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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.

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Longfang’s Laws

The Laws of Pack Longfang

  • A Longfang defends themselves.
    Every member of the pack will engage in training not just related to their caste skillset, but in the physical art of combat. Any of the honored may compel training of a lower tier. Failure to comply may result in physical reprimand.
  • A Longfang is always ready.
    Every member of the pack is expected to be armed at all times. The dirge is a place of danger and requires the safety of a melee sidearm. Should a Longfang be found to be more than a step and reach from a non-specialty melee weapon may be subject to a physical reprimand by their superiors.
  • A Longfang tends to their own needs.
    A Longfang of any caste level is expected to handle providing their own food, water, equipment, proper garb and tend to the needs associated with them.
  • A Longfang is obedient.
    Members of the pack are expected to be aware of their place, and obey those of a higher station than themselves. Conflict and Disagreement are kept to the Moots and behind closed doors, so that a public face of unity and cohesion is preserved at all times. Disobedience is met with punishment that varies depending on frequency, severity, and disruption caused by the incident(s).
  • A Longfang bares his/her throat to the honored.
    The pack respects the authority of the honored (Runeseer, Weaponsmaster, Huntsmaster) and any given titled positions (Quartermaster, Falconer) and will, within the realm of their abilities and responsibilities, act to assist them in their duties. Failure to aid the honored will result in a punishment (typically physical reprimand) in scale with the frequency, severity, and disruption caused by the incident(s).
  • A Longfang does not waste the resources of the Pack.
    To kill another Longfang in quarrel or in unceremonious training is a serious offense. Unless extremely justified, murder or allowing a “straw death” to occur within the Pack is punishable by branding.
  • A Longfang does not flee from honor and duty.
    The safety of all rests on the trust that every Longfang is doing their duty. To dishonor oneself by failing to meet one’s duties, or to abandon the pack entirely, is an unthinkable crime. Any Pack members that are found deserting the pack or going against orders without extreme justification will be caught and branded.

 

Consequences for Lawbreaking

Physical Reprimand

Pack members breaking small laws or making mistakes can be subject to physical reprimand. This usually comes in the three forms.

  • Minor – Jogging, time on the pell, cutting firewood, additional guard duty, etc. These are considered service or inconvenient physical reprimands, and are more of an annoyance than anything.
  • Moderate – Combat dueling, more intensive physical training, being struck, etc. These are more harsh and extensive punishments, more physically demanding or painful.
  • Severe – Broken limbs, lashings, severe beatings, etc. This is rarely undertaken except for those committing repeated offense, and only with agreement of the honored moot, as it is at cost of pack resources.

Banishment

Pack members found unworthy but either unwilling to agree to or unfit to be traded to another pack will be banished from membership in the pack, forcibly relived of their pack heraldry and removed from territories controlled by Pack Longfang. Should they defy the banishment they will be subject to attack as an enemy.

Branding

The punishment for those who desert or are guilty of killing another pack member or ally without intention. The Hunters are charged with the apprehension and branding of deserters. This is a deep and terribly scarring brand on the face in the crude shape of a fang similar to the Longfang symbol but upside down; it runs across the brow from the temple across the eyebrow to the center of the face, then down along the nose and curving to the cheek and ending underneath the eye. A Daughter of Gaia oversees the branding in a ceremony of dishonor to the recipient; care is taken to ensure the brand is NOT healed properly so that it develops a permanent scar and is laced with tinges of magic, allowing Daughters to use rituals in the future to determine if the brand on an Ulven was a legitimate one or not.

Death

The punishment for those guilty of killing another pack member or ally with intention.

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Longfang’s Guest Notice

The laws guest are subject to

Attention Guests

By crossing into this outpost you are agreeing to abide by the following laws, as laid down by our Chieftain.

1.) You shall submit yourself to the orders of the Chieftain, Priestess, Runeseer, Huntmaster, Weaponmaster, and Quartermaster in all situations in which the defense of the outpost and its residents is in question.

2.) Hunting and gathering within the territory of Pack Longfang is permitted but all items collected shall be reported to the Quartermaster.

3.) Pineed Sap gathered shall be remitted to the Longfang Quartermaster. All other goods shall remain the property of the collecting party. These rules are universal unless otherwise instructed by any other agreement with Pack Longfang.

4.) The infliction of grievous bodily harm upon another is forbidden. Those inflicting such shall be subject to the same in turn.

5.) The act of murder is forbidden. Those inflicting such shall be subject to the same in turn.

6.) The act of theft is forbidden. Those who steal shall pay in flesh for what was stolen.

7.) Justice in accordance with these laws shall be meted out by the Chieftain, the Priestess, and the honored of the pack. The word of the Chieftain is final in all matters pertaining to these laws and all visitors to Onsallas Outpost.

Pack Longfang reserves the right to refuse entry, services, access, and aid at the discretion of the Chieftain, Priestess, and honored of the pack.

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Pack Graytide

Pack Graytide
Clan: Belongs to Clan Grimward.
Estimated Size: Medium
Insignia: A single braid of gray rope worn on the belt.

Pack Graytide has always been an extremist group of Ulven. Their warriors are skilled and cunning, but prone to disputes and altercations with other Packs. Where other groups of Ulven would simply kill the Mordok and move on, the Graytides would create gruesome standards out of their corpses or hang them from trees. These acts were not favored by other Ulven, but many could understand the reasons behind it… the Mordok frequently mutilated dead Ulven and even feasted on their flesh, so the Graytides were turning back on them similar gruesome acts.

Graytides pride themselves in excelling at combat and their witches excel in curing diseases and poisons. An interesting quality to the Graytides is their acceptance of cast out or exiled Ulven. Although the exiles normally see Pack Graytide as a second chance and fall into place quickly, some more ruffian or criminal Ulven also find home here and tend to stir up more trouble than if there were still exiled and alone.

Pack Graytide was honored to join the war party created by Hanseth Longfang after the Mordok killed his daughter Veera Longfang at the Onsallas outpost village. To them, it was a chance to fight back against the Mordok in the dirge swamp. During the week long campaign and brutal fighting, the Graytides mutilated all the Mordok they had slain and left standards of bone and flesh in Mordok territory. Even if the Mordok never noticed, the personal victory of leaving some gruesome things for the Mordok in their own territory was worth every Graytide warrior that died in those battles. The Graytides suffered the worse casualties of all the packs in the war party but returned home with treasures and stories of battle.

When the colonists arrived on Mardrun, Pack Graytide was there alongside Pack Longfang and Pack Bloodriver. They met the colonists with fury and killed more of them than any other Pack involved in the fighting. They did carry over their gruesome tactics against the colonists and several Graytide warriors were seen adorning themselves with trophies of human and Syndar body parts and skulls.

Pack Graytide stands firm that the colonists have no right to stay on Mardrun and should be exterminated or cast back to the shores and sent to Faedrun. Things nearly came to a boiling point when Lycon Graytide led a warpack of Graytide warriors in an attack on a colonist caravan on its way to Newhope. As the Graytides killed them, a hunting party of Longfang warriors stepped in to intervene. They fought each other for a short time and then retreated after Harlok Longfang cleaved Lycon’s arm clean off. It was at that moment that the Graytides vowed to get revenge against not only Harlok Longfang, but all Longfangs. This event also furthered the political divide between the Ulven clans regarding relations with the colony.

A meeting of prominent Clan and Pack leaders from across Mardrun led to the drafting, under the hands of the Watchwolves Clan, of a resolution to prevent further violence between the colonies and the Ulven. This document, known as the Watchwolf Resolution, declared that the colonists, if they were to live on sacred Ulven grounds, had to observe certain rites in order to respect the Ulven Gods. The treaty was delivered to the colonists at New Hope by the pack leader of the Graytides, Khulgar Graytide, who volunteered to deliver the resolution because he had the rare skill of reading and writing. Despite his action as a pack leader being an outreach towards peaceful cohabitation, Khulgar was mistreated, mocked, and dishonored by the human nobles present at the political dinner, and chased back into his own territory. Perhaps this show of disrespect on the part of the humans pushed the Grimward clan over the edge, or perhaps the Graytides were just looking for a fight. Either way, the political climate in Mardun was about to boil over.

While most of the colonists agreed with and respected the Watchwolf resolution, a group of pioneering colonists ventured into Ulven territory and began building a settlement. According to the Graytides, these people had either not heard of the Nightriver Treaty and Watchwolf Resolution, or chose to ignore them. When confronted by warriors of Graytide, the human colonists, who were mostly farmers, refused to leave their homes and were massacred to the last man, woman, and child. The entire settlement was burned to the ground. Following these events, a peace summit was called by the Watchwolves and Nightrivers, who had drafted the treaties in question. The summit was held in Grimward territory, in the hall of Haygreth Grimward. Representatives from the Ulven Clans gathered together with delegates from the Human factions of New Hope, Vandregon, Crow’s Landing, and New Aldoria. The Graytides were accused of overstepping their bounds and committing cowardly acts of murder against defenseless civilians, and the Grimwards criticized for failing to manage the crisis. The meeting became heated and ended in violence, sparking the beginning of the first large scale Ulven civil war in history. Ulven of the Longfangs, Watchwolves, Nightrivers, and other smaller packs and clans now find themselves allied with the colonists, while Clan Grimward and their allies have called for either genocide or the deportation of the colonists, and death to any Ulven who have sided with the Humans and Syndar.

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Mardrun Map & Geography

Mardrun Map & Geography

Click here for a larger .GIF file of the map of Mardrun (Circa 272)

*Note: Only the larger settlements and places of note are on this map, along with all of the established settlements of the player run factions.

THE GEOGRAPHY OF MARDRUN
Land Size
Mardrun is a continent much smaller than Faedrun. It is roughly 15,000 square miles of land (roughly the size and shape of the real world country of Moldova, or a bit larger than the square miles of the US state of Maryland) with only about 11,000 square miles being used by the native population. The remaining 4,000 square miles of land on the Northern half of the continent include the Dirge Swamp and the Outlands, areas that have not confirmed to have been explored yet. A small number of islands dot the continent.
*NOTE: We will continue to update this page as we expand on the geography of the continent, when the lore heralds have time to build upon it. Thanks for your patience!

Climate
The climate of Mardrun is similar to the Midwest (specifically Wisconsin), where there is a definite winter season from December until February, a spring from March to May, a summer from June to August, and an autumn from September to November. The southern tip of Mardrun has a drastic climate change where snow falls much lighter than other places of the country. The small island south of the continent has a dip in temperature in the winter season but rarely sees heavy snow. The area near the Dirge Swamp and farther north receives more snow than most of the continent. For being a small size, the shift in climate as you travel south and south is rather uncommon, but not incredibly drastic.

Wildlife & Plants
Typical wildlife exists on Mardrun similar to what we would find in real-world Wisconsin. Except for a handful of unique plants (simulated with our in-game reagents) you can expect the same similar vegetation. This animal and plant life is referenced and named the same as we do in real life; a wolf in Mardrun is the same as a wolf in Wisconsin, a chicken in a Colony settlement the same as a chicken in real-world farm.

Geographical Features of Note
Great Wolf’s Hackles
This massive mountain range effectively cuts the continent of Mardrun in two. A large river flows from the mountain range to the ocean to the south west and then water flows north east off the mountain into the large lake in the center of the Great Forest. This mountain range is very dangerous to cross if you choose to go over, but the most common route over the mountain is a long mountain pass simply called “The Pass”. This pass ranges in width from several miles to several dozen feet depending on where you are in the pass, making it a very important route for transportation through the mountains.

Yurnai River
The Yurnai River is the largest river in all of Mardrun. Spanning several hundred feet on most of its width, the river flows from the southern tip of the Great Wolf’s Hackles Mountains and flows south to the ocean. A number of bridges normally dot the river allowing transportation between Clan Grimward and Clan Nightriver territory, but they were destroyed during the Ulven Civil War and have yet to be rebuilt.

Dirge Swamp (Also known simply as “The Dirge”)
This massive swamp is home to the largest concentration of mordok in all of Mardrun. It is also a host of many dangerous plants, animals, and swampy wetlands that make it very difficult to farm or create any kind of settlements on. Most Ulven have not even attempted to venture very far into the Dirge, with stories and sagas written about those who have tried and never returned. In more recent years expedition have pierced into the heart of The Dirge, but they are almost always plagued by intense levels of casualties.

The Shield of Mardun
The Shield of Mardrun is a series of spaced outposts along the southern side of The Dirge Swamp. There is no great wall built in this area, instead it is a series of manned outposts that are able to quickly field warriors to cut off any Mordok forces looking to move south. Since the construction of these outposts, the number of Mordok able to squeeze past and invade the south has drastically fallen.

The Outlands
Little is known about the Outlands. No reports of Ulven ever visiting the Outlands has been found. A large mountain range encircles the Outlands, making it almost impossible to explore. Human and Ulven ships have sailed around it and only a few have touched its beaches, but to date no real attempt has been made to travel deeper into the Outlands. Sagas and rumors say the land is cursed and forsaken by Gaia and others comment that they find it strange that the Mordok are so plentiful in the swamp and perhaps are tied to the Outlands in some way. Update: We have now learned of a group of Syndar that have been living in the Outlands longer than anyone has known. In addition there are whispers of a Mordok city as well as the Lost Ulven Clan, Stonetooth

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The Great Wolf

May your name ring in the Great Wolf’s Ears
– Ulven Saying

The Great Wolf is the father of the Ulven race, a distant god who takes the form of a giant wolf. Seemingly uninterested in the everyday concerns of the Ulven, he is the ultimate judge of their deeds in the afterlife. According to Ulven legends, the Great Wolf waits for all Ulven in the Journey, where they must declare their name. Should he recognize their deeds and name, they will be allowed to continue on their journey, but should he fail to recognize them, he will instead consume them whole.

Seen as wise and stern, the Great Wolf is a strange deity to many of the Colonists, as he apparently fails to intervene in the daily lives of his people like the other gods and goddesses of the world, yet his name is invoked constantly in curses and oaths. The Ulven liken him to a distant guide – he does not directly enter the lives of his people, but sends tests and challenges to his people so that they might grow and become worthy to pass by him in the Journey. It is his Mate, Gaia, who mothers the Ulven people – he is there to see that those who pass into the afterlife are worthy Ulven, who have lived true to the tenants of the Ulven people.

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Religions and Faiths

This page contains the various religions and faiths of Faedrun and Mardrun. We’re working on adding more as time goes on, including a few more background gods and faiths.

As a note on religions – as per the rulebook, p. 7, players should be aware that, “[a]ny references to religion or divine powers are strictly for in-game role play purposes Players are not allowed to bring or visibly wear real world religious symbols or reference them or discuss out-of-game religion. This is not meant to be offensive, but is meant to maintain the immersion of the game.” So, if you’re working on a religion for the game, then you should try to avoid simply “re-writing” another faith. Look to them for inspiration, but avoid being offensive.

If you’re interesting in creating a religion for your character or background, here are some tips and guidelines to get you started: In-Character Religion Guide

Human Deities
The gods and goddesses of humanity are as varied as their cultures – with such a wide range of cultures and belief structures, the humans have all kinds of figures for their worship, ranging from ancient deities with mighty temples and untold followers to the simplest of natural spirits with only a shrine left.

  • Arnath: From Faedrun, Arnath is a human deity, and the patron of the Order of Arnath. He prizes individuality, defense of the weak, and martial skill.
  • The Vandregonian Saints: Vandregon has a more unique view of the gods, at least in a human setting. In place of worshipping deities directly many in Vandregon venerate the Saints of Vandregon, most of which were at one time human. These Saints range from local figures who maintain control over small areas to heroes of great importance who hold sway over specific natural phenomena.
  • The Mahsai: Prime religion of the May’Kar Dominion before the Fall, the Mahsai is a religion of apparent contradiction – it is one of many gods and of acceptance of faith and beauty, rather than of a specific god or goddess. Some have likened it to a philosophy, rather than a religion, but it is spoken of as religion just the same.
  • The Four: Worshipped by the nomadic Kae’rim people of the May’kar Dominion, these natural gods and godesses espouse pacifism and are inexorably tied to their culture, which reveres both the written word and their sacred beverage, khoefi.
  • Ilyara of the West: A May’kar goddess of beauty, worshipped in places of great beauty. Ilyara is a goddess of artists, creators, and warriors who see the beauty and grace of fighting.
  • The Sea Hound: Worshipped in Aldoria and by sailors seeking protection, the Sea Hound is a protective god of the ocean.
  • Ulfkell, the Battle Father: A deity of battle, worshipped by some of the Richtcrag in Cul’Claimete, the Battle Father is patron to all those who see violence and warfare as honorable pursuits.
  • Vardel: God of chaos and trickery from Richtcrag, Vardel is a capricious deity whose worshippers mainly seek to amuse him. (Read more about the Religions of Ritchcrag here!)

Syndar Deities
Much like the humans, the Syndar worship a variety of gods and goddesses, although their smaller numbers and tendency towards more closely-knit cultures leads them to have many fewer deities. Similar to the Ulven, however, is their reverence of a single pair of gods above all others.

  • Solar and Lunara: The high gods of the Syndar people and held in great esteem by all Syndar, Solar and Lunara are the patrons of their people.
  • Celaeno: Goddess of Fate and Destiny, depicted as a robed, blind woman holding a scroll. First daughter of Solaros and Lunara.
  • Theros: God of Wisdom and Thought. Depicted as a bearded man in somber robes bearing a book bound in thorns.
  • Archtelios: The Hunter, The Bear, God of Hunters and Nature. Depicted as a bear with stars for eyes, or sometimes as a man with a bow.
  • Lyara: Goddess of Dreams. Depicted as a woman with long flowing hair robed in ever-changing colors. The patron of storytellers and also of the insane.
  • Fieros: God of Battle and Conflict. Depicted as a broad-shouldered man bearing a spear and shield, with a helm shaped like a golden lion.
  • Omeria: Goddess of Fertility and the Harvest. Depicted as a robust woman crowned with flowers and bearing a basket overflowing with fruit and grains.
  • Felenia: Goddess of Healing and Charity. Sister of Omeria. Depicted as a kindly woman with a crown of willow and bearing a bundle of rosemary and lavender.
  • Gryx: The Hungry One, servant of Irunaki. Depicted as a black hound with crimson eyes, or as an empty vessel. Gryx consumes the essences of those deemed unworthy to return to the Lifestream.
  • Irunaki: God of Entropy. Depicted as a formless shadow or a crumbling tower, or sometimes as a broken sword. Also considered the God of Time and Aging. The child of Khruki and Sialig, conceived by stealth and trickery.
  • The Mercies: The 3 daughters of Celaeno and Irunaki, conceived during Celaeno’s exile and bondage in the Outerworld. Depicted as vultures with the heads of beautiful women, or sometimes as three women, one young, one elderly, and another appearing long dead. The Mercies pass judgment on wrongdoers and criminals, and deliver the condemned to the hands of Gryx.
  • The Seven Star Maidens: Daughters of Lunara and Theros. Considered to be the patrons of art and music.

In addition to the main pantheon, the Wild Syndar revere their own gods, as well as the spirits of places and animals. They prefer not to directly petition the gods

  • Sialig: The Earth, Mother of All, and – according to the beliefs of the Wild Syndar – mother to both Solar and Lunara.
  • Io’laros: Lord of the Air, and – according to the beliefs of the Wild Syndar – father to both Solar and Lunara.
  • Khruki: Brother of Io’laros, Lord of Darkness. His worshippers tend to believe in sacrifice and, thus, gave rise to many of the dark legends surrounding many of the Syndar.

Ulven Deities
While Ulven culture is seen as universally worshipping Gaia and the Great Wolf, each Clan and Pack has different traditions related to their worship, and many also hold other, smaller spirits in reverence.

  • Gaia and the Great Wolf: God and Goddess of the Ulven, they are universally worshipped by the Ulven people.
  • Luna and Sol: The deities of the Watchwolves of Luna and Sol, they are seen as the first children of Gaia and the Great Wolf by the Watchwolves,and as the brother and sister of Gaia and the Great Wolf by Clan Spiritclaw.
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Lunara

Lunara, the Moon Goddess
Patron of Beauty and Love, Lunara is the Syndar goddes of the moon. Together with her husband Solar, she is one of the chief deities of the Syndar people. Depicted as a slender woman with a silver fan, which she uses to sometimes hide her face. Her waxing and waning face reflects the changing faces of love and beauty. Also a favorite of sailors, because of how her moods affect the seas.

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Ulfkell the Battle Father

Ulfkell,The Battle Father, Forger God of Conflict, Smithing, War, Honor, and Warriors

Worship of The Battle Father began in the warring nation of Richtcrag, a place where there was bound to be at least several gods of battles and conflict – in a nation filled with nothing but conflict, this position is a coveted one, after all. His worshipers are mainly warriors and Íoclaochra, but others often pray to him for reasons other than war – while his primary portfolio is that of war, he has many adherents amongst the Richtcrag, such as those wishing to persevere through hard times, a man or woman looking for the honorable choice in a decision they must make, blacksmiths forging weapons or armor, or even the sick so that they may become strong again to do battle once more. As one might expect, not all battles are physical amongst his worshippers, and followers are urged to understand the conflict necessary in the world.

The Battle Father takes a somewhat active role for those who pray for his aid, but never directly intervenes with the affairs of mortals. Rather, he often helps to steel a warrior’s failing resolve, boost morale, show worshipers the most honorable path, and help hasten the recovery of the ill. However, if he were to show favoritism, it would be for Íoclaochra due to their constant fighting and codes of honor.

The Battle Father is usually depicted as a large, broad-shouldered man with long black hair, burning red eyes, a large hat with three large feathers (Red, Green, and Silver), and wearing well-crafted, heavy armor. His hands always bear the tools of his office; a heavy warhammer in his off-hand and a long blade in his main – although his adherents disagree as to which is which, with the Valinate believing it to be his left, and the others his right. The world is riddled with conflict because of him, and it is because of him the races of the world are that much stronger. He will continue to watch over the conflicts of all mortals and urge them in the right direction to grow stronger.

His image is usually found out the outsides of temples, in the form of a statue or stone anvil with his personal sigil carved, painted, or inlaid into it: a larger silver triangle, with a smaller red one on the interior. Tradition holds that the symbol must be drawn with conflict – in many shrines, his symbol is made from silver melted from the pay of mercenaries. Outside of the temples and holy places of man, it is acceptable to use blacksmith as place of worship, treating the anvil as the shrine.

Worship of The Battle Father
The Battle Father’s worshipers traditionally pray before and after battle, usually requesting the steeling of resolve or giving thanks for the opportunity to become stronger. Their prayers are quite simple; one must take their weapon that will be carried into combat, kneel before a fire, and say their thanks to the Battle Father.

There is but a single holy book for his worship, called The Code of Honor. In this short book, there is a honor code that is to be followed to the best of the worshipper’s abilities – for the Battle Father, more than any other, understands the struggle inherent in living. It is also in this book that the few surviving rituals are revealed to his worshippers. These books, however, are few and far between, and so more often than not, The Code is copied by hand for the worshipper and given to them. Parts of The Code, usually those concerning the strengthing of life through the fires of perdition, can be found etched into the anvils in most blacksmiths in Richtcrag, since his worship is quite prevalent there. Even those who do not directly worship him tend to add this to their anvils, as it is seen as a sign of good luck to the Richtcrag – better to have more gods on your side, after all.

As for meditation, one simply has to sit before a fire, weapon in hand or readied on their lap, and silently contemplate the tasks that are before them – whether that task might be a dangerous battle, the struggle to heal an illness, or the rigors of forging a new, beautiful blade.

Rituals of the Battle Father
• Duel of Right: This is a coming of age ritual given to youths who are just entering adulthood. They must face hardship by facing down an Íoclaochra without backing down, usually for about two minutes – it is here that the Richtcrag tradition of Academic Dueling may have originated. Should they face the task with honor and without fear, they are deemed an adult and given the rights and status of one in the eyes of society.

• Forger’s Hymn: If a blacksmith is preparing a weapon that is to be used for battle the next day, they must sing a song to the weapon that is being made ready. Depending on the situation, the blacksmith may sing one of many songs – each according to the traditions and blessings.

• Festival of the Great Scar: On the first harvest moon, the worshippers of The Battle Father meet outside of their dwelling places during the night with only candles to light their way to the square. It is here that a Warpriest of the Battle Father recites The Code of Honor, detailing the legends of the Battle Father. At the conclusion of this recitation, the town is lit up and festivities begin, carrying on throughout the night. Drinking, games, mock duels, feats of strength and bravery, and feasting all take place this night, in celebration of surviving and becoming that much stronger from the previous festival.

• Birth of Battle-Born: This ritual is not performed in a temple, but rather on the battlefield – and it usually does not happen according to the worshipper’s will. It is said that when this happens, it is considered one of the holiest of blessings one can receive from the Battle Father. During a fight, when the worshipper is filled with rage for his enemy, they will go into a blood rage. While this happens, the worshiper is said to be “reforged,” – which wouldn’t be far off, as when this rage ends and their enemies slain, the worshipper usually feels the urge to continue fighting and to see more of their foes die under their blade. Every Battle-born will tell you the exact same thing – it is like being born anew in a baptism of blood.