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Daven’s Reach

Daven’s Hold:
Many years ago, Daven’s Reach was formed as a trading post between the two largest Ulven Clans, Grimward and Nightriver. It then became a military post during the onset of the war and then was eventually overrun by bandits and pirates and taken from Counil Member Catherine. A few years went by, the people inhabiting Daven’s Reach were either forcibly removed in the year 266 by Newhope forces and their allies or given an opportunity to stay and become a part of a new colony. After constant conflict with Grand Duke Richards, Duchess Catherine stepped down from her position in the Council and left to oversee the growth of Daven’s Reach which was renamed Daven’s Hold. Duchess Al-Azarma left to join her after she was unsatisfied with the investigation into her husband’s death. Duke Montesque, an avid supporter of Catherine, also stepped down from the counil. All three of the Council members were stripped of their Duke/Duchess titles of peerage and instead granted the titles of Baron/Baroness.

 

Governess (Baroness) Catherine
Previously:
The counterpoint to Grand Duke Richards, Catherine was the main supporter of the Coalition, whose brave actions led to the destruction of the Lich on Mardrun. She has been one of the main voices crying out for diplomacy with the Ulven, and she believes that she has gotten some trust from them at this stage. She dresses as a noblewoman should – acting as a reminder of the world that they lost and sponsoring a number of important trade bills. Famous for her strong ties to the renewed Vandregonian army, her penchant for fairness, and her former ownership the trading hub of Daven’s Reach, Catherine was the Lord Baron Richards’ most powerful contender in the election for sole rulership of Newhope. Her inability to keep the Reach out of the hands of bandits was the final nail in the coffin for many, and she quickly fell out of favor with a portion of the populace.

The Duchess Catherine officially handles much of the trade on Mardrun – one of her sponsors for her position is the Merchant’s Guild, and she occupies the corresponding seat on the Council.

Now:
Baroness Catherine has been bestowed the honorific title of Governess of Daven’s Hold, being the new leader of the fledgling colony.

Baron Montesque de la Aleine
Previously:
Duke Montesque’s family have been tied to the land their whole life, and the sole surviving son of the family is no different. One of the earliest nobles to leave for the Colonies, the Lord Baron is in charge of the food production of Mardrun’s human population, owning well over half of the farms and land in the Colonies. While this has made him wealthy – moreso than any other noble – he has remained down-to-earth, choosing to work the land and dress in a rough approximation of peasant’s clothing – although, to be fair, it is of considerably finer quality, as befits a noble.

One of the loudest voices on the Council – and often opposed to the ideas of Grand Duke Richards – he fights for the common people of Mardrun. His greatest regret is the diminishing of the La Fontaine family on Faedrun – the two families were quite close, sharing neighbouring estates, and the blow struck him quite hard.

Now:
Baron Montesque helps Governess Catherine run the fledgling colony of Daven’s Hold, involved heavily in the tradeskills and agriculture of the colony.

Baroness Al-Azarma
Previously:
As sole pair of May’Kar nobility on the Council, the Duke and Duchess Al-Azarma are the very picture of what made the May’Kar empire great – their religious freedom. Sponsoring religious functions, temples, and shrines, they have proven to be pious and dedicated to the redeeming the view held by the people of Mardrun after the betrayal of the May’Kar in the war against the undead. Their loyalty proved to be to their Vandregonian allies when the Dominon fell. They are champions of religious tolerance and expansion, personally funding the construction of many temples and shrines, as well as training a small army of clerics of a variety of faiths. Though they occupied two seats on the Council, it has always been taken as a given that their votes would align with each other.

They officially occupy two seats on the Council, although they tend to vote the same way on most matters – so long as they are helping foster the temples and religions of the Colonists, they are happy. They have proven to be somewhat uncomfortable around the Ulven – especially Daughters of Gaia – as they are not quite sure what to make of their religious beliefs quite yet. Both of them are skilled in the channeling Divine energy, and the sheer number of priests in their temple seems to have been the reason why they survived to make it to Mardrun.

Now:
After Duke Al-Azarma was found dead and his investigation lackluster at best, Duchess Al-Azarma left the Council for good to join Governess Catherine in forming a new life with the people of Daven’s Hold. Baroness Al-Azarma now helps coordinate administrative and spiritual needs within Daven’s Hold.

 

Recent/Current Events:
264:
Increased bandit activity in the lands surrounding the trading hub slowed commerce to a crawl. Soon after, those same bandits made an attempt to storm the town and take it as their own, successful in their efforts. Despite the stigma of their collective past, the current inhabitants have made it clear that their hearts are set on becoming a legitimate settlement and trading post once again.

265: Percival, the most well liked leader of Daven’s Reach, continues to push for people to “turn a new leaf” and to “become legitimate” but is up against heavy resistance from thugs, bandits, and pirates.

266: City-State of Newhope forces along with allies conquer and take back Daven’s Reach.

267: Catherine, Montesque, and Lady Al-Azarma leave the City-State Council and form the leadership of Daven’s Hold.

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Starkhaven

Starkhaven
Starkhaven is the name of the colony that was formed by the militant cleric group, the Order of Arnath’s Fist, and their followers. When colonists first arrived on Mardrun, the Order spent immense resources building a full settlement and began production on a keep. This attracted a number of settlers to join them and help their efforts; the benefit of having the disciplined leadership and military might of the Order in charge of the settlement was amicable to some that were lost and in need of a new home. Starkhaven is one of the most most defensive settlements on the continent and resides where the Yurnai river meets the Great Wolf’s Hackles.

This settlement is home to several hundred colonists and members of the Order of Arnath. There is a small group called the Starkhaven Militia that help protect the settlement and also provide soldiers to assist the Order if they send out any of their members. Led by a Mayor who takes care of the day to day leadership responsibilities of the people, Starkhhaven is a very sustainable settlement. Families and farmers enjoy relative peace as they grow crops and tend to their businesses and families. The Order does require a tithe from Starkhaven to the coffers of the Order and to help fund their endeavors on Mardrun.

For more information on The Order of Arnath, click here.

Settlement of Starkhaven

Leader: Mayor

Warleader: Militia General

GEOGRAPHY:

Starkhaven resides on the southernmost tip of the Great Wolf’s Hackles where it meets the Yurnai River. Surrounded by rolling fields, the settlement town is overlooked by the Order Keep. When colonists first arrived on Mardrun, the Order spent immense resources building a full settlement and began production on the keep.  This settlement is home to several hundred colonists.

To the west is the headwaters of the Yurnai River; the settlement of Starkhaven does not use the river for much outside a source of supplemental food. If one were to continue west, Clan Grimward territory would not be far beyond the river. However, with the torrential ebbs and flows of the seasonal water run off of the Great Wolf Hackles, the fords are further downstream.

The territory immediately around the settlement to the east and south are the farmlands, hamlets, and villages with hilly knolls and wooded forest in abundance.

To the north is the peaks of the Great Wolf’s Hackles, and further the Spire of the Archons. To the south, along the main road, is the settlement of Daven’s Reach. Even further south lay the settlements of Newhope and New Aldoria. These form the lands of the City-State of Newhope. However, it is engulfed by the surrounding territory of Clan Nightriver.

The settlement of Starkhaven itself is divided into various suburbs with the Order Keep being central to all. These suburbs are a unique microcosm of the colonists as many were drawn to the protection, or the faith, of Arnath when the colonists first arrived. The city streets are laid out with no particular purpose, though shrines to Arnath adorn many a corner.

SPECIALTY

If turning out highly skilled, well armed, well armored soldiers is a specialty, then Starkhaven has one. The settlement is a typical Order town; it has armorsmiths, weapon makers, grain stores, and cloth weavers. All the things needed for a soldier. It does not excel anywhere else, however, as it has never been given the chance to.

Currently the Chapter of the Light has undertaken some additional land clearance in and around their territory. These new croplands should be helpful in stabilizing the harvest for the settlement, but are not enough to produce a surplus.

TRADE & ECONOMY

Starkhaven has a small economy. It is large enough for traders to make as  stopping point, but not so much that it is a hub. For the most part, the people manage to have food and shelter, and the necessary goods in life. Sometimes they have enough spare coin for a luxury, but not often.

POLITICS & LEADERSHIP

Led by a Mayor who takes care of the day to day leadership responsibilities of the people, Starkhaven is a very sustainable settlement. Families and farmers enjoy relative peace as they grow crops and tend to their businesses and families. The Order does require a tithe from Starkhaven to the coffers of the Order and to help fund their endeavors on Mardrun.

MILITARY:

There is a small group called the Starkhaven Militia that help protect the settlement and also provide soldiers to assist the Order if they send out any of their members. Otherwise the armed soldiers and Clerics of the Order of Arnath man the defences.

CULTURAL POINTS

The people of Starkhaven tend to be solemn, taciturn folk. With a stoic nature born from living in close proximity to the Order of Arnath, they are dutiful and diligent in life, going about their business in a brisk, efficient manner. This does not mean they cannot be joyous or jovial; they just tend to be very business first orientated.

They also are mildly xenophobic; also from close proximity to the Order. Some are still distrustful of the Syndar, holding old grudges from Faedrun. Many more are openly scornful of the Ulven, remembering the Colonists Wars and the recent Civil Wars, both where many lives were lost. Also like many colonists, they look down on the former inhabitants of the May’Kar Dominion, blaming them for tipping the balance of the Old War.

RELIGION AND SPIRITUALITY

Starkhaven is a very spiritual place. Religious wise, shrines to Arnath and images of His Clerics adorn the settlement. Everyone knows or has family who were Clerics, or have served the Order. Blessings to Arnath are on the lips of the people as greetings, farewells, and well wishes. Other religions are far less represented; one can find a few shrines to Ulkfel in the smiths district, and some colonists still express belief in the Light openly. However, no Syndar or Ulven religious icons have been seen in Starkhaven until recently. The refugees brought with them their faith, causing additional unrest.

Even those without religion are very spiritual. They take solace and wisdom from Arnath’s teachings. A practical god, his teachings bear lessons and approaches to weather the fates of life. His works, and the works of His Clerics, are often read to find the wisdom to approach a problem, or to find peace with a decision made.

STARKHAVEN COLORS, HERALDRY, FASHION:

The colors of Starkhaven the same as the Order: Red primary, white secondary. This often trimmed in black around the outside. The primary over dress seen for Starkhaven authorities is the red surcoats of the Order of Arnath, or the red tabards of Starkhaven.

The Heraldry of the Order of Arnath depends on the Cleric; a Rampant Lion, a Rampant Eagle, or a Rampant Griffin. In addition, they now sport belt flags denoting thing chapter: the clenched hand of the Fist, or the sun with shining rays for the Light.

Starkhaven currently does not have a heraldric symbol.

HISTORY:

When colonists first arrived on Mardrun, the Order spent immense resources building a full settlement and began production on a keep. This attracted a number of settlers to join them and help their efforts; the benefit of having the disciplined leadership and military might of the Order in charge of the settlement was amicable to some that were lost and in need of a new home. Starkhaven is one of the most most defensive settlements on the continent and resides where the Yurnai river meets the Great Wolf’s Hackles.

Yearly Update – 260 (2011)

The leadership tended to the needs of the people and to expanding supplies for the Order. A few Lions had been sent to investigate what was happening in the rest of the colonies.

Yearly Update – 261 (2012)

Word reached the Order that an undead, a lich, was spotted on Mardrun, Lions were dispatched to track down and kill it. Several groups of Lions and squads of Starkhaven militia were killed trying to defeat this foe, until finally the Coalition helped track it down the northern coast and into Grimward territory. With the help and guidance of the Lions, the lich was cornered and destroyed.

Yearly Update – 262 (2013)

As the Ulven Civil War gains momentum, the Order of Arnath’s Fist is caught in the thick of it. Lions are sent out on patrol, Starkhaven militia protect the roads near their settlement and Daven’s Reach, and the battle barges of the Order sail and patrol the Yurnai river that separates the Grimward and Nightriver lands. Conflict after conflict takes its toll on the Order as the highly skilled and equipped warriors fall one by one, difficult and costly to replace. Months of attrition force the Lions to retreat from the main bulk of the conflict to reinforce and a sneak attack on the Yurnai river by Clan Grimward warriors led to the destruction of the Order’s battle barges and the death of their crews. As winter sets in at the end of the year, the Order is in dire need of supplies and support; their ambitious goals to help the Civil War resulting in a terrible cost for both the Order and the settlement of Starkhaven.

Yearly Update – 263 (2014)

Following the political fallout between the Order of Arnath’s Fist and Baron Richards of Newhope, Starkhaven’s construction ground to a halt and its walls slowly began to fall into disrepair. The already famously xenophobic clerics retreated deeper into their cloistered stronghold, pulling their troops out of the war save for a handful of Lions who were sent to hold the Pass through the Great Wolf’s Hackles.

More and more over the year, Starkhaven patrols stop going out on the roads and the Lions remain stationed at home.

Frustration began to build as signs of corruption and foul play were discovered inside Starkhaven itself while the Lions in the Pass, expecting and awaiting reinforcements, seemed to have been forgotten by their allies. The year culminates in a decision made on behalf of Starkhaven, to be revealed early in the following year.

Yearly Update – 264 (2015)

Beginning on a sour note, the Order of Arnath’s Fist started the year by informing the Coalition of their decision to pull their troops out of the pass through the Great Wolf’s Hackles in order to return home and help tend their fields. Feeling betrayed and ignored by those who called them allies, Starkhaven had been hoping for some form of aid or support in the pass, but received none. Although weakened, a handful of Lions and Starkhaven militia flew their banners and marched alongside Coalition and Clan Nightriver allies… although none of them survived to return home. It is unknown if the Order will continue to remain reclusive after the Civil War had taken such a heavy toll on them.

Yearly Update – 265 (2016)

After years of decay and financial distress, the once great settlement of Starkhaven had descended into near ruin. Many settlers fled to other colonies. Although the military might of the Order of Arnath has never recovered from the initial conflict with the Ulven and the recent Ulven civil war, a handful of the Fist chapter members maintain control of Starkhaven and can be seen periodically. They have become more reclusive now, choosing to stay inside their crumbling keep and keep to their ideals and themselves instead of getting involved in the world at large. This had concerned members of the Order and also some of the people of Starkhaven, and a Griffin stepped forward to push for a reform. A new direction was presented and the Hand of Arnath listened; although the Order of Arnath’s Fist would remain the primary chapter of the Order on Mardrun, a new settlement and some of the existing military units were re-purposed with aiding the efforts of this new chapter.

The Order of Arnath’s Light is a brand new chapter of the Order of Arnath. Led by the new Chapter Master, this group within Starkhaven is pushing for more diplomacy and progressive ideals on the world. This was originally met with resistance as the surviving chapter of the Order of Arnath was the Fist, the most militant chapter of all of the Order of Arnath. The new chapter resides in a part of  Starkhaven. This has caused tension between the two Chapters, and in the settlement itself.

The first action was the Inquisition of Fire. Bos Meszar, the militant wing of the settlement of Serai, was found to be experimenting with Undead. Recalling the fate of Faedrun, both Chapters mobilized, but the Light was in the lead. The Chapter of the Light and Bos Mezsar came to blows, but their militia was no match for the highly trained Order militia. Unlike the Fist, however, the Chapter of the Light dealt a soft hand to the settlement. Most were captured and given aid. However, a rampaging Mordok horde pressed both Chapters hard. With Serai no longer having a military force, the town swore fealty to the Order. The Fist currently patrols and safeguards the settlement.

At the end of the year, the Chapter of the Light overstepped their bounds and welcomed corrupted Ulven into the settlement. The people of Starkhaven complained, but dealt with it. Crisis was closely averted by the help of the Prince of Aldoria, and the Phoenix.

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New Aldoria & Aylin’s Reach

Heraldry and Colors
– A maritime compass with 8 points
– Blue and Green (official, civil, and military)

People of Interest:
Prince Aylin – As the current reigning monarch of what survived of the Kingdom of Aldoria, the half-Syndar prince is, to date, the only known high royalty currently on Mardrun. An ambitious and cunning ruler, he often lets his more playful side show through to disarm those with whom he deals, though beneath that friendly face lies a cold and calculating businessman that will always garner profit and come out ahead.

The Settlement of New Aldoria – Mardrun Colony
After the massacre, not very many ships reached Mardrun. Between the diseases of the wounded, the lack of ample food and water, and the haste in which they left the continent of Faedrun, the kingdom of Aldoria was doomed. The King never survived the trip to the colony he worked so hard to fund and his son would bury him at its shores. The houses and nobles were scattered, in poverty, or left with nothing upon their arrival to the new colony. What was once a proud nation of Faedrun was nothing more than a handful of bloody survivors, refugees, and battered soldiers.

Not all hope was lost, however, as the remaining nobles and military leaders tried to put the pieces back together and lead the colony. They proclaimed the King’s son the new leader and began a plan to rebuild. This course of action was not favored by many of the original colonists, who had grown hearty and cold with having to carve out a living on the new continent, and the colonists of Newhope declared their independence from Aldoria. The newly arrived refugees did not have the funding or men to rule what they had created, and the nobility could not resist the secession. Instead, the survivors of Aldoria banded together and carved out their own piece of the new continent and created the settlement of New Aldoria. This settlement grew strong by learning from the Ulven, yet keeping them at a distance, and battling the Mordok. Prince Aylin grew up in this environment, working his way around the people and vying for political power. Everyone knows him to be an ambitious leader, savvy in both politics and combat, if not bitter from the history of his kingdom. It is rumored that he is planning on gaining a following and campaigning for rule of Newhope on Mardrun, rumored to be finally fulfilling his father’s wishes of controlling the colony his shattered nation helped build. More settlers and refugees continue to band together under the banner and colors of the prince and his Aldorian Guard, and more nobles have pledged support as his power expands.

New Aldoria narrowly averted a full scale war with the Watchwolf Clan after an ill disciplined and rowdy group of their Soldiers, secretly in the employ of an ambitious noble, tried to murder a young lady of the royal family and frame an Ulven Ambassador and the Captain of the Crow’s Guard for the attempt. Their plot was discovered, however, and foiled by a party of brave adventurers at the Wayward Inn.

Raskolf Vakr, the Voice of the Watchwolves, responded with a diplomatic mission to New Aldoria, where he met with the Prince personally. The Watchwolf Ulven and the New Aldorians averted war and actually managed to improve relations between the two nations. When Mordok attacked children playing on royal hunting grounds, the Ulven Ambassador’s seven-year-old daughter saved the life of the Prince’s own young son, and the two became fast friends.


To date, New Aldoria has largely kept with the traditions of their homeland, valuing ambition, cunning, and political and economic acumen. Though significantly smaller than the colony of Newhope, New Aldoria is an economic powerhouse, maintaining trade with a wide network of merchants and tradesmen across the continent, in large part due to their penchant for maritime trade. Of the human settlements, New Aldoria boasts the largest and most diverse fleet, from cargo barges to transport ships, and includes the reborn navy and their vessels.

Many holdovers from Aldoria remain in the new continent: the blue and green banners that fly from the ramparts and masts of her ships have always represented Aldoria, and do so in the new world. Mildly deceitful business practices are not frowned upon in Aldoria as they may be in other settlements, seeing such swindles as a lesson to unwary buyers, rather than deserving of punishment for the merchant. Though this has been addressed by Prince Aylin and has reduced in frequency and severity, the reputation for a “survival of the fittest” economy has remained. Along those same lines, New Aldoria boasts some of the more elaborate courthouses on the continent, where lawyers and judges might bicker and argue for days, weeks, even months and years over a simple hearing, exploiting loopholes in a delicate game of strategy to trap the opponent in a lie or technicality before being caught yourself. This has led many to see the Aldorian courts as corrupt, though to Aldorians, it is the far more civilized way to settle disputes.

Located on the southwestern coast of Nightriver territory, the land granted to New Aldoria on which to settle has allowed them to flourish, granting them access to the seas through which they are able to greatly expand their trade network. This maritime skill served the colony well during the Civil War, as New Aldoria used her ships to break through the Squallborn blockades, earning a powerful ally in their Stormjarl neighbors. Though their navy is not as substantial as that of Clan Stormjarl and fairly comparable in size to that of Clan Squallborn, New Aldoria’s true strength lies in the diversity of her ships, allowing for faster transport of larger quantities of goods or soldiers around the continent.

The Creation of Aylin’s Reach
In April of 265, a combined martial campaign by Aldorian and Clan Stormjarl forces allowed the Prince of Aldoria to take sovereign lands for his people. The colony of New Aldoria in City-State lands faces a mass exodus as almost the entire colony relocates to this new land. The once great and bustling settlement of New Aldoria is reduced to a shadow of its former glory, with Newhope residents moving in but lacking the infrastructure and commerce to maintain the size of it. Administration of the former colony is gifted to squabbling lesser nobles vying for notice and prestige from the City-State Council, and only half-heartedly managed by those assigned. It is unclear why the settlement retained the name of New Aldoria; either a snub against the Prince and his people moving out, an attempt to cling to the marketability that the name used to afford, or a clear lack of administrative stewardship is unknown.

Years later, Aylin’s Reach has flourished and grown rapidly. The entire territory has seen expansion, new mercantile networks, a number of nearby Clans to trade with, and a symbiotic relationships with the Stormborn Coast territory of Clan Stormjarl being their direct neighbors. While seemingly isolated on the map, there is considerable wealth and opportunity flowing into, out of, and through the territory of Aylin’s Reach.

Recent/Current Events:
264:
Taking a less aggressive role in the war, the second largest human colony has spent the past year making very controlled, decisive movements, militarily, economically, and politically. Reaching out to nearby settlements to establish trade routes and political allies, Prince Aylin has been subtly ambitious in his dealings, much to the ire of Newhope. When the war began to escalate once again, the soldiers and sailors of New Aldoria were present and visible, blue and green banners flying high, bringing with them supplies, reinforcements, and the backing of the most economically powerful human settlement on Mardrun.

265:
Aldorian forces with Clan Stormjarl allies and mecernary forces invade Clan Squallborn territory. Their refusal to sign the peace treaty meant these forces were free to continue martial campaigns against their enemies, catching Clan Squallborn offguard, isolated, and without their Clan Grimward ally. The conquered lands that were taken are immediately settled by Clan Stormjarl and Aldorian people, and the territory and colony of Aylin’s Reach officially begins construction.

268:
After years of expansion, the official dissolution of Clan Squallborn concluded with the ritualistic honor duels of fealty-or-freedom of the Aettenjav. While former Pack Squallborn members dueled to leave the territory freely or be absorbed by Clan Stormjarl, the conclusion of this event also solidified the territory of Aylin’s Reach. The neighboring Clan Stormjarl territory officially becomes known as the Stormborn Coast, meaning any fledgling claims by Pack Squallborn people to the land are no longer formally recognized.

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Newhope Colony / City-State

Heraldry and Colors
– A lit torch framed by a laurel
– Yellow and White (City-State colors and City Watch security uniforms
– Yellow and Black (Newhope Armed Forces / military uniforms)

People of Interest:
CITY-STATE COUNCIL

 

A New Beginning – Faedrun – OLD WORLD

As the undead rampaged across the continent of Faedrun, the Kingdoms knew that they may need to search for a new land and try to evacuate to that location. The leaders of each nation knew that if the war did not go well, starting over again may be a last resort. This is when the effort to build ships, find a new land, and begin to settle it became a priority.

It took many years to build seaworthy ships and explore the waters. Numerous boats left and never returned. Several boats came back with only reports of small islands or returned with nothing. Then in the year 250, a boat returned with information and a route to a massive continent that was found. The sailors named it Mardrun and the kingdoms began to send supplies and colonists to build a new life in a new world.

The Colony of Newhope – Mardrun Colony

The first colonists arrived and began to build in this strange new land. Expansion was fast and boats arrived steadily with workers, colonists, and guards. The colony of Newhope was born.

It didn’t take long for the colonists to discover the Mordok. Suddenly they had an unyielding adversary that attacked their borders. The guards kept the people safe and Newhope defenses were built. Then the Ulven were discovered and tensions between the colonists and the Ulven were high. It finally came to a boil and a bloody conflict started between the Ulven and the colonists. Even though the Ulven outnumbered the colonists immensely, the formation tactics and heavier armor combined with years of fighting experience against the undead and penitent allowed the colonists to repel attack after attack. The Ulven’s hit and run tactics against the colonists could not break them. A number of each side were killed until a human champion and an Ulven warleader honor-dueled to a draw. This act encouraged the formation of a truce and the fighting stopped.

Now, the colony of Newhope and its leadership works closely with Clan Nightriver. Branthur Nightriver, Clanleader of Clan Nightriver, gave them land to form their colony. Now the colony of Newhope has grown quickly and the colonists have learned to live peacefully alongside the Ulven. Protected by high wooden walls and watch towers, life flourishes inside the colony. The streets are safe, the City Watch fair and vigilant, and the markets busy with buyers and sellers of wares. Refugees from different kingdoms, human and Syndar alike, have carved out small areas of the colony and continue some of the traditions of their homeland. A beautiful Syndar tended garden grows in one sector, a rowdy street full of bars and arenas are frequented by mercenaries of the Richtcrag nation and the unique style and traditions of the Nara Pentare transform an entirely different area of the colony into a unique homage to their late kingdom. All manner of people live inside Newhope, it is a melting pot of numerous factions of both the humans and the Syndar and also of Ulven who have decided to live or visit the home of the colonists.

The colony needed leadership to continue progress, so a number of nobles, barons, and political figures with any resources were pooled together to form the leadership of the colony. There were 10 nobles and barons total that controlled Newhope; each noble was allowed a vote in topics and debates were settled through democracy. Each leader was expected to maintain a manor or estate and had a sector of responsibility in the city equal to all the other nobles. They policed crime, maintained their share of the City Watch guards for their area, and kept track of taxes and funding. All the nobles maintained an equal amount of power until the year 264. Amidst a great deal of turmoil caused by the escalating civil war and bogged down by the bureaucracy of a ruling council, the nobles of Newhope decided to hold an election, choosing a singular leader from among their number. A close race between Baron Richards and Baroness Catherine ensued, each rallying support from the other nobles and the populace alike. In the end, with Catherine unable to retake her town of Daven’s Reach from the bandits which had invaded, Baron Richards was able to claim victory and donned the mantle of Lord Baron. The other nobles from the Council of Ten still hold a great deal of sway in the city, however, and many are still appointed in their original roles, albeit now in the service of Lord Baron Richards.

In the year 253, when Faedrun experienced the beginning of The Fall, the survivors of Aldoria and their leadership and the surviving Prince Aylin arrived to claim their place as rulers of the colony. The colony leaders banded together and refused him, telling him that they have the right to continue governing themselves. The nobles and authority that backed Prince Aylin and Aldoria’s colonization efforts lobbied for a heavy response, to use soldiers to take the colony and its rule by force. The colony of Newhope and the survivors of Aldoria mobilized for an attack but Prince Aylin’s young wisdom prevailed. He respected the wishes of the Newhope nobles and left with the other Aldorian survivors and created his own settlement. Even though conflict was avoided, the soldiers of New Aldoria and the City Watch of the colony have been borderline hostile with each other ever since. It was shortly after The Fall when the boats started dwindling down and then eventually stopped altogether. The colonists live in fear as the news that each boat brought with it was dire and grim and then ceased completely.

The leaders of Newhope knew that going back to Faedrun was suicide, so they tried to focus on the colony. Some colonists spread out and began to build new settlements and expand human territory. It was at this time that tensions began to mount again between Ulven and colonists. Now, the colony is in the background of a brutal Ulven civil war. If Clan Nightriver and their allies lose, there is nothing standing in the way between the Newhope colony and the anti-colonist Ulven that want them dead or sent back to their homeland. The leaders fear that dark times are ahead and have been pushing for a stronger and more centralized leadership of the colony. Now, each leader is vying for more control as it is expected that the most powerful and influential noble or baron of the Newhope’s leadership will be crowned King or ruler of the colony.

About 10,000 colonists live throughout the 10 sectors of the Newhope colony and have made it their home. Each Baron or Noble supervises roughly 1,000 colonists. There are more colonists on Mardrun, but this is the number of people that the colony can support. Numerous farms and smaller settlements have spilled out into the countryside around the colony as well. Newhope is nothing if not a melting pot among the colonies. Syndar representation among the former Council of Ten piqued the interest of the Syndar not disenfranchised with the humans’ political structure, and many who survived the crossing were quick to join with the Celestial Arragones in the colony. From Dominet Martingale’s scandalous parties to Duke Ventrini’s obsession with Ulven culture to Lictor Mary’s distaste for politics to Baron Montesque’s insistence on working the fields with his farmers, the nobility of Newhope reflects the same ideals inadvertently advertised by the city: it truly takes all kinds.

Despite their numbers, Newhope has struggled proportionately compared to New Aldoria. Though they have done well economically and agriculturally, the red tape of multiple equal leaders has bogged down their ability to capitalize on opportunities as New Aldoria can, though their slow and measured response has earned them a great deal of respect from a great number of the Ulven Clans. Many are eager, as well, to see the changes brought upon by the election of the Lord Baron Richards, and if he will continue to steer Newhope with a level head, or if he will grow ambitious with his newfound power and hope to rival Prince Aylin in the risks he takes.

 

 

Recent/Current Events:
264:
This was an important year for Newhope. Governed since its inception by a ruling Council of Ten, the city decided this year to elect a single leader. Baroness Catherine and Baron Richards were the two favored candidates from the start, due to their records as leaders and popular support among the settlement. When Baroness Catherine failed to retake her town of Daven’s Reach from the invading bandits, however, her ability to protect the people of Newhope was called into question, and Baron Richards was chosen to lead. Taking on the mantle of Lord Baron, Richards made it a point to show his support of the Coalition, sending aid to the troops in the Pass and giving a surprising amount of supplies to the war effort. This later proved to be problematic for the colony, however, as their stockpiles of food for the winter were severely diminished in their effort to quickly end the war, forcing them to swallow their pride and ask for help from their allies.

266: The City-State of Newhope is officially formed.

272:The City-State has continued to grow over the years, though it’s council has shrunk to only 5 members through a series of deaths, departures, and executions.

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The Kingdom of Tielorrien

Tielorrien:

The largest and most prominent of the Syndar Kingdoms is the Kingdom of Tielorrien. The Kingdom of Tielorrien covers a vast region of terrain which is both mountainous and wooded. Though some of the smaller kingdoms maintain an isolationist stance regarding the rest of the world, the Kingdom of Tielorrien sees heavy traffic of merchants, scholars, and pilgrims. The capitol city of Tielorrien is the City of Seven Gates. The city is an awe-inspiring example of Syndar architecture. There is not a single building within it which would not be considered a work of art to a human visitor. Spires and towers twist high into the clouds, gleaming and sparkling in the sunlight. Banners and streamers adorn every building. There is not a space of wall anywhere within the city that is not beautifully adorned with frescos or murals. Even the cobblestones in the less wealthy areas are arranged into geometric patterns or runes of good fortune. At night, the white buildings glint and sparkle like multi-hued stars in the magical light of different colored Syndar illumination rods. Special occasions and holidays are celebrated with magically enhanced displays of alchemical pyrotechnics, or the projections of master illusionists. It is said that the cities of the Syndar never sleep, and this is true. Unlike humans, who are for the most part, daylight creatures, roughly one half of the Syndar people favor Lunara, while the others favor Solara. When the followers of one god are going to bed, the followers of the other are just waking up. Every day and every night, there are religious ceremonies to greet the rising sun and the rising moon, and the streets and markets are just as crowded at night as they are during the day.

New World:

Most of the Syndar refugees on Mardrun are originally from Tielorrien. This kingdom maintained the best relations with the Humans, and contributed the most to the grand alliance. Due to their open trade policies, most Syndar living in the Human kingdoms were originally from or were descended from Syndar of the kingdom of Tielorrien.

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The Warring Kingdom of Richtcrag

Richtcrag (from the old tongue “Ríocht Na Cruach”, meaning ‘Kingdom of Steel’) was an enigma to most of the more ‘civilized’ nations in Faedrun. A brutal land of steppes, rocky terrain, and isolated villages, it seems at first to be inhabited solely by a sullen, suspicious people who would rather not travel far from their homeland. Beyond this, however, you will find a fiercely independent people, willing to fight and die for their land, which has been torn by warfare ever since it was founded as a loose nation.

A Bit of History

Richtcrag has never known much in the way of peace. A sort of tribal rule has always reigned in the land, ever since the first inhabitants began farming and setting up villages. The amount of arable land in Richtcrag is few and far between – communities would spring up around any area where the ground was fertile enough to hold crops, supplementing their diet with the occasional hunted boar or stag from the forests which managed to survive in the rocky terrain. These tight-knit communities saw the need for protection and martial prowess, lest their neighbors would force them from their land.
Soon, some villages with common backgrounds began banding together under skilled leaders – these “Cogadh-cheannaire”, or Cogaires, began to unite larger and larger tracts of land under their banners. Might made right, and these great Cogaires grew more and more powerful. These warriors-princes led armies into battle, waging brutal warfare against their enemies and driving the people under their command into fight after fight.
Around one hundred years before the Battle of Grayfield, a Cogaire by the name of Bartram Cruach managed what was once thought impossible – through political maneuvering, skill in tactics, and sheer bloody-mindedness, he managed to unite the scattered leaders into a single nation. Rather than declaring himself king, he gave forth a now-legendary declaration.

Cruach’s Declaration

“By the steel in my hand and the bravery of my warriors, I have taken this land for my own. But what fun would it be to rule over a placid kingdom? No, the Kingdom of Cruach will go on as it always has. My line shall ensure it!”
With those words, posted to every town and village, he had laid out the course of history. As more political men sat down and drafted the rulership of the land, they considered the point of this boast – the right to rule comes only with the steel and skill to hold it, and all their laws reflect it.
At the top sits the king, drawn from the line of Bertram Cruach. Interestingly enough, this is not a line that is hereditary – Cruach would adopt anyone capable of defeating one of his children into the line, and so the succession at the time of the Undead plague was a mess of bloody fighting – anyone who can claim connection to the line of Cruach, whether by blood or by combat, is considered a contender for the ostensible “rulership” of Richtcrag. While they are supposedly the head of the nation, it is only in times of great dread that they raise any sort of unified force.

Governance is accomplished by the Cogaires – while this position was somewhat variable in the beginning, there are now six established “regions”, each of which is ruled over by a Cogaire. There are no true boundaries or political agreements – what you can hold is yours, and what your enemy can take is his by right. Twice a year, the six Cogaires who hold the most land meet and discuss trade, temporary stops to fighting, and other such boring matters.

Íoclaochra

Íoclaochra, or “Paid Warriors”, are a common sight. Easily identified by their fanciful dress, bristling array of weapons, and tendency to seek out any possible fight, these mercenaries were a logical consequence of the constant warfare of the land.
The rich clothing of an Íoclaochra serves to indicate both their skills as a mercenary as well as gives them a sort of portable wealth – they tend towards clashing colors, imported silks, and elaborate hats. This is an advertisement of their skills – no warrior uncomfortable with a few strange stares would dress so wildly – to prospective employers. They are notorious gamblers and drunkards off of the battlefield, for most of them seem to know that their time is short.
Íoclaochra are oftentimes trained via apprenticeship to a more experienced mercenary – it is only when a youth has drawn his first pay as a full mercenary that they are considered a true member of the class. This first pay is typically spent on an elaborate hat – a tradition that began when a group of Íoclaochra was due to be executed after capture. Rather than dressing somberly, they spent the eve of their execution tending to their clothing and demanded that their heads, customarily displayed for a week after the execution, remain with the hats so that all who saw them would know that those who died had been true warriors.

The Major Regions of Richtcrag

While it’s impossible to consider Richtcrag as a uniform nation, the major regions all have their own individual culture and legends. These so-called ”major regions” serve as the primary cultural regions of the area at the time of the Old World – the refugees on Mardrun are few in number enough that regional differences are seldom acknowledged beyond modes of dress and mannerisms, as all of them have come to see themselves as the remains of Richtcrag’s culture. These regions are also roughly analgous to the domains of the six largest Cogaires – these are the major territorities that have existed throughout most of Richtcrag’s history.

Valinate

A coastal city, full of twisting alleys and intrigue, the rule of the day is calculated violence. Considered by its residents and the nearby fishing peasants to be the seat of culture in Richtcrag. While it is no less violent than the other major regions, that violence is cloaked in a veneer of custom and civilization. The Íoclaochra here tend towards trickery and dirty fighting, preferring elegant blades of ‘finesse’ rather than the larger blades of their neighbors. Due to trade with Aldoria and Vandregon, the Valinate region is a cosmopolitan one, turning out works of art that are renowned throughout Faedrun.
Petty squabbles for territory and ownership tend to take place within Valinate’s formal duel structure – an elaborate code of honor which dictates what sort of offenses allow for a legitimate challenge. The actual dueling code, however, is fraught with subtle tricks and excuses for duels. Many a petty nobleman has managed to increase his holdings by challenging rival to a duel over a petty offense, like failing to give him a proper greeting in the street or wearing the wrong style of hat.
Valinate’s culture is oddly refined in comparison to the rest of the barbaric nation, with attitudes and outlooks closer to a refined Vandregonian noble than the typical foreign belief of Richtcrag natives as uncultured, boisterous peasant-warriors. Manners of dress tend towards Syndar fashion, although tempered by the rougher living conditions within the city, and while Íoclaochra still retain flamboyant dress and impressive hats, they tend towards darker, more unified colour schemes than the bright, riotous shades common to other regions. Musically, they tend to prefer complex compositions, and are well known across Faedrun for their operas – long, musical performances punctuated with acting and other spectacle.
One of the most enduring cultural traditions of Valinate is that of the Masquerade – a masked celebration, typically held by nobility, and serving as a time were the peasantry can play at nobility while taking time in the city. The typically refined culture of the area gives way to drunken splendor, showing that, no matter how much they may mask their alliegances, they are still of the same bloodlines that united Richtcrag in the beginning. A second, darker tradition exists within this celebration, however – every year, at Masquerade time, certain Íoclaochra don masks and dark regalia, acting as paid assassins within the city. Other Íoclaochra see this as a sign of the decadence of the city weakening its warriors, but those who take part in these masked killings see themselves as legends in their own right.

Cul’Claimete

Cul’Claimete is known for two things – hard liquor and harder warriors. This wide region serves as the Southern border to Richtcrag, and to most of Faedrun, the only region they care about. While some other regions in Richtcrag have a semblance of governance, Cul’Claimete is governed by a series of feudal “lairds”, all under the High Lord of the region.
The peasants are an active part of the warfare – every last man and woman has fought to defend their homestead, usually in the guise of working for their local Laird. Most of them tend towards large weapons and larger words – the hurling of insults and boasting is considered to be the highest art form in Cul’Claimete. Íoclaochra from this region tend towards elaborately pleated plaid garments which speak volumes to those who know how to read the code – home village, affiliations, and victories in battle.
The music of Cul’Claimete, much like their culture and personalities, is boisterous, loud, and primal – the few members of this region who have made it to Mardrun have found a strange kinship with the Ulven, although the Ulven fail to understand why they would wear “Women’s clothing”. This remains an amusing point of contention amongst these two groups, and has sparked off a number of brawls that ended with both parties drunken singing of the accomplishments of their former enemies.
Amongst all other sports, Cul’Claimete treasures feats of strength and endurance above all else. Their favorite sport – at least according to a casual observer – appears to be bare-knuckle boxing. Before the Fall, a tournament was held once every three years at the castle of the High Lord, who – according to tradition – had the names of all past champions engraved on the stones of their castle, ”to strengthen its foundation with the strength of the people”. Sadly, this record was lost when the people of Richtcrag fled, although many dishonest traders in artifacts from the Old World claim to have a genuine piece of the old castle.

Kupferhügel

This somewhat mountainous region is where the traditional image of Íoclaochra comes from; it is full of small feudal holdings, castles, and dense, dark forests. The peasants, rather than being farmers, tend towards the mining trade. This is where most of the metal and trade goods for the rest of Richtcrag come from, and the skill of their weaponsmiths are renowned across all of Faedrun. For a number of years, Kupferhügel was one of the primary suppliers of arms and armor to the Order of Arnath’s Fist, which serves as one of the primary faiths of the region.
The Íoclaochra of the region are proud mercenaries – more so than any other region. They tend towards elaborate, slashed sleeves, incredibly bright colours, and the most ostentatious hats possible. Rather than acting as lone mercenaries, they tend to form organized bands, adopting a complicated series of rank and address to better act in other armies. The region is well-known for the quality of the crossbows that come from it, and few of the Íoclaochra who come from this region foregoe this efficient weapon.
The peasants come off as considerably more dour than other regions – quiet, reserved, and dedicated to their trades. There are a number of trade guilds in the region, all of which chair themselves in the central city, Molnberg, which serves as the hub for trade in the region, situated as it is on the Rhim River, a major trade route out of the nation. Beyond this taciturn nature, however, comes a love for gambling and other contemplative games – Kupferhügel is known for some of the most prosperous gambling dens in all of Faedrun, and they have brought many of their games of chance to the New World.

The borders of the region are populated with a number of Wild Syndar, some of whom have mixed in with the culture of the region. Tensions occasionally run high, however, as few peasants are willing to trust the ”Häxvolk” living near them, and occasional forays into the woods by mercenaries companies on ”training exercises” end with a surprising number of dead Syndar.

Marais-Enceinte

Built over a swampy region of the land, the various fiefdoms in the region are clusters of isolated villages situated on stilts above the bogs and dense trees of the region. Moreso than any other region, Marais-Enceinte is a land of solitary survivalists, seeking to live in the harshest region for a chance at freedom. Fiercely independent and proud of their local culture, the Marais-Enceinte accent is immediately noticable when used in the common tongue – full of rolling r’s and the largest number of blasphemies on Faedrun, it is alternately musical and scatalogical; a fitting companion to the bogs they call home.
The average peasant makes their living off of fishing and farming the few solid plots of land of Marais-Enceinte. Unique to the region is a wide variety of grapes and other berry-bearing vines, helped along by the soil’s unique character. Wines are prized in this region, and even the poorest peasant has access to it – after all, the brakish waters of the region make it hard to obtain and preserve fresh water, so wine ensures that nothing living manages to sneak in and spoil the drink. Few bottles were brought over during the Fall, and so Marais-Enceinte wine is prized amongst the nobles on Mardrun – seen as priceless artifacts, never able to be reproduced due to the loss of their unique vines, they command exorbitant prices whenever a bottle comes up for trade.
Íoclaochra from Marais-Enceinte are seen as scouts and trackers, trained to navigate across all sorts of terrain and fight from ambush. They favor longer knives and lighter armor – while the protection of heavy armor is useful on a stable battlefield, the swampy lands of their home leads them to favor mobility over raw defensive capabilities. They are also adept healers – the region’s many inhabitants include a staggering array of venemous serpents and virulent diseases, all of which can prove more deadly than any foe’s blade.
The peasants, as with the neighbouring Kupferhügel, are reserved and somewhat taciturn, but take a fierce pride in their independent status. The region’s music tends towards immensely energetic, expressive performance and typically features the concertina – an instrument exported to a number of Aldorian sailors. Their love of song and wine can lead to a comforting feel in their taverns, but the average traveler is urged to be wary – accidentally challenging the independence or aptitude of one of the region’s residents can lead to a heated confrontation that will end with one party half-buried in the morass of one of the all-encompasing bogs.

Olon Zүjl

The northern border of Richtcrag is a harsh place, acting as a buffer between the nation of Nara Pentare and the rest of Faedrun. Filled with broad steppes and wind-swept mountains, this region is known as Olon Zylj (Oh-lon Zhi-le), and it is home to the nomadic barbarians which kept the Nara Pentare isolated for so long. With few permanent cities, some of the best horses on Faedrun, and great fields of game, this is a seemingly inhospitable region for those who fail to understand the way of life required to survive.
The Íoclaochra, rather than accepting silver, take payment in food, supplies, and horses, for money is a useless conceit to someone who might see a ”civilized” trading place once in a year. In this, they get along with the Ulven quite well, sharing many of their values, but the Olon Zyjl place a much greater emphasis on individual reliance, and their Íoclaochra are known for switching sides in battle should they be tempted with a better offer. Their skill with bows is reknowned across Faedrun, which makes potential issues of loyalty worth the risk – so long as they are well-paid, they are reliable enough. While their skill with horses was incredible on Faedrun, the lack of horses on Mardrun has taken that from them – many Olon Zyjl Íoclaochra are still bitter over the loss of their beloved livestock during the Fall.
The Olon Zyjl see the Nara Pentare as a symbol of all that is wrong with so-called ”civilization”, and they raid along the borders frequently. While they are merely an annoyance to the larger nation, their attacks keep the borders closed to foreign influences, serving to further isolate the Nara Pentare from the rest of Faedrun.

Pericht

The ”capitol” (if one might use that term) of Richtcrag, Pericht is seen as an unofficial neutral ground at the center of Richtcrag. Similar in culture to Kupferhügel, this region of foreboding mountains is practically a fortress in and of itself. A center of trade and agreement, as well as home to a number of valuable mines, this region declared its independence from Kupferhügel soon after they realized the need for neutral ground in the center where all the Cogaires might meet to discuss matters of territorities, truces, and other negotiations that would shape the nation’s history.
Far from uniting Richtcrag, Pericht’s status as the ostensible capitol merely ensures that the nation does not disintegrate into all-out war, rather keeping to smaller skirmishes and the usual state of ”friendly ravaging of lands” that it is known for. The only reason it maintains it status as a neutral ground is its fortress-like arrangement and the universal conscription of all residents into the military.
Íoclaochra of the region are even more organized than their counterparts in Kupferhügel, serving as the well-paid advisors to the Cogaire of the region. They are known for their well-drilled formations and utilization of the halberd and pike, as well as their well-crafted armor. Of the regions in Richtcrag, this was the last to succumb to the undead, and there are rumors today that a few Íoclaochra still defend the central keep in the capitol city against the undead hordes, though most dismiss these as nothing more than the wishful rumors of a defeated people.

Trade and Money

Richtcrag is not known as a nation of traders. Craftsmen, perhaps, and skilled workers and miners, but the easiest way to insult someone from any region is by calling them a trader. Sure, certain prominent caposin Valinate may maintain their households and bodyguards with money taken from trade, but they are simply moving goods around – a trader would be someone who saw that as their sole goal; understanding this is the key to avoiding insulting any artisan in Richtcrag.
While they are considered a somewhat less civilized land than their southern neighbors of VandregonAldoria, and the May’kar Dominion, they are far from backwards. Much like the finest ships come from Aldoria and the finest art comes from the May’kar, the finest weapons and armor are to be found in the north. Master craftsmen and women pass down the secrets of their trade to their children, leading to certain familial lines and villages becoming highly contested commodities or (should their fame grow enough) – oddly placid zones where the whole village is dedicated to the perfection of that craft.
One of the most famous inventions to come from Richtcrag is the crossbow, of which those crafted in Kupferhügel are considered the finest in Faedrun. Whether it is the elaborately-engraved and fanciful miniature bows of Valinate or the powerful, workman-like bows of Marais-Enceinte, they are valued items all across Faedrun. Precious few survived the trip to Mardrun, unfortunately, and the craftsmanship may have been lost forever with the coming of the undead plague.

Many other advances in warfare were made by the Íoclaochra, who sold their services not only in their homeland, but in other lands as well. Some took up permanent residence in the south as swordmasters, and while some found their tactics were useless against the undead, others helped to shape the face of warfare across Faedrun.
An old Richtcrag proverb may shed some light on this dedication – “In peace, man contemplates beauty. In war, man crafts survival.”

Richtcrag Dueling Traditions

The history and rules of dueling are a major part of Richtcrag society. Whether it is an informal fist-fights intended to settle barroom disagreements, an academic duel between two students, or a battlefield duel to the death, all fights are seen as honorable, with certain rules and rituals serving as a framework to the bloody culture of Richtcrag. They look upon these duels with pride, which served to give them some common ground with the Ulven, who nonetheless find the odd variations and excessive challenges to be strange and foreign.
There are three inviolate rules to all duels, laid out by Bartram Cruach when he took the throne. Any violation of the Three is seen as an absolute disgrace – Íoclaochra have been tried and executed for failing to acquit themselves honorably in such formalized combat.
1) Only the agreed-upon weapons are to be used – a disarmed warrior may yield or find their weapon, but never draw another.2) Death comes to all men, and acceptance of that fate is found in a duel. No warrior is to be punished for killing another in a duel.3) To interrupt or intrude upon a duel is the greatest disrespect.
There are scores of other rules, depending on the type of duel and the number of participants – each variation has formalized rules and a history, including the names of famous participants. This is a part of their national pride – while they will eagerly war with neighboring communities, suggesting that a village or warrior has failed to uphold the traditions is cause for the whole of Richtcrag society to descend upon the unlucky slanderer.

Last Stand:

The origins of this duel are found in the numerous barrooms and inns of Cul’Claimete. After a few drinks, even the most level-headed man can find himself talking above their station. Should two patrons disagree too loudly, the bartender will pour a pair of drinks, and issue the traditional challenge – if they’d like to keep drinking, they’ll need to settle outside.
A space around the hearth is then cleared, and a circle three paces is marked out – some bars keep a permanent circle carved into the floorboards, while others simply bring out a rope. The warriors stand facing one another, and exchange blows until one of them cannot stand. No weapons are involved, and it’s as much a test of martial skill as it is of endurance. When one man can’t stand, the duel is over, and both return to the bar for drinks, considering the matter settled. The loser typically pays for both drinks, although particularly gracious winners tend to buy a round for the whole bar at the end of a particularly involved fight. It keeps tensions low, as most patrons know that insulting someone might lead to a savage beating.

Three-Armed Warrior:

A favorite amongst ruffians and rogues, this is a personal combat to first blood. The participants are both issued a single knife, and their left wrists are bound together. A bystander signals the start, and the duel is fought. It proceeds in three stages – a fight to first blood is merely the first blow to land, while a fight to first wound ends only when one of the participants suffers a serious injury. Fights to the death are rare, but happen – by the end, both participants are usually covered in blood from numerous minor cuts, and the winner dies as often as the loser. Unlike other duels, the actual rules are decided upon during the combat – an opponent who refuses to yield after first blood escalates the fight.
Generally, bets are placed on who the winner will be, along with how long the duel will take. Betting on fights is a valued tradition of Richtcrag, and the winner is typically given some portion of the bets against him. Certain vicious Valinate duelists take pride in this type of street brawling, displaying any number of vicious scars from their earlier victories. “To pay his blood-price” is Valinate slang for when such a duelist collects their winnings after any sort of fight.

The Formal Duel

Intended to keep warriors and Íoclaochra from spilling too much blood while working under the same Cogaire, these are somewhat more elaborate affairs that other duels. A formal challenge is issued from one warrior to another – it must specify the reason behind the duel, the name of the opponent, and the severity of the duel. Traditionally, no warrior under the employ of a Cogaire is allowed to kill one of his comrades without a gross betrayal – fights over lovers can sometimes allow for this, along with those duels intended to settle the matter of a theft.
The challenged party is allowed to choose the weapon used for this fight. Generally, there are three varieties of weapons chosen – the single straight sword, sword-and-shield, or two-handed swords, although polearms and axes are not unheard of. The weapons used are to be identical – certain unscrupulous warriors have tried to substitute inferior blades for their opponent, only to have it backfire spectacularly.
The duel then follows a very specific structure. The other warriors in the employ of the Cogaire form a circle around the participants, and the reason for the duel are read out. The challenger is then given the choice to forgive the insult – if not, then the duel begins. Both warriors salute one another, and fight until the agreed-upon degree – first blood or first wound is typical, although it is permissible to declare that a duel will continue until one warrior is unconscious.

The Battlefield Duel

One of the strangest traditions in Richtcrag, this is one of the rights of an Íoclaochra, as laid out by Cruach himself. Two Íoclaochra who meet on the field of battle are given the right of formal challenge. This duel is always to the death, with the victor claiming the possessions of the loser.
The structure is always the same – the challenging warrior calls out his name, the Cogaire he follows, and throws down his hat. The challenger must then do the same, and both Íoclaochra salute one another. To intrude upon this sort of duel is forbidden – Cogaire have executed men for attempting to assist in this sort of fight.
Both warriors are expected to use only the weapons that they are holding at the time, to the point of refusing a replacement should their blade be broken. Once the duel is finished, the victor claims the hat of his opponent, strapping it to his belt and continuing into the fray once again. This is a privilege extended only to those recognized as Íoclaochra, and the rules only apply when fighting equals – a number of warriors outside of the caste have died when they assumed their opponent would treat them as if they were a true Íoclaochra.

Academic Dueling

The academies of Richtcrag also bear a specific dueling tradition – rather than being a challenge over honor, it is a ritual test of the courage of both participants. The fighters stand three paces apart, holding a single straight sword. They then proceed to fight – not moving, as backing down would show that they were afraid of injury.
The goal of this fight is somewhat odd, as well – the participants seek to strike their opponent on the face with a raking cut, attempting to give them a scar. Oddly enough, being cut is not a sign of losing – these scars are worn with pride, symbolizing their bravery and ability to withstand pain. Deaths are rare, but occur from time to time – generally, when one side cannot effectively control their blade and strikes their opponent too hard.

 

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Lost

Physical Characteristics and Cultural Aesthetics
The Lost are of a unique bloodline of Io’Larian Syndar, nearly all of them showing the marks of their ancestors through their natural green-tinted skin.

The Lost hold a reverence for nature and their ancestors and this is shown in their clothing, tattoos, piercings, and jewelry. Not all Lost choose to ink or pierce their skin, but those that do see it as a reverential send up to their cultural heritage and a way to showcase a deep, lasting connection to their ancestors.

Religion and Culture

The Lost do venerate Solar and Lunara, like most Syndar. However, it is only a small aspect of their religion. They pay their respects to the main gods, and instead choose to interact and worship their ancestors and the spirits of the surrounding land.

Each Lost also has a totem. Finding one’s totem is a very personal rite, and signifies a Lost coming of age. A shaman helps guide them to find it, but it is up to each Lost to do so. One does not choose a totem though. It is the spirit who chooses.
Almost any animal spirit native to the Celestial Mountains can be a totem spirit. Each animal totem is known for it’s own set of typical characteristics, but each Lost’s individual totem has it’s own distinct personality. The only animal the does not manifest as a totem is Wolf. No Lost has had a Wolf totem since the time of Wargheart. In fact, wolves in any form are considered bad luck, and it is especially bad luck to kill one.

Lost tend to practice blood magic, believing that their own blood is a powerful component. Their totems are gifted their blood and other chiminage in exchange for magic. There are some whispered rumors that the Lost practice cannibalism and are man eaters, but there is no proof of this, and any Lost would immediately deny such accusations.

Lost live in separate family groupings and while these groups live separate from the each other, they still live near enough that they can respond to emergencies and meet for cultural celebrations. Most family groups settle within a day’s walk or so of their neighbors

Because of the very small number of Lost, each female is required to bear a child at least once, though they are not required to raise it. The child may be fostered to another in their family group, and it is in fact not at all uncommon for a child to not be raised by both of their biological parents. The biological parents are of course still involved with the child rearing, as everyone in the family group are expected to help.

A council of Elders from each family group oversee the blood lines, making sure that the entire tribe and it’s blood remains healthy. To do this, matings are often arranged by the Elders between family groups. These pairings are not expected to be permanent, with each party often going separate ways after a child is conceived.

It is not uncommon for a Lost to have various intimate partners, sometimes of either gender, though they usually only form permanent relationships as a pair. Children from such casual encounters are not uncommon, though it is taboo to produce children from within your blood.

On incredibly rare occasions a Lost may find themselves in a casual encounter with an outsider, not of the tribe. This in-and-of itself is not seen as a negative, but any child born out of this union would not be considered a member of the tribe. More often than not these children are birthed in secret and left with their outsider parent to be raised as their Lost parent would not want to subject them to a life of a second-class citizen. Children born from a union with an outsider are traditionally referred to not by their given name, not by their ancestral name, but by their status: Otherkith. Otherkith are not permitted to learn the Shamanic arts of The Lost. They are not permitted to take a totem. There have, in the history of The Lost, been an incredibly rare few otherkith that have grown to a place of acceptance in their tribe and family group. These otherkith, through deeds and actions, regained their names, but not once has one been given the right to a totem. Any child born from a pairing with an otherkith will also be an otherkith and due to this pairings with them that give rise to children are seen as taboo and to be avoided.

Permanent pairs can actually be any gender or age mixtures, because a permanent pairing is not borne of lust. Lust can be taken care of easily, but a permanent bond is very important and special among the Lost. It is built of mutual trust and protection, with each partner willing to die for the other, and watching the others back and supporting them. it could be a brother and sister, father and son, best friends, as well as lovers. A permanent bonding is not taken on lightly.

The concept of honor is very important among the Lost. Because their tribe is so small, they cannot afford infighting and violence amongst their ranks. One’s word, once given, is one’s law. The spirit’s will not deal with oath-breakers, it is believed, and so neither will any of the other Lost. To deal with an oath-breaker is to bring their bad luck upon yourself. To break serious oath, or to murder any of the kith, is to forfeit your life. Any Lost warrior would not hesitate to execute a serious oath-breaker. Because of this, crime is low among the tribe, being as the most severe consequence will be dealt out to the offender, swiftly and mercilessly.

Life among the Lost

The Lost place a heavy importance on one’s family and lineage. One of the first things a Lost child is taught is their lineage, and the deeds of their ancestors. To the Lost, no one has a more vested interest in their well being , than their ancestors. A typical Lost meal includes an empty place setting, set with mead, ale or wine, and the first portion of every dish. This is for any Ancestor or land spirit that may wish to visit the family.

The Lost believe that one’s luck and one’s worth are determined by a myriad, and yet connected set of factors. One’s own deeds are the most influential, but so also can the deeds of one’s ancestors and even those around you, can affect one’s luck and worth. It does not matter if you are a great person, if you are surrounded by scum, you count among scum.

Relations with other species and people
Though most Lost tend to judge a person on their words and actions, there does still exist certain prejudices.

Syndar- Relations between the Lost and the serous Syndar remain fractious at best. The more genteel, city-bred Syndar tend to view their back-water, barbaric cousins dimly, and the Lost tend to return the sentiment. Other Io’Larians are generally respected. Lost tend to view the Celestials as an older and disliked sibling. There is no real hate, but neither do they like each other.

Humans- Surprisingly, the Lost tend to get along better with humans than the other intelligent species of the world. Despite the violent relationship between the Order and the Lost tribe, when out among the world, Lost tend to associate more with humans.

Ulven- There are not very many Lost known as of now on the New World, so the interactions of these two species are mostly speculation. One might think that these two peoples would get along very well, and it is almost true. The best way to describe it would be the Uncanny Valley. The Ulven in culture are so close to the Lost, that a Lost could almost feel at home among them. Then the Ulven do or say something that is so completely alien to the Lost culture, it only further emphasizes the vast differences. There is also the sensitive matter of the Lost being responsible for the extinction of the Great Wolves, the Warg. The Ulven do not know of this history, and it is not known how they will react if they do find out……..

The Lost of Mardrun
As it is known, The Lost did not have the fortune of arriving on Mardrun in any true and large numbers. Many of them had great difficulty finding each other on this new land with little to go on other than reports of other “green-skins” in other areas of the land.

Eventually many of The Lost did find each other and together made a home, though the location of this small village is a well guarded secret. Each of The Lost in this village swear a blood oath on the names of their ancestors that they will never reveal the location of their village to outsiders.

This life did not suit them well in the long-run. After years of attempted isolation the remaining Elders of the Tribe came to the conclusion that they simply did not have the numbers required to maintain themselves without falling to interbreeding between kin. Though the thought of mixing with the blood of other tribes and races seemed entirely out of the question, it did seem more acceptable than mixing with their own family. The decision was made that on rare occasions the Elders may decree that a tribe member must find outside blood and bring it to the fold. This process is highly regulated and regimented and is seen as the only time that an outsider may be brought to their village and not be considered a breach of Oath.

For the first time in the history of The Lost, children born to a single Lost parent are considered to be full members of the tribe.

Some of the Lost lore!

Wargheart

Koragnak Bear-Breath

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Nara Pentare

Update: The following lore is being reworked because of our own concerns of the content written falling short of cultural sensitivity. The content remains up on our wiki because we feel it’s important to recognize our past mistakes and keep our efforts of improvement transparent to our players, but at this time we are not accepting new PC bios for this group until we complete the project of improving this content. Any players interested in helping with this project are welcome to email in to lasthopeLARP@gmail.com

General Information 

Nara Pentare is a northern nation on the continent of Faedrun, enclosed by mountains on all sides, cut off from the outside world. The interior landscape of Nara Pentare is picturesque, and consequently is featured in beautiful artwork produced by its people.

As a result of their isolation by these mountains, Nara Pentare has evolved a culture of complete self-sufficiency and arrogance. They believe that the Naran people, and all they create, are the closest things to perfection that exist in the world, and they do not hesitate to behave as such toward outsiders. Outsiders, called rōwajin, have never been welcomed in Nara Pentare. The only recorded instance of a rōwajin being allowed in, he supposedly flew away on the back of a phoenix, to be destroyed and reborn. This legend has evolved the Naran view of outsiders into such that they view them as children, unready to learn or understand the world. The only outsiders they have any relationship with are the Syndar, who possess extremely limited trade agreements with them.

The Society and People 

“Though the flame be put out, the wick remains.”

Nara Pentare society is extremely rigid, and adheres to a strict caste system. All know their place and act accordingly. Tradition also takes an extremely important role, and the Naran people are taught it from a very young age. Their tradition and pride as a people, however, pales in comparison to their reverence for honor. To a Naran, from the lowest farm worker to the Emperor himself, honor is everything. Anything remotely seen as challenging their honor is generally met with a duel. If the severity of the insult is small, it may be only to first blood, but in major cases, it is a duel to the death. Naran culture decrees that it is better to die than be dishonored. Consequently, Naran punishment for crimes would often be seen as severe in other regions. Death is not an uncommon sentence for even relatively minor crimes.

Narans are polite, but only to other Narans. They view outsiders as inferior, and while they tend to possess the tact to not be outright disrespectful, their arrogance can rarely be contained and outsider opinions are rarely given the attention a Naran opinion receives.

Narans are governed by an Emperor who is regarded throughout their society as a divine being. All Emperors, it is believed, are reincarnations of the first Emperor. To govern the land, Houses exist, ruling a province and upholding the Emperor’s will and authority.

According to the histories of the Naran people, Nara Pentare was not always one Empire. Originally, hundreds of years ago, there were five: the Empires of Fire, Water, Air, Wood, and Metal. All of them existed within the land now called Nara Pentare, and all shared a very similar culture. However, they were constantly at war, all the Empires attempting to gain more honor and destroy their rivals. As such, this era is simply known as “Strife”, translated as “Araton”. There was one other thing shared between all the Empires as well: an ancient prophecy, passed down for as long as anyone could remember. It spoke of a man who would end war, and create an Empire of perfection within the mountains. After so many years, the legend was largely ignored, so it was a great shock to the Empires when it began to be fulfilled. A man came forth from the Empire of Metal, a great general, undefeated in battle. He used his skill to conquer the Empires of Water and Fire, which led the others to resist further. He then conquered the rest, and the land was unified as the prophecy had stated. This man became the first Naran Emperor, and established the idea of his divinity, using the prophecy as a base. He did not, however, eliminate the other Empires or their culture, as he knew that to create a truly long-lasting and perfect Naran Empire, he would have to include them and their perspectives. When the Capital of Nara Pentare was built, it was with this in mind. It was constructed in a rough wheel, with divisions within for the Elements of Fire, Water, Air, and Wood. Where the spoke would be lived those of Metal. Over time, this attitude evolved into the divisions seen today, and into the caste system used throughout the Empire.

The System

The Naran caste system is organized in two ways. The first is an affiliation system, using the Elements, Fire, Water, Air, Wood, and Metal. This system is the main base of a majority of Naran culture. The caste of a Naran is determined by birth, with their elemental affiliation determining their field and their skill, experience, and heritage determining their rank.

The Elements

Fire

Those affiliated with the Element of Fire wear primarily red and black, and are very passionate, more so than other Narans. Many from this region are looked down upon by other Narans due to the wide range of emotions they openly display. They are considered by other Narans to be the least civilized of the elements, though still far above any outsiders. They are known for their ability to destroy and create, as is demonstrated by both their mastery of arcane magic and their unique and beautiful art style.

Water

Those affiliated with the Element of Water wear mostly blue and white. They are sailors and fishermen, doctors, alchemists, priests and priestesses, and users of divine magic. They are the most empathetic of all Narans, as well as the most adaptable. They strive to exhibit extraordinary calm in any situation.

Air

Those aligned with the Element of Air wear mostly yellows and light browns. Often farmers and shepherds, Narans from the Air Province are also well known for their skill with horses and bows, training to take full advantage of the open plains that make up much of their region. The most populous of the regions, this Province additionally supplies, trains and maintains a great deal of the rank-and-file soldiers of the Naran empire. They also count among their populace the greatest number of musicians. They tend to be free spirits, though they hold as tightly to their ideals of tradition and honor as any true Naran.

Wood

Those aligned with the Element of Wood generally wear green and dark brown. Due to the nature of the terrain in this province, generations of experts have trained their skills as the rogues of Naran society. Also found among their number are a great deal of hunters and laborers. Their art is evident in their homes, constructing buildings that seem to be made by the land itself and feats of engineering that would earn a second glance in Fawyth. Most are quiet and introverted, and have a great eye for complex and intricate details.

Metal

Those affiliated with the Element of Metal wear greys and blacks. They are merchants and bankers. Of the Narans, those of the Metal Province display the most arrogance, even towards other Narans. Their heritage produced the First Emperor, a fact of which they are all too happy to remind anyone who asks (and some who don’t). They are usually detail oriented, as well as focused on their own personal goals.

The second system is one of seniority in one’s chosen profession, determined by the skill and experience possessed by the individual. This is expressed through the wearing of earcuffs or earrings on the right ear. One earring or cuff signifies that one is a beginner or initiate in a profession. Two signifies a journeyman or intermediate level, and three signifies mastery. Only the Emperor, and members of his Imperial Court and Family may wear four earrings.

As seniority increases, the title due to each person changes in grade. For every specialty a person can have, there is a title due to those who are masters of it. For those in the beginner or journeyman ranks, the title is created from the first half of the master title, and the number one (ūro) or the number two (ūroto). The number one is used for beginners, the number two for journeymen.

Earrings are worn on the left ear as well, however, these have a different meaning. There are always three, each bearing the color associated with the individual’s elemental affiliation. The material used to display this color is often directly tied to an individual’s affluence or that of their family: colored string is often used for lower-class individuals, while those in the middle class can often afford ribbons. Wearing chains set with appropriately colored gems, however, is a sign of significant wealth or power. The earrings are meant to symbolize the three most precious entities in the individual’s life: themselves, their family, and their spouse.

The Classes and Titles

Warriors

“If a warrior is not unattached to life and death, he will be of no use whatsoever…With such non-attachment one can accomplish any feat.”

These men are the pinnacle of Naran strength and virtue. For them, their honor is something more precious than life, even more so than the rest of the Naran population. They will never surrender, but will retreat if ordered to. They are skilled with multiple weapon types, primarily the sword. It is, however, balanced with knowledge in other areas.

  • Master Title: Masurimono

  • Intermediate Title: Masūroto

  • Initiate Title: Masūro

Rogues

“The gem cannot be polished without friction, nor man perfected without trials.” 

The Rogue has a niche in Naran society. However, it is not stealth, as one might expect. Rogues are generally hunters, scouts, or specialized bodyguards. They use mostly bows and thrown weapons, but will often pair those with short swords or axes, should the need to defend oneself arise. They fight supporting the warriors, and will at times ensure their survival in wilderness situations.

  • Master Title: Geizei

  • Intermediate Title: Geiūroto

  • Initiate Title: Geiūro

Mages

 “I hear and I forget. I see and I remember. I do and I understand.”

Those who master the arcane have one drive behind them: knowledge. For some, their quest for knowledge can even overshadow their adherence to honor, though this often draws content and reprimand from more level-headed superiors. Among Arcanists, the more knowledge you possess, the more respected you become, and this is what motivates many of them. They are also very protective of their knowledge, and will not teach anything to anyone without ensuring that they are worthy of knowing it. Many use staffs as their physical weapons, and sometimes daggers or thrown weapons as well. They keep the secrets of Nara Pentare from outsiders, and are often highly logical and organized.

  • Master Title: Teijin

  • Intermediate Title: Teiūroto

  • Initiate Title: Teiūro 

Clerics

“If a man can control his mind he can find the way to Enlightenment, and all wisdom and virtue will naturally come to him.”

Users of Divine magic have a drive, just as Arcane users do. Theirs, however, is the welfare and health of the Naran people. They are healers, both with and without magic, and are very empathetic toward Narans in need. Many treat all life as sacred and will even extend their empathy and services to those outside of Naran culture, though Narans will be their priority in all but the most unique of circumstances. Tasked with keeping the spirituality of the Naran people, Naran clerics work closely with their mages to preserve their culture’s history and knowledge. They also keep the peace, and are mediators of disputes when necessary. They use mostly staffs as their weapons, though any blunted weapon is not an uncommon sight.

  • Master Title: Tenmei

  • Intermediate Title: Tenūroto

  • Initiate Title: Tenūro

 Monks

“By three methods we may learn wisdom: First, by reflection, which is noblest; second, by imitation, which is easiest; and third by experience, which is the bitterest.” 

Monks are greatly respected within Nara Pentare, and are very powerful, as they are trained to use both Arcane and Divine magic. They are the highest-ranking Narans aside from those in the Imperial Court. The role that a Monk takes is to direct and advise, and the Naran people have benefited from that for hundreds of years. Both their outlook and dress are simplistic. They use both schools of magic but will supplement these abilities with other skills to prove useful in many situations, both in and out of combat.

  • Master Title: Shidoshi

  • Intermediate Title: Shidūroto

  • Initiate Title: Shidūro

The Spirituality

“Just as treasures areuncovered from the earth, so virtue appears from good deeds, and wisdomappears from a pure and peaceful mind. To walk safely through the mazeof human life, one needs the light of wisdom and the guidance ofvirtue.”

The religion of the Naran people is, in its ultimate form, a religion of thanksgiving. In their eyes, the Gods have given them the gift of being the superior people, and all that goes with it. To honor their Gods, Narans attempt to be the best that they can be at whatever they do, to give thanks for being superior in the doing. In the tree of spirituality that winds through Nara Pentare, there are core Gods, representing core values, creation, and concepts that the Naran people hold dear. For more specific, and so more personal veneration, there exist the Spirits, representing almost anything that can be named. Narans hold their religion in their hearts, but are not governed by it. They obey the directives of their Emperor, seen as the mouthpiece of the Gods, a God himself, and give great weight to the recommendations and predictions of their priests and clerics. However, it is ultimately the Naran people who make their own decisions about what their paths are in life.

Gods

Depending upon the Elemental affiliation of a person, they will tend to give thanks to a certain God or Gods in their offerings. These represent concepts and values that are common within people of that Element.

The Elemental Gods:

Kōjin: God of fire, smithing, war, and arcane magic.

Ryūjin: God of the sea, lakes, fishing, divine magic, and storms.

 Marici: God of wind, gusts, insight, and prosperity.

Sarutahiko: God of earth, forests, and the trees.

Shōtoku: God of trade, coin, mining, and administration.

Spirits

Just as Gods represent values close to the hearts of the Elements, so too do certain spirits, which sometimes physically embody the Element itself. Aside from these, however, are great multitudes of other spirits, which, depending on one’s profession, are venerated specifically.

The Elemental Spirits:

Hitodama: Spirit which represents the souls of fallen warriors, and is common on ancient battlefields. It is said to appear as a ball of semi-translucent fire.

Yōsei: Spirit that is similar to a water fairy, is commonly seen on ships, and plays small tricks on people. It represents good luck, and appears as a dwarfish human.

 Mujina: Spirit which represents hard work, and loyalty. It is commonly seen on roads and alongside fields. It appears as either a small monkey-like figure, or a badger.

Qilin: Spirit which represents protection, benevolence, kindness, and fertility. It is uncommon, and seen around holy sites, in ancient forests, and rarely, in the households of nobles. It appears as a scaled goat with the head of a dragon.

Dragon: Spirit which represents supremacy, grace, and judgment. It is almost never seen, save high in the mountains, and appears as a long, sinuous snake-like animal with wings and primarily metallic coloring.

Current State of Affairs

Nearly a century ago, in the year 186, divination rituals performed by a small order of monks returned with a faint aura far across the sea. Without the ability to expand their territory, the Naran people sought out this aura to attempt to establish a colony. After a lengthy voyage, they came across the source of the aura they had detected: a small island out at sea, surrounded by reefs and mountains. Of the four ships who departed, however, only one managed to navigate the reefs to the shore, a small inlet revealing the crescent shape of the island itself. It is here that the survivors began a small colony, sending their last ship home in hopes of receiving more aid. More ships arrived, quickly at first, but then the flow of supplies slowed to a trickle before they stopped coming at all. The final ships bore dire news: the nation of Nara Pentare had been defeated and overrun by the undead. Almost none survived. The colony was now alone in the world. They set about rebuilding their culture, and with nothing else to cling to, they drove themselves deeper into their already extensive traditions. Here they have stayed for decades, trapped in isolation, cut off from the outside world, and they seem to prefer to keep it that way…

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Kae’rim

East of Saresh, among the foothills of the northern mountains, one might happen to come upon a group that calls itself Kae’rim. The next year, should one return, they might very well come across another group by the same name. But every face among that group will be different from every face among the first, for the Kae’rim are a group of nomadic peoples, which live in a cyclical relationship with one another.

In a sense, while the Kae’rim are individually nomadic, they are, collectively, sedentary. This is a strange contradiction for those that aren’t familiar with them, who sometimes dismiss them as ‘aimless wanderers’. In truth, each group of Kae’rim follows a fairly rigid path through the desert, which changes only gradually over time, much like the Ukor River as it slowly carves its way through sand and stone.

It takes about three years for a given group to return to the same spot. Along the way, they do much the same as anyone else: They forage from the land, they trade with foreigners, they even occupy permanent settlements, built collectively by them, for their collective use. The difference is that, once their time in a given place is up, they’ll leave the land and foreigners and settlements behind for the next group of Kae’rim to use, and move on, taking the place of another group further ahead of them.

In this way, the Kae’rim have access to everything the desert has to offer. In one spring, a group shears the wool from a flock of wild sheep that they know will be in the same area at that time. A month later, they arrive at one of their outposts containing, among other things, looms for weaving that wool into warm clothes for the Dominion’s cold nights. The group behind them took a slightly different path, to harvest herbs that wouldn’t have been blooming earlier in the spring.

This dance goes on all across the cherrik, which is the Kae’rim name for the path that they follow through the desert. It’s a term that roughly translates to ‘the circle’, despite the fact that from above this path meanders, crosses over itself, and appears at times to be random. But nothing about it is random. The Kae’rim have an extremely sophisticated understanding of the ecology of the Dominion, the cyclical influences of the year, and seem to have an uncanny ability to predict the weather, migration of animals, and even the behaviors of other groups of people.

The cherrik is the path of least resistance for the Kae’rim to enjoy a comfortable life, and yet is the result of phenomenal foresight, conservation, communication, logistics, and mathematics. When the unexpected happens, horse riders deliver messages encoded with dense information communicating the situation and the workaround to the next group in the cycle, which is passed in a chain to the rest of the Kae’rim down the line. This coordination is mandatory- different groups supplement each other even when they aren’t directly interacting, and so a disruption risks affecting everyone. One group might plant a seed, so that another might harvest what grows years in the future.

To see the Kae’rim traveling is said to be a wondrous experience. A parade of men, women, and children, all wearing bright, vibrant clothing made from linen colored with all the dyes the desert has to offer. Most walk on foot, but a few drive bison-led wagons filled with expertly packed goods awaiting their next destination. Many are accompanied by dogs, which themselves move in family units amongst the large group. The group spreads out wide, to cover a large amount of ground, and occasionally breaks out into a call-and-response song which serves in part to repeat and reinforce their oral history, but also ensure that no one is left behind by the group.

The Kae’rim are self-sufficient in the extreme. Almost everything they wear and carry is made by them, from the clothing on their backs, to the tools and weapons that they hold and the wagons that carry everything they can’t. Even talent is managed carefully both within and between groups, with experts being temporarily shuttled around to ensure that no group is missing an essential skill. They trade to get the things they cannot get themselves, bartering with the various peoples they run into along the cherrik with small surpluses of goods harvested just for that purpose, sometimes buying something just to sell it elsewhere. In this way, the Kae’rim act almost like pollinators, uniting the desert in a great inexorable churn of movement.

The existence of the Kae’rim has been deeply frustrating to May’Kar’s various administrative systems. They’re not the only nomadic group in the Dominion, but they have the widest range in territory, to the point that trying to mark them on a map is meaningless. They refuse to do battle, going so far collectively as to refuse to tend to the wounds of those that would wage war on the living, so as to not be complicit in blood shed by their patients, and so are seen as a ‘dead weight’ in the Auxiliaries by the Dominion. Additionally, their lifestyle is predicated on taking as little as possible from the land, which leaves them with little surplus to owe in taxes. Over the years, small opportunities for compromise have come through, with tax collectors finding coins deposited in a Kae’rim outpost twice a year, but the tribute is largely not worth the effort.

The Kae’rim faith, to the extent that it can be called a singular faith, is called Kae’ruj. Its particulars vary greatly across the many groups of the cherrik, with some incorporating figures and elements from other belief sets, but the common concept describes the origin of humanity, in which two men and two women were forged into being at the beginning of creation. These humans have many names, but the ones catalogued as ‘primary’ by the Register are Ul-Weithe, Al-Khara, Al-Nulpun, and Ul-Brana. The humans were different from each other, extremely so, each fashioned from one of the primordial elements of nature: Ul-Brana from fire, Al-Nalpin from air, Ul-Weithe from earth and Al-Khara from water. Despite this, they loved each other deeply, and in joining with each other, they formed the great diversity in humanity seen today. These humans are seen as the true divine: The purest expression of humanity, separated into four forms.

A common attitude cultivated by the Kae’ruj is one of self-imposed exclusion and isolation. The four humans, gods in their own way, mingled together, and in doing so created something vast, but lesser. Kae’ruj devotees use isolation as a way of attempting to focus on one of these ancestors and cleave away the influences of the rest, leaving only purity and purpose. It’s rare for many Kae’rim to actively pursue this ideal, but a more subtle version of it has caused elements of caste systems to appear within various groups, often denoted with markings like colorful tattoos or accented clothing.

Ultimately, the Kae’rim as a whole tend to be exclusionary towards outsiders. Within each group, a few are designated to act as liaisons and intermediaries, but the majority treat non-Kae’rim (and sometimes, even Kae’rim from other groups) with apathy, disdain, and occasionally even disgust. This response has become all the more common with the Dominion having further and further urbanized the territory around the Ukor. The river was once a major stopping point for many Kae’rim groups, but has since been taken over by tall walls and sprawling streets. Some Kae’rim have taken to intentionally lying to interlopers, to minimize the chance that they might act on knowledge that will somehow come to harm the whole.

The Kae’rim operate on a large-scale prohibition against violence against living things, which has led some to conclude that they’re total pacifists. They abstain from hunting, and strongly discourage physical violence against one another that rises above wrestling. They have a reputation for fleeing even when they outnumber their attackers, relying on the support of communities they interact with to protect them, or offering tribute in exchange for peace.

Yet, those familiar with them know that they nearly all, adults and children and elderly alike, carry blades notched with use. Though these blades are typically used against the undead, there have been very rare occasions when the Kae’rim are forced, by their very desire to protect life, to take it. When beset upon by a tenacious foe, who will not give up, nor be talked down or negotiated with, the Kae’rim have been known to brand that foe a chemidir or ‘circle-breaker’. At that point, the prohibition on violence ends. The chemidir is no longer considered ‘alive’ in a sense to the Kae’rim, and they descend in full force with skill honed for this very purpose. Even so, they employ the least amount of violence necessary to resolve their circumstances, allowing their attackers to surrender or flee, and capturing them when possible, either stranding them in the desert or delivering them to nearby settlements along the cherrik. Even when they have no choice but to kill, once the fighting is over, they mourn the dead and give them the same funerary rites that they might to one of their own. The branding of the chemidir is a decision made by a group of Kae’rim as a collective, but even within that collective, some refuse to raise arms under any circumstances, such is their commitment to peace and nonviolence.

Curiously, the cherrik seems to cause the Kae’rim to run into undead unusually often, which they also generally refer to as chemidir, having no general word for them beyond that. They slaughter these undead whenever they come upon them, and seem to treat doing so as a moral obligation. Paladins have been known to follow groups of Kae’rim for a time from the periphery, assisting in the dispatching of these creatures, and some of these Paladins are among the few people of the Dominion that the Kae’rim will cordially communicate and coordinate with.

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Saresh

Saresh is the capital of the May’Kar Dominion, and the city from which the Dominion’s predecessor, the Kingdom of Saresh, took its name. Saresh straddles the Ukor River, its two halves conjoined by large bridges that arc high over the water to stay dry even when the river gets to its highest levels. It’s the northernmost of the river provinces, a status maintained by strict law, and is both the literal and metaphorical seat from which all power flows in May’Kar.

The wealth of the desert, largely accumulated through taxes, has allowed Saresh to sprawl far beyond its original size. Multiple layers of irrigation networks, built on top of each other over the centuries as the city’s needs grew, allow the entirety of the city to look like a lush garden paradise, to the extent that it’s easy to forget that one is in a desert at all.

Within this sprawl, six formal districts have been designated, each centered around a cistern that continues to supply the area with water even when the river runs low. These districts are equal parts administrative and ceremonial, dedicated towards specific functional purposes, while also enshrining certain ancestral Mahsai faiths and providing venues for rituals and festivities.

  1. The Gate of the Small Gods is positioned at the southwestern end of the city, and is the main point of arrival for newcomers to Saresh. The district is densely packed with temples to various minor Mahsai faiths that see near-constant activity both as sites of active worship and also as micro-embassies for the many peoples of the May’Kar. As faiths wither and die, or are stricken from the Mahsai ledger, temples become repurposed and rededicated to new beliefs and spirits. Its cistern is dedicated to the Laghu Deva, whose followers solicit offerings from visitors and residents in exchange for political favors and advice.
  2. The Temple Hill is the oldest of the districts, overlooking Saresh’s western bank. It’s considered a deeply sacred part of the city, and is visible from all over, containing the tallest and most opulent of its buildings, which seem to slope away from the palace in which the Priest-King and their family resides. Also here are multiple large dome-topped buildings in which the yazi convene to discuss law, and in which the most serious and significant cases are judged; grand temples and monasteries to the oldest and most enduring faiths; and lush gardens carefully arranged from plants found all across the Dominion. Its cistern is itself a massive temple dedicated to the Bhalin, the majority faith of Saresh before it was seized by Prince Tsimfa centuries ago, who purify and prepare its waters for the use in the most sacred rites of the Priest-King and other holy workers within the city, such as paladins in the process of preparing their divine blades.
  3. The Market District is found on the southeastern end of Saresh, and is easily the largest, having been expanded multiple times on account of a continual need for more space and infrastructure. The district sees an incredible amount of activity on a daily basis as a hub of commerce for both foreign and domestic trade, and is subdivided further in an attempt to organize different goods by their type. Its streets are dense and maze-like, formed by permanent structures for merchant companies, and layered onto with stalls and carts in constant flux and people come to and leave the city. This is also where a large number of tax collectors and assessors live, and is where tithe and tribute that must be paid to the Dominion goes. Its cistern is dedicated to the Apanadevata, whose followers are employed en masse by the Register, are responsible for the minting and maintenance of coinage used within the Dominion, and are empowered to take legal action when fraud or debasement is discovered.
  4. The Trade District is placed on the far eastern end of the city, carefully isolated to ensure that none of its industry can pollute the Ukor or the other waters of Saresh. This is where trade guilds are organized to work. Some are put together on behalf of the crown, while others are private companies that have purchased space to work in. A relatively small number of tall residences exist here, built with wind catchers designed to bring in fresh air from higher up and displace the noxious scents produced by the various trades. The district’s cistern is dedicated to the Vyapara, whose followers cultivate expertise in architecture and engineering and act as consultants to the expansion and maintenance of the city.
  5. The Setting Sun District in the northeast is the most densely populated of the six, with narrow streets and tightly packed housing units arranged around small courtyards. It’s home to the city’s working class, as well as the unemployed and infirm. Poorer families tend to live in multi-family wooden houses, two or three stories tall, while those better off enjoy larger walled compounds with different domiciles for different households within the same extended family. The district is connected by roads that travel around the periphery of the city, connecting people to their places of work without sending them through the heart of things. Its cistern is dedicated to the Sadharana, whose followers are charged with the care and rehabilitation of orphan children, and those unable to work.
  6. The Rising Sun District is built along the eastern bank. It’s a mirror to the Priest-King’s Temple Hill, and a pale attempt to mimic its grandeur. This is where the wealthy dwell, including the yazi and their families, powerful merchants, and foreign dignitaries. Their homes are certainly spacious and luxurious, but lack the cohesion and religious significance that makes its counterpart an architectural jewel. The district’s cistern is dedicated to the Kulina, whose followers are paid handsomely to maintain extravagant gardens and fountains within the estates of those living here.

The rest of the city is a heterogeneous mixture of residential, industrial, and commercial areas, which have filled in like patchwork over Saresh’s long history. There’s a clear shift in architectural style over time, seen as one starts in the center of the city and walks to its edge, illustrating not only the change in fashions, sensibilities, and technologies of the time, but also the addition of new materials for building brought in by May’Kar’s expansion and trade.

The majority of the working class in the city operate under a patronage system. Rather than receiving coin for their work, they labor on behalf of one of the many temples of the city, which in turn provides housing and access to food, water, and other necessities. What opportunities a person has access to depends on the social connections they have and can leverage, and while faiths do not exclusively hire from their own followers, conversion is often the difference between subsistence and comfortable living. Temples coordinate with each other and with city officials as a means of exchanging favors and attempting to secure themselves additional influence and prestige.

Those unable to find patronage with a temple might instead enlist with Saresh’s city guard or the Dominion’s military, receiving a proper salary for their service in addition to being provided with city-owned housing. This is one of the few paths available for upward mobility- an illustrious military career would usually be met with coin to spare and give them the means of purchasing a better life. Service in either force is a minimum of ten years. Once that time is up, a soldier can only receive discharge by relinquishing any of the housing and/or privileges granted to them as part of their service, leaving them only with whatever coin they’ve managed to save.

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