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Bella Shroom

PLAYED BY: Brenna Norton

CHARACTER NAME: Bella Shroom

GENDER: Female

PRONOUN(S): She/her

CLASS: Rogue

AGE: 26

RACE: Human

HAIR: Red

EYES: Hazel

OCCUPATION: The best damn cook this side of the Great Forest

KNOWN SKILLS: Cooking, Knives

BIRTHPLACE: Doesn’t get into it. She’s from a Village in Nightriver. Stop asking questions.

APPEARANCE: Usually wearing an apron or large gloves to protect from the fire, Bella is often clad in practical clothing to be ready to cook in any environment.

NOTABLE TRAITS: Would fight you for a potato. Doesn’t care if she’d lose if the potato looked tasty enough

RELATIONSHIPS: United Bulwark of Mardrun project (BoS) – Heard someone was looking for talented, brave people to help out in efforts along the Shield. Hate the thought of yall dying on an empty stomach or coming back after watching others die. Figured a good stew can go a long way.

RUMORS: Occasionally contacts the blackmarket for… harder to obtain ingredients. Just as likely to trade in food as with standard currency

BIO/BACKGROUND HISTORY:

Bella Shroom was raised alongside a roaring hearth and an abundance of food from what she can remember. Her early years on Faedrun are all but a memory as she grew and adjusted to the hustle and bustle that accompanies being a colonist on Mardrun living near Ulven territory. However, the land itself was healthy and invited all manner of flora and fauna to grow. All the nearby fields held herbs to season the meat the forest creatures gave, the water bubbled up to become stew and mead, and even the cool air helped keep food fresh for longer. Alas, she had to outshine the cooking she grew up with and decided to travel nearby townships and cities seeking new recipes and flavor combinations. All in search of her final destination – a town full of flavor so enticing she hoped to never leave.

Her travels took her far and wide, but never settling in any place for two long. Newhope, Aylin’s Reach, Bladehome… all manner of Ulven townships bringing forth unique and delicious dishes graced her travels. Occasionally, she’d stop by the small home at the border of Clan Nightriver and Newhope to check in with her parents and share some of the more interesting recipes discovered along the way. Food is best seasoned through sharing with those you care for and those you stand against opposition with – something Bella learned rather quickly during her travels in more dangerous climes.

Hearing of recent calls to aid for Clan Shattered Spear pushing back the Mordok Bella pivoted her interests: perhaps on the frontlines of battle her blooming skills could be put to the test; her skills to the skillet. Bella joined the effort under the United Bulwark of Mardrun and started the long journey north to feed those poor, flavor deprived soldiers. Her goal is simple: give a spark of light to those burdened by the defense of Mardrun through the warmth and comfort of home cooking.

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Latać Sokolov

PLAYED BY: Ryan Ulatt

CHARACTER NAME: Latać (pron: LAH-TAHch) Sokolov

GENDER: Man

PREFFERED PRONOUN(S): He/Him

CLASS: Cleric

AGE: 25

RACE: Human

HAIR: Brown

EYES: Blue

OCCUPATION: A Wandering Medic. Latać dedicates his life to the healing of others, no matter who. He charges nothing and expects no payment, after all, what time is there for payment when one is dying on the floor or recovering from a grievous wound? To further his purpose, Latać joined the charitable Golden Hand, a group of like-minded comrades who share the same overlapping goal of the free assistance of others and who have the support structure to make sure he, himself can survive.

KNOWN SKILLS: Latać is primarily skilled, or at least knowledgeable, in various medical practices.

BIRTHPLACE: Latać was born in a small village on the southwestern coastline of the Kingdom of Vandregon on Faedrun. He was the tenth son of eleven children born to the village doctor, Casimir Sokolov and his mother Masha Dragunova. He wasn’t particularly close with many of his siblings, only his younger sister of two years, Yulia. Because his parents were busy most days, either with caretaking or housework, Latać spent many of his days looking after Yulia and playing doctor, lovingly mimicking his father’s work.

APPEARANCE: Latać tries to keep as clean of an appearance as possible for a wanderer. He typically wears a cloak or coat of some sort, some gloves, and a pair of traveling pants and boots.

NOTABLE TRAITS: Latać is an ordinary fellow, his only outstanding trait is that he prefers to wear gloves to every occasion–it’s an extension of his medical profession and personal preference to keep as clean as he can.

RELATIONSHIPS: Other than his ties with his fellows of Golden Hand, his sister Yulia, and adoptive father Arend Falk, Latać has no other relationships. As a wandering medic, he goes where needed for a while then leaves. Of course, his rapport with patients is well and all, but further personal attachment is flatly rejected.

RUMORS: Latać is rumored to have murdered a man via purposeful malpractice. Who that man is varies from telling to telling, even the implements of the malpractice are different in each story. The only constant is that the murder was long and torturous for the victim 

BACKGROUND/HISTORY:

Latać Sokolov was born to a family with ten other siblings in a small village on the southwestern coast of the Kingdom of Vandregon on Faedrun. His father, Casimir Sokolov, was the village doctor. Latać admired his father’s work and would mimic his medical practices when not looking after his younger sister, Yulia.

However, at the age of eight, with the Southern Army of Vandregon being decimated by the undead horde emerging from the destroyed Kingdom of Aldoria, Latać and his family made haste to evacuate from Faedrun to Mardrun. However, on the journey over to Mardrun, the majority of Latać’s family perished from consumption and hunger, leaving him and Yulia the only two survivors. The sight frightened Latać to no end, watching his family die, falling like flies owing to sickness. The day his beloved father died, Latać vowed to become a healer and act to prevent disasters like this from happening again.

Upon arrival at Newhope, Latać and Yulia were taken in by one of the medics sent to examine the refugees from Faedrun. The kind, old doctor Arend Falk, a man with no children nor wife, adopted the two orphans; Dr. Falk took the two as apprentices to his medical work, educating them as best he could. By the age of twenty, Latać had become a knowledgeable young medic and decided to head out on a journey, to heal as many people as he can. Yulia, another promising student, decided to stay behind and help Dr. Falk in his clinic.

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Edric Haye

PLAYED BY: Tucker Burdick

NAME: Edric Haye

CLASS: Warrior

AGE: 20

RACE: Human

HAIR: Blond

EYES: Blue 

OCCUPATION: Roaming mercenary before joining the Golden Hand

KNOWN SKILLS: Armor Proficiency, Two-Handed, Tough.

BIRTHPLACE: The small village of Penshaw outside of New Aldoria

RELATIONSHIPS: Penshaw, due to his failure with his previous mercenary group, he was shunned from the town.

BIO:

Edric Haye was born in a small settlement on the rugged continent of Mardrun called Penshaw a day’s travel from New Aldoria. The settlement was plagued by frequent raids from bandits and rare raids from Mordok. The land’s untamed wilderness and the constant threat of Mordok attacks shaped Edric from an early age. Edric’s father was a fairly renown mercenary in the area and with the popularity also came the consequence of living in a constant state of possible attack. Gilbert, Edric’s father, saw that this was very mentally taxing on them, and he deemed that this area was far too dangerous of an area to raise his family, and not an environment he could see his young son thriving in. He would ultimately make the decision to move to a small port town named Birchwood and retire from his life as arms for hire. 

At the ripe age of fifteen Edric was volunteered by his father, Gilbert Haye, to join a small band of mercenaries that had been contracted to protect Birchwood, as they didn’t encounter much danger and to keep the family tradition of working as arms for hire. Here Edric learned how to fight and become a mercenary. After one year Edic’s contract was completed and he decided to form his own mercenary band, with some minor retaliation and kickback from his dad, with other young fellow fighters in Birchwood that he had become very close with. His new group was called Blacklake. Blacklake’s first mission was to escort a pretentious up and coming elite whose first thought wasn’t to invest money into his escort rather to save a few coins after investing most of his trip’s money on clothes and hearty food. While this elite was in the town news spread quickly to neighboring criminal groups where plans for an ambush were quickly drawn up to attack the small caravan after its departure from Birchwood.

The night was cold and crisp, bundled with newly hand woven and sewn garments from the young mercenaries’ parents as a wish of good luck on their journey they departed with their newly acquired employer. As the night grew on the boys became tired so they decided to take shifts watching the caravan. As it came time for Edric’s turn to watch the sun had just barely graced the horizon and the birds had just begun to sing. The grass was covered in a half-frozen dew and a light crisp breeze graced his face as he poked his head out of the wagon. A large section of his watch went well, nothing out of the ordinary, everything was quiet, the only sound that emitted from the caravan was the sound of hooves on half frozen mud, creaky wagon axels, and the occasional cough from the wagon drivers. Before his watch Edric found it very hard to get to sleep out of his pure excitement that they were finally on their first detail, let alone a detail from a nobleman, he thought this was too good to be true. This left Edric waking up groggy and unfocused by the time his watch had come around. About fifty yards down the path a small trap lay where thieves built up a sizable force ready to attack the unsuspecting caravan. The trap was a small pit dugout with a blanket of foliage covering the top. By the time the caravan had reached the trap it was too late. The front left wagon wheel of the lead wagon fell in and suffered heavy damage. This was exactly what the band of thieves had hoped for. In one instance a flock of cloaked individuals with face shrouds darted from bushes and trees lunging at the lightly defended caravan. Edric, not completely knowing what was happening, drew his sword and clashed with one of the burglars. In the commotion the rest of the Blacklake mercenaries jumped from their wagon that they were resting in half awake and hastily equipped armor. The novice fighters were no match for the veteran thieves that were attacking. Before anyone truly got their sense the caravan was destroyed. Edric, finally fending off his attacker, he would turn, ready to face the rest of this attacking faction, would spin to his horror to see the rest of his band of brothers cut down. The sheer sight of seeing his close friends sent him into a panicked frenzy, ultimately deciding to drop his weapons and dart into the dark unknown woods. In freight of returning to his town and deemed a coward he chose a voluntary exile. Edric, being as young as he was, had no idea how to properly survive in the wilderness. For the next week he would wander aimlessly through the labyrinth of trees, forging whatever berries he was taught were safe to eat during his youth, he would eventually find himself starved. After succumbing to his malnutrition, he slumped over accepting his fate. But like a holy hand extending from the heavens a group marked with purple banners and a golden hand insignia came to his aid. They offered him food and shelter, and in return he signed a contract to work for the group as a personal bodyguard for the elites of the group. To this day he still remains a loyal and unwavering guard of the group that helped him when his world was stripped away from him.

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Yrsa Gloomhorn

PLAYED BY: Kelly Timmons

CHARACTER NAME: Yrsa Gloomhorn

GENDER: Female

PREFERRED PRONOUN(S): She/Her

CLASS: Mage

AGE: 35

RACE: Ulven

HAIR: Bushy Brunette/Blonde, sometimes braided, but it is usually covered with a hood.

EYES: Green

OCCUPATION: Character lives as a Hermit with Nomadic tendencies because of her upbringing and past, but she spends her time collecting herbs and mushrooms for cooking, potions, tinctures, etc.

KNOWN SKILLS: Gathering skills, hunting, fishing, cooking, some stealth, identifying plants, mushrooms, and fauna, survival techniques, sorcery, some sword and dagger

BIRTHPLACE: Due to her upbringing, it is really unclear as to where she exactly originated, but it is speculated she either came from Clan Spiritclaw or Clan Goldenfield.

APPEARANCE: She is usually wearing a skull mask and robes, her face shrouded in mystery. She usually is adorned in natural colors to try and blend in with her surroundings. Sometimes she wears ornaments such as jewelry.

NOTABLE TRAITS: Her large skull mask is the most notable, as she seldom, if ever, takes it off. She also is eccentric and tends to have odd personality quirks, being socially awkward and blunt.

RELATIONSHIPS: She has mainly kept to herself with her “Mother”, Gudrun Gloomhorn, who was later slain by a band of Mordok. She is all on her own when she is found.

RUMORS: Many rumors, but mainly speculation of where she came from and what she looks like under her mask. Some joke that she wasn’t born at all but came straight out of the ground or sprouted from a dead log like a mushroom.

BIO / BACKGROUND HISTORY: As a child, Yrsa and her mother were banished from their clan when Yrsa was barely toddling. Her mother, Gudrun, could be attributed for Yrsa’s lack of socialization or even her lack of knowledge for her race or her clan. She was given a very sheltered life where they relied solely on the land and on simple farming out of prying eyes. Gudrun would occasionally leave Yrsa on her own, but generally speaking, Gudrun was a very invasive character who did not allow Yrsa to wander far.

As a child, Yrsa began to learn magic under her mother’s helpful hands, but she was not allowed to stray. It had to be practical and it had to help Gudrun in some particular way. Her childhood drifted more into the form of servanthood than childhood, stealing her precious early years from her. As she hit her teenage years, she and Gudrun finally settled between the forest and mountains near the Great Wolf Hackles. The home was practically underground amongst the roots deep in the forests. It could easily be mistaken for an old boulder or a clump of moss. This gave them a feeling of safety as they learned to stay quiet most nights and burn only when everything was clear.

Yrsa began to question things as she approached adulthood when she spied a traveling caravan moving through the pass and noted the families and how tight-knit they were. She found the behavior to be incredibly strange and inquired about it with her mother, who scorned her and told her to never approach people again. However, it left Yrsa pondering for many years to come about people and she would eventually make it a habit of sneaking out while her mother slept to spy on sleeping camps and caravans to watch in curiosity. Due to her ability to blend in with her surroundings, she was never caught. Until one fateful day where she spied a troop of Mordok and watched on with great intrigue. Her foot then slipped and revealed her hiding place, and she retreated back into the forest. The Mordok scrambled up the mountains to follow her. She pulled out every trick in the book for hiding, but she could not seem to throw off their pursuit. It ended poorly when she retreated into her home and roused Gudrun, warning her of the oncoming danger. Gudrun felt skeptical, but crept out to spy.

Unfortunately, this was Gudrun’s demise, as she was snatched up and brutally eliminated in front of Yrsa, who cowered in hiding. The Mordok then pillaged the house, wrenching Yrsa up from her hiding place and attacking her without mercy. After a harsh scramble, she managed to escape with a few lucky spells. However, she did have a few scars to prove it including one that was rumored to sprawl across her face.

Yrsa, broken and feeling divided, fled through the mountain pass completely alone and using her survival instincts. She traveled this way for many moons until she found herself in what she believed to be a safe haven. She carefully scoped out the area and waited for any traffic throughout the coming fortnight. Thankfully, the only thing to come ambling through the area were small game and birds. She proceeded to build another home quite similar to her’s and Gudrun’s that was very well hidden and allowed her to stay comfortable through all of the seasons. However, as the year progressed, she began to feel lonely. She began to talk to herself under her breath, and even made a scarecrow that she nicknamed “Mother” that she set up in the corner made of hay and rope.

As she stretched out her cave-like home, she happened upon many mushrooms, one of them was rumored to have attached to her and slowly chipped away at her sanity.

Just as she felt herself slipping into the realm of insanity, she was interrupted from her ramblings by a shroud of voices. The voices pulled her curiosity and she watched as her beloved “safe haven” was now being rudely interrupted by caravans that decided to make camp there. She contemplated scaring them, attacking them, stealing from them, but she remained silent in the shadows and watched on with curiosity, fear, anger, but then vast interest. A few of them sparked her interest and she began to copy their mannerisms in the shadows. She listened as a few bards sang around the campfire and felt unusually lulled. What was this peculiar sound?

When the caravan left in the morning, she felt herself thirsty for more. She decided to pack her most precious belongings and follow north in search of more people where she would observe from a distance. This would eventually lead her into the Guardians of the Wall.

She comes upon them when she once again hears the skillful sounds of an instrument ringing out from their camp. As she observes the group throughout the days, she is out of earshot and decides she must take it upon herself to nickname the members. She hurriedly rushed under her breath, “Remember what Mother Gudrun would say. She said ‘if you name them, you’ll get attached!'” But she decides to go against Gudrun’s judgement and gave affectionate nicknames for every single member. However, she may have gotten carried away when she created stories and conversations for each of them, even recreating hay dolls and communicating back and forth with them as though they were speaking back to her.

She watched over them for months, creating her own strange reality of what she believed the group was enduring, who was in a relationship with who, and carefully caring for her hay dolls. Finally, as she listened on from the shadows one night to the sound of the bards, she realized the group was melancholy. She realized that one of the members of their group, “Bubbles”, had suddenly disappeared and watched as they all lamented. She pondered where Bubbles may have gone and believed that Bubbles was jealous of a love triangle she had fabricated in her mind. As she observed the camp settling down for the night, the bard set down his lute and she found herself creeping from the shadows to take it. Once it was safely in her grasp, she slipped back into the darkness and what she believed was out of earshot. She began to pluck away at it, grumble to herself, and then pulled out the doll of the bard that she had named “Plucky”. She threw Plucky a disgruntled stare and said, “How do you make the sing-sing sound on this thing!?” The sound of her plucking roused the sleeping group, who sheepishly looked about for the missing lute. A few sent out to investigate and managed to sneak up on Yrsa, who was in the middle of plucking. When they called out a fearful, “hello?”, Yrsa froze and slowly turned her masked face toward them in horror.

She called out their nicknames, dropped the lute upon the ground, and scrambled away without much words. The group felt confused, but intrigued, as they returned feeling various emotions from concerned, threatened, to intrigued. Who was this terrifying stranger? And why did she call them such strange names?

From the shadows, Yrsa did not give up, but she did keep a good distance for some time. She realized that her new “friends” were on the lookout for her as well as for Bubbles, and she did not want to be found. At least, not yet. However, yet again, when the bards began to play, it lured her from her hiding place. This time the group sat upright at the campfire as the haggard figure with a skull mask came out of the forest. Some stood defensively, some sat there waiting for her to speak, and finally, she shrewdly growled, “Plucky stopped playing. Why did Plucky stop playing?” She then sat herself atop of a log and waited patiently. The group still sat in stunned silence, unsure of what to do with this new stranger.

Over the next few days, she did not seem to leave and did not meet direct conversations or questions very well. Anything asking what was her name, where she was from, or what her race could be was met with very simple replies. They managed to discover her name was Yrsa, that she would not take off her mask, and that she was very strange in her interactions. They could not pinpoint her race, nor did they quite understand where her nicknames for them came from, but they began to welcome her as a strange new member of their group regardless. However, she would disappear to supposedly rest before returning to the group once more. It would seem that the one thing that got her to speak was the sound of music. It would seem a great deal of trust would be needed to gain closeness with her, and the Guardians of the Wall seemed all too eager.

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Corvian Goldfeather

PLAYED BY: Raven Moen 

CHARACTER NAME: Corvian Goldfeather, generally just goes by Goldfeather

GENDER: Woman 

PREFFERED PRONOUN(S): she/her 

CLASS: Rogue 

AGE: 25 

RACE: I’olarian Syndar 

EYES: one piercing blue eye 

OCCUPATION: Scavenger 

KNOWN SKILLS: fast talking, resourceful 

BIRTHPLACE: Faedrun, near Aldoria 

APPEARANCE: Patched together appearance, looks like she was raised on the edge of a battlefield but at home in marketplace. 

NOTABLE TRAITS: Fangs, the single blue eye 

RELATIONSHIPS: What relationships do you have other PCs and NPCs?

BIO / BACKGROUND HISTORY: 

Goldfeather was born towards the end of the war. Orphaned before she could remember, her first memories are of running around the edges of battlefields, searching for rations while narrowly avoiding the undead. After years of scraping by, she realized she could get on better by selling whatever usable scrap she could find to whoever would take it. After years of this, Goldfeather caught wind of the ships making their way off of Faedrun. She hid herself amid a crowd of people clamoring to get on board, holding onto a stranger’s sleeve to appear like their daughter. 

The new continent provided ample opportunity to continue her scavenging. Whether it was collecting the remains of civil war battles or finding what she could from mordok skirmishes, the conflicts that sprang up always provided. When Goldfeather had familiarized herself with the Mardrun black market, the opportunities expanded.

Despite her skill in scavenging and success in the black market, Goldfeather’s passion lay in crafting. Watching the blacksmiths turn the busted scraps she’d find into beautiful weapons had given her a goal, to not only hoard but to make wealth. Until she can afford to start her own legitimate business, Goldfeather continues to go out following adventuring parties in hopes of finding her next opportunity. 

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Dahm

PLAYED BY: Adom Juarez

CHARACTER NAME: Dahm

GENDER: Man

PRONOUNS: He/him

CLASS: Rogue

AGE: 37

RACE: Human

HAIR: Dark blond

EYES: Gray 

OCCUPATION: Traveling merchant and trader

KNOWN SKILLS: Bartering, reading/writing, cooking, astronomy, herbalism, animal care, languages

BIRTHPLACE: A tiny seaside village somewhere in southeast Vandregon, year 235

APPEARANCE:  Plump, eyeglasses, clothing gravitates toward traditional May’Kar finery in what might be deliberately provocative toward other colonists

NOTABLE TRAITS: Always wears a silver-and-sodalite ring on his left middle finger–“it’s an enchanted ring, and its charm wards against drowning.”

RUMORS: It is said that he may have reagents for sale!

BIO / BACKGROUND HISTORY: Dahm was born in Faedrun, and spent the first nineteen years of his life there. His mother and father were both travelers–his mother, an herbalist, and his father, a merchant–who were staying in southern Vandregon for a season when his mother discovered she was pregnant. Rather than make the journey home to May’Kar, they opted to settle for a year or two in Vandregon, then return when it would be safer for mother and child to travel.

That decision saved the family’s lives, as, about two months after the baby was born, the May’Kar Dominion betrayed the world. Horrified at what their homeland had done, and not believing that their beloved king would ever cause so much death and suffering, the family opted to stay in Vandregon, turning all their efforts into producing and distributing medicines for the Vandregon armies. During this time, the family dropped their surname, to avoid the hostility they faced as May’Kar citizens.

When Vandregon fell, the family was once again lucky, and all three were able to get onto one of the ships fleeing Faedrun on account of the mother’s herbal skills and the family’s small cache of medicines.

Today, Dahm’s aged parents have settled just outside Newhope, where they continue their respective trades. As for Dahm, he has taken to the lifestyle his parents enjoyed, and spends most of his days traveling from one settlement to the next, trading goods with Syndar, Human, and Ulven alike. While he’s not as skilled as his mother, he has learned enough from her that he can craft simple remedies and cook well. From his father, he learned how to speak and read three different languages (with variable competency–he often embarasses himself in Syndarin), how to stitch a wound, and an appreciation for casual observation of the stars.

Having grown up without a connection to his own native culture, Dahm is exceptionally, sometimes defiantly, interested in anything May’Kar. (His dream is to one day keep his own camel!) This is not to say that he is nationalistic; Dahm, like his parents, struggles with the horror and shame of what the Dominion did, though the betrayal does not sting for him like it does his family. Nor is he xenophobic; Dahm grew up as a hated outsider, and so his mindset is that each person must be evaluated on their own actions and merits–he would even trade with the Mordok, in theory.

Dahm is quite fond of tea, cheese, and blackberries. He enjoys games of chance, cooking, and music from stringed instruments. He is not overly fond of peas.

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Rattlesnake JonJon

PLAYED BY: Xak Hawkins

CHARACTER NAME: Rattlesnake JonJon

GENDER: Male

PRONOUN(S): He/Him

CLASS: Warrior

AGE: 38

RACE: Ulven

HAIR: Dark Brown

EYES: Blue/Green

OCCUPATION: Madman

KNOWN SKILLS: foraging. BATTLE

BIRTHPLACE: Unknown

APPEARANCE: Disheveled with an enigmatic persona

NOTABLE TRAITS: It never takes long for people to question JonJon’s sanity

RELATIONSHIPS: none known

RUMORS:  

-He was lost in the forest since he was a child and raised by deer

-He ate too many magic mushrooms and lost his mind

BIO / BACKGROUND HISTORY: 

In the ancestral Ulven lands of Mardrun, there lived a warrior known as Rattlesnake JonJon. With a name that echoed his fierce and unconventional nature, JonJon was revered for his cunning and skill in battle. Clad in armor adorned with the likeness of venomous serpents, he struck fear into the hearts of his foes.

One fateful day, JonJon found himself wandering deep within the dense and ancient forest that surrounded his village. Drawn by an insatiable curiosity, he ventured further than any of his kin had before, delving into the heart of the wilderness. It was there that he stumbled upon a hidden grove, brimming with an assortment of mysterious and vibrant mushrooms.

Unbeknownst to JonJon, these mushrooms held an enchanting power, capable of unlocking doors within the mind and connecting mortals to realms beyond. With his insatiable thirst for knowledge and new experiences, JonJon was unable to resist the allure of these magical fungi. Ignoring the tales of caution whispered by his kin, he devoured them without hesitation.

Almost immediately, the hallucinogenic properties of the mushrooms seized JonJon’s senses, plunging his mind into a labyrinth of twisted illusions and fragmented thoughts. Reality warped around him, and the line between the physical and the ethereal became blurred. In this kaleidoscope of chaos, JonJon’s once steadfast sanity began to erode.

Days turned into nights, and JonJon wandered deeper into the forest, lost in the grip of his mushroom-induced madness. He conversed with unseen spirits, danced with shadowy figures, and waged battles against imagined foes. The forest became his realm, a twisted kingdom where serpents slithered through the trees and madness whispered from the shadows.

His pack, sensing JonJon’s absence, embarked on countless search parties, desperate to find their beloved warrior. Yet, the forest was merciless, concealing JonJon within its ancient embrace. To the outside world, he became a myth—Glimpses of a ghostly figure that haunted the tales of villagers, a cautionary tale of the perils that lurked within the woods.

As the seasons turned, JonJon’s mind continued to spiral into the depths of madness. His once-powerful presence diminished, replaced by a hollow shell of a man who muttered incoherent ramblings and gazed with vacant eyes. His pack mourned the loss of their once-great warrior, whispering prayers for his lost soul, and abandoned their search for him.

Years passed, and despite his madness, JonJon thrived.  The forest secretly had a niche for him and he had sunk into its embrace.  He foraged for sustenance and ran the beast trails at night.  He continued his dance with the fungi gods and found a somewhat symbiotic rhythm in his feral life.  He had no memory of his previous self but felt the instinctual pushes and pulls from stirred recollections at times.  

The animals spoke to him.  For a time they were his gods, and for a time after that – he was theirs.  These delusions evolved into what he perceived as a close and meaningful relationship with nature and the balance of the wilds.  Eventually, the beasts he ran beside began speaking reason to him.  They urged him to seek his own world once more.  What started as loving advice from his animal friends soon turned into looming threats.  He was welcome in their groves no longer and he felt a growing pull to leave – to seek out the civilization he long ago left behind.  

As Rattlesnake JonJon emerged from the depths of the forest, he found himself in an unfamiliar and distant land, far from the familiarity of his forest kingdom. The trees here whispered new secrets, and the air carried scents foreign to his senses. Confusion gripped his mind as he tried to piece together his surroundings and find his bearings.

With each step, JonJon ventured deeper into this new realm, guided by an instinct that urged him to seek answers and rediscover his purpose. The land revealed itself to be a place of vibrant cultures and diverse people, with large cities and serene landscapes awaiting exploration.

As he traversed through bustling streets and encountered individuals of different backgrounds, JonJon’s unique appearance and aura attracted curious gazes and inquiries. His presence, a blend of mystique and storied past, captivated those around him. Tales of his madness whispered through the lips of townsfolk wherever he lingered, intertwining with their own beliefs and legends.

Despite his confusion and disorientation, JonJon’s indomitable spirit remained. The same resilience that fueled his prowess as an Ulven warrior now propelled him forward in this new realm. He sought knowledge and sought to connect with the people and cultures he encountered, learning their ways and sharing his own tales of the forest.

As JonJon’s journey unfolded, he discovered a profound sense of liberation in being far from home. He was not sure how he knew, but the unfamiliarity of the land allowed him to shed the expectations and limitations that he vaguely remembered as defining him long ago. He embraced the opportunity to reinvent himself and to explore aspects of his identity that had long remained dormant.  While he did not remember what came before the forest, he could feel that a small grip of control had formed over his madness.  He felt.. Self aware. For the first time in many, many years.

 

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Frode Longfang

PLAYED BY: Mark Flyte

CHARACTER NAME: Frode Longfang

GENDER: Male

PRONOUN(S): He/Him

CLASS: Warrior

AGE: 33

RACE: Ulven

HAIR: Brown

EYES: Green

**OCCUPATION:**Frode is a steadfast warrior who can always be found at the front of the line. However, when in the company of friends he has been known to cook; and crafts small trinkets when left alone.

KNOWN SKILLS: A hardened warrior, Frode has improved with his shield over the years, and has been known to pull an arrow out in the middle of battle. After a battle he can usually be found taking a brief respite to regain his strength before the next battle.

BIRTHPLACE: Born in Onsallas in the year 239.

APPEARANCE: Frode always has a smile on his face when conversing with people of any race. Though it slips away when he senses an aura he doesn’t trust.

NOTABLE TRAITS: There is a tattoo of a winged female warrior on his right arm that is always visible if the weather permits.

RELATIONSHIPS: During the Battle of Riverhead Frode assisted Ragnar Riverhead out of the village. Ironically, his only other relationship to note was with that of a Syndar named Aladrin Greywood and it too involved assisting with a village. However, this was to get ale to safety in their bellies, but did include a brawl.

RUMORS: They say that if you can get him to have a drink he won’t stop until there is no mead left.

BIO / BACKGROUND HISTORY:

Frode was born in the year 239 during an attack from the Mordok. His parents knew they couldn’t protect him and gave him to the Crèche and the Daughters of Gaia that same night. Whether they perished during the fight, or just left, Frode’s parents were never seen in Onsallas again. He spent the next years of his life in the pack Crèche until he could prove he was able to take care of himself.

Having no family to go home to, other than the Crèche and the Daughters of Gaia, he matured quickly, learning to become self-sufficient at a much younger age than most. He began training as soon as he could pick up a stick. Always the loner, he would watch the warriors as they spared and practice mimicking their attacks whilst fighting a tree. Once he was caught while watching a sparring match. He was picked up by his pants and carried to the Daughters of Gaia. Upon presenting the boy to them, the warrior was informed that he had no family and was now mature enough to be with the pack. Upon hearing this the warrior smiled and bid them farewell before leaving with Frode still in tow.

The warrior brought Frode all the way back to where he had found him. He threw Frode into the sparing area and then threw a sword to his feet. The warrior declared that his name was Valengar Longfang and he was going to teach Frode how to fight. Over the next 12 years the only thing Frode did was train with Valengar. When given the option to choose what path he would follow, there were none that were surprised when he chose to continue down the path of the warrior.

While those on the path with him seemed to grow colder as they started seeing the Mordok fight, he never seemed to change. Having never had an emotional attachment to this world, Frode never let the horrors of battle weigh on him. He noticed the change in those around him though. In the year 266, in the Battle of Riverhead, Frode watched as a warrior on the brink of collapse was able to tear through a group of Mordok with his ax. The warrior was charging towards a scream they had all heard. Without giving it a second thought he ran to join in the rescue. Arriving only moments later, Frode saw the look in the eyes of the warrior he would come to know as Ragnar Riverhead, as he stared at his little sister. He had never experienced the feelings he saw in Ragnar’s eye because he had never had anyone who he called family. After assisting in the evacuation, Frode decided that it was time for him to spend some time away from the front.

Upon returning to Onsallas he started to adventure to nearby villages more. He knew if he was ever going to find a family of his own that he needed to leave Onsallas for a time. In his travels he found himself in a tavern with a Syndar named Aladrin Greywood. Having never been one to hold his tongue and having never seen a feral Syndar, Frode went right up to Aladrin and inquired about his tusks. Aladrin immediately began regaling him with his life’s story which he enjoyed more and more with each drop of ale. When Aladrin had finished his story Frode thanked him and offered to lend a sword should he ever need it. As the two of them got up both about to say they had to leave, they bumped into a patron who also had too much to drink. After a brief brawl and a few broken stools the pair quickly made their way out the door and parted ways. Although their interaction was brief Frode knew that he was moving in the right direction. He had met someone with whom he felt he could call brother. He hoped that one day Aladrin would take him up on his offer.

Having never visited a tavern before the other night, Frode wondered if this was something that happened often. The following night he decided to go to a different tavern. While he did not find another person to whom he could converse with at the level of Aladrin, he did find Mead. As he consumed the golden nectar he began conversing with everyone in the tavern. Ale may have made the story better, but mead… mead made people better. Frode knew everyone’s name by the end of the night and forgot them by morning. He began to like people more in general after that. He continued to try to be that outgoing without mead but when the mead starts flowing so do the conversations.

Some years passed and he received a letter from an old friend, Aladrin. There was a boat going to an island out east and he could use an extra body. Interested to see what another night in his presence would be like, Frode began the journey immediately. After all, he’d never been to an island.

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Asmund Adirchem

PLAYED BY: Trinity Peckham

CHARACTER NAME: Asmund Adirchem

PRONOUN(S): She/Her

CLASS: Rogue

AGE: 16

RACE: Human

HAIR: Dark brown with dyed tips, though it may vary.

EYES: Blue

OCCUPATION: Asmund is working as a merchant, preparing to take over the family business.  Completely against her will, of course.

KNOWN SKILLS: Rolling her eyes, scoffing, and bullying people into buying her stock.

BIRTHPLACE: Asmund was born in New Aldoria, but her parents are from Regular Aldoria.

APPEARANCE: Asmund keeps her clothes neat and clean, they are the last shred of dignity she has left.

NOTABLE TRAITS: Asmund would really rather be anywhere else, is always chewing on something, and has a superiority complex.

RELATIONSHIPS: Asmund’s parents are dead (to her).  She used to travel with a Bard from Newhope named Ivis, and Hephorus, a Mercenary from Faedrun.

RUMORS: “Her parents had to drive her out of the house, literally kicking and screaming.  And biting.”

BIO / BACKGROUND HISTORY:

“-When I had fetched the water from the well, I crested the hill to see my monastery consumed by flames.  The heathens who did it rounded up the survivors and brutally executed them, then left the bodies to rot where they lay.  Over the next twenty years, I hunted down and slaughtered every one of the god-forsaken bastards who killed my family.  After I had spilled the last man’s blood, I didn’t know what to do.  I had been in the revenge business so long that I no longer knew any other way.  I tried to rejoin the brotherhood, but they would not take me back.  Having no other choice, I became a sellsword, indiscriminately killing the pure and the wicked alike so long as I was paid for my sin.  I have traveled every inch of Mardrun by now and I had covered half of Faedrun offering my terrible service.  That brings me to this fire tonight, sharing my life story with you all.  I hope my fate may be some cautionary tale for you, and you may learn from it.  I cannot escape this though.  My very existence has become punishment for my transgression.”  The warrior put his head down and wept.  I put down the fried donkey balls

“What a stupid idea, you idiot.  Why wouldn’t you just hire someone else to kill those guys?  Now you’re all- that.”  I gestured vaguely to all of him.  “Ew.”  The warrior raised his tear streaked face.

“Then what tale do you have? What trials have you faced, what fury hath the heavens wrought upon your poor life that you would mock me?”

“Obviously you know of the Adirchem Trading Company, stretching from Aldoria to the ends of Tielorrien, the beginnings of which go beyond any wise man’s earliest memory, blah, blah, blah.

My parents got the brilliant idea to force me to learn the crusty old trade.  They tried to convince me that it was my responsibility to take on the family business after their death.  They set me up as a manager in the local shop.  It sucked donkey balls.  Which were always sold out.  I had to get there sometime before lunch and make sure this crusty old dude did his job, and he just sat there.  These stupid kids kept coming in and running away with stuff.  I hate kids.

Over the next year, I had to sit in like, five different shops.  They all had crusty old men sitting at the counter and stupid kids running around.  It’s not my fault that the businesses lost all that silver.  It must have been those snot-nosed kids.

On my pony’s half-birthday, my parents did the worst thing ever.  They gave me a merchant cart “and your wits, like my father and his father and his father, and-” you get it.  They expected me to go out and sell junk. On my own. Like a dirty merchant-person.  Like my father and his father before him.

Oh yeah, and they gave me this stupid bird to send them monthly updates.  It’s like, a goose, or something.  Like I even want to talk to them anymore.

For the first few months, I didn’t want to write the stupid letters.  After a few Vandregonian Rangers sent by my parents showed up at my cart, I coincidentally decided that it would be good to practice my handwriting.

All of this was the fault of those bratty, snot-nosed, skid-mark of life, weasely, rat-toothed, scrawny, sickly, hobbled, wheezing orphans!”

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Alger Alacri

PLAYED BY: Austin Bailey 

CHARACTER NAME: Alger Alacri

GENDER: Presents as Masculine 

CLASS: Warrior 

AGE: Early 20’s

RACE: Human

HAIR: Long blond hair

EYES: Hazel

OCCUPATION: A trained blacksmith with a passion for combat, preferably with polearms

BIRTHPLACE: Born in Vandergon, Grew up in New Aldoria 

APPEARANCE: Average Height and build,  rarely ever unprepared for a fight, evidenced by always wearing armor and carrying weapons.

NOTABLE TRAITS: Easily excitable, always itching for a fight. Strives to always be honorable, at least in intentions. Numerous old burn marks on hands and arms, evidence of working as a blacksmith 

RELATIONSHIPS: Broken Blade Company.

BIO / BACKGROUND 

Altha had always been fascinated with the art of blacksmithing, ever since she was a young girl watching her father work the forge. Her father, a respected blacksmith in Aldoria, had taught her the trade and she had quickly become a skilled apprentice under his tutelage.

But when the undead attacked Aldoria, everything changed. Her father was killed in the chaos and Altha found herself alone and scared. With nowhere to go, she fled to west to Vandergon as a refugee, seeking safety from the horrors that had befallen her homeland.

It was there that she met Alaric, a soldier in the Vandergon army. She watched him from afar, admiring his strength and prowess on the battlefield. She saw him wield his spear with deadly precision, not just to dispatch the undead and penitent, but to defend those who fought by his side.

But it wasn’t until one day, when Alaric came to her father’s forge to have his armor repaired, that they actually met. Altha was nervous and shy, but Alaric was kind and gentle with her. He asked her questions about her work, and they talked for hours about the art of blacksmithing.

As time went on, Altha and Alaric grew closer. They spent more and more time together, and it wasn’t long before they realized that they had fallen in love. Altha admired Alaric’s strength and bravery, while Alaric was fascinated by Altha’s skill with a hammer and her dedication to her craft, always going to her after the numerous battles he took part in, trusting her work with his life.

They were wed in 234, though it was a struggle to find time for romance, due to the rising difficulty of the war against the undead, both of their skills we’re needed if Vandergon were to survive.

The following year, The May’Kar Dominion betrayed it’s fellow kingdoms, and joined the penitent, marking a turning point in the war. 

Vandergon, knowing they wouldn’t survive survive if the May’Kar were left to build in strength and numbers, Split their numbers. Altha and Alaric were to go South.

The Southern half of the army focused on the enormous line between the heart of the Vandregon and the enemy. They could barely stand against the undead, but were trying to hold out long enough for the Northern army to join them when they conquered MayKar.

Despite all this chaos and death, Altha and Alaric always found time for each other, And Altha would become pregnant with their baby, who would later be known as Alger, and with him, hope for their future together. However, that hope would not last long.

When the undead decimated Aldoria, their numbers exploded because of new penitent joining their cause or the dead coming back to fill in the ranks. The undead army renewed its attack on Vandregon with tens of thousands of fresh undead troops, and it overwhelmed the Southern army.

Their army splintered, Altha, Alaric, and baby Alger fled to the sea to escape the continent in 254. 

When they finally reached the sea, having fought against the undead tooth and nail for every step, the penitent showed up in massive numbers, intent on letting no one escape from Faedrun.  

Making the most difficult decision of his life, Alaric and his fellow soldiers sacrificed themselves to let the ships escape. To him it was worth it, Altha and Alger, along with hundreds of refugees were able to set sail for Mardrun.

Their ship was originally intending to go to Newhope, but they were blown of course during their long voyage, and found land close to New Aldoria. Looking to rebuild her life best she could after the traumatic loss of her husband, to take care of the child they created together, Altha settled in New Aldoria, where she would find work as a blacksmith.

As Alger grew up, Altha kept him close, and as soon as he was old enough, had him help in the forge. Over the years Alger became a competent blacksmith, though he yearned to follow his Father’s footsteps, hearing stories about his bravery, and that of other Vandergon soldiers throughout his life.

Altha was somewhat hesitant at this development, not wanting to lose her son as well as her husband, and discouraged the youthful play fights young Alger would have, using wooden weapons with the other kids. Eventually, seeing he had the beginnings for real talent for it, she accepted his passion for combat.

As Alger grew into maturity, the city guard allowed him to take part in their training and drills, in exchange for doing minor repairs, like keeping training equipment in good repair.

In due time, as Alger developed his martial prowess, he’d occasionally take shifts in the watch, but spent most of his time either training or blacksmithing.

Altha would pass several years later from sickness.  Following her loss, Alger would take over her duties as a blacksmith. As he mourned, Alger yearned to find more meaning in his life. Though he as happy to help protect people from threats, those weren’t very common, and he was rather bored at his post. Hoping for more, he kept training and conditioning his body, and honing his skills with various weapons, though preferring polearms, all while crafting armor and weapons for both himself and anyone who commissions it.

As Prince Aylin decides to send a force to reinforce The Shield, to defend the realm from Mordok, Alger decides that this is exactly the opportunity he’s been looking for, and sets out to join the force.

Last Hope Larp