The Deities of the Warring Nation of Richtcrag

The Beginning

Before beings inhabited the lands of Richtcrag, it was believed an ancient deity lived in the land and often took the shape of a massive bird with feathers of many different colors. It lived in peace with nature and the elements, protecting the wildlife with its power. However, it was startled one day by the passing of another god and took to the skies. In its flight over the land, it left behind six feathers, and each fell on different parts of the land: one in a hallowed mountain, one in deep in the largest swamp, one in the most secret part of the largest forest, one in the largest spring, one on upon a hidden crag in the steeps, and the final and largest upon the highest peak.

On that peak, the wind bellowed, the snow churned, and the rumbles of below shook it. It stayed there for countless years till a tribe of humans settled around the lands near the feather. It was when they spoke their first prayers that the feather began to take shape: winter, death, wisdom, hidden treasure, and those who seek them. From those first five prayers, Tyrl was shaped and began his reign as the eldest of the gods of the land.

However, when he took shape, his shadow also formed and the trickster god Vardel came into being. He instantly fled from Tyrl and went to cause mischief amongst the humans below and thrived in their confusion and chaos.

Tyrl decided to help the humans against Vardel by creating his children. He sent dreams to their shamans and wise folk to send prayers towards the deep swamp, the fiery volcano, the wind-swept steeps, the largest spring, and the secretive forest. They did so and five deities rose to answer their prayers in turn: Yasin the Hunter from the swamps, Ulfkell The Warrior from the Volcano, Bjar the Wild One from the Steeps, Sylv the Life Bringer of the plains, and Grollen the Peacekeeper of the forest. With their creation they provided protection from Vardel, allowing the humans of the lands to thrive and grow in number, knowledge, wisdom, and skill.

 

Bound to the Land

The elder deities of Richtcrag are not like deities of the Syndar and other human nations. These divine beings are tied to the land they woke from upon their creation, with each one holding domain and power over the type of land that is there. The only partial exception to this rule is Ulfkell the Battle-Father, who was still tied to the volcano Veerokeer but took on the traits of the trades that surrounded his lands. Each deity was linked to certain regions:

• Cul’Claimete: Sylv and Ulfkell
• Kupferhugel: Tyrl and Ulfkell
• Marais-Enceinte: Yasin
• Olon Zyjl: Bjar
• Valinate: Vardel
• Pericht: Tyrl

It is even rumored that the regions formed around these deities and began to shape their cultural identities based on each of them.

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

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.

Notable Locations

LOCATIONS
The Colony of Newhope – The first major colony established on Mardrun, it is the largest and most diverse piece of land on the continent.

New Aldoria – Established by Prince Aylin after relations with Newhope turned sour, New Aldoria has set its sights on becoming a major naval and economic power on Mardrun.

Aylin’s Reach – Aylin acquired a plot of sovereign land on the Eastern Coast, unburdened by it’s connection to the City-State of Newhope. He moved to this new land and established a city of Aylin’s Reach and spent years on a campaign to attract as many people as he could from New Aldoria as well as any who wished to live under his stewardship rather than that of The Council of Newhope. Before long the population of New Aldoria had shrunk and Aylin’s Reach grew to be a burgeoning capitol city in it’s own right. Aylin’s Reach now acts as the head of Aldorian government on Mardrun

Daven’s Hold – Once owned by the Baroness Catherine of Newhope, Daven’s Reach was a center of trade on Mardrun before being overtaken by bandits, who have settled in and are now hoping to straighten their lives out. Through a bloody campaign Catherine and her supporters retook Daven’s Reach and named it Daven’s Hold. It is now ruled by the Council of Three.

Onsallas Outpost – Operated by Pack Longfang, Onsallas Outpost has long stood as a sentry against the Mordok from the Dirge Swamp.

Dirge Swamp – The impassable, festering wound of a swamp to the north of Ulven lands, this seems to be the home of Mardrun’s Mordok population.

The Wayward Inn – Just outside of Newhope, this inn once stood as a meeting place for colonists to rest easy, though a fire destroyed much of the building and even more of its reputation of safety. As the colonies spread, the Wayward Inn is no longer considered a place of any real importance.

Starkhaven – The fortress of the Order of Arnath, Starkhaven was one of the first major construction projects by the colonists from Faedrun.

Darkport – A relatively new port town, Darkport hopes to establish itself as a hub of commerce and a melting pot of culture.

Keys Crossing – Home of The Ravens. Once a Noble House of Diplomats, Keys Crossing has grown into a highly regarded institute of learning. Keys Crossing has also been named the managerial head of all Newhope City-State Research.

Bladehome – The new sovereign home of the Broken Blade Corps. A place where they can drink, fight, and sing to their hearts’ content.

Ulvesal – Home to the Stormjarl Einherjar, a burgeoning collective of Stormjarl Warriors and Craftspeople.

Lumeria – Home of the Blades of Sol, a group of people from all races who carry forward the ideals of Solar

Shieldhaven – Home of the Guardians of the Wall, an upstart group of adventurers and fighters looking to help protect the land and see it flourish

Fort Dread Wyrm – Home of F.A.T.E. – a group of tinkerers, thinkers, and arcanists looking to revive the lost magics and machinations of the crumbled Syndar Kingdoms of Faedrun

The Fire Isle – Home of The Phoenix, a Syndar collective noted for their mercantile acumen and their love of pickles, wine, and friendship

 

Factions and Nations

Titles, Nobility, and Achievements of Prestige:
The following list is the streamlined and “current” system of titles, nobility, and proper address for Last Hope (Mardrun colony time-frame)
Titles of Prestige and Peerage

Nations and Kingdoms of Faedrun
Human
The Kingdom of Vandregon
A massive human nation that spanned most of the southern continent of Faedrun. The kingdom was devastated during the great war against the undead.

The Kingdom of Aldoria
Aldoria was a merchant nation that held a grudge against Vandregon for many years. They took a background approach to the war on Faedrun and were eradicated almost to a man when the undead marched through their lands. Aldoria funded the colony and the boats sent across the seas.

The May’Kar Dominion
A human nation that created a beautiful city on an oasis. Proud of their spirituality and tolerance, they were critical in the beginning relationships with the Syndar. They are shrouded in mystery and shame as most of their citizens suddenly followed the penitent faith and betrayed Vandregon.

The Yabantu Triumverate
A human nation located to the south of the May’Kar Dominion, separated from it only by a relatively narrow stretch of Vandregonian land. They are known for their incredibly skilled craftspeople as well as the unmatched quality of their materials. They did not have a full standing army, but instead helped to provide weapons to fight the undead. When the May’kar turned the Yabantu largely saw the writing on the walls, many left their homes and travelled into the better protected hearts of Aldoria and Vandregon. Their artisans were invaluable in aiding the production of ships in Aldoria to flee the continent.

The Warring Kingdom of Richtcrag
A human nation comprised of several semi-independent provinces. Too scattered and tribal to mount an effective army, they occasionally raid the nations to the north and south. Their mercenaries are some of the finest in the world.

Nara Pentare
Found to the east of Richtcrag, this ancient province is home to beautiful poetry, a rigid and bureaucratic society, and a complicated code of honor and tradition. Secretive and isolated, they see the other human nations as nothing more than barbarians, something which is not helped by the nearby presence of Richtcrag.

Syndar
The Kingdom of Tielorrien
The largest Syndar nation to the north of the Celestial Mountains, Tielorrien is home to most of the Syndar population.

The Kingdom of Fawyth
A reclusive Syndar kingdom in the mountains, they are known for their vast trade and merchant network and mechanical crafts.

The Kingdom of Lairthuduil
The third largest of the Syndar kingdoms. They are known for their agriculture and herbalist pursuits.

The Kingdom of Karindren
A hearty sea faring Syndar kingdom who found themselves wiped out by an unexplained tsunami. Their people sailed north instead of joining the rest of the colonists on Mardrun. Their fate is unknown.

The Settlements and Clans of Mardrun
Human
Newhope Colony
The colony, home to several thousand refugees from Faedrun, is ruled by 6 nobles that all contribute to the economy, security, and politics of the colony. The nobles are in close relations to Clan Nightriver, the Ulven Clan generous enough to give them land to settle on.

New Aldoria
A small settlement that is second largest only to the colony of Newhope. Rules by the prince of the late King of Aldoria, the settlement welcomes visitors and new settlers and is growing in size.

Starkhaven
The fortress settlement of the Order of Arnath

Daven’s Hold
A former merchant trading post, newly recovered back from pirates, raiders, and traders. Now a well established Colony under the Council of Three

The Sojourners
A close-knit group of wandering nomads that roamed Faedrun and now live on Mardrun as a traveling caravan.

Aylin’s Reach
Soverign Lands under the control of Prince Aylin of Aldoria on the Eastern Coast of Mardrun.

Syndar
The Fire Isle
The island settlement that is home to the Phoenix Syndar.

The Village of the Jaguar
The home village of the Io’Larian Tribe of The Jaguar

The Shattered Villages
The loose collection of villages of The Shattered Tribes of Io’Larian Syndar

The Calavera
An Io’Larian tribe living on an island off the East coast of Mardrun

Ulven
Clan Nightriver
The largest Ulven clan on Mardrun. Made up of proud and honest Ulven, their size lends them to be very diverse from one pack to another. Led by Branthur Nightriver, this clan was at the forefront of relations with the colony and gave them land to settle on.

Clan Grimward
The second largest Ulven clan on Mardrun. Most of the Ulven that come from Grimward are more somber and superstitious than the other clans. Clan Grimward is currently pushing for extermination or banishment of the colony of “outsiders”.

Clan Stormjarl
A larger clan seated completely in Clan Grimward territory, they focus heavily on farming, fishing and trade. Home to some exceptional farmers, craftsman and hunters. This clan also owns and is skilled at using more boats than any other Ulven clan.

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

Clan Whiteoak
A smaller clan that frequently uses white markings on their face and has a strict caste system.

Clan Watchwolf
A smaller clan that has two settlements, a varied culture from other clans, and a belief around a sacred pledge.

Clan Steinjottun
Arguably the greatest Falconers on Mardrun, this small clan holds a reverence to the Great Forest to rival that of Riverhead.

Clan Axhound
A small clan compared to the others, the fierce warriors of Clan Axhound have been embedded in a vicious feud with Clan Whiteoak for generations.

Former Clan Riverhead
Bordering on the Great Forest, Clan Riverhead’s strict adherence to tradition and reverence for Gaia’s sacred land often puts them at odds with the more industrious Clan Ironmound.

Clan Ironmound
The shapers of the finest steel on Mardrun, Clan Ironmound took their name from the rich iron deposits in their territory.

Former Clan Squallborn
Though they cannot match Clan Stormjarl in size or military strength, the history of Clan Squallborn as sailors drastically increases the influence of the small clan.

Clan Goldenfield
Expert farmers, the populace of Clan Goldenfield takes more pride in working their fields than defending them, often relying on the service of more militant clans to protect their lands in exchange for food during trying times.

Clan Shattered Spear
Warriors through and through, the people of Clan Shattered Spear have served as a barrier between the Dirge Swamp and the southern clans throughout recorded history.

The Clanless
Several packs do not owe allegiance to any clan, opting instead to follow their own path and seek out their vision of the greater good.

Titles of Prestige and Peerage

How does one become Titled in our game and what does that mean?

Titles are not just for NPCs in our game; players can also work towards their PCs earning titles. There is common confusion over “what a title is” especially when it comes to player created content or Organizations/groups that have their own titles and rank. These are not recognized by the official Titles of Prestige/Peerage.

To earn an official “Sanctioned” Title, a PC must work towards various goals in the game world and become recognized. PCs may become well known by other players, but it isn’t until a PC strives for recognition with the NPC entities of the world that they can legitimately earn/claim sanctioned Titles. To become a Squire, you must find a Knight and serve them. To become a Baron, you must pledge fealty to an NPC group. To become a Named Ulven, you must have deeds witnessed by someone of note. The various methods for achieving each title, the ways to become recognized, and the responsibilities that are expected by having a Title, will vary.

Titles can also be taken away for various reasons, such as being derelict of duty or failing expectations by NPCs that the PC is now a “larger part of”. Some Titles may also be awarded as prizes, such as earning an Edler Title from winning a market faire tournament.

Some sort of NPC person or group will “officially recognize” a PC, representing a sort of “Let Me Clarify” moment that allows a player to know a Title being granted is official. This then allows that PC to use that title in social encounters. The link to the PC’s Bio on our wiki will then be updated with the official Title.

Key Points, circa August 266

The following titles of Prestige, Peerage, and Ulven titles are not an exhaustive list of titles in Last Hope. Each and every Kingdom on Faedrun would have had an extensive and most likely complex system of titles that they used. However, most of these systems did not survive the trip over to Mardrun. With a mixing pot of kingdom backgrounds all smashed together in one small continent, the titles became obsolete.

In August of 266, Lord Baron Richards of the City-State of Newhope, as part of the infrastructure building initiative of the colonial territories, has put in motion a plan to standardize titles of prestige and peerage on Mardrun. Anyone with titles worth noting have been encouraged to come to Newhope territory and have their title “converted” to the appropriate title in this system and receive approved documentation is necessary. What this has done is streamline down the titles into an easy to handle an easy to remember system that Mardrun as a whole can recognize.

Titles of Prestige (Non-Nobility):

These are earned like service awards or recognition. They hold meaning and are important, but are not actual ranks of nobility. Recipients of titles of Prestige are recognized but do not own territories (save for a Baronet) or have responsibility to the overall nobility structure. All titles of Prestige, save for Squire/Esquire, will have official papers drawn up explaining the achievement to earn such a title.
Ranked lowest to highest.

Squire/Esquire
Pledged service and oath to a Knight, Knight-In-Training. This holds no actual prestige as there could be many squires, but shows more of an intent to earn prestige or status.
Addressed in a formal capacity as “[Name], Squire to [Knight’s Name].”

Edler
Small title, recognition of some sort for almost anything (martial/political/economic service). Mainly a “This is a person of note”. There are many Edler titles awarded to individuals and this title of prestige would be the absolute minimum needed to gain influence towards a Title of Peerage.
Addressed in a formal capacity as “[Name], Edler of [Noble’s Name].”

Knight
Requires martial prowess, exceptional service, training in combat. Commonly a stepping stone before earning a title of Peerage, usually awarded to army commanders, distinguished soldiers, and elite bodyguards. Knighthood is awarded to more for the sake of the realm and not the sake of the individual noble, but their papers will dictate which noble awarded them their Knight status.
Commonly addressed as “Sir” or “Dame”.
Addressed in a formal capacity as “Sir/Dame [Name], Knight of [Kingdom/Territory/Realm].”

Baronet
Given land or a single settlement to maintain. Commonly addressed as “Sir” or “Dame”. This prestige could be awarded for exceptional service or longstanding fealty to a noble. Baronet would be the highest esteem someone could get without true nobility and is reserved for the most trusted allies and companions. A Baronet wishing to become a Noble could “release their fealty” by purchasing it from their Noble.
Commonly addressed as “Sir” or “Dame”.
Addressed in a formal capacity as “Sir/Dame [Name], Baronet of [Noble’s Name].”

Titles of Peerage(Nobility):

These are earned through lineage transition or exceptional rewards for service. No individual can gain a Title of Peerage without at least first accomplishing a Title of Prestige first. They hold meaning and are important and are full ranks of nobility. Recipients of Titles of Peerage are recognized and must own or be in charge of land/territories and have responsibilities to the overall nobility structure. All Titles of Peerage, will have official papers drawn up explaining the achievement to earn such a title.
Ranked Lowest to Highest.

Baron/Baroness
A Baron/Baroness is beholden to their Kingdom/City-State and it’s rulers. A Baron/Baroness is a ruler of a single settlement/village (minimum size of a single faction). They are expected to aid the kingdom in any way they can. The title would carry a commanding weight with those of a lesser rank but their word would be given an amount of trust with those of equal or greater station. Their lands are known as a Barony.
Commonly addressed as “Lord” or “Lady”.
Addressed in a formal capacity as “Baron [Name] of [Kingdom/Territory/Realm].”

Count/Countess
A Count/Countess would rule over a grouping of close settlements/villages (about 3-5) which is known as a County. This would also be a larger area of land than a Baron/Baroness would be given. A Count/Countess would be in charge of protection and taxation of these lands but the extra people could be called upon to serve their County. They are beholden to a Kingdom or City-State. They would carry a commanding weight with those of a lesser station and their words would carry a bit more trust with those of equal and higher station.
Commonly addressed as “Lord” or “Lady”.
Addressed in a formal capacity as “Count/Countess [Name] of [Kingdom/Territory/Realm].”

Marquess/Marchioness
A Marquess/Marchioness would rule over a settlement on the border of the Kingdom/City-State and is expected to defend the Kingdom from invasion. This would be a border shared with another kingdom not just an empty border. They would rule over equal or potentially less land than a Count/Countess but because of their expected bravery and duty they are given higher station. Again they may have a commanding presence with those of a lower station and given a good deal of trust by those of equal and higher station.
Commonly addressed as “Lord” or “Lady”.
Addressed in a formal capacity as “Marquess/Marchioness [Name] of [Kingdom/Territory/Realm].”

Prince/Princess
Prince/Princess is the station of the children of Nobility of a rank of Duke/Duchess or higher. Heir Apparent would be the title of a Prince/Princess who is the next in line for a title and Crown Prince/Princess is the title for one in line for the title of King.
Commonly addressed as “Your Highness”.
Addressed in a formal capacity as “Prince [Name] of [Kingdom/Territory/Realm].”

Duke/Duchess
A Duke/Duchess is the title granted to any noble on the Council of the City-State of Newhope. Each Duke is responsible for one of the 10 districts of Newhope but may acquire additional lands outside of the city. They could claim territories made up of 5-10 settlements/villages called a Duchy. They are the highest rank in Newhope and second only to the title of King/Queen.
Commonly addressed as “Your Grace”.
Addressed in a formal capacity as “Duke/Duchess [Name] of [Kingdom/Territory/Realm].”

Grand Duke/Grand Duchess
This is a Duke/Duchess given a special station such as the head of the Newhope Council of Ten.
Commonly addressed as “Your Grace”.
Addressed in a formal capacity as “Grand Duke/Grand Duchess [Name] of [Kingdom/Territory/Realm].”

King/Queen/Emperor/Empress
A King/Queen rules over a Kingdom and all of its nobles. The title of Emperor/Empress is used to mean “a King of Kings” meaning one who rules over multiple kingdoms.
Commonly addressed as “Your Majesty”.
Addressed in a formal capacity as “King/Queen/Emporer/Empress [Name] of [Kingdom/Territory/Realm].”

Ulven Based Titles:

Ulven do not recognize titles the same way that humans and Syndar do. There is a very defined hierarchy (pecking order) of what status has more say than another. Ulven that earn a Name Title, Station Title, or Deed Title are not individuals that gain authority over others but by default may gain some due to the recognized abilities, clout, or personal glory of the titled individual.

Ulven that earn any of the Authority Titles (Hersir and beyond) are respected as leaders and are expected to be leaders regardless of their history or supporting skills. Where a human noble would be scrutinized and heavily kept in check by other nobles (and up and coming nobles right behind them) the Ulven have a much simpler look at their leadership. This follows a “You have earned this title of authority; therefore, you have earned the right to lead”.

All Ulven titles, regardless if personal or authoritative, are sought after and earned through deeds recognized and publicly acknowledged; none are awarded as some sort of barter or contractual deal. However, Ulven do not carry papers or official documentation that proves their titles. The proof of a title is the ability to verbally state their title and the deeds done to earn such a title after being officially recognized by someone in a worthy leadership role within a Clan. While uncommon, an Ulven that has a title questioned must be able to recite the source of acknowledgement, making the act of granting titles something that is not taken lightly as the awarding individual’s own credibility could become suspect. It is highly taboo in Ulven society for anyone to deceive another regarding their titles.

Ulven Naming Conventions / Introductions

Ulven will commonly ask “Who are you?” during social, political, or martial encounters with one another. This is a social invitation to recite their name and their titles for those assembled. It could be two combatants squaring off to just each other or two political delegates speaking in front of hundreds at an assembly. Is it also just as common for an Ulven to open a public statement/boast/claim with “I am…” and recounting their full name with titles but this is usually during moments when lending their credibility or clout to the proclaimed words is important.

The normal naming structure, based on the titles below, are used as follows to introduce yourself (and therefore your “worth”) to others:

  • Formal: [Name] the [Name Title],  [Authority Title] of [Pack/Clan],  [Station Title #],  [Deed Title #]
    • Note: It is common for an Ulven to have more than one Station Title and/or Deed Title, each of which are recounted during introductions.
  • Informal: [Authority Title] [Name] [the Name Title]

When an Ulven rises to the rank of Priestess or higher, the expectation of their name changes drastically. All Station Titles and Deed Titles are no longer used as the entire weight of their clout is focused on their current Authority Title and their Name Title is only used in informal settings or not at all. This evolution shows the focus on the Pack or the Clan and less on the individual. However, Station Titles and Deed Titles are still retained, and possibly still earned, to be used again should the individual no longer hold those higher Authority Titles.

  • Formal: [Name], [Authority Title] of [Pack*] of [Clan]
    • Clanleaders and High Priestesses remove the [Pack*] part and only introduce themselves as part of their Clan.
  • Informal: [Authority Title] [Name]

Being Named [Name Title]

An individual that acts in a profound way can become “Named”. This could be due to continued exceptional service to a cause but it is almost always based on a single defining moment of glory. Being named is a note of worth for the individual but does not come with the expectation of leadership and higher station that comes with the titles of authority. Any individual person Named can only ever be named once. Being named is usually the first step on the journey for more titles and positions of authority in most Ulven organizations but it is not required to do so.

Honorifics [Station Title]

Diplomatic, skill, or duty recognized positions deem as honorable and important to the individuals immediate influence (like a Pack or Family) are called “Honorifics”. These can vary dramatically among the Ulven people but are lumped into a minor category that is given a “nod of respect/recognition” when dealing with other Ulven or people within their normal social circle. Honorifics can be self-given or granted by others as applicable. It is not uncommon for an Ulven to claim an Honorific of their current duty and also the last most recent significant role that they upheld, similar to a “job resume” of sorts.

  • Some examples are Skald, Ambassador, Daughter of Gaia, Truthseeker, Quartermaster, Huntmaster, Weaponmaster, Lorespeaker, Runeseer, Ulfednar, Viknar, Hirdman, etc.
  • The role of “hunting pack leader” and “war pack leader” are not earned Station Titles but are instead temporarily roles granted for a singular purpose. It is common for an individual to earn a Name Title or Deed Title from any exemplary efforts during their times as a group leader, but as a standalone role it is not added part of an Ulven’s name. In some settings, an Ulven may add “and I am currently a war pack leader on the eastern border” as a job description to others should it be relevant but that is usually denoted during the continued conversation and not part of the Ulven’s claimed name and titles.
  • Honorific titles are ones that add context to someone’s character by showing experience but only Name Titles, Authority Titles, and Deed Titles are usually weighed for judgement of “worth”.

Moments of Glory [Deed Title]

The last non-authority-based title that can be earned are called “deeds”. Deeds are action oriented, requiring the individual to do some sort of greatness or profound thing that is witnessed by others. Where a warrior might fight, one who earns a deed would lead a defining charge or single handedly turn a battle. Where two Ulven may duel in a profound moment of honor, only those who would survive a Maw of The Wolf (duel to the death) would earn a deed for it. A warrior may fell many Mordok, but only someone who kills an Alpha or a Shaman would earn a deed from it. Deed Titles hold considerable weight on the clout, personal glory, and influence of any Ulven and the judgement of their ”worth”. Where Station Titles focus on job experiences, Deed Titles focus on exceptional moments and notably accolades.

Hersir [Authority Title]

A Hersir is a distinguished person in Ulven society, usually due to some sort of recognized feat. This commonly comes from combat service but some ulven are known to have great force of will and be recognized for exceptional skill or service. A Hersir’s actions reflect the honor of the awarding entity and there is a responsibility to maintain it to avoid tarnishing the greater honor of the group. Hersir’s are not “nobles” per se, and the closest human equivalent would be an Edler or a Knight.

Jarl [Authority Title]

The upgrade to Hersir is a Jarl, as no Ulven that is not at first a Hersir would even be given the title of Jarl. A Jarl is put in charge of some sort of responsibility (ships, people, land, commerce) and reports to a Packleader or some sort of appointed leadership. Except for rare instances, a Jarl oversees and manages people of varying size and scope. Due to the number of Packs in Ulven culture and the commonality of Packleaders and Priestesses, Jarls are not a common practice among the Ulven. Most Packleaders would rather rule over their own territories themselves and not bring others in to share the honor and the fame. However, larger territories such as Clan Stormjarl, Clan Nightriver, and Clan Grimward have a much higher presence of Jarls due to their sheer size, as some territories or duties are deemed too vast for a single person to be able to manage.

  • Commonly addressed simply as “Jarl”.

Champion [Authority Title]
This highly specialized position carries with it the weight of the Authority Title that grants it. Only a Packleader or Clanleader may name a Champion, and each may only name one, respectively. While technically not a position of Authority, others are expected to honor this title and support them in whatever they need to accomplish their goals.  Only a Pack or Clan’s enemy would turn away a Champion lest they dishonor themselves and no reasonable support would be denied upon a Champion’s request. Most commonly, a Champion would be chosen to fight in an honor duel where the matter of the entire Pack or Clan is at stake. If a Packleader of Clanleader knows that they are not the best martial choice, naming a Champion to fight in their stead would submit the Pack or Clan’s fate to the outcome of the martial contest. In rare instances, a Clan may choose a Champion for wounded honor that demands vengeance, which is seen as no higher honor to a warrior of that Clan. This form of Champion maintains this title and position not for one martial contest, like an honor duel, but instead until the Clanleader and High Priestess deem their deeds worthy enough to avenge the Clan’s wounded honor.

Priestess [Authority Title]
Each Pack can appoint one Priestess. A Priestess must be a Daughter of Gaia with magical ability of some sort whose sole focus is the spiritual needs, training, and magical abilities of their Pack. Because of the expanded duties and expectations of service to others, a Priestess no longer carries the title of an honorific; they are expected to be well rounded in the management of their assigned responsibilities. Although second to a Packleader, it is very common that a Priestess has almost equal authority in their Pack. The “weight” of this title is based on the size of the Pack.

  • Commonly addressed simply as “Priestess”.

Packleader  [Authority Title]
Each Pack can appoint one Packleader. A Packleader must be an ulven who is able to fight but does not need to be focused around fighting. No Packleader is recognized as a leader if they are unable to defend their Pack from harm, but the primary responsibility of a Packleader is organizing, managing, and leading the people and settlements in their Pack. A Packleader’s word has the final say in their Pack, but a Packleader will always work closely together with a Pack’s Priestess. The “weight” of this title is based on the size of the Pack.

  • Commonly addressed simply as “Chieftain/Chieftess”
    • This notable removal from the regular common address names for all other high-tier Authority Title positions is in part a nod of respect to the Pack focused origins of the Ulven people before Clans were formed. It is not uncommon for a Packleader to refer to themselves as “[Name], Chieftain/Chieftess of [Pack]” and this is seen as interchangeable with “[Name], Packleader of [Pack]” and is treated as such.

 

Warleader [Authority Title]
Each Clan can appoint one Warleader. The Warleader must be an esteemed and recognized warrior within that Clan with plenty of fighting skill and experience. They are responsible for the martial prowess and honor of the entire Clan and the overall mobilization of warpacks and warriors on a larger scale. An ulven must defeat the current Warleader in a highly ceremonial and brutal honor duel and if defeated, must relinquish the title. This challenge is never made lightly and the stakes  are high for both combatants. Although an incredibly rare exception, a Warleader can willingly step down from the position without an honor duel, but this move is highly scrutinized and judged to deem if the cause is worthy. Found lacking, the former Warleader could be branded and banished from their Clan for “so easily setting aside their martial oath and pledge to the Clan’s honor”.

  • Commonly addressed as “Warleader”.

High Priestess [Authority Title]
Each Clan can appoint one High Priestess. A High Priestess must be a Daughter of Gaia with magical ability and usually has served previously as the Priestess of a Pack. This position oversees the spiritual needs and Daughter of Gaia training of the entire Clan, frequently working closely with the various Priestesses under her charge. They assist with management, political structure, and diplomatic negotiations of the Clan. Although second to a Clanleader, it is very common that a High Priestess has almost equal authority in their Clan. Unlike the Priestess of a Pack, the authority of all High Priestesses is recognized equally among the Clans regardless of their Clan’s size.

  • Commonly addressed as “High Priestess”

Clanleader [Authority Title]
Each Clan can appoint one Clanleader. A Clanleader usually has served previously as the Packleader of a Pack, but rare instances have put a noteworthy individual into this position of power without first overseeing a Pack. A Clanleader oversees the management, political structure, and diplomatic negotiations of the Clan. A Clanleader’s word has the final say in their Clan, but a Clanleader will always work closely together with a Clan’s High Priestess. Unlike the Packleader of a Pack, the authority of all Clanleaders is recognized equally among the Clans regardless of their Clan’s size.

  • Commonly addressed as “Clanleader”

Storyline & Background Info

THE HISTORY AND TIMELINE OF LAST HOPE
Here you will find a rough summary of the timeline of events in the Last Hope storyline. This will be updated and periodically changed as new information is brought into the game world.

Although the calendar begins at Year 1, there have been numerous human and syndar calendars that have existed for millenia. The momentous occasion of the two races meeting on Faedrun for the first time had begun to be referred to as a “new era” and some began to adopt what has been known as the “Commonalty Calendar”. It has been the simplest calendar to survive the ravages of the war on Faedrun and is the most common one used to date.

Year 1 – Humans and Syndar meet each other for the first time and conflict erupts, mainly border skirmishes and small battles. The May’Kar reach out to the Syndar Kingdoms in an attempt to open up communications between the races. The new calendar begins, representing a brand new age for the combined races of Faedrun.

Year 2 – An short age of expansion and conflict begins as Syndar technology is learned and humans encroach on Syndar lands.

Year 4 – Human and Syndar kingdoms mobilize for full-scale war.

Year 5 – After the Battle of Grayfield, a truce is signed between the Human and Syndar nations. Full scale war between human and Syndar nations is avoided.

Year 197 – The undead are sighted in the region of the Richtcrag nation and the Nara Pentare. Reports are dismissed as the situation escalates very quickly.

Year 199 – The Nara Pentare is decimated as a whole and the barbaric Richtcrag tribes are either swallowed up by the undead plague and penitent or scattered farther south.

Year 200 (Old World Event: 2011) – The Undead Plague begins large scale on Faedrun. The 5th Regiment holds out against the penitent and undead and waits for reinforcements.

Year 201 (Old World Event: 2012) – The 5th Regiment, stationed around Barnmuth, train new soldiers and coordinate defenses against the undead army. The elite Vandregon Rangers and the mysterious clerics of the May’Kar join them. Powerful undead, such as the Revanent and the Banshee, rip through the Vandregon lines but the 5th holds.

Year 202 (Old World Event: 2013) – The 5th Regiment abandons Barnmuth after a massive army of undead and penitent move into the area. The 5th regroups and waits for reinforcements at another village and begins training new troops. Mysterious and powerful undead are discovered and clues to finding new ways to fight the undead’s dark energy is discovered. The 5th goes to battle against the Banshee and the Revenant, greater undead that have followed them from Barnmuth.

Year 203 (Old World Event: 2014) – The 5th Regiment learns of a ritual to destroy some of their undead foes, and in a pitched battle they lose the garrisoned keep. Commander Calder is killed in the battle and the 5th retreats to a safer location.

Year 204 (Old World Event: 2015) – Relentlessly pursued by the undead following the loss of their keep, the 5th Regiment finally receives reinforcements: a May’Kar paladin and his entourage arrive to take command, train the existing troops, and fight against the undead. Despite his best efforts, desertion by a number of soldiers and defection of several mages into the Cult of Anguish put the 5th on the defensive once again, with many of the soldiers remaining with the Paladin in a last stand against the Revenant to buy time for the others to escape.

Year 205  – As the undead plague spreads and ravage the Syndar lands, the human and Syndar kingdoms finally joined together in the Grand Alliance.
(Old World Event: 2016) The 5th Regiment conducts military operations against the local penitent forces while waiting for reinforcements from the newly formed Grand Alliance. After a pitched battle and numerous successes, the 5th Regiment is able to hold out long enough to send a number of survivors from the Regiment to Vandregonian Strongholds. In their possession is a Hellenstone; a special rock artifact that has immense potentials as a weapon against the magic of the undead. Suffering immense losses, the 5th Regiment is absorbed into other military forces in the Grand Alliance… the story of the 5th Regiment of Vandregon ended with their noble sacrifices.

Year 210 – The Syndar Kingdoms begin to retreat farther north and secure their borders in an attempt to stop the undead plague.

Year 235 – The May’Kar Dominion betrays the other kingdoms and joins the penitent and undead. The Army of Vandregon splits into a Northern and Southern army to deal with this threat. The Yabuntu begin to emigrate out of their homelands and into the hearts of Vandregon and Aldoria to avoid the front of the May’Kar battles and to continue to help provide weapons and armor to fighters.

Year 250 – The continent of Mardrun is discovered and the colony of Newhope is started. The Ulven are discovered and the fighting breaks out between the colonists and the Ulven. Plans are immediately put into place by the Order of Arnath’s Fist to build a fortress on the new continent, called Starkhaven. [This is the earliest that a colonist PC could have travelled to Mardrun (other than the Phoenix)]

Year 251 – The colonists of Newhope and the Ulven form a truce and the fighting stops.

Year 252 – The May’Kar Dominion is finally defeated and almost its entire population killed by the Northern army of Vandregon.

Year 253 – The Kingdom of Aldoria is crushed by the undead and destroyed on Faedrun. This event starts a series of events known as “The Fall”.

Year 254 – The Southern army of Vandregon is decimated by the surge of troops and undead from the Aldorian population on Faedrun. A series of ships launch carrying as many survivors as they can, their arrival on Mardrun is the last that’s seen for years. [This is the latest that a colonist PC could have travelled to Mardrun]

Year 260 (2011) – Starkhaven is almost complete, the first heavily fortified settlement on Mardrun, when the Order slows down construction due to economic strain. Major shift in Mordok behavior is observed, as more adventurers explore the Dirge and try to understand the Mordok. Tensions mount between the pro-colonist and anti-colonist Ulven. Small settlements of colonists continue to expand across the continenent and the first signs of organized bandit groups are noticed.

Year 261 (2012) – A boat arrives from Faedrun but the passengers and the message they bring is unknown. Ulven Civil War breaks out with Clan Nightriver and Clan Grimward rallying for opposite sides. Rumors and sightings of a Syndar leading the Mordok run rampant through the settlements. Undead are discovered on Mardrun but the Coalition forces move quickly and hunt them down, destroying the lich which led them through the use of a relic known as a Paladin Blade.

Year 262 (2013) – Clan Grimward invades the western Watchwolf Clan territory; small skirmishes take place between the two all year. Trade routes are expanded as caravans request more guards to protect them from Mordok and bandits. The Nobles of Newhope and the leaders of the other Colonies discuss how to become more involved in the war effort. A concentrated effort to learn more about the Mordok and the Syndar that has been sighted with them result in several Dirge Swamp expeditions; although dangerous, clues and mysterious texts are found. Clan Grimward invasion of the western Watchwolf Clan territory stalls and then is beaten back by Coalition forces. Clan Grimward and their allies launch a massive invasion of Clan Stormjarl.

Year 263 (2014) – As the year began, delegates from among the coalition and various neutral clans met to discuss the future of the civil war threatening to tear the continent apart. While many still refused to take a side in the war, a number of smaller clans pledged allegiance to Nightriver and the Coalition in the fight. An honor debt from decades ago was called in shortly thereafter, enlisting the Longfang warriors to defend Stormjarl lands against the imminent Grimward invasion in a bloody battle near Black Wolf Creek. The Stormjarl defenders stood their ground, though many lives, including most of the Longfang elite Ulfednar were lost in the melee. Later, following the passing of their Runeseer Soulveig, Pack Longfang witnessed a new threat emerge: the Red-Eyed Syndar, a familiar face near the Dirge Swamp, emerged leading a large, coordinated group of Mordok near the outpost. He performed a powerful ritual to corrupt the very earth before taking his leave, and it has been all the Daughters of Gaia can manage to merely contain the site. As the weeks drew on, the Red-Eyed Syndar continually harassed Onsallas, capturing victims and corrupting others, swiftly leading to the turning of Captain Morty of the Pirates of New Oarsmeet and fueling fears from a vast number of Ulven. After discovering a strange orb that seemed to predate Onsallas itself, many scholars and magic-users came to investigate the device: many wanted to unlock its secrets, others felt that it had been buried for a reason and should not be tampered with. The research continued, for better or worse, as did the war. A number of Coalition raids on Whiteoak villages were executed as the winter began to set in, catching the defenders off-guard and striking deep against Clan Grimward’s largest ally. As bandits and unsavory sorts began to amass in the areas near Crow’s Landing, even greater trouble was brewing in the Great Forest. Mordok, led by Captain Morty, had been targeting high-profile individuals in the area, growing bolder and more brutal. They were confronted by a hunting party established to investigate the occurrences, though the hunters were tricked, resulting in nearly half their number being run down and torn apart by the Mordok.

Year 264 (2015) – Haygreth Grimward doggedly pursues his conquest of Mardrun, having led a rather successful campaign into Stormjarl territory, and begins setting his sights on Clan Watchwolf’s western settlement. Despite the valiant efforts of the Coalition, their aid was too little, too late and the settlement fell to Grimward occupation. Riding this momentum, Grimward pressed Clan Ironmound to either join them or sign a declaration of neutrality, hoping to keep them from siding with Clan Nightriver, although that was the final outcome. More research had been done into the strange orb found near Onsallas Outpost, which led adventurers from both sides of the war on a hazardous, joint expedition deep into the Dirge Swamp. Inside, they found evidence of a generations-old conspiracy enacted by a group known as the Lorespeakers, turning the concept of the Ulven Way on its head. As the war reignited following this discovery, Grimward found themselves in a desperate situation and were forced to gamble their conquest on a risky surprise assault into Nightriver territory. The combined forces of the Coalition repelled the attack, and forced Grimward to agree to a peace treaty, effectively ending the war.

Year 265 (2016) – With the war now at an end the world begins to recover, however some are not willing to let go of what they gained. Soldiers in Daven’s Hold refusing to give up an entire village in Clan Ironmound territory, however such selfish desires were denied thanks to those helping Clan Ironmound with their supplies shortage. The political dinner in New Hope was set to deliver reparations to those who signed the peace treaty, however Clan Stormjarl and the Colony of New Aldoria refused to accept a single silver as a sign of protest due to their views of how unfair it was to Clan Stormjarl.
Even though one threat ended, a new threat emerged. In Hazemane Village, Mordok descended upon those attempting to repair their home and with them, a new and deadly weapon, Creeping Corruption. With never before seen organization, these Mordok began to spread an affliction that would soon plague much of Mardrun. Throughout the year, many tried to find ways to combat the deadly Creeping Corruption, there were some attempts that were successful, but at great cost or too demanding of any one person.

Year 266 (2017) – As the year begins, the City-State of New Hope initiated its Great Works, a series of projects to help improve the infrastructure of their lands and cities. Including bringing Daven’s Reach back under their control from Bandits.
In the middle of Mardrun, Clan Riverhead is faced with a sudden and unexpected army of Mordok. Their cries for aid were heard and with that aid are able to hold back the tide of death just long enough for their people to retreat into neighboring clans.
During the summer of that year, Prince Ayln, Clan Stormjarl, and many allies decide to gain what is owed to them sending an invading army into Clan Squalborn territory. While Clan Squalborn pleads and asks for aid, no help came to them.
Throughout the year, many people continued to research and attempt to find a cure for the Creeping Corruption. However, in November there was a breakthrough and a cure was discovered. With this new discovery, the people of Mardrun started to recover from the magical plague that ravaged was ravaging them.
After their annihilation of Clan Riverhead, the Mordok took up residence in the Great Wolf’s Hackles and the Great Forest. This eventually pushes the clans to host a Grand Moot, and it is decided the Ulven People will begin their war with the Mordok.

Year 267 (2018) – An honored few Ulven warriors are selected to fight the Mordok in the Great Forest for the honored and sacred Great Wolf’s Hunt. During these battles, ulven warriors gained immense renown by clearing out the mordok in the Great Forest despite brutal resistance.
The focus of the Ulven people shifts towards creating the Shield of Mardrun; a defensive line of outposts to the north along the Dirge Swamp. Clan Shattered Spear, specifically Pack Dawnrock, blitzkriegs its way through the Mordok lines. Shattered Spear forces soon come to a sudden grind against the Mordok war machine. However, after tenacious effort and immense coordination of resources, supplies, and construction efforts the Shield of Mardrun is well under way.
Midway through the year; the colony of Starkhaven is rocked as a “civil war” breaks out between several of its Chapters from the Order of Arnath. After a brief and bloody confrontation, the battle is ended, the Hand of Arnath dead, and the foundation is laid out for rebuilding in a new and progressive direction for both the Order of Arnath and the colony of Starkhaven.
Along the eastern side of the Shield of Mardrun, Clan Whiteoak presses back against two war-fronts. One front is the more serious threat to them, the Mordok, while the second came from their southern borders, Clan Axehound who has been continuously raiding them. However, a pack consisted of both Whiteoak and Axehound, known as Pack Redwind took a stance and made their voice known on trying to bring peace to both clans. Talks between the pack leaders began but their efforts were ended early when they were killed by mordok. Their stories lived on about how they fought together to the end, emboldening Ulven from both Clan Whiteoak and Clan Axhound to finally come to terms with peace.
Once winter set in, full scale war began as forces from all across Mardrun march against the Mordok of the Dirge Swamp. They were met with numbers and coordination unheard of from the Mordok. Using tactical maneuvering, sound logic, and commands the Mordok were not only able to hold their ground, but push back against their invaders. Unusual Mordok, walking upright and causing frenzy among their kind, were witnessed. Thousands of dead lay frozen in the swamp as the two armies assaulted each other with ferocious brutality.
The Ulven army wisely chose to reorganize, take up a defensive position, and then fall back to the Shield of Mardrun. They were able to hold the line as supplies, wounded, and lost warriors found their way back to the outposts of the Shield of Mardrun.

Year 268 (2019) – The year was fraught with peril of looming conflict between clans, the influence of political machinations of the colonies, and quests of knowledge by those who occupied Mardrun. 

The first part of the year followed a group of Celestial Arragones’s researchers as they went on to puzzle out why there are some Syndar artifacts littered  over the continent. They went into the dangerous Clan Grimward territory and discovered Syndar did visit and stay on this land in the far past, researching how to stop the Siphoning. They then found one of the devices that the Syndar developed deep in Riverhead lands, however it was surrounded by undead from the previous war with the Mordok. Once they discovered and unlocked more of its intent, they were led to the Dirge Swamp by a tip from a Syndar under an allias. Once there, they had to pay a terrible price to learn the truth of their questions: What laid in the area called the outlands, and the answer shook the foundations of everything the ulven believed…

The second part of the year was filled with political intrigue as it focused on the growing settlement of Silver’s Crossing. Many groups influenced the area in attempts to swing the settlement into their own grasp of power or influence. However this wasn’t the only political scheming occurring in the colonies as the Council of Six, the Council of Three, and Prince Aylin attempted to reign in and bring in many outlying settlements and groups under their banners. By doing so, these groups gained and solidified their positions in “The Game” and gathered more allies, and maybe even created a few enemies. 

The final part of the year focused on ever growing tensions between Clan Stormjarl and Clan Grimward. With Clan Stormjarl’s wounded honor on the line, they were willing to go to war to save not only their honor, but those who were honorbound and the lands that were taken from them. In the end, thanks in large part to mediation by Clan Nightriver, the two Clans were able to come to a peaceful agreement that ended the fighting and saw Stormjarl sign the treaty that had ended the Civil War years ago. Furthermore, Clan Squallborn decided to bare its throat to Clan Stormjarl in hopes of having its people survive the oncoming winter. This was not taken well by the packs of Clan Squallborn and an ancient tradition called the Attenjav was issued, with packs wishing to seek their own path rather than be absorbed by the clan that put them in this situation in the first place.

 

Year 269 (2020) – Coming At Some Point. (It was 2020…give us a break.)

 

Year 270 (2021) – A long planned expedition set off to the center of The Dirge Swamp lead by a Newhope Research team under the employ of Celestial Arragones to take readings in an effort to learn the magical and natural history of the Dirge and corruption. This expedition coincided with one undertaken by The Order of Arnath to locate and retreive a Hellenstone, a mysterious magical stone with properties that could be used to battle The Undead. Both goals were successful. The Order had their stone, and a great deal of information was learned about the origins of The Dirge Swamp. Arragones released a proclamation stating that the Ancient Syndar were heroes who captured the being that is now known as The Mother to keep her from spreading corruption across the continent, but soon after a letter began to circulate stating that Arragones was withholding the true story. This writer claims to have been present in The Dirge during the expedition and says that the Ancient Syndar were not actually heroes who captured The Mother, but instead the ones who brought her to our plain of existence in the first place in an effort to harness her power for experiments. They went on to explain that the Ancient Syndar used her power to create a powerful hybrid-race of Syndar and Ulven and when the Mother escaped her containment she corrupted these offspring and turned them into The Mordok.

The Ulven people as a whole were taken aback by this information and grew upset that Arragones would attempt to hide the truth of history, though most Clans pushed for a measured response. The Clans pooled their resources together and outfitted an expedition of Fleetfoot scouts from Clan Steinjottun and Truthseekers from each Clan to journey the center of The Dirge and attempt to verify these claims. In the meantime, Clan Grimward shut down all of its borders to all Colonist traffic.

In this tumultuous time, Prince Aylin of Aldoria continued to put himself into center stage. He held the first annual Grand Winter Festival in which he invited people from all over the continent to come together and share their winter traditions in a hope to spread unity and friendship among the people of Mardrun. It seems though that this event was also a way for Aylin to make his stances on key issues known to the people as a whole. Aylin, in front of key Ulven representatives, condemned the actions of Celestial Arragones and went as far as to say that any member of the council who lies from their official office is no better than a tyrant. It is still too early to tell how this strained chapter will shake out, but there is no doubt that the final reports from the Fleetfoot expedition party will be big news.

 

Year 271 (2022) – Current timeline of Last Hope– At the beginning of the year a series of rumors began to swirl about brutal and violent raids on small colonist farming settlements along the Newhope borders, though no one knew who was behind them.