The Fire Isle is the island south of Mardrun that is home to a slightly warmer climate that the rest of Mardrun.
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The Sojourners
The Sojourners
The people known as the Sojourners are a nomadic subset of humanity. They are a people unto themselves, being not quite a nation, yet not a separate race of people. Sojourners are most certainly human, but they are both like and unlike to their more common cousins. Little real knowledge of this enigmatic people has filtered out into the wider society. Most of what is known is common observation, mixed liberally with rumor and hearsay.
In Faedrun, the Sojourners often knew as much about the goings on in a region as the local people did, mainly because their tendency to avoid large concentrations of other humans. This tendency is partially a result of the semi-closed society that exists among the various bands and tribes. Unfortunately, this semi-closed society and extensive knowledge of the goings on resulted in many misconceptions about them.
Until the coming of the undead, the nomadic nature of the Sojourners would often lead the bands away from the main cities in Vandregon, Aldoria, and Maykar for a year or more at a time. Courtesy of their travels, Sojourners were often sought after for rare goods and items from far distant places. Due to Sojourners only periodically showing up in communities, has lead them to become convenient scapegoats, creating and building the reputation as thieves and cutpurses. While there are indeed many rogues and renegades among them, they are no more prone to be such than any other poor person. Local law enforcement looked on them with an unkindly eye, and many a Sojourner man or woman has fallen on the wrong side of village leaders with too many crimes and not enough suspects. The coming of the undead only worsened that situation. Unfortunately due to this undeserved reputation, the Sojourners were not trusted. This resulted in Sojourner caravans were required to remain outside the limits of any village, even in times of war.
They are often reputed to have mystical powers, or carry remnant knowledge from forgotten times. A few of their wise people do have the gift of prophecy, but it is rare, even among them. During the Sojourner Faire, which happened ever three years, it could be hard to pick the true prophets from the charlatans. Sojourners are well aware of their eldritch reputations and some make free use of it to win a few coins from someone eager to be told what they want to hear. It has also served them well when ignorant villages try to threaten them. The threat of a curse is often more effective than the real thing, which didn’t help them any with the rise of the undead. Their apothecaries and healers were also known in Faedrun. Because they traveled so often and so far, Sojourners had access to remedies that required the rarest of herbs, and special knowledge. To the current day they do not write the recipes, but pass them through apprenticeship from one generation to the next.
Sojourners are excellent musicians and performers. Dance and music is an important part of their culture and children are taught from the cradle the traditional songs and dances. While they were not trusted, and not always the most welcomed of visitors to any given town or village, performers on the other hand were generally liked and well paid for their art. Among the Sojourners, they are known as the Lautari, a word for musician or dancer.
During most of Faedrun’s history Sojourners have largely stood aloof, not getting involved in the affairs of their domestic kin. As a result, they have no great warriors and their legendary figures are more along the line of the Trickster, the Con Artist, or the Lautari. While they are not warriors, Sojourners are excellent with a knife when the need arises. This is true of both men and women, because there is no discrimination based on gender within Sojourner society. Conflicts among themselves are often resolved with duels, but only in the most extreme cases is it a duel to the death. Outsiders are not permitted to watch such duels, as the duel itself is considered a sacred cleansing act for the two participants.
The society of the Sojourners is largely closed to outsiders. While outsiders are welcomed in, they will only be permitted to see and interact with the very surface of the group. An exception to this is in the event of young children adopted into the band. Sojourners feel that children can be molded and become true Sojourners as adults after undergoing an initiation ritual. If outsiders wish to join the band as adults and are diligent in learning Sojourner ways and prove themselves to be of value, the same initiation ritual is performed. Though for adults this is rare and those rituals were only done during the Sojourner Faire in the presence of the high elders of all the bands.
A little of what is known about Sojourners was that they were found in most corners of Faedrun. Their livestock were the lifeline of most bands and were used to pull the elaborate wagons that were the mobile houses of the Sojourners. Along the coast and in rivers were bands that traveled not by wagons but by small boats. Due to their nomadic nature Sojourners were mostly a hunter gatherer type people. They had a diverse set of customs with a common undertone. They had a common language with many different dialects unique to the different bands. Because of their travels, Sojourners were a tolerant, welcoming and flexible society. Most of the bands practice a form of polyamory, with men and women having multiple husbands and wives, sometimes with lovers on the side, and any resulting children raised by the whole community. Bands rarely consisted of more than 50 individuals.
The coming of the undead to Faedrun, found the Sojourners in trouble. They tried for many years to keep moving way from outbreaks and when that was no longer possible they banded together to move to the cities. The Sojourners had hoped to find protection, but wasn’t meant to be. It is unknown how or how many Sojourners made it to Mardrun. Those that made it to the new colony are scattered, traveling around to try and pull their people back together.
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Daven’s Reach
Daven’s Hold:
Many years ago, Daven’s Reach was formed as a trading post between the two largest Ulven Clans, Grimward and Nightriver. It then became a military post during the onset of the war and then was eventually overrun by bandits and pirates and taken from Counil Member Catherine. A few years went by, the people inhabiting Daven’s Reach were either forcibly removed in the year 266 by Newhope forces and their allies or given an opportunity to stay and become a part of a new colony. After constant conflict with Grand Duke Richards, Duchess Catherine stepped down from her position in the Council and left to oversee the growth of Daven’s Reach which was renamed Daven’s Hold. Duchess Al-Azarma left to join her after she was unsatisfied with the investigation into her husband’s death. Duke Montesque, an avid supporter of Catherine, also stepped down from the counil. All three of the Council members were stripped of their Duke/Duchess titles of peerage and instead granted the titles of Baron/Baroness.
Governess (Baroness) Catherine
Previously:
The counterpoint to Grand Duke Richards, Catherine was the main supporter of the Coalition, whose brave actions led to the destruction of the Lich on Mardrun. She has been one of the main voices crying out for diplomacy with the Ulven, and she believes that she has gotten some trust from them at this stage. She dresses as a noblewoman should – acting as a reminder of the world that they lost and sponsoring a number of important trade bills. Famous for her strong ties to the renewed Vandregonian army, her penchant for fairness, and her former ownership the trading hub of Daven’s Reach, Catherine was the Lord Baron Richards’ most powerful contender in the election for sole rulership of Newhope. Her inability to keep the Reach out of the hands of bandits was the final nail in the coffin for many, and she quickly fell out of favor with a portion of the populace.
The Duchess Catherine officially handles much of the trade on Mardrun – one of her sponsors for her position is the Merchant’s Guild, and she occupies the corresponding seat on the Council.
Now:
Baroness Catherine has been bestowed the honorific title of Governess of Daven’s Hold, being the new leader of the fledgling colony.
Baron Montesque de la Aleine
Previously:
Duke Montesque’s family have been tied to the land their whole life, and the sole surviving son of the family is no different. One of the earliest nobles to leave for the Colonies, the Lord Baron is in charge of the food production of Mardrun’s human population, owning well over half of the farms and land in the Colonies. While this has made him wealthy – moreso than any other noble – he has remained down-to-earth, choosing to work the land and dress in a rough approximation of peasant’s clothing – although, to be fair, it is of considerably finer quality, as befits a noble.
One of the loudest voices on the Council – and often opposed to the ideas of Grand Duke Richards – he fights for the common people of Mardrun. His greatest regret is the diminishing of the La Fontaine family on Faedrun – the two families were quite close, sharing neighbouring estates, and the blow struck him quite hard.
Now:
Baron Montesque helps Governess Catherine run the fledgling colony of Daven’s Hold, involved heavily in the tradeskills and agriculture of the colony.
Baroness Al-Azarma
Previously:
As sole pair of May’Kar nobility on the Council, the Duke and Duchess Al-Azarma are the very picture of what made the May’Kar empire great – their religious freedom. Sponsoring religious functions, temples, and shrines, they have proven to be pious and dedicated to the redeeming the view held by the people of Mardrun after the betrayal of the May’Kar in the war against the undead. Their loyalty proved to be to their Vandregonian allies when the Dominon fell. They are champions of religious tolerance and expansion, personally funding the construction of many temples and shrines, as well as training a small army of clerics of a variety of faiths. Though they occupied two seats on the Council, it has always been taken as a given that their votes would align with each other.
They officially occupy two seats on the Council, although they tend to vote the same way on most matters – so long as they are helping foster the temples and religions of the Colonists, they are happy. They have proven to be somewhat uncomfortable around the Ulven – especially Daughters of Gaia – as they are not quite sure what to make of their religious beliefs quite yet. Both of them are skilled in the channeling Divine energy, and the sheer number of priests in their temple seems to have been the reason why they survived to make it to Mardrun.
Now:
After Duke Al-Azarma was found dead and his investigation lackluster at best, Duchess Al-Azarma left the Council for good to join Governess Catherine in forming a new life with the people of Daven’s Hold. Baroness Al-Azarma now helps coordinate administrative and spiritual needs within Daven’s Hold.
Recent/Current Events:
264:
Increased bandit activity in the lands surrounding the trading hub slowed commerce to a crawl. Soon after, those same bandits made an attempt to storm the town and take it as their own, successful in their efforts. Despite the stigma of their collective past, the current inhabitants have made it clear that their hearts are set on becoming a legitimate settlement and trading post once again.
265: Percival, the most well liked leader of Daven’s Reach, continues to push for people to “turn a new leaf” and to “become legitimate” but is up against heavy resistance from thugs, bandits, and pirates.
266: City-State of Newhope forces along with allies conquer and take back Daven’s Reach.
267: Catherine, Montesque, and Lady Al-Azarma leave the City-State Council and form the leadership of Daven’s Hold.
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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.
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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.
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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.
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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.
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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.
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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.
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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.