Darkport

Darkport

 Location: Far-eastern coast of Clan Nightriver territory, just south of Clan Goldenfield.
Leaders: Sailor’s Tribunal, council of three founding members who determine the direction of the settlement.
  • Nathaniel Artemos: Io’Larian Syndar from Fawyth, he is responsible for ensuring the financial prosperity of Darkport.
  • Eva Nightriver: An Ulven woman who handles the general political aspects of the settlement.
  • Haggar Rednettle: Ulven male from Clan Nightriver, he was granted a place on the Tribunal in exchange for Branthur’s permission to settle on the land. He is in charge of the political dealings of the settlement.
A recent addition to Mardrun’s coastline, the settlement of Darkport is a strange amalgamation of a wide variety of cultures from Ulven, Syndar, and Human clans and nations. Said to have been the original landing spot for the Wolfgang tribe of Io’Larian Syndar, the site was chosen due to the coastal location and the fertile fields to the north. Through the work of Haggar Rednettle, they have worked to establish a relationship with Clan Goldenfield, hoping to make use of their neighbor’s talent for farming, while offering their own access to the sea in return.
Though new, the melting pot that is Darkport could someday become a hub of commerce, though only time will tell if the diversity will be a blessing or a curse to the small settlement.

Onsallas Outpost

Onsallas Outpost (Mardrun)
Onsallas Outpost is the last Ulven controlled fortification before the Mordok infested Dirge Swamp. It is composed of a large palisade outpost that is within sight of the nearby Ulven village and is near the line of watch towers that overlook the edge of the Dirge Swamp. Although there are a number of towers, they are used randomly by the Ulven to spot any incoming Mordok hunting parties; it would be almost impossible to man all the towers due to the sheer size of the area they overlook. So far this has deterred some Mordok or helped to alert the nearby town or outpost defenders.

This Ulven outpost is home to some of the most veteran Ulven warriors, primarily ones that were involved in the battles with the humans and Syndar when the colonists first arrived. This is also the home territory of Pack Longfang. Non-Ulven are regarded coldly at the outpost, and the guards there frequently recount stories of battle with the colonists, the warriors taking pride in besting the foreigners in combat on numerous accounts.

If a discussion ever arises about who won the Ulven-Human Honor Duel, any comments about the human winning almost always starts a fight… and usually with live steel. Several mouthy adventurers have gone “missing” after visiting Onsallas Outpost.

The nearby farming village is committed to training to fight (in case the Mordok ever break through the outpost defenses) and with farming the nearby trees. Their close proximity to the Dirge Swamp lends the trees an unnaturally fast growth cycle and can be harvested much quicker than any other trees. They also produce Pineed Sap, a powerful healing agent, even more potent than Fae leaves. This puts a great resource right on the edge of dangerous lands and life is hard and brutal at the outpost. The Ulven have been growing the trees in the area and dedicate a lot of time and resources to the harvest of the sap.

Anyone leaving the protection of Onsallas Outpost towards the Dirge Swamp is said to be going “into the black”. The statement means that the person is leaving the protection of the Ulven lands and venturing into dangerous Mordok territory and also pays homage to Pack Blackwing who went missing after venturing into the swamp to try to establish a permanent Ulven Settlement.

Some of next generation’s greatest Ulven warriors are just coming to age in the village, learning lessons both from the land they live on and from the veteran warriors they frequently interact with.

The outpost itself is a sturdy fortification within eyesight and signal horn distance of the nearby village. Supplies are always an issue at the outpost because it is so far on the border of Ulven controlled lands. The comfort of inns, merchant shops, and plentiful food is replaced by tents, stretched out supplies, and dry rations. The nearby village is small and utilitarian, mainly a training ground for warriors instead of a place of comfort. Ulven on guard rotation can go to the village and spend some time with the villagers, but even the village itself is more basic. Some adventuring groups have begun to scope out Onsallas Outpost and the nearby village as a possible goldmine of opportunity. With a lack of supplies, it is suspected that a profit could be made trading to the outpost or the village, even with the cold demeanor that the Ulven there have towards non-Ulven.

Recently, in the face of an undead threat, a contingent of human Soldiers of Vandregon, led by an Ulven Captain, were allowed to reinforce Longfangs and help garrison the outpost. This alliance was integral in the discovery and destruction of the Lich’s power stone. The integration of Ulven and Human adventurers, and the success of their mission has been praised by both Ulven and Human diplomats as a major accomplishment.

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.

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.

The New Aldoria

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

Not all hope was lost, however, as the remaining nobles and military leaders tried to put the pieces back together and lead the colony. They proclaimed the King’s son the new leader and began a plan to rebuild. This course of action was not favored by many of the original colonists, who had grown hearty and cold with having to carve out a living on the new continent, and the colonists of 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.

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

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

Newhope Colony

A New Beginning – Faedrun – OLD WORLD

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

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

The Colony of Newhope – Mardrun Colony

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

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

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

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

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

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

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

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

People of Interest:
CITY-STATE COUNCIL

 

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

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

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

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.

Last Hope Larp