steamy water into two buckets and put their patient’s chilled feet into the steamy water. She learned that doing this would relieve the traces of frostbite on their feet and also raise their core temperature. Fritha retrieved healing salve from her pack and started applying it to the wind burnt skin on her patient’s faces.

She finished applying healing ointment to the Syndar, when started applying it to the chap lips of human, when he took a deep breath and started to stir. He opened his eyelids revealing rich brown eyes that darted to and fro, “Where are we?” He stated weakly.

“You are at the Hidden Gem inn; I barely spotted your companion’s magefire in the blizzard. We found you in a drift, and brought you here. Who are you and what are you doing traveling in this terrible weather?” Fritha said as she sat down in a chair.

“Thank the Gods you found us!” He said as he struggled to get into a better sitting position. “I will tell you everything that you wish to know, but I ask that you take my friend and lay him in a bed. He is likely not going to wake till the morning; he was using his magic to ward off the wind and the cold. Lucky you found us though, his magic started fail two hours ago.”

Fritha studied the man for a moment and then tasked her companions to stop their meal and take the Syndar to a vacant room. Grumbling at the disruption of their meal, Erik and Bjorn complied, lifting the Syndar as if he weighed nothing. Fritha then gathered two tankards and a bottle of mead and returned to the human staring at the fire, lost in his thoughts. Filling a tankard with mead for herself, she filled the other of warmed water for the human. She handed the tankard to the human, which he nodded his thanks. “Ok, talk.” She said. And he did…

The water in the tankard was warm, and felt great on his scratchy throat. Looking at the mug showed it was speckled with blood. From his lips no doubt he thought, lifting his fingers to his lips confirmed weeping, furious splits. The Ulven maiden in front of him, his savior, asked for him to talk. Not normally the one to disclose a lot about himself, but this cleric from the look of her bag and attire, saved him and Brodin’s ass. Marcus and his best friend, hell, his only friend, almost died, again! He was so tired, so so tired. She might be able to help us. Not us, me! He thought. “Hope you’re comfortable, this might take a while.” He said.

“I’ve got time, who are you and your companion?” She insisted.

“My name is Marcus Clearbrook, and my friend, the Syndar, is Brodin Fizzlewick. I don’t know a whole bunch about Brodin, other than he is a half Syndar and an apprentice mage. And a decent guy, most of the time. Me, on the other hand, will tell ya whatever you want.” Marcus said as he downed the rest of the water and motioned for the Ulven maiden to fill his tankard up. Fritha motioned for the water. “None of that water, I would like some mead to warm my blood!” He insisted, feeling ragged and exhausted. Upon filling his tankard with golden mead, he started back to the beginning.

“I was born in 240, in the northern forests of Aldoria, near a farming community call Arkos. Nice farms they had there, some of the best in all of Aldoria the mayor would say. They had all different types too! Pigs, cattle, sheep, and a few ranches strictly for Aldorian horses. My father was an apprentice tanner in Arkos, when he met my mother, the Mayors daughter.” Explained Marcus as he gave his savior a knowing wink. She tilted her head to the side and looked like she didn’t get the meaning. “They fell in love, and wished to marry. Upon asking for the mayors blessing, the mayor laughed in my father’s face and exclaimed that his daughters hand is meant for one the rich horse barons that will increase is horses stock and get himself a seat at the capitol. And no lowly, reeking tanner is going to botch his plans for being part of the court!”

Taking a taste of mead, the thick, sweet wine made from honey, prompted Marcus to go on. “My mother was a strong willed woman, and she wasn’t going to be married off to a pansy nobleman… as my father used to tell me.” Memories came flooding back, almost bringing tears to his eyes. The blood from his lips on the mug didn’t help keeping these thoughts and memories at bay.

“They ran away! Never found out how they got away or how they evaded the pursuit of the mayor. But they did. Found a wandering druid to marry them. Settled down, built a house on the furthest edge of the forest. My father became a woodsman, supplying lumber to the local sawmill. I was born shortly thereafter. Along with keeping an eye on me, she would keep a large garden and keep a few animals for milk, eggs, and meat. My mother being the mayor’s daughter had all the best education, to which she imparted on me. And she would always told me that I should look for the best in people.” Taking another drink from the mead in hopes that it would prevent the memories from coming back, it failed. Tears burned Marcus’s eyes worse than the whipping blizzard winds outside. Fighting them back he continued.

“My father always taught me to be strong, independent, self-sufficient, reliable, strong, and a good man. My father taught me to hunt, fish, harvest wood, and always help those who are less fortunate than you. I was about 10 or 11, I can’t remember, but that is when the undead came.” Catching his breath as the memories threatened to render him a crying babe. Marcus saw images of his mother’s throat getting ripped out a shambling undead that had broke into the house. She couldn’t scream as blood fountained from her throat. Father roared in despair and defiance as he picked up his ax and chopped at his wife’s killer. He was quickly overrun by three other undead monsters, ripping holes his garb and his flesh. He screamed out to me to run! I used the crawl space at the base of my bed, and I ran.

Blinking back tears, Marcus came back to the Hidden Gem inn, and his savior waiting patiently for him to continue.
“I escaped the shambling horde to the nearest farm, where I warned the farmer and his wife about what happened. The farmer sent me down the road with his wife, as he went to warn his nearby neighbors. The farmer’s wife and I made our way to Arkos. As we approached, hours later, and the dawn was starting to grey the sky. We could smell the smoke of burning buildings and flesh. Before we saw that the town of Arkos was destroyed utterly. We made our way to the as fast as we could down the main road to the nearest port city Korren.” “Delirious and exhausted from days of quick travel with little food, we made our way to the Korren.” He said as he took another drink of his mead, hands shaking the whole time. “We joined the other masses of refugees heading toward the Korren for shelter. We caught sight of the city walls, and felt a surge of hope. The farmer’s wife started weeping openly and fell to her knees. I didn’t know what she was weeping for, could have been the realization that her husband was most likely dead, or that she might find sanctuary by the gray walls. I just felt numb, dead, my parents were gone, and I had nothing. Then I saw a figure in dirty rags come behind the kneeling, weeping farmer’s wife, quietly slip a dagger in her back and take the bag with our meager rations, spare clothes, and what coin she had. It all happened so fast that I just stared as her body crumpled to the ground and was still. People just moved around us, not caring, their own fears and care their only thoughts. I just stood there, not sure how to feel. Fear, anger, sorrow, I knew not.” Marcus explained as he looked down at his cold, shaking hands. No matter how warm it got or how close to the fire, he always felt cold. Alone.
“I started moving again. For how far and how long I don’t remember. The next thing that I remember is that people where running past me screaming. I looked behind me and saw that people were getting slaughtered by the shambling undead monsters along with the Penitent. One by one the zombies took down the weak and tired refugees. I started running toward the walls. I ran till my legs gave way and I was on the ground, crawling. So close to the walls, not more than 100 hundred yards. I looked behind me and saw a horde of undead zombies shambling toward the naïve Korren walls. What demented entity that drove this putrid army to devour all in its path, I couldn’t fathom. The first one passed me, then the second, and then the third… many more passed me. Fresh and old corpses moved past, groaning for some insatiable need that will be satisfied by reaching the wall and devouring what lies beyond.”

“Then one looked at me, she was maybe my age at one time when her heart still beat. Her golden hair was matted to hear head, and her skin grey. One side of face showed that she was pretty, but the left side of her was face was missing much of its flesh. Most of her cheek was missing, only shreds of putrid flesh covered her baby teeth. The most of the right side of her neck was ripped out, which made her head tilt toward the side where there simply wasn’t any support. She lifted one hand out to me, almost pleading that I could help her. My heart beat frantically; my breath came out in wild breaths. Was this the end? Would I meet my family again or would I be trapped as a shambling monstrosity always hungry for something that I would never find. I put my arm over my eyes as I screamed!”

Finishing the tankard in one long chug, Marcus looked at his hands to see that they no longer shook. He has been staring at the fire for so long that he didn’t notice that all the attendants of the inn was listening to his story of his life. The innkeeper was standing with his arm around his wife, their two boys sitting at their feet. His savior was still sitting, but had her hands clasped with a prayer intertwined between her fingers. Her staunch companions standing on either side of her, their faces grim. “Can I get another mug, please?” Markus stated meekly, suddenly nervous. His saviors left companion complied, his facial expression never changing.

“What happened next?” Marcus heard as he turned his head to the youngest of the innkeeper’s boys. Perhaps no more than twelve years old, his eyes wide with fear and anticipated in what would happen next. Marcus smiled.

“I thought was I finished. The wretched stench of this girl monster stole my breath away, as she positioned herself about to take a bite out of my middle. Then I heard a thunk, I looked from behind my arm and I saw the monster’s head lying on my stomach, protruding from the back of her head was an axe handle. The beard of the axe was buried deep into her head, but she still moved. Very slowly, but still very much active. Then a gloved hand grabbed under my arm and pulled me up from under the stunned, decaying monster. I was thrown over a strong, mailed shoulder and held into place with his right arm. His left arm held a medium size kite shield, which he used to bash his way through the undead in his way. I could only see what was behind him, undead people with their mouths open in a silent scream and arms outstretched pleading to the living to help them. I looked up and saw the massive wooden doors of the Korren loom up above me as we squeezed through a small crack. The doors closed behind us. The iron bindings around the inside of the massive oak beams severed putrid hands that unfortunately got in the way. Soldiers in all sorts of tabards lowered a massive plank that locked the doors into place. Other soldiers pounded wooden spikes into the earth to brace more planks to support the door.”
Marcus took a drink from his full mug of could hear the audible sighs from the innkeeper’s family. All visibly relaxed that he narrowly survived the undead onslaught, taking a deep breath, Marcus continued.

“The knight, at least I thought he was a knight, lowered me to the ground. Looked at my eyes and asked if I was bitten? Am I hurt? I looked at his piercing blue eyes and shook my head no. He looked at my arms and legs and under my burlap smock to see that I was telling the truth. Where was my parents? He asked. I pointed out beyond the walls and said gone. He lowered his head and looked at the wall then down a road to our right. What is your name boy? The Knight asked me. I said Marcus Clearbrook. He nodded and picked me up, and ran down the street, yelling for the refugees to make way.”

Shaking his head, to this day Marcus had no idea why he was spared, why the Knight cared if he lived or died. What prompted him to save him instead of someone more deserving, he wasn’t anyone special, just Marcus. A single tear rolled down his cheek as took a drink. Saying a silent prayer of thanks to his previous savior, who is probably no longer among the living.

“I closed my eye to try escape seeing the panicked faces of the refuges cluttered in the streets. But I could still hear them. The moans, the cries, the screams, the air was thick with fear. After what seemed like an eternity, I smelled fish offal and salt brine. I opened my eyes to see that we arrived at a near empty pier. A few frantic sailors were getting in small fishing boats and sailing boats and taking them into open waters. Braving the open seas seems like a better option than dealing with the undead horde.“

“At the end of the pier there was a single long boat that was still loading supplies and a few people. I heard the knight grunt as he doubled his efforts and ran down the wooden pier toward the long boat. As we got closer to the boat, the knight called out, Crass! The knights footsteps slowed, and he put me down. I looked up and a giant of a man in flowing clothing filled my vision. The knight and I assume Crass, got into a heated discussion about what to do with me. I didn’t hear much of the conversation, because I was looking out in the bay to see a large ship. I had never seen such a large ship, except in the books that my mother would show me. She also told me stories of how brave men went on such ships and went on amazing adventures. I remember tears falling down my cheeks as I thought of my mother.”

A long yawn from one of the listeners stopped Marcus and he realized that he had been talking for a couple hours now and the night must be getting late. The innkeeper whispered to his wife and she nodded sleepily. “Thank you for your help, present and future. But we old folk grow weary and must retire for the evening. To bed with you, boys and wife. Good night.” The innkeeper stated with a half bow. After herding his lethargic group toward the back of the inn which Marcus assumed was their living quarters. Marcus turned back to the sitting Ulven and her two standing companions. Unmoving, almost as if they were cast out of stone. “Yes, the hour goes late. And there is a lot of work to do when the sun comes up. Finish your tale Marcus, but please, keep it short.” The Ulven woman said as she stood up and stretched her legs.

“Right, ummm. I found out later that the giant looking man was in fact Captain Crass, and owed a debt to the knight. To which I found out later was Lieutenant Albert of the city guard. And the good Lieutenant risked his life to save the Captain’s brother from a tavern fire two seasons before. Captain Crass stated that the ship was already over capacity and he couldn’t afford to feed another mouth. I suspected that Crass knew that the lieutenant would stay behind to fight the undead legion. I suppose he wanted to clear the debt, or else the knight’s ghost might haunt him till the debt was paid. Crass reluctantly agreed to take me.”

“As the crew started rowing away from the pier, I looked back at the knight. He was a tall built man with a ripped and faded tabard over rust splotched chain. The shield on this left arm was dented and much of paint chipped away, but it shown clearly in the cloudy sunlight. He raised an arm toward me in a tired wave, turned and lightly jogged down the pier, toward the besieged city. I turned to Captain Crass. He had a long scraggly brown beard with flecks of grey starting to mix in. He had a scar on one cheek that started at his nose and extended down to his jaw line. I remember him telling me that everyone works on his ship, and if I didn’t work I would be thrown overboard. He asked what I could do, what I knew. I told him I could read and write, tend a garden, and catch small game. He said that I was to take all the names of the all the people on the ship, and when rations were dispersed I was to make a note that they received their rations. If someone got double rations or he found out that rations were stolen, I would get flogged the first time and then tossed over the second time.”

“I stayed in the captain’s quarters on a bed of rags. We stayed on the ship for many weeks, I lost count. Eventually we landed on Mardrun, at New Aldoria. I was then tasked with working with the dock master, inventorying stores and rations. I did that for many years, caring for cargo, and honing my reading and writing skills. I didn’t have any family, and didn’t really socialize with people. Only the occasional fishing trip and I would sometimes help out an old tanner slaughter beef for their leather. Most of the time I stayed in a basement room of an inn near the docks. Some nights I worked hauling casks of beer and wine to thirsty patrons. “

“I soon found out that my foreman was embezzling cargo and funds from the docks and selling them to bandits outside the city. One of offloading crew found out and informed the city guards one evening. When he was brought for questioning, the snake pinned the whole scheme on me. I then heard that he bribed the captain and sent the guards bring me in and hang me.”

“I had just bought a new tunic and was returning from the seamstress who I had my eye on, but was to cowardly to ask her to share a meal. I was about to turn the corner to the inn door when I overheard the guards interrogate the tavern owner of my whereabouts. The innkeeper said that he would send his son to get the guards when I returned. So I snuck back into my room, using the hatch at the back of the inn where brought casks of mead and ale. Gathered my things and left the city, never to go back if I could help it. “

“I stayed off the road and made my way slowly through the late fall underbrush going in a southerly direction, toward the Newhope Colony. I trapped small game for my meat rations and drank cold water from the brooks that I came across. No more than two days of leaving New Aldoria, I was just finishing a mid-day snack, when I heard the sound of voices from the road. I feared either the city garrison pursuing me or a bunch of bandits that would liberate me of my gear.

So, I crawled slowly to investigate. I moved behind a large oak and bunch of bushes to see three figures confronting a lone figure. The three figures had their backs to me, but they were dressed mostly in black. They had small capes and I could see that they were fully armed with swords, shields, and bows. These men were prepared for a fight, what type of fight I didn’t know yet. Beyond the three armed men I could see, was the lone figure that they were addressing. He was covered mostly in a thick black cloak, which was pulled far enough forward that I couldn’t make out his face. He also kept his cloak closed so I couldn’t see if he was armed. The lead bandits where asking if the cloaked man was deaf, because they asked him for his stuff or they were going to kill him.

One of the bandits drew his sword and walked to about a yard between him and the cloaked figure. The bandit asked again if he didn’t hear him and pointed his sword in the other man’s face. In an instant the cloaked man flung open his cloak, which revealed bright red and black garb and a small dagger at his side. In the instant that his cloak flew open, a royal blue ball of energy flew from his right hand striking the surprised bandit in the chest. He instantly fell to his knees and screamed in pain. The man in red then took his dagger and cut the staggered bandits throat, producing a stream of crimson blood.

The bandit’s companions yelled in anger and drew weapons. One grabbed his sword, hefted his shield and charged. The second unslung his bow and knocked an arrow. The bandit that charged got there in two strides, wound back the sword to strike the now apparent mage down. Before the weapon came a foot from the mages neck, the mage cast another spell that sent the attacking bandit flying off the road and into a bunch of brambles. The other bandit fired his black arrow at the mage, which he was not prepared to receive, or so I thought. The arrow flew true and would have pierced the man in red’s heart. But as the arrow touched the mage’s garb it broke into a shower of splinters. Obviously some sort of mages armor I assumed, he hasn’t told me much of his spells yet. But the bandit archer wasn’t deterred, he knocked another arrow and was about to aim his bow, when I intervened.

I don’t know why I did it, but I broke my cover and ran as fast as I could at the archer, which wasn’t focused on me at all. I tackled him in the ribs, which I heard his breath leave his lungs and maybe some of his ribs breaking. We fell into the ditch on the furthest side of the road in a heap. I then took my small utility hatchet and buried it in the side of his head. I looked back toward the mage, to see that he had a spell set in his hand that seemed to change colors in the light. I also saw that the other bandit that he pushed into brambles was sneaking behind him. He also saw that he had a spell primed, and instead of going for the killing blow he was going to stun him with his shield.

I yelled for the mage to look out. The bandit’s shield was almost about to connect when he flicked his spell behind himself striking the bandit in the hip. But the motion of iron bound shield grazed the side of the mage’s head. Which sent him flying and he fell to the ground unconscious. The bandit also fell to the ground stunned. I removed my hatchet from the archer’s head and ran to the kill the stunned bandit.

I then checked on the mage to see if he was seriously hurt. Not finding any serious wounds, I proceeded to loot the bodies. I looted a few coin, a sword, shield, and meager rations from the bandits. The mage slowly started to come around, and I held my hands up to signify that I didn’t mean him any harm. He held his head in pain and muttered thanks. I saw some birch trees and went to collect some of the bark. My father always told me that chewing on birch, and willow bark was good for dulling pain. I learned this when I broke my ankle a couple years before the undead attacked. I told the mage to chew on some of the bark to dull the pain. He looked at me skeptically, but complied. The mage then introduced himself as Brodin Fizzlewick, a Phoenix Syndar, and an apprentice mage. He was making his way to Newhope to meet some people. Since we were both going toward the Newhope colony, we decided to travel together. He retrieved his satchel and we traveled together for a week before we got caught up in this blizzard. And the rest you know.”

Hearing his tale come to the end, Marcus felt light headed and somehow elated. He has not talked this much to anyone in many years. He talked with Brodin, but only in spurts. They were always on the lookout for game or bandits. Brodin always seemed like the reserve type anyway and didn’t feel like explaining much. From what Marcus could gather out of Brodin is that he was orphaned as well and was trying to make Mardun a better place for human and Syndar alike. Must be nice to find someplace that gives you purpose, he thought.

Marcus now just noticed that the water that his feet were in has run cold. The fire has reduced down to smoldering coals. Marcus lifted the tankard to his chaffed lips to swallow the last of his mead.

“What are you going to do now?” Asked one of the Ulven men.

“I don’t know really. Go to Newhope and pray I find something. Maybe travel with Brodin and join The Phoenix.” Marcuse said absent mindedly. He doubted the last part. The Phoenix are a pretty well-known group of merchants, and he didn’t have any training in a trade, nor was he Syndar. The only thing he could do was read, write, trap and butcher game. Not exactly the fanciest of professions.

“Nothing is going to get done tonight. I would recommend that you all get some sleep.” Fritha said as she made her way to the stairs.

Marcus nodded and followed her and her companions up the stairs, his bones and muscles protesting all the way. At the top of the stairs he saw one of the Ulven men point to a room. “We put your friend in this room. There is a second bed in there for yourself. We are keeping your weapons till the morning.” Muttering a small thank you, Marcus went into the room. The barely lit room was commonly furnished with two beds in opposite corners, a small table in the center with a wash basin, and a simple wardrobe behind the entrance. Seeing the bed, Marcus dropped the blanket that was keeping him warm all evening and fell into the surprisingly comfortable bed. The last thing he remembered hearing was the blizzard whipping across the little inn, and the light snoring of his friend.

Finally safe… maybe.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

The Winter Solstice

The Winter Solstice
Written by Jimmy McCann

Winter 263
The darkest, longest night of the year: the winter solstice under a new moon. The great hunter begins his stalk across the clear night sky with Faolan and Sapphira making preparations for the ritual under the twilight canopy.

“That’s not where the candles go, Faolan!”

“But Sapphira, why not? I thought it was an interesting design I made around the circle.”

“We go over this every time we cast a circle; You know the candles are supposed to go on the other three cardinal points.”

Their circle measures ten paces wide with a teepee of wood prepared in the east and more wood stacked just outside the circle, enough for a fire to burn all night. In the center is a simple wooden altar draped in a cloth of silver and blue, and adorned with branches of evergreen and stems of mistletoe. On the altar is an offering of grain and vegetables gathered from some of the locals’ autumn harvest. The still air hangs thick with frankincense, cinnamon, and myrrh from the incense burning around the altar.

Sapphira: “Ok, I think everything is set. Let’s begin.”

Sapphira retires to a small tent just southwest of their circle to change into a flowing white robe, then Faolan to change into loose white pants and a white smock. Then they approach their circle from the west with Sapphira carrying a small stick alit at the tip. With Faolan standing behind her, Sapphira kneels down to light the western candle while reciting her first incantation:
Tonight is the night of the Solstice,
The longest night of the year.
As the Wheel turns once more, I know that
Tomorrow, Sol will begin his journey back to us.
With it, new life will begin,
A blessing from Gaia to her children.

Sapphira rises and proceeds towards the altar with Faolan trailing her. At the altar, Sapphira turned and headed north leaving Faolan to stand guard at the altar. With Faolan watching her every move, Sapphira kneels to light the northern candle while reciting her second incantation:
It is the season of the winter goddess.
Tonight I celebrate the festival of the winter solstice,
The rebirth of Sol, and the return of light to Gaia.
As the Wheel of the Year turns once more,
I honor the eternal cycle of birth, life, death and rebirth.

Sapphria then rises and heads to the southern edge of their circle, passing behind Faolan standing on the west side of the altar. Upon reaching the southern candle she kneels to light it while reciting her last incantation:
Today I honor the god of the forest,
The King of nature, who rules the season.
I give my thanks to the beautiful goddess,
Whose blessings bring new life to Gaia.
These gifts I offer you tonight,
Sending my prayers to you upon the air.

After pausing for a moment, Sapphira returns to Faolan at the altar. Together, they step around the north side of the altar and head towards the eastern edge of their circle. At the wood teepee Faolan kneels down and pulls out his hunting knife and a piece of flint. He strikes the back edge of his knife against the flint sending a spark into a bed of dry grass at the heart of the teepee. He quickly leans in to breathe life into the flames, and once the kindling has caught he begins chanting.
As he chants, he tips back to take a seat to the northwest of the fire with Sapphira sitting down to the southwest of the fire. Faolan’s chanting continues.
With Faolan’s chant carrying into the night, they sit in meditation upon the fire and the coming of brighter days, but a singular, inescapable thought creeps into Faolan’s mind:
Eventually, the fire burns down
Eventually, the candles grow dim
Eventually,
The Darkness wins…

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

Faolan’s Journals

Faolan’s Journal Entries
Written by Jimmie McCann


Faolan’s Journal – Entry 37
Lately we’ve found ourselves traveling with this collection of humans and ulven that came
across us on their way into Whiteoak territory to raid some of the weaker outposts for supplies before winter hits full force. At first we were just glad for the company since we had been on the road by ourselves for so long, but had little interest in participating in their raids. We didn’t feel that the ulven clans that were against the colonists, needed any more reasons to want the colonists gone.
Discussions around the nightly fires allowed us to get updated on what had been happening between the clans, and what we learned was more disturbing than previous news we had heard. We were also offered a safe haven at the outpost this group had originated from, and at the home of part of this group that call themselves Rangers of Crow’s Landing. With the increasing tensions between the ulven and the colonists, and between the clans on opposite sides of the issue, we realized how valuable a single safe haven could be, let alone two.
The one who appears to be the leader of the Rangers also showed a great interest in the Arcane, but lacked some of the skill necessary to harness its power. He has a book with a wealth of information about the Arcane that I am eager to get a closer look at.

At last, the raiding party finally came to the edge of Whiteoak territory, and we had to make a decision on whether or not to join them. Now, on the eve of our first raid I can only hope that Sapphira and I made the correct choice and we will come out the other side of this better off.


Faolan’s Journal – Entry 41
WE MADE IT, just barely. With the help of a group of humans from the raiding party that call themselves the Brotherhood of the Long Winter we managed to escape Whiteoak territory with more than just our lives.
Once we were finally out, we decided to go our own way for a bit. We had some decisions to
make. Do we want to throw our lot in with the coalition? Would we really have a choice in the end? How much longer would we be able to survive on our own with so many ulven siding against the colonist? We knew that we would need a place to weather the coming storm to have any chance of surviving. I must also admit that curiosity influenced my decision. I want to know all of what Crow’s Landing, the Rangers, and Tobias have to offer. Then, there is the odd character that popped into existence just outside the raiding camp while we were in Whiteoak territory. According to his own story, he recalled from Faedrun, seventy years ago. If he is to be believed, if one could survive seventy years in the mana stream, he could have some of the answers I have been seeking. If he does not have
my answers, he has at least shown to have some abilities that I think would be useful to learn. He also seems almost too eager to obtain students to teach. Last I saw, he was on his way to Crow’s Landing with Tobias and the Rangers. Regardless of my curiosity, we needed a place to get off the road for a while and Crow’s Landing would get us a little bit further away from Whiteoak.
With that, we are setting out for Crow’s Landing


Faolan’s Journal – Entry 43
About a day out from Crow’s Landing we caught up with the Rangers and our odd friend from the past on their way to the village. The rumors of the road were that bandits were closing in, looking for easy scores. Tobias offered us a bit of coin to help secure the road to Crow’s Landing. We quickly found out the rumors of bandits were indeed true, but we were successful in sending them on their way. The wiser ones went to their next target, the rest were sent to whatever awaits in the great beyond. This also offered an opportunity to learn more about this odd mage, Vazra, and his intentions, and study his skills. If nothing else, fighting beside him showed me that I would not want to fight against him, but our conversations also revealed that he may be someone we can trust… tentatively.
I have heard Tobias and Vazra discussing, at length, building a mage’s college in Crow’s Landing. It would seem that the college would be part of a payment for teaching Tobias with the rest of the payment being ‘supplying” students for the college. Sapphira and I also took Vazra up on an offer for a place in this college as Archons. With Sapphira’s alchemy, we might have just found a place where our usefulness won’t run out anytime soon.
For now, we are alive, off the road, and in Crow’s Landing waiting to see what Tobias and the Rangers have in store for us, and what Vazra has planned with us. With Sapphira able to do some harvesting, and now having a chance to replenish her stocks I feel that we are on a good path so far.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

Salguod’s Journals

Journal of Salguod
Written by Mason Rower


Day 26 of October

A month ago I went to see my foster parents. My foster mother Arianna told me of a dream that she felt came from her deity, the moon goddess Lunara. She told me that she saw a wolf and an icicle, near a building with a shield on the ground by the door. The shield had an emblem of a moon and star. I may have an idea of where that may lead because that emblem is the emblem of pack Stargazer from clan Spiritclaw, as Selena has told me in the past. I need to find where this information leads, but I must hold off and figure out what is going on with this war for I have told Stanrick that I will join him in the raids against the Whiteoak. He knows that I am in search of my people. It’s as good of a place to start. Whiteoak, here I come.


Day 3 of January

It has been many months since I have written of my exploits. Today I have finally brought forth the fruition of plans I have been meaning to attend to. My plans for finally bringing my pack back together as one since those many years ago, the fall. I thought my pack was truly gone until the day I came across Heather Icewolf. I had just about given up hope that any of my people were alive. Now I know that they are alive. The time has come that my people be brought together. I have talked with Pack Chieftain Stanrick and his mate, former truth seeker Selena about my plight and they were accepting. They are both great friends to have. My only regret is that I will have to leave the Vandregon and go my own way. William has been a great friend to me these past years and I will be grateful for his friendship and guidance. He is one of the only humans I will ever truly trust.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

Saphira’s Journals

Personal Journal Entries for Saphira
Written by Melanie Houghton

————————————————————————————————————————-

Whiteoak Territories – November
It was a treacherous trek that Faolan and I got ourselves into, but after all of my supplies had been looted; I needed some time to think. How was I going to rebuild the inventory that I received from my family before they were murdered? Other than their memory, that’s all I had left of them. Our new goal was to somehow replace all that was lost. We were invited to come along with a caravan of raiders who were headed to Whiteoak territory. These were the same Whiteoaks who had raided my supplies. I was all in. I wanted to know if this caravan of travelers had the audacity to raid the Whiteoak camps. After waiting by their winter’s warm fire, I was able to have peace of mind knowing that Faolan would be more than willing to fight in my honor. He was not able to retrieve any of my supplies but he did give them a piece of his mind. I sat and watched him when he returned from the first raid. He meditated a great while. The snow fell upon him as if he were a statue made of stone. Unscathed, Faolan was more interested in Vazra. A mage who apparently recalled through time itself and appeared in the woods just before we set up camp. He was mindless as he tried to tell the warriors of his travels. He was definitely out of it. I suspect his symptoms to be the after effects of his landing. This Vazra reminds me a little of my people from Nara Pentare. I am not certain how yet, but I am sure I’ll figure it out eventually. After a long long while, the second raiding party had returned. We began packing up to leave enemy territories when the WhiteOak sent an attack. Faolan and I had diverted the attack but were soon met at the borders of our allies by another group of them. Luckily we brought some of the caravan travelers with us. Sometimes not being a combative person has its worries, but I had the protection of others


Crowslanding – December
The winter is mild, but with a lacking of supplies, it has been less than easy bartering for other supplies we need. Luckily, Faolan and I decided to take refuge with the caravan and we are traveling back to their outpost with them. It has been hard trusting people after the murder of my family so the trip has not been so pleasant. I only just recently started trusting Vazra. I can’t pinpoint exactly yet, but he reminds me of home. I have also started trusting some of the Rangers. The Rangers are, or were part of the Whiteoak raids. We are traveling to Crow’s Landing. Crow’s Landing is where the Rangers call home. Traveling with strangers is not easy especially when you have no room in your heart for newcomers. I am in a constant state of feeling alone. The only one I have known is Faolan. With minimal supplies, I am fearful we will not survive winter. Luckily, I was able to pick up some harvesting tools. I have slowly started to replenish my stores. On our way to Crow’s Landing, Faolan and I started to get to know Vazra a little better. I still am having trouble figuring out why he reminds me of home. Maybe I have been away from my people for far too long. I am getting home sick. Hopefully I can hide it from Faolan. He has been so great! I feel like he would be mad if I spoke of back home especially after we have gotten this far. I will keep my secrets to myself. Hopefully I will have supplies enough to make potions. Potions, which could keep me from the remembrance of home. I know the only thing I would remember is how they all died. (crying) I can recall my father’s blood spraying my adrenaline kissed face. I grabbed my mother and ran for the forest but we were separated and she was caught. Headless, she lay in the town center. After all had settled and the enemy had left, I snuck back into town to gather my now stolen supplies and I fled for new land. Now I am with people I can’t fathom trusting. What am I to do? My bartering skills are less than fruitful without anything to offer. Bartering is how I got away from home. It is how I got this far. As we are getting closer to Crow’s Landing, my comfort levels are increasing. Everyone seems to know that I am not one for combat and so I need the others protection if we are faced with war. This helps my nerves. I am so grateful for their protection. However, it seems almost as if this people that we travel with ask for the wars. I have seen more combat with them than I have traveling on my own. It makes me wonder if Faolan and I were raided because the Whiteoak knew that their enemies were in the territory. We just happened to be in the wrong place at the right time. I am also frustrated that after raiding their lands, my supplies were not found and returned. Maybe the Whiteoak had already rid themselves of them. I’m sure Faolan was looking for them when he went in to help the Raiders. But, I am strong. I know my way around deceit and I will do what’s necessary to survive. We are closer to Crow’s Landing. I can feel danger on the back of my neck. I hope there is enough help for what’s ahead.


Trusting:
“Faolan, what are we doing with these people? I am having a hard time trying to trust them. What if my supplies were found in the raid? I find it hard to believe they were not there. At least some of them had to be there.”
“You ask me so late whether or not we found anything? You know I’ve looked. I didn’t find anything. I do believe that these people have not taken things for themselves. I know your trust levels are scarce, but trying is all we can do. They have offered us refuge; do you think they would offer it to us if they weren’t?
“Just because they offered us safety does not mean they are friends with us. I am grateful for the refuge but I still am quite concerned that these people are foes. Where is your concern? We have traveled thus far without the support; can’t we just try to travel on our own and find ways to replenish my supplies?”
“No, the winter is going to be hard to handle on our own without your supply. Just wait this out with me and I promise we will come out on top.”

Though Faolan thinks we will come out on top, I still believe we have to watch out. We have arrived at Crow’s Landing and the Rangers are setting up camp trying to figure out what has been going on in their land. Apparently, bandits are attacking and have been trying to subdue the rangers in order to obtain some fear and supplies. Or at least that is what I understand. Faolan and I have joined Vazra to get the mages together. I am not a mage but Faolan is and he is my protection. It is hard to understand why but I still think Vazra has some characteristics of home. I am studying him to figure it out. As for now, I am looking for reagents in the surrounding areas. I need to rebuild what I have lost. There are guards at the trail entrances so I feel somewhat protected but I still feel danger lurking. It’s not deniable to feel war is upon us when we have chosen raiders to follow. There are some strange people who entered the area. They are perceived to be merchants, but people lie about who they are all the time.
After some time had gone by, the Rangers and their syndar company had been poisoned by food that the merchants passed out. Luckily I am still having hard times trusting and I convinced Faolan not to eat any. The rangers pretty much paid to be poisoned. I knew there was something untrustworthy of those folk when they hid in the trees after entering the camp. I was scared about what was to come next. I knew that not after too long there would be other bandits to take advantage of the poisoned folk. I hid behind the Brotherhood who had also been travel companions for the caravan to Crow’s Landing. After the fight was through things seemed to have calmed down. Not too long after, we started travel out of Crow’s Landing.
“Faolan, what’s next? Are you sure we are with safe travelers? ”


Giving Thanks:
I am still untrusting of some, but as we travel together, I am finding it less difficult. Have we found a place to call home? I am hoping that we will have somewhere to lay our heads while I replenish my supplies. Maybe make some silver.
“Faolan, are we going to honor the winter? I need to pray for the nature I have gathered and will gathered so that maybe we will have great luck in finding more when the cold finally retreats and life begins to bloom again.”
“We will, in good time.”
After setting up my ritual, I begin to honor the winter solstice. I am giving my thanks for all that was given. We had set up some way away from the others, but I could still hear them in the distance around their winter fire, drinking to stay warm. The cold has really started to take a strong hold on the lands. I sit and listen to the surroundings, meditate in the glory of nature. It’s calming to know that I can rely on it for survival. I feel as long as I praise and thank for what I take, it will continue to provide. Our journey onward will begin again at dawn. I will be ready to take on a new year.
“Faolan, I think that we have found a people to travel with. I know I had my doubts before, but I feel as though we have safety while we stay and for that, I am happy. Thank you for trusting, we will be okay here with these people.”
“I told you we would make it. All the wars we have seen and we continue to come out unscathed. That’s because they fight to protect what and who is with them.”

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

Cousins and Sisters

In a dream, she sees the coast of Stormjarl, the surf rolling onto the beach. The day is sunny, the sky is almost as blue as the water. In the far distance you can’t tell where the sky and water meet. Fritha and Elise are playing in the sand, as close cousins are wont to do. Their mothers are sisters, Elise two full seasons older than Fritha. Neither of the young girls had another to call sister – they fulfilled that role for each other. Fritha’s brothers were being a bother to her and Elise. Teasing them with limp, slimy seaweed, threatening to put it in their hair or to throw sand at them. So the girls found a way to slip away from them unnoticed.

They found a small cave along the cliffs; more of a shelf a few feet off the ground. In the back of the cave, Elise found some pretty shells – they were smooth and speckled. The girls played there for hours, wishing that it would never end.

“Come home with me and be my sister forever.”

“I don’t think my mother would let me. But wouldn’t it be fun!?”

“I’ve always wanted a sister, why can’t you be my sister?”

“Then let’s swear to it, be my sister. We can swear on these shells.”

They placed the shells on the sand, drew a heart in the sand around them, clasped hands and swore to be sisters to each other. Even though they weren’t sisters in blood, they were sisters in heart.

Fritha awakens from her dream and thinks of the time after that: the blood, the fighting, the fire, and how Grimward attacked her home town. Fritha’s breathing quickens, her skin breaks out in a sweat. She thinks of the Longfangs giving their lives to protect Elise, Elsah, and all of the other members of her Stormjarl family. Running away, trying to get everyone out alive. Now Elise and Elsah are safe with her in the Longfangs outpost. But is the rest of her family safe? Where are the rest of her Stormjarl brethren? She doesn’t know . . . but someday, she intends to find out.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

On The Curious Ulven Game of War

The Curious Ulven ”Krigspel” or ”Game of Battle”
A Rules Folio by Fentiman Thatcher of Newhope
Commissioned by Duke Joakim Ventrini

Foreward
Honored Duke,
I was quite pleased when you requested that I record and codify the rules to this curious Ulven game. Your patronage, as always, is greatly appreciated in these troubling times, and I will see that your love of the Ulven and their culture is spread throughout the Colonies.

To the more casual reader,
While I still mourn the loss of our beloved homeland, this new world has much to offer. From hardship comes perseverance, and I hope that you might find strength in our neighbors, the Ulven people. While we have many differences, it is said that the love of games is something that unites all people, and so I would present to you – in the spirit of jolly co-operation – this document, containing the rules to a uniquely Ulven game, referred to as “Krigspel” by their people.

Much of my research came from my travels to Clan Goldenfield, who possess a keen love of this game in their leisure-time. I was assisted in learning the rules by an older, rather learned Ulven – in exchange for several texts and a promise of anonymity, he helped me to understand the rules of the game. I understand and respect his desire for privacy – while we have excellent relations with many of our new Ulven neighbors, the recent war amongst the Ulven seems to be concerned with our presence here, and his apparently higher social status may suffer should his work with me be discovered. I should hope that engaging in mutual sport will assist in the building of good relationships amongst our peoples – I know my helper has commented quite highly on Sir Nevan’s Brother, a recently-scribed play from our time here, and if the older Ulven are interested in our art, then perhaps it is time that more exchanges occur.

The History of the Game
My guide to Ulven culture explained the game as growing out of a need to train warriors at a younger age, as well as provide an outlet for friendly competition amongst the various hunters and warriors in the various Packs and Clans. Its rules, while simple, seem to foster tactical thinking and co-operation amongst the players.

According to my theories, the game may have sprung up from ritualized re-enactments of battles against their hated foes, the Mordok. The ball, which is oftentimes called “huvuðinn”, or ”the head”, may have once been a severed head, and the violence of the sport may have once been played out with actual sharpened blades.

My companion assured me quite harshly that there is no evidence of this, but I would assume that he has little knowledge of the scholarship and research conducted on Faedrun – after all, the Ulven, despite all of their wonderous culture, still seem to struggle with the written word and prefer oral storytelling, a lower art form than that of the play or novel. It is no wonder that my host expressed such interest in the books and plays of my countrymen.

On The Players
A team is composed of nine players – two of whom are designated as “The Healers” and who do not enter play, except to retrieve the blades of fallen players on their team. Teams typically mark themselves in a distinct way – I have seen many methods to do so, such as scraps of coloured fabrics or pigments added to the face and hair.

There are always five players per team on the field – any more, and the team is penalized, typically by losing a point, although harsher actions may lead to players being ejected. Typically, however, it is performed in the spirit of leisure, rather than of fierce competition – even if the distinction is difficult to detect amongst our savage cousins.

Additionally, a score-keeper is required – typically a pair are appointed, one for each target, although this is not required.

On The Field
A “field” or “pitch” is a marked-off area, three poles in width and one-and-one-half chains in length. Along the edge is a narrow corridor, typically an ell in width, which only the Healers are allowed to enter during a game, as well as sites on both corners of a team’s side for the players held in reserve to enter the field. These corridors – two ells in width – are the only places players may be.

The boundaries are often marked off with pitch, chalk, or other temporary materials on grass. It is recommended that the field be fairly open, so that the players do not trip or injure themselves too badly. It is forbidden for anyone other than the players to enter the field during a game, and rowdy spectators may find themselves unceremoniously tossed out by the players.

On The Equipment
The game requires three major pieces of equipment – the blades, the targets, and the ball.

Beginning with the simplest, the ball is typically made of rags, wrapped together to form a ball roughly the size of a human head, with a long, trailing tail to allow the players to carry it. It cannot be cast or struck during a game, but instead is carried loosely in the off-hand of a player.

The targets are typically large barrels – one is placed on either end of the field, to serve as a basket for the ball.

The blades are “training weapons” – constructed of the hard woods native to Mardrun and balanced similarly to the Ulven’s typical blades. According to their rules, the weapon may be no longer than an ell in length – this is checked by laying all of a team’s blades across the Healer’s Boundary, and discarding any that pass over the lines. No effort seems to have been made to pad them, and as has been demonstrated, they are still quite capable of injuring someone should the players grow too enthusiastic.

Each team must provide five blades for their team, and be able to provide a replacement should one break during the normal play of the game. Physical contact is somewhat frequent, and I have observed more than one blade cracking under the stress imposed upon it.

On Play
The game begins with five players on each side, each lining up on the same edge as their target, with each player bearing one of their wooden blades. The ball is placed in the center, and the scorekeeper signals the start of that play.

The players then rush to the center, attempting to grab the ball and place it in their opponent’s target barrel. To complicate things, players may use their swords to strike their opponent – a player who is struck must kneel down immediately, holding their blade aloft to signal that they have been “killed”. They remain in position until a healer enters the field to retrieve their blade – once the healer leaves the field with their blade, they may return to their team’s reserve, at which point another player from their team may enter the field once they have been handed a blade by one of their team’s Healers.

Healers may also be struck while they are on the field – rather than kneeling on the pitch, they immediately exit the field and kneel on the Healer’s Path. They may only perform their duties after being tagged by their team’s other Healer.

A point is scored when a player, with their feet firmly planted, places the ball in their opponent’s target area. The score is noted, the players reset their positions, and the game continues. Any kneeling healers return to their duties.

Gameplay lasts for twenty minutes, consisting of two halves of ten minutes, and a brief break at the halfway point to switch ends for the teams.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

Games of the Old and New World

On the Games and Pass-Times of the Old and New World
As Commissioned by Dominet Martingale of Westhaven

All cultures tend to invent games and methods for leisure. These activities are also seen as an avenue for gambling, which is a passtime alternately praised and decried by the various faiths of Faedrun. Nevertheless, the peoples of Faedrun have a great number of games, many of which traveled with them to Mardrun when fleeing the advances of the Undead. Contained within this manuscript are the rules and play-methods for a number of passtimes, recorded so that their knowledge might be dispersed to a certain standard amongst innkeepers, gamblers, and others seeking methods of passing time.

As with all manuscripts of this sort, payment has been secured for several dozen copies to be made, both for public dissemination and the personal libraries of any who might wish to hold as complete a history of the games and pass-times of our own cultures, as well as those of the Syndar and our new Ulven neighbors.

Games Utilizing the Vandregonian Deck
Before entering into the longer documentations of rules, a brief history of the cards is necessary, so that the information might be preserved for future generations. The standard Vandregonian deck is an innovation that began with the noble class to provide entertainment during the times when they were not managing their estates, and soon found their way filtering down to the lower classes. The original decks were richly illustrated, oftentimes depicting the current nobility in the so-called ”Face” cards of the deck, as well as providing allegorical drawings for the now-common number cards. When they were imported to the lower classes, only the Face cards retained their illustrations, and the number cards adopted a much simpler pattern. These decks found widespread acceptance among the lower-class, especially when their skills allowed them to succeed at gambling.

The cards were soon exported all across Faedrun, even finding acceptance amongst the Syndar and other rival nations to Vandregon. As with all exported games, a number of games and rule variants sprung up – I have attempted to collect the most common variants available and standardized the various rulesets for those interested in playing.

Where there is gambling, one must also be aware of the cheating methods known to so-called ”Sharps”. Typically, the most common occurs in the marking of certain cards, and the innovation is often attributed to an Aldorian gambler who sought more ways to win – this is, in part, due to the Vandregonian belief that Aldorians are more apt to cheat at card games, which has little basis in my own experience.

Noble’s Estate
Originating in Vandregon, this is a game where players seek to empty their hand as quickly as possible, requiring between 4 to 10 players. A game designed around gambling, most of the rules require payment upon the playing of certain cards, as well as when one player empties their hand.

The game begins with the dealer shuffling and dealing five cards to each player. The player to the right of the dealer plays a card. Should any player have the next card in the sequence, they may play it – for example, if the first player lays down the six of clubs, another player must lay down the seven of clubs. If no one can play the next card, then the last player to put down a card may begin a new run by laying down another card.

Two cards are special in this game. When the Queen of Diamonds, called ”The Mistress of the Estate” is played, all other players must pay three coins to whoever played it. When the Jack of Clubs, called ”The Beggar”, is played, all other must pay two coins to whoever played it. Play ends when one player has no cards in their hand – all other players pay them a single coin for every card they have left in their hands. So, if there are five players, with two of them having one card left in their hand, and two having two cards, then the winning player would win a total of 6 coins.

Variants are possible, as well – some players prefer to pay into a pot and begin each game with twenty ”marker stones”, with play ending when one player runs out of marker stones, and the pot being divided according to the proportion of stones left, or all to the player with the most stones, depending on the gambling house.

Commander, Captain, and Company
A trick-taking game, Commander, Captain, and Company found its origins in Richtcrag, where gambling is a popular passtime amongst the various mercenaries and they favor trick-taking games over other types of card games. One of the earliest trick-taking games (and a direct ancestor of Tarock), play is relatively simple, and requires between four and ten players.

Before the start of the game, all players agree to a common ante – one coin is the most common, as each player pays their ante into three piles – the ”Commander” pile, the ”Captain” pile, and the ”Company” pile. Players are then each dealt five cards. Once all players are dealt their cards, the top card is turned over and set aside – this card determines the suit of the trump. Kings are high, aces are low.

Play procedes counter-clockwise from the dealer, with the player laying down a card to start a trick. Players must ”follow suit” – that is, lay a card down from the same suit. If a player cannot do so, but has a card from the trump suit, they may lay that down instead, with it counting of a higher value than the suit of the current trick – an ace of the trump suit is of higher value than the king of the current suit. If a player has no cards of the current suit and no trumps, they must simply lay down one of their other cards. Once all players have laid down a card, the player who laid the highest-value card takes the trick and begins the next. Once all five cards are played, the dealer deals each player five new cards, and play procedes in this fashion until each player cannot be dealt a new hand of five cards.

At this point, scoring ensues. The player who won the most tricks wins the ”Commander” pile. The player who won the King of the trump suit wins the ”Captain” suit. The player who has the highest-value three-of-a-kind amongst the tricks they have taken wins the ”Company” pile. Should no player fulfill the conditions to win any of the piles, then the pile carries through to the next hand, oftentimes with an added ante for the next round of play.

Íoclaochra
Yet another gambling game of Richtcrag, this is named for the richly-dressed mercenaries which seem endemic to the region. This is a simple gambling game, requiring a deck of cards and enough wages to lose on it. One of the traditions of the region is allowing for credit so as to prolong the length of the game.

One player acts as the dealer, who is required to cover all bets made over the course of the game. They set up an ante for the game, which all players must match if they wish to take part in the game. The dealer begins by dealing two face-up cards off to the side, known as the ”Hand” cards. The dealer then deals themself one card face-up, along with a face-up card to each player, known as their Réjoussance. If any of these cards are equal in value to either the Hand cards or the Dealer’s card, then the dealer wins that round, taking all bets and starting a new round of play. If they are not equal, however, the players may then place their antes on their cards and play procedes.

The dealer draws additional cards, one by one, and lays them out on the table. If a card matches a Hand card, it is laid next to the hand card – when both Hand cards are matched, all bets are returned, the deck is reshuffled, and play begins again. If a card matches one of the Réjoussance cards, then the dealer collects the bet on it, removes it from play, and leaves the matching card in play. If the card matches no other cards, then it is left in play, and players may place additional antes on it. If the card drawn matches the dealer’s card, then the dealer loses and matches all current bets by players on the field. In the event of the dealer losing, then all cards are collected, reshuffled, and then dealt for a new hand.

Should the banker wish, they may attempt to ”sell” the bank – proceding clockwise around the table, each other player may ante how much they are willing to pay for the right to be the bank. The player with the highest stated value pays the current dealer and becomes the new dealer, playing according to the above rules.

Play ends when the players agree to end the game after a round ends.

As one might guess, this is a game where large sums of money can change hands quite quickly – hence its popularity with Richtcrag mercenaries.

Whist
A Vandregonian trick-taking game, popular as a passtime amongst those who wish for a friendly game of cards without betting. It is suspected that it evolved from various Richtcrag trick-taking games, but is unusual in the nature by which it is played – rather than individuals competing against one another, play is divided into partnerships; a pair of players whose scores are combined. Unique among partnership games, discussion of the cards or of anything other than light conversational matters are forbidden, and the game is rarely gambled upon – from my research, it is apparent that this variant was developed to distance gambling from play with cards.

Whist is played with four players.The choice of partners begins before the game. It is either agreed upon by all parties, or, in cases where chance is required, by dealing one card face-up to each player. The two players with the lowest-value cards are partners, and have choice in where to seat themselves. Once partners are chosen, the game may begin.

To begin the game, the dealer shuffles the deck, which is then cut by whomever sits to the dealer’s right. The dealer then deals thirteen face-down cards to each player, and then deals a single additional card face-up. This is the suit of the trumps for that round of play. Play procedes as in typical trick taking games, starting to the dealer’s right, with the player who takes a trick starting the next one.

Once all the tricks have been taken, each partnership totals up their points. A partnership earns one point for each trick taken over six – therefore, a partnership that takes eight tricks earns three points.The game ends when a partnership earns 5 points, although it is possible for play to continue if both parties tie at 5 points, or if everyone agrees to play to a higher total.

In gambling variations, partners are typically determined via chance, and an equal wager is placed by each person involved. There are also numerous rules for specific methods to force the ante to increase, such as setting a contract – that is, the number of tricks your team will take in the coming round, or by handicapping one side – declaring that a partnership will reach seven points before the other reaches five is a common bet. Typically, all bets much be matched in these cases, although it is seen as extremely untoward to coerce a member of the Vandregonian upper-class into wagering on Whist.

Games Utilizing the Richtcrag Tarock Deck
A variant that evolved from the Vandregonian deck out of the Richtcrag’s love of cards and gambling, the Richtcrag Tarock deck is an extremely fascinating subject for scholars of games such as myself. These decks, seen as status symbols amongst the mercenaries and ”nobility” who fill the land, are always richly decorated, larger in size than a typical Vandregonian deck, and primarily utilized in complicated trick-taking games. It is believed to have found its origin in the Valinate region of Richtcrag, although no definitive ”first deck” exists to prove this theory. Due to the fractured status of the nation – as well as our own distance from it – it is unlikely that we will ever know the exact origins beyond my speculations.

Aside from being a play tool, much mysticism has been ascribed to the Richtcrag Tarock deck. The origins of the mysticism ascribed to it seems to have started via a pair of factors – first was the exportation of a number of Tarock decks to Vandregon, where they were used in various solitare-style games. These games later evolved into a form of fortune-telling, aided by the events of the war against the undead, which gives the second factor of their mystic description and interpretation – according to various reports by the Vandregonian 5th regiment, a masked undead creature apparently communicated by utilizing a deck of Tarock cards, which led to the belief that these cards possessed some mystical powers. The creature’s erratic behavior, as well as the ambiguous nature of the messages it left, led to attempts to add symbolic meaning to these cards. No evidence prior to this exists, and so claims of ‘ancient Syndar knowledge’ distilled into the cards should be greeted with skepticism, at best. It is this researcher’s opinion that the monster – which, by all descriptions, wore noble clothing consistent with a member of the Richtcrag nobility – was merely instructed to terrorize the members of the Regiment via remnants of its former life and utilized what it had onhand.

Typically, the Tarock deck is used in either complicated trick-taking games or solitare-style games. The trick-taking games are more common in Richtcrag and Vandregon, while solitare games – as well as quite a bit of fortune-telling – became quite common in the May’kar Dominion, where a number of richly-decorated decks found their origin. Few decks survived the trip over, and the somewhat more intensive art that tradition indicates has led to a shortage, which has likly added to their fabricated mystical origins.

Each of the trumps is numbered from 0-21, expressing its relative value as compared to the other trumps. In most games, three trumps are seen as special – the I, often called ”The Magician” is the weakest trump and is typically worth additional points in games due to the skill it takes to win a trick with it (and displaying the typical Richtcrag skepticism towards mystical might over the power of steel), and the XXI, known as ”The World” is also worth additional points. The 0-trump, called ”The Fool”, is also known as an Excuse – in most games, it can never win a trick, but instead excuses the player from participating in that trick, and when it is played, it is exchanged for a card of lesser value from the player’s already-won tricks.

Tarocco
The ”original” Richtcrag trick-taking game, and the version that informs all of the variants known by players today, it requires three to five players. Each player is dealt twelve cards, and then the deck is set aside for that round of play. The player to the right of the dealer starts the first trick, and players must attempt to follow suit.

If a player cannot follow suit, and they have one of the twenty-two trumps, they must ”Trump” the play. If a player cannot trump or follow suit, then they may slough a card, and cannot win that particular trick. If a player has no cards of the original suit, but does have at least two trumps, if a trump has been played, they must play a trump that beats the previous trump, called ”overtrumping”. However, here, an element of the Richtcrag honor asserts itself – if a player is found to have sloughed or under-trumped when they could have played a valid card and another player catches them, they forefeit all points they would have won for that hand.

The 0-trump acts as an excuse in this game, and at the end of the hand, all points are totalled. Rather than counting points for the number of tricks taken, points are determined by the cards held by the player in the tricks they have collected, with the following values:

  • I, XXI, and 0-trumps: 5 points
  • King – 5 points
  • Queen – 4 points
  • Knight – 3 points
  • Knave – 2 points
  • Suited Cards – ½ point

The winner, is, of course, the player with the most points at the end of a hand.

The game is typically gambled upon, with each player staking an ante before any cards are dealt, and the winner of a hand collecting all antes.

Jeu de Tarock
A Syndar variant of the above game, it is decidedly more complicated and confusing for newer players to this deck. It is played with between three to five players, although four players is seen as the norm for the game, and will be discussed in the play.

Players first draw to determine who will deal first – the highest card wins, with trumps beating suited cards, and the Fool discarded for a new draw. The dealer then shuffles the deck, which is then cut by the player on their left, before dealing out eighteen cards to each player in packets of three. Additionally, the dealer deals, one at a time, six cards into a pile known as ”The Dog” – one stipulation of the dealing is that two cards may not be dealt into the Dog in a row, nor may it receive the first or last card in the deal. Misdealing results in a penalty for the dealer – the hand is discarded and the deck reshuffled.

Upon drawing their hands, players must then bid on them, declaring a contract (both points and bid type) that they feel they can meet with that hand, starting to the Dealer’s right. Each subsquent player may then pass or bid higher – a player who has passed cannot re-join the bidding. The highest bid – as in, the final player to have a bid after all other players have passed – is then on the attack, and the other players form the defense, attempting to prevent them from meeting their contract.

The possible contracts (and their method of play) are, from lowest to highest:

  • Prise: The attacker takes the Dog, adds it to their hand, and discards 6 cards, which form the start of their scoring pile.
  • Garde: The attacker takes the Dog, adds it to their hand, and discards 6 cards, which form the start of their scoring pile. Kings or Trumps may not be discarded, unless their hand consists solely of trumps, in which case the I, XXI, and 0 trumps are the only ones which may not be discarded. It doubles the point value of a hand and (typically) doubles the stake.
  • Garde sans le chien: The Dog goes directly into the attacker’s scoring pile, and it is not revealed until the end of the game. The point value of the hand is quadrupled, as is the ante.
  • Garde contre le chien: The Dog goes directly to the defender’s scoring pile. The final value of the hand – and, of course, the ante – is multiplied by six.

Play procedes as normal in trick-taking games. The final score is calculated by pairing cards, according to the following score rubric:

  • 1 King or 1 of the Scoring trumps + 1 ordinary card: 5 points
  • 1 Queen + 1 ordinary card: 4 points
  • 1 Knight + 1 ordinary card: 3 points
  • 1 Knave + 1 ordinary card: 2 points
  • 2 ordinary cards: 1 point.

When scoring, the winning side determines their score by the following: 25 plus any points above the contract (or below, in the case it was not met), plus an additional 10 points if the final trick is taken by the I of Trumps by the attacker, is the base score. In the case where the final trick is taken by the defense with the I of Trumps, 10 is instead subtracted from the base score. This is then multiplied by the attacker’s hand bid, and two additional bonuses may be added – first is the Poignée, where a player declares whether they have 10+, 13+, or 15+ trumps in their hand, each of which adds 20, 40, or 60 points to the final score, respectively. The second bonus is called the Chelem – when declared, the attacker is confident that they will take every trick in the round, and will add 400 points if that is met, but will lose 200 if they fail to meet it. Otherwise, should either side take every trick without announcing, they win 200 additional points.

Should the attacker win, then all players on the defense subtract the final hand score of the attacker from their points, and the attacker gains all the points subtracted. Should the defense win, then the attacker subtracts three times the final hand value from their score and the defense gains the hand value. All scores should sum to zero at the end of each round.

As one might expect, this is an incredibly challenging variant, as befits the Syndar love of complicated (unnecessarily, one might say) games. Gambling is rarely used for Jeu de Tarock – in part due to the complicated methods of scoring. Two variants are written of, however – in the first, players each wager an agreed-upon amount to form a pot, with the winner taking the entire pot after an agreed-upon number of hands; typically four, with deal passing to each player, although longer games are not unheard of. The second is for the truly dedicated gambler – players win or lose the total amount of coin equal to their final score. The debts possible for this are truly staggering – records indicate that the somewhat notorious gambler Sir Madrienne lost a total of three thousand silver on a single game, although the later arrest of his three ”partners” for robbing a caravan on the Aldorian border suggests that foul play may have been involved in this loss.

Games of Casting Dice
Dice have existed, in one form or another, since the dawn of civilization. In earlier days, dice were made from the knucklebones of sheep, and possessed only four ”faces” due to their peculiar shapes. As time went on, dice were refined into the modern form we are familiar with – six sides, each marked with painted or carved pips, and used in various games of chance all over the continent. If one were to divide games by region, the Aldorian love of dicing would be of special note, although the Nara Pentare are also known to have several gambling games built around the dice. Surprisingly enough, of the non-human races, the Ulven have taken the quickest to games of dice, utilizing the knucklebones of their livestock to gamble. In deference to their unfamiliarity with coinage and the civilized world’s sense of debts, the dice are often used to gamble for drink, with the loser taking drinks, and all parties typically ending up roaring drunk by the end.

Hazard
One of the most famous Aldorian gambling games, it is played in two variants – two-die Hazard and three-die Hazard. Likely originating from bored sailors waiting on the docks, Hazard takes similar forms no matter the variant.

To begin the game, one player acts as the bank, offering to cover all bets made against them. The bank is typically rotated throughout a game, especially if one player finds themselves ruined by fortune during a game. Any other number of players may take part, althogh only a single player rolls the dice at a time. I will discuss the two-die variant first, although the only change with the three-die variant is the odds of each roll.

To begin, a shooter is chosen. They place their stake, wagering that they will win by throwing a number between 5 and 9. All other players wager whether the shooter will win or lose. The shooter then throws – depending on their chosen number, the number showing on the dice has a different effect.

  • 5: Wins on a 5, loses on 2, 3, 11, 12.
  • 6: Wins on 6 or 12, loses on 2, 3, 11
  • 7: Wins on 7 or 11, loses on 2, 3, 12
  • 8: Wins on 8 or 12, loses on 2, 3, 11
  • 9: Wins on 9, loses on 2, 3, 11, 12.

If a number does not appear as either ”win” or ”lose”, it becomes the new target number – called the chance – and the original number that they chose, if rolled, is now their losing number. At this point, the shooter may choose to keep their original stake, or add to their stake if they are confident in their new number. Side bets may be altered as well.

Odds for each chance pay out differently depending on the originally-chosen number – typically related to their probabilites on the dice themselves. Rather than going through the entire listing, I entail players to find a skilled Hazard shooter to explain the odds. There exist some cloth Hazard mats, typically sewn by Aldorian sailors out of tattered sailcloth, with the odds embroidered in them – they also serve to make betting considerably easier, as players merely place their stake on the chosen numbers.

Glückhaus
Another Aldorian dicing game, this gained prominence due to the somewhat more relaxed nature compared to Hazard. A favorite amongst a number of the Ulven – especially when playing for drinks – the game is relatively simple, so long as one has the necessary board and a pair of dice.

The game is played with any number of players, as well as a board marked with spaces from 2-12, omitting four. At the start of the game, each player places a coin stake on the 7 square. For the following rounds, players roll the die, taking a coin if they roll a space with a coin already on it, and leaving a coin if they roll an empty space. There are also three ”special” spaces.

  • 7, called ”The Wedding” when rolled, requires the player who rolled it to place a coin on the 7 space. A toast to the other players is made, as a wedding is a time of celebration.
  • 2, called ”The Pig” when rolled, allows a player to take all the coins from the board, except from the Wedding, as even a pig wouldn’t steal from a wedding.
  • 12, called ”The King” when rolled, collects all coins from the board, as all must pay their taxes. Typically, a toast to the king is spoken – in the Colonies, a toast to the Prince is typically made.

After a player rolls, they pass the dice off to the next player – this can be either from the right or the left, depending on the group one is gambling with. A rollof four is always a pass – one loses nothing, but one gains nothing, either.

Depending on cultural or personal preference, the motifs and names of the spaces may change. The Richtcrag, for example, call the 2 space, ”The Mercenary” and the 12 space, ”The Commander”, although other names are also certainly possible depending on the preference. Still, this is primarily a social gambling game, intended to be played while all involved are imbibing some form of alcohol.

Ship, Captain, and Crew
One of the most popular Aldorian dicing games, this is commonly played aboard ships and port bars – unlike many dicing games, it requires both luck and judgment in equal measure to win. It is also played casually, without a stake – some find the rattling of the dice soothing, and it’s a common sight in Aldorian watering holes to find a few friends crowded around a table, downing drinks and rattling the bones.

To play, five dice are required, as well as a suitable pot for the ante and a method of keeping score – many taverns have slate boards in them for just this purpose. The players arrange themselves in a circle, and then play begins. The first player takes the five dice and rolls them. Each player is required to roll a 6 (the ship), 5 (the captain), and 4 (the crew) in three rolls. If a player wishes to keep any of his dice unrolled, they may only save in descending order – therefore, a player who rolls 5, 5, 4, 3, 1 may not keep any dice, while a player who rolls 6, 4, 3, 3, 3 may only keep the six – one requires a ship before they can hire a captain, and a captain before a crew can be hired. A player must re-roll all dice that are not already set aside.

The remaining two dice are the ship’s ”cargo” – add their value together if you manage to roll a 6, 5, and 4 during that round. A player may only choose to not re-roll the cargo dice if they already have the required numbers showing on their dice. If a player fails to roll a 6, 5, and 4 after three throws, they earn no points for that round and the dice are passed.

Play procedes around the table, with the highest-scoring player winning that round. In an anted game, all players pay into the pot before the round begins, and the winner is the one with the highest score during a round. Should two players tie for the highest score, the pot is split evenly between them – in the case of an odd number of players, a single coin remains in the pot for the beginning of the next round.

Certain regions have their own variants on the rules – one such variation, called ”Caravan”, involves the players racing to reach an agreed-upon point value. Typically, the chosen value is 77 – in part due to an older rule that players may not bank the same value twice. There are also several variants that give additional values and penalties to certain rolls:

  • Favorable Wind: Rolling a 6, 5, 4, 6, 6 on the first roll. The player automatically wins the pot in this case.
  • Shipwreck: Rolling 6, 1, 1, 1, 1 on the first roll. The unfortunate player must double their stake or withdraw from the game.
  • Drunks: Rolling a 6 on the first roll, but only showing 5s and 4s on the third roll. Adds 2 points to the cargo’s value.
  • Desperate Sailors: Not rolling a 6 until the final roll, but showing 5 and 4 on each throw previous. Add 3 to the cargo’s value.

A relatively simple game, this has rather enduring popularity in Aldoria.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

On The Mushrooms of the Old and New World

A Brief Treatise on the Mushrooms and Toad-Caps of Faedrun and Mardrun
by
Thomas ná Schweinitz

The role of mushrooms in the culture and cuisine of peoples across the lands cannot be understated. It seems to be a commonality amongst the Syndar, Ulven, and human populations that these small plants serve as a staple foodstuff and ritual ingredient, for reasons to be expounded on later. To this end, I have been commissioned to perform a complete survey of all surviving texts, folk knowledge, and ritual usage of these curious objects.

On the Mysteries of Mushroom Growth
At the moment, no known method exists for the organized cultivation of mushrooms, despite their similarities in edibility to plants. Different scholars have contributed their own knowledge to the problem, generally disagreeing on the exact nature of the species. De Haverland of Vandregon, in the scroll In Augmentum et Plantatio Fungos postulates that the flowering caps of mushrooms are formed on magically-active sites – places of natural mana. On the other hand, the seminal Μανιτάρια και τη γέννηση τους, by the Syndar scholar Laitenea Areasin, disagrees with this, pointing to mushrooms as an intermediate step between plants and animals, citing their tendency towards accelerated growth in decaying matter and the existence of a wispy, fragmented “root system”

A hybrid explanation is thus adapted from these – the following assumptions are made as to the nature of mushrooms.

  • Based on the growth methods and taste of the flesh of the flowering mushroom, it will be assumed that they are a hybrid of plant and animal, as follows Areasin’s text.
  • This hybridization requires a specific location – typically that of a magically-charged area replete with decaying matter for the carniverous plant-animal – to follow with De Haverland’s study.
  • The “root system” of mushrooms is considerably more complex than Areasin allows for in her study, explaining why cultivation on the scale of grain and vines has proven impossible, yet occasional experiments bear fruit.

These assumptions, therefore, allow for a new formulation of the mushroom’s existence – suitable spots must be located before cultivation is attempted, as there is no known reliable way to determine whether or not the background mana is of sufficient quantity and purity to allow this plant to exist.

As for the success of attempts to cultivate mushrooms on a larger scale, it can only be assumed that some fluke of background mana has allowed the success of that particular growth. Their behaviour and growth patterns, therefore, lend themselves much more to the passive gathering of these plants, rather than active cultivation.

On The Four Natures and Five Shapes of Mushrooms
As the mushroom is a hybrid plant, it therefore must bear a specific nature in order to prove useful to an intelligent species. As such, we may return to Blackwell’s Animantibus Natura, which divides the natural realm into the following categories: Carniverous, Herbacious, Omniferous, Passive, Active, and Reactive. These categories form the basis for all classifications of non-thinking living matter – as mushrooms are hybrids, then the following natures are apparent:

  • Carniverous-passive: the common “Waste-mushroom”, typically inedible
  • Carniverous-herbacious-passive: Edible mushrooms, typically found growing on other plants.
  • Carniverous-active: Mushrooms of a more active magical nature, found to be useful in the preparation of magical re-agents
  • Carniverous-Reactive: Poisonous mushrooms, whose main method of survival seems to be the killing of any species which attempts to consume it.

These four natures neatly encapsulate every variety of mushroom found across the face of Faedrun and Mardrun, and so seem to be the most useful classification method. The transformation of mushrooms from one category to another is possible, but requires knowledge of the specific methods of treatment required to shift the internal mana holding these plants together into a form more agreeable with that of the consumer.

In addition, mushrooms are identified by one of five shapes, each of which tends to fall into its own category.

  • The Capped Mushroom, or “Toad Stool” – term originating in Middle Richtcrag as a consequence of the military patois, these are typically mushrooms with an obvious cap and a tendency towards the Carniverous-Reactive type. “Toad” appears to be a Vandregonian Common reduction of the Richtcrag “Tod”, meaning “Death” – this has since be used to identify a New World mushroom, the Death Cap.
  • The Finned Mushroom – originating from investigations of edible mushrooms, those types displaying fins on the underside of the cap are typically Carniverous-Passive or Carniverous-Herbiverous-Passive.
  • The Balled Mushroom – Found growing underground or close to the ground, these mushrooms take an unusual spherical shape. Typically Carniverous-Herbivorous-Passive.
  • The Climbing Mushroom – Displaying a sort of fin and radiating bark, much like the trees they prey on, these are typically Carniverous-Herbivorous-Passive.
  • The Threaded Mushroom – typically displaying a small cap and an excessively long stalk, these are typically that of the Carniverous-Active variety.
  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 74

Again

Thrand squinted as he looked up at the clear blue sky. He was lying on his back and his head hurt. Fresh blood trickled down his lip where a shield edge had just busted it open. With slow, sore, and deliberate movements, Thrand picked himself up off the ground.

Bryech stood several yards away. His expressionless posture and lack of being tired misleading to the harsh beating he had just given Thrand. Bryech was younger but strong and spirited, he made a good Pack Longfang warrior. He would make a fine Ulfednar some day. Part of Thrand wished he wouldn’t make it look so easy when he pummeled him during weapons training but he knew to voice it or even believe in such things would dishonor him. Would a Grimward warrior or a Whiteoak berserker be any less savage in battle?

Thrand wiped the blood off of his chin and picked up his sword and shield. Preparing himself for another beating, he clanked the weapon to the shield edge audibly two times.

“Again.”


The blade whipped through the air, heading straight for Thrand. It’s path was deceptive enough to be hard to follow, but Thrand’s eyes were trained enough to understand where it was going. But the weight of the shield was too much for him to react quickly and he felt sluggish.

Try as he might, there was nothing he could do… he was just simply too slow, too clumsy to block it.

With a painful slap, the flat of Fritha’s blade swatted Thrand across his bottom. The sting and the smart of the pain enough to force Thrand to suck in air through gritted teeth. Flat or not, it was still a couple pounds of steel hitting him with sufficient force.

“How exactly did you become so much better at this than I?” asked Thrand grumpily as he rubbed the pain out of his left buttock.

“My father taught me and I paid attention to fighting with a sword and shield. I think some of the pups in the village can use a shield better than you.” replied Fritha in a matter-of-fact voice with a hint of playfulness. Although her duties as a Daughter of Gaia in the Onsallas village kept her busy, Fritha continued to train as a warrior. She excelled at sword and shield combat and could best Thrand most of the time.

“Yeah, well I can still outrun you any day and you shoot like a blind mordok.” snapped Thrand, his pride obviously hurt more than his rear.

“Are you finished pouting? Are you done or should I continue to beat you?” grinned Fritha.

Thrand was both amused and not at the same time and half-playfully glared at her.

“Again.”


Thrand was soaked in sweat, wearing a padded gambeson with bits of leather over it. Hours of fighting in the damp conditions of the swamp had left him tired. He was used to cloaks, hoods, and lighter wool tunics… not constricting and hot garments for close quarter battle. His limbs felt heavy. He was out of arrows and throwing knives.

The Whiteoak warrior standing before him had a shield. He stood poised and ready to strike, stoic and waiting for Thrand’s advance.

Although Thrand’s skill with a shield was improving, he did not have one to protect him during this fight. He did, however, hold a long two handed axe in both hands. And if there was something that Thrand was good at, it was handling an ax and splitting fire wood.

With a roar, Thrand leapt towards the Whiteoak warrior. Planting his feet and winding up the axe, it generated immense force as it spun around and shattered the warrior’s shield. Splinters exploded from the now useless shield and before the Whiteoak warrior had time to react, Thrand spun and followed up the heavy strike with two smaller ones aimed at the Whiteoak’s midsection. The axe bit deep in each side, but yet the warrior remained standing. With a second roar of exertion, Thrand arced the axe in a large sweep, winding up and with precision and strength landed the axe blade directly on top of the Whiteoak’s head. The blade bit deep, cutting the Whiteoak warrior in two.

“Thrand, you’ve been at this all day. You should take a rest.” said Stanrick from somewhere nearby. His words were both an approval that stopping would not be looked down on yet there was also a challenging edge to it.

Thrand snapped out of his mental battlefield. The two bloody halves of a Whiteoak warrior were in fact the two halves of a sturdy log that he had just split. The shield a simple piece of wood cobbled together to be used in training.

Breathing hard with exertion, Thrand’s mind raced. He still, to this day, felt shame for being so far away from the battles in Clan Stormjarl territory. To hear reports of how his new Pack was fighting to save his old Clan cut him deeply, making him feel helpless and useless out near the Dirge Swamp. He was not skirting his duties or avoiding the battle, he was just needed elsewhere.

Thrand looked up at Stanrick and met his gaze.

“Again.”


As the Stormjarl recruits braced for impact and the lines crashed into each other, some of them were jostled hard and fell to the ground. Hours of intense training had worn them out and made them clumsy.

Their mock shield wall broke and crumbled, the warriors too exhausted to continue on. Orrin, Azra, and Bryech all pushed easily through their line even though the recruits outnumbered them three to one. With wooden swords or padded sticks they thumped the recruits, painfully teaching them a lesson.

Thrand stood beside the line and watched. He was analyzing the fight and how the two sides met, how an archer could support them or how a long weapon like a large axe could be used to break the other lines shield wall. He had spent time learning from some of the human and syndar warriors, how they fought in combat and dealt with war.

With a few groans of pain and exhaustion, the Stormjarl recruits stood up and stumbled back into a line. A sudden aroma wafted across the training grounds right outside the palisade walls of the Onsallas Outpost.

Food.

Fresh, hot, delicious food… food that the recruits were starving for, food that Fritha and Reyna had been preparing that afternoon. Delicious spices, savory meat, fresh warm bread and butter mixed with bee honey. Some of the recruits looked longingly at Thrand, silently pleading to have him stop the training so that they may rest and eat. Almost comically on cue, one of the warriors stomachs growled audibly during the few seconds of respite. He too was hungry, deprived of food and training most of the day. His mind thought of how hungry the defenders of the Battle of Blackwolf Creek must have been as the Grimward line pressed on them for months and finally charged into a bloody melee.

Fresh and hot meals would be a luxury once the raids began and the Longfangs joined Clan Axehound in their attacks on Clan Whiteoak. With the raids on their mutual enemy approaching, the intensity of the training had picked up for the new recruits. Thrand’s face was expressionless as his eyes scanned from warrior to warrior.

“Again.”

– End