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Boz Mezar

Heraldry
– May’Kar Dominion tabard or belt flag with white palm tree over white crossed sabers on a blue background
– Serai Battle Standard

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Official Background Story
Boş Mezar \’bowsh ‘meh’zar\ is the action arm of the May’Kar settlement Serai \’sir’aye\. It is a mercenary organization specialising in area defense and force education. Odd for a mercenary band in that it abhors all loss of life, Boş Mezar nonetheless offers a multitude of martial services including but not limited to: area defence, area denial, executive protection, armed transport, battlefield preparation, battlefield healing, housing of detainees, intelligence collection, and peacemaking. Boş Mezar also offers consultation and training including but not limited to, small unit tactics, battlefield management, campaign planning, skill training (primarily combat skills, although additional skill training may be available upon request), convoy training, opposing force simulation, and simulated area assault.

The settlement of Serai was founded with the stated goal of May’Kar cultural revival. Due to the low numbers of living May’Kar and continuing persecution from other immigrants from Faedrun, Serai made the choice to actively hide its existence and abstained from world politics. It remained undetected until scouts from The Brotherhood of the Long Winter looking for a suitable location to establish a settlement of their own made contact in 263. Finding in The Brotherhood a group that didn’t reflexively blame all May’Kar for the betrayal, Serai welcomed the new settlement on it’s doorstep. Although The Brotherhood’s proximity provided a welcomed deterrent against foreign aggression, the Citizens of Serai were unwilling to trust them with the entirety of their defence or to represent them to the outside world.

Boş Mezar was formed in early 264 to provide a means for the May’Kar settlement to once again interact with the world writ large. It is charged with protection of Serai, locating surviving May’Kar and inviting them home, spreading May’Kar culture, and making manifest any edicts of Serai. All May’Kar are welcome within Serai, and all people with appropriate skills and a willingness to further May’Kar culture are encouraged to apply for membership in Boş Mezar regardless of race or background.

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Crimson Shades

How Was The Group Formed?

The Summer wind had kicked up a nasty storm strong enough to drive people to the closest shelters they could find. The lights swayed as we trudged through mud and rivers cascading over dirt roads. Our stay at Crows Landing had been cut quite short as the Market faire ended, scattering like leaves to the wind we rushed away. Though Daven’s Reach had been taken from Catherine and turned into the Main holding of Bandits, it still had open doors. After some negotiation and a few coins, we were sitting inside the tavern, soaked to the bone with ale at our fingertips. As we set up our leftover wares to be sold to passers-bys, the chatter became thick with drunken slurs. As Pan’s eyes glanced over to the bar, a number of backs were to her.

“Eka, I want another” she said, looking up at her companion while she slid the mug toward him.

As the mug clattered to the floor, the sound of laughter erupted from behind. Turning to the three green cloaked individuals, a smile spread over Pan’s face.

“Fucking assholes, left us to die.” one shouted as his mug slammed to the table.

“What happened hun? Next round is on me,” Pan said, handing Eka the silver she left him to grab another few pitchers.

Over the next few rounds the group told Pan of the betrayals they had faced over the last few months. Their family had left them to die in the swamps north of Onsallas without a rescue party. Soon Pan’s mind began bending thoughts into a strange pattern…, these people could be helpful, Pan thought to herself.

“Well dears, I’ve got family that could use some people like you,” she said as she took a long drag from her mug to let the moment sink in. “How does money, along with the freedom of choice sound?”

Meeting each of their eyes, Pan slipped her hand over and traded her mug with Eka’s full one.

Talking long into the night, the five confided into each other, each offering something the others could benefit from. Sitting under the dimming candles, they formed a new family, with bonds stronger than blood.

After this night, the Crimson Shade Emporium was born.

What Are The Crimson Shades?

A political Merchant guild that focuses primarily on preservation of family. They often can be found selling wares, and trading goods anywhere the need arises. Though they are more than willing to help all others who come to them, all contracts have a price; and one way or another, a price will be paid

A Crimson Shade can be easily recognized by the Tribal Brand normally Located on the right arm along with a black and red sash.

Rules?

Betrayal is punishable by death. To betray your family is to leave them behind, you will forfeit what little you have left in your life.

All transactions must be approved by the Council.

All contracts are negotiable.

Ranks?

Crimson Council – Politicians, traders, merchants, and diplomats.

Red Shades – Those who get things done.

The Red Mages – For all things magically inclined.

Rubies – Those in consideration.

Crimson – Rank leaders.

Joining?

In order to join one must be inducted as a Rubie before becoming a full fledged member: A status that must be granted by all members of the Crimson Shade Emporium. In order to gain member status, a rubie must study under a person of the Crimson status for as long as deemed necessary, after which point the ceremony will begin.

Can you be kicked out?

Once bonded to the CSE, there’s only one way out: death.

Contact?

Looking for us? We’ll come to you.

Alternatively, you could speak to a Member of the Crimson Council in hopes of getting results.

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New Aldorian Marines

Founded in the year 228 under orders by the King of Aldoria, the Marines were created as a response to the Vandregonian Rangers: Elite soldiers trained not as front-line fighters, but as a task force designed to operate with surgical precision. Chosen from the ranks of the Aldorian Navy for their skill, resourcefulness, and experience. After the Fall, many Marines lost their lives covering the retreat of the Aldorian settlers or protecting their ships from pirates at sea. The group had fallen into ruin in the New World, but at the behest of Prince Aylin, was reformed in the year 264 under the leadership of the former Aldorian sailor and former Pirate, Anne Cash. While an official uniform exists for formal occasions (Black pants and boots, Blue naval coat with a green sash), most Marines show their allegiance by prominently displaying both a blue and a green sash on their person.

Being of Aldorian descent is not a requirement to join the Marines: you simply need to be loyal to New Aldoria and skilled enough to live up to the reputation as a Marine. Most members are invited in, although an interested candidate can petition to join, at which point they will be tested and evaluated to see if they are a good fit for the group.

Not all associated with the Marines are warriors or fighters, though. Healers, smiths, tradesmen, and politicians all have their place in the Marines. Although they are seen as support roles, they are just as valued to the organization, with ranks determined by merit in each perspective role.

The defense of New Aldoria is paramount in the eyes of the Marines. Second, the Marines are committed to each other: no one gets left behind. Behind this is a devotion to personal and unit excellence. Whether through training and drilling, studying, or practice, the Marines strive to be the best in all they do. Marines are expected to better themselves, and when training, they are encouraged to expose flaws in a squadmate’s form to close those gaps. A missed parry can be dangerous, as can a wound improperly treated. Even a false bit of information can lead to unnecessary danger for yourself and your squad. Criticism is not just expected, but encouraged, as long as it remains constructive.

Marines are expected to respect the chain of command inherent in their organization. Orders from a superior are to be followed, unless doing so would put you or your squad in unnecessary risk. Subordinates may not give orders to superiors, although their input should be given appropriate weight and consideration.

The ranks of the Marines, from Lowest to Highest, are as follows:

  • Private: The lowest ranking member of the Marines, this level is usually reserved for new recruits, although demotions for insubordination or poor decisions may result in this rank, as well.
  • Corporal: The first step up from Private, this rank is granted to those who have proved themselves capable in some manner or another. Most Corporals are trained soldiers, although many who fill this rank are also skilled tradesmen, devoting their trade to the organization.
  • Sergeant: For those of exceptional skill and determination, the rank of Sergeant is a badge of honor. They are the leaders of the lower-ranked troops, the lowest-ranking Officer rank, and often the ones put in charge of battlefield tactics and day-to-day operations during peacetime.
  • Lieutenant: The most trusted officers of the Captain, the Lieutenants are hand-picked to be the best of the best of the best. It is common for the Captain to appoint areas of responsibility to each Lieutenant, to avoid infighting should the Captain fall.
  • First Lieutenant: The Captain’s second-in-command, this Lieutenant has been elected fit to take over in the unfortunate case of the Captain’s demise. The Captain is not required to nominate a First Lieutenant, and in such a case, a new Captain will be chosen from the ranks of the Lieutenants by the Master General.
  • Captain: The highest rank achievable by a member of the Marines, the Captain oversees the entire organization, answering only to the Master General. Currently there is only one Captain, although the rank may be expanded in the future if deemed necessary by the Master General.
  • Master General: The reigning monarch of New Aldoria. The Master General has complete autonomy over the Marines and has the final say in all of their decisions, although these decisions are often left to the best judgement of the Captain.

The Marines rely heavily on their squad mates for their success, and their very survival. As such, insubordination is dealt with swiftly. Reports of insubordination should be brought to the Captain directly, or the next highest-ranked officer if the Captain is not present. Both parties are expected to respect the Captain’s verdict, although the decision can be overturned in the presence of new evidence. It should be noted, however, that false claims of insubordination will be punished just as harshly as the crime itself.

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The March of Starkhaven

The Beginning: A New Chapter of the Order – Arnath’s Light

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 Hand Of Arnath is leaving the future of the Order of Arnath up to faith and chance; whichever chapter proves to be more influential will be allocated more resources and grown and expanded.

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 form, progressive ideals on the world, and diplomacy. 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 Light chapter resides in Starkhaven and still answers to the Hand of Arnath, the ruler of the remaining religious order.

Merging: A New Direction – The March of Starkhaven

After the Chapter War of June 267, the sole remaining chapter was Arnath’s Light. As they worked to rebuild and heal, the City-State of New Hope came with an offer and a warning: pay loyalty, or pay taxes. Starkhaven and the Order, the second largest colony in the City-State after New Aldoria was emptied of its people, managed to strike a deal with the City-State. It would pledge fealty if all the lands within 25 miles were made into a March with the Hand of Arnath as the Marchioness. Hammering out the final details, the March of Starkahven was born. The Hand now serves as both a secular and spiritual authority, ruling the March with a firm but fair hand.

History
Organization
Members and Requirements
Order of Arnath Homepage

 

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The Archons of the Spire

Archons of the Spire

The Archons are not merely an academy, a commune, or a guild. They are all of that and more, they represent a way of life born again in a new world. Officially the Archons consider themselves a “Mages Guild”, however the exact agenda and nature of the Archons and their home remain a mystery to outsiders.

Fiercely independent, the Archons recognize no outside authority and enforce very few internal rules, internally promoting freedom and individuality. While relatively apathetic to the outside world, the Archons are extremely loyal to one another. Membership in the organization being considered the equivalent of immediate blood relation.

Despite claims to be a Mages Guild, individual members are encouraged to explore their own talents, to become an exemplar of whatever field they choose to practice, whether that be magic, swordplay, a craft or a trade. They are also encouraged to pursue their own goals, independent of any higher agenda the group may have.

The Archons were founded in the year 263 by a small collection of Mages funded by private interests, it appealed Human refugees and Ulven willing to challenge their cultural norms to expand their knowledge of magic. Together with various misfits from all races and walks of life they formed a commune and began construction of “The Spire”, a great structure atop a mountain to house their organization. A site rumor holds is home to some latent magical power.

Though not necessarily religious, the Archons practice a philosophy of open-mindedness, self-improvement and spirituality. An attitude drawing from Syndar faith, Maykar understanding and some exotic foreign philosophy. Members are occasionally observed outside the Spire deep in meditation or performing magical rites.

“What do you know of magic? We are those who looked through the Mana and saw all that ever was and would be. We have seen war, peace, times of plenty and famine. We have seen the bloom of summer and the decay of winter. We saw every child’s laughter, every mother’s cry and every sunrise. We learned that no individual could master all magic but each could master both aspects. We learned that to possess true power one must seek enlightenment through dedication and understanding and the understanding of the duality of Arcane and Divine. Upon this revelation we felt to our knees and wept! Wept knowing we had at last found the answers we sought, and they were beautiful, and we finally knew the true taste of perfect cider on a warm summer’s eve.”
-Archmage Vazra on directions to town.

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The Rangers of Crow’s Landing

Who are the Rangers?
The Rangers were once an elite Vandregonian group on the old continent back before it was overrun by undead. Although most of them died fighting to hold the line, some of them survived and made it to the new continent. One of these survivors was Captain Ben Del’Green.

After the loss of most of his unit, he made his way to one of the last evacuation ships and left his home. Upon getting to the new continent, he began to make a new life for himself. With his old skills as a Ranger Captain, he did a lot of jobs that took him close to unsafe conditions. These jobs paid well and he bought a small house in a village near Newhope. He always loved the outdoors and would often leave to hunt in the woods. It was on one of these hunts that he found a burning Ulven village. With memories of the undead attacks he had a flashback to his friends and family falling in battle. Lost in the haze he walked around for a bit until he found a young Ulven boy standing in the ashes of what was once his home. After trying to talk to the young kid he decided to take him in and raise him as his own, knowing that if he didn’t the boy would die. He then named the Ulven Tobias.

After a few years went by, it was clear that town life did not work well for Tobias. The town did not fully accept him; particularly the children, who made it a point to make life for him hard. Some even went so far as to attack him: since he could take them one on one, they fought unfairly in numbers. After seeing this Ben made plans to leave and live in the forest. These plans were almost done and all he needed was to buy some lumber, but before he could, he and his son were kicked out of the town. Earlier that day Tobias had beaten up the mayor’s son in retaliation for many of the group attacks against him. He then loaded up what they owned and left for the forest.

Upon getting to their new home Ben saw that Tobias was happier and seemed to share his love for the woods. They both began work to get the lumber needed to make their cabin. Three months went by and they were almost done, all that was left was the roof. As Tobias was getting the last tree cut, he was attacked by three Mordok. He would have died were it not for Ben, who thankfully was bringing Tobias food for his break at the time of the attack. Ben unfortunately didn’t have his armor or weapons with him. The three Mordok gave him a run for his silver and almost killed him. At the last moment when all was almost lost, he summoned up all of his rage and cut the Mordok down. Even with the Mordok dead they weren’t safe yet as one of the Mordok had bitten Ben in the arm, poisoning him with its last moments. After some herbs and help from an old May’kar friend back at the town, he lived but lost his arm. Because of this he felt that now was a good time to train Tobias, seeing that it wasn’t the safest in the woods.

Tobias had many questions; one of them being how had he learned to fight like that. Ben told him about Vandregon, the war with the Undead, and lastly about the Rangers. Ben then spent the last of his days training Tobias to be a Ranger. Showing him how to collect plants for healing, how to fight, and the rules of being a Ranger. He told Tobias there were five rules that every Ranger needed to follow. One, fight smart and run fast. Two; always have a plan, Three; no plan survives contact with the enemy, And Four; leave no Ranger behind. He didn’t tell him the last one saying it wasn’t time for him to know. After a few years of this Ben’s wounds finally caught up with him. It was upon his death bed that he told Tobias the fifth and last rule of the Rangers. After this he passed on from this world. Tobias built a pyre and buried his father’s ashes.

After this he sought out others like him. Finding people to join him wasn’t as easy as he’d hoped, but after a year of searching he found Puckermen. From that moment it all started to fall into place. A few months later the Rangers found their home in a small town called Crow’s Landing. This small town almost didn’t make it through the winter that year, but thanks to the Rangers they survived. In thanks they offered their home to them and asked that the Rangers take over running the town from its old leaders. The Rangers gladly accepted, and from there have made great improvements to the town. Tobias hopes to make his father proud of the new Rangers and to one day see his home freed of the Undead.

What are the 5 rules of being a Ranger?
1. Fight smart, run fast.
2. Always have a Plan.
3. No plan survives contact with the enemy.
4. Leave no Ranger behind.
5. At this point, only Tobias knows what the 5th rule is.

What are their ranks
There are 7 ranks within The Rangers. The Commander, The Keeper, Wardens, Seekers, Hunters, Brothers/Sisters, and Mercs. Within the Wardens, Seekers, Hunters, and Mercs. There are the Elders members. Elders are just that, they have the most experience in that group. The order of command goes, The Commander, The Keeper, and the four Elders. For the most part, orders will come from The Commander or The Keeper. Rarely however, they can come from one of the Elders.

The Commander:The Commander is the highest rank within the Rangers. His duty’s include maintaining the day to day life of the settlement, managing the troops, balancing the books, and many other things Tobias finds tedious. At events the Commander will talk with whoever is in charge and from there decide how the Rangers will respond. It is the Commanders job to keep everyone at Crow’s Landing and every Ranger safe. It’s this single duty that he takes to heart he will bleed and die for.
Position held by: Tobias Del’Green

Played by: Tim Bollig
Description: Ulven with a scar on his left eye, wears a green hooded tunic.
Known skills: Arcane magic, duel wielding, and shield trained
Status: Active

The Keeper:The Keeper is the second highest ranking member of The Rangers. If for some reason the Commander is busy or otherwise indisposed, the keeper then takes charge. At events the Keeper will keep the other Rangers together and give them direction while the Commander is elsewhere. The Keeper is looked to in matters of magic. It is the Keepers goal to master all forms a magic. In mastering it, he can then keep everyone safe. As well as train the Ranger that wish to learn the art of magic.

Position held by: Puckerman
Played by: Jake Bollig
Description: Human, wearing a green hooded tunic, and walks with a heavy Limp.
Known skills: Master Cleric, Witch in training, and shield trained.
Status: Active

Wardens:The protectors and shields of the Rangers. Wardens are known for being strong well versed warriors. Whether it be with cold hard steel, arrows, all the way to magic. Wardens are the rearguard of the Rangers. Their role is all about holding the line and being the last to retreat. Wardens are sent to many battle grounds. Because of this, most of them are hardened veterans with dark humor and little patience. Despite this, you would be hard pressed to find a better warrior to fight by your side.

Elder position held by: Nikoli Bellfire
Played by: Julian Boehm
Description: Ulven, wearing a Green hooded cutoff.
Known skills: advance duel welding, two handed weapons, archery, he also brews an amazing Apple Pie.
Status: Active

Seekers:Seekers are the more magic and knowledge inclined members of the Rangers. They are mostly used in support roles to help the other Ranks. They are also sent out on light scouting/recovery missions. They are well know for being seekers of knowledge. This is what led to their name. Most of them can be found studying magic arts or reading vast lore tomes. For a Seeker a day without learning something new, is a day wasted.

Elder position last held by: Kathena
Played by: Ashlee Nelson
Status: Inactive

Hunters:Hunters are the eyes and ears of the Rangers. They task themselves with dangerous scouting missions as well as being the Ranger’s Vanguard into battles. Hunters are survivalists at heart and as such have a vast array of skills to aid them. These skills range from magic, weapon mastery, to even underhanded tactics. Hunters can be tasked with difficult missions that involve a lot of running, so most of them travel light. A Hunter’s job is to always be ready, for they never know what dangers may lie ahead.

Elder position last held by: Elijah Cole
Played by: Kevin Novy
Status: Inactive

Mercs: The Ranger are known for helping where they can, however they only have some many members. Because of this the Commander began to hire on Mercs. These Mercs are hired on for anywhere from a month to a year at a time. They are paid in silver, supplies, and or other goods and services. As they aren’t full members of the Rangers, they have been known to sometime act out or the Rangers norm and bring on trouble for the Rangers. The Commander however will take the bad with the good and deals with them as the bad ones act out.

Elder position held by: Guthrum
Played by: Tim Miller
Description: Human, taller then most and wears a black gambeson with red trim. Little patience for those that insult him.
Know skills: heavy armor, two handed, and tower shield trained.

Brothers/Sisters: This is where all Rangers begin. At this level they strive to find their place in the Rangers. Upon finding a type that seams to work for them, they will work along side the elder member of that group. After a few missions the elder member will tell the Commander if it is a good fit. From there they will begin training to become a full member of the group.

What are some of their goals: The goals of the Rangers are to keep their home and allies safe from harm. To bring back the honor and glory of the Rangers. They do this by helping out when and where they can. They are known to show little mercy to bandits and murderers, which has lead to some seeing them in a bad light. However in the end the Rangers are just trying to make the world a better and safer place.

Ranger kit: Every Ranger must have his/her kit on him/her at all times. A standard kit will have 3 light wound bandages, 2 mortal wounds bandages, and 2 mend strips. A Ranger can add different things to his or her kit, but at minimum it mas have these items.

What we offer if you join: As of now we have many things that we offer. Our faction is one of the biggest ones in this game. With the faction buildings that we have, you’ll have cheaper healing and armor repair. We have no race, grab, weapon, or class requirements. We also will have your back at events. We try and role play a tight group. At your first event you will be given a Ranger belt flag and your Ranger kit. These have been paid for by me and are being loaned to you. I will want them back if you leave our group.

What we look for: A willingness to work together and follow orders. Bare in mind, the orders will not be crap orders, like “march to here”, “kill this by yourself”, or the like. The orders will mostly be “work with this person to do a run in the woods to find something”. A lot of time we will go out in force to find reagents and missing people.

As for classes and races. We have no preferred class or race. In our group we have a use for everything. We have a lot of woodsman-like characters, but we also have religious clerics, wise old sages, and many other types in the group.

What we don’t want: As we are trying to role play a tight group, we don’t want someone who isn’t willing to work with others. We also try and play more of a good aligned group. So evil aligned or open thieves are not wanted in this group.

How to contact: You can talk to us over Facebook or meet us at practices on Wednesday. We are always willing to talk to new members and are actively recruiting.

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The Ravens

The Doctrine of the Ravens

We are the remnants of a forgotten time. Our people are dying and are ways are long since lost. We must start anew and rebuild what was lost to a greater glory. Our people shall be refined by this fire that has consumed so many. The ways of old shall be cast aside, Our caste system and all beliefs have damned us previously and must be corrected. The error of our ways was shrouded in tradition and hidden in plain sight. Our desire is to bridge the gap of the races and unify to bring about a greater calling. All the races as one. Damn the caste and damn our ways. With our combined efforts we can become greater than we ever have before. A unity of the races as one people is what we strive for. We shall do what we can because we must, for the sake of us all. We will use our patrons political ties to further our connections for the sake of the greater good. We have adopted the raven as our symbol for it is a symbol of knowledge.


The History

The founding of the Ravens happened after the exodus fro Faedrun had taken a heavy toll on the founder Alestear. He had his faith shaken to the core by the sorrow that came from the loss of his home and of most of his people. But this fear and horror lead him to a new belief that the Syndar could be saved by unifying the races under one banner. Alestear, along with his former student Phaedra, worked to bring themselves back from their losses. They gained work for Celestial Arragones as her liaisons and representatives to the people. They then worked at gathering others of a like mind to themselves, finding Oberon who had come to believe that anything could be accomplished with all of the races working together as one after seeing the joint efforts of the Ulven, Humans, and Syndar to remove the Lich from their now homelands. Alestear and Oberon have worked hard to bring the common people to light and show them what can be done with combined efforts. They have done their best to gather and bring about the best of the people they have gathered. With the Ravens being finalized, Alestear has been trying to spread their name and their message around the continent.

A Change in Leadership – The Modern Times

Alestear was never truly able to shake his sorrows, nor was he able to drop the yoke of his internalized sense of birth-right; at least not while he acted as leader of The Ravens. Alestear left Key’s Crossing with not a word to the majority of his people and journeyed to the north to fight alongside Ulven friends on The Shield of Mardrun, but his leaving did not mean the work stopped. Months passed in his absence before one of The Ravens stepped up to take on the Baron’s workload. If no one was going to make sure people were fed and cared for, then he would. Cordyn Lockwell had joined the Ravens out of a sense of self promotion, but instead had found himself ingratiated to the community and it’s people. He did not realize it at the time, but he had internalized The Doctrine of The Ravens. Little had Aleastear known, but it was only through his own failure to uphold this same Doctrine that caused it to bury itself deeply in Cordyn’s heart.

Alongside Cordyn’s stewardship Key’s Crossing shifted it’s focus from that of a wealthy noble’s home to that of a place of equality and opportunity for all. A Grand Public School System was built to educate the children of the area as well as University-level classes and research opportunities to adults. A Public Market was developed with incentives given to local merchants and farmers. The once lavish Governor’s Mansion was retrofitted into a public meeting hall for members of the community to make use of for meetings and ceremonies.

With this change so came a change for The Ravens. Where they were once the cunning diplomats and their body guards, members and attaches to a noble’s home; they were now Teachers, Students, and Public Servants. The Ravens began to truly uphold their name as a symbol for knowledge. Cordyn did not take to calling himself a leader. He managed the day-to-day affairs of the town and it’s university, but he always made sure that it was clear that he was no one’s master. The Ravens all shared a single duty beyond their personal goals and aspirations. All Ravens must keep their ears open and listen to the worries and desires of the people of Key’s Crossing and they must all work with Cordyn to see how these issues can be best resolved.

As far as Cordyn knows, Alestear never saw the transformation of Key’s Crossing. Even if he did, Cordyn isn’t sure that Alestear would realize how much his actions had led to his dream coming true.

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Pack Longfang

Pack Longfang
Clan: None
Estimated Size: 300 – 400
Insignia: A white fang on a golden brown field. Alternately, 4 white fangs surrounding the boss of a round shield.

“The Longfang stand at the edge of the Dirge. We are the shield that protects the civilized world from the darkness that lurks there.” – Reyna Longfang

About

Pack Longfang is a storied pack, well known for being amongst the Clanless, that is renounwed for the quality of their warriors. The heart of the pack is built around the defense of civilized Mardrun from the mordok that lurk in the Dirge Swamp. The public face of the Longfang has historically been seen as the Warriors, who draw attention to themselves without meaning to, but the pack also includes a strong contingent of Daughters of Gaia and Hunters in addition to civilian support staff such as farmers and other craftsman.

Aside from a brief period spanning less than 2 years, Longfang does not have a Chieftain and is instead headed by a Runeseer. The Pack functions through the division of tasks into three groups, and the individuals devoted to those tasks are grouped into Castes. The Runeseer, in addition to leading the Pack as a whole, heads Gaia’s Caste consisting primarily of Daughters of Gaia. The Hunter’s Caste handles intelligence and ranged combat. The largest Caste is that of the Warriors, who protect both the Pack and Mardrun from any threats within their power to stop.

Historically Longfang also pledged warriors as Honor Guards to War leaders, Witches, and High Priestesses, but this practice fell from Favor in the later years of Runeseer Solvig Longfang’s tenure as leader. She withdrew the various honor guards from the clans and packs prior to the civil war. The stresses of that war and Longfang’s attempts to become a more traditional Pack during Chieftain Stanrick Longfang’s time in leadership have led to the practice not being restored.

Historical Events

  • c.a. Year 220: Pack Longfang had pledged warriors to aid Pack Blackwing in the defense of their new settlement deep inside the Dirge Swamp. When they arrived, Pack Blackwing was nowhere to be found and their settlement abandoned. Pack Longfang retreated to the nearby village and established the Onsallas Outpost and has been there ever since.
  • c.a. Year 250: Pack Longfang was at the heart of the conflicts with the colonists. Although they fought hard and killed many human and Syndar, Pack Longfang began to succumb to attrition. Eventually, the Pack had suffered enough fatalities or had enough maimed warriors that they would soon have to fall back from the center of the conflict. Luckily, the truce was drawn up and the fighting stopped overnight for most of the Ulven. Pack Longfang eventually grew at odds with Pack Graytide after the truce was accepted. The Longfang’s immediately respected the truce (and those involved on both sides of the fighting) and ended the conflict, but Graytide warriors initially refused to back down. They continued to attack the colonists after the truce but were eventually stopped when Pack Longfang confronted them. The incident escalated into a short battle, but ended when Harlok Longfang maimed their hunting party leader Lycon Graytide by slicing off his arm at the elbow. No Ulven were killed on either side, but it is suspected that Pack Graytide still holds a grudge. Some find it ironic that they were now at odds with one another, for Pack Graytide is from the same clan as Pack Blackwing, the Pack that the Longfangs came to help to tame the Dirge Swamp and Graytide also joined in on Hanseth Longfang’s war party to fight the Mordok after the death of his daughter.
  • March, Year 263: The Battle of Blackwolf Creek.
  • May, Year 263: Runeseer Solvig Longfang, Leader of the Pack, dies.
  • October, Year 263: Stanrick Longfang is named first Chieftain of the Longfang.
  • Spring, Year 264: Orrin Kair slain by Khulgar Graytide in an honor duel that saved many Watchwolves.
  • April, Year 265: Chieftain Stanrick Longfang disappears.
  • January, Year 266: Runeseer Reyna Longfang is declared leader of Longfang after Stanrick is declared dead.
  • March, Year 266: Battle of Riverhead is fought. A detachment from Longfang distinguishes themselves.

Further Information

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Pack Longfang – Faction Membership

FACTION MEMBERS

Gaia’s Caste

Warrior’s Caste

Hunter’s Caste

 

OUT OF GAME REQUIREMENTS

  • Computer Access: Pack Longfang uses a Pack Facebook Group & the Last Hope Forum for most communication and there is an expectation that pack members will participate in those discussions as required, and be privy to those things discussed therein.
  • Players must petition any member of the pack to discuss the pack and how they feel they will fit in. Should the honored they discuss this matter with agree with what is presented in the petition, that honored will submit the member to a vote of the pack at large.
  • When a member of the pack receiving a petition feels that petition if worthy they must present that petition to one of the players of the Honored (Runeseer, Weaponsmaster, Huntmaster). If the Honored agree, they either post the acceptance vote themselves, or grant permission for that vote to be posted. The vote is to be posted via the Facebook Group. The vote must include options in favor, against, and to abstain from the vote. The vote and related discussion is open a minimum of 1 week unless a unanimous decision is made prior to that time.

 

IN GAME REQIREMENTS

  • Players wishing to join through their bio must submit their bio concept to Pack Longfang to ensure continuity with Longfang Lore prior to submitting it to the Last Hope Staff for acceptance. Characters joining this way must be Ulven.
  • Existing characters may join through Role Play, but are still subject to he Out of Game vote requirement. Exact methodology will vary depending on the situation of the character in question, but in most cases being a “traditional style” Ulven with a Viking feel gives great advantage to an applicant.
  • Even prior to acceptance a character is expected to be fulfilling, to the best that their current station and other loyalties permits, the Pack Laws.

 

POST ACCEPTANCE REQUIREMENTS

  • The character must begin to wear pack heraldry. (Flags are provided, but expected to be returned should the character leave Pack Longfang. Players wishing to keep flags following parting ways can submit a 5$ materials & labor charge to the faction leader)
  • The character must declare their membership in either Gaia’s Caste, the Warriors Caste, the Hunters Caste, or civilian status.
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Growing Up Longfang

Born Longfangs are an odd lot, growing up surrounded by the danger of the swamp and the harshness of the training that is required of them alongside the diversity of the traded Longfangs that come from the clans and packs across the entirety of Mardrun.

Because a born Longfang is birthed into a world of constant combat at the edge of the Dirge Swamp, the Longfang sometimes refer to these pups as “Warborn” because of the expectation that they will have a blade in their hands through need before they have the knowledge to be truely effective as a fighter.

 

BIRTH thru TODDLER

A newborn Longfang will stay with their mother until nursing is complete.

TODDLER thru CHILD

Once they start to both walk and experiment with solid foods they are moved to the Pack Crèche. The Creche is tended by a select group of civilians and Daughters of Gaia selected for their specific expertise with the raising of children. They ensure that the pups learn of Gaia and the Great Wolf’s Glory in addition to the general care taking required of such young children.

CHILDHOOD

A pup who has reached the point of full independence (Able to feed self, handle own clothing and generally obey orders and stay safe on their own) they graduate to the freedom to spend their days outside the Crèche and in the care of the pack as a whole. The entire pack is expected to look out for and help them master the self-sufficiency every Longfang is required to exhibit. The level of involvement of the pup’s parents varies depending on the parent. Some might continue to bring their children home at night, using the Crèche more like a day care, while others (such as Warriors who are consistently away) might give their children over fully to the care of Crèche and pack.

TWEENAGE YEARS

In the years just prior to maturity and the appearance of their Marks of the Wolf, things get serious for the young Longfangs. They begin to take classes in the various jobs of the Castes to which they might join as an adult. For a male this means basic lessons in the art of the Hunter and Warrior. For a female it means basic lessons in the arts of Hunter, Warrior, and Magics. During this period they are expected to select the path they will take in adulthood based on their own personal aptitudes. They are expected to have made a decision prior to their Marks appearing.

TEENAGE YEARS

Train in your chosen path. This period also provides one of the last opportunities to shift Caste without a fuss, as until they are granted a formal place by the Caste Leader (Huntmaster, Weaponsmaster, Runeseer) they are simply a “Hunter Pup”, “Warrior Pup”, or one of “Gaia’s Pups” rather than a true Hunter, Warrior, or Daughter.

ADULTHOOD

Adulthood is earned when the Caste Leader formally accepts the pup into the Caste. The commitment renders them a full member of the pack, with all of the responsibilities and privileges of an adult.