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January 266 – News and Rumors

Following the uproar caused outside the “Plague District” late last year, many of the refugees acted upon their displeasure with Newhope. Frigid and hungry, they made a show of leaving the settlement, seeking refuge within the walls of Starkhaven. As was expected, many of the corrupted who left Newhope did not survive the journey, succumbing to their illnesses, wounds, or the elements before reaching safety. The Keep, though faring better than in years past, has struggled to maintain peace and order with the massive influx of over a hundred new mouths to feed, paired with the ire drawn from those who see it as a slight against Newhope or an avoidable tragedy. Discontented whispers have begun referring to this pilgrimage as the “Path of Agony”, mockingly shortened to “the Path” as a play upon the tenets of Arnath, commonly referred to by the same name.

Diplomats wearing the blue and black of Clan Nightriver have been seen heading northward, approaching the Great Forest, entering Clan Riverhead territory on their way. Those they have interacted with have confirmed that the group is making their way to Clan Axhound, though their purpose there is rumored to be any number of things.

Clan Whiteoak has issued a public declaration, thanking those who have come to their aid. With this assistance, they have managed to reallocate their warriors and prevent the Mordok from taking any more ground. Though they are still struggling to stay alive and their ranks thin every day, a glimmer of hope for the future has emerged. The declaration continues to remind the people of Mardrun that the offer for payment still holds, should any form of aid be sent to help protect the clan, though food and supplies are most desperately needed at this point. There is rumor of a meeting taking place between Clan Ironmound and some allies and the leadership of Clan Whiteoak, but little is known.

Clan Riverhead has mobilized several warpacks to defend their roads, a move which took many other clans who were unaware of their situation by surprise. The few reports which have managed to reach the outside world seem to indicate that Clan Riverhead is seeing a substantial increase in Mordok raids over the last few weeks, with many reports of travelers along once-safe roads emerging beaten, bloody, and corrupted. Worse yet, an entire warpack seems to have disappeared into the Great Forest, and recent attacks have kept the clan from searching them out. The public release of this knowledge proves that the mordok presence in the Great Forest has grown considerably and is much more dangerous than it has been in the past.

Organized banditry reports have increased across Mardrun but mainly in the Clan Nightriver and colonial territories. The “vague territories” of several groups are perfect hiding places and breeding grounds for outlaws and vagabonds. Some of the attacks have become more daring or concentrated and some worry that a crime boss may have begun to orchestrate these attacks. Initially fingers were pointed to Daven’s Reach, but reports say that the settlement has been dealing with rooting out several murders in their settlement along with a calm but persistent struggle for power within. It is hard to speculate at this time who could be involved.

As reports come in regarding the daring expeditions to head into the Dirge Swamp during the winter, one thing is for certain; mordok activity in the swamp remains active despite the cold and smaller expeditions may not be enough to make the final venture to get through to the other side. Nobody knows for sure what this means for the momentum of the Marquess and her campaign to fund or further expeditions but one of the caravans sent into the swamp returned with startling news that is spreading quickly. The swamp, already home to foul corruption magic, has inside its borders some sort of area that is heavily influencing the mana stream. Mages have reported that mana in the area was much harder to recover. The scholars under the employ of Celestial Arragones have had a conference on these findings. Syndar mages have reported that this phenomenon seems consistent with their ongoing study of the Siphoning and its effects on the decline of the mana stream. Brushed off as conspiracy theories of obsessed mages, there may be more to this and rumor has it that anyone with knowledge or notes regarding the Siphoning or similar effects may stand to make a profit for contributing to their research.

Despite the recent debacle involving the exodus of refugees to Starkhaven, all that most people seem to be able to talk about is the upcoming dinner discussing the future of Newhope and their legacy on Mardrun. Rumors abound discussing the possible topics. More than that, however, is the attendance of the meeting: if some loose-lipped aides and thirsty connections are to be believed, at least one of the nobles from the Council of Ten has taken a very personal approach to this matter, potentially to the point of representing themselves, rather than having a lesser noble do the legwork for them. With the exception of Baroness Catherine in recent years, such an act would be nigh unheard of in such an open forum, and would assuredly lend more weight to their cause, but could also put them at very serious risk should negotiations turn sour. Only time will tell how accurate these tales truly are, however.

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Mordok

“The Mordok are beasts. All we have known is war with them. I will soak these lands with their filthy blood before I meet the Great Wolf. We leave camp at dawn to hunt down a pack of Mordok and will return with their heads.”
-Harlok Longfang, Ulven Warrior’s last spoken words

The Mordok are not a playable race for standard players.

The Mordok are indigenous to Mardrun. They are ancestral enemy of the Ulven, and such are viewed by the Ulven as a bloodthirsty and brutal race. They range from small packs to entire organized communities with martial and spiritual leaders. Very little is known about the Mordok; all attempts at communicating or learning the Mordok culture has ended in blood shed, though The Ulven also see any attempts as a deep taboo. Constantly at war with the Ulven, the Mordok are strong, resilient, and cunning. It is unknown just how large the population of Mordok is on the continent of Mardrun.

The following document is the more common and well known information regarding the Mordok. This document is updated after events if players discover more information about the Mordok culture.

UPDATE: In 2021 the staff of Last Hope took ourselves to task on some of the portrayal of the Mordok. In the older pictures you will see the overwhelming majority of the Mordok portrayed with black skin. This was originally done due to the ease of painting and make up and as a nod to Tolkien inspired Orcs, however as we grow as people we can’t help but reassess choices that seemed innocuous in the past. From September 2021 and on the Mordok will be portrayed as having skin tones ranging from muted purples and blues to greens and reds. TO CLARIFY the Mordok in game did not change. We have retconned their appearance. All players should act as if the Mordok have always been colorful. 

Mordok FAQ

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Mordok FAQ

The following information is based on the collective knowledge of the players. Any descriptions of culture and appearance are written from the point of view of the people of Mardun, primarily the Ulven whom have been at war with the Mordok longer than they can remember. One thing that can be certain is that we are constantly learning more about the mysterious warriors from the swamp.

Some of the following information has been found to be outdated or even incorrect as the people of Mardrun have had continued encounters with the Mordok. Information now known to be false will be left as readable, but struck through. This will be a continuous process. If you have any questions feel free to reach out to staff and ask.

What are their organizations like? (Family, groups, communities, packs, clans etc)

  • Mordok are separated into small packs much like The Ulven. A pack is a group that stays together in a geographical area and work together to hunt, do rituals, co-exist, etc. Packs can exist close to one another, but due to their Alpha society they don’t normally work together or exist in harmony and are often seen challenging each other or fighting amongst themselves. Update: In recent years the Mordok have been known to come together in large groups and almost regimented units.
  • Mordok do show a tendency to hunt or act in pairs. Whether this is a mated pair or two members whose skills and cunning mesh together is unknown.
  • UPDATE: In 268 a before-unknown type of Mordok clad in blues and teals started appearing. These blue-clad Mordok seemed very adept at drawing together large forces of other Mordok. All other Mordok show them great deference, even the Alphas and Shamans. Not much is known about these new Mordok, but they show us that we clearly do not know as much about the Mordok as we thought we did.

 

Where do the Mordok come from?

  • It was recently learned (Year 270) that The Mordok were at one time a race of people created by The Ancient Syndar who had travelled to Mardrun long, long ago. These Ancient Syndar caused a calamity that, among other things, created the Dirge Swamp and lead to the corruption of their “favored children” who were then warped and turned into The Mordok.

How do they handle ceremonies? (Marriage, funerals, etc)

  • It seems that any “official” ceremonies are conducted by what the Ulven have come to call the shaman of a pack. Pack members will gather around and participate in the ceremonies in varying ways.
  • Mordok do not appear to celebrate or observe any holidays.
  • UPDATE: A lot of the rituals or spells cast by Shamans involve earth, dirt, and plants. A number of rituals also seem to involve cutting, bloodletting or punching.

What kind of leaders do they have and what is their structure and importance?

  • A Mordok pack is usually lead by what the Ulven have named an Alpha. This is the strongest and most powerful Mordok in the group, but it does not necessarily mean it is the largest. Strength, speed, cunning, and brutality all seem equally important.
  • Because their Alpha society keeps the packs apart, strong shamans and cunning Alphas are especially dangerous for their ability to bring groups of Mordok together and build a much larger group of Mordok. Many times this is how raiding parties or strikes on Ulven villages are coordinated.
  • UPDATE: Shamans also seem to be viewed as leaders of each pack, so much so that sometimes a pack’s Alpha seems to follow the Shaman.

What gods do they believe in for religion and what is their spirituality like?

  • The Mordok have a religion they follow but very little is known. A good deal of their religion and magic centers around corruption. Different magical idols discovered around Mardrun created by the Mordok seem to have corrupted the nearby land.
  • UPDATE: There appears to be some sort of motherly figure that the Mordok revere. There have been small idols depicting this entity but it is very vague and very little is known. They range in size and shape but definitely have a feminine and almost serpentine appearance.
  • UPDATE: Several adventurers have discovered these idols and some reports have come out of strange dreams of a tempting female presence.
  • UPDATE: This entity has come to be referred to as The Mother who has offered her gifts to various non-Mordok adventurers, but they always seem to come at some great price

How do they commonly view the other races? The Undead? The Mordok?

  • The Mordok have been seen eating the flesh of those they’ve slain and of Ulven in particular. They often hunt, stalk, toy with, and brutally attack Ulven they encounter.
  • The arrival of the colonists seemed to have puzzled the Mordok for a short. Syndar are especially peculiar to the Mordok and stories exist of Mordok actively avoiding Syndar they encounter. This has diminished over time and the colonists are attacked much the same as the Ulven.
  • To this day, no serious attempt has been made by the Mordok to communicate with, understand, or live alongside the Ulven or colonists.
  • UPDATE: With undead being new to Mardrun, there is very little evidence of how the Mordok regard them. There have been confirmed reports of Mordok viciously attacking the undead they have encountered. Mordok also seem vulnerable to the plague of undeath as several of them were turned into zombies when the lich rampaged across Mardrun.
  • UPDATE: Reports have spread and even a survivor of a Mordok encounter has claimed that a Syndar has been seen with the Mordok, dressed and painted up like one of them. When first denounced as most likely being a prisoner, the eye witness account of the survivor of a gruesome torture ritual confirmed that the Mordok seemed to regard this Syndar as some form of leader.
  • UPDATE: This Syndar has since become known as the Red Eyed Syndar. He acts as an acolyte of The Mother, leads a small band of Mordok, and offers The Mother’s gifts to unsuspecting adventurers. He’s also taken part in various attacks on the people of Mardrun.
    UPDATE: A unique Mordok clad in blue, during the early days of The Shield of Mardrun, walked up to the gates of an outpost and declared to all inside, “YOU Started this war. The MORDOK will finish it.” before leading an assault and eventually retreating into the swamp. Since then more of these blue-clad Mordok have been seen commanding large forces.

How do they handle honor and integrity?

  • The Mordok appear to be very cunning and creative in war. They are survivalists and fighting with an Ulven sense of honor seems alien and unnecessary to them. Using traps, poisons, unfair odds, and openly insulting actions are normal ways of interaction and fighting for the Mordok. Some Mordok have learned how to tug at the Ulven’s code of honor in order to make them even more angry during fights and confrontations.
  • The closest thing to an “honorable fight” is if another race challenged a dominant or Alpha Mordok if the challenge is accepted, the other Mordok will back off and let the fight play out. There have also been recorded examples of Alpha Mordok demanding challenges from the other races.
  • Update: In more recent years it has become more common to see other Mordok extend challenges for duels, but in almost all instances it appears as some sort of a mean-spirited joke. The honor of the duel (from the Ulven perspective) is not as important as humiliating their enemy.

How do they handle grudges and revenge?

  • Mordok seem quite capable of remembering things that have happened to them or their packs and are more than willing and capable of extracting cruel punishment and revenge on the adventuring group or a nearby settlement. The means of death and torture they use on their captives also get more brutal, openly showing a very strong desire for revenge.

How do they handle combat and war?

  • Because of their roving nature and nomadic ways, the Mordok almost always fight in small scale guerilla style raids and skirmishes.
  • Encounters with Mordok usually fall under one of three categories. Quiet long distance stalking, hit and run tactics, or a brutal berserking assault.
  • The Mordok do not seem to “go to war” as other races might. Any sort of large scale raiding parties appear to be merely coincidental, or dissolve quickly once formed.
  • UPDATE: They know when it is suicidal to meet a much larger group head on, so they pick and choose their battles accordingly and use opportunity to their advantage. It is not uncommon for a Mordok raiding party to just completely avoid a group of Ulven warriors if they know the battle would not be favorable.
  • UPDATE: After the people of Mardrun pushed into the Swamp and established a series of Outposts known at the Shield of Mardrun the Mordok seemed to come together in a much more meaningful way. Large scale battles became far more common and entire units of Mordok have been witnessed being led by before-unseen leaders clad in blues and teals.

How do they handle justice and punishment?

  • The Mordok seem to observe some sort of grappling and dominance displays. Whether this is some sort of punishment for a transgression, it is unknown.

How do they handle death?

  • Although the Mordok seem to avoid most suicidal situations and generally try to avoid dying, they do not appear scared of death. They also do not usually appear to feel any grief or pity for slain Mordok, though occasional displays of grief have been seen, but are often short.

How do they handle economy and wealth?

  • Mordok do not take loot like other races do. They may be just as likely to take a torn piece of shirt as they would a gold pendant.
  • Mordok will take armor and weapons from fallen enemies because they are useful.
  • There are no records of any Mordok practicing any kind of barter or currency system.

How do they handle politics (voting, representation, race-scale changes, etc)?

  • The Mordok appear to follow their Alpha and Shaman leaders. There seem to be disagreements but exactly how they are handled is unknown other than using force to bring weaker Mordok in line.

What are some common mannerisms for their race?

  • Mordok are always rough and short with each other. They do not appear to ever act kindly or nice to each other.
  • Mordok often move like a predator, slow and deliberate when hunting, quick when attacking. Their posture often hunched over, close to the ground, and they often bob their heads, looking this way and that.
  • A Mordok often acts with bravado, trying to make it’s self seem mightier
  • Mordok do not seem to use fire as a means to warm themselves or cook food.

Are there any symbols or animals important to this race?

  • Bones are an important symbol and decoration for the Mordok
  • Wolves appear to be important to the Mordok but not in the form of reverence and respect. Mordok will hunt out and brutally kill any and all wolves they find, and it has been witnessed that Shamans may do an odd ritual and even sometimes urinate on the corpse of a wolf.

Is there anything considered taboo or forbidden to this race?

  • Some Mordok have been witnessed to avoid caravans carrying strong spices or potpourris. Whether this actually deters them or is a coincidence is unknown.
  • It appears that it is taboo amongst the Mordok to attempt to communicate with non-Mordok, especially in the trade-tongue. Simple demands are sometimes shouted in the Mordok language accompanied by short gestures (almost always a gesture to leave or a simple demand for a duel), but anything beyond that has been seen to draw the ire of surrounding Mordok. The only known exception is that the Blue-Clad Mordok seem to show a disdain for the trade-tongue, but will speak it if necessary to deliver a message.

Are there any common sayings that are used by this race?

  • There is a gutteral language that the Mordok use to communicate. So far nobody has learned or understood more than a scant few of its words.
  • UPDATE: Several idols recovered from the Mordok seem to have some sort of strange writing or dialect. It is very hard to follow or decipher but some patterns could be understood if enough Idols were recovered.

What is a common appearance (eyes, skin, ears, fangs, etc) for them? Is there an uncommon or taboo appearance for them?

  • Mordok tend to appear in a variety of colors ranging from blues, reds, purples, and greens though always muted or tinged with ash/charcoal notes.
  • Mordok tend to display long ears and tusks or fangs. These traits can vary considerably among the Mordok. Their eyes tend to range wildly in colors.

What overall theme/style do they tend to have? (Clothing, look, etc)

  • Mordok almost always wear dark brown and black base layers of basic tattered clothing. They adorn themselves with strips of cloth and pieces of hide and rope in layers and wrappings. Everything about their clothing seems to be piecemeal. They seem very willing to don debris and detritus to blend in with their surroundings.
  • It is unusual, but not unheard of for a Mordok to wear bits of brighter colors, usually due to some trinket or trophy
  • UPDATE: Mordok Shamans have been often seen wearing purple accents on their clothes. It appears to be an important color.
  • UPDATE: Mordok have begun to be spotted acting as commanders of large Mordok forces. They stand tall and wear clothes of various teals and blues and seem to put significantly more effort into their clothing than the Mordok that had been seen to date.

How do they regard magic? What kind of magical people or classes do they have and what do they do?

  • Shamans seem to be fairly common to the Mordok and do a number of leadership and spiritual activities. Some Mordok may display a little bit of magic potential but usually all spell casting focused Mordok appear to be religiously dedicated.
  • UPDATE: It has been observed that Shamans can control both Arcane and Divine magic on a regular basis, almost like it is a norm to their culture. While this concept is not uncommon outside of the Mordok due to Ulven and Human witches, it does appear with significant more regularity among the Mordok.

Is there a rite of passage or coming of age for them to become adult?

  • Nothing official has been observed as any kind of rite of passage.
  • UPDATE: There are vague stories about what appear to be more experienced Mordok leading weaker Mordok into fights against the Ulven. The attack is usually withdrawn before either side is outright killed, then the Mordok vanish. To those experiencing this phenomenon, they have said it felt like they were being tested somehow.

What is their courting & relationship process like?

  • Extremely little is known about Mordok mating. Nothing has been observed at all.
  • UPDATE: Though the Mordok do seem to show different sexes, they don’t seem to show any care for the concept of gender.

How long do they live and what is their birth/child process like?

  • There are no official records that explain how long Mordok actually live for, but some Mordok seem to be very old, estimated to be 75-100 years old.
  • To this day, no young or baby Mordok have ever been discovered or seen. Wild theories run rampant amongst Ulven an colonist alike, detailing anything from hatched eggs, large litters, growing them in the ground to hatching them out of captured victims.

How do they handle their own names? Is there meaning to how they are structured?

  • No record exists of the Mordok using names to distinguish themselves from each other, however no one speaks the Mordok language to be able to verify this for certain.

Are there any special groups or factions within this race?

  • No special groups have ever been observed, but sometimes consistent markings or face paint can be seen on specific packss.
  • UPDATE: One Ulven Pack has come across Mordok in a region that were all marked with a specific type of body paint. When dealt a killing blow, they would fly into a blood frenzy and attempt to fight on long after they should have died. There appears to be no consistency in this throughout the Mordok culture as a whole.

Were there any large/significant events that happened for this race?

  • The arrival of the colonists appears to have been perplexing to the Mordok. They regarded them as soft targets at first but did not view them with such intense hatred like they did the Ulven and actually left them alone in the beginning. As experienced adventurers killed off Mordok or confronted them, the hatred has been building and Mordok appear to now view them much in the same way as they do the Ulven.

What was this race like on Faedrun? On Mardrun?

  • There is no evidence of Mordok ever existing on Faedrun. They appear to have only ever existed in Mardrun.

Is this race a unified group or are there obvious differences between its members? What common ground does this race share?

  • The Mordok as a whole seem to follow the same societal structures, but each pack has its own entity. They do not seem to vary much from each other.
  • There seem to be unspoken territories claimed by a pack’s Alpha but the exact process is unknown.

How do they handle teaching & knowledge?

  • Nothing official has been observed other than weaker Mordok seem to follow and learn from experience Mordok over time.
  • Although most Ulven refuse to respect any kind of sentience within the Mordok, it is obvious that they are cunning and intelligent. They are capable of hunting, weapon maintenance, and crafting clothing and armor, primarily from spoils taken from battles or hunts.
  • UPDATE: As the Colonists and Ulven pushed into the Swamp in 268 they encountered a before unseen type of Mordok. This Mordok stood tall and wore various blues and teals and wore clothes that were very clearly well made and cared for. The rest of the Mordok showed this individual great deference. This Mordok even at one point spoke the common tongue saying “You Started This War. The Mordok Will End This War.” Since then similarly dressed Mordok have started appearing with war parties along The Shield. When they are around the rest of the Mordok fight harder and with increased tactical prowess.

What kind of superstitions does this race have? (sayings, totems, rituals, beliefs)?

  • They will ritualistically kill and urinate on Wolves hunted down and killed.
  • The Mordok respond to a “blood moon” or a moon that is red tinged in the sky. Whenever there is a blood moon, the Mordok seem to be more brutal and vicious.
  • UPDATE: Mordok seem to go out of their way to eat the flesh of whatever they kill. While this is a way to consume food, it seems to mean something more to Mordok. Exactly what the reasoning is behind it is unknown.

What kind of structures do they build and to what style?

  • The Mordok seem to be largely nomadic. They are known to find natural cover, sleep in the open near fires, or construct huts from small trees and branches..
  • Because of their constant hit and run war against the Ulven, the Mordok packs are always on the move or at least always ready to move. Many times a well armored and equipped Ulven war party will assemble and move into an area where a pack is known to be only to find it completely abandoned. The buildings or dwellings they leave behind seem of no importance to the Mordok.

What kind of weapons and armor are common to the race? Is there something that has special meaning?

  • Mordok frequently use punch-style shields so they can throw them away and grapple and grab their opponents and it lends to their skirmish style of fighting they have developed with the Ulven.
  • Mordok will use anything they loot off of dead opponents they find useful, but they also use hides and layers of wrapped materials to create patch-work armor. They do not tend to maintain their armor much of which are dented, rusty, and in some state of ruin. When a Mordok’s gear breaks, it is usually mended rather than fully repaired, breaks being covered with another piece, or simply lashed back together.
  • Mordok do maintain their weapons, but often seem to allow them to purposefully degrade to a certain point resulting in jagged, rusted, and unkempt appearing weapons. This also makes them more lethal as the wounds dealt by such weapons can quickly lead to infection.
  • UPDATE: The Blue-Clad Mordok have been seen in much more well cared for equipment and carrying more well cared for weapons.

What kind of fighters does this race have? Are they known for anything in particular?

  • Most Mordok are skirmish-style fighters, used to attacking in small groups against small groups of Ulven. They commonly have lighter armor and move quickly from place to place. Hunters with bow and arrow are also very common to the Mordok. Nearly all of their fighting is done in small, hit and run scenarios. Most Mordok are quite clever at devising and setting ingenious and cruel traps. Most Mordok prefer to engage only when the enemy is weaker than they are and are known to retreat from any opposing group that has an advantage.
  • When in close combat, most Mordok are brutal, relentless fighters, pressing in to close range, and not stopping till either falls.
  • Mordok are very strong, tough, and resilient. They can take more weapon strikes than a human or Ulven can and still keep fighting. They also heal quickly and recover from wounds that would easily kill even a hardy Ulven. If a Mordok is able to get away from a fight, chances are they will heal from whatever wound they have received.

Is there a particular talent, trade skill, or resource that this race has or focuses on?

  • The Mordok use poisons in all forms. Usually these simply animal or plant poisons but sometimes they are strange concoctions of different substances. The most potent is “Mordok Bile”, which will kill anyone infected by it quickly, nicknamed due to the common act of Mordok spreading their blood or spit onto their weapons or into their victims wounds. This has lead to a superstition that Mordok bodily fluids themselves are poisonous, but there is no evidence of this.
  • It is not uncommon for a Mordok to poison a victim and retreat to allow the poison to weaken or kill.

What is the population of this race (if known)?

  • It is almost impossible to estimate how many Mordok there are. There are no accurate records as to just how large the Mordok race is. There are countless packs scattered all across Mardrun. Mordok can can live just about anywhere, and eat just about anything, so there is no limit to where they can survive. And because of their hostility, and their hit and run tactics, it is near impossible to garner any real accurate information.
  • Some speculate that if the Mordok ever could put aside their differences and united, that they could easily overrun any Ulven or Colonist settlement on Mardrun. UPDATE: This has been seen in more recent years as Mordok have come together to form larger armies.
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Syndar

Who are the Syndar?

The Syndar are the eldest and most long-lived of the three playable races in Last Hope Live Action Roleplay. Their culture goes back farther than the history books of man can document. Their skin varies in pigmentation far beyond the normal coloration of humans, and they have ears which taper into points. From the shadows, they watched mankind take its first faltering steps towards creating the kingdoms of the old world. They are the children of the Sun and the Moon, and the stewards of the mana stream which gives life to every living creature and is the source of all things magic. To outsiders, they appear to be a fae and mysterious race, and rumors and campfire stories paint pictures of them as kin to spirits of nature; wild and fierce one moment, wise and calm the next, wielding powerful magic as if it were second nature to them.
Of course, the best campfire stories have at least some basis in reality.

If you like a proud, long lived magical race with varied appearance and a unique culture, then perhaps you should consider making a Syndar character for Last Hope Live Action Roleplay.

Known Syndar Bloodlines and Groups

These groups are only a sample of what exists within the world and all were created by players. If you are interested in playing a Syndar they do not need to belong to any of the below listed groups. If you wish to create your own group or bloodline feel free to work with staff! The following groups can be great inspiration either way.

Io’Larian (Called Feral by the Serous and Celestine Syndar, a name assumed to be their proper name by Humans and Ulven):

  • The Lost
    • A Large Io’Larian Tribe from Faedrun with a rich cultural history
  • The Tribe of The Jaguar
    • A Large Io’Larian Tribe from Faedrun. They have managed to bring a very sizable portion of their population to Mardrun where they have flourished.
  • The Calavera
    • A secretive an insular Io’Larian Tribe living off the coast of Mardrun. They keep to themselves, but occasionally their members are seen on the mainland.
  • The Shattered Tribes
    • A loose connection of Io’Larian Syndar who have lost their individual tribes during The Fall of Faedrun and have come together to support each other and maintain their cultures.
  • The First Born
    • A group of Io’Larian Supremacists who have grown tired of being looked down on by other Syndar and have taken inspiration from the Syndar Creation Story that tells that Io’Larians are the Eldest of the Syndar Bloodlines.
  • The Wolfgang Commune
    • A once large Io’Larian Syndar Tribe nestled near the city of Fawyth back on Faedrun.  They have now been heavily reduced on the new land of Mardrun and spread out throughout the continent.

Serous:

  • The Phoenix
    • A commune made up primarily of Serous Syndar, though they will adopt members from any race or bloodline. They live on Fire Isle off the Southern coast of Mardrun
  • The Reclamant
    • A defunct religious order of Syndar who make it their life goal to remove mana from deceased Syndar as part of their funerary rites.

Celestine:

  • The Enlightened
    • An order of Serous and Celestine Syndar whose soul-purpose is the advancement of arcane knowledge and the education of all young Celestine Syndar.

The Syndar FAQ is a great resource that covers a lot of the cultural elements of the Syndar. If you have any questions that aren’t answered there or in any of the other links don’t hesitate to send an e-mail in and ask.

Syndar FAQ

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Ulven

The Ulven are one of the two races indigenous to Mardrun, the other being the Mordok. The Ulven were considered demons by the first setlers due to their apearence and this led to several battles. Ulven religion centers around a nature Goddess named Gaia, with women they call Witches as the spiritual leaders. They also believe when they die they must answer to The Great Wolf for their deeds in life. The People of the Wolf, or just the Pack, as they call themselves, are somewhat wolf like in appearance. With some this is just their eyes or fangs but with others it is both. Their style of dress is very reminiscent of Viking or Celt, and they are most definitely a tribal culture.

If you like a race with tribal culture, strong ties to the earth, and a strict code of honor, you should play an Ulven.

Ulven Culture and Religion

Ulven FAQ

Ulven Clans & Packs

A Clan is a larger group of Ulven by geography and is made up of numerous Packs. A clan is led by a Clanleader and is advised by an appointed Warleader and the clan’s High Priestess. A clan’s population is usually about a thousand members (smaller clan) up to tens of thousands or more (for the larger clans).

A Pack is a smaller group of Ulven that band together for a singular purpose and carry on traditions within their own Pack and is made up of a number of families. A pack is led by a Chieftan and a Priestess. A pack can number roughly several dozen to several hundred members.
*NOTE: These estimates are still being worked on.

Clan Nightriver

Clan Grimward

Clan Stormjarl

Watchwolves Clan

Clan Spiritclaw

  • Pack Stargazer

Former Clan Riverhead

Clan Shattered Spear

Clan Axehounds

Clan Whiteoak

Former Clan Squallborn

Clan Steinjotunn

Clan Ironmound

Clan Goldenfield

The Clanless:
Pack Longfang
Pack Bloodfang
Pack Ironhide

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Broken Blade Company

BROKEN BLADE COMPANY

HISTORY

  • Year 171 – The battle of Deighcrag
    At one point, the regions of Cul’Claimete and Kupferhügel were in a dispute over the lairdship of Deighcrag. This land was known for two things, its large hardy trees, and it’s high quality iron ore. There were of course trade agreements originally, but the greed of the nearby laird in Cul’Claimete finally overcame his honor. He sent his force of three-hundred strong warriors along with one-hundred-fifty Ioclaochra. But what this laird didn’t account for was that Deighcrag was home to a large amount of warriors from Kupferhügel including home to a rather large and well armed company of Ioclaochra called the Silver Blades. However, the combined numbers of Deighcrag was still only three-hundred.For two weeks the battle went on, wave after wave upon the heavily guarded valley of Deighcrag. But eventually on the fifteenth day, the wall fell and all out slaughter began. Soon the enemy was deep inside Deighcrag’s walls when they came upon the one-hundred-eighty members of Silver Blade Company. The company was led by a monster of a man, who stood as high as a draft horse and used a blade just as massive, he went by the name of Bjorn. Under him was a young warrior of similar stature, Yjor “Battle-Born” Hinrich. The two forces paused for only a moment, then they clashed. The battle went on for hours, the Silver Blade Company fought hard, leveling the odds more in their favor, but the enemy forces rallied and pushed them back, causing about a sixty percent loss in warriors for the company.As the company fell back, their leader now dead and lost. Their eyes turned to the second in command, who was behind enemy lines fighting ten men alone. The soldiers were cruel in how they fought Yjor, torturing him and teasing his honor. However, when one came in to finish Yjor, his head flew from his shoulders and onto the ground. The next one came in, then another, soon four of those soldiers were dead. Finally an enemy officer decided to put an end to it, and charged with his massive war hammer. Yjor parried, and though it saved his life, shattered his great sword. Now the men laughed again, if only for a moment. It was then that Yjor bellowed as if he was a bear and screamed “For honor! For Glory! For the Battle Father!” It was said that this scream carried over the sounds of battle to the remaining Silver Blade members, which caused them to rally, but this is just a popular rumor. From there on Yjor fought with only a broken sword the length of a short sword. It was then that the forces of Deighcrag rallied and pushed the enemy back, and was led by Yjor himself.After this event though, the main force of Cul’Claimete came in from the sides of the steep valley and took the keep. Deighcrag now belonged to them… But this was the beginning for Yjor, for he saw that his company was in tatters and was in need of new leadership. So on that day, The Broken Blade Company was born.
  • Year 186Torcol Hinrich was born from Commander Yjor “Battle-Born” Hinrich and Shieldmadien Elsa Brach
  • Year 210Commander Yjor “Battle-Born” Hinrich dies on mission to escort high ranking Syndar officals to safety.
    Son Torcol “The Crimson” Hinrich takes up the mantle of command
  • Year 226 – Ioclaochra Moot in Deighcrag (secured from Dominion control )This marks the day that The Broken Blade Union was created by Commander Torcol “The Crimson” Hinrich. The union consisted of two-hundred Broken Blade Company members and over four-hundred other companies and organizations of mercenaries and Ioclaochra. Even in that dark time the company would hire it’s members out armies in return for supplies, fair treatment, and other conditions to help make the lives of those who fought for silver more livable and fair.
  • Year 235 – The Fall of the May’karThe Broken Blade Union consisted over one-thousand members at this point, and was stationed in Vandregon to wait for orders from Vandregonian commander. It split into two groups, with the army. However, the Northern half the Union was devastated while the seven-hundred remaining warriors helped and succeeded in the south with little to no casualties.
    Volrok Hinrich is born to Commander Torcol “The Crimson” Hinrich and his wife Blacksmith Frejya Hinrich
  • Year 236Deighcrag finally falls to the forces of the Penitent and the undead. Blacksmith Frejya Hinrich sacrifices herself to save Commander Torcol “The Crimson” Hinrich and yearling Volrok Hinrich.
  • Year 246 – The RenderingThe Broken Blade Union is disbanded unanimously by all ranking officials in understanding that they need to start looking out for themselves and their men. If they are to survive the conflict then they are allowed to rejoin and help rebuild the Union.
  • Year 249Volrok becomes an Ioclaochra and earns the title “Battle-Born.”
  • Year 250 – DepartureBroken Blade Company takes it’s best unit, Blood Bath Core, to Mardrun led by Commander Torcol “The Crimson” Hinrich himself gets over to Mardrun, economic disaster occurs for the company leaving them in poverty. Loss of 30 warriors leaves the company in poor shape.
  • Year 251 – New Hope!?!Treaty is signed and leaves employment opportunities everywhere!
    Broken Blade Company finally begins to make revenue.
    Broken Blade company takes on a contract with a minor noble to transport goods from Daven’s Reach to New Hope.
    Merchants and caravan a ploy, is a transport of ex-convicts and straw. Led straight into a Mordok Raiding party.
    Volrok “Battle-Born” Hinrich is sole-survivor….
  • Year 263 – Stoking the ForgeVolrok reappears in the trade of Ioclaochra for the first time in 13 years of doing odd jobs as a bodyguard here and there.
    Begins to make plans to rebuild The Broken Blade Company and Union.
  • Year 264 – Begin the ForgingRecruits begin to pour into Commander Volrok “Battle-Born” Hinrich’s ranks. Training with the aid of Pack Longfang going smoothly.

 

About Broken Blade Company

Symbol/Standard: Silver hand holding a broken sword on a crimson field

The Broken Blade Company started back three generations ago in the Warring Nation of Richtcrag. Each generation has left a mark upon the world in some shape or form: The First commander helped get an important Syndar Dignitary to meet with Vandergonian forces to the south, The second created the largest union of mercenaries ever seen in history and helped save the Aldorian Royal Family in their flight, the third and current commander has revived the group and is moving to do great things in this time.

Within the organization itself there are three branches that mercenaries are sorted into: Martial, Divine, and Arcane. Each branch has certain expectations and duties within the organization as well as different requirements of advancement in rank. The only shared trait for advancement between all ranks is the amount of contracts one has completed during their time with the organization itself. The higher the rank, the more responsibility and more respect comes from within the organization. 

When it comes to getting these contracts, senior members of the organization will help newer members make sure they are getting the best contract possible for the task they are agreeing to do for a fee/service/favor. This helps our members learn their value as mercenaries, merchants, or other trades so they can better help themselves in the future as they advance in rank and status.

The general theme of the Broken Blade Company is that of honor, respect, and flamboyant clothing and accessories. If you don’t have a large hat covered in feathers, armor that shines like a beacon, or clothes that are shocking to the eyes on the battlefield, then you probably aren’t on the front lines too often. Our organization wants us to stand out and attract the enemy to us, so that while they are focused on attacking, our allies can do what they do best and attack them. That being said, we require a minimal amount of armor to be in our organization to guarantee your survivability (4 points of armor).

On the battlefield we tend to be either support or front line based on what our Player Character’s are built to handle. Some of us fight in the shield wall with shields, or behind with massive swords and long spears. We may even have an archer in the background taking shots when able. Off the battlefield we are a typical rowdy, fun loving, and honorable mercs that people have come to love over the years.

How to join:
You don’t need to have an entirely new character built, you can have your existing character join us, as long as you have the minimum requirements to join (armor and an honorable reputation) then you can get a hold of us at an in-game event or Facebook. One way or another we will respond and go through talking to you about the Organization, our history, and much more. 

 

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The Silverhowl Pack

The Silverhowl pack is a Watchwolf pack that has traveled south to the new colony of Humans and Syndar, based on the wind portents read by Anjan Ravensmark, one of their Priestesses. The Silverhowl pack is the first Watchwolf pack to have any significant contact with the colonists. Their report will likely influence the political actions of the elder Watchwolves.

The Silverhowl pack believes themselves to be descended from Howl Silvermane (see Howl’s Homecoming), a legendary Watchwolf hero noted for his incredible size and toughness.

Current Membership:
Ylsa Stormherald – Rogue
Raskolf Vakr – Warrior/Warder
Anjan Ravensmark – Priestess
Elise Vakr-Ravensmark – Warrior
Rhodi Vakr – Warrior

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Howl’s Homecoming

Howl’s Homecoming:

The sun burnt hot on the heroes five
From a faraway war, in a faraway land, the last of the pack alive

Freya, Grin, Agnon, Genesis, and Howl

Held together by stitches and linen strip
The heroes trudge on, the bandages drip

Freya, Grin, Agnon, Genesis, and Howl

Howl is the worst of them, wounds so deep
He sees the Great Wolf on the road in his sleep

Freya, Grin, Agnon, Genesis, and Howl

The biggest and strongest of the five brave fighters
His friends all now wish he were a little bit lighter

Freya, Grin, Agnon, and Genesis

For many a mile they carry him, until they can no more
Their strength is failing fast, these remaining four

Freya, Grin, Agnon, and Genesis

On unsacred ground, the burial rites must Genesis have Spake
For nowhere near, was stream or lake

Freya, Grin, Agnon, and Genesis

Here is placed the stone
Of Howl, buried alone

Freya, Grin, Agnon, and Genesis

He deserved a funeral barge, engulfed by holy fire,
But settled for less, than even a funeral pyre

Freya, Grin, Agnon, and Genesis

The bite of the iron is sharp, as vigil they cannot stand
Runes of shame are self inflicted, with a red hot brand

Freya, Grin, Agnon, and Genesis

They gnash their teeth and stumble ahead
Their duty failed, their friend is dead

Freya, Grin, Agnon, and Genesis

To die on the field is much preferred
Than to die on the road where no one heard

Freya, Grin, Agnon, and Genesis

Now out of water, they struggle on,
The next thing they know, Genesis is almost gone.

Freya, Grin, Agnon, and Genesis

The three take turns, dragging her
On a litter made, from staves and fur

Freya, Grin, Agnon, and Genesis

The dust, it blew
The Carrion bird flew,

over

Freya, Grin, Agnon, and Genesis

And Genesis, in fever spake,

“None should lie alone,
upon that plain of bone.”

“Please leave me here or take me back,
to Howl, a brother of my pack.”

“But never homeward bound.
The Wolf our friend did meet, is surely still around.”

Freya, Grin, Agnon, and Genesis

Agnon, her Warder, turned around,
And dragged her back towards burial ground

Freya, Grin, Agnon, and Genesis

All four they turned around, to face their fate as five,
Rather than return, with runes of shame alive

Freya, Grin, Agnon, and Genesis

Upon return to barrow mound,
The four in shock, without a sound

Freya, Grin, Agnon, and Genesis

Rocks were scattered all about
And a body, was that grave without!

Freya, Grin, Agnon, and Genesis

When suddenly, across the plain, there came a fearsome Growl,
Standing there as plain as day, the heroic figure of Howl!

Spake He:

“Those runes of shame befit thee, you stupid pieces of shit.
After all our years together, you forgot I have True Grit!”

Freya, Grin, Agnon, Genesis, and Howl

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Rhodi Vakr

Played by: Erich
Gender: Male
Age: 40
Race: Ulven
Hair: Brown
Eyes: Brown

Occupation: Ulven Warrior, Blacksmith
Known Skills: Battle Hammer, Archer, Blacksmithing, Brewing
Tribe: The Watchwolves of Luna
Pack: The Silverhowl Pack
Rumors: Can out drink anyone in the Silverhowl Pack.

Bio: Rhodi is a Veteran Warrior who nearly had his career ended following a spinal injury from getting stabbed in the back. His injuries were sustained during the same battle in which Anjan Ravensmark received her head injury.

Unable to take an active role in combat, Rhodi put his energy into refining his blacksmithing skills. (mostly because he does not have any of his Fathers skill with farming)
Rhodi is also philosophical at times and mischievous at others.

After Rhodis spinal injury, he became a heavy drinker. Some say he would rather challenge someone to A drinking contest than a duel.
His drinking habits have led him to become an accomplished brewer. His mischievous side has led him to making unusual styles of mead, yet still makes traditional lagers and spice wines.

Not having any children of his own, Rhodi has taken to raising rabbits (much to the delight of Raskolfs daughter Elise). Knowing full well they make tasty soup and warm clothing, he sees an individual personality in each rabbit. Perhaps its the mischievousness of both creatures that allows them to get along so well.

Rhodi is respected for both his martial skills and his wisdom, and delights in teaching Ulven children.

Relationships: Twin Brother of Raskolf Vakr. Their births were seen by the Priestesses as a powerful portent. The Ulven almost never have multiple births.
Rhodi Vakr and Ylsa Stormherald are lovers.

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Elise Vakr-Ravensmark

Played by: Seraphina
Gender: Female
Age: 8
Race: Ulven
Hair: Brown
Eyes: Brown

Occupation: Ulven Warrior and Medic
Known Skills: Skilled with the short-sword, First-Aid
Appearance: Adorable

 

Bio: Elise is the daughter of Raskolf Vakr and High Priestess Anjan Ravensmark. She first saw combat when she was only six years old. She attacked and seriously injured a Mordok Shaman at Daven’s Reach. Though small, she is very quick, and has practiced the sword since she was able to lift it. She has also learned a thing or two about healing from her mother, the Priestess.
Relationships: Elise is well liked by the community. She is respected for her courage, and even at such a young age has already slowly begun to repair the honor of her father’s name.