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.

Solar

Solar, the Sun God.
Patron of Life and Passion, Solar is the sun-god of the Syndar and one of their highest deities, along with his wife, Lunara. Depicted as a tall man wreathed in fire, he is considered to be responsible for bringing the spark of life to Faedrun. Celestine Syndar claim to be the distant descendants of Solar and Lunara.

Brotherhood of the Lore-Speakers

Introduction:
There is no doubt that Ulven society is highly superstitious, paying homage to the Great Wolf and Mother Gaia in their day-to-day activities. Of the two, it would seem to an outsider that Gaia is the most strongly venerated; the priestesses (for they are always female, with rare exceptions) of the Ulven people are her Daughters, as well as the most apparent members of the religion. This comes from the nature of these gods; while the Mother Goddess guides her children, the Great Wolf is not called upon except in battle, and he is rarely venerated in the same ways as Gaia.

A priesthood of sorts exists as counterparts to the Daughters of Gaia, only their knowledge is far different. While the Daughters of Gaia have a deep connection with the land and nature, the Lore-Speakers have that connection with the history and stories of the Ulven people. While the Daughters guide, the Lore-Speakers challenge. Where the Daughters of Gaia shepherd those in this life, the Lore-Speakers make certain that none that have died are forgotten.

These figures wander from clan to clan and family to family, collecting stories to tell, songs to sing, and names to remember. Their sole duty is the preservation of this knowledge, whether through endless recitation to all who wish to hear, teaching it to other Ulven, or simply writing it down. At all times, however, the Great Wolf must hear these words that they preserve, so that those who fell might achieve safe passage through the forests of the next life.

To be considered as a potential Lore-Speaker, an Ulven must commit to never staying in one place for longer than it takes to learn the story of that place. While this has sometimes led to stationary Lore-Speakers, more often than not it leads to endless wandering. As part of this vow, no clan may ever turn away a Lore-Speaker, for they have given up everything for the Ulven people. Should one be turned away or forced out for no other reason than his vocation, it would be a sign that a pack had resigned its connection to the Ulven people. Thus far, no pack has done so.

While a pack cannot turn away a Lore-Speaker, they are not required to provide for them; all must possess a useful skill or trade to assist those who are around. Most have a trade; some survive solely through the telling of stories and singing of songs for their food and slumber.

A prospective Lore-Speaker must apprentice with a fully-accepted member of the Brotherhood before he is allowed into their ranks. During this time, they learn stories, help attend to their master’s needs, and learn the necessary skills of the Brotherhood. It is common for Lore-Speakers to teach their apprentices with humiliation, mockery, and practical jokes, that they may grow used to being outcasts in a community. It should be noted that they will also defend their apprentices to the death – many a legendary Ulven saga is purported to be recorded by an entire line of Lore-Speakers, each of them passing the story down to their apprentice when they were cut down in battle.

The most important rite of the Lore-Speaker is their final rite, which forever brands them as committed to this strange order; they must give up their name and deeds, letting it die as a secret within their heart. A Lore-Speaker renounces clan and pack, name and family, so that they may tell the story of the Ulven people without bias. While most Lore-Speakers take assumed names, this is not their true name, and so upon meeting the Great Wolf, they are all doomed, for he will not recognize the name of the Ulven standing before him and will devour them. One tradition states that Lore-speakers become a part of the Forest of the Great Wolf, but so far, no one has come back from the dead to confirm this.

The chosen name of a Lore-Speaker usually reflects some characteristic of themselves. Apprentices often take on the name of their master when they die, for they see themselves as the continuance of a grand tradition. A few Clans have their own traditions associated with the Lore-Speakers of the region – Stormjarl traditionally gives the speakers a sea-blue garment when they have passed through the region, and the Grimwards require that a Lore-Speaker spend their first night in the territory speaking the names of all those who died to a stand of trees.

While this position seems to be high status, most Lore-Speakers are tolerated for their skills, rather than the service they provide. It is unwise to draw too much attention from the Great Wolf excepting when your deeds are glorious, and so they are occasionally seen as bearers of ill omen. This is even more so in recent years; with the colonists arriving on Mardrun, news is more often ill than good. More often than not, a Lore-Speaker is hosted for anywhere from a few days to a week before they wander on.

An important role of a Lore-Speaker is the recitation of the deeds of the greatest of warriors. If an event is seen as significant to the Ulven people, then a Lore-Speaker is required to come after news of it spreads and compose a work to commemorate it.

It is not forbidden for Lore-Speakers to take mates, but it is uncommon due to their migratory nature and the secrets that must be kept from their mates. Some packs even reverse the normal courtship rituals for Lore-Speakers, while others believe it is the worst fate a child could have and outlaw it completely. It is nearly unheard of for a Lore-Speaker’s son to follow in their footsteps.

Every eleven years, the Lore-Speakers are rumored to converge on a secret location to share stories, spread the word of the Ulven people, and ensure that the knowledge of the Ulven is being preserved. This site is carefully hidden and well-defended, to prevent Mordok from stumbling on it. Were it to be found and the Brotherhood killed, it would destroy thousands of years of Ulven history and knowledge.

Known Lore-Speakers:
Lygari


Lore and Stories:

This is a story told only on the longest night of the year, when the moon is full and the Great Wolf hunts the lands of Mardrun.

The Night of the Longest Shadows

Listen, children of Gaia, wardens of the Great Wolf, for the story that I speak is an old one, never to be forgotten among all the clans. Every year it is told, and every year it is shaped by the brave warriors who have passed into The Journey.

When the spears of the Great Wolf perch upon the eaves and the sun dies, the story must be told, for on that long night, the distance between worlds is shorter. Our forests are linked with all forests, and so it is said that those who still wander their Journey may pass through on this night. Even still, the Great Wolf may find you on this night, as he roams this unfamiliar land and seeks out those who would evade him for fear he does not know their name.

We do not leave the homes at this time, for if we did, the Great Wolf might find us and devour us before we have passed into the next life, for if you cannot tell him how you were sent into the next life, he will assume you a coward and devour you, no matter the strength of your deeds. The doors are barred, the windows shuttered, and the whole of our homes lit so that we might wait out the night.

How, then, may we pass the time? Many great deeds have taken this year since the Great Wolf wandered our forests, and so we must let him hear these tales, that he might listen at our barred doors and learn of those who have passed into their Journey. This tale shall open the night, for it is the story of this night that is passed from knowing man to knowing man for generations.

In the time when our ancestors were still young and our families still scattered, before we had the knowledge of words and the understanding of life, we did not understand the importance of this night. Our warriors were buried beneath the earth, choking and trapped from the Journey, and we did not live properly, trapped as we were in this world.

A great chief arose. Fast was his blade, sharp was his mind, and brave was his heart. He had walked the path of the warrior for his life, and when he took for him a mate, he was confident that his legacy would be eternal. His mate laughed quietly even as she bore him sons and daughters, for he was prideful and believed himself to be the Chosen of the Great Wolf.

In those ages, this night was not understood, and many great warriors died before their time, never to find the paths to the next life. This great chief was not afraid of the night, and spoke that he would find the beast who stole brave warriors on their path. He placed upon himself a coat of plates, hung his blade at his side, and placed his shield on his back, girded to set out and find this foe.

As he wandered the roads, he came upon a warrior, wary and with blade drawn against the night sky. Drawing his blade, he cried out a challenge, seeing him to be an honorable warrior. They met in furious combat, and it was not long before the strange warrior lay bleeding on the ground. The chief read the patterns on the warrior’s shield and found them to be those of a warrior he remembered from a battle not long ago. This warrior had been slain by his hand. He knew then of the sorcery of this time, and grew wary.

It is here that I will end the first part of this tale, for we also wander the night. Let us eat, regain our strength, and think of those we must remember from this past year. Like the chief, we know there is something strange afoot, but we are not yet wise to its nature. We may yet behave incautiously, for the night has not truly fallen.

– – – – – – –

My brothers and sisters, sons and daughters, friends and companions – let us return to this tale. We have eaten well, and drunk better. We have thought of this night as it falls, drawn deeper and deeper into the darkness that no being might know, so that we might know the truth of our people. Let us rejoin the chief, so that we, too, might wander the paths which cross our world.

He wandered as the night grew longer, traversing paths and crossroads, making no effort to hide his trail, for he feared no one and believed himself to be the equal of any foe. When at last the peak of night came, he found himself at a crossroads. He stood in the center, bellowing a challenge to the night, a wild howl.

A howl answers him, greater and louder than any he has ever heard. A dark shape emerges from the forests to the edge of the crossroads. It is the Great Wolf, sleek of body, proud of purpose. He is the father of our people, the one who knows all, who walks our forests, who brings us prey, and who grants us the spirit of the Warrior. As Gaia is mother to us, kind and merciful, so he is stern and strengthening, for without his guidance.

At this time, the Great Wolf was known, but had never spoken with his people. We knew him to be the father, but we did not know how he guided us. The Chief, proud as he was, believed himself to have been chosen by the Great Wolf and so spoke to him. He spoke thusly, “Great Wolf, I am a great chief. Grand are my deeds, and great are the challenges I have faced. I stand before you on this night a loyal son, seeking to find the beast which hunts my people on this night.”

The Great Wolf replied to him, his words seared in his mind. “What is your name, Chief? And who sent you out in this night?”

The Chief spoke of his great deeds, telling the Great Wolf all that he knew, but since he was not yet dead, the magic of that night forbade him from speaking his name to the Great Wolf. He talked of his deeds for a long while, that the Great Wolf might know who he was by reputation alone. At the end of each deed, the Great Wolf asked him again his name, and again the Chief found himself unable to speak it.

At last, the Great Wolf grew impatient with this Chief’s deeds, asking him, “My son, why do you defy me? I wish to know one thing, that I might tell if I recognize you, but you tell me nothing but stories. I shall devour you if you cannot tell me your name, for only a coward refuses the use of his name.”

It is here that again the story must pause, for our next tale may only occur at the close of the night, when all are tired and the new day might come. Much like the Chief, we must now speak the deeds of our great companions, that they may know the stories and tales. If these deeds are false, we may judge them only on their craft as storytellers, but if they are true, the Great Wolf’s ears will ring with their names. I urge caution, however! Utter not the names of the dead, lest the Great Wolf think they hide in this home!

– – – – –

Let us return to the story, for the night has drawn to a close. The dawn threatens, and so the sun is reborn. Our chief is in peril, as are all who may have left this night. The danger will soon pass, however, as we are nearing the end of this tale.

The Chief, for the first time in his life, felt fear. He knew of the Great Wolf, but he did not know that He was the beast who terrorized his people, killing them on this long night. With all his mighty deeds, he found himself unable to tell the Great Wolf his name, and so he knew he was cursed to die there, forgotten and nameless. At this thought, he drew his sword, slung his shield onto his arm, and howled. The Great Wolf charged.

The moment the two met, there was a sharp cry. His mate, the Daughter of Gaia, spoke for him. She said, “Great Wolf, you know not what you do, for this warrior yet lives. Gaia has told me of your hunt, and it is misplaced here. His name is forgotten, for the knowledge he brings will stand the test of time, and he was sent by my hand, for is it not the mother who sends the child into the world, the wife who brings her husband from the battlefield?”

The Great Wolf paused in his assault, for though the Chief was strong, he would surely die beneath his claws. He turned to the Chief and spoke to him. He spoke thus, “Great Chief, your mate speaks truth. Foolishness removes the greatest of deeds, and even your name will be forgotten for this foolishness. Know this; that on this night, I hunt your lands and follow those who believe themselves able to sneak out to the lands of the living once again. Leave not your homes, but remember those who died, that I might guide those who have wandered here mistakenly back to the true path of their Journey.”

With those words, the Great Wolf howled, and the sun rose again. As the dawn began, the Chief remembered his name and was ashamed. His mate, the wisest of women, returned home with him again, and they told their people of this story. The truth of it was recognized, and though the names of those two are forgotten, their deed lives on, and it is certain they passed by the Great Wolf together on their journey.

So too has this night finished. I am just the storyteller, who has given up his true name that he might tell these tales to the rest of his people without endangering himself. Here, in the last hour, I may tell a single brave warrior a single truth. Bring forth your candidate!

(A candidate is brought forth and told a single important truth)

The truth is revealed! Warrior, keep it secret until you know the time is right, for this knowledge is not for those who fear the Great Wolf’s teeth.

The night is closed. Let us greet the sun when it rises tomorrow, and send the final remains of our vanquished warriors to the sky. Finally, speak the names of all those who have died, that we might hear their names once again!

Mordok FAQ

The following information is based on the collective knowledge of the players. Any descriptions of culture and appearance are written from the point of view of the people of Mardun, primarily the Ulven whom have been at war with the Mordok longer than they can remember. One thing that can be certain is that we are constantly learning more about the mysterious warriors from the swamp.

Some of the following information has been found to be outdated or even incorrect as the people of Mardrun have had continued encounters with the Mordok. Information now known to be false will be left as readable, but struck through. This will be a continuous process. If you have any questions feel free to reach out to staff and ask.

What are their organizations like? (Family, groups, communities, packs, clans etc)

  • Mordok are separated into small packs much like The Ulven. A pack is a group that stays together in a geographical area and work together to hunt, do rituals, co-exist, etc. Packs can exist close to one another, but due to their Alpha society they don’t normally work together or exist in harmony and are often seen challenging each other or fighting amongst themselves. Update: In recent years the Mordok have been known to come together in large groups and almost regimented units.
  • Mordok do show a tendency to hunt or act in pairs. Whether this is a mated pair or two members whose skills and cunning mesh together is unknown.
  • UPDATE: In 268 a before-unknown type of Mordok clad in blues and teals started appearing. These blue-clad Mordok seemed very adept at drawing together large forces of other Mordok. All other Mordok show them great deference, even the Alphas and Shamans. Not much is known about these new Mordok, but they show us that we clearly do not know as much about the Mordok as we thought we did.

Where do the Mordok come from?

  • It was recently learned (Year 270) that The Mordok were at one time a race of people created by The Ancient Syndar who had travelled to Mardrun long, long ago. These Ancient Syndar caused a calamity that, among other things, created the Dirge Swamp and lead to the corruption of their “favored children” who were then warped and turned into The Mordok.

How do they handle ceremonies? (Marriage, funerals, etc)

  • It seems that any “official” ceremonies are conducted by what the Ulven have come to call the shaman of a pack. Pack members will gather around and participate in the ceremonies in varying ways.
  • Mordok do not appear to celebrate or observe any holidays.
  • UPDATE: A lot of the rituals or spells cast by Shamans involve earth, dirt, and plants. A number of rituals also seem to involve cutting, bloodletting or punching.

What kind of leaders do they have and what is their structure and importance?

  • A Mordok pack is usually lead by what the Ulven have named an Alpha. This is the strongest and most powerful Mordok in the group, but it does not necessarily mean it is the largest. Strength, speed, cunning, and brutality all seem equally important.
  • Because their Alpha society keeps the packs apart, strong shamans and cunning Alphas are especially dangerous for their ability to bring groups of Mordok together and build a much larger group of Mordok. Many times this is how raiding parties or strikes on Ulven villages are coordinated.
  • UPDATE: Shamans also seem to be viewed as leaders of each pack, so much so that sometimes a pack’s Alpha seems to follow the Shaman.

What gods do they believe in for religion and what is their spirituality like?

  • The Mordok have a religion they follow but very little is known. A good deal of their religion and magic centers around corruption. Different magical idols discovered around Mardrun created by the Mordok seem to have corrupted the nearby land.
  • UPDATE: There appears to be some sort of motherly figure that the Mordok revere. There have been small idols depicting this entity but it is very vague and very little is known. They range in size and shape but definitely have a feminine and almost serpentine appearance.
  • UPDATE: Several adventurers have discovered these idols and some reports have come out of strange dreams of a tempting female presence.
  • UPDATE: This entity has come to be referred to as The Mother who has offered her gifts to various non-Mordok adventurers, but they always seem to come at some great price

How do they commonly view the other races? The Undead? The Mordok?

  • The Mordok have been seen eating the flesh of those they’ve slain and of Ulven in particular. They often hunt, stalk, toy with, and brutally attack Ulven they encounter.
  • The arrival of the colonists seemed to have puzzled the Mordok for a short. Syndar are especially peculiar to the Mordok and stories exist of Mordok actively avoiding Syndar they encounter. This has diminished over time and the colonists are attacked much the same as the Ulven.
  • To this day, no serious attempt has been made by the Mordok to communicate with, understand, or live alongside the Ulven or colonists.
  • UPDATE: With undead being new to Mardrun, there is very little evidence of how the Mordok regard them. There have been confirmed reports of Mordok viciously attacking the undead they have encountered. Mordok also seem vulnerable to the plague of undeath as several of them were turned into zombies when the lich rampaged across Mardrun.
  • UPDATE: Reports have spread and even a survivor of a Mordok encounter has claimed that a Syndar has been seen with the Mordok, dressed and painted up like one of them. When first denounced as most likely being a prisoner, the eye witness account of the survivor of a gruesome torture ritual confirmed that the Mordok seemed to regard this Syndar as some form of leader.
  • UPDATE: This Syndar has since become known as the Red Eyed Syndar. He acts as an acolyte of The Mother, leads a small band of Mordok, and offers The Mother’s gifts to unsuspecting adventurers. He’s also taken part in various attacks on the people of Mardrun.
    UPDATE: A unique Mordok clad in blue, during the early days of The Shield of Mardrun, walked up to the gates of an outpost and declared to all inside, “YOU Started this war. The MORDOK will finish it.” before leading an assault and eventually retreating into the swamp. Since then more of these blue-clad Mordok have been seen commanding large forces.

How do they handle honor and integrity?

  • The Mordok appear to be very cunning and creative in war. They are survivalists and fighting with an Ulven sense of honor seems alien and unnecessary to them. Using traps, poisons, unfair odds, and openly insulting actions are normal ways of interaction and fighting for the Mordok. Some Mordok have learned how to tug at the Ulven’s code of honor in order to make them even more angry during fights and confrontations.
  • The closest thing to an “honorable fight” is if another race challenged a dominant or Alpha Mordok if the challenge is accepted, the other Mordok will back off and let the fight play out. There have also been recorded examples of Alpha Mordok demanding challenges from the other races.
  • UPDATE: In more recent years it has become more common to see other Mordok extend challenges for duels, but in almost all instances it appears as some sort of a mean-spirited joke. The honor of the duel (from the Ulven perspective) is not as important as humiliating their enemy.

How do they handle grudges and revenge?

  • Mordok seem quite capable of remembering things that have happened to them or their packs and are more than willing and capable of extracting cruel punishment and revenge on the adventuring group or a nearby settlement. The means of death and torture they use on their captives also get more brutal, openly showing a very strong desire for revenge.

How do they handle combat and war?

  • Because of their roving nature and nomadic ways, the Mordok almost always fight in small scale guerilla style raids and skirmishes.
  • Encounters with Mordok usually fall under one of three categories. Quiet long distance stalking, hit and run tactics, or a brutal berserking assault.
  • The Mordok do not seem to “go to war” as other races might. Any sort of large scale raiding parties appear to be merely coincidental, or dissolve quickly once formed.
  • UPDATE: They know when it is suicidal to meet a much larger group head on, so they pick and choose their battles accordingly and use opportunity to their advantage. It is not uncommon for a Mordok raiding party to just completely avoid a group of Ulven warriors if they know the battle would not be favorable.
  • UPDATE: After the people of Mardrun pushed into the Swamp and established a series of Outposts known at the Shield of Mardrun the Mordok seemed to come together in a much more meaningful way. Large scale battles became far more common and entire units of Mordok have been witnessed being led by before-unseen leaders clad in blues and teals.

How do they handle justice and punishment?

  • The Mordok seem to observe some sort of grappling and dominance displays. Whether this is some sort of punishment for a transgression, it is unknown.

How do they handle death?

  • Although the Mordok seem to avoid most suicidal situations and generally try to avoid dying, they do not appear scared of death. They also do not usually appear to feel any grief or pity for slain Mordok, though occasional displays of grief have been seen, but are often short.

How do they handle economy and wealth?

  • Mordok do not take loot like other races do. They may be just as likely to take a torn piece of shirt as they would a gold pendant.
  • Mordok will take armor and weapons from fallen enemies because they are useful.
  • There are no records of any Mordok practicing any kind of barter or currency system.

How do they handle politics (voting, representation, race-scale changes, etc)?

  • The Mordok appear to follow their Alpha and Shaman leaders. There seem to be disagreements but exactly how they are handled is unknown other than using force to bring weaker Mordok in line.

What are some common mannerisms for their race?

  • Mordok are always rough and short with each other. They do not appear to ever act kindly or nice to each other.
  • Mordok often move like a predator, slow and deliberate when hunting, quick when attacking. Their posture often hunched over, close to the ground, and they often bob their heads, looking this way and that.
  • A Mordok often acts with bravado, trying to make it’s self seem mightier
  • Mordok do not seem to use fire as a means to warm themselves or cook food.

Are there any symbols or animals important to this race?

  • Bones are an important symbol and decoration for the Mordok
  • Wolves appear to be important to the Mordok but not in the form of reverence and respect. Mordok will hunt out and brutally kill any and all wolves they find, and it has been witnessed that Shamans may do an odd ritual and even sometimes urinate on the corpse of a wolf.

Is there anything considered taboo or forbidden to this race?

  • Some Mordok have been witnessed to avoid caravans carrying strong spices or potpourris. Whether this actually deters them or is a coincidence is unknown.
  • It appears that it is taboo amongst the Mordok to attempt to communicate with non-Mordok, especially in the trade-tongue. Simple demands are sometimes shouted in the Mordok language accompanied by short gestures (almost always a gesture to leave or a simple demand for a duel), but anything beyond that has been seen to draw the ire of surrounding Mordok. The only known exception is that the Blue-Clad Mordok seem to show a disdain for the trade-tongue, but will speak it if necessary to deliver a message.

Are there any common sayings that are used by this race?

  • There is a gutteral language that the Mordok use to communicate. So far nobody has learned or understood more than a scant few of its words.
  • UPDATE: Several idols recovered from the Mordok seem to have some sort of strange writing or dialect. It is very hard to follow or decipher but some patterns could be understood if enough Idols were recovered.

What is a common appearance (eyes, skin, ears, fangs, etc) for them? Is there an uncommon or taboo appearance for them?

  • Mordok tend to appear in flesh tones of charcoal/gray, commonly with notes of a variety of colors ranging from blues, reds, purples, and greens.
  • Mordok tend to display long ears and tusks or fangs. These traits can vary considerably among the Mordok. Their eyes tend to range wildly in colors.

What overall theme/style do they tend to have? (Clothing, look, etc)

  • Mordok almost always wear dark brown and black base layers of basic tattered clothing. They adorn themselves with strips of cloth and pieces of hide and rope in layers and wrappings. Everything about their clothing seems to be piecemeal. They seem very willing to don debris and detritus to blend in with their surroundings.
  • It is unusual, but not unheard of for a Mordok to wear bits of brighter colors, usually due to some trinket or trophy
  • UPDATE: Mordok Shamans have been often seen wearing purple accents on their clothes. It appears to be an important color.
  • UPDATE: Mordok have begun to be spotted acting as commanders of large Mordok forces. They stand tall and wear clothes of various teals and blues and seem to put significantly more effort into their clothing than the Mordok that had been seen to date.

How do they regard magic? What kind of magical people or classes do they have and what do they do?

  • Shamans seem to be fairly common to the Mordok and do a number of leadership and spiritual activities. Some Mordok may display a little bit of magic potential but usually all spell casting focused Mordok appear to be religiously dedicated.
  • UPDATE: It has been observed that Shamans can control both Arcane and Divine magic on a regular basis, almost like it is a norm to their culture. While this concept is not uncommon outside of the Mordok due to Ulven and Human witches, it does appear with significant more regularity among the Mordok.

Is there a rite of passage or coming of age for them to become adult?

  • Nothing official has been observed as any kind of rite of passage.
  • UPDATE: There are vague stories about what appear to be more experienced Mordok leading weaker Mordok into fights against the Ulven. The attack is usually withdrawn before either side is outright killed, then the Mordok vanish. To those experiencing this phenomenon, they have said it felt like they were being tested somehow.

What is their courting & relationship process like?

  • Extremely little is known about Mordok mating. Nothing has been observed at all.
  • UPDATE: Though the Mordok do seem to show different sexes, they don’t seem to show any care for the concept of gender.

How long do they live and what is their birth/child process like?

  • There are no official records that explain how long Mordok actually live for, but some Mordok seem to be very old, estimated to be 75-100 years old.
  • To this day, no young or baby Mordok have ever been discovered or seen. Wild theories run rampant amongst Ulven an colonist alike, detailing anything from hatched eggs, large litters, growing them in the ground to hatching them out of captured victims.

How do they handle their own names? Is there meaning to how they are structured?

  • No record exists of the Mordok using names to distinguish themselves from each other, however no one speaks the Mordok language to be able to verify this for certain.

Are there any special groups or factions within this race?

  • No special groups have ever been observed, but sometimes consistent markings or face paint can be seen on specific packss.
  • UPDATE: One Ulven Pack has come across Mordok in a region that were all marked with a specific type of body paint. When dealt a killing blow, they would fly into a blood frenzy and attempt to fight on long after they should have died. There appears to be no consistency in this throughout the Mordok culture as a whole.

Were there any large/significant events that happened for this race?

  • The arrival of the colonists appears to have been perplexing to the Mordok. They regarded them as soft targets at first but did not view them with such intense hatred like they did the Ulven and actually left them alone in the beginning. As experienced adventurers killed off Mordok or confronted them, the hatred has been building and Mordok appear to now view them much in the same way as they do the Ulven.

What was this race like on Faedrun? On Mardrun?

  • There is no evidence of Mordok ever existing on Faedrun. They appear to have only ever existed in Mardrun.

Is this race a unified group or are there obvious differences between its members? What common ground does this race share?

  • The Mordok as a whole seem to follow the same societal structures, but each pack has its own entity. They do not seem to vary much from each other.
  • There seem to be unspoken territories claimed by a pack’s Alpha but the exact process is unknown.

How do they handle teaching & knowledge?

  • Nothing official has been observed other than weaker Mordok seem to follow and learn from experience Mordok over time.
  • Although most Ulven refuse to respect any kind of sentience within the Mordok, it is obvious that they are cunning and intelligent. They are capable of hunting, weapon maintenance, and crafting clothing and armor, primarily from spoils taken from battles or hunts.
  • UPDATE: As the Colonists and Ulven pushed into the Swamp in 268 they encountered a before unseen type of Mordok. This Mordok stood tall and wore various blues and teals and wore clothes that were very clearly well made and cared for. The rest of the Mordok showed this individual great deference. This Mordok even at one point spoke the common tongue saying “You Started This War. The Mordok Will End This War.” Since then similarly dressed Mordok have started appearing with war parties along The Shield. When they are around the rest of the Mordok fight harder and with increased tactical prowess.

What kind of superstitions does this race have? (sayings, totems, rituals, beliefs)?

  • They will ritualistically kill and urinate on Wolves hunted down and killed.
  • The Mordok respond to a “blood moon” or a moon that is red tinged in the sky. Whenever there is a blood moon, the Mordok seem to be more brutal and vicious.
  • UPDATE: Mordok seem to go out of their way to eat the flesh of whatever they kill. While this is a way to consume food, it seems to mean something more to Mordok. Exactly what the reasoning is behind it is unknown.

What kind of structures do they build and to what style?

  • The Mordok seem to be largely nomadic. They are known to find natural cover, sleep in the open near fires, or construct huts from small trees and branches..
  • Because of their constant hit and run war against the Ulven, the Mordok packs are always on the move or at least always ready to move. Many times a well armored and equipped Ulven war party will assemble and move into an area where a pack is known to be only to find it completely abandoned. The buildings or dwellings they leave behind seem of no importance to the Mordok.

What kind of weapons and armor are common to the race? Is there something that has special meaning?

  • Mordok frequently use punch-style shields so they can throw them away and grapple and grab their opponents and it lends to their skirmish style of fighting they have developed with the Ulven.
  • Mordok will use anything they loot off of dead opponents they find useful, but they also use hides and layers of wrapped materials to create patch-work armor. They do not tend to maintain their armor much of which are dented, rusty, and in some state of ruin. When a Mordok’s gear breaks, it is usually mended rather than fully repaired, breaks being covered with another piece, or simply lashed back together.
  • Mordok do maintain their weapons, but often seem to allow them to purposefully degrade to a certain point resulting in jagged, rusted, and unkempt appearing weapons. This also makes them more lethal as the wounds dealt by such weapons can quickly lead to infection.
  • UPDATE: The Blue-Clad Mordok have been seen in much more well cared for equipment and carrying more well cared for weapons.

What kind of fighters does this race have? Are they known for anything in particular?

  • Most Mordok are skirmish-style fighters, used to attacking in small groups against small groups of Ulven. They commonly have lighter armor and move quickly from place to place. Hunters with bow and arrow are also very common to the Mordok. Nearly all of their fighting is done in small, hit and run scenarios. Most Mordok are quite clever at devising and setting ingenious and cruel traps. Most Mordok prefer to engage only when the enemy is weaker than they are and are known to retreat from any opposing group that has an advantage.
  • When in close combat, most Mordok are brutal, relentless fighters, pressing in to close range, and not stopping till either falls.
  • Mordok are very strong, tough, and resilient. They can take more weapon strikes than a human or Ulven can and still keep fighting. They also heal quickly and recover from wounds that would easily kill even a hardy Ulven. If a Mordok is able to get away from a fight, chances are they will heal from whatever wound they have received.

Is there a particular talent, trade skill, or resource that this race has or focuses on?

  • The Mordok use poisons in all forms. Usually these simply animal or plant poisons but sometimes they are strange concoctions of different substances. The most potent is “Mordok Bile”, which will kill anyone infected by it quickly, nicknamed due to the common act of Mordok spreading their blood or spit onto their weapons or into their victims wounds. This has lead to a superstition that Mordok bodily fluids themselves are poisonous, but there is no evidence of this.
  • It is not uncommon for a Mordok to poison a victim and retreat to allow the poison to weaken or kill.

What is the population of this race (if known)?

  • It is almost impossible to estimate how many Mordok there are. There are no accurate records as to just how large the Mordok race is. There are countless packs scattered all across Mardrun. Mordok can can live just about anywhere, and eat just about anything, so there is no limit to where they can survive. And because of their hostility, and their hit and run tactics, it is near impossible to garner any real accurate information.
  • Some speculate that if the Mordok ever could put aside their differences and united, that they could easily overrun any Ulven or Colonist settlement on Mardrun. UPDATE: This has been seen in more recent years as Mordok have come together to form larger armies.

The Silverhowl Pack

The Silverhowl pack is a Watchwolf pack that has traveled south to the new colony of Humans and Syndar, based on the wind portents read by Anjan Ravensmark, one of their Priestesses. The Silverhowl pack is the first Watchwolf pack to have any significant contact with the colonists. Their report will likely influence the political actions of the elder Watchwolves.

The Silverhowl pack believes themselves to be descended from Howl Silvermane (see Howl’s Homecoming), a legendary Watchwolf hero noted for his incredible size and toughness.

Current Membership:
Ylsa Stormherald – Rogue
Raskolf Vakr – Warrior/Warder
Anjan Ravensmark – Priestess
Elise Vakr-Ravensmark – Warrior
Rhodi Vakr – Warrior

Howl’s Homecoming

Howl’s Homecoming:

The sun burnt hot on the heroes five
From a faraway war, in a faraway land, the last of the pack alive

Freya, Grin, Agnon, Genesis, and Howl

Held together by stitches and linen strip
The heroes trudge on, the bandages drip

Freya, Grin, Agnon, Genesis, and Howl

Howl is the worst of them, wounds so deep
He sees the Great Wolf on the road in his sleep

Freya, Grin, Agnon, Genesis, and Howl

The biggest and strongest of the five brave fighters
His friends all now wish he were a little bit lighter

Freya, Grin, Agnon, and Genesis

For many a mile they carry him, until they can no more
Their strength is failing fast, these remaining four

Freya, Grin, Agnon, and Genesis

On unsacred ground, the burial rites must Genesis have Spake
For nowhere near, was stream or lake

Freya, Grin, Agnon, and Genesis

Here is placed the stone
Of Howl, buried alone

Freya, Grin, Agnon, and Genesis

He deserved a funeral barge, engulfed by holy fire,
But settled for less, than even a funeral pyre

Freya, Grin, Agnon, and Genesis

The bite of the iron is sharp, as vigil they cannot stand
Runes of shame are self inflicted, with a red hot brand

Freya, Grin, Agnon, and Genesis

They gnash their teeth and stumble ahead
Their duty failed, their friend is dead

Freya, Grin, Agnon, and Genesis

To die on the field is much preferred
Than to die on the road where no one heard

Freya, Grin, Agnon, and Genesis

Now out of water, they struggle on,
The next thing they know, Genesis is almost gone.

Freya, Grin, Agnon, and Genesis

The three take turns, dragging her
On a litter made, from staves and fur

Freya, Grin, Agnon, and Genesis

The dust, it blew
The Carrion bird flew,

over

Freya, Grin, Agnon, and Genesis

And Genesis, in fever spake,

“None should lie alone,
upon that plain of bone.”

“Please leave me here or take me back,
to Howl, a brother of my pack.”

“But never homeward bound.
The Wolf our friend did meet, is surely still around.”

Freya, Grin, Agnon, and Genesis

Agnon, her Warder, turned around,
And dragged her back towards burial ground

Freya, Grin, Agnon, and Genesis

All four they turned around, to face their fate as five,
Rather than return, with runes of shame alive

Freya, Grin, Agnon, and Genesis

Upon return to barrow mound,
The four in shock, without a sound

Freya, Grin, Agnon, and Genesis

Rocks were scattered all about
And a body, was that grave without!

Freya, Grin, Agnon, and Genesis

When suddenly, across the plain, there came a fearsome Growl,
Standing there as plain as day, the heroic figure of Howl!

Spake He:

“Those runes of shame befit thee, you stupid pieces of shit.
After all our years together, you forgot I have True Grit!”

Freya, Grin, Agnon, Genesis, and Howl

Pack Fieldcrow

Clan: Grimward

Estimated Size: 30 permanent females, 20 male or female guards and mates, and 10-15 females from other packs being trained

Insignia: A single black feather

 

The Fieldcrow are an isolated pack, dedicated to teaching ulven females in all kinds of ulven magic and spirituality.They have a council of five Priestesses, who oversee and govern the pack and each one specializes in different aspects of magic. New apprentices are taught the basics together, and are then sent to another female in the pack to teach them further in whatever path they choose.

The Fieldcrow train Witches and Daughters of Gaia, as well as lesser known and esoteric ulven magics. There is a certain prestige to be trained by the Fieldcrow, and other packs will often provide guards and supplies in return for the Fieldcrow taking in a female and training her in the use of her magics. Fieldcrow healers are among the most skilled in the ulven lands.

The Fieldcrow do not have an official stance on the colonists, instead choosing to concentrate on their day to day life of magic and mysticism. In fact, some of the permanent and older members of the pack have never even met any humans or syndar.

The Fieldcrow do not have any male members. Any males within their lands are guards against the mordok, as well as mates. They do not have any farms or livestock, instead trading their services and teachings for any supplies they themselves cannot generate.When not teaching, the Fieldcrow engage in experimenting with making new potions and healing concoctions, and are often at the forefront in dealings with any new magics.

Pack Goldmane

Pack: Goldmane

Insignia: Sunburst

Population: Once around 50, now only 10-15

The Goldmane were a small pack, known for their golden blonde hair and their gregariousness. It was often said that you could tell a Goldmane from other blonde ulven by how much they talked. The Goldmane were passionate, quick to love, and quick to hate. The Goldmane sent almost all of their warriors to assist the Graytide and the Nightriver in fighting the colonists, eager for a new fight and stories to tell. When news of the treaty reached the Goldmane, they were unsure. But the Warchief prevailed, stating that if they couldn’t fight them, they could at least find out what stories and booze the colonists had brought from their lands. All of their remaining warriors on the field, as well as their Daughter of Gaia, prepared to go and meet the very people they had been fighting. But they had done their jobs too well. The Goldmane had cut off the colonists from communication, and they did not know yet that a treaty had been called. They ambushed and slaughtered the Goldmane party, to a man. All that was left of the once bright pack was children and grieving mates, and the few warriors left behind to guard them. The Goldmane left who had family in other packs went to them. Those who lost all were taken in by pack Graytide. The Graytide had been allies before, in war and in blood. Now, they would be their allies in revenge.

Pack Greytide

Pack Graytide
Clan: Belongs to Clan Grimward.
Estimated Size: 100 warriors from numerous families and a surprising number of exiled Ulven
Insignia: A single braid of gray rope worn on the belt.

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

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

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

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

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

A meeting of prominent Clan and Pack leaders from across Mardrun led to the drafting, under the hands of the Watchwolves Clan, of a resolution to prevent further violence between the colonies and the Ulven. This document, known as the Watchwolf Resolution, declared that the colonists, if they were to live on sacred Ulven grounds, had to observe certain rites in order to respect the Ulven Gods. The treaty was delivered to the colonists at Newhope by the pack leader of the Graytides, Khulgar Graytide, who volunteered to deliver the resolution because he had the rare skill of reading and writing. Despite his action as a pack leader being an outreach towards peaceful cohabitation, Khulgar was mistreated, mocked, and dishonored by the human nobles present at the political dinner, and chased back into his own territory. Perhaps this show of disrespect on the part of the humans pushed the Grimward clan over the edge, or perhaps the Graytides were just looking for a fight. Either way, the political climate in Mardun was about to boil over. While most of the colonists agreed with and respected the Watchwolf resolution, a group of pioneering colonists ventured into Ulven territory and began building a settlement. According to the Graytides, these people had either not heard of the Nightriver Treaty and Watchwolf Resolution, or chose to ignore them. When confronted by warriors of Graytide, the human colonists, who were mostly farmers, refused to leave their homes and were massacred to the last man, woman, and child. The entire settlement was burned to the ground. Following these events, a peace summit was called by the Watchwolves and Nightrivers, who had drafted the treaties in question. The summit was held in Grimward territory, in the hall of Haygreth Grimward. Representatives from the Ulven Clans gathered together with delegates from the Human factions of Newhope, Vandregon, Crow’s Landing, and New Aldoria. The Graytides were accused of overstepping their bounds and committing cowardly acts of murder against defenseless civilians, and the Grimwards criticized for failing to manage the crisis. The meeting became heated and ended in violence, sparking the beginning of the first large scale Ulven civil war in history. Ulven of the Longfangs, Watchwolves, Nightrivers, and other smaller packs and clans now find themselves allied with the colonists, while Clan Grimward and their allies have called for either genocide or the deportation of the colonists, and death to any Ulven who have sided with the Humans and Syndar.

Pack Blackwing

Pack Blackwing

Clan: Belongs to Clan Grimward.
Estimated Size: Used to be 60 warriors, but has been reduced to a handful of Ulven that carry their name and are scattered all over Mardrun.
Insignia: A single black bat-like wing extended.

Roughly 40 years ago, Pack Blackwing was strong and proud, made up of a number of skilled farmers and warriors. They taught their next of kin the importance of creating life to sustain the Pack and creating war to protect the Pack. After the rest of the packs refused to venture into the Dirge Swamp because of the harsh conditions and number of Mordok in the area, the Witch that led Pack Blackwing boasted that they could tame part of the swamp and establish a permanent settlement. They claimed that it was a challenge from Gaia herself, to reclaim and heal a rotting wound of wetlands from the poison of the Mordok.

The Pack ventured into the swamp and began a settlement. A few scouts checked in with them and reported that the settlement was coming along slowly, the ground and marsh proving difficult to build on and almost impossible to grow food in. The Mordok were relentless, constantly attacking the Ulven intruders. Pack Blackwing had lost many brave warriors, but their skills in battle and tenacity were proving to the rest of the Ulven that the Dirge Swamp could be tamed. Pack Longfang pledged to support and sent warriors to the settlement. When they arrived, the settlement had been abandoned. The buildings were in ruin, sinking into the muck, and there was not a single trace of any survivors or what had happened to them. No bones. No trails. No evidence if there was a great battle or if Pack Blackwing had moved to another area. The warriors then fell back to the edge of the swamp and sent a scout to report back to their Witch. They built a hasty defense which later became the start of Onsallas Outpost as their Witch and the rest of the Pack relocated to this area.

To this day, no further evidence has been discovered about Pack Blackwing. Several survivors of the pack name still exist in the Ulven community, but they are scattered and few.

Last Hope Larp