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The Ulven Culture and Religion

“…and when she saw the beast in all his terrible beauty, she knew he was for her. She took him as her lover and lost herself in his fury, just as he was lost in the depths of her calm; they were one, and the result of their union was the Ulven

-From the Song of Creation, Lycanthia Moonsinger, Ulven High Priestess

The Ulven People
The Ulven culture is one of duality. They attempt to live in harmony with nature, taking only what they need, while at the same time call for the complete extermination of the Mordok race. This duality can perhaps be explained by the religion of the Ulven; in their central creation myth, Gaia was the first woman, living in harmony with the creatures of the forest, loving and caring for them as they did for her. One day she came upon the bloody remains of a stag, torn limb from limb by a wild beast. The stag was so large she could not imagine the creature capable of killing it. She knew she must see this great beast with her own eyes, so she began tracking it. After many days and nights, and many more carcasses, she saw him. Perched on the edge of a cliff was the largest wolf she had ever seen. His fur was black as the night sky and his eyes were the color of the sun. As she stood there in awe, The Great Wolf did something she did not expect: he threw back his head, opened wide his mouth, and sang to the moon. The song was long and lonely, filled with rage and sorrow, and she was in love. Gaia took the Great Wolf as her mate, and the joining of such rage and sadness with such peace and harmony created the Ulven.

Ulven daily life is mostly centered around the pack – perhaps the single most complicated word in the Ulven language, loaded with meaning and subtle distinctions depending on the context and circumstances of its use. Although the word ‘pack’ is used to describe everything from a close family unit to the entire Ulven race, it is also used to indicate political membership, much like how a human would say they are from Vandregon or a Syndar from Tielorrien, although the nature of packs is such that they are smaller than the various kingdoms of Humans and Syndar. A pack is many things – family, friends, comrades, and lovers – and any Ulven will tell you that their pack is the most important thing to them.

Much as a group of Ulven form a pack, a group of packs form a Clan. Much more political than familial, Clans are a closer analogue to the Human and Syndar nations on Faedrun, with each Clan having distinct customs, modes of dress, social rules, and other cultural mores. It is difficult to rally an entire Clan to do anything – few Ulven see the point, as the point of these Clans are guidance, organization of territory for hunting and farming, and the recognition of a single leader from amongst the packs in an area. The first encounter with the Ulven occurred with members of Clan Nightriver, who graciously ceded some of their territory after long negotiations with the Colonists.

Contrary to what most people believe, the majority of Ulven are not warriors. While all Ulven pride themselves on the ability to fight if need arises, the warrior caste is something else entirely. Most Ulven live what would be considered a normal life: they work trades, raise children, and strive to enjoy all that life has to offer. While deceptively simple – there is no such thing as an Ulven noble – they do possess an appreciation for beauty and aesthetics, with many skilled craftsmen, musicians, and artists. All Ulven strive for greatness in their chosen profession, as this will make it more likely that The Great Wolf will recognize them when he comes across them in the afterlife. One of the greatest compliments an Ulven can give is to say that “His ears will ring with your name” – to an Ulven, this means that the recipient is so good at what they do, The Great Wolf is sure to have heard their name over and over again.

The Ulven afterlife is referred to as The Journey, with a number of rituals associated with this process. It begins with freeing the soul with fire – the Ulven believe that burying a body prevents the soul from passing on, as it would be trapped beneath the world If there is no way to burn the body, an Ulven would rather let it rot in the sun than to bury it in the earth. The first part of The Journey is an area much like the wild, untamed forests of Mardrun. This is where The Great Wolf prowls, feeding on all those unworthy to continue through these forests. The Ulven believe the only way to prevent The Great Wolf from devouring a departed soul is to tell him their name. If he has heard it enough times, he will know them by their deeds and allow them safe passage through the first stage of the Journey.

As part of their beliefs, the Ulven seem entirely certain that the Mordok share the same afterlife – or, at the very least, that they begin their Journey in the same place as the Ulven. If a warrior dies a violent death, The Great Wolf will ask who sent them on the Journey. A soul must answer truthfully, and so the renown of warriors is found in the souls that have passed before them as much as it is found in the stories of their deeds. This may, perhaps, explain some of the Ulven’s tendency towards a war-like culture, despite this warrior culture seeming completely at odds with their philosophy of never making war upon one another.

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Human

 

Humans are a playable race in both the Last Hope series and the Last Hope – The Old World event. There are no racially specific garb or cosmetic requirements for humans.The Humans are by far the most abundant race in Last Hope. This is true even on Mardrun. The Syndar have a long gestation and the Ulven are scattered and it has been difficult to determine their true numbers. The Humans of Mardrun are a diverse and interesting lot. They range from scholars and explorers looking for knowledge and adventure in the new land, to scoundrels and criminals either running from or sentenced by the law in Faedrun. Humans adapt and learn quickly, flourishing in any class they choose. The religions and politics of the humans are as diverse as they are, with very little holding true for the entire race, some even choose to believe there are no gods at all.

If you want to be free to do your own thing, without the need for makeup or strict guidelines, you should play a human.

 

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Clan Spiritclaw

Clan Spiritclaw warpaint is a purple horizantal line over the nose and across the cheeks with two purple dots on each cheek below the line

Clanleader: Cahal Spiritclaw
High Priestess: Morrigan Solfire
Warleader: Tristan Windwalker

Ulven dedicated to knowledge and learning who are home to more Truth Seekers than any other Clan.

Recent/Current Events:
264:
Standing vehemently behind their decision to remain neutral in the ever-growing conflict threatening to envelop all of Mardrun, Clan Spiritclaw has nonetheless been very active this past year. As war ravaged the landscape, Spiritclaw began the year by hoping to establish a neutral alliance, originally composed of themselves and Clan Riverhead, with hopes to bring Ironmound into the fold as well. In the coming months, Spiritclaw villages were opened to refugees on both sides of the war, cementing the clan’s position as a mediator and haven for those unwilling or unable to continue fighting.

The revelation of the Lorespeaker Conspiracy likely hit Clan Spiritclaw harder than any other clan, at least as far as the effects were visible. Fiercely proud of their Truthseeker organization, the knowledge that such a culturally significant lie had been perpetuated for generations was a source of great shame, and led to many Truthseekers calling vocally for the capture and questioning of any Lorespeakers. Some on Mardrun, however, will forever see the reputation of the Truthseekers tarnished by this oversight, and others wonder if perhaps some of the Truthseekers were involved with the plot, as well.

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Longfang Castes

Pack Longfang is divided into Three Distinct Castes, and every full member of the pack belongs to one of these groups, or to the “Civilian” contingent who do not receive a voting voice on the Pack’s full moot, only speaking rights.

((OOC NOTE: This is in character flavor materials. OOC running of the faction will be handled by votes that include all faction members, not just those who belong IC to the various levels of the various castes. This covers only IC governance, not OOC governance. They are intended to remain separate.))

 

GAIA’S CASTE

Runeseer Reyna Longfang

This is the Caste of the Daughters of Gaia, consisting of the various females who have devoted themselves to the service of Gaia, the administration of the Pack, and the politics that keep the Pack in the loop concerning events of Global impact that might effect the Pack.

  • CASTE MEETING NAME: The Daughter’s Moot of Pack Longfang
  • CASTE LEADER: Runeseer
    The Runeseer is charged with coordinating the activities of the Caste in addition to serving as the Pack’s Chief Administrator.
  • UPPER TIER: Senior Daughter of Gaia
    The Senior Daughters are those that comprise part of the voting element of the Daughter’s Moot. They handle the training of the less experienced Daughters in addition to handling those elements of the pack administration that the Runeseer delegates to them. They gain their position by the will of the Runeseer, but are usually comprised of individuals chosen for their various skills and each generally has an area in which they are deferred to by all, including the Runeseer due to their personal expertise.
  • GENERAL CASTE MEMBER: Daughter of Gaia
    The general members of the Caste, who have moot voting rights and handle those duties delegated to them by the Senior Daughters and Runeseer.
  • SPECIAL MEMBER: Guardian
    Guardians are non-casters who devote themselves exclusively as protectors to the Pack’s Daughters. Sometimes they’re males who wish to devote themselves to Gaia’s service, or members of the Hunter or Warrior castes who have aged out of being able to properly manage those trying duties and have chosen to serve the daughters rather than risk the lives of their comrades with their infirmity. They have speaking rights in the moot, but do not vote on it.
  • JUNIOR MEMBER: Gaia’s Pup (Sometimes Daughter in Training)
    Accepted into training by the Caste, in hopes of earning a place as a full member. They attend the Moot, but do not yet have the right to speak or vote on it.

 

WARRIORS CASTE

Weaponmaster Bryech Savagefang

This Caste forms the bulk of the members of Pack Longfang. They are fighters, trained and deadly, charged with not only the defense of the pack, but of Mardrun in their sacred charge to serve as the shield of Mardrun against the Dirge.

  • CASTE MEETING NAME: The Warrior’s Moot of Longfang
  • CASTE LEADER: Weaponsmaster
    Charged with the organization of the affairs of the Warriors of Longfang. They arrange training, ensure that security of the pack is managed, and that the sacred charge is served. Weaponsmaster is traditionally selected from amongst the Ulfednar.
  • UPPER TIER: Ulfednar
    The fiercest of the already fierce Longfang Warriors. These are the most Dirge-hardened and experienced fighters, potentially on all of Mardrun. They are voting members of the Warrior’s Moot.
  • GENERAL CASTE MEMBER: Warrior
    Warriors are the bulk of the pack, forming the fighting strength of Longfang and serving as the best defense of both Onsallas and Mardrun. They have speaking rights in the Warrior’s Moot.
  • JUNIOR MEMBER: Warrior’s Pup
    Warrior Pups are the Warriors in Training for the pack. They are the future of the pack’s fighting force and are subject to grueling work and effect to become the fiercest of the fighters on Mardrun. They do not have rights to speaking or voting in the Warrior’s Moot. Warrior pups may petition the Weaponsmaster for permission to speak before the moot.

 

HUNTER’S CASTE

Huntmaster Ranmir Longfang

The Hunters Caste forms the intelligence arm of the Longfang. They are nimble, intelligent and independent, able to collect intelligence on Mordok movements in addition to being capable hunters who provide extra resources for the pack.

  • CASTE MEETING NAME: The Hunter’s Moot of Pack Longfang
  • CASTE LEADER: Huntmaster
    Coordinates the pack’s hunters to ensure that the pack is never surprised.
  • UPPER TIER: Senior Hunter
    The top tier of the Hunters is very informal and changes depending on the situation. The hunters have little care for structure, as they generally are required to act independently and without significant orders. At most times no one but the hunters themselves know who might show up to a Senior Pack Moot if one is called.
  • GENERAL CASTE MEMBER: Hunter
    The hunters, who gather intelligence and carry out the needs of the pack. They have speaking the voting rights in the Hunter’s Moot.
  • JUNIOR MEMBER: Hunter Pup
    Pups who are learning the hunters are. They also have speaking and voting rights in the Hunter’s Moot.

 

ADDITIONAL MOOTS

  • Honored Moot: Comprised of the Honored (Runeseer, Huntmaster, Weaponsmaster)
  • Senior Pack Moot: Comprised of the Honored (Runeseer, Huntmaster, Weaponsmaster) and the top level of each of their Castes (Senior Daughters, Ulfednar, Senior Hunters).
  • Pack Moot: Comprised of all members of the pack with full membership in a Caste. This means Civilians and Junior members do not vote or speak on it.
  • Full Pack Moot: Comprised of all member of the pack, including Junior Members of castes and Civilians.

 

ORGANIZATIONAL CHART

To clearly illustrate the follow of authority between the various castes an organizational chart has been created. It should be noted that, dependent on the situation, castes will cede authority to another. An example would be Onsallas being under attack. In that situation the Runeseer and the Huntmaster would give over authority to the Weaponsmaster.

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Established Organizations

PLAYER ORGANIZATIONS

In Last Hope, an established faction is an organization that was created with a theme, background, and goal that like minded players have banded together to create. To join a faction, contact a player of that faction for more info.

ORGANIZATION MECHANICS AND RULES

Linked below are the current edition of the Organization mechanics and rules used.

LastHope_OrganizationRules_v4.1

OrganizationRules_v4p1_ChangeLog

ACTIVE ORGANIZATIONS

Updated 8/26/23

The Phoenix
A group of nomadic Syndar who came to Mardrun years before the colony was established. After the Ulven Civil War, they were given 1/3 of the Fire Isle as their home as reward for their efforts. They remain open and friendly to all who are open and friendly in return. Over the years they have taken on many new friends who have joined their group, Syndar and Non-Syndar alike!

The Ravens
A political organization operating out of Key’s Crossing in the City-State of New Hope. In recent time leadership has passed to an upstart human who has transformed the settlement through a push for equality and a series of public welfare programs.

Broken Blade Company
A group of honorable mercenaries that work together in ventures of fortune and industry. While mainly active during periods of conflict, the Broken Blade Company also explores areas of industry, innovation, production, and the selling of arms and armor that warriors from all over Mardrun would wish to purchase.

March of Starkhaven
A new chapter in the Order of Arnath that broke away from the highly militant Fist chapter. Arnath’s Light is still a full chapter of the Order of Arnath, but has a new progressive and updated view on the world and more emphasis on diplomacy. With the creation of the City-State of New Hope, the Chapter and Church became integrated into the March of Starkhaven.

United Collective for an Unbroken Mardrun
The United Collective for an Unbroken Mardrun is a group dedicated to peace, love, and equality. Their focus is on economics, healing, politics, and magic with an aim to be helpful wherever they go. The group culture is fun loving and committed to making everyone feel like they belong.

Stormjarl Einherhar
A group comprised of members of Clan Stormjarl who have come together to help serve their clan. Formed originally following Jarl Fritha the Honored in her initiative to raid Clan Grimward to begin a campaign to both revenge the honor of Clan Stormjarl and take back the people claimed as Honorbound servants the group has since assisted in many of the more notable affairs

Blades of Sol
The Blades of Sol is a militant and religious organization. Our sole purpose on this earth is to protect life, and to eradicate those forces that would seek to destroy it. These ‘undead’ abominations that prowl the darkest corners of this world are our greatest enemies, and we gladly meet their corrupted forms with gleaming steel and unwavering faith.

The Golden Hand
The Golden Hand is a nomadic economic organization with its members hailing from various backgrounds and origins. Their goal is to travel the continent and provide help to others, whether it be martial or economic in nature, and generally be a positive influence to those they encounter.

Guardians of the Wall
The Guardians of the Wall is a martial and economic organization, representing a group of adventurers working toward a goal of building a community and providing a safe haven for travelers and merchants. Their stance politically is neutral unless it involves their members and they have tenants that align with the common law of the Free Peoples of Mardrun.

Federation of Architects, Timekeepers Eternal
A small group of individuals with massive goals in mind. A small budding Industrial Organization focusing on the trades and rebuilding what was lost on Faedrun. Their purpose is to turn what people call “colonists” into just citizens of Mardrun. Led and backed by an entrepreneurial and scientific focused human with a very rich bloodline.

INACTIVE ORGANIZATIONS

New Vandregon
A fast-growing group of adventurers made Crow’s Landing their home after being handed control of the small town by the previous owners.  Now they are looking to reestablish the legacy of Old Vandregon.
UPDATE: After many years of growth and becoming entrenched into the City-State of Newhope, Crow’s Landing has become a bustling hub of trade and mercantile influence. With a considerable men-at-arms martial force and an array of mercantile, divine, and arcane specialists tending to various duties of the Statehood, the people of Crow’s Landing enjoy a life of stability. The surrounding holdings of the villages and hamlets of Arcton, Wakefield, and Caister have seen growth and expansion, painting a clear picture to the entire continent what dedication and expansion can do for a territory.  A decade old effort has turned a small adventuring band and a handful of followers into a reorganized effort to bring back former Vandregonian glory. With most daily affairs properly tended to, the territory is overseen by Baron Tobias Del’Green, a now known name in the Titles of Prestige & Peerage. 

Pack Longfang
An elite and veteran group of bodyguard Ulven that are at the forefront of all conflicts on Mardrun.
UPDATE: Over time the actions of Runeseer Reyna Longfang and her cousin Huntmaster Ranmir Longfang became less pointed and their leadership of Pack Longfang fell into question. A hearty Ulfednar Warrior stepped forward and claimed the right to lead Pack Longfang until such a time that either a new Runeseer could be chosen or Reyna could prove her worth and reclaim control of her pack. Onsallas Village and Onsallas Outpost continue to be the focal point of the defensive line to the north, the Shield of Mardrun, fulfilling their longstanding duty of protecting the Ulven people from the dangers of the Dirge Swamp.

Archons of the Spire
A collection of open minded and spiritual people that have journeyed into the mountains of the Great Wolf’s Hackles in order to begin a new life of acceptance and enlightenment.
UPDATE: Time came for the Archons more so than anything else as is sometimes the case. After the banishment and subsequent execution of their former leadership things were looking well for the small commune in the mountains, but in time all things pass. The leadership of the Archons stepped down from their position and granted access to their lands to Prince Aylin of Aldoria. The Archons continue their work on various arcane machinations under the close eye and patronage of The Prince.

New Aldorian Marines
Composed of some New Aldorian Navy members and former settlers of New Oarsmeet, the New Aldorian Marines help expand the influence of New Aldoria. Previously located directly outside New Aldoria as a sub-colony, the Marines settlement was both a home for settlers and a training ground for new soldiers. Now, after Prince Aylin’s conquest of Clan Squallborn territory, the Marines have moved their base of operations to the new settlement of Aylin’s Reach.
UPDATE: With the recent expansion of New Aldorian territory in the conquered Squallborn lands of Aylin’s Reach, the Reach has survived its first winter in the new territory. More settlers have moved to the Reach and the previous military outpost has become a bustling hub of colonial expansion. The Marines find themselves helping to transport goods and settlers instead of sailing on daring raid or fighting vagabonds on the ocean seas. The leadership of the Marines has become the ruling authority of Aylin’s Reach, forever cementing a strong colonial expansion for New Aldoria.

The Crimson Shades
A small group of farmers and merchants that have taken to settling near the eastern coast of Nightriver territory, focusing on trade and political interactions among various groups.
UPDATE: After a departure of the group of people known as the Nomads, the Crimson Shades continued life as usual in Goldenshire. Some contracts were established and some expeditions were attended by their members. The Crimson Shades worked a deal with the Phoenix of the Fire Isle; its leadership would relocate to the Fire Isle and begin established a place for the Shades and then eventually some of the people would be relocated to the Fire Isle. The Crimson Shades have become acquired by the Phoenix; their adventuring group now known as the Crimson Phoenix. Overtime the Crimson Phoenix continued to integrate further into their new community until eventually their separate name faded into the fog of history.

Bos Mezar
The military arm of Serai; a small settlement established on the far northern side of the habitable region of Mardrun. Closely following the ideals of the May’Kar, this settlement of spirituality and the celebration of life stands out among the decay and rot of the nearby Dirge Swamp.
UPDATE: After the undead scandal rocked Mardrun, Bos Mezar and their leaders were sentenced to punishment by a way of a Free People’s Trial. The settlement of Serai was taken over to be watched and controlled by the Order of Arnath and the organization of Bos Mezar disbanded. Lord and Lady Al Azarma have offered to help take in some of the citizens of Serai and to oversee the community service sentencing of the leaders within Bos Mezar. Serai now stands as a fledgling settlement that now pledges fealty to the Order of Arnath. Years later Serai was overwhelmed by the southern push of a large Mordok force. A unified collective travelled to the settlement to aid in an evacuation. The surviving members of the Serai settlement fractured and moved in near equal parts to Daven’s Hold and Starkhaven.

Vandregon
The survivors of the great war on Faedrun who have banded together on the new continent to keep the red and gray colors alive.
UPDATE: The Vandregon colors had been seen leading from the front on numerous conflicts all across Mardrun. Embracing what is good and what is just, Vandregon pushed to be a banner the people could rally behind. After being personally recognized and honored by Branthur Nightriver himself, the leaders of Vandregon led their forces into the thick of combat at the Battle of Pyre Hills. Many soldiers lost their lives helping to end the ulven civil war and the Vandregon headquarters and its people never fully recovered from it. From time to time, the colors of Vandregon can be seen periodically throughout the colony of Newhope. In recent times the colors of Vandregon had been seen stationed at the settlement of Daven’s Hold as Governess Catherine worked tirelessly to rebuild their once noble might under her banners. Things were looking up for this new arrangement until in the Year 268 one of her Edlers, Tobias of Crow’s Landing made some deft political maneuvers. He renamed his settlement New Vandregon and poached many of the Vandregonians living in Daven’s Hold to join his settlement. Vandregon may have fallen to history, but it’s name carries on in the settlement and military might of New Vandregon.

Watchwolf Diplomatic Guard
A number of Ulven whom pledge allegiance to one of the two territories owned by this clan, escorting representatives and ambassadors to numerous clans.
UPDATE: After siding with the colonists when negotiations failed, the Watchwolf Clan was placed in the front line of the civil war. Clan Grimward pressed with its superior numbers into Watchwolf territory, destroying villages and killing many warriors. Their ambassadors and their retinues never recovered after those brutal attacks, and the fate of the Western settlement appears grim at best. After Grimward finally defeated the Western settlement, the Diplomatic Guard was never reformed; the survival of the refugees and trying to rebuild a shattered clan being the main priority for the new leadership of the Watchwolf Clan.

The Pirates of Oarsmeet
A group of pirates and Aldorian settlers on Mardrun. One of the few factions in possession of a sea faring ship, the Blue Ruby.
UPDATE: When the Captain of the Blue Ruby turned to corruption, a rift formed between the crew and the settlers in New Oarsmeet. Some settlers left to form the new sub-colony for the Marines of New Aldoria, and when the rest stayed the settlement of New Oarsmeet was attacked by New Aldoria. Although some factions and representatives to the nobles in Newhope offered refuge or sanctuary for some of the settlers, the other colonies did not respond and attempt to stop New Aldoria. After two months of fighting, New Oarsmeet was overrun and burned to the ground.

The Bloodfangs
Dedicated warriors that were created to fight the colonists and now hunt Mordok all over Mardrun.
UPDATE: After months of frigid weather and bad conditions, Pack Bloodfang took the fight to Grimward and conquered one of their small settlements. Without support, they were forced to retreat back to the Watchwolf settlement. Longstanding allies, the warriors of Pack Bloodfang refused to leave the side of the Watchwolves in their darkest hour. They pledged to stay and fight with them, no matter the cost. As the ranks of Grimward charged in after the spring thaw, Pack Bloodfang stood defiantly against them. Inflicting terrible losses on the Grimward invaders, the Bloodfang warriors fought dearly and made Clan Grimward pay for every inch in blood. Dozens of warriors were killed before the remaining Bloodfangs were wounded enough to be taken out of the fight, which fueled their tenacity and their howls of rage were heard far down the battle line. Watchwolf defenders were unable to support them fully, and without the rest of the Coalition or their supplies to aid them, Pack Bloodfang’s warriors were killed to a man. Krieger Bloodfang was one of the last to fall, covered in blood and gore and swinging his large sword amongst numerous enemies, until he also fell in battle. When the fight finally ended, warriors of both the Watchwolves and Grimward took a moment to respect the fallen warriors with honor, and both sides were even permitted to be a part of the massive funeral pyre that was lit that evening, sending off some of the most ferocious warriors known to the Ulven.

The Mardrun Trading Consortium
A merchant group from New Aldoria that specializes in trade routes and supplies.
UPDATE: After widespread growth and attempts to make numerous contracts and establish a strong economy, the MTC was hit hard by the lack of farm help and sustainable income. Critical in their efforts in the war, the MTC were capable of moving large amounts of cargo and troops all around Mardrun… but the cost of interest on a boat they didn’t own put them further into debt. After deciding that surviving to see another day was more important than trying to save the world, the MTC settlers and leaders decided to cut their contracts and move into a more sustainable settlement… content with making ends meet, breaking even, and feeding bellies instead of expanding lofty goals or accumulating wealth. The settlers of Key’s Crossing now live simpler lives.

The Brotherhood of the Long Winter
A colonist and Richtcrag warrior group who has ventured near the Dirge Swamp to claim land of their own.
UPDATE: After moving out to the coast, the Brotherhood settlement began construction near the small settlement of Serai in late fall 263, the May’Kar settlement near the dirge swamp. After a rough start with a lack of food, settling at the beginning of winter, and small mordok raids, the Brotherhood was not faring so well. Infighting among its leadership led to a lack of direction, and the Brotherhood turned to Serai for aid. Runners were also sent south to see if anyone would be willing to help. After a brief confrontation at Serai that damaged relations between the two settlements, the leadership of the Brotherhood vanished without a trace. Now leaderless, the Brotherhood Militia turned to banditry and attacked small merchant caravans and even made an attempt on Serai itself. The Bos Mezar militia repelled them and the attacks stopped when the winter struck. In the spring of 264, their settlement was found vacant, the settlers presumably returning back to the colonies after their failed attempt at settling near the Dirge Swamp.

The Nomads
A small nomadic group of merchants and wandering travellers, the Nomads started as a splinter faction off of the Crimson Shades and now reside in New Oarsmeet. This reformed settlement is called Featherfall.
UPDATE: The Nomads, never one for settling down, quickly moved onto further pastures and into history. The settlement of Featherfall slowly fell into disarray as people moved elsewhere. Most of the Crimson Shades packed up and moved to the Fire Isle after striking a deal with the Phoenix to reside there.

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Echo Nightriver

Echo has lived a fruitful life with her mother for many years, she barely knew her father, only because she had only met him five times in her life. As to her and her mother, Tiresia, he had the pack to take care of, and with that came responsibilities. Hardly in their area much anymore, as it was known to their little family he still had work to do and apparently the whole pack to lead. Unknown to them, their entire territory and their family would be caught up in war.

Through her childhood Tiresia taught Echo many things, trekking through dense forest while there family village moved it’s location, showing her the herbs, animals, and plants along the way. Though whenever her mother would go out she was always left with the family’s best archer, Calliope, who taught her to lodge arrows into even the most narrow of spaces. Showing her how to draw, knock, and pull while hidden by brush, or simply working on how silently she could move by playing games of hide and seek. Though as she became familiar with her bow she found it difficult to arch the natural right handed style, and later came to find that her style was of a lefty. All while they’d train they would find things for village healers and Daughters of Gaia to use for helping or trading. As time went on her usual day would consist of playing with the other children in her village while they settled into the new permanent location closer to the rest of the heart of the Nightriver clan. Echo would sometimes do chores for her mother in between building up the new foundations, chopping wood, fetching objects, and catching games between resetting traps.

As years kept going by Echo grew tired of the village life, she wanted adventure, she wished for a way to get out and to see everything. Yearning for travel she confided in her mother, telling her of the wonderful and exciting things she wanted to see, about learning everything there was out there and to explore all over Mardrun. At this, her mother was both full of joy and sorrow as she told her of the Guardians, a group dedicated to not only protection but learning. Echo’s mother had met several of their members of the years and learned of their ideals and goals and knew that her daughter would fit in well with them. After giving her a pendant special of the family she pushed her to get ready, because in a year she would be moving on her own ways.

The year started slowly, Echo hunted with the hunters of several packs to ready her feet for the runs that lay ahead, she improved her archery with the bow her father left in the mantle of their home, a long cherrywood beauty with a leather wrapped handle.

Right before Echo was to leave, she was delayed when her mother came down with a fever. In her delusional state, she made a vague mention of a possible half brother, missing now for years. Echo didn’t know if it was a simple dream or if there was truth to it. Soon after the fever broke, her mother gave her no more information and avoided the subject. With her health returning, Echo’s mother arranged to have Echo travel with the Guardians until she could make contact with the other packs in Clan Nightriver. She hopes to find more information on her supposed half brother and learn more information and lore along the way as she journeys and explores the dangerous land of Mardrun.

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Krieger Bloodfang

Played by: Jacob Beardsley
Name: Kreiger Bloodfang
Gender: Male
Age: 26
Race: Ulven
Hair: Brown
Eyes: Blue
Occupation: Bloodfang Warrior

UPDATE: After months of frigid weather and bad conditions, Pack Bloodfang took the fight to Grimward and conquered one of their small settlements. Without support, they were forced to retreat back to the Watchwolf settlement. Longstanding allies, the warriors of Pack Bloodfang refused to leave the side of the Watchwolves in their darkest hour. They pledged to stay and fight with them, no matter the cost. As the ranks of Grimward charged in after the spring thaw, Pack Bloodfang stood defiantly against them. Inflicting terrible losses on the Grimward invaders, the Bloodfang warriors fought dearly and made Clan Grimward pay for every inch in blood. Dozens of warriors were killed before the remaining Bloodfangs were wounded enough to be taken out of the fight, which fueled their tenacity and their howls of rage were heard far down the battle line. Watchwolf defenders were unable to support them fully, and without the rest of the Coalition or their supplies to aid them, Pack Bloodfang’s warriors were killed to a man. Krieger Bloodfang was one of the last to fall, covered in blood and gore and swinging his large sword amongst numerous enemies, until he also fell in battle. When the fight finally ended, warriors of both the Watchwolves and Grimward took a moment to respect the fallen warriors with honor, and both sides were even permitted to be a part of the massive funeral pyre that was lit that evening, sending off some of the most ferocious warriors known to the Ulven.

Kreiger and his brother Marr lived togather with their mother and father. Krieger was only an infant when they were ambushed by a group of Mordok. His mother and father were killed in the attack, leaving Kreiger and his older brother Marr alone to hide from the Mordok. Luckily, a hunting party from the nearby Watchwolves of Sol were passing through and managed to fend of the Mordok and get the two youths to safety. Seeing that these orphans needed a home, Kreiger was adopted by a family in the Eastern Watchwolf village, while Marr was sent south to be adopted by a different clan. He has always remembered this kindness, and despite his new affiliation, he still counts the Watchwolves as close friends. The years since this tragedy went by smoothly

He has no adopted siblings other than his younger cousin Orrin up in the Western Watchwolf settlement. Kreiger often visited the young lad and they have become great friends. Kreiger’s visits into the Watchwolves of Luna territory has led him to meet Raskolf Vakr, whom has become a good friend and advisor to the younger Ulven over the years.

Kreiger started to display great amounts of aggression around the age of ten. He would often pick fights just for the sheer sport of it. This love for fighting often would get Kreiger in more trouble than his adopted parents wanted – a certain amount of rough-and-tumble play was expected of the young, after all.

To give the child a better direction, his adopted father started to teach Kreiger how to wield a short sword. As the years went by, his frame grew, and with it, his preference in weapons, eventually leading him to a large two-handed blade. It wasn’t long after that his love for battle and fighting drove Kreiger to become a better fighter than his father. This training had helped to straighten up the rowdy kid and allowed him to better serve his people by joining hunting parties and defending his home from Mordok attack.

Despite the tempering of discipline, Kreiger’s love for battle still raged deep inside his heart. This attitude eventually caught the eye of The Fangs of Kyrkogrim. When he turned sixteen, Kreiger was approached by an Ulven warrior named Victor – the leader of a newly-formed war pack called the Bloodfang. Victor asked Kreiger to join the war pack and come with them to combat some invaders that have arrived by boat. Kreiger jumped at this opportunity.

Shortly after that Kreiger had learned that his older brother Marr was also asked to join. Despite their years of separation, the two quickly became great friends and soon started to relate as siblings – a fierce rivalry developed between them. The two would constantly try to prove that they were better than the other. This became more of a game and pastime as the years grew on.

Kreiger continues to go back to his home to spend time with his family and catch up on things with his old friends. He also tries to make it out to visit his cousin and catch up with Raskolf. These visits happen less often due to his new obligations to the Bloodfang, but whenever he gets the chance, Kreiger tries his best to make the most of them.

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The Mardrun Trade Consortium

The Mardrun Trade Consortium

Most commonly known as simply The Consortium, this faction is small and barely out of its infancy. So far they have had some dealings with New Aldoria and the Pheonix Syndar, but they are always looking for opportunities to expand their trade to further reaches of Mardrun.

The faction was established by a group of friends and traveling companions who, having survived the destruction on Faedrun, now seek to establish themselves in the new world. The Consortium is not merely interested in the acquiring of wealth, but in the improvement of Mardrun as a whole. They seek to make it safer and easier to get affordable, quality goods and services to as many people on the continent as possible. Their motto “exaes erigit omnes naves” or “a rising tide raises all ships” speaks to this intent. They do not have any specific allegiance to any nation or race and welcome anyone to their ranks who is willing to pull their weight.

Their emblem is four crossed keys, which marks their goods, caravans, and any personnel employed by them. The more complex version has the emblem in red on a background parted “per cross” in black and white.