1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

Starkhaven

Starkhaven
Starkhaven is the name of the colony that was formed by the militant cleric group, the Order of Arnath’s Fist, and their followers. When colonists first arrived on Mardrun, the Order spent immense resources building a full settlement and began production on a keep. This attracted a number of settlers to join them and help their efforts; the benefit of having the disciplined leadership and military might of the Order in charge of the settlement was amicable to some that were lost and in need of a new home. Starkhaven is one of the most most defensive settlements on the continent and resides where the Yurnai river meets the Great Wolf’s Hackles.

This settlement is home to several hundred colonists and members of the Order of Arnath. There is a small group called the Starkhaven Militia that help protect the settlement and also provide soldiers to assist the Order if they send out any of their members. Led by a Mayor who takes care of the day to day leadership responsibilities of the people, Starkhhaven is a very sustainable settlement. Families and farmers enjoy relative peace as they grow crops and tend to their businesses and families. The Order does require a tithe from Starkhaven to the coffers of the Order and to help fund their endeavors on Mardrun.

For more information on The Order of Arnath, click here.

Settlement of Starkhaven

Leader: Mayor

Warleader: Militia General

GEOGRAPHY:

Starkhaven resides on the southernmost tip of the Great Wolf’s Hackles where it meets the Yurnai River. Surrounded by rolling fields, the settlement town is overlooked by the Order Keep. When colonists first arrived on Mardrun, the Order spent immense resources building a full settlement and began production on the keep.  This settlement is home to several hundred colonists.

To the west is the headwaters of the Yurnai River; the settlement of Starkhaven does not use the river for much outside a source of supplemental food. If one were to continue west, Clan Grimward territory would not be far beyond the river. However, with the torrential ebbs and flows of the seasonal water run off of the Great Wolf Hackles, the fords are further downstream.

The territory immediately around the settlement to the east and south are the farmlands, hamlets, and villages with hilly knolls and wooded forest in abundance.

To the north is the peaks of the Great Wolf’s Hackles, and further the Spire of the Archons. To the south, along the main road, is the settlement of Daven’s Reach. Even further south lay the settlements of New Hope and New Aldoria. These form the lands of the City-State of NewHope. However, it is engulfed by the surrounding territory of Clan Nightriver.

The settlement of Starkhaven itself is divided into various suburbs with the Order Keep being central to all. These suburbs are a unique microcosm of the colonists as many were drawn to the protection, or the faith, of Arnath when the colonists first arrived. The city streets are laid out with no particular purpose, though shrines to Arnath adorn many a corner.

SPECIALTY

If turning out highly skilled, well armed, well armored soldiers is a specialty, then Starkhaven has one. The settlement is a typical Order town; it has armorsmiths, weapon makers, grain stores, and cloth weavers. All the things needed for a soldier. It does not excel anywhere else, however, as it has never been given the chance to.

Currently the Chapter of the Light has undertaken some additional land clearance in and around their territory. These new croplands should be helpful in stabilizing the harvest for the settlement, but are not enough to produce a surplus.

TRADE & ECONOMY

Starkhaven has a small economy. It is large enough for traders to make as  stopping point, but not so much that it is a hub. For the most part, the people manage to have food and shelter, and the necessary goods in life. Sometimes they have enough spare coin for a luxury, but not often.

POLITICS & LEADERSHIP

Led by a Mayor who takes care of the day to day leadership responsibilities of the people, Starkhaven is a very sustainable settlement. Families and farmers enjoy relative peace as they grow crops and tend to their businesses and families. The Order does require a tithe from Starkhaven to the coffers of the Order and to help fund their endeavors on Mardrun.

MILITARY:

There is a small group called the Starkhaven Militia that help protect the settlement and also provide soldiers to assist the Order if they send out any of their members. Otherwise the armed soldiers and Clerics of the Order of Arnath man the defences.

CULTURAL POINTS

The people of Starkhaven tend to be solemn, taciturn folk. With a stoic nature born from living in close proximity to the Order of Arnath, they are dutiful and diligent in life, going about their business in a brisk, efficient manner. This does not mean they cannot be joyous or jovial; they just tend to be very business first orientated.

They also are mildly xenophobic; also from close proximity to the Order. Some are still distrustful of the Syndar, holding old grudges from Faedrun. Many more are openly scornful of the Ulven, remembering the Colonists Wars and the recent Civil Wars, both where many lives were lost. Also like many colonists, they look down on the former inhabitants of the May’Kar Dominion, blaming them for tipping the balance of the Old War.

RELIGION AND SPIRITUALITY

Starkhaven is a very spiritual place. Religious wise, shrines to Arnath and images of His Clerics adorn the settlement. Everyone knows or has family who were Clerics, or have served the Order. Blessings to Arnath are on the lips of the people as greetings, farewells, and well wishes. Other religions are far less represented; one can find a few shrines to Ulkfel in the smiths district, and some colonists still express belief in the Light openly. However, no Syndar or Ulven religious icons have been seen in Starkhaven until recently. The refugees brought with them their faith, causing additional unrest.

Even those without religion are very spiritual. They take solace and wisdom from Arnath’s teachings. A practical god, his teachings bear lessons and approaches to weather the fates of life. His works, and the works of His Clerics, are often read to find the wisdom to approach a problem, or to find peace with a decision made.

STARKHAVEN COLORS, HERALDRY, FASHION:

The colors of Starkhaven the same as the Order: Red primary, white secondary. This often trimmed in black around the outside. The primary over dress seen for Starkhaven authorities is the red surcoats of the Order of Arnath, or the red tabards of Starkhaven.

The Heraldry of the Order of Arnath depends on the Cleric; a Rampant Lion, a Rampant Eagle, or a Rampant Griffin. In addition, they now sport belt flags denoting thing chapter: the clenched hand of the Fist, or the sun with shining rays for the Light.

Starkhaven currently does not have a heraldric symbol.

HISTORY:

When colonists first arrived on Mardrun, the Order spent immense resources building a full settlement and began production on a keep. This attracted a number of settlers to join them and help their efforts; the benefit of having the disciplined leadership and military might of the Order in charge of the settlement was amicable to some that were lost and in need of a new home. Starkhaven is one of the most most defensive settlements on the continent and resides where the Yurnai river meets the Great Wolf’s Hackles.

 

Yearly Update – 260 (2011)

The leadership tended to the needs of the people and to expanding supplies for the Order. A few Lions had been sent to investigate what was happening in the rest of the colonies.

Yearly Update – 261 (2012)

Word reached the Order that an undead, a lich, was spotted on Mardrun, Lions were dispatched to track down and kill it. Several groups of Lions and squads of Starkhaven militia were killed trying to defeat this foe, until finally the Coalition helped track it down the northern coast and into Grimward territory. With the help and guidance of the Lions, the lich was cornered and destroyed.

Yearly Update – 262 (2013)

As the Ulven Civil War gains momentum, the Order of Arnath’s Fist is caught in the thick of it. Lions are sent out on patrol, Starkhaven militia protect the roads near their settlement and Daven’s Reach, and the battle barges of the Order sail and patrol the Yurnai river that separates the Grimward and Nightriver lands. Conflict after conflict takes its toll on the Order as the highly skilled and equipped warriors fall one by one, difficult and costly to replace. Months of attrition force the Lions to retreat from the main bulk of the conflict to reinforce and a sneak attack on the Yurnai river by Clan Grimward warriors led to the destruction of the Order’s battle barges and the death of their crews. As winter sets in at the end of the year, the Order is in dire need of supplies and support; their ambitious goals to help the Civil War resulting in a terrible cost for both the Order and the settlement of Starkhaven.

Yearly Update – 263 (2014)

Following the political fallout between the Order of Arnath’s Fist and Baron Richards of Newhope, Starkhaven’s construction ground to a halt and its walls slowly began to fall into disrepair. The already famously xenophobic clerics retreated deeper into their cloistered stronghold, pulling their troops out of the war save for a handful of Lions who were sent to hold the Pass through the Great Wolf’s Hackles.

More and more over the year, Starkhaven patrols stop going out on the roads and the Lions remain stationed at home.

Frustration began to build as signs of corruption and foul play were discovered inside Starkhaven itself while the Lions in the Pass, expecting and awaiting reinforcements, seemed to have been forgotten by their allies. The year culminates in a decision made on behalf of Starkhaven, to be revealed early in the following year.

Yearly Update – 264 (2015)

Beginning on a sour note, the Order of Arnath’s Fist started the year by informing the Coalition of their decision to pull their troops out of the pass through the Great Wolf’s Hackles in order to return home and help tend their fields. Feeling betrayed and ignored by those who called them allies, Starkhaven had been hoping for some form of aid or support in the pass, but received none. Although weakened, a handful of Lions and Starkhaven militia flew their banners and marched alongside Coalition and Clan Nightriver allies… although none of them survived to return home. It is unknown if the Order will continue to remain reclusive after the Civil War had taken such a heavy toll on them.

Yearly Update – 265 (2016)

After years of decay and financial distress, the once great settlement of Starkhaven had descended into near ruin. Many settlers fled to other colonies. Although the military might of the Order of Arnath has never recovered from the initial conflict with the Ulven and the recent Ulven civil war, a handful of the Fist chapter members maintain control of Starkhaven and can be seen periodically. They have become more reclusive now, choosing to stay inside their crumbling keep and keep to their ideals and themselves instead of getting involved in the world at large. This had concerned members of the Order and also some of the people of Starkhaven, and a Griffin stepped forward to push for a reform. A new direction was presented and the Hand of Arnath listened; although the Order of Arnath’s Fist would remain the primary chapter of the Order on Mardrun, a new settlement and some of the existing military units were re-purposed with aiding the efforts of this new chapter.

The Order of Arnath’s Light is a brand new chapter of the Order of Arnath. Led by the new Chapter Master, this group within Starkhaven is pushing for more diplomacy and progressive ideals on the world. This was originally met with resistance as the surviving chapter of the Order of Arnath was the Fist, the most militant chapter of all of the Order of Arnath. The new chapter resides in a part of  Starkhaven. This has caused tension between the two Chapters, and in the settlement itself.

The first action was the Inquisition of Fire. Bos Meszar, the militant wing of the settlement of Serai, was found to be experimenting with Undead. Recalling the fate of Faedrun, both Chapters mobilized, but the Light was in the lead. The Chapter of the Light and Bos Mezsar came to blows, but their militia was no match for the highly trained Order militia. Unlike the Fist, however, the Chapter of the Light dealt a soft hand to the settlement. Most were captured and given aid. However, a rampaging Mordok horde pressed both Chapters hard. With Serai no longer having a military force, the town swore fealty to the Order. The Fist currently patrols and safeguards the settlement.

At the end of the year, the Chapter of the Light overstepped their bounds and welcomed corrupted Ulven into the settlement. The people of Starkhaven complained, but dealt with it. Crisis was closely averted by the help of the Prince of Aldoria, and the Phoenix.

 

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

The New Aldoria

The Settlement of New Aldoria – Mardrun Colony
After the massacre, not very many ships reached Mardrun. Between the diseases of the wounded, the lack of ample food and water, and the haste in which they left the continent of Faedrun, the kingdom of Aldoria was doomed. The King never survived the trip to the colony he worked so hard to fund and his son would bury him at its shores. The houses and nobles were scattered, in poverty, or left with nothing upon their arrival to the new colony. What was once a proud nation of Faedrun was nothing more than a handful of bloody survivors, refugees, and battered soldiers.

Not all hope was lost, however, as the remaining nobles and military leaders tried to put the pieces back together and lead the colony. They proclaimed the King’s son the new leader and began a plan to rebuild. This course of action was not favored by many of the original colonists, who had grown hearty and cold with having to carve out a living on the new continent, and the colonists of New Hope declared their independence from Aldoria. The newly arrived refugees did not have the funding or men to rule what they had created, and the nobility could not resist the secession. Instead, the survivors of Aldoria banded together and carved out their own piece of the new continent and created the settlement of New Aldoria. This settlement grew strong by learning from the Ulven, yet keeping them at a distance, and battling the Mordok. Prince Aylin grew up in this environment, working his way around the people and vying for political power. Everyone knows him to be an ambitious leader, savvy in both politics and combat, if not bitter from the history of his kingdom. It is rumored that he is planning on gaining a following and campaigning for rule of New Hope on Mardrun, rumored to be finally fulfilling his father’s wishes of controlling the colony his shattered nation helped build. More settlers and refugees continue to band together under the banner and colors of the prince and his Aldorian Guard, and more nobles have pledged support as his power expands.

New Aldoria narrowly averted a full scale war with the Watchwolf Clan after an ill disciplined and rowdy group of their Soldiers, secretly in the employ of an ambitious noble, tried to murder a young lady of the royal family and frame an Ulven Ambassador and the Captain of the Crow’s Guard for the attempt. Their plot was discovered, however, and foiled by a party of brave adventurers at the Wayward Inn.

Raskolf Vakr, the Voice of the Watchwolves, responded with a diplomatic mission to New Aldoria, where he met with the Prince personally. The Watchwolf Ulven and the New Aldorians averted war and actually managed to improve relations between the two nations. When Mordok attacked children playing on royal hunting grounds, the Ulven Ambassador’s seven-year-old daughter saved the life of the Prince’s own young son, and the two became fast friends.


To date, New Aldoria has largely kept with the traditions of their homeland, valuing ambition, cunning, and political and economic acumen. Though significantly smaller than the colony of Newhope, New Aldoria is an economic powerhouse, maintaining trade with a wide network of merchants and tradesmen across the continent, in large part due to their penchant for maritime trade. Of the human settlements, New Aldoria boasts the largest and most diverse fleet, from cargo barges to transport ships, and includes the reborn navy and their vessels.

Many holdovers from Aldoria remain in the new continent: the blue and green banners that fly from the ramparts and masts of her ships have always represented Aldoria, and do so in the new world. Mildly deceitful business practices are not frowned upon in Aldoria as they may be in other settlements, seeing such swindles as a lesson to unwary buyers, rather than deserving of punishment for the merchant. Though this has been addressed by Prince Aylin and has reduced in frequency and severity, the reputation for a “survival of the fittest” economy has remained. Along those same lines, New Aldoria boasts some of the more elaborate courthouses on the continent, where lawyers and judges might bicker and argue for days, weeks, even months and years over a simple hearing, exploiting loopholes in a delicate game of strategy to trap the opponent in a lie or technicality before being caught yourself. This has led many to see the Aldorian courts as corrupt, though to Aldorians, it is the far more civilized way to settle disputes.

Located on the southwestern coast of Nightriver territory, the land granted to New Aldoria on which to settle has allowed them to flourish, granting them access to the seas through which they are able to greatly expand their trade network. This maritime skill served the colony well during the Civil War, as New Aldoria used her ships to break through the Squallborn blockades, earning a powerful ally in their Stormjarl neighbors. Though their navy is not as substantial as that of Clan Stormjarl and fairly comparable in size to that of Clan Squallborn, New Aldoria’s true strength lies in the diversity of her ships, allowing for faster transport of larger quantities of goods or soldiers around the continent.

People of Interest:
Prince Aylin – As the current reigning monarch of New Aldoria, the half-Syndar prince is, to date, the only known royalty currently on Mardrun. An ambitious and cunning ruler, he often lets his more playful side show through to disarm those with whom he deals, though beneath that friendly face lies a cold and calculating businessman.

Recent/Current Events:
264:
Taking a less aggressive role in the war, the second largest human colony has spent the past year making very controlled, decisive movements, militarily, economically, and politically. Reaching out to nearby settlements to establish trade routes and political allies, Prince Aylin has been subtly ambitious in his dealings, much to the ire of Newhope. When the war began to escalate once again, the soldiers and sailors of New Aldoria were present and visible, blue and green banners flying high, bringing with them supplies, reinforcements, and the backing of the most economically powerful human settlement on Mardrun.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

The Council of Newhope

The Council of Nobles
The governance of New Hope on Mardrun evolved out of the need for strong leadership after the mass migration from Faedrun. The initial building of the various human towns and villas surrounding New Hope was a haphazard thing, disorganized and prone to attacks by Mordok. While a few of the trade guilds attempted to set up a parliament, the Colonists were not ready to accept such a radical change in their governing habits – for too long, they had lived under the guidance of nobility.

The first to suggest that the surviving nobles of Faedrun meet to discuss the ruling of the Colonies was Baron Richards of Vandregon. He proposed that the nobility form a council to properly protect and guide the people of the colonies. There were several immediate volunteers – displaced nobles looking to regain the power that they had back on Faedrun, and thus the Council of Nobles was born.

The Council meets twice yearly, to decide on important matters of governance that may affect the entire diasporic population of Faedrun. For other, lesser decisions, the nobles tend to either talk with the member of the Council whose area of governance corresponds with the action needed or make choices for their own estates. This has been successful so far – few disagreements have marred the reign of the Council, leading to relatively high confidence in the nobility despite their own personal biases and squabbles.

In August of 266, Lord Baron Richards made changes to the existing nobility titles structure that is recognized by the City-State of Newhope on Mardrun. These can be found here.

UPDATE: After the death of Duke Al-Azarma and the falling out with Duchess Catherine, the Council of Ten was reformed as the “City-State Council” in 266. Duchess Catherine, Duke Montesque, and Duchess Al-Azarma have all left the City-State and have gone to rule Daven’s Hold.

The Nobles

Grand Duke Baron Richards
An opulent and immediately noticeable figure, to many Colonists, Grand Duke Richards is the face of the Colonies. An initial prime supporter of the Order of Arnath’s Fist (which has since turned sour) and a number of other causes, Baron Richards has done what he can to make sure that the Colonies survive the loss of Faedrun and the new life they have set up on Mardrun. He regularly shows interest in investing in smaller communities to foster growth and relationships with Newhope. Despite this, he has been the target of a number of smear campaigns, though none to date have seemed to hold water.

Officially, his position on the Council is that of the Head. He tends to dominate meetings, seemingly looking to benefit his own lands and ideas, although as the years have passed, he has grown much more willing to compromise. It seems the lands of Mardrun are becoming more favorable to the Grand Duke, as he seems to have moderated many of his stances and seems almost younger due to his new outlook.

Duke Joakim Ventrini
Hailing from the northern reaches of Vandregon, Duke Ventrini was one of the first nobles to head over to Mardrun. An aging man, Ventrini still cuts a powerful figure. His family’s title came from their heroic actions at the Battle of Grayfield – however, their actions were far from martial in nature. Rather, they organized some of the first trades with the Syndar, which remains a point of pride in the family. Their status grew greatly over the years, due in part to their connections to a number of Syndar artists and craftsmen, which led them to their true calling – the patronage and trading of art and artifacts.

Duke Ventrini has continued this tradition by transporting and maintaining an impressive collection of art from Faedrun, which now graces his estate on the border of Clan Nightriver territority. His collection of a number of their cultural items has grown substantially over the years, and if it weren’t for his genuine interest in the Ulven, his sprawling estate at the edge of Newhope territory could be considered threatening by Clan Nightriver. This placement is intentional – the Duke is fascinated by Ulven culture, and is reduced to child-like glee when confronted with any examples of their art or culture. He has an open invitation to any Ulven to visit his lands and trade art, songs, stories, and legends for food, drink, and a place to sleep. Few Ulven have taken him up on this offer, however – while he is deeply interested in their culture, his interest can come off as somewhat patronizing and self-absorbed. Despite this, he has made more progress in dealing with the Ulven than any other noble, simply for his eagerness in dealing with them.

Officially, his position within the Council is that of cultural preservation – his collection of art and wealth means that he has sponsored a number of artists and musicians in New Hope. His most recent success is with the anonymously-penned Sir Nevan’s Brother, one of the first plays composed on New Hope, detailing the initial chaos of the migration of the colonists and the fighting that could occur between them.

Duchess Mary cul Tricuspis
Overseer of the judicial branch of Newhope, Duchess Mary cul Tricuspis has flourished under the rule of Lord Baron Richards. Of all the members of the Council, Mary is the least involved in the political struggles, often choosing to sit out of their discussions and schemes. Her honorific title, “Lictor” also signifies her role in the Colonies – she is in charge of enforcing the judicial system and carrying out the judgements of the nobles. Her estates are lacking in creature comforts, reminding guests of her Richtcrag heritage – they resemble barracks more than anything else. She maintains the sole prison on Mardrun, and any bailiff, executioner, or torturer has been personally trained by her. Dark rumors surround her activities in the Colonies – that she was only given the post to keep her trained soldiers out of the struggles for dominance, that dark tortures are carried out in her name – but none of them have been substantiated.

She is a distinguished woman with a scar running down the left side of her face. While her primary concern is that of the fair running of the Colonies and the swift punishment of anyone who breaks the laws laid out by the founders, she has been known to lend aid in the defence of nearby villages and farms with her troops. Their symbol – a trident below a weeping moon – has become the de facto symbol of justice in the Colonies, although some might disagree with her methods.

Celestial (Duchess) Arragones (Now Deceased)
Once, the sole Syndar on the Council, Arragones choose to eschew any human titles of nobility in favour of the station she was born to. Although officially holding the title and station of Duchess, she actively made a point to not be recognized by that title and instead insisted on being address as Celestial Arragones. Her indifference to human customs had often drawn the ire of the other nobles, specifically her disregard for their schedules. A skilled mage and Weaver, she sought to preserve the way of life that the Syndar had before fleeing to the Colonies. Her estates – located on the southern tip of Mardrun – were still young and half-wild, calling to mind the graceful Syndar architecture of Tielorrian in much-reduced form.

Her sole concern was the life of the Syndar on Mardrun. She often fought to make sure her people were fairly represented.  She saw her people as broken, shattered by the undead who forced them to flee. By virtue of her long life, she believed that everything would work out again – life is a great circle, and the gods of the Syndar will allow them to return to their former glory once they recover from this reduced state they find themselves in.

She dressed herself in fine Syndar garments, followed her own schedule and protocols. This left her at odds with a number of the other nobles, but the knowledge that she managed to bring over from Faedrun – a whole library of preserved Syndar texts – had made her invaluable to their efforts to rebuilt and preserve the lives they once had.
Update: In the year 271 it was uncovered that Celestial Arragones had been lying and falsifying information that was uncovered through official Newhope research. This lead to some tensions with the Ulven people. Arragones was stripped of her position as head of Newhope Research. She was then requested to come to the Lictor Courts of Newhope to testify on her actions. Believing this to be a set up to use her as a scapegoat, Arragones instead raised a small army and sequestered herself in her estate. The Council called the Banners of Newhope and marched on Arragones estate. She attempted to escape but was caught, but not before she set fire to her grand collection of preserved Syndar texts. She was tried and found guilty of treason for raising an army against her countrymen. She was placed in a cell to await her execution where she was later found dead by poisoning. No one knows who slipped her the poison or their motivations.

Duchess Madeline d’Argent
The primary military mind of the Colonies, the Duchess d’Argent was known as Mary “Gold” Wainwright when she was born. She served as a bodyguard to the original Marquis d’Argent, protecting his home and and body for many years before they were married. As they fled the burning shores of Vandregon under the final assault by the undead, her husband took a grievous wound to the back, and he lingered on for weeks in his cabin. When the wound – delivered, it is said, by an undead assassin – festered, she found herself in the depths of despair. His death shook her to the core – here she was, a new noblewoman who knew nothing of protocol, in charge of an entire house.

The hostile greetings of Mardrun quickly found her place, though. Eschewing the comfortable life of other noblewomen, she personally trains the guards of the Colonies. Her estates – on the border of Nightriver’s territory – are sprawling, half training camp and half manor house. This has cause some tension with Nightriver, as they are uncomfortable sharing a border with such a militant woman, having heard stories of the human’s love of conquest.

More comfortable in her armor than in a noble’s finery, she prefers a shieldmaiden to a handmaiden. The politics of nobility tend to leave her somewhat baffled – she prefers to be direct and forthright – and she distrusts the Ulven to a fault. Still, she has proven a skilled military mind when it comes to the defence of the Colonies from Mordok attack.

Duke Martingale of Westhaven
The quintessential playboy and “supposedly corrupt” political figure on Mardrun, the young Duke Martingale is famous more for his opulent galas rather than his role in the colonies. No one can quite recall whether the youthful Duke Martingale was truly a noble on Faedrun, but when he arrived with his titles and a considerable amount of wealth, no one challenged his claim to them. Still, Duke Martingale remains the very image of a self-absorbed, vain noble – he dresses opulently, throws numerous (and oftentimes scandalous) parties, and seems entirely unconcerned with the people of Mardrun who are unable to dress themselves finely.

Officially, he occupies the Cultural Chair of Mardrun, although few can explain why he might have chosen that title. The young Duke Martingale is seen as a layabout, although the freedom with which he spends his coin suggests that he provides some sort of economic stimulus. “Supplicants” (or beggars, depending on his mood) are advised to flatter the young nobleman as much as possible – if his outlandish attitudes and idleness are to believed, he has an ego the size of Luna and believes that flattery is the only tool. He tends to vote randomly on matters of state, preferring to return to his parties. Still, he has proven somewhat effective when motivated – which is rarely – and none can deny that he maintains a sharp political sense despite his . . . tendencies.

Duke Aailymr
Duke Aailymr is a recent addition to the Council of Newhope. After the removal and subsequent death of Celestial Arragones in 271, The Council found itself lacking a distinctive Syndar voice that could help the Syndar people of the City-state feel that their voices mattered and were heard in this otherwise entirely human government. Prior to his rise to Dukehood, Aailymr was a lower noble within the Newhope hierarchy. He was well respected amongst the people of the Syndar districts and was known as a person of patience and drive. Since coming onto The Council he has shown a focus in the cultural revitalization of Newhope with a strong focus on bringing Syndar cultural elements to the forefront. He has been actively pushing for a future for the City-state that showcases Syndar culture while blending it with the more human elements of the city. To this end Duke Aailymr has been an early adopter of the new school of Enchanting that has spread across the continent. He has even set up a trade school in The Syndar District to train up and coming enchanters and arcanists so that their work can help make Newhope look just a little bit more like the fantastical Syndar cities that Aailymr and his family once called home.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

Newhope Colony

A New Beginning – Faedrun – OLD WORLD

As the undead rampaged across the continent of Faedrun, the Kingdoms knew that they may need to search for a new land and try to evacuate to that location. The leaders of each nation knew that if the war did not go well, starting over again may be a last resort. This is when the effort to build ships, find a new land, and begin to settle it became a priority.

It took many years to build seaworthy ships and explore the waters. Numerous boats left and never returned. Several boats came back with only reports of small islands or returned with nothing. Then in the year 250, a boat returned with information and a route to a massive continent that was found. The sailors named it Mardrun and the kingdoms began to send supplies and colonists to build a new life in a new world.

The Colony of Newhope – Mardrun Colony

The first colonists arrived and began to build in this strange new land. Expansion was fast and boats arrived steadily with workers, colonists, and guards. The colony of Newhope was born.

It didn’t take long for the colonists to discover the Mordok. Suddenly they had an unyielding adversary that attacked their borders. The guards kept the people safe and Newhope defenses were built. Then the Ulven were discovered and tensions between the colonists and the Ulven were high. It finally came to a boil and a bloody conflict started between the Ulven and the colonists. Even though the Ulven outnumbered the colonists immensely, the formation tactics and heavier armor combined with years of fighting experience against the undead and penitent allowed the colonists to repel attack after attack. The Ulven’s hit and run tactics against the colonists could not break them. A number of each side were killed until a human champion and an Ulven warleader honor-dueled to a draw. This act encouraged the formation of a truce and the fighting stopped.

Now, the colony of Newhope and its leadership works closely with Clan Nightriver. Branthur Nightriver, Clanleader of Clan Nightriver, gave them land to form their colony. Now the colony of Newhope has grown quickly and the colonists have learned to live peacefully alongside the Ulven. Protected by high wooden walls and watch towers, life flourishes inside the colony. The streets are safe, the City Watch fair and vigilant, and the markets busy with buyers and sellers of wares. Refugees from different kingdoms, human and Syndar alike, have carved out small areas of the colony and continue some of the traditions of their homeland. A beautiful Syndar tended garden grows in one sector, a rowdy street full of bars and arenas are frequented by mercenaries of the Richtcrag nation and the unique style and traditions of the Nara Pentare transform an entirely different area of the colony into a unique homage to their late kingdom. All manner of people live inside Newhope, it is a melting pot of numerous factions of both the humans and the Syndar and also of Ulven who have decided to live or visit the home of the colonists.

The colony needed leadership to continue progress, so a number of nobles, barons, and political figures with any resources were pooled together to form the leadership of the colony. There were 10 nobles and barons total that controlled Newhope; each noble was allowed a vote in topics and debates were settled through democracy. Each leader was expected to maintain a manor or estate and had a sector of responsibility in the city equal to all the other nobles. They policed crime, maintained their share of the City Watch guards for their area, and kept track of taxes and funding. All the nobles maintained an equal amount of power until the year 264. Amidst a great deal of turmoil caused by the escalating civil war and bogged down by the bureaucracy of a ruling council, the nobles of Newhope decided to hold an election, choosing a singular leader from among their number. A close race between Baron Richards and Baroness Catherine ensued, each rallying support from the other nobles and the populace alike. In the end, with Catherine unable to retake her town of Daven’s Reach from the bandits which had invaded, Baron Richards was able to claim victory and donned the mantle of Lord Baron. The other nobles from the Council of Ten still hold a great deal of sway in the city, however, and many are still appointed in their original roles, albeit now in the service of Lord Baron Richards.

In the year 253, when Faedrun experienced the beginning of The Fall, the survivors of Aldoria and their leadership and the surviving Prince Aylin arrived to claim their place as rulers of the colony. The colony leaders banded together and refused him, telling him that they have the right to continue governing themselves. The nobles and authority that backed Prince Aylin and Aldoria’s colonization efforts lobbied for a heavy response, to use soldiers to take the colony and its rule by force. The colony of Newhope and the survivors of Aldoria mobilized for an attack but Prince Aylin’s young wisdom prevailed. He respected the wishes of the Newhope nobles and left with the other Aldorian survivors and created his own settlement. Even though conflict was avoided, the soldiers of New Aldoria and the City Watch of the colony have been borderline hostile with each other ever since. It was shortly after The Fall when the boats started dwindling down and then eventually stopped altogether. The colonists live in fear as the news that each boat brought with it was dire and grim and then ceased completely.

The leaders of Newhope knew that going back to Faedrun was suicide, so they tried to focus on the colony. Some colonists spread out and began to build new settlements and expand human territory. It was at this time that tensions began to mount again between Ulven and colonists. Now, the colony is in the background of a brutal Ulven civil war. If Clan Nightriver and their allies lose, there is nothing standing in the way between the Newhope colony and the anti-colonist Ulven that want them dead or sent back to their homeland. The leaders fear that dark times are ahead and have been pushing for a stronger and more centralized leadership of the colony. Now, each leader is vying for more control as it is expected that the most powerful and influential noble or baron of the Newhope’s leadership will be crowned King or ruler of the colony.

About 10,000 colonists live throughout the 10 sectors of the Newhope colony and have made it their home. Each Baron or Noble supervises roughly 1,000 colonists. There are more colonists on Mardrun, but this is the number of people that the colony can support. Numerous farms and smaller settlements have spilled out into the countryside around the colony as well. Newhope is nothing if not a melting pot among the colonies. Syndar representation among the former Council of Ten piqued the interest of the Syndar not disenfranchised with the humans’ political structure, and many who survived the crossing were quick to join with the Celestial Arragones in the colony. From Dominet Martingale’s scandalous parties to Duke Ventrini’s obsession with Ulven culture to Lictor Mary’s distaste for politics to Baron Montesque’s insistence on working the fields with his farmers, the nobility of Newhope reflects the same ideals inadvertently advertised by the city: it truly takes all kinds.

Despite their numbers, Newhope has struggled proportionately compared to New Aldoria. Though they have done well economically and agriculturally, the red tape of multiple equal leaders has bogged down their ability to capitalize on opportunities as New Aldoria can, though their slow and measured response has earned them a great deal of respect from a great number of the Ulven Clans. Many are eager, as well, to see the changes brought upon by the election of the Lord Baron Richards, and if he will continue to steer Newhope with a level head, or if he will grow ambitious with his newfound power and hope to rival Prince Aylin in the risks he takes.

People of Interest:
CITY-STATE COUNCIL

 

Recent/Current Events:
264:
This was an important year for Newhope. Governed since its inception by a ruling Council of Ten, the city decided this year to elect a single leader. Baroness Catherine and Baron Richards were the two favored candidates from the start, due to their records as leaders and popular support among the settlement. When Baroness Catherine failed to retake her town of Daven’s Reach from the invading bandits, however, her ability to protect the people of Newhope was called into question, and Baron Richards was chosen to lead. Taking on the mantle of Lord Baron, Richards made it a point to show his support of the Coalition, sending aid to the troops in the Pass and giving a surprising amount of supplies to the war effort. This later proved to be problematic for the colony, however, as their stockpiles of food for the winter were severely diminished in their effort to quickly end the war, forcing them to swallow their pride and ask for help from their allies.

266: The City-State of Newhope is officially formed.

272:The City-State has continued to grow over the years, though it’s council has shrunk to only 5 members through a series of deaths, departures, and executions.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

The Kingdom of Tielorrien

Tielorrien:

The largest and most prominent of the Syndar Kingdoms is the Kingdom of Tielorrien. The Kingdom of Tielorrien covers a vast region of terrain which is both mountainous and wooded. Though some of the smaller kingdoms maintain an isolationist stance regarding the rest of the world, the Kingdom of Tielorrien sees heavy traffic of merchants, scholars, and pilgrims. The capitol city of Tielorrien is the City of Seven Gates. The city is an awe-inspiring example of Syndar architecture. There is not a single building within it which would not be considered a work of art to a human visitor. Spires and towers twist high into the clouds, gleaming and sparkling in the sunlight. Banners and streamers adorn every building. There is not a space of wall anywhere within the city that is not beautifully adorned with frescos or murals. Even the cobblestones in the less wealthy areas are arranged into geometric patterns or runes of good fortune. At night, the white buildings glint and sparkle like multi-hued stars in the magical light of different colored Syndar illumination rods. Special occasions and holidays are celebrated with magically enhanced displays of alchemical pyrotechnics, or the projections of master illusionists. It is said that the cities of the Syndar never sleep, and this is true. Unlike humans, who are for the most part, daylight creatures, roughly one half of the Syndar people favor Lunara, while the others favor Solara. When the followers of one god are going to bed, the followers of the other are just waking up. Every day and every night, there are religious ceremonies to greet the rising sun and the rising moon, and the streets and markets are just as crowded at night as they are during the day.

New World:

Most of the Syndar refugees on Mardrun are originally from Tielorrien. This kingdom maintained the best relations with the Humans, and contributed the most to the grand alliance. Due to their open trade policies, most Syndar living in the Human kingdoms were originally from or were descended from Syndar of the kingdom of Tielorrien.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

Wargheart

This is a story of the Lost.
Of the first shape changer.
There have been five total shape changers in our history.
Fish-Bone-Tongue
Koragnak Bear-Breath
Chita the Witch.
Mo’ber the Warrior.
But first of them all was Wargheart.
Long ago, far to the north, where ice ruled and the sun was weak, my people lived.
We fled to the North to avoid the cursed Dead. It was a harsh existence, and many died, but enough survived. There we lived for many generations, isolated and far from the humans and the rest of the Syndar race.

There we lived in relative peace, until one day a hunter saw the sun glinting off of shields in the distance. Humans had come to the north. They wore red and bore a white lion on the shields. We came to them, and spoke with them. What words they said has been lost, for the humans found us strange and alien, and we were insular and not used to others.
The meeting fell to bloodshed, and we were at war for the first time in many generations.

We kept them at bay, but we could not drive them off. We did not know what to do. My tribe is small, has always been small. To attack full force was to risk the annihilation of our tribe, but to do nothing was no option either. Finally, one young shaman, called Blackeyes, stood up and asked, “What about the Warg?”

You see, long ago, when my tribe first wandered to the northlands, we were allied with the great wolves, the Warg. They fought next to us, and the greatest of our warriors were even allowed to ride them into battle.

When we came to the north, our tribes fell away. We competed for the same food, and there were no great enemies to unite us. No one had spoken with the Warg in many years, and it had been far longer than that since we had fought side by side. Some of the old accords remained though, and we did not hunt each other as we might have.

The elders agreed that this idea might work, but none were brave enough to venture to the Warg dens. None but Blackeyes.
So Blackeyes slipped away to where the Warg denned.

When he came to their dens, the Warg surrounded him, snarling and growling. Then the biggest Warg Blackeyes had ever seen spoke.
“I am the Great Warg, leader of this pack. Why have you come before us?”
“I am Blackeyes the shaman. I have to tell you news. War has come to the North. Humans are here, and we would renew the bonds our peoples once had, and fight again.”
The Great Warg laughed.
“This we know. My people are not blind. Tell me, why should we give our lives for you?”
Blackeyes answered quickly.
‘Because when they are done with us, they will come for you.’
‘The humans are slow and stupid! They cannot catch us. We are faster and stronger. No! We will not die with you anymore.’
‘Then you are cowards, and it is you who are stupid!’ cried Blackeyes.
The Great Warg snarled and attacked BLackeyes, knocking him down.
‘Watch your tongue, little greenskin!” The Great Warg thundered. “For the sake of our people’s shared past, I will not kill you for your insults. Here! I will give you a warning though. Never show your face among us again. We will kill you and feed you to our pups if you do! ‘
And the Great Warg raked his claws over Backeyes’ face, laying his flesh open. Blackeyes stumbled away, half blinded by blood. Before he was out of sight though, he turned back.
‘I will eat your heart, old beast!’ he promised.
The Great Warg chuckled.
‘You may try.’

Blackeyes was enraged. He bandaged his wounds, and found a place, high above the warg dens. There he watched and studied the warg for three days. Finally, he came up with a plan. He knew how he would avenge himself on the Great Warg, and destroy the humans in the bargain.

He crept back to the human encampment, and captured a human guard. He bound the human, and dragged him back to the warg dens. Blackeyes waited until the warg went off on their nightly hunt, leaving the Great Warg, too old to hunt, and a female warg to guard the dens and the pups.

Blackeyes took the human, and after untieing him, flung the human onto the Great Warg. The Great Warg was surprised, and angry. A human! He attacked the human with a great howl. The female warg rushed past Blackeyes’ hiding place, not seeing him until too late. He cut her down with the human’s sword, and turned on the Great Warg. The Great Warg was still savaging the human, blinded by fury. Blackeyes struck, piercing the Great Warg in the eye. The Great Warg screamed in pain, towering over Blackeyes. Then the Great Warg collapsed at Blackeye’s feet, the warg’s ruined eye staring sightlessly at nothing, pouring blood onto the ground.
‘I promised I would eat your heart, beast!’
Laughing, Blackeyes carved out the Great Warg’s heart, and ate it whole.
But he was not finished yet. He had to move quickly, before the wargs came back. Blackeyes quickly skinned the Great Warg, carefully keeping the warg’s claws, teeth, and skull attached, and then buried the body under where the human lay dead.

Blackeyes then put the warg skin on, hooking his fingers into the claws, and looking out of the sockets of the skull, and dropped to all fours. He stalked around like he had seen the wargs doing, growled and snarled and barked they did. Then Blackeyes walked into the warg dens, calling out as he went.
‘Little ones! Little ones, where are you?’
The warg pups came out of the shadows to him, and sat at his feet.
‘Grandfather! What has happened? What were those noises?’
Blackeyes smiled with the Great Warg’s jaws. His plan was working.
‘Come here, little ones, all of you. Grandfather shall protect you.’
He killed them all.

When the warg returned, they found the female and all the pups dead, and the Great Warg covered in blood.
‘What has happened!’ They yowled.
‘Who has killed the pups! Who has dared hurt you?’
‘Look!’ howled the Great Warg. ‘It was humans! See his body? I killed him, but I was too late. They have come to destroy us! We must avenge the pups!’
He leapt up and danced and ran around the warg, working them into a frenzy.

‘See how his anger makes him strong again!’ they marveled.
‘We will fight! We will destroy these humans, and eat their corpses!’
And the warg pack ran off, following the Great Warg to battle. With fearsome howls, they fell upon the human encampment. the fighting was fierce. The humans were numerous and desperate and trained. The warg were frenzied and furious, but they had not been to war in many, many years.
In the end, the humans were routed, but at great cost the the warg. Most of them were dead or dieing. A few of them survived, and slunk off to lick their wounds, but they were never seen in those lands in number ever again

The Great Warg went to the Lost caves and waited outside. The Lost, who had watched the fight, came out to him.
‘Grandfather Warg!’ cried one of the elders. The Great Warg laughed.
‘Do you not recognize me?’ he asked, and suddenly Blackeyes was standing there, dressed in a warg fur.

From then on, he was known as Wargheart, and this is how he became the greatest of our shamans, and brought to us the art of skin changing.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

Koragnak Bear-Breath

Gather ’round younglings and hear the tale of how Koragnak Bear-Breath got his fur.

Not long after the shaman you know as Wargheart gained his fur, a large greenskin warrior sought him out for wisdom.

“Wargheart, you are wise and strong and know the secrets of skin-changing. I wish to know them as well,” stated Koragnak.

“Then you must earn the right to learn the lesson. Leave, now, and do not return until you have that which you seek,” replied Wargheart.

Koragnak was about to argue, and while he was not as clever as his brethren, he was aware of this and kept quiet when he would have roared. Patient, big and slow was Koragnak, though none ever doubted the strength of his limbs, the deadliness of his axe or the reserves of barbaric stamina he possessed.

Without another word, and with nothing but the furs on his back and an axe in his hand, he ran from the camp.

He ventured further north, a land of perpetual winter and this year the weather was worse than ever before. Blizzards and hailstorms blocked passage and forced even the mighty-thewed Koragnak into caves high in the mountains for shelter.

He had little to live off of as most of the hunting was in the valleys and unreachable due to the gathering snow and his kills from the last few months in the wild of the mountains was all but gone. Near starving, Koragnak set out in the blizzard to try and find something he could kill to eat.

He ventured to a nearby valley, wading through the stinging snow when he heard a distant growl of pain. Thinking this was his chance, he hefted his axe and plowed through the drifts and the stinging ice-rain.

He was nearly upon it when he could clearly see it, just below him on the incline as he approached was a bear cub with a broken leg. A loose rock had fallen and crushed the bones in its front leg as well as broken several ribs.

Wary, Koragnak searched for the mother and not eager to slay a helpless image of his totem, Koragnak looped his belt around the back legs of the bear cub and started dragging it up the incline. Knowing what he knew about bear, he was careful not to touch it with his hands so that the only scent on the cub was from the leather of the belt.

Koragnak heaved and pulled and even uphill through the storm, near-starving and all but spent from exhaustion, Koragnak found the cave and saw the mother bear sniffing near the entrance.

Once the cub caught scent of its mother, it started bleating out terribly and the mother instantly roared and came charging in Koragnak’s direction.

Quickly, Koragnak unlooped the belt and ran out and away, yet up towards the cave. The mother let him pass with nothing but a roar as she barreled towards her cub. Quick as he could he slipped into the cave, found a half-eaten rabbit and snatched it, sprinting out again as fast as he could.

He was not fast enough. The mother tackled him as he stepped outside the cave.

Not able to swing his axe effectively he was forced to drop it so that he could use both arms to wrestle with the bristled black bear. It was the biggest he’d ever seen and it felt as though she was about to crush him from the moment she hit him.

Rolling around underneath her forelegs, he worked to grapple her around the throat to cut off her wind. She resisted and the first attempt earned him a claw raked down his left arm.

Bleeding and winded, exhausted and starving, Koragnak called upon his reserve of strength and wheeled his legs around and under hers as she stood up to rake him. He tripped her and as she fell, he rolled and sprung back wrapping two thick arms around her throat, both legs around her midsection, though they couldn’t fit as this bear was much to big, and buried the right side of his face into the fur near her left ear so she couldn’t bite him.

He squeezed and held as she jostled him but good. Still he held. He felt her struggles weaken and still he held. Finally, as her breath came out it short, raspy clouds of steam it mingled with his.

There, in that moment of desperation he realized what it was he was searching for. He realized that it was not the “kill” but the spirit. He loosened his grip enough for her to breath, but not enough to let her go. He breathed deep as she exhaled and felt the warmth, smelled the fresh blood of the rabbit. He exhaled and she breathed deep. This continued, back and forth and it was as if all time stopped around them. In that moment, Bear shared her lesson and her soul with Koragnak and he accepted it.

When spring finally came, late as it was due to the harsh winter, Koragnak returned to Wargheart. Without a word, Wargheart knew he had found what it was he sought and in so naming him Koragnak Bear-Breath, so did he impart the knowledge of skin-changing.

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

The Warring Kingdom of Richtcrag

Richtcrag (from the old tongue “Ríocht Na Cruach”, meaning ‘Kingdom of Steel’) was an enigma to most of the more ‘civilized’ nations in Faedrun. A brutal land of steppes, rocky terrain, and isolated villages, it seems at first to be inhabited solely by a sullen, suspicious people who would rather not travel far from their homeland. Beyond this, however, you will find a fiercely independent people, willing to fight and die for their land, which has been torn by warfare ever since it was founded as a loose nation.

A Bit of History

Richtcrag has never known much in the way of peace. A sort of tribal rule has always reigned in the land, ever since the first inhabitants began farming and setting up villages. The amount of arable land in Richtcrag is few and far between – communities would spring up around any area where the ground was fertile enough to hold crops, supplementing their diet with the occasional hunted boar or stag from the forests which managed to survive in the rocky terrain. These tight-knit communities saw the need for protection and martial prowess, lest their neighbors would force them from their land.
Soon, some villages with common backgrounds began banding together under skilled leaders – these “Cogadh-cheannaire”, or Cogaires, began to unite larger and larger tracts of land under their banners. Might made right, and these great Cogaires grew more and more powerful. These warriors-princes led armies into battle, waging brutal warfare against their enemies and driving the people under their command into fight after fight.
Around one hundred years before the Battle of Grayfield, a Cogaire by the name of Bartram Cruach managed what was once thought impossible – through political maneuvering, skill in tactics, and sheer bloody-mindedness, he managed to unite the scattered leaders into a single nation. Rather than declaring himself king, he gave forth a now-legendary declaration.

Cruach’s Declaration

“By the steel in my hand and the bravery of my warriors, I have taken this land for my own. But what fun would it be to rule over a placid kingdom? No, the Kingdom of Cruach will go on as it always has. My line shall ensure it!”
With those words, posted to every town and village, he had laid out the course of history. As more political men sat down and drafted the rulership of the land, they considered the point of this boast – the right to rule comes only with the steel and skill to hold it, and all their laws reflect it.
At the top sits the king, drawn from the line of Bertram Cruach. Interestingly enough, this is not a line that is hereditary – Cruach would adopt anyone capable of defeating one of his children into the line, and so the succession at the time of the Undead plague was a mess of bloody fighting – anyone who can claim connection to the line of Cruach, whether by blood or by combat, is considered a contender for the ostensible “rulership” of Richtcrag. While they are supposedly the head of the nation, it is only in times of great dread that they raise any sort of unified force.

Governance is accomplished by the Cogaires – while this position was somewhat variable in the beginning, there are now six established “regions”, each of which is ruled over by a Cogaire. There are no true boundaries or political agreements – what you can hold is yours, and what your enemy can take is his by right. Twice a year, the six Cogaires who hold the most land meet and discuss trade, temporary stops to fighting, and other such boring matters.

Íoclaochra

Íoclaochra, or “Paid Warriors”, are a common sight. Easily identified by their fanciful dress, bristling array of weapons, and tendency to seek out any possible fight, these mercenaries were a logical consequence of the constant warfare of the land.
The rich clothing of an Íoclaochra serves to indicate both their skills as a mercenary as well as gives them a sort of portable wealth – they tend towards clashing colors, imported silks, and elaborate hats. This is an advertisement of their skills – no warrior uncomfortable with a few strange stares would dress so wildly – to prospective employers. They are notorious gamblers and drunkards off of the battlefield, for most of them seem to know that their time is short.
Íoclaochra are oftentimes trained via apprenticeship to a more experienced mercenary – it is only when a youth has drawn his first pay as a full mercenary that they are considered a true member of the class. This first pay is typically spent on an elaborate hat – a tradition that began when a group of Íoclaochra was due to be executed after capture. Rather than dressing somberly, they spent the eve of their execution tending to their clothing and demanded that their heads, customarily displayed for a week after the execution, remain with the hats so that all who saw them would know that those who died had been true warriors.

The Major Regions of Richtcrag

While it’s impossible to consider Richtcrag as a uniform nation, the major regions all have their own individual culture and legends. These so-called ”major regions” serve as the primary cultural regions of the area at the time of the Old World – the refugees on Mardrun are few in number enough that regional differences are seldom acknowledged beyond modes of dress and mannerisms, as all of them have come to see themselves as the remains of Richtcrag’s culture. These regions are also roughly analgous to the domains of the six largest Cogaires – these are the major territorities that have existed throughout most of Richtcrag’s history.

Valinate

A coastal city, full of twisting alleys and intrigue, the rule of the day is calculated violence. Considered by its residents and the nearby fishing peasants to be the seat of culture in Richtcrag. While it is no less violent than the other major regions, that violence is cloaked in a veneer of custom and civilization. The Íoclaochra here tend towards trickery and dirty fighting, preferring elegant blades of ‘finesse’ rather than the larger blades of their neighbors. Due to trade with Aldoria and Vandregon, the Valinate region is a cosmopolitan one, turning out works of art that are renowned throughout Faedrun.
Petty squabbles for territory and ownership tend to take place within Valinate’s formal duel structure – an elaborate code of honor which dictates what sort of offenses allow for a legitimate challenge. The actual dueling code, however, is fraught with subtle tricks and excuses for duels. Many a petty nobleman has managed to increase his holdings by challenging rival to a duel over a petty offense, like failing to give him a proper greeting in the street or wearing the wrong style of hat.
Valinate’s culture is oddly refined in comparison to the rest of the barbaric nation, with attitudes and outlooks closer to a refined Vandregonian noble than the typical foreign belief of Richtcrag natives as uncultured, boisterous peasant-warriors. Manners of dress tend towards Syndar fashion, although tempered by the rougher living conditions within the city, and while Íoclaochra still retain flamboyant dress and impressive hats, they tend towards darker, more unified colour schemes than the bright, riotous shades common to other regions. Musically, they tend to prefer complex compositions, and are well known across Faedrun for their operas – long, musical performances punctuated with acting and other spectacle.
One of the most enduring cultural traditions of Valinate is that of the Masquerade – a masked celebration, typically held by nobility, and serving as a time were the peasantry can play at nobility while taking time in the city. The typically refined culture of the area gives way to drunken splendor, showing that, no matter how much they may mask their alliegances, they are still of the same bloodlines that united Richtcrag in the beginning. A second, darker tradition exists within this celebration, however – every year, at Masquerade time, certain Íoclaochra don masks and dark regalia, acting as paid assassins within the city. Other Íoclaochra see this as a sign of the decadence of the city weakening its warriors, but those who take part in these masked killings see themselves as legends in their own right.

Cul’Claimete

Cul’Claimete is known for two things – hard liquor and harder warriors. This wide region serves as the Southern border to Richtcrag, and to most of Faedrun, the only region they care about. While some other regions in Richtcrag have a semblance of governance, Cul’Claimete is governed by a series of feudal “lairds”, all under the High Lord of the region.
The peasants are an active part of the warfare – every last man and woman has fought to defend their homestead, usually in the guise of working for their local Laird. Most of them tend towards large weapons and larger words – the hurling of insults and boasting is considered to be the highest art form in Cul’Claimete. Íoclaochra from this region tend towards elaborately pleated plaid garments which speak volumes to those who know how to read the code – home village, affiliations, and victories in battle.
The music of Cul’Claimete, much like their culture and personalities, is boisterous, loud, and primal – the few members of this region who have made it to Mardrun have found a strange kinship with the Ulven, although the Ulven fail to understand why they would wear “Women’s clothing”. This remains an amusing point of contention amongst these two groups, and has sparked off a number of brawls that ended with both parties drunken singing of the accomplishments of their former enemies.
Amongst all other sports, Cul’Claimete treasures feats of strength and endurance above all else. Their favorite sport – at least according to a casual observer – appears to be bare-knuckle boxing. Before the Fall, a tournament was held once every three years at the castle of the High Lord, who – according to tradition – had the names of all past champions engraved on the stones of their castle, ”to strengthen its foundation with the strength of the people”. Sadly, this record was lost when the people of Richtcrag fled, although many dishonest traders in artifacts from the Old World claim to have a genuine piece of the old castle.

Kupferhügel

This somewhat mountainous region is where the traditional image of Íoclaochra comes from; it is full of small feudal holdings, castles, and dense, dark forests. The peasants, rather than being farmers, tend towards the mining trade. This is where most of the metal and trade goods for the rest of Richtcrag come from, and the skill of their weaponsmiths are renowned across all of Faedrun. For a number of years, Kupferhügel was one of the primary suppliers of arms and armor to the Order of Arnath’s Fist, which serves as one of the primary faiths of the region.
The Íoclaochra of the region are proud mercenaries – more so than any other region. They tend towards elaborate, slashed sleeves, incredibly bright colours, and the most ostentatious hats possible. Rather than acting as lone mercenaries, they tend to form organized bands, adopting a complicated series of rank and address to better act in other armies. The region is well-known for the quality of the crossbows that come from it, and few of the Íoclaochra who come from this region foregoe this efficient weapon.
The peasants come off as considerably more dour than other regions – quiet, reserved, and dedicated to their trades. There are a number of trade guilds in the region, all of which chair themselves in the central city, Molnberg, which serves as the hub for trade in the region, situated as it is on the Rhim River, a major trade route out of the nation. Beyond this taciturn nature, however, comes a love for gambling and other contemplative games – Kupferhügel is known for some of the most prosperous gambling dens in all of Faedrun, and they have brought many of their games of chance to the New World.

The borders of the region are populated with a number of Wild Syndar, some of whom have mixed in with the culture of the region. Tensions occasionally run high, however, as few peasants are willing to trust the ”Häxvolk” living near them, and occasional forays into the woods by mercenaries companies on ”training exercises” end with a surprising number of dead Syndar.

Marais-Enceinte

Built over a swampy region of the land, the various fiefdoms in the region are clusters of isolated villages situated on stilts above the bogs and dense trees of the region. Moreso than any other region, Marais-Enceinte is a land of solitary survivalists, seeking to live in the harshest region for a chance at freedom. Fiercely independent and proud of their local culture, the Marais-Enceinte accent is immediately noticable when used in the common tongue – full of rolling r’s and the largest number of blasphemies on Faedrun, it is alternately musical and scatalogical; a fitting companion to the bogs they call home.
The average peasant makes their living off of fishing and farming the few solid plots of land of Marais-Enceinte. Unique to the region is a wide variety of grapes and other berry-bearing vines, helped along by the soil’s unique character. Wines are prized in this region, and even the poorest peasant has access to it – after all, the brakish waters of the region make it hard to obtain and preserve fresh water, so wine ensures that nothing living manages to sneak in and spoil the drink. Few bottles were brought over during the Fall, and so Marais-Enceinte wine is prized amongst the nobles on Mardrun – seen as priceless artifacts, never able to be reproduced due to the loss of their unique vines, they command exorbitant prices whenever a bottle comes up for trade.
Íoclaochra from Marais-Enceinte are seen as scouts and trackers, trained to navigate across all sorts of terrain and fight from ambush. They favor longer knives and lighter armor – while the protection of heavy armor is useful on a stable battlefield, the swampy lands of their home leads them to favor mobility over raw defensive capabilities. They are also adept healers – the region’s many inhabitants include a staggering array of venemous serpents and virulent diseases, all of which can prove more deadly than any foe’s blade.
The peasants, as with the neighbouring Kupferhügel, are reserved and somewhat taciturn, but take a fierce pride in their independent status. The region’s music tends towards immensely energetic, expressive performance and typically features the concertina – an instrument exported to a number of Aldorian sailors. Their love of song and wine can lead to a comforting feel in their taverns, but the average traveler is urged to be wary – accidentally challenging the independence or aptitude of one of the region’s residents can lead to a heated confrontation that will end with one party half-buried in the morass of one of the all-encompasing bogs.

Olon Zүjl

The northern border of Richtcrag is a harsh place, acting as a buffer between the nation of Nara Pentare and the rest of Faedrun. Filled with broad steppes and wind-swept mountains, this region is known as Olon Zylj (Oh-lon Zhi-le), and it is home to the nomadic barbarians which kept the Nara Pentare isolated for so long. With few permanent cities, some of the best horses on Faedrun, and great fields of game, this is a seemingly inhospitable region for those who fail to understand the way of life required to survive.
The Íoclaochra, rather than accepting silver, take payment in food, supplies, and horses, for money is a useless conceit to someone who might see a ”civilized” trading place once in a year. In this, they get along with the Ulven quite well, sharing many of their values, but the Olon Zyjl place a much greater emphasis on individual reliance, and their Íoclaochra are known for switching sides in battle should they be tempted with a better offer. Their skill with bows is reknowned across Faedrun, which makes potential issues of loyalty worth the risk – so long as they are well-paid, they are reliable enough. While their skill with horses was incredible on Faedrun, the lack of horses on Mardrun has taken that from them – many Olon Zyjl Íoclaochra are still bitter over the loss of their beloved livestock during the Fall.
The Olon Zyjl see the Nara Pentare as a symbol of all that is wrong with so-called ”civilization”, and they raid along the borders frequently. While they are merely an annoyance to the larger nation, their attacks keep the borders closed to foreign influences, serving to further isolate the Nara Pentare from the rest of Faedrun.

Pericht

The ”capitol” (if one might use that term) of Richtcrag, Pericht is seen as an unofficial neutral ground at the center of Richtcrag. Similar in culture to Kupferhügel, this region of foreboding mountains is practically a fortress in and of itself. A center of trade and agreement, as well as home to a number of valuable mines, this region declared its independence from Kupferhügel soon after they realized the need for neutral ground in the center where all the Cogaires might meet to discuss matters of territorities, truces, and other negotiations that would shape the nation’s history.
Far from uniting Richtcrag, Pericht’s status as the ostensible capitol merely ensures that the nation does not disintegrate into all-out war, rather keeping to smaller skirmishes and the usual state of ”friendly ravaging of lands” that it is known for. The only reason it maintains it status as a neutral ground is its fortress-like arrangement and the universal conscription of all residents into the military.
Íoclaochra of the region are even more organized than their counterparts in Kupferhügel, serving as the well-paid advisors to the Cogaire of the region. They are known for their well-drilled formations and utilization of the halberd and pike, as well as their well-crafted armor. Of the regions in Richtcrag, this was the last to succumb to the undead, and there are rumors today that a few Íoclaochra still defend the central keep in the capitol city against the undead hordes, though most dismiss these as nothing more than the wishful rumors of a defeated people.

Trade and Money

Richtcrag is not known as a nation of traders. Craftsmen, perhaps, and skilled workers and miners, but the easiest way to insult someone from any region is by calling them a trader. Sure, certain prominent caposin Valinate may maintain their households and bodyguards with money taken from trade, but they are simply moving goods around – a trader would be someone who saw that as their sole goal; understanding this is the key to avoiding insulting any artisan in Richtcrag.
While they are considered a somewhat less civilized land than their southern neighbors of VandregonAldoria, and the May’kar Dominion, they are far from backwards. Much like the finest ships come from Aldoria and the finest art comes from the May’kar, the finest weapons and armor are to be found in the north. Master craftsmen and women pass down the secrets of their trade to their children, leading to certain familial lines and villages becoming highly contested commodities or (should their fame grow enough) – oddly placid zones where the whole village is dedicated to the perfection of that craft.
One of the most famous inventions to come from Richtcrag is the crossbow, of which those crafted in Kupferhügel are considered the finest in Faedrun. Whether it is the elaborately-engraved and fanciful miniature bows of Valinate or the powerful, workman-like bows of Marais-Enceinte, they are valued items all across Faedrun. Precious few survived the trip to Mardrun, unfortunately, and the craftsmanship may have been lost forever with the coming of the undead plague.

Many other advances in warfare were made by the Íoclaochra, who sold their services not only in their homeland, but in other lands as well. Some took up permanent residence in the south as swordmasters, and while some found their tactics were useless against the undead, others helped to shape the face of warfare across Faedrun.
An old Richtcrag proverb may shed some light on this dedication – “In peace, man contemplates beauty. In war, man crafts survival.”

Richtcrag Dueling Traditions

The history and rules of dueling are a major part of Richtcrag society. Whether it is an informal fist-fights intended to settle barroom disagreements, an academic duel between two students, or a battlefield duel to the death, all fights are seen as honorable, with certain rules and rituals serving as a framework to the bloody culture of Richtcrag. They look upon these duels with pride, which served to give them some common ground with the Ulven, who nonetheless find the odd variations and excessive challenges to be strange and foreign.
There are three inviolate rules to all duels, laid out by Bartram Cruach when he took the throne. Any violation of the Three is seen as an absolute disgrace – Íoclaochra have been tried and executed for failing to acquit themselves honorably in such formalized combat.
1) Only the agreed-upon weapons are to be used – a disarmed warrior may yield or find their weapon, but never draw another.2) Death comes to all men, and acceptance of that fate is found in a duel. No warrior is to be punished for killing another in a duel.3) To interrupt or intrude upon a duel is the greatest disrespect.
There are scores of other rules, depending on the type of duel and the number of participants – each variation has formalized rules and a history, including the names of famous participants. This is a part of their national pride – while they will eagerly war with neighboring communities, suggesting that a village or warrior has failed to uphold the traditions is cause for the whole of Richtcrag society to descend upon the unlucky slanderer.

Last Stand:

The origins of this duel are found in the numerous barrooms and inns of Cul’Claimete. After a few drinks, even the most level-headed man can find himself talking above their station. Should two patrons disagree too loudly, the bartender will pour a pair of drinks, and issue the traditional challenge – if they’d like to keep drinking, they’ll need to settle outside.
A space around the hearth is then cleared, and a circle three paces is marked out – some bars keep a permanent circle carved into the floorboards, while others simply bring out a rope. The warriors stand facing one another, and exchange blows until one of them cannot stand. No weapons are involved, and it’s as much a test of martial skill as it is of endurance. When one man can’t stand, the duel is over, and both return to the bar for drinks, considering the matter settled. The loser typically pays for both drinks, although particularly gracious winners tend to buy a round for the whole bar at the end of a particularly involved fight. It keeps tensions low, as most patrons know that insulting someone might lead to a savage beating.

Three-Armed Warrior:

A favorite amongst ruffians and rogues, this is a personal combat to first blood. The participants are both issued a single knife, and their left wrists are bound together. A bystander signals the start, and the duel is fought. It proceeds in three stages – a fight to first blood is merely the first blow to land, while a fight to first wound ends only when one of the participants suffers a serious injury. Fights to the death are rare, but happen – by the end, both participants are usually covered in blood from numerous minor cuts, and the winner dies as often as the loser. Unlike other duels, the actual rules are decided upon during the combat – an opponent who refuses to yield after first blood escalates the fight.
Generally, bets are placed on who the winner will be, along with how long the duel will take. Betting on fights is a valued tradition of Richtcrag, and the winner is typically given some portion of the bets against him. Certain vicious Valinate duelists take pride in this type of street brawling, displaying any number of vicious scars from their earlier victories. “To pay his blood-price” is Valinate slang for when such a duelist collects their winnings after any sort of fight.

The Formal Duel

Intended to keep warriors and Íoclaochra from spilling too much blood while working under the same Cogaire, these are somewhat more elaborate affairs that other duels. A formal challenge is issued from one warrior to another – it must specify the reason behind the duel, the name of the opponent, and the severity of the duel. Traditionally, no warrior under the employ of a Cogaire is allowed to kill one of his comrades without a gross betrayal – fights over lovers can sometimes allow for this, along with those duels intended to settle the matter of a theft.
The challenged party is allowed to choose the weapon used for this fight. Generally, there are three varieties of weapons chosen – the single straight sword, sword-and-shield, or two-handed swords, although polearms and axes are not unheard of. The weapons used are to be identical – certain unscrupulous warriors have tried to substitute inferior blades for their opponent, only to have it backfire spectacularly.
The duel then follows a very specific structure. The other warriors in the employ of the Cogaire form a circle around the participants, and the reason for the duel are read out. The challenger is then given the choice to forgive the insult – if not, then the duel begins. Both warriors salute one another, and fight until the agreed-upon degree – first blood or first wound is typical, although it is permissible to declare that a duel will continue until one warrior is unconscious.

The Battlefield Duel

One of the strangest traditions in Richtcrag, this is one of the rights of an Íoclaochra, as laid out by Cruach himself. Two Íoclaochra who meet on the field of battle are given the right of formal challenge. This duel is always to the death, with the victor claiming the possessions of the loser.
The structure is always the same – the challenging warrior calls out his name, the Cogaire he follows, and throws down his hat. The challenger must then do the same, and both Íoclaochra salute one another. To intrude upon this sort of duel is forbidden – Cogaire have executed men for attempting to assist in this sort of fight.
Both warriors are expected to use only the weapons that they are holding at the time, to the point of refusing a replacement should their blade be broken. Once the duel is finished, the victor claims the hat of his opponent, strapping it to his belt and continuing into the fray once again. This is a privilege extended only to those recognized as Íoclaochra, and the rules only apply when fighting equals – a number of warriors outside of the caste have died when they assumed their opponent would treat them as if they were a true Íoclaochra.

Academic Dueling

The academies of Richtcrag also bear a specific dueling tradition – rather than being a challenge over honor, it is a ritual test of the courage of both participants. The fighters stand three paces apart, holding a single straight sword. They then proceed to fight – not moving, as backing down would show that they were afraid of injury.
The goal of this fight is somewhat odd, as well – the participants seek to strike their opponent on the face with a raking cut, attempting to give them a scar. Oddly enough, being cut is not a sign of losing – these scars are worn with pride, symbolizing their bravery and ability to withstand pain. Deaths are rare, but occur from time to time – generally, when one side cannot effectively control their blade and strikes their opponent too hard.

 

  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

Syndar FAQ

What are the Syndar Bloodlines?

  • Io’Larian – The first born of the Syndar bloodlines and named for their Divine Grandfather Io’Laros. They are often treated as lesser by the other bloodlines and have been renamed by them as Feral Syndar. This name has been used so long that most believe it to be their proper name. Humans and Ulven all belive Feral to be the proper name for this bloodline.
  • Serous – The second born of the Syndar bloodlines. They make up the vast bulk of the Syndar population.
  • Celestine – The Gold or Silver skinned members of the third born Syndar bloodline. They are the rarest of Syndar and seen as the closest to the divine by their people.
    • Details of these bloodlines can be found throughout this document.


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

  • Kingdom – Much like the human nations and kingdoms, the Syndar are ruled by the same type of king and queen structure that most kingdoms utilize. Unlike other Monarchies, however, The King and Queen rule together, and are elected officials. The Queen is not second to the King, and there is no blood heir privilege to the throne. This system mimics the rule of their two gods, Solar and Lunara, who rule together. Syndar live a long time, so continuous democratic votes keep a King and Queen in check during their reign. Enclaves have gone to war to remove an unworthy King and Queen, and some kingdoms have even seen a King or Queen call upon the help of the Enclaves loyal to them to remove their counterpart should their duties prove to be failing.
  • Enclave – Similar to the human’s House or to the Ulven Clans, a Syndar Enclave is the leadership that combines numerous communes of Syndar. They hold considerable sway over political issues related to the kingdom they currently reside in. Kings and Queens work hard to gain and keep the favor of the Enclaves. An enclave is ruled by the High Magis Tribunal, which are Magis selected from the different communes of the enclave.
  • Commune – A Commune is a community of Syndar similar to a Human noble’s Estate or an Ulven Pack. They normally live in a single geographical area. They are not bound by blood and may come and go freely and join different communes with the blessing of the Magis. The spirit of “family” is almost non-existent and is replaced with the spirit of “community”. Syndar children roam freely between the habitants of the Commune and theoretically have numerous parents and countless brothers and sisters. Enclave’s will encourage the communes to grow and prosper so that they themselves grow and become stronger politically. Commune’s are ruled by a Magis, who can be male or female, the only requirement being that they must be a spellcaster.
  • Tribes – Many of the Io’Larian Syndar who have found themselves treated poorly in the cities and urban areas of their siblings have either returned to, or never left, their less centralized roots. These are usually smaller, closely knit communities and are often shunned or at best regarded very coldly by the other Syndar, especially those in the major urban areas. Every Tribe is incredibly unique with various structures, customs, and at times even languages. Some exist in a nomadic structure well beyond what city-Syndar see as civilization. Other have set down roots in various rural areas. Some exclude all non-Io’Larian Syndar from their villages, and others have robust trade with their non-Io’Larian neighbors.

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

  • All ceremonies are conducted by the Magis or other important figures and usually involve meditation and the channeling of energy. This varies based on the occasion and also based on the lineage.  Some Syndar may take part drum circles and chants, where the other Syndar may focus more on solumn trances and meditation circles.

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

  • Magis are local leaders of communes.
  • High Magis are part of a Tribunal that is selected from all the Magis’ of the communes of a particular Enclave.
  • A King & Queen oversee the rule of all the Enclave’s in their kingdom.

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

  • Syndar believe in the God Solar and the Goddess Lunara, the sun and the moon, and both have heavy symbolism within their culture.
  • Syndar as a whole are very spiritual and religious beings. They have a gift of magic given to them at birth and they believe it is granted by a higher power.
  • The Syndar religion and lore revolves around the God Solar and Goddess Lunara ruling over all existence in perfect harmony as equals. Long ago, the two gods created children to walk among the earth. The first children were born from the animals and were imperfect; their skin, horns and fangs displaying their Fae nature. The first children were named for their divine Grandfather as Io’Larian Syndar, but have since been named by their younger siblings as the Feral Syndar. The gods then created their second children, born from the elements of the world and were imperfect; their skin and ears being more of natural flesh. These second children named themselves the Serous Syndar. The gods then created their third children, born from the stars, and were perfect; their skin and features celestial gold and silver to match that of their own. The third children were named by the Gods as the Celestine Syndar. The god’s final gift to all of their children was that of their magic essence, and with it the means to express their spirituality.

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

  • Syndar very openly believe that they are superior to all other races. This is not flaunted or used in disdain when dealing with Humans and Ulven, though some may misinterpret it that way. While considered a lesser race, humans are still regarded as both highly useful or pleasing company to the Syndar. The Syndar believe that their race has been touched by magic and is just that much closer to how all races are meant to be, not that it is any other races fault for not being “up to par” with the Syndar. To Syndar, it isn’t the fault of other races that they aren’t as superior as the Syndar, so it is rude to use it to mock other races. Though Io’Larian Syndar do tend to view themselves as more magically apt than the other races, they harbor significantly less of a superiority complex since they also have been derided by their sibling as lesser for all of their existence. Many Io’Larians find themselves more comfortable with Ulven and Humans than with Serous or Celestine Syndar.
  • Serous and Celestine Syndar will openly mock or be rude (but not unreasonably hostile) to Io’Larian Syndar. They believe they are part of the lesser children of Solar and Lunara and are to be treated as such.
  • The Syndar view the Undead as a plague began by humans for their wanton use and unguided expansion of magic. There is no real proof of this, but they find it coincidental that the Undead Plague began around the same generation as some large breakthroughs in magic for the humans.
  • The Syndar on the colony of Mardrun view the Mordok as an even lesser race than the Humans and Ulven. Where the Ulven denounce the Mordok as an intelligent race and Humans tend to view them as monsters, the Syndar regard all races as lesser, and the Mordok are just the lowest. Some Syndar are fascinated with the Mordok culture though and have a great interest in how they’ve managed to thrive in what are viewed as harsh conditions for so long.

How do they handle honor and integrity?

  • Syndar handle honor and integrity much like humans do. Some highly regard it, some do not. Almost all Syndar of importance, such as leaders and rulers, make integrity a top priority because winning over their followers to rule for a long time is very important to them.

How do they handle grudges and revenge?

  • Syndar are calculated and rarely commit crimes of passion. They realize that when they are emotional or worked up about something, that they can still retain control of their actions. They are less excitable than other races. Their overall manner is sometimes compared to a mix between a scholar and a martial artist, where responses and reactions are thought out ahead of time before they are acted upon.
  • They are very slow to gain or give trust to other people. It can take many years and many trials to gain the loyalty of other Syndar.
  • On the flip side, Syndar hold terrible grudges and never forget who has slighted, cheated, or disrespected them. There are stories of young humans being given the cold shoulder by Syndar for transgressions of their fathers before them.
  • Syndar wronged gravely can take the mark of the Rahd Noc, which is an oath of vengeance. Sanctified by a Magis or High Magis, the wearer of the Rahd Noc uses a mixture of their own blood and of red magical paint to mark themselves from the top of the brow to the tip of their chin. It is obvious if a mark is genuine or just merely paint. The bearer of the Rahd Noc then bears the burden of extracting revenge for whatever deed had wrong them. The Rahd Noc remains on them until they have completed this task. This is a way for some Syndar to cope through tragedy. After fighting for vengeance, they can return to a Magis or High Magis and get the Rahd Noc removed. By doing so, they wash their souls of the grievous emotions that weigh them down and it helps them move on. Some Io’Larian Tribes view the Rahd Noc as a symbol not of vengeance, but instead of dedication to a task. This view is not widely known and definitely not shared by their Serous and Celestine siblings.

How do they handle combat and war?

  • When Syndar go to war, it is a much slower and thought out process than humans. It is not uncommon for two Syndar kingdoms or factions to wage war on each other that involves very little death and destruction. Closely resembling a game of chess, the generals will position and reposition troops to gain the upper hand, with feints and troop movements meant to give the impression of victory instead of grinding it into their opponent. There once was a war between two smaller nations that lasted almost 50 years and involved very little bloodshed. They continued to outmaneuver each other, attack supply routes, displace smaller villages, etc. Finally, one nation surrendered after the other nation had the upper hand. Victory was imminent but there was no fiery and bloody battle to the end common with human war tactics.
  • The Syndar view surrendering differently than humans. To them, surrender is not a cowardly way out but a respectful way to admit that one has been outmatched or beaten. They also typically treat any prisoners very well and even return them to their home nations or factions; what they view as the barbaric treatment or slaughter of prisoners by humans is alien and it completely shocked the Syndar during the first wars that broke out between the two races. This actually led to the Undeads initial surge of troops on Faedrun during the war, as Syndar settlements and armies who surrendered were massacred and turned into undead ground troops.

How do they handle justice and punishment?

  • Justice is not swift with Syndar, who normally take a lengthy amount of time determining the guilt and punishment of offenders. Each commune will have a group of lawgivers that follow the directive of their Magis and will determine guilt or innocence through a series of trials and debates. For minor infractions, it is not uncommon for a Syndar trial to last longer than the actual sentence.
  • Syndar who have severely wronged others or have been repeated offenders may be judged to Reclamation. Clerics of the Reclament will be summoned to reclaim the guilty Syndar’s essence of mana. This is a painful process and removes the mana entirely, leaving the Syndar Hollowed. Some Syndar feel that to be Hollowed is worse than death.

How do they handle death?

  • When Syndar die, their Commune will hold a burial service that involves channeling mana out of the deceased and back to members of the Commune or into mana stones. It is believed that through this act, the magic inside the deceased is returned to the community. The body is sometimes embalmed and mummified and placed in earthen or stone built tombs if the deceased was an important or influential figure. Although rare, there are some Syndar that are so sensitive to the flow of mana, that they can detect if a Syndar corpse, long lost or buried, was properly laid to rest and the mana retrieved from the deceased. There is a sect of divine cleric’s known as the Reclament that have devoted their entire life to divining the location of Syndar that were killed and not laid to rest and giving them proper burials. It is very common that all burial’s will be supervised or visited by a Reclament cleric, but a Magis can fulfill this duty if one is not available.
  • Death itself can be both easily overcome or devastating to Syndar. If a Syndar did not know someone really well, their death is mourned and respected, but it is not a very big deal to most Syndar. If a close family member or the significant other of a long term relationship dies, it can be extremely difficult for them to cope with. When Syndar grow accustomed to people for many years, their death hits them that much harder and can be plagued by immense depression that requires time and meditation to overcome.
  • Many Io’Larian Tribes have their own ceremonies and rituals surrounding death. Due to their often insular nature and their incredible range of cultures it is not easy to pin down any single rites or rituals that are common.

How do they handle economy and wealth?

  • Very much like humans, they have a currency system in their home kingdoms and different classes of wealthy Syndar. This “chit” system is variable based on what it is paired with, and the pairings can change. Economy for Syndar is more complicated than humans and can fluctuate rapidly, so they tend to stick to the Vandregonian Silver coin out of respect and ease of trade. So far, the currency of the Syndar has not made it into the human nation’s economy much and it has not come over to Mardrun at all.

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

  • The entirety of Syndar culture revolves around democracy. Everyone has a say, or picks representatives that voice their opinions and votes. This goes all the way up to the Kings and Queens of each kingdom. The people give their voice to the Magis, who then gives their voice to the Enclave, and each Enclave’s Tribunal will make decisions.
  • Each nation or kingdom will hold a number of “Gatherings” where important political matters are discussed. This is normally done in a massive auditorium where the commoner Syndar can come and be a part of the process too. Each Enclave is given a certain number of seats to fill in this auditorium and a common vote is cast that is decided upon by all attending Syndar. More than once has a large decision by a High Magis been trumped or shot down by the collective voice of all present at the Gathering. Io’Larian Syndar are largely excluded from these gatherings.
  • Io’Larian Tribes are known to have envoys of diplomats that are sent to negotiate with their neighbors, be the Io’Larian or not. In some areas they have their own councils that meet to discuss wide-scale politics completely separate from their non-Io’Larian siblings.

What are some common mannerisms for their race?

  • Numerous communes and enclaves have developed their own customs of body art or symbols depicted on their flesh which normally are mystical or magical looking clean lines and swirls. The quick and large smudge lines of traditional human or ulven face paint are uncommon. There is, however, one mark that is universally recognized by all the Syndar and that is the Rahd Noc.
  • Although the standard greeting for humans is to shake hands and for Ulven is to shake forearms, the Syndar see such a greeting as odd. They do not and have never shook hands as a greeting. This has sometimes come off as arrogance when a Syndar does not shake hands/forearms, but was probably the result of innocent ignorance as most Syndar do not realize the importance of the gesture the other races.
  • The formal greeting to another Syndar is a slight bow of the head, a closing of the eyes, and the stating of the phrase “Siala Kay Nu”.
  • Proper or older Syndar in polite or formal occasions find it rude to be direct in their conversations. Asking “How is your sister?” is considered rude. Making a round-about statement of “Your sister and I were always such friends, it is a shame she became ill recently” opens up the possibility of the other speaker to say how their sister is doing. This practice has continued to decline as humans don’t practice it and even more so on Mardrun as Ulven have no patience for such round-about speech.

Are there any symbols or animals important to this race?

  • Symbols for the Sun and Moon are commonly used on their equipment, decoration, and art.
  • The elements are also important for most Syndar, so sometimes markings or runes related to the elements are worked into their designs and art.
  • Some Io’Larian Syndar find different animals important given how closely related they are in their creation story. Some Io’Larian Syndar belong to clans that stretch far back to the first animals whose essence was used to birth them into existence.

Is there anything considered taboo or forbidden to this race?

  • Any Syndar who has had (willingly or not) their fae qualities (horns, pointed ears, etc) removed or altered to look like a humans is considered completely revolting to other Syndar. It would be the equivalent of a human cutting off their ears or noses to look like another race. The act of removing horns is more revolting than a Syndar with them.
  • Same-sex monogamous relationships have traditionally been seen as a taboo by some Syndar who believe it is the duty of all who can to aid in the creation of more offspring. Same-sex couplings and encounters themselves are not seen as problematic by most Syndar.

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

  • “Siala Kay Nu” (See-alla Kai-Noo) which is a saying that roughly translates to “With the sun and the moon”. It is a generalized blessing used for many occasions and a greeting.

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

  • All Syndar have pointed ears of some kind. These can range in size and shape. Syndar very commonly have strikingly colored eyes of various colors and are usually not a measure of importance for any of the lineages.
  • Io’Larian Syndar bloodlines often to have brightly or oddly colored skin and more predominant horns and features like enlarged canines or fangs. To the Serous and Celestine Syndar, the Io’Larian Syndar are looked down upon and treated poorly.
  • Serous Syndar commonly have skin that runs the range of natural human skin tones (though they occasionally have more fae-like colours kissing the tips of their ears), a lack of horns, and pointed ears of some kind. Most of the Syndar population is made up of Serous Syndar.
  • Celestine Syndar do not have horns or fangs of any kind. They commonly have strikingly colored eyes and a skin colored tinted gold or silver. Most Serous and some Io’Larian Syndar revere the Celestine as prestigious members of Syndar society.

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

  • Syndar clothing tends to edge closer to fantasy or regal looks, sometimes with a bit more color. They also have basic clothing, but often with a penchant for deep colours. Io’Larian Syndar maintain a love of colour as an expression of their spirit, but tend toward more hearty and utilitarian materials. The most common look or appearance of most Syndar is that of a more organic and fantasy theme. It is also very common for their clothing to be flowing, larger, and/or layered.

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

  • All Syndar are in tune with magic more so than other races. They are usually more receptive to certain changes in magic and mana and are able to sense things that other races cannot. This has given the Syndar the ability to become very powerful arcane and divine spell casters and the use of magic is much more dominant in their society than in others.
  • They completely recognize the two schools of magic, arcane and divine, and try to further their knowledge in both. Although Syndar are born with magical aptitude, they do not possess the ability to channel both divine and arcane magic in the way that the Ulven do. This has made way for a number of scholars to hunt down answers but so far no real progress has been made.
  • Almost all Syndar worship both gods, but they feel that Arcane magic is a gift from Solar and Divine magic is a gift from Lunara.

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

  • Due to the longevity of a Syndar’s life, they do not have an official coming of age rite or time. It is mainly just recognized when they are ready for reproduction and developed physically. This usually occurs between 16 and 20 years of age.
  • Due to the varied and insular nature of the Io’Larian Tribes not a great deal is widely known about their rites of passage. Many Tribes do have very specialized rites, but they are often a well guarded secret.

What is their courting & relationship process like?

  • Syndar do not believe in marriage. They go through a courtship like the Humans where the male and female try to impress each other. If they find the other Syndar to their liking, they enter a relationship but there is no further step that solidifies that relationship. This does not mean that the Syndar are promiscuous and they do not cast relationships aside lightly, but the Syndar live a long time, and the concept of being forced or feeling forced to be with someone when they do not want to be is alien to them. It is not uncommon for Syndar that have been in love for decades to drift apart because of their separate lives or changes in their behavior. This parting is usually a mutual agreement that is less confrontational than with other races.

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

  • Syndar live a long time, averaging 150-200 years, but they grow from infants to children and then to adult Syndar at about the same speed as humans do. The main difference is that large families are very rare, most parents only having 1-3 children.
  • Syndar birth rate has been on the decline for the last 500 years. It is not enough to cause major alarm for their race, but it can become an issue if a large war or disease kills a lot of their kind. They will not reproduce as quickly as the other races.
  • Syndar children almost always take on the lineage and traits of the mother, not the father. It is very rare for the traits of the father to be dominant for the child and even more rare for a Celestine child to be born.
  • All communes and enclaves are expected to turn over any Celestine children to the Enlightened. It is a great honor for a member of a commune or enclave to produce a Celestine offspring. Their birth is random and the parents willingly hand over the child to the mages of the Enlightened so they can begin their studies immediately. It is very rare for Celestine Syndar to be born to any Io’Larian Syndar, but when it does happen they are still almost always turned over to the Enlightened for training.

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

  • Syndar names tend to be more rolling, smooth, or flowing. For example, Syndar names could be Sialyth, Sintare, Tilinian, Silorian, Nuvalish, etc. Abrupt, short, or mundane names are uncommon to the Syndar. There is no real meaning for their structure and they do not exhibit commune or enclave identification of their names. Last names are used but not common.
  • Io’Larian Syndar often have names outside of what would be considered the norm by their urban siblings, often taking names from their own language as opposed to the common Syndar tongue.

Are there any special groups or factions within this race?

  • The Reclament is a holy order of Syndar clerics devoted to finding and laying to rest lost Syndar. They believe that the mana gifted to all Syndar at birth is a resource that if abused and neglected will wither and die. The act of finding and returning the magical essence of all Syndar helps keep this energy in the community and in the Syndar race. This group can also carry out punishment by reclaiming the mana essence of a Syndar criminal, forcing them to become Hollowed.
  • The Enlightened is a scholarly order that researches arcane magic at its highest levels and overlooks the education of the Celestine Syndar. They are powerful mages who also keep track of the massive libraries created in reference to magic and the lore of the world.
  • Any Syndar who have lost their magical essence due to foul magic, a defect at birth, been sentenced to Reclamation, or some form of experiment or experience is called a Hollow. They are typically shunned by the Syndar communities, and more often than not become wanderers. These Syndar tend to act differently than other Syndar, and are generally easy to spot. The appearance of a Hollowed Syndar can be described as somber, depressed, or even haunted. It is not known if this is an actual side effect of losing their essence or a burdening sense of shame, or a demeanor that has grown from being viewed as broken or less than whole by other Syndar.

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

  • The Battle of Grayfield was the turning point in easing human and Syndar tension. When the Vandregonions proved that they would take up arms to stop their own kind from attacking the Syndar, it changed the way the Syndar viewed the Humans.
  • The Undead on Faedrun hit the Syndar border nations hard. The speed of the plague, and the penitent cause taking hold were so alien to most Syndar, that they did not know how to respond. Their previous tactics made combating the undead plague difficult. It is suspected that most of the Syndar race was eradicated on Faedrun during the war, but it is impossible to accurately estimate numbers.
  • Starting over on Mardrun was extremely difficult to the surviving Syndar. Cut off from their homeland, their history, and their teachings the thought of beginning anew is terrifying to them. Most Syndar have joined together into new communes and live in Newhope or have created their own settlement close to Newhope.
  • Many Io’Larian tribes were broken apart during The Fall of Faedrun and though a few of the larger communities were able to establish themselves on Mardrun, the majority of Io’Larian Syndar found themselves severed from their culture. A group of disparate Io’Larians has come together under the name of The Shattered Tribes to share and maintain their individual cultures under a single loose banner.

What was this race like on Faedrun? On Mardrun?

  • On Faedrun, the Syndar have been around for a very long time. They kept to themselves and did not expand their territories much. Their kingdoms and nations were doing very well and they flourished in their pursuit of the magic and spirituality. It wasn’t until recently (for the Syndar at least) when the Human kingdoms matured enough to expand their borders and fighting broke out between the two races, that the Syndar experienced any major changes. Even following some bloody battles between the humans and Syndar, the Syndar race as a whole remained steady, but they expanded or opened their borders as more and more Syndar began to travel and trade with the humans. When the great war began on Faedrun with the undead, the Syndar nations held their own ground but also committed to helping Vandregon, even if from different angles or sending support in the form of smaller units. After a while, the Syndar nations collapsed at the borders and their entire race was split up or fell back to the farthest reaches of their lands. What was once a proud and great series of kingdoms was decimated.
  • The refugees fleeing Faedrun that arrived on Mardrun are nothing more than just that. They are refugees in a foreign land with no governing group or political structure. Syndar have banded together and kept to the colony of Newhope or have tried to create their own communes near colonized locations. These groups are scraping by, but the complete collapse of their government and political structure is hard on the Syndar on Mardrun.

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

  • A majority of the Syndar work together as a whole and generally do everything according to the overall direction of their entire race. Religion and Lore keep most of the Syndar race unified and differences are normally worked out diplomatically. The Kingdom of Teillorien is the flagship nation of the Syndar and most of the smaller nations follow their lead.
  • The only main differences are the Io’Larian Tribes and the Hollowed, who are regarded coldly and almost as bad as outsiders. Hollowed are ignored and Io’Larian Tribes are largely not included in any politics.

How do they handle teaching & knowledge?

  • The Syndar normally handle teaching much like humans with the use of classes and teachers. This is normally done within the commune and each Enclave can have institutes that can specialize in different areas. The main difference is that all teaching, training, and schooling done is always free and each and every Syndar has the opportunity to learn more at any given time. Popular courses will either get more teachers or have a waiting list to get in.
  • Because of a Syndar’s long life, they tend to have a curiosity or thirst for knowledge more so than other races. They know that they, on average, will be around for a long time and the more well rounded they are, the better.
  • The Enlightened maintain a prestigious school that is designed to take in, teach, and raise the Celestine Syndar. Although the teachers may be non-Celestine, all of the students are. They are taught higher level education related to leadership, core principles of the entire Syndar race, and of spirituality and magic. They are groomed to be powerful spell casters and leaders of the Syndar.

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

  • A Solar or Lunar eclipse is a big deal to the Syndar. It is believed that the gods of Solar and Lunara touch and are completely in tune with the flow of magic and that is a time for meditation and spiritual enlightenment. Communes will sometimes fast and meditate in large groups on these days. It is not uncommon for entire communes or even enclaves to completely shut down for the day of a Solar or Lunar eclipse to allow its people to meditate.
  • A New Moon is a time when most communes will make small offers or sacrifices, usually in the form of art, incense, or food. A small moon shrine may be visited by members and small contributions donated at the base of the shrine. This is an ancient custom that is still around that is meant to ask Lunara to return to the world, it is meant to bring on good luck.

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

  • There are a wide variety of Syndar dwellings, ranging from natural vegetation and simple earthen and brush buildings, to smooth and sturdy rock buildings. Aesthetics are always a priority and even earthen buildings will look more like fantasy dwellings or groves. With the help of magic, they reinforce and sturdy these rocks and walls. A supposedly weak building can withstand immense punishment. The architecture is smooth, flowing, and organic when compared to the more rudimentary human styles.
  • Syndar buildings are usually complexes involving small living spaces for each member, with much larger gathering or common rooms.
  • Some Syndar live a nomadic life style and follow either trade or the change of seasons. They have very mobile villages and may return to certain locations year after year.

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

  • Medium and lighter armors are common; heavily armored soldiers are fairly rare to the Syndar. There are no iconic weapons or armor that the Syndar use, but the use of staff or double bladed weapons are more common than other races due to the higher percentage of arcane spellcasters.

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

  • The Syndar field all manner of soldiers when it comes to battle and war, though they tend to put a higher focus on the mobility of their troops over heavy armaments. Their use of arcane warriors is common as well, providing magical support to break enemy shields and push their lines apart. They field excellent scouts, rangers, skirmishers, and spellcasters.

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

  • Mana Stones were first discovered by the Syndar and to this day, only the Syndar possess the knowledge of how to create them. They are special gems or items that can store mana and their construction is a closely guarded secret.
  • The recovering, transferring, harnessing, or storing of mana is a skill that the Syndar have learned and mastered over time to the point that it has become a natural trait.

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

  • The collective number of all the Syndar nations and kingdoms put their numbers at about 10 million on Faedrun, but the entire Syndar race was decimated by the war. It is suspected that over half of their entire race was killed in the war, and the remaining majority of their race retreated back to the northern edge of the continent of Faedrun. As far as we know, a small percentage of Syndar are still with human forces scattered around Faedrun fighting the undead.
  • Another small percentage has fled the continent and started a new life on Mardrun. It is expected that at only a couple hundred Syndar made it to Mardrun.
  1. Home
  2. /
  3. Wiki Pages
  4. /
  5. Page 89

The Phoenix

 

The Phoenix people have always been a more nomadic group of Syndar, always interested in different cultures. They are a curious group by nature. They carried their goods with them and traded for anything they needed, staying mostly in the North while the Syndar and Humans fought out their differences. After the Battle of Grayfield when peace was established, they started to move further to the South seeing what there is to see and meeting these new Humans. The beginning was touch and go as feelings were still sensitive to the mingling of different races.

When they came to the May’Kar desert, the Humans there were more open and friendly to the Syndar as a whole and so the Phoenix concentrated on that area of Faedrun. They traded for what they needed, but because they stayed in the area, the May’kar people started to depend on their repeated arrival with much needed and wanted items. Within a few decades the Phoenix took the desert as their permanent home.

They used their thick canvas tents to keep out the sand. They set them up around a main area that was the common area and held a fire pit. They used their personal areas mainly for sleeping and storage; they spent most of their time in the common area or traveling, visiting anyone who was out there. They set up trade routes and the Phoenix traveled all over the desert and even to some towns on the edge of the Vandregon.

There the Phoenix lived for over 150 years, until the year 232 when the Magis Yara went on her journey of enlightenment. When she was on her trip she became dehydrated, weak and fevered- in that state Solara came to her. He told her that the Undead were never going to leave their lands and were going to overtake her people if they stayed in Fadrun. Solara told her to take his people to safety. That they needed to travel east until they met the edge of the world, to take boats and continue east until they find a new home. He then had a phoenix bring water and food for her to aide her on her way back. When she returned and was nursed back to health she told her people the news that they were to leave their land and find land that was promised to them . Solaras told them to leave soon, but Syndar are not a quickly moving race. They discussed leaving some of the younger ones used raised voices to discuss. There was not a unanimous choice as every Syndar chooses their own paths and hearts were saddened and some even broken.

The trip was the biggest devastation to the Phoenix people in their history; to move almost all of their people and personal belongings across hundreds of miles in hostile territory. Some had never been outside of their village. They had the help of their camels; the beast of burden gave them so much. They lost some of the Phoenix to desertion and various fighting with humans. In Aldoria they had trouble with bandits robbing them and soldiers refusing the huge group of Syndar to pass threw their lands. They had to buy their way across the country until they reached the sea.

The trip was only half done; they needed to cross the sea to get to the land. The Phoenix were desert dwellers, they knew nothing of the sea and how to navigate in it. They set upon the task of finding boasts big enough and men to sail them. In their search the sailors there jested about the large group of Syndar that wanted to take a boat into the emptiness of the ocean. Very few would even consider helping them and even less once they found out they had no idea where they were going.

Only one Captain was willing (drunk enough) to listen to them and eventually chance sailing off into the unknown, but they needed 2 ships to take everyone. They sold almost all of their valuables, belongings and had to part with all of their camels to secure the ships and used the rest of the money to buy any provisions they could to support them on the voyage. They secured a second ship, but no other Captain was willing to sail it. The drunken captain took a handful of Phoenix were taught quickly how to sail and were instructed to stay close to the lead ship. With everyone loaded, most of the coastal town gathered to witness the Phoenix leaving. A joke ran along the group to look your last as this group will never be seen again.
Days into the trip they hit a storm, the ships tried in vain to stay in sight of each other. The ship with a captain was blown south of the original course and the ship without a captain was never seen again. After the storm they were lost, unsure how off course they were blown. Weeks on a ship with hardly any food, hoping they would find the land Solaras promised them- they became sick, some were dying, the healers didn’t know how to handle sea type sicknesses and there was no way to stave off hunger. Some began to fear Solara had left them thinking they were damned. When the unthinkable happened and Yara took ill and died, some even went so far as to take their lives and jump into the ocean. The oldest Magis in training, Raina Then one day with the keen eyes of a young Syndar, land was spotted. They landed, exhausted and sick. They had nothing, the people were still dying until shelter and food could be found, collected and used.

A New Beginning
They found themselves on an island on the Southeast side of Mardrun, the climate was more lush wooded lands with prairies. A small lake fed by a spring in the middle of the island, the Phoenix built their village on the edge of the lake by the outlet so the dirty water would not contaminate the clean. Some of the phoenix took to the new land quickly, building small rooms of wood in the branches of the trees to be off the ground (bird like) for security. Some also built their homes on the ground not comfortable with the idea of heights.
They built a temple for Solaras. Magis Raina used the temple as her home and to also train the new Magis. There are only a few in training; they are assigned a guard who stays with them day and night. It is an old practice that even fewer guards took seriously.

The captain stayed with them for a while, treated extremely well. But after a time he decided it was time to try to get home. The phoenix loaded his ship with all they could and wished him luck on his journey back. As he left he was seen shaking his head with a smile, muttering “wait until they hear this back in Faedrun, I’ll be famous.” *

Wild animals were smaller, being contained on the island. The phoenix changed their diet to include a lot of fresh grown produce with the rich and fertile soil. Rabbits were plentiful on the new land. The phoenix were careful not to over harvest. They found Guineas for eggs and goats were domesticated for dairy and fur.

Without the humans and trading, they became more self sufficient as hunters and gatherers. They are alone on the island; they provided what they needed to survive- metal weapons slowly became scarce, they were forced to make them out of wood- limiting what they could hunt for. They leaned heavily on bow and arrows. When a sword broke the metal was transformed into smaller throwing daggers.

They made a modest, but content life on the island. The once buoyant and outgoing group was now trapped on the island with no one else to talk to and trade stories with. They lived this way for 24 years.

In the spring of the year 261 a couple of Phoenix were out in one of the small boats they had fashioned for fishing, a doll washed up on the side of their boat. They picked it up, it was definitely not made by their people. They sat still listening and watching. They heard voices, very far away- and almost, just almost (maybe it was just an active imagination) they could see an outline of a boat. Because more then one phoenix saw and heard it they took it to Magis Raina who called a meeting.

They knew there were more people, what race and who they were- they had no idea. They sat in council and talked about what they should do. For Syndar it was a fairly fast discussion and quickly decided to find them and meet these new people. But how? They didn’t have big boats; they had small ones they had learned to build to gather fish in the deeper waters of the sea. Would it be big enough? Who would go? What if they got lost?

Several wanted to go and volunteered. Most were younger Syndar who were looking for adventure and had been very young when they left their old land and have not met anyone since. Magis Raina wanted a small party to go meet them and see if they were a hospitable race.

Raina looked out across the meeting area and saw Anariel talking with a larger blue/rainbow colored bird, that are found on the island. She is a level headed, dependable and very polite. She’s inquisitive and understanding of people’s feelings and would represent her people well even if she does get side tracked easily. She better send Laertes with her, he’s older and can help keep her on track. His keen mind and fairness also works in his favor to gain trust with others. Both were seasoned fighters.

But she needed more for a welcoming party. Looking to her side she decided on Celeste. Her most promising Magis in training was highly skilled in healing and could come in handy when traveling. Maybe if any of the people they were meeting was hurt then Celeste could help them and further their favor. And with adding Celeste, Thorn was also added to the list as he was her personal body guard and just last month they had a ceremony to be joined and Raina knew from experience she would not be able to separate them had she wanted to. Which suited her fine as Thorn was a proven fighter and would protect Celeste with his life.

She gathered the group of four to represent her people and sent them off with a brief prayer to Solara for protection and a prosperous trip. As they came near the shore they heard the sound of a small village, they were humans. They called out their greeting and stopped the boat just outside of arrow range if these new people had felt the need to use them and also out of respect. Anariel hailed to them.

They saw the initial surprise from the group when they noticed them, the hustle after to get the one in charge and more people came out to see what was going on. It looked to be a smaller human settlement.

Then assumingly the man in charge came out to the shore he was a taller man, dark hair, dressed in black plate mail with a red bird on the front of it. Also by his side another man came; he was lighter in hair color wearing leather. Both had swords on their side, they talked briefly to each other then told the small boat to approach.

As the boat hit land, the Humans gave the Syndar room to disembark. They stood, watching each other until Anariel spoke. “Greetings, we come from an island not far away. We call ourselves the Phoenix. We have come here to greet you, help you and to kindle a partnership in hopes that we can help each other. I have brought with me Laertes, Celeste, who is a healer if anyone here needs help she is more then happy to see to them. Thorn, who is her sworn protector and myself; Anariel. How may we assist you?”

“Greetings and well met. My name is Aradael and this is Fortinbras our village is known as Crows Landing. If you would like to have your healer… Celeste, can go with my wife, Amalthia to see if anyone is in need of her help. If you and Laertes would like to follow me, we can sit down, break bread and talk.”

The group talked for hours and had many things to share. Aradael was surprised to learn that the Phoenix were secluded on an island, not knowing of the world around them. He told them they were next to a much larger land called Mardrun, telling them of how his people had landed here after a storm and had made their living. He spoke of the Mordok and Ulven that are contained on Mardrun…. He then turned to much darker topics of the Ulven civil war that seemed to be on the horizon and of the Undead showing up on Mardrun in April when everyone had thought they had escaped them on Mardrun.

Laertes and Anariel were shocked to hear that the Undead; the ones they had fled their home lands for, lost over half of their people to avoid had followed them. This was bad, very bad. They had to get back to Raina and soon; she had to be told of this. With thanks to their newly found friends and promises to return, they headed back to the island and called a meeting telling Raina all that they had found out.

“We must do something.”

“It is not our land or our problem.”

“How is it not!? Humans were our friends, our allies!”

“You mean the Aldorians who charged us just to cross their lands?”

“They can deal with it themselves; we should stay here on our island. Solaras gave us this island for our home to be safe.”

“Not all humans were Aldorians, were you not listening- These men who welcomed us were Aldorians- no all Aldorians are bad.”

“We have to do something. If the undead followed them across the water- they will stop at nothing until we are all dead.”

Raina stood up after a while of listening to everyone voice their opinions.

“My children, I know this is a shock to many of us. First to find others, then to hear of whole world we are missing and then to hear that the undead are also here. Yes, we are safe on our island- but for how long? They followed the living here, they will just keep coming until they are stopped. You know Solaras is kind and has provided for us. But what have we done to give back for our good fortune? How would he look at us if we turned our back on our newly found allies? From what we have been told the Ulven are a mix just like the Humans, some are good and some are bad. Don’t we have a responsibility to help those less than us? Solara will lead us gently in a way he feels is best for us, but it is up to us to make the most of it. So we can show him that we deserve to be born again from our ashes.

Also, perhaps if there is more land out there- maybe our lost brothers and sisters are out there thinking we were lost to them? Maybe they made it to the new land. Will we not look for them?”

She looked out upon her people.

“We will help them, but we will not run in blindly. Laertes and Anariel will continue to speak to Crows Landing and gather any information that we can. We will decide who will go out of the first trip to see and gather information. Perhaps we can start a trade with them to get steel and offer them our food and healing supplies. Lets show Solaras we are worthy of his love and attention.”

Over the next few months a small group of phoenix trained and gathered supplies for their journey. Crows Landing has told them what they knew… They haven’t heard much from Grimward, but to still be wary of them. The Lich has been sighted, his power source was destroyed and now a group is going after it to finish it off as soon as they could. The phoenix planned on helping the group destroy the Lich in any way possible, they loaded extras for healing.

With Raina giving them a blessing for Solara to look after them, the group climbed in the boats to head to Crows Landing and from there, the unknown.

When the captain returned to Faedrun no one believed his wild claims of finding a new land. They assumed he was gone on a drinking binge. He died in poverty, with his tales being left as rumors.

Phoenix FAQ
Characteristics- They are considered Serous Syndar. They have “normal” colored skin, no horns, but vary from Syndar to Syndar with small fangs and bright colored eyes. Facial tattoos, clothing is more regal/ dignified they try to emulate the Phoenix and use red, gold, orange and black wispy, flowing clothing.

Origin – The Maykar Dominion

Housing- thick canvas tents. Some were in a traveling caravan

Population: Believed to be around 250-300 members… now closer to 100-120

Life expectancy- average life expectancy is 185 years old, though it has been said that a member of Phoenix, has lived to the age of 201 years old. She claims it is because she had a healthy diet of wirbles (slugs) that has helped her stay so young and energetic.

Politics: They live as a commune, the Phoenix people have been looked down upon by other Syndar for deciding to “cater to the humans” with their caravan when they lived in the Maykar Dominion. Because of this they are not as welcome in the Syndar politics which suit the Phoenix just fine. They care for the survival of their people and care little else for what others think of them.

Life Style/living: They have a main village at one of the oases in the Maykar Dominion and smaller villages around the desert at different oasis. They make a living hunting what scarce game they find using traps and snares and having a group of members who operate a traveling caravan going from oasis to oasis sharing and trading food and goods to humans that live in the area. The Phoenix people are very community orientated, everyone helps out everyone and living is very comfortable. They do have their own heavy tents made of canvas, but they are small, mostly used for sleeping- most of the Syndar socialize in the center of the oasis.
Water: When the water in the oasis would start to get low the Phoenix would gather around the well and channel their energy into the earth while the Magis would ask Solaras for more water to provide for his children. It took a couple of hours, but Solarus always provided for those who believed. Their well would fill, the Phoenix would speak his praise and life could continue.

Raising young Children of the Phoenix are rare; they are cherished and doted on. Because of this, they raise their children as a community. Everyone helps out; there is nothing happier to hear in life then the laughter of a child. Each child is required to take one year of training for magic. When they are 10 they are tested to find which magic runs in their veins and then they are divided up for classes. After one year it is optional for continuing education.

Mating:
Marriage is not common among Syndar. They go through a courtship like humans where they try to impress each other. If they find the other Syndar to their liking, they enter a relationship but there are usually no further steps. But in rare occasions when two Syndar want to join for life it is cause for much celebration. Syndar do not take joining lightly, but still treat it as a blessing. When two Syndar join, they pledge themselves to each other and ask for the blessing of Solara. They have a great feast and the village celebrates the newly joined couple.

Religion – They worship the Sun God Solara. They believe the phoenix is his pet; to be feared and worshiped as an extension of him. When a member of Phoenix dies they burn the body releasing the spirit to Solara, to see if they have lived in his honor and accept them so they may be reborn again. Members who did not honor Solara and live in his ways will not be reborn and their spirit will be lost for all ages.

As Serous Syndar being born from the elements of the earth- the Phoenix believe that when Solaras made them he used fire as his main element. Solara also gifted them with arcane magic. Some do have divine, but most tend to have arcane.

Death rituals- When a member of the Phoenix dies, the Magis reclaims the mana out of the deceased and back to the mana stones meant for members of the Phoenix. The clan gathers at the center of the village, tribal music is played as the Magis prays to Solara to accept their spirit into her and to let them be reborn into this world again. The body is wrapped in a white clothe and nothing else so they can rise from the ashes pure and new. Their belongings are not burned with them and left to help care for the family of the mourning or dispersed to the other members as the family sees fit.

Why we came to Mardrun- Around the year 230 the Magi was on a trip of enlightenment in the desert where the Phoenix commune used to live in Fadrun. When she was on her trip she became dehydrated, weak and fevered- in that state Solara came to her. He told her that the Undead were never going to leave their lands and were going to overtake her people if they stayed in Fadrun. Solara told her to take his people to safety. That they needed to travel east until they met the edge of the world, to take boats and continue east until they find a new home. He then had a phoenix bring water and food for her to aide her on her way back.
Arguments arouse when the Magis told the people of what she had learned. A lot of the people wanted to stay and live life as they always had while others knew the Magis wouldn’t lie. After days of debating and arguing they could not come to a compromise so with many tears, some of the phoenix stayed while most of them left in search for this new land they were promised.
They were used to traveling in the harsh desert and made it across the May’kar Desert easily with use of their camels. After that, the trip became very hard and long for the people of the Phoenix- They had a few small skirmishes with the humans as they made their way across the Aldorian Kingdom. The humans in the May’kar Dominion were nice and welcoming, while the Aldorians were mistrustful and unwilling to help a group of refugees of this size. They lost some of the Phoenix to desertion and various fighting with humans. Once they had made it to the end of the world they were to take a boat across to the new Promised Land. The sailors there jested about the large group of Syndar that wanted to take a boat into the emptiness of the ocean.
Only one Captain was willing (drunk enough) to chance sailing off into the unknown, but they needed 2 ships to take everyone. They sold almost of their valuables and all of their camels securing the ships and used the rest of the money to buy any provisions to support them on the voyage. They secured a second ship, but no other Captain was willing to sail it. A group of Phoenix were taught quickly how to sail and were instructed to stay close to the lead ship.
On the trip they hit a storm, the ships tried in vain to stay in sight of each other. The ship with a captain was blown south of the original course and the ship without a captain was never seen again. After the storm they were lost, weeks on a ship with hardly any food, hoping they would find the land Solaras promised them- they became sick, some were dying, the healers didn’t know how to handle sea type sicknesses and there was no way to stave off hunger. Some began to fear Solara had left them thinking they were damned. Then one day with the keen eyes of a young Syndar, land was spotted. They landed on an island exhausted and sick. They had nothing, the people were still dying until shelter and food could be found, collected and used.

A new beginning
Origin – An island on the Southeast side of Mardrun, climate was more lush wooded lands with prairies. A small lake fed by a spring in the middle of the island, the Phoenix built their village on the edge of the lake by the outlet so the dirty water would not contaminate the clean.

Housing- small rooms built of wood in the branches of the trees to be off the ground (bird like) for security. They are very intricate and beautifully carved. Some also built their homes on the ground not comfortable with the idea of heights, but still has the same attention to detail with the carvings and flowing quality.

Life Style/living: Without the humans and trading, they became hunters and gatherers. They are alone on the island; they provided what they needed to survive- metal weapons were scarce, they were forced to make them out of wood- limiting what they could hunt for. They lean heavily on bow and arrows. But after meeting with Crows Landing they were able to secure some swords after trading was established.

Greetings: Bow your head, close your eyes and say “Siala Kay Nu” (See-alla Kai- Noo) means “With the sun and the moon”