I'm a firm believer that all the weird stuff that has gone down in 2016 so far is a direct result of Leo winning the Oscar. Timeline's fucked yo.
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likes
8 yrs ago
Fuck Skyrim, just get Enderal
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8 yrs ago
If fantasy was reality, our minds would probably come up with some new weird shit, because it would be too boring. That's how we humans are.
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8 yrs ago
In every day, there are 1,440 minutes. That means I have 1,440 daily opportunities to procrastinate like the lazy bastard that I am.
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8 yrs ago
TAMW you're the only one in the office not on vacation, have no work to do or RP's to write for and you're just standing there thinking WTF to do with your life
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Bio
STATUS: Taking a break from RP'ng and sorting out my life. May be back some day, who knows?
---------------------- 24 year old dude living in Sofia, Bulgaria. I'm a studying for a bachelor's degree in informatics and I work as a programmer. I'm not much of a sports person, but I enjoy swimming and biking, although I have less and less time for them these days it seems. I also love travelling and generally discovering new peoples and cultures. I have a weak spot for video games and even though I don't have much free time, I usually manage to sneak in an hour or two when the opportunity presents itself :P
Naturally, I love reading and writing. My favourite genres of books are sci-fi (especially the New Wave era) and fantasy, although I don't like limiting myself, so I pretty much read anything. Same goes for music, I love classic rock and metal, but I listen to a lot of techno, minimal, trance, hip-hop...whatever really, as long as it "sounds right" to me.
I don't consider myself a very good writer to be honest and I'm always eager to learn new writing techniques and styles. That's why I love RP boards, in the past they've helped me improve tremendously, not only specifically for writing, but for everyday English as well. Hence why I tend to view RP's as a challenge and I enjoy getting into the deep end. The RP's themselves have to be character-driven to get me going, I view the setting (fantasy/sci-fi/modern/whatever) as just a backdrop for the real important thing - character development. Everything else is just fluff.
I'm always eager to hear out ideas for RP's or just talk about writing, literature and other assorted bullshit. Just hit me up!
Did my first post, it's a bit rough around the edges, I haven't actually written anything IC in years, so apologies beforehand! I plan on adding a part about Owyn, but that will come tomorrow probably. Dog-nose will also get a character sheet, as he is a character I plan on using to tell the story.
Worked on finishing a bit more small details in my NS, but not in the right mind to finish my IC. It will be first priority tomorrow. Also, @Terminal and @Vor, should we do a collab for the Queerdate Mystery thing? A Red Brother introducing a Grey Sister to the Breathless Queen, perhaps?
I was planning on having an introductory post for the Grey Sister, somewhere in Kedoren and travelling south, but we can start at the Breathless Queen directly if you guys wanna do that. Speaking of which, I need to finish the Grey Sister's character sheet and give her an actual name; gonna try to do it ASAP.
Positioned on one of the Blackfort’s few balconies Rurik surveyed the city spreading out below. Everything seemed tiny from here - the houses, shops, inns, markets, guildhalls and warehouses of Highcliff appeared as little more than children’s toys. The multitude of people moving along the wide streets blurred into an almost indistinguishable mass, broken only by the occasional glint of steel from a soldier’s helmet. It looked more like a damned anthill than a city truth be told, and just as likely to be trampled.
Frowning, Rurik scanned the King’s Way, tracing its path as it crossed the city and then gradually blended with the southern horizon. There were plenty of caravans going in both directions; a glance towards the Greylin painted a similar picture. He could count at least fifteen ships on their way to Highcliff and just as many bound for Saltbrook. As usual, about half of those were Bogken ships, which came all the way from the distant south, bringing their much-needed supply of sand of foodstuffs.
Yes, despite the madness that seemed to have gripped the world following the Godfall, life seemed to go on as it always had. Neither the peasant tilling the fields, nor the captain steering his ship in the river paid much heed to what transpired around them. As long as the year was good and trade kept flowing, they would blindly carry on with their simple, uneventful lives. Rurik knew better though and good thing too, for men who saw farther than their noses were few and far between.
He’d always been confident and sure of himself, however the idea of ruling all of this terrified him more than he cared to admit. It wasn’t just one town, but an entire country, with all the Holds and farms and outposts…it simply boggled the mind. Rurik was never one to back down from a challenge though and a man had to do his duty, no matter his aversion for it. Gripping the railing, he steadied himself; this was his fortress, his land, his people, his kingdom and he’d be damned if he let Kedoren be toppled by these trying times.
With a grunt Rurik walked back into his room. The day was still young, though his head was already throbbing from all the troubles life threw at him. His father, the King, was still missing without a trace. The old fool had gone mad, but he could at least have had the decency to leave a will behind. Instead, Rurik had to keep the peace through sheer will and the strength of House Tyndall’s forces, which he had been strengthening over the past few years. The Freeholds had little love for him and sensed his weakness, it was only a matter of time before they made their move, he was sure of it.
If that wasn’t enough, one of his trusted men, Oren Lugain, was implicated in the King’s disappearance. The boy was head of the Blackfort’s guards and had served well so far, but his foreign blood had quickly drawn suspicion, to the point where most everyone now considered him to be either a traitor or simply incompetent. Adding to that, he had received yet another letter from his mother-in-law, Gwyn Strolund, requesting assistance for her missing whelp. It was as if the bloody woman was blind to the fact that the King himself had disappeared!
Oh, but there was more of course. The Twin Moons, the heirloom of his House and symbol of Kedoren’s kings, had gone missing a few days after his father. And now he’d heard rumours of his young brother forsaking his studies in Rhaetia. Owyn had done this twice, the fool! It was as if fate itself conspired against him or maybe Eirtu had forsaken Kedoren, following his wife’s destruction. What had they done to deserve this though? Kedorians had always been on good terms with the Moons….
He was pulled away from his grim thoughts by a knock on the door.
“Enter” he said, seating himself on the only chair in the room.
Osgar Parhall, more commonly known as Dog-nose, appeared a moment later, saluting in the northern style, hands crossed at his chest and bowing slightly. A salute normally reserved for a king. With his scar and dour demeanor, he wasn’t a pleasant man to look at, but Rurik wasn’t particularly interested in his appearance.
“You called, my lord?”
“Ser Parhall” Rurik began, shifting the papers on his otherwise bare desk “I have need of that dog’s nose of yours.”
Rurik detected a hint of a frown on Osgar’s face, who wasn’t too fond of his nickname, but he wouldn’t dare speak up against his liege.
“I’ll be short.” he continued “As you know, the King is missing. The Twin Moons have also vanished. An entire castle full of guards know nothing, have seen nothing and have done nothing. Nothing!”
Rurik breathed in, calming himself. “They say you’re the best tracker this side of the Windwall. To hear the smallfolk tell it, you could find Elonar herself.”
“A correction, my lord. The best tracker on both sides of the Windwall.”
“Prove it.” Rurik slammed his fist on the table “I don’t need you to find the bloody Goddess. Find me the King or the Twin Moons. I need one of them, preferably both.”
“My lord..?” Osgar hesitated.
“Talk. Spit it out.”
“What if the King is – is dead?”
It was a possibility, an increasingly growing one, Rurik had to admit. It didn’t matter though, he had his plans and his father would no longer stand in his way, dead or alive.
“I don’t care. Find him or his corpse. I need to know.”
“Yes, lord. It will be done.”
“Then go. You have my full confidence on this.” Rurik took out a heavy pouch and tossed it to him “Take what men you need and buy supplies with what I gave you. Depart at once.”
“Of course, my lord it –“
Rurik cut him off with a wave. “Go!”
Dog-nose turned on his heels and made for the door. He was about to leave the room, when Rurik spoke again.
“Osgar” his voice took on a softer, colder tone “don’t return empty-handed. Come back with Mir or the pendant or I swear on the Moons, I’ll hang you by the balls from the southern gate!”
“Understood, lord.”
Rurik leaned back in his chair, exhaling. The pieces were set and his plans were in motion. The Godfall had heralded the coming of change - one era had passed and another was beginning. It wasn’t the end of the world or the beginning of divine judgement, he knew that much, but the old order was crumbling. Kedoren needed brave souls to guide it through these dark times towards the coming dawn and Rurik would be at the forefront of it. He would have it no other way.
Well, that's a damn shame. I really liked the premise of the story, if you plan on running it as a different format in the future (1v1, 3 player-group or something) colour me intrigued.
Well I've posted my CS and am looking forward to seeing more people join this thing. And just to throw in my 2 cents about Casual vs Advanced, I feel like this RP deserves to be played out as an advanced one. I don't believe a casual can do justice to the world and some of the finer nuances of the setting.
At the end of the day, I guess it depends on what interest is like.
“You can have your glory, I'd rather keep my life”
☩ ℕame--
Garth of Tronach
☩ Ⱥliases--
Simply “Garth”, having been stripped of his tiles, he can no longer claim to hail from his birthplace. Garth Blackhorse, a name he jokingly gave himself and even started using in his dealings with others. Of course, it is named in honour of the black stallion which brought him back to Broacien.
☩ Ⱥge--
36
☩ Gender--
♂
☩ Ѻrientation--
Heterosexual
☩ ℜeligion--
Monarchist, though he is not a true believer.
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Ⱥppearance
Ⱥb ipso ferro
☩ ℘ortrayal--
Garth has a haggard appearance, though he is in his mid-thirties, he appears to be somewhere closer to forty-five. His face is crisscrossed by both scars and wrinkles, with a few prominent worry-lines etched on his wide forehead. His brows are naturally furrowed, so he always appears to be frowning at something. Garth’s wide nose appears to have been broken a few times, though given the rest of his looks that isn’t too surprising.
To his chagrin Garth is going bald, his greying black hair is receding from his head’s midsection, leaving him with a little on top and most of it growing at the back and the sides. At this rate, he’ll probably lose most of it by the time he’s forty. Further down, facial hair grows in patches on his face, most prominently around his mouth and lower lip, where he has shaped it in a crude moustache. Either way you look at it, it doesn’t seem like he’s been able to afford a barber in a long, long while.
One look at Garth’s body and physique is enough to tell you that he’s lived a fighter’s life. His big hands are calloused from handling a sword, while a multitude of scars and old wounds dot his body. If one were to see him naked, they would immediately notice an abnormal number of scars on his back – the result of hundreds of lashes, layered upon one another.
From his attire it’s obvious that he isn’t well off. Instead of plate or chain, as one would expect from a knight, he wears a simple leather hauberk with a couple of steel plates sewed around the vital areas. It is held by a leather belt from which a plain-looking longsword hangs, along with a dagger on his other side. A pair of sturdy boots and a faded black cloak complete his outfit.
☩ ℋeight--
178 cm / 5’10”
☩ ωeight--
88 kg / 192 lbs
☩ ℇyes--
Black, slightly upturned eyes of average size
☩ Ƀuild--
Garth is solidly built, with broad shoulders and a large chest. His muscles are not overly defined, but he has thick, strong arms and legs, suggesting he is no stranger to physical activity.
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℘ersonality
Ⱥd Maiorem Dei Gloriam
☩ ℘ersonality--
Garth is all around an unpleasant man, a sworn cynic he seems to see only evil and ugliness in the world. He speaks in a gruff manner and doesn’t care for the feelings of others, nor does he expect someone to care for his own. To him life is all about surviving and he honestly believes that everyone, regardless of outward appearances, is out for themselves. Needless to say, he doesn’t trust anyone and has few people he can call acquaintances, let alone friends. Garth is envious and bitter, often faulting others for his own misfortunes, though he is not completely blind to his own shortfallings. Rather, he believes that everyone else is just as rotten as he is.
Though he was brought up to be a Monarchist, there is little faith left in Garth these days. After witnessing the horrors of war and suffering in captivity, he finds it hard to believe that there is a higher power out there. It should be noted that he isn’t a fool and will not openly speak of this. All in all, Garth would rather place his trust in his skill at arms and wits, rather than some abstract entity. Going up against one’s upbringing is no easy task however and he frequently leads an internal struggle, wondering if he is right or wrong.
Despite his reputation, Garth isn’t a coward or at least, he doesn’t consider himself to be one. He can hold his own, both physically and mentally, but he will not sacrifice himself for a cause. He has yet to encounter an idea or a person to inspire such blind faith in him; as of now, the most important thing for Garth is Garth himself. Despite being groomed to rule as a firstborn, he is not much of a leader. It’s not easy to inspire loyalty or admiration with his personality, though Garth doesn’t seem to care.
Garth isn’t a completely lost cause, as behind the grim-faced façade, he often second-guesses himself and questions his motivations. He views this as a sign of weakness and tries his best to hide it, suppressing his feelings and refusing to share his burden with anyone. In turn, this makes him even more isolated from those around him, trapping him in a vicious circle of sorts.
☩ Ⱦraits--
Selfish
Cynical
Morally flexible
Survivor
Realist
☩ Ⱥversion--
Those more successful than himself
Desert lords, he hates them with a passion
Holier-than-thou personalities
☩ Ⱥmbitions and ℱears--
Garth doesn’t really have any defined long-term goals. Obviously, he wishes to regain his social standing, lands and titles, but he has no idea how to go about it. His last years have left him feeling empty, so he is looking for a purpose in life or at the very least, something to get him started on the “right path”, whatever that is.
In the short-term, he has decided to join the expedition for St. Friedrich’s banner, hoping it would provide him with a chance to prove himself and earn some much-needed coin. Removing the stain of cowardice from his name is also a priority and what better way than a religious quest?
His greatest fear is losing his freedom again - his dreams are often haunted by memories of slavery under the Sawarim. In recent months another concern has been gnawing at him, the realisation that he may die without leaving a legacy behind. This is one of the main reasons he decided to join the expedition, even if he won’t admit it, a chance to be part of something greater than himself.
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ℋistory
Ⱥmator ℭrucis
☩ ℱamily--
His father was lord Gwyn of Tronach, a minor, but respected noble in the region. Gwyn gained some fame and wealth during the War of Vengeance, but apart from that his name will be unremembered by history. He passed away in 122 P.B., believing that Garth had died at the hands of the desert lords.
His mother was Grida of Lochan, the daughter of one Tronach’s neighbouring lords. A sickly woman, she died shortly after birthing her second child, Garth has little memory of her. It’s said that his father loved her deeply and never remarried out of respect for her.
His only sibling and younger brother is Lorran of Tronach, who now rules over the family lands. Lorran always looked up to Garth as his idol and sought to follow in his footsteps, but after finding out his brother surrendered, instead of dying like a true Monarchist, he lost all respect for him. In his mind, his older brother is long dead and he intends to keep it that way.
Alira of Ashbarrow is Garth’s former wife, whom he wed after proving his valour in her father’s tourney. He spent about a year with her and fathered a son, before departing to fight the Sawarim. She gladly remarried Lorran, still being a young woman of child-bearing age. Alira has since gifted him with two more children, a son and a daughter. She bears no ill will towards Garth, but believes he no longer has a place in Tronach.
☩ ℂharacter relations--
None as of yet.
☩ Ƀiography--
Garth was born thirty-six years ago, in 91 P.B., during the reign of King Tristan. He was the elder child out of two and it was expected that he would inherit his father’s lands when the time came. Tronach was a small holding in the western reaches of Grosswick and not particularly rich, but Garth still received an education befitting a minor noble – he was taught letters, studied Monarchist religious texts and practiced the knightly arts: swordplay, horse-riding and archery.
His early life passed without much else of note. When he came of age, at sixteen, he immediately joined the war with Restwaerd, where he fought well and was knighted at the end of it by King Tristan himself. Garth returned to his lands and made a bit of a name for himself by competing in local tourneys; he wasn’t a particularly good jouster, but he seemed to have a knack for melees and even won a few.
When Cherwin declared war, Garth, along with many others, answered the King’s call and marched to war. After Tristan’s death, Garth subsequently served Queen Ella and then the Bastard King, Gregar Balin. Though he never achieved great fame, his experience and skills were acknowledged, enough to win the hand of a nearby lord’s daughter. He married and sired a child, thereby securing his family’s future.
Garth fought in the last war with the Sultanate and this is when his life took a turn for the worse. During the heavy fighting, his company was surrounded and cut off from the rest of King Gregar’s forces. Instead of going down in a blaze of glory with their commander, some of the men, including Garth, laid down their arms and surrendered. They were taken captive by the Sawarim, who were eventually beaten back, but not before they withdrew with their new prisoners.
The next four years he spent as a slave, sold and traded between a few different masters. It was a gruelling time, full of hard labour, beatings and humiliation, but Garth endured and refused to be broken. On one fateful day, he took advantage of the chaos surrounding his master’s grand funeral, managed to steal a horse and rode away before the guards could stop him. With a combination of sheer will, equestrian skill and a lot of luck, Garth eventually managed to make his way back to Broacien.
Much to his dismay, he discovered that those who didn’t consider him dead knew of his company’s surrender. He found out he had been stripped of his lands and titles, which had passed on to his younger brother, Lorran. Branded a coward, Garth was spurned from the capital. Back home he learned that his father had passed away years ago, while his brother had not only taken his lands, but his wife and son as his own. Lorran met him with scorn, refusing entry into the castle and banished him from Tronach under pain of death.
With nothing left to his name but the clothes on his back, he began wandering Broacien, working as a common sword for hire in order to earn a living. Garth’s spirits sank and he took to vices – women, drinking, gambling, among other things. For a period of two years he lived as a vagabond, growing more jaded and callous by the day, a far cry from the knight he had once been.
Upon hearing news of the expedition for St.Friedrich’s Banner, Garth decided that his was his last chance to make something of himself. Despite his better judgment he made his way to Hoffburgt and joined the seekers.
Yep, that was the idea for the character. He's just an average Joe that doesn't stand out with anything specific and is about to find out that he's way in over his head. I'll tweak the background when I get back home to make it more in line with what you're saying.
Finally posted my sheet in the proper section, sorry for taking forever. It's still subject to minor changes and additions (I keep thinking of things to add...can't help it :D), but the important stuff is all there.
Nation Name Kedoren Athiar was the old name of the region, meaning “west” or “westerly” in the local tongue.
Ethnic Peoples Kedorian
Holdsmen (northerners)
Freeholders (southerners)
Geography
Kedoren is divided into two parts by the Windwall Mountains (locals refer to them as “The Windwall”), a great mountain range stretching from the Bay of Lights in the west to the Vaincur hills in the east. The mountains derive their name from their peculiar ability to stop the wind. The storm winds blowing in from the north pelt the mountainside with snow and rain, but upon cresting the Windwall, they emerge significantly warmer and drier. These winds travel over most of the south, giving it a surprisingly warm climate.
As a result southern Kedoren is more hospitable than most other regions in the north, able to sustain a wider variety of crops and livestock. The land consists of low hills and plains, dotted by the occasional forest. Small rivers and streams crisscross the landscape, flowing from the Windwall Mountains into the Jade Gulf. There is only one river large enough to accommodate ship travel - the Greylin and it is of strategic importance.
North of the Windwall Mountains, it’s a different story. Tundra stretches as far as the eye can see and the sparse forests are confined to the northern foot of the mountains. Even in summer, the air is chilly and the wind bites, little refugee can be found, save for the odd hill or rock formation. The region is beset by near-constant storms originating from the sea. Plants and animals are scarce, as only the hardy survive.
If one were to travel further north, they would eventually reach the Singing Mountain, which goes all the way to the sea. The name is two-fold: it is both derived from the Singing Sea and, as locals tell it, from the way the wind “sings” as it passes through the mountain’s gullies and canyons. Needless to say, it is an ominous song. The mountain has a dark history and no living man has managed to reach its peak, giving it a fell reputation.
The Windwall Mountains are renowned for one other thing – their incredible bounty. High-quality iron, gold, silver and even precious stones are mined there. On the whole, Kedoren is rich in ores, even smaller mountain formations and hills have bountiful veins of useful metals. Another point of interest is the Round Lake, situated in the south-east of the kingdom. The Greylin empties into it, finishing its long journey from the Windwall Mountians in the north. What’s more, the Round Lake drains into a series of caverns that eventually open up into the Mottem Expanse, allowing ships to reach distant Caerulmoste. Understandably, this makes it one of the most important geographic locations in Kedoren apart from the Windwall.
The name Kedorians have given to the warm winds emerging from the Windwall Mountains. Godswind, Moonsigh and Snoweater are other popular names, depending on the region. There are countless stories and legends associated with it, going back to times even before Ardall’s conquest. The most popular of course is the one officially supported by the Black Sisters – that when Elonar beheld their ancestors, cold and shivering in amidst the storms, she pleaded with Eirtu for mercy. The God agreed. He gathered the air in his lungs and blew strongly, his Breath bringing warmth and life to the world below. Eirtu declared that as long as he and his wife were honoured, he would send his Breath each night to warm the coming day. It is still customary for rural traditionalists to pray for Eirtu's Breath before they go to sleep.
Sometimes a peculiar phenomenon occurs in the sky. The clouds carried by the Breath seem to freeze in place and take on strange hues – yellow, orange, red and pink are common. They hang low and thick, slicing the sky in two and producing a stunning view. Legends say that these “false clouds” rip out the souls of men, blowing them away like leaves in the wind. Most Kedorians view them as a bad omen and prefer to stay indoors when they occur, daring to go out only if they have urgent business. Other dark stories surround the Breath as well. Some claim it drives people mad by whispering forbidden things only sinful ears can hear. Others say that if you utter a curse while the Breath is blowing it will come to pass.
People living in the Windwall have complained about strange headaches that sometimes grow stronger or more frequent if the winds are blowing. Mages and scholars from around Kedoren have tried to investigate, but their attempts have been met with stiff resistance by the Black Sisters, who do not take kindly to these rumours.
Ardall’s folk gave the Gulf its name when they first settled here many long years ago on account of the seawater’s distinctive green colour. The Jade Gulf is home to the city of Greenport, one of the most important ports in all of Ardacia, as well as a number of smaller towns and cities that make a living from the busy shipping lanes passing through the area. The majority of the Gulf lies in Kedoren and the locals view themselves as its rightful masters.
The Bay of Lights is named for the stunning lights that sometimes appear in Kedoren’s northern sky. They are frequently seen by sailors or the residents of the few port towns around the Bay and are the subject of many stories and studies. The Bay of Lights doesn’t see as much traffic as the Jade Gulf in the south, but it is nevertheless an important hub of trade for both Kedoren and the entire north of Ardacia. The biggest and most important city in the Bay is Port Torin, held by House Strolund.
Ethnic Description Kedorians are a fair-skinned people, inhabiting the north-western parts of the continent. They tend to be on the stocky side, with height averaging between 5’3’’ and 5’8’’. Hair ranges from blonde to brown; black is rarer, but not uncommon in the south. Green eyes remain the most widespread, although hazel and brown have become more common in the past centuries, a result of Ardall’s people mingling with the locals.
Few would describe Kedorians as beautiful, but their rugged features and muscularity are memorable to say the least. Their men are broad-shouldered and thick-necked; women tend to be curvy, with wide hips. As travelers, Kedorians have been exposed to a range of climates, so they are resistant to plagues and sickness. The ones living north of the Windwall are naturally resistant to the cold as well.
On the other hand, their close relations and smaller genetic pool mean that some disorders are passed from generation to generation. Kedorians are more likely to develop allergies and more than 5% of the population suffers from a sickness which prevents blood clotting. Some children are also afflicted by a form of paralysis known as the Creeping Death, which typically manifests at an early age, but can develop during adolescence as well. (if found early, the afflicted children are killed out of mercy)
Culture Kedorians are adventurous, driven, free-spirited, prideful and above all pragmatic. Their culture is one of contrasts, a strange mishmash of local beliefs and traditions melded with the teachings brought by Ardall and his people.
To understand Kedorians, one has to understand family. Nearly everyone in Kedoren is related to each other in some way, a result of the extended families which made up most of the ingenious population before Ardall’s conquest. It’s often said that in Kedoren, you could be your own uncle (though never in front of Kedorians, unless you’re begging for a fight). This is perhaps unfair to Kedorians, who view incest with utter contempt and was one of the main reasons Ardall’s foreign gods could never fully be accepted. What passes for incest is an important matter and the woman of the household is responsible for making sure that the blood lines are not completely intermingled.
Most Kedorians can easily name their third, fourth and even fifth cousins, while staunch traditionalists keep track of even their most far-removed relatives. Even if you’ve never met a relative it is expected to know their name, their parents and who exactly your common ancestor is. Refusing to help family is looked down upon universally; it is not uncommon for a rich merchant to shelter a vagabond only because their great-great-grandmothers happened to be sisters.
Their tumultuous history and unique geographic features have forced them to learn to adapt in order to survive. While many other peoples on the continent concern themselves with abstract notions such as honour, Kedorians prefer to focus on the materialistic. Social standing and wealth are extremely important, a Kedorian’s greatest fear is to die poorer than their father. As a result, foreigners tend to view Kedorians as dishonest and greedy.
Kedorian culture is competitive to a fault, dominating most aspects of life. Brothers compete to see who will bring the most wealth to their house, sisters compete to have the most handsome suitor and cities compete to be the most prosperous out of their neighbours. Competitiveness is reflected in their games as well – all children play ball games, frequently rough and bloody, well into their teens.
As already mentioned social standing and pride are important to Kedorians. They are deeply concerned with how society perceives them. This gives a purpose to most everything they do. Yes, a rich merchant might shelter a far-removed relative down on their luck, but not out of good will; they will do it because it will raise their standing with the rest of the family. Even seemingly random acts of passion usually have a purpose behind them. Foreigners are wise to remember this when dealing with Kedorians.
Another interesting aspect of Kedorian culture is the status of soldiers. While Kedorians are first and foremost renowned as crafters, it was their soldiers who kept the region independent for centuries. Nowadays, Kedoren boasts a professional army. Lords do not levygrey soldiers, instead they maintain a constant force of battle-ready men, who are paid in gold or salt. Those who do not serve a lord ply their services as sellswords, willing to fight for any man with enough coin to afford them. Kedorian mercenaries are acknowledged as dependable and disciplined troops that can be counted on as long as they are paid. Mercenary work is so common that even landed knights and minor nobles can often be found hundreds of leagues from home, fighting for a foreign cause.
Ambition and daring are important for a Kedorian. Their merchants travel far and wide in search of profit, while their craftsmen are often employed by rich patrons from different kingdoms. In recent times overpopulation has become a problem in the south, causing many young men and women to emigrate to neighbouring kingdoms. They are generally met with a healthy dose of distrust, but most can agree that the skills they bring to a community outweigh the negatives.
Kedorians are famously pragmatic. If something doesn't have an everyday use or doesn't bring wealth to its owner, it is viewed as worthless. This means that art, music and other "frivolous" activities are seldom practiced by Kedorians. They are hungry for knowledge and read books, but only ones that are practical and can be applied to their crafts. Plants are grown not for their beauty, but their uses. Kedorian cities and castles are utilitarian, decorations are sparse and largely reserved for the very wealthy. Monuments and statues are extremely rare, but if you see one, you can be absolutely certain that whoever it depicts deserved it.
Men and women have distinct roles in Kedorian culture. The only acceptable professions for a male are as a craftsman, merchant or soldier. The firstborn son inherits their father’s wealth and craft, the second son is apprenticed to a guild (usually a different craft), while the third is encouraged to become a soldier. This principle holds true on both ends of the social spectrum. Women on the other hand care for the spiritual health of the community, just as Elonar orbits and supports Eirtu. Priests are exclusively female, as they are believed to be closer to the realm of the gods. It is a vital role for society, as Black Sisters are skilled healers and surgeons. Kedorian scholars are also completely female, with only a tiny fraction of men taking up the vocation. In poorer, rural areas, most people are naturally farmers, but this division of society exists there as well: men are expected to provide for their family and have a final say in matters, but women are generally the masters of the household.
Though unified as kingdom, Kedoren has never been a united land. People largely identify with their family and city first, rather than the kingdom itself. On top of this, there is a long-standing division existing between north and south. In general, the south is composed of the Freeholds dominating the planes. Once little more than hill-forts, they eventually developed into prosperous cities and centres of trade. They were the first to rise up against the Crow King. The north is made up of the Holds guarding the mines and quarries in the Windwall Mountains, as well as the settlements north of them. They tended to be loyalists and resisted the south for many years, even after the fall of the Empire. Overall it can be said that the south is generally more progressive and populous, while the north is composed of powerful noble families, with traditional views, which make them more martially inclined than the south.
Language Common tongue is spoken throughout Kedoren, having been quickly adopted to replace the myriad of dialects used in the region. The Kedorian version of Common tends to be clipped; words are spoken fast and are often shortened. Northerners slur their words, combining sounds into an almost incomprehensible garble, unless one is used to the accent. The Freeholds, due to their frequent contacts with outsiders, have adopted sayings and a manner of speaking common in other kingdoms. In both cases Kedorians are stringy with their words and sentences are short and to the point.
Guild cant – most guilds have their own phrases and code words, which only those of the craft are familiar with. It is often used in private communication and carefully guarded. Guild members will refuse to speak of it even with close relatives, unless they happen to be members of the same guild.
Tradespeak – a very simplified language, if it can even be called such, which Kedorians use when trading with people not speaking the Common tongue. Tradespeak has a small vocabulary and it is very easy to pick up, as a result most communities trading with Kedorians can speak it.
Society
There is a very important distinction in the way servitude works for nobles and lowborn. People of common stock are not assets that come with a fief, they are free and can move around at will. There is an unwritten agreement between lord and commoner - lords provide protection and represent the interest of their people, while the smallfolk provide a tribute in either gold or produce for the service. That is the principle at least; in practice, agreements are often skewed in favour of the nobles, though how much depends on the region.
Nobles are landowners, bound by blood ties and oaths of fealty. The lowest among them are yeomen, owing small pieces of land, which the peasants work. They serve other lords, who are higher up in the family hierarchy of Kedoren. The highest in the hierarchy is the King, to whom the most powerful families swear fealty. There is no agreement or contract here. Blood is blood and one’s relation to the royal family determines their position in the hierarchy; all are sworn to serve the ones who are directly above them.
Freeholds dominate the south and are an important part of Kedoren’s social structure. A Freehold can be anything from a large city to a bunch of farms cantered around a fort. A complex network of alliances and family ties govern relationships between the holds, often stretching back centuries. The details and nuances are so numerous that even people from the same region have trouble remembering everything. This can prove quite a headache for a King, but luckily there are four principal Freeholds, ruled by the largest families, who represent the entire south.
At the bottom of society are lowborn peasants, who work for yeomen - minor landowners. In turn, yeomen serve the lord of the Freehold in which they reside. The Freeholds themselves are bound by intricate family ties. This goes all the way up to the four biggest Freeholds, who can claim blood relations to nearly every other Freehold in the south. These Freeholds swear fealty directly to the King, who they consider to be their liege-lord and kin.
People from the Freeholds tend to be more hospitable and joyful than their northern cousins. The Freeholds mainly focus on glassmaking and trade, making them prosperous and progressive. Crossbows are another widely-made product; though average weaponsmiths, Kedorian crossbows are second to none. New ideas frequently arise from the Freeholds, often clashing with established norms.
Principal Freeholds: Arren Hold, Parhall Hold, Banhill Hold, Crowton Hold
Though they are frequently referred to as “the north”, most of the Holds are made up by the castles and mining towns in the Windwall Mountains, as there are not a lot of settlements north of them. Northerners prefer to use the term Holds when referring to their lands, a throwback to the days of ancient Athiar. They function in much the same way Freeholds do, though there are a number of important differences.
Firstly, the standing of a House is not determined by their familial bonds, but by the purity of the line. Houses who claim the closest relation to the old families of King Liran’s time are held in high esteem; marrying into them is considered a privilege and many lesser families compete for the honour. Another difference is the purpose of Holds - the majority are castles and forts built around smaller mining towns. Though the more important ones have grown over the years, even the largest can’t compare with the bustling cities of the south.
Northerners are seen as stubborn and backward by people in the Freeholds. The first part of the statement might be true, but Holdsmen are no less ingenious than those in the south. Metalworking and mining are the most practiced crafts, followed by stonecraft. Nearly all the forges in Kedoren are located in the Holds; they focus on producing tools and supplies instead of weapons, though they make enough to keep the kingdom battle-ready. Their monopoly on iron and stone, coupled with the numerous gold and silver mines, make Holdmsen families very wealthy.
To a Holdsman tradition and religion are important. They often look down on Freeholders due to their easy acceptance of foreign ideas, believing that this erodes Kedorian society. Lords are stricter, laws are harsher and the people are generally coarser. Some of the older Holds keep to traditions and customs set down centuries ago, some predating even the arrival of Ardall's men; at this point they are so intermingled with modern Yevism, parts of Ardall's alien religion and local tribal traditions that it's hard to say where one begins and another ends.
Principal Holds: Lugain Hold, Strolund Hold, Dumon Hold
Laws & Customs Kedoren is a diverse land and nearly every city and region has their own rules and traditions. There is no common law and what passes in one city may very well earn you a flogging in the next one over. Typically the laws are very specific and are used to regulate relations with other cities in a given region. Foreigners are not expected to know all of them, though it is wise to keep the differences in mind when travelling through Kedoren.
The Kedorian legal framework mainly distinguishes between two types of crime: those of local importance (avoiding trade tariffs, stealing, breaking a contract, etc.) and those concerning the kingdom as a whole (inciting revolts, betrayal, acts against the royal family, etc.). The former are resolved by the local nobility, while the latter are brought before the king. The king is also expected to mediate between noble families and render judgment in trade disputes if the need calls for it.
Despite the variety, there are some customs which are common in all of Kedoren:
Slavery is abhorred in all parts of the kingdom and by all walks of life. Many Kedorians were enslaved during the Crow King’s reign, so they have a natural aversion for it. Slaves found within the kingdom are immediately freed, while the slave-owner is sentenced to ten lashings per slave and all their possessions are confiscated.
Black Sisters are treated with the utmost respect, regardless of how pious the local populace actually is. Laying a hand on one of the Sisters is punishable by death.
Disrupting trade, that is to say banditry or piracy, is a grave offense, also punishable by death.
Insulting the Gods is punished by flogging and a night spent tied to a post, so that the offender may beg forgiveness.
Most other crimes are punished with exile to the far reaches of the Northern Holds. This sort of sentence is usually for life.
Oaths (including marriage vows) are only taken under the light of the moons, so that Eirtu and Elonar may bear witness. In the Holds all important business is discussed at night, under an open sky for the same reasons.
It is considered incredibly rude to ask a Kedorian about their wealth. It is a deeply private matter, only discussed among friends and close relatives.
Travel usually starts at night, before the sun has risen. Beginning a journey during the day is a bad omen.
Trade Trade is the lifeblood of Kedoren and most Kedorians are either traders or craftsmen. Their main source of income is the King’s Way (known as the Emperor’s Road during the time of House Arda), an old paved road running from the quarries and mines in the Windwall mountains to the southern kingdoms. The Grelyin River is also important, as it connects the capital to the Round Lake and through it, to the Mottem Expanse. Numerous vessels sail up and down the river, which are dutifully taxed by House Tyndall’s inspectors. The Jade Gulf and Bay of Lights are important trade hubs, their coastal cities a port of call for many ships from all over the continent.
Imports:
Wood (though Kedoren has forests in the south, wood is in large demand mainly for the construction of ships.)
Food (southern Kedoren supports a good amount of crops, but the climate is still harsher than the southern kingdoms. Northern cities largely rely on imported food to sustain their population. Kedorians are fond of exotic fruit and food and even lowborn will pay godly amounts for them!)
Wines and liquor (Kedorians brew ales from a local strain of barley and make something from potatoes, but even they agree that only a desperate man would drink it.)
Salt (Salted meat and fish are a staple of the Kedorian diet. Kedoren has no salt deposits and salt fetches a higher price than gold. Particularly wealthy Houses pay their soldiers in salt instead of coin.)
Sand (Foreigners may rise their eyebrows at first, but it soon becomes apparent that Kedoren has no large quantities of sand. The river shores and coastline are rocky, making sand a rare sight. This is perhaps the largest commodity that Kedoren imports, as sand is used in all sorts of construction, as well as for the glassmaking for which Kedoren is famed.)
Exports:
Gold, silver and precious stones (Though Kedorians do not make jewellery, they export large quantities of raw material to other kingdoms.)
Iron (Apart from precious metals, the Windwall has a large quantity of high-quality iron ore. It is generally exported raw, as Kedorians are not the greatest smiths when it comes to arms and armour.)
Stone (The Windwall Mountains are dotted by quarries and Kedorians are renowned stonemasons. Stone from these mountains tends to have a pearly white colour, making it highly sought after. The majority of Kedorian cities are constructed with this material, giving them a distinct appearance.)
Glassware (Kedorians are skilled at shaping glass, a craft which has been popular ever since Ardall’s conquest. Like most Kedorian wares, they tend to be well-made and practical, but in no way decorative. Some towns specialise in producing decorative glass windows for temples and palaces, but they are strictly for export.)
Various tools and commodities (Kedorian craftsmanship is renowned throughout the kingdoms. Their products are of high quality, but plain-looking, as Kedorians consider decoration wasteful.)
Mercenaries (Kedorians are willing to fight for any cause or employer, provided that the pay is good. It is a respect profession, with the ultimate goal being to return home with wealth amassed on campaigns. For this reason, only fools will expect Kedorians to fight to the last, as they can hardly win gold by being dead.)
Clothing & Fashion Kedorian fashion is plain and unassuming. Clothes are valued for their uses, not their looks. In the Freeholds lighter colours are popular, such as white and vibrant greens; people in the Northern Holds prefer subdued colours, brown and black being the most popular. Tunics are worn by peasants of both genders almost universally; only the wealthier ones are able to afford shirts or dresses like those worn in the cities.
Townsmen in the Freeholds wear trousers, shirts and knee-high boots, along with coats of varying length. Men’s faces are either clean-shaven or sport a moustache, with hair generally kept short or at shoulder-length at most. Women wear form-fitting dresses, with low necklines – a practice which has drawn more than one comment from the austere Holdsmen. A maid is allowed to have her hair long and loose until she marries, after which she must keep it short or tied in a bun.
Men living in the Northern Holds prefer to wear doublets and cloaks to ward off the cold. Full faced beards are considered a sign of masculinity and every man worth his salt is expected to have one. Women’s clothing is similar to that in the Freeholds, with the main difference being the height of collars, which reach all the way up to a woman’s neck. Regardless of a woman’s marital status, they tie their hair in braids.
Music & Art The arts aren’t very popular in Kedoren. Anything that doesn’t have a practical use is seen as wasteful and unnecessary. As such Kedorian art is very rare – a few monuments can be seen in the biggest cities and some southern churches might have decorative windows, but that is all. Music and poetry are likewise not held in high regard. Kedorian “music” mainly consists of marches and soldiers’ songs; even on festive occasions musicians struggle to perform anything that doesn’t sound like a war drum.
One exception exists to this rule – stories. Kedorians love listening to different tales, especially when performed by an outlandish minstrel. The most popular ones are, naturally, those that have some sort of moral or takeaway. A skilled bard can make a decent living by plying his trade, though he must have a wide repertoire of stories, as Kedorians have a tendency to record or remember such things!
Military Kedorian troops are professionals. Soldiering is viewed as a vocation like any other, there is no spiritual or religious significance attached to it. Lords are expected to pay monthly wages to their troops, as well as to provide them with the necessary equipment. In practice, this means that the wealthiest Houses field the most men. The term of service is usually fifteen years, sealed by a written contract. After this time, the soldier is allowed to retire and receives a yearly pension from their employer. The ability to support one’s veterans is critical for any Kedorian lord, those who neglect or refuse to pay will quickly find themselves starved of recruits. An alternative to retirement is entering in the personal service of lord, either as an officer or an instructor in their armies. These positions are few and hotly contested.
Taking that into account, Houses have to set aside significant funds for the upkeep of their armies. As a result Kedorian armies are well-trained and equipped, but relatively small. If the entire kingdom were to muster they could field a sizeable force, able to hold its own against most invaders. This has been known to happen only three or four times over the span of a couple of centuries however.
The mainstay of any Kedorian army is the crossbow. It was historically used to great effect versus the numerous Imperial knights they had to fight. Crossbowmen are lightly armored, outfitted with a steel, open-faced helmet and breastplate at most. They carry short swords for melee and can hold their own in skirmishes, but are generally not expected to engage at close range. Working in conjunction and supporting the crossbowmen are ranks of well-drilled pikemen. These units usually make up the bulk of Kedorian armies. The ones in the north tend to be more heavily armoured than their southern counterparts, owing to the larger abundance of iron.
Knights are present in Kedorian armies. In the south they serve as small units light cavalry, protecting the formation’s flanks, which are naturally exposed in the wide fields of southern Kedoren. In the north, they fit the traditional image of an armour-clad warrior. Horses are rare and unsuited for the terrain, so northern knights prefer to fight on foot.
In times of crisis militia units may be formed in cities and Freeholds. In most settlements there is a law requiring citizens to train with crossbow and pike for at least fourteen days per year. Due to the relative peace in the kingdoms, this practice is not as heavily enforced as it once was. That said, most cities are home to retired soldiers of some kind, so they can usually mount a defensive. They cannot be expected to hold their own against a regular army, but may serve as a stopgap until proper forces arrive.
The Kedorian battle doctrine is a defensive one. Most of their wars have been fought at home, so their tactics tend to be focused on static formations guarding key positions on the battlefield. Kedorians pride themselves on fighting smart. Retreat is a valid tactic and there is no dishonour associated with it. Living to fight another day is a blessing, not a curse, as a Kedorian would say. Some of their most famous victories have been won after forcing an enemy to overcommit by giving chase.
Religion Interestingly, Kedorians tend to be devout followers of Yevism. Despite their focus on the material, they regard the existence of the gods as a matter of fact, so they always strive to be on their good side. A Kedorian may not be interested in the afterlife, but if they can earn some goodwill that will pay off at some point, why not?
Kedorians practice a branch of Yevism that pays greater homage to Elonar rather than Eirtu. Their clergy is made up exclusively of women, known as Black Sisters. They are well-respected in all of Kedoren, especially in the north. Black Sisters are present in every village and town – assisting with childbirth, curing ailments and presiding over weddings are just some of the things they do. In rural areas their role is very important as they lead the yearly prayers for fertility and protect livestock and crops from diseases. Oaths are always taken in the presence of a Black Sister, who acts as a witness on Elonar’s behalf.
In times of war they march with the men and serve as surgeons, saving many lives. Their influence is even greater in the Northern Holds, where they are frequently employed as advisers by lords. If a conflict arises between two Holds, Black Sisters are often sent to resolve the dispute. Though they do not dabble in politics as much as the Black Brothers of the south, Elonar’s church has a significant influence on the smallfolk and they can steer the nation in any direction if they so wish.
The Order is a secretive organisation existing within the confines of the Church. In Kedoren war and violence are seen as the domain of men, while women are regarded as keepers of life, so it is exceedingly rare for a woman to engage in martial pursuits. The Grey Sisters, as they are more commonly known, are perhaps the most famous exception to this rule. Trained from a young age in the arts of combat, they are brought up to serve as the militant arm of Elonar’s Church.
Grey Sisters are few in number and mostly operate in northern Kedoren. Their secrecy makes it hard to determine who actually leads the Order and if there is an established hierarchy; the Black Sisters are certainly tight-lipped about it. A Sister’s duties consist of maintaining remote shrines, keeping the paths leading to them clear and observing the proper rites; investigating strange occurrences where magic or other fell deeds are suspected; lastly, they serve as avengers, in case a particularly terrible slight has been committed upon the Church – this is known as Elonar’s Mercy, a final gift of death.
These Sisters dress in plain grey robes, which earns them their name, and carry swords fashioned for their smaller builds. Each Grey Sister possesses a simple steel amulet in the shape of a moon that is given to them when they join the Order. When they come of age and take up the sword in Elonar’s name, a moon is branded on their left cheek, forever marking them as servants of the Goddess. Though not real soldiers, they are hardy and resilient, shaped by the many years spent travelling through the wilderness.
They are most commonly seen in isolated towns north of the Windwall and very rarely venture south of it. In fact, it has been many generations since a Grey Sister has been seen anywhere in the Freeholds, which has led many to believe that the Order is just a tale or, at best, an organisation long gone.
History Kedoren traces its history back to ancient times, when the region was still known as Athiar. Most of the locals inhabited isolated farming communities, which were essentially large extended families. The population was small, so it was customary for sons to move out of their father’s farmstead when they came of age. They would then establish new farms (still relatively close to their birthplace) and claim more land for their family. In times of trouble, the families would band together in fortified hill-forts, referred to as Holds, where they stockpiled food and supplies. Farms could be destroyed and crops burned, but as long as the family survived, they could rebuild. Each Hold was a community unto itself and they largely remained isolated from one another.
The northern tribes on the other hand moved across the tundra, following the herds they hunted. (and occasionally crossing the mountains to raid their sedentary cousins) The ones that dwelt around the Windwall Mountains had a rudimentary knowledge of metalworking, fashioning crude trinkets from gold and silver.
Little else is known of them, as they were quickly absorbed by Ardall’s conquest. True to their pragmatic nature, the majority bent the knee instead of resisting; they were content to carry on their farming, while enjoying the protection offered by the Emperor’s troops. Those that proved more difficulty to reason with, especially north of the Windwall, were swiftly brought to heel and subjugated.
Ardall was quick to see the importance of the region and so he sent one of his most trusted generals, Corrin Adal, to oversee it. It was given the name Kedoren, the exact meaning lost to time, but many claim it was in honour of Adal’s own birthplace. The region was rapidly developed, mainly exploited for its huge quantities of iron and gold, which were sent to the capital. Stone quarries were opened as well, the material used to build the castles and forts Adal commissioned.
The local Athiar Holds proved perfectly situated to keep the local populace in check, as a small garrison could easily keep track of the scattered farmsteads around the Hold. In time, these hill forts become proper fortifications, while the garrison commanders become minor lords. It was agreed that the lord and his men would protect the farmers, while they would deposit a part of their produce as tribute. This practice gave rise to the Freeholds that now dominate the entire south of Kedoren.
The distinction between local and Imperial was quickly blurred. In a few generations the people of Athiar were completely integrated in Imperial society, to the point where only their genetic features could set them apart. The “them” and “us” attitude still existed, but it was between the various Freeholds and cities, not between invaders and subjugated.
Meanwhile Adal had been busy building up the seat of his future House. He had settled on a strategic spot of land, a high cliff situated on the banks of the Greylin River. Adal had initially given it another name, but by the time of his son, it was referred to as Highcliff, the capital of Kedoren and House Adal’s seat of power. A road was built, which led down from the quarries and mines of the Windwall all the way to the Imperial capital in the distant south. Naturally, it passed right through Highcliff’s gates, meaning that the ruler of the city controlled the road which was the lifeblood of the nation.
Kedoren prospered in the following decades: many cities and trading hubs were formed; the influx of craftsmen, merchants and settlers, coupled with the rapid advances in agriculture led to a population boom. The northern parts were somewhat tamed as well, with pioneers mainly settling around the bountiful Bay of Lights. The local tribes were absorbed or driven further north, where their few descendants eke out a living to this day.
This all changed during the time of the Crow King. Being one of the richest regions in the Empire, Kedoren was bled dry. The infamous Ashen Arena was built from the stone painstakingly hewed by thousands of slaves in the Singing Mountain to the far north. Kedorians bore the brunt of it, as even minor offenses were punished with a lifetime in the quarries. Huge taxes were levied on the cities and Freeholds to fuel Brandon Arda’s games; thousands of livestock were confiscated by the Imperial troops and sent to the capital for wasteful, decadent feasts. In short, the region was choking.
It comes as no surprise then that Kedorians were the first to openly revolt against the Empire. Rebellion first started in the Freeholds to the south, where peasants rose up against their Imperial overseers. Unfortunately for them, the Crow King’s men in Kedoren were numerous, sent there to guard the precious mines and quarries. The head of house Adal at the time, Alric Adal, was a devoted loyalist. The first uprisings were mercilessly crushed.
This backfired and instead of being cowed, more and more Kedorians began rebelling. Alric’s own son, Liran Adal, opposed his father and led the rebels. In a stroke of luck, the pressure from the other Houses on the capital itself forced some of Arda’s troops to pull back. This gave the rebels a fighting chance. Perhaps the most decisive role was played by the craft guilds and the local branches of the Mages Guild, who used their skills to supply the rebellion with a large quantity of crossbows. A lowborn peasant could, with a few months of training, bring down a fully armored knight without even getting close.
Riding the political winds of the time, Liran took a token force to the capital (which is the source of some ridicule in other kingdoms) and came back as King. This was not the end of the war for Kedoren however, as they had to deal with the sizable garrisons still loyal to house Arda. It is a point of pride for Kedorians that they eventually managed to win, with no outside help. It took the better part of a decade and thousands of lives, but in the end Liran came out on top.
A time of peace should have followed, but with the full strength of Kedoren now behind him, Liran had grown bold. He made war on his neighbours, taking some territories, but in the end he lost more than he won. After his infamous last battle, in which he lost more than half his army, King Liran Adal was executed by his own generals. With no heirs, House Adal was extinguished. This was the last time in history that a united Kedorian army marched outside the borders of the country.
No king claimed Kedoren for a long time. The Freeholds and cities instead remained largely independent from one another, instead they engaged in active trade and the occasional skirmish. Their wealth often made them the target of raids from neighbours and more than one warlord attempted to make himself King of Kedoren. This was the only time Kedoren presented a more or less united front, but once an invasion was beaten back they quickly reverted to their old quarrels.
This changed about two hundred years ago, when the two most influential families in the land joined in union. On one side was the northern Arren family, a line claiming descent from one of House Adal’s junior branches; most of the northern families supported them due to their lineage. The south was represented by House Lanster, one of the most numerous old families from the Freeholds. Torin Arren married Ilina Lanster and, in a stroke of political genius, decided to forfeit his name and create House Tyndall, the Royal House. This served to placate both north and south and their union was widely celebrated. They have been the rulers of Kedoren ever since.
It was the thirty-first year of king Torin’s reign when Kedoren was plunged in a brutal civil war, unseen since the days of the Uprising. Following the marriage between House Lugain and House Arrin, Kedoren had underwent a minor golden age. Under a single leader old feuds and rivalries were put aside and as a result of the newfound cooperation trade was flourishing. Goods and coin were flowing through the cities, an excess that even Kedorians weren’t used to. In the large trade cities of the south people began squandering it on feasts and festivals, while nobles started wearing rich clothes, a pointed move away from Kedorian tradition.
Many voiced their displeasure, claiming that king Torin was betraying the principles of the nation (though he wasn’t prone to excess himself). One of his most outspoken opponents was the king’s own son – Corwin Tyndall. The prince had been raised in the lands of House Parhall, which was the most welcoming to foreign trade and customs. Travellers from Aaldorenfeald had brought Red Yevism into these lands many years ago, but it had gained a particularly big following during Corwin’s day. The foreign religion was mainly supported by fringe lords, poorer merchants and downtrodden peasants, most of which saw it as an opportunity to get back at their betters.
In the end, tensions boiled to a breaking point and war was declared. On one side was Torin Tyndall, founder of Kedoren and an old man well past this prime, on the other was the charismatic prince Corwin, who had rallied behind him a great army. The young Tyndall initially had the support of House Parhall and a number of lesser lords from Kedoren’s outlying regions. The powerful northern Houses Dumon and Lugain, fearing the growing power of the Freeholds, declared for him as well. Between the three of them, they had more than half the swords in Kedoren. King Torin was joined by the other Freeholds and, surprisingly, the northern House Strolund.
The War of the Eagles, as it came to be known, lasted for about two years and caused extensive damage to the economy of the Freeholds, which were host to constant skirmishes and a number of pitched battles. King Torin was a brilliant strategist, but he lacked the numbers and was giving ground. It was only thanks to the intervention of House Strolund that the war was won. For most of the war nobody had paid the Strolunds much mind. After the sacking of their Hold by the Crowtons a few generations prior, they were regarded as a weak, broken House. House Strolund surprised everyone by launching a simultaneous attack on the seats of House Dumon and House Lugain, while most of their armies were away fighting in the south. Windhold, the fortress which had never been breached, fell within a day; House Dumon’s Lindvan was taken even faster.
Once king Torin had hostages the war quickly turned in his favour, as both northern Houses agreed to peace and withdrew their support from the prince. Torin pushed his enemies to the Parhall Hold, where he crushed them in one decisive battle. As punishment, the ruling branch of House Parhall was put to the sword, along with every Red Yevist among the nobility. The king stripped his son of all titles, had his eyes put out and then exiled him to a remote outpost north of the Windwall, where he spent the remainder of his days. Grateful for House Strolund’s support, Torin financed the founding of a new port, which would be serve as the new seat of the House and though he didn’t live to see it completed, it carries his name to this day.
After the War of the Eagles no principal House has dared to rebel against Kedoren’s king again. The spread of Red Yevism was halted for a time and the centuries-old lines between north and south had been blurred.
Back in the early days of Kedoren, some generations after the Uprising, Brenbur was a rich city on the banks of the Greylin River. It was the midway point between the capital Highcliff and Saltbrook to the south, making it a popular stop for ships and travellers. In those times there was no king in Kedoren, so the passage through the river was regulated by the Freeholds. House Arren controlled the southern reaches of the Greylin, located near the Round Lake. The rest of the Greylin was in the domain of Brenbur, which was ruled by three powerful families.
Their wealth made them one of the most powerful Holds in Kedoren, rivalling even the mighty House Lugain. The Brenbur families exercised a tight control on their people, restricting freedoms and imposing mandatory military service on the populace in the Hold. Scholars were prosecuted and even the ever-present Church saw its influence waning. Parades and festivals became a common occurrence, the rulers of Bernbur were all too eager to demonstrate their affluence and power. Their end goal was clear: total dominion over Kedoren.
They might have succeeded if not for a fateful event. It was Mongsig, the Triumph of the Moon, and a day of great festivities throughout Kedoren. Brenbur was no exception – they had started celebrating since the morning, as is custom. Wine and ale flowed freely; the streets were full of merrymakers and musicians. Brenbur’s ruling families used the occasion to talk of their city’s grandeur and how they should triumph over their adversaries. The Black Sisters protested, claiming that politics had no place on this holy day. This proved to be a grave mistake. Fueled by alcohol and pride, the rulers declared that they had no use for the “black whores”. Working the commoners into a frenzy, they descended on the city’s temples. The Black Sisters were dragged onto the streets, where they were raped and murdered by the hundreds; places of worship were sacked and put to the torch. It was as if the entire world had gone mad on the holiest of days.
News of the Brenbur Horror spread throughout Kedoren like wildfire. Legends say that the Grey Sisters crossed the Windwall and descended on the city’s rulers, bringing Elonar’s wrath upon them. Whether that is true or not is largely beside the point, as the rest of the Kedorian noble houses swiftly united under the banner of vengeance and marched on the city. Brenbur’s armies crumbled and the city fell.
The massacre that followed is without a doubt one of the bloodiest in the entire history of Ardacia - nobles and commoners alike fell to the blades of retribution. Every man, woman and child in Brenbur was butchered, some stories claim that even the dogs and livestock suffered the fate of their masters. The nobles of Brenbur were tortured for days before being left in the moonlight for the wolves to feast on; all mention of their names and history were struck from the records. The city was sacked, its great wealth divided among the other Houses, and then razed to the ground.
Nowadays all that remains of Brenbur are some jagged ruins on the eastern coast of the Greylin, seen by travellers as they make their way north to Highcliff. Kedorians believe the place cursed, refusing to settle there and even brigands have the sense to avoid it. Foreigners are warned not to camp near the ruins; if one were to inquire further they would be told the story of the dreaded Brenbur Massacre, though the details vary from person to person.
The largest city in Kedoren lies close the country’s south-eastern border, on the shores of the Round Lake. The lake drains into a series of caverns that eventually lead to the Mottem Expanse, making Saltbrook the only city in Kedoren that has a connection to the underground network. The saltiness of the lake gives the town its name, while its unique position makes it a hub of trade. Saltbrook is ruled by House Arren and is one of the four principal Freeholds that make up southern Kedoren. The city started out as a small farming community, but once the entrance to the Mottem Expanse was discovered it expanded quickly. It is widely considered to be the most important city in the south and the second capital of the nation.
The city is one of contrasts. The centre, from which the huge town sprung, is built in the typical Kedorain style – paved streets, well-made stone houses and a sturdy wall surrounding them. This is where the old families, mostly nobles and rich merchants, make their home; it is also the seat of House Arren, whose keep dominates the surroundings. The rest of Saltbrook sprawl outwards in a labyrinthine mass of winding alleys and leaning houses, a result of the huge influx of people who wish to make their fortune there. Peddlers and hawkers roam the streets in droves, offering everything from fresh apples to immortality elixirs.
At the mouth of the Greylin, north of Saltbrook, two massive towers stand on the sides of the river. Referred to as “The Doors” by locals, every ship travelling north to Highcliff has to pass through there and pays a tariff for doing so. Their docks are brimming with inspectors and Arren soldiers on the lookout for contraband (mostly slaves) and the customary bribe. Due to the immense wealth generated here on a daily basis, their ownership has proven a point of contention between the kings of Kedoren and House Arren.
A massive fortress carved into the Windwall Mountains and seat of the powerful House Lugain. When Ardall’s forces conquered Kedoren this was one of the first outposts to be established. Due to its central location in the mountain range, a castle was commissioned and a large force garrisoned to secure the Emperor’s interests in the area. During the Uprising, it was the bastion of Imperial rule and the last Hold to submit to the new king, Liran Adal. Locals proudly talk of how Windhold held firm for more than 8 years of siege – in the end, the castle wasn’t taken by force, but by Liran’s diplomatic savvy.
Windhold is largely considered to be unreachable – the fortifications were devised by Ardall’s own engineers and the steep terrain around the castle makes it hard to deploy an army. Similar to the Blackfort, large storerooms are carved within the rock, capable of holding supplies that would last the defenders for years. It has only been captured by an enemy force once – when the Strolunds made history by taking it during the War of the Eagles.
Not many live in Windhold, it is mostly inhabited by members of House Lugain, their soldiers and smiths. The forges of Windhold are rewnowned throughout Kedoren, producing everything from shovels and horseshoes to swords and plate armour. The few inns and shops are located around the outer gate and traffic is tightly controlled by the grim-faced troops. An ancient temple dedicated to Elonar is carved deep within the mountainside and is the destination for many pilgrims from all over the kingdom.
The majority of the Hold’s population is based in the smaller mining towns scattered throughout this part of the Windwall. Mines and, to a lesser extent, quarries are Windhold’s source of wealth; their possession has made House Lugain the richest family in all of Kedoren. Rumours speak of a fabled hoard hidden somewhere under the fortress, holding the House’s incredible wealth. Some foolhardy thieves have attempted to find it over the years, but they have all ended up on the gallows leading up to Windhold.
An enclave operated by the Mage’s Guild, home to a number of so-called mages and scholars. It is located on the Dragon’s Tooth, a piece of jagged rock jutting into the Bay of Lights, which the locals claim resembles the tooth of the famed creature. The place was deliberately chosen as it offers a spectacular view of the strange lights seen in the sky towards the Frozen Sea. Even after years of study they present a mystery to astronomers, who travel from the other ends of the continent in order to witness this marvel.
Dragontooth Keep is entirely outside Kedorian jurisdiction. They are under the direct protection of the king, to whom they pay a godly sum each year in tribute. Alongside coin, the scholars are obliged to provide their new discoveries to House Tyndall first. In return the king’s own men guard the Keep and the mages are left to govern themselves. This makes them safe from prosecution by the Church, as well as the more zealous local lords; to attack Dragontooth Keep is to attack the king himself, a foolish move.
The Keep is little more than its name implies. A stone wall encircles the small settlement, which is mostly made up of halls where workers and hopefuls live. A stables and a number of storehouses are nested under the walls. No food can be grown here and mages don’t make for the greatest of hunters, so all the food and supplies are courtesy of the king. Generous, but it also serves to remind the mages who their benefactor is. On one side of the courtyard is a barracks where the Keep’s soldiers live. It also serves as an embassy of sorts, as the garrison’s captain is the king’s voice in the enclave.
The most striking feature is the Keep itself, a spacious building reaching up to more than sixty feet. The highest floors are occupied chiefly by astronomers, whose looking glasses line the Keep’s windows; the lower floors are home to a number of mages, as well as visiting Kedorian scholars who come here to consult the Keep’s famed library. The library is located underground, in the deeper levels of the Keep and the price of admittance for non-guild members is so steep that only the most dedicated researches can afford to come here. It boasts a wealth of knowledge, specifically in regards to history and engineering inventions, though nearly any kind of book can be found here.
Entrance to the keep is strictly regulated by the Mage’s Guild. Only guild members or respected scholars are allowed entry. The mages are also known to take in abandoned children or orphans, raising them as their own. It is not uncommon for richer families to send one of their children here for education. Like any other novice, they study a range of subjects for a period of ten years. Upon graduating they are given the choice of continuing their studies or going back to their families. Many choose to return home, where they go on to assume leadership positions, as an education received at the Keep lends itself to such undertakings.
It is unclear who gave Hopespring its name, but it is widely agreed that it was a cruel jest. The small town is located in the northernmost regions of Kedoren, serving as a sort of penal colony for the country’s exiles. It is constantly gripped by storms and foul weather, those who manage to survive here are hardy and, in most cases, slightly deranged individuals. An exile to Hopespring is final – the only chance at life one has is to adapt to the harsh environment, the other option is death.
There are two important features about Hopespring. First, its history – the town was formed when Brandon Arda sent thousands of slaves to work the nearby quarries in the Singing Mountain. The black stones used to build the Ashen Arena came from this very place. Though House Arda is long gone, the practice of sending unruly subjects and relatives into exile has remained. The second thing of interest are the hot springs in and around it. By channelling the heat of the springs through a complex series of pipes (even here, Kedorian ingenuity finds a way), the locals are able to provide some measure of warmth to their homes. The warm pools also serve as public baths, where exiles frequently gather.
There is no farming to speak of, locals hunt and forage for their food. The only trade occurs with the scattered wild tribes who’ve lived in the area since before Ardall’s day. One noble or the other is always in charge of the city, though they are usually little more than exiles themselves. The Kedorian crown cares little of the affairs that occur here, as long the exiles pay their taxes and avoid causing a stir.
Port Torin is a new city, established about two centuries ago. Located in the strategic Bay of Lights, it is the biggest and wealthiest settlement north of the Windwall. It was gifted to House Strolund by King Torin in return for their support during the war with his son. The old Hold of the Strolunds had been destroyed some years prior, so they were more than happy to settle there.
Though not incredibly rich by Kedorian standards, the city nevertheless sees quite some traffic. Ships wishing to travel through the Singing Sea stop here for provisions and repairs, as Port Torin is the last major town travellers will encounter until reaching Vaincur. Port Torin is walled and protected, but their focus lies on their fleet, in order to secure their interests at sea.
The city, much like the Jade Bay in which it is located, is named for the greenish waters of the sea. Greenport is the seat of House Crowton, who have been the undisputed masters of Kedoren’s seas ever since they crushed and humiliated their Strolund rivals by burning their Hold. The city sees ships and merchants from all over Ardacia, who travel there to purchase high-quality goods offered by the locals. Nearly everyone in Greenport is either a craftsman or a trader, with the exceptions being those who chose a life at sea instead.
House Name House Tyndall
House Words “By Kin and Hold” – This is a popular Kedorian saying, stretching back to the earliest days of the kingdom. Torin Arren adopted them as the words of his newfound House when he married Ilina Lugain.
House Sigil A two-headed red eagle on a field of green and black, with a dark tower below it. The two colours represent north and south, while the eagle symbolises the unity of House Arren and House Lugain. The tower stands for the Blackfort, the seat of the House.
House Seat
Blackfort. The name given to the fortress overlooking the city of Highcliff. It was commissioned by Corrin Adal when he founded the city and was fully finished by the time of his grandson. It derives its name from the black stones from which it was made - the same stones which the Crow King later used to build his own Ashen Arena. An unfortunate circumstance, it was often remarked that keeping it was in poor taste, but nobody has bothered to rebuild it, as the costs would be staggering. When House Tyndall was founded, the king claimed the fortress as his own and his descendants have ruled from it ever since.
It was designed by some of the Empire’s best architects at the time, built to withstand long sieges. As the land around Highcliff is mostly flat, it was to be expected that the city could easily be surrounded. As a result vast storerooms were constructed within the cliff, while an underground stream can provide water in times of crisis. Rumours speak of a hidden passage leading into the depths of the cliff and exiting somewhere outside the city. Nobody knows for sure just how many hidden secrets the fortress holds, the Tyndall kings have tried to chart most of its underground passageways, but every generation usually manages to find yet another long-lost room.
The fortress itself is squat and not very large. A wall with four towers surrounds the keep, the only entrance is single gate located on the southern side. The only road to Blackfort passes through the city districts below, so an invader would have to fight their way through the twisting streets before they could assault the fortress proper. True to the Kedorian lifestyle, it is sparsely decorated on the inside - a couple of tapestries depict the history of Kedoren and some interesting foreign objects line the halls, but that's the extent of it. As far as royal residences go, it is not particularly impressive, but most generals would be loath to assault it.
House Heirloom The Twin Moons -> An ancient pendant which was acquired by Corrin Adal when he first settled in Kedoren, it was kept in his family until their destruction and was then passed on to the rulers of the Blackfort, whoever it happened to be at the time. When House Tyndall took control of Highcliff and the fort, they came in possession of the amulet. Apart from the crown itself, it is seen as a symbol of their rule. As the name suggests, the necklace was composed of two parts in the shape of moons, depicting Elonar and Eirtu. Supposedly they were interlocked and granted some sort of enchantment to the wearer, though nobody has verified the truth of it as the second part was lost during Liran Adal’s ill-fated war.
House Themes Betrayal of Kin -> Though Kedorians frequently talk of the importance of family, nothing is ever perfect. While communities tend to be tight-knight, there is also an abundance of rivalry and ugly feuds between family members when it comes to inheritance and property. Kedoren itself was formed when Liran Adal rebelled against his father and the first Kedorian king, Torin put out his son’s eyes and exiled him in order to save the kingdom.
Capital City
Highcliff. A large trading hub located on the banks of the Greylin River. This was the original seat of power for House Adal, who built their fortress on a hill overlooking the river. In the following centuries the city has vastly expanded, now straddling both banks of the river. Docks and warehouses line the river’s shore, servicing the ships that come to unload vast quantities of goods. An important road, the King’s Way, passes through the city. It connects the Windwall Mountains with the south and sees heavy merchant traffic throughout the year.
Highcliff has numerous shops, markets and guilds. They can be found on both sides of the river, though they are primarily located on the western side, called Old Highcliff by locals. This is also where the old, wealthy families make their home. It is composed of winding streets and blocky houses, made of the typical Kedorian white stone. The road snakes all the way to the Blackfort, which is the highest point of the city. Just under it are the noble manors – as a rule of thumb, the higher you live in Highcliif, the higher you social standing.
The eastern side, New Highcliff, is where the poorer residents live. The houses are densely spaced, with narrow streets passing between them. Though guardsmen regularly patrol the streets, one would be foolish to travel the twisting alleyways at night. New Highcliff also boasts a large number of affordable inns and taverns for travellers who can’t afford the luxuries of Old Highcliff. This is also where most of the city's warehouses are located, which means a sizeable contingent of guards watches over it.
Highcliff is surrounded by a thick wall on both sides of the river. It’s not clear who exactly commissioned it, as there was no King at the time, but all agree that it’s a testament to the wealth and prosperity of their city. The river is secured by a chain and flanked by towers, so as to prevent naval assaults. It is perhaps the second best defended city in all Kedoren and certainly the most populous.
Banner Houses House Arren An old southern House, rulers of Saltbrook. Perhaps the second richest and most powerful family in Kedoren, next to House Lugian. Their possession of the prosperous Saltbrook makes them very influential and the other southern Houses have deferred to them on many occasions throughout history. Their union to House Lugain through marriage led to the creation of the modern kingdom of Kedoren.
House Parhall A southern House, rulers of Greybarrow. They are known for their hospitality, both to Kedorians and foreigners alike. Their main source of income is glass working.
House Banhill A southern House, rulers of Arlind. The best crossbows in the kingdom come from Arlind, ask any Kedorian and they’ll tell you the same. Once a year a great tournament is held in the city, gathering folk from over the kingdom. Commoners and nobles alike engage in a contest of skill with the crossbow. The winner walks away with a fat purse of gold, courtesy of House Banhill.
House Crowton A southern House, rulers of Greenport. Most of the family are merchants, making their fortunes by trading with the many foreign ships that pass through their city. They have a longstanding feud with House Strolund, whose former seat of power they torched many years ago.
House Lugain The most influential northern House, rulers of Stonehold. House Lugain claim the closest descent to the ancient House Adal, the first rulers of Kedoren. Though many in the south have distanced themselves from the old Imperial Houses, the Lugains take it as a point of pride. Their control of some of the biggest mines in the Windwall have made them incredibly rich, allowing them to field the strongest and most well-trained army in Kedoren. They are staunch traditionalists and weary of outsiders.
House Strolund A northern House, rulers of Port Torin. The Strolunds are an old family, even by the standards of the other noble houses. They are also the only bannermen of House Tyndall to have their seat and holdings north the Windwall itself. Their former Hold was sacked by the Crowtons in a trading dispute about two and a half centuries ago. In return for their loyalty during the War of the Eagles, King Torin built them a new city, which they named in his honour.
House Dumon A northern House, rulers of Lindvan. Stone from Lindvan is of the highest quality, with no imperfections and the whitest colour. Naturally, the best stonemasons can be found here and they pay generous taxes to the Dumons for protection.
King Mir of House Tyndall
Name King Mir Tyndall
Age 56
Loyalty House Tyndall (formerly) Unknown
Appearance In his youth Mir was a handsome man by local standards. His blonde hair and green eyes were the very image of a true-born Kedorian. A follower of southern fashion, he kept his hair short and beard clean-shaven. The King wore well-made, plain clothes as is tradition, sporting the green and black of his House. His current appearance is completely unknown, as nobody has seen him since his disappearance. It can be assumed that he must have changed significantly, as someone would have recognised him by now.
Personality Like most royalty, Mir Tyndall was courteous, well-spoken and commanded a degree of respect. He didn’t have a mind for scheming or complicated politicking, but the judgments he rendered were fair and he had a way of handling the frequent squabbles brought before him. He was known to be a devout Yevist and patron of the church, though that is a stance most Kedorian kings have assumed in the past for purely practical reasons.
Naturally, the King had his vices. In the decade following the death of his wife, he had taken to drink and grown colder and more distant. He neglected his children and had a strained relationship with them, rumoured to involve violence. Mir was quite prideful and those who had the misfortune of insulting him in some way would quickly find themselves exiled, especially in the later years of his reign.
History Mir Tyndall was a well-liked, but weak king. His reign lasted 27 years and will largely be remembered for the growing autonomy of both Freeholds and Holds. While previous Kedorian kings had worked to bring the nation together, Mir tended to grant concessions to both southern and northern lords. This made him popular and avoided conflict in the short term, but ultimately undermined his own authority. A dream of his was further settling the north, believing that this would firmly plant him in the pages of Kedorian history, though Mir lacked the ambition and drive to actually see it through.
He changed for the worst after the passing of his wife, the Queen Lina Tyndall, growing more reclusive and distanced from the everyday happenings of the realm. As a result the local lords had even more breathing space and they slowly began reverting to their centuries-old feuds. This led to a number of revolts, which were put down by Mir’s firstborn son – Rurik Tyndall. It was largely thanks to him that the kingdom was kept stable during his father’s last years as king.
Things took an unexpected and strange turn a month ago, when the celestial bodies collided and Elonar disappeared. Mir appeared before his court dishevelled and wide-eyed, proclaiming that the old order had been brought down and that change was upon them. His courtiers looked on in shock as the king threw off his crown, renounced his title and holdings and beseeched everyone in Kedoren to follow suit. The stunned guards escorted him to his chambers, while the court half-heartedly assured themselves that the king was merely upset from the calamity.
The next morning, Mir was nowhere to be found. The king had vanished and nobody has seen him since. Coupled with the destruction of Elonar this caused chaos in Kedoren. Many of the smallfolk believed that the king had been right and a reckoning was upon them. Rumours began spreading of the Wandering King, who would lead his people to salvation; a number of craftsmen, peasants and even minor lords, following the example set by Mir renounced their former lives and set off on a pilgrimage in search of the King.
Name Queen Lina Tyndall
Summary The Queen was known as a humble, caring woman – a good mother and wife. Originally of House Arren, she married Mir when he was still a young prince. It was an arranged marriage, but their love blossomed over the years and lasted until her death. Lina bore him three children – the first was lost during childbirth, but Rurik and Owyn grew up strong and healthy. She died about ten years ago of some malady while on a voyage. Mir never recovered from her loss and didn’t marry again.
Prince Rurik of House Tyndall
Name Prince Rurik Tyndall
Age 30
Loyalty House Tyndall
Appearance A permanent frown is etched on Rurik’s face, so he always seems displeased about something. He has dark green eyes and dirty blond hair, which he keeps at shoulder-length. White hairs can be seen in his short beard, but Rurik is very much a man in the prime of his life. He is muscled and broad-shouldered, possessing a warrior’s physique. Rurik’s hands are thick and calloused suggesting a lifetime of handling weapons, while his body has its fair share of scars to prove it.
He wears plain clothes in the northern style, dyed in the colours of his House. An equally plain dark cape hangs from his shoulders, held by the only ornament in his attire – a silver clasp in the shape of the moons. Rurik is never seen without a weapon – a sword at his hip and a dagger on his belt. In combat he wears unadorned plate mail, covered by a surcoat carrying the Tyndall’s double-headed golden eagle, on the customary green and black.
Personality Rurik is a stern man, of little humour. He has a commanding personality and is usually stoically calm. A perfectionist, Rurik believes that if something is to be done, it should be done right or not at all. He doesn’t accept failure, neither from himself or his subordinates. Unlike his father, Rurik favors a harder approach when dealing with others: he is willful, unbending and seeks to get things done his way. It’s nigh on impossible to make him go back on his word and arguing with him is almost always fruitless.
Shaped by a lifetime of strife, Rurik believes that only a strong hand can guide the kingdom. He views Kedoren as weak and vulnerable, especially in these chaotic times. Though he is not a warmonger at heart, he has convinced himself that use of force is necessary in order to save his people. The last years have left him jaded and callous, he will not hesitate to sacrifice people in order to achieve his goals.
He has never been a deeply spiritual man, but recent events have left him wondering. Perhaps there was some truth to Mir’s crazed words, the world is indeed changing and Rurik wonders where his place in this new world will be. Whatever the case, Rurik has set his sights on Kedoren’s throne and nothing will sway him from his chosen path.
History Rurik was actually King Mir’s second son, but seeing as his infant brother died in childbirth, he is considered the firstborn. As such, it was expected that he would one day inherit his father and was raised to be a future king. At the age of twelve Rurik was sent to his grandfather’s lands in the Arrin Hold, to be raised among the northerners. During that time he was brought up in the northern way – with a focus on martial skills and practical knowledge that would one day help him govern his kingdom.
He remained in the north until his twentieth year, when his mother passed away. With his father neglecting his duties as king, Rurik returned to Highcliff to keep the kingdom in order. He would frequently clash with King Mir on matters of state. The old king preferred to let his bannermen sort out their own troubles, especially in the Freeholds. Rurik, on the other hand, believed that they should all respect the powers of the Crown.
The next decade was a busy one for Rurik. Revolts against Mir’s rule were becoming commonplace, so the future king travelled both north and south to keep the locals in check. He gained a reputation as an efficient and ruthless commander, owing to his success on the field. Rurik’s straightforward and no-nonsense approach won him many admirers in the Northern Holds. In the Freeholds he was viewed as a tyrant and many lords began fearing the day when Rurik would ascend the throne.
When King Mir disappeared, Rurik took it upon himself to keep the kingdom from falling apart. The prince found himself before a legal conundrum – the king was not dead, nor had he declared an heir before disappearing. This meant that Rurik could not simply seize power, unless he was willing to risk the entire south of Kedoren rising in arms to oppose him. Instead he sent out his most trusted men to search for his father, while rallying those families loyal to him for the inevitable confrontation with the Freeholds and the religious fanatics plaguing the far reaches of the kingdom.
Pince Owyn of House Tyndall
Name Prince Owyn Tyndall
Age 24
Loyalty House Tyndall
Appearance Owyn keeps his face clean-shaven and his blonde hair short, in the style of noble Rhaetians. Despite his relatively young age, worry-lines are already etched across his forehead. Owyn’s pale green eyes are a bit unusual for a Tyndall, but it is probably due to some northern ancestor’s heritage manifesting. He has a serious demeanour, though his mouth sometimes twists into a slight smile, more of a smirk really, as if he’s in on a joke only he knows.
The young prince favours clothing in the southern style. He often wears vibrant coats of green and gold, though like any sensible Kedorian, his clothing is more practical rather than fashionable. A well-made sword hangs from his belt, which a trained eye will be able to recognise as Rhaetian in origin. At first Owyn might not seem like much of a fighter, but he has energetic movements and a lithe, wiry body. He carries himself with confidence, speaking slowly and deliberately, though it’s hard to say if it comes naturally or is merely a facade.
Personality Owyn is possessed of a sharp wit and quick tongue, which he frequently uses to toss around sardonic remarks. Though remaining serious most of the time, he has a sense of humour and will not hesitate to use it, especially to cover up his own insecurities. Growing up in the shadow of an older brother left its mark and there has always been a desire to compete and best his older sibling. The fact that he has never actually done so is a sore point for Owyn, one he prefers not to dwell on.
He has a natural thirst for knowledge, especially history and languages. Owyn believes that a firm grasp of the past is the necessary for any future endeavours. Owyn has a tendency to focus on several things at once, only to quickly lose interest and shift on to something new. He views tradition as constraining and, while he won’t openly admit it, is not much of a believer either. Like his brother, Owyn is stubborn and wishes to have things his own way. Where they differ is that Owyn will rarely seek the straightforward approach. The young prince has flexible morals and will use almost any tool at his disposal if it gets him what he wants.
Though not a stranger to violence, Owyn considers himself an intellectual and behaves as such. He knows that he is only a middling swordsman, so he prefers not to rely on his martial prowess unless he has no other way of resolving a situation. Owyn has a good eye for reading people and social interactions, though this leaves him somewhat aloof.
History The second son of King Mir, Owyn led an easy life as a child - he wanted for nothing and received an education befitting of royalty. His father and the court chiefly devoted their attention to his brother, which left Owyn in the company of his guards and tutors most of the time. When the prince was twelve, Mir gave him the rare offer to choose where he would study a craft. Owyn could choose to go to any of the Holds belonging to his father’s bannermen. Quite unexpectedly, Owyn decided to study with the scholars and alchemists of Dragontooth Keep. King Mir wasn’t very impressed by his son’s choice, but he kept his word.
Owyn was in his second year of study with the mages when he got word of his mother’s passing. The young prince grieved, but he was resolved to finish his studies. To be considered a graduate, one had had to spend at least ten years studying with the mages, learning a little bit of everything – from herbs to astronomy. Only after that period were the novices allowed to start specialising in their chosen field. Owyn passed the next seven years without much of note occurring, save for increasing talks of rebellion and instability in the south.
On his ninth year in Dragontooth Keep, the prince suddenly decided to leave and abandoned his studies. He returned to Highcliff, wishing to help his brother and father in ruling the country. Mir was furious that his son had forsaken his education; Rurik was more welcoming, but he wasn’t pleased with his brother either. After a few uneasy months it was decided that Owyn would be sent south, to the prestigious Helvetii Military Academy in Rhaetia. Urged on by his brother, Owyn had decided to study the arts of war in order to better help his people.
The prince spent the next three years in Rhaetia, studying under the firm gaze of his instructors. Owyn was far from the best, but he was a dutiful pupil and tried to do the best he could. A young man is not without his vices however and when he could, Owyn snuck away to spend his money on whores and wines. He was looking forward to finishing his last year and going back home when the Godfall occurred.
Hearing rumours of unrest and the disappearance of Kedoren’s king prompted him to action. In the dead of night he escaped from the Academy, once again forsaking his studies on the verge of graduating. Owyn had a goal in his mind already: he needed to get to Kedoren and stake his claim to the throne.
Osgar Parhall
Name Osgar Parhall “Dog-nose”
Age 29
Loyalty House Tyndall
Appearance Osgar’s greasy black hair, usually kept at shoulder-length, reveals his southern ancestry. His pale green eyes mark him as a Kedorian though, despite their light colour. A prominent feature on his angular face is a gruesome scar running down from his left eye all the way to the corner of his mouth. He is unable or unwilling to grow a beard, sticking to the clean-shaven Freeholder style. Though people find his disfigured appearance unsettling, what really unnerves them is Osgar’s lifeless gaze, which seems devoid of all emotion.
Due to the nature of his tasks, he usually travels lightly-armed, preferring leather or chainmail at the most, along with his trusty sword and bow. Breaking with Kedorian custom, Osgar wears a decorative cloak, made from the pelt of a fearsome wolf he once brought down.
Personality Osgar possesses nearly all the qualities of an ideal knight – he’s brave, willful, skilled with a sword and loyal to Kedoren’s rulers. The only problem is that he lacks morals of any sort. Dog-nose, as he’s more commonly known, knows no mercy and will stop at nothing to achieve his goals. He believes that might makes right and will not hesitate to use his position and skills to crush those weaker than himself. Osgar is no fool however and he knows to treat lightly around those who are more powerful than him.
He has few redeeming qualities, the most notable of which is loyalty. He has known Prince Rurik since they were both children and has been his sworn sword ever since. Osgar’s skills as a tracker, his ruthless efficiency and unwillingness to ask questions have made him a favourite agent of the prince. While he is not much of a leader, his reputation is enough to make most men cooperate with him or stay out of his way.
History Osgar is the second son of Lord Lorin Parhall, ruler of Greybarrow and head of the Parhall family. His mother was of House Niven, Parhall’s neighbours and trading partners in the south, in her honour Lorin named his son Osgar, after Aaldorenfeald‘s ruling House. While still a child, he was sent as a ward to Windhold, to be raised among the Lugains. Even as a young boy he showed remarkable affinity for the sword, besting nearly all of his peers. During this time he also met Rurik, with whom he would often ride on hunting trips north of the Windwall. This was when he earned his nickname “Dog-nose”, as Osgar showed himself to be an exceptionally skilled tracker, being able to catch anything from mocking crabs to ice hogs.
When Rurik returned to the capital, Osgar followed suit and began putting his skills to use. Over the next decade he undertook many missions for the King and, later, the Prince, earning quite the reputation in Kedoren and beyond. Fellow knights began regarding him as a dangerous opponent, while the smallfolk, especially those in the south, dreaded his name. Osgar was usually sent to outlying regions and thus missed most of the wars Rurik waged with unruly subjects, but this was just how he liked it. Far away from authority, he took great pleasure in hunting his foes and terrorizing whoever was unlucky enough to get in his way.
Following the Godfall, Osgar was recalled to the capital, where Rurik was preparing to send him on an important quest.
(imagine that the scar is a crescent-shaped moon instead)
Sister Stone
Name Sister Stone
Age 24
Loyalty Order of Elonar’s Mercy (Grey Sisters) Church of Elonar House Tyndall
Appearance Despite her relatively young age Stone has a worn face, roughened by exposure to the fierce weather of northern Kedoren. Her skin is quite pale, much like her blonde hair, which is usually tied in a bun. A couple of old scars mar her otherwise pleasant, if not beautiful, features, though most notable perhaps is the shape of a crescent moon, branded on her left cheek. Stone’s light blue eyes have a strange look about them, they appear very serene, as if frozen.
Though her features are Kedorian, her build is anything but. She is tall, by Kedorian standards at least, and has a lithe, athletic figure. Like all members of the clergy, she dresses simply, in the traditional grey, woollen robe of her Order. The robe is deceptively plain, in reality it is made with a finer thread, making it lighter and it’s been cut in such a way as to allow more freedom of movement than one might expect. A sword, etched with religious glyphs, hangs from her belt, along with a small, leather-bound tome. Not readily visible, a dagger and some other useful items are concealed within hidden pockets, sewed on the insides of her clothes.
Personality Much like the object she is named after, Stone is hard, cold and stubborn to a fault. She is a devout believer and strives to do everything in accordance with Elonar’s teachings. Recent events have shaken her faith somewhat, but even though she can no longer see the Goddess’ physical manifestation in the sky, she refuses to believe Elonar is gone. Stone serves no lord or House, her loyalty belongs to the Order first and then to the Church; something she makes blatantly clear when confronted by nobles. She loathes those whose beliefs differ from hers – atheists, heretics, Red Brothers, Stalothi, sun-worshippers and even Black Brothers, whom she views as decadent.
A woman of little words, she usually keeps her thoughts to herself, silently judging those around her. When she speaks, she does so with conviction, never doubting or hesitating. There is an air of confidence about her and she acts with a calm, measured precision. Stone is almost annoyingly calm, seemingly never fazed by any situation. Despite her appearance, she is very skilled with a blade, using her dexterity and speed to overwhelm opponents. Having spent considerable time in the harsh lands north of the Windwall, she is at home in the wild and her endurance allows her to travel great distances quickly.
History Like all Grey Sisters, Stone doesn’t know who her parents were or where she comes from. She was taken in by the church as an infant and was raised as a devout Yevist in one of Elonar’s monasteries in the remote areas of the Windwall. Stone was given to the Grey Sisters when she was less than seven and was subjected to a brutal training regimen almost instantly. Many of the girls she befriended during her early years perished in the various trials they undertook. The years passed by in a blur; the instructors honed their physical abilities during the day, while the nights were given to religious studies. There was little room for sleep or contact with others, but Stone quickly got used to it.
After no less than fourteen years those initiates that survived were accepted as full Grey Sisters, branded with Elonar’s moon on the left cheek and given the greatest honour of all – choosing a name. It was customary to choose a simple, useful object as a name, one which reflected a sister’s character. She named herself “Stone” and finally joined the ranks of the Order.
Stone spent the next three years mainly north of the Windwall, where she cared for long-forgotten shrines and occasionally solving a village’s “magical” problem – tasks usually reserved for the newly-initiated Grey Sisters. Sometime after the Godfall she was approached by a Black Sister from a local church, bearing a letter. A message from the Order instructed her to travel to Port Torin, where she would have to investigate a curious mystery involving the number twelve.
- Make contacts. Talk to everyone, be on friendly terms. I say "contacts", not "friends". You may not like these people, but they are going to be working in the same field as you. Get out of the clique mentality prevalent in high school - you're all there to graduate with a useful skill-set. That asshole sitting next to you might be your boss tomorrow, or your colleague, or the guy who interviews you for your dream job. Don't burn bridges before you've had a chance to cross them.
- Learn to be your own hero. I can't stress this enough. Don't rely on your parents or friends or professors or anyone else for that matter. In the modern world a person has to be completely self-reliant, sorry but that's just the reality of it. Especially when it comes to the universally despised group projects, you should always anticipate and prepare for someone flaking on you. The professor isn't going to care that Jake got too stoned last night and couldn't submit his part of the project. Always have a plan B.
- Learn to use Google. Love it, cherish it, because this bad boy is going to be the biggest factor in getting that degree. This isn't school and nobody is gonna spoon-feed you information, you'll have research and find it on your own. By this I don't mean going to Google and searching for "how to solve xyz". Learn how to search within specific fields. Look up scientific journals that pertain to your interests. This all comes in handy when writing a course work or something along those lines. Check this, a quick way of improving your Google-Fu: lifehacker.com/google-tips-and-tricks-..
- If possible don't start a job until your 3rd year. I made this mistake and it's cost me two years of my life basically.
- Don't break up before your exams. Just don't.
- Gain extra certifications while working on your degree. This is very specific depending on what you're actually studying. In my case, I study informatics and comp sciences, so degrees from Cisco, Microsoft, VMware, etc are incredibly important. Depending on your field, they are often more precious than your diploma.
- Learn a new language. Every language is a door to new job opportunities, both at home and abroad. Best time to learn languages is while young, so just go for it.
- Finally, don't forget to live it up. Life might seem incredibly complicated and busy in college, so people often think "OK, I'll push through these 4-6 years, then enjoy myself". Don't be that guy/gal. It's only going to get harder from here and you'll have less and less free time.
Everything feels kinda lackluster after The Door to be honest. (maybe cause the whole Hodor thing came from GRRM, not D&D) I feel like they're trying to cram too much into too little episodes and they're running out of budget to boot. Two cool characters - the Waif and the Blackfish - get killed off-screen? C'mon...
Arya's arc feels completely out of place in the GOT world. She received a pretty heavy wound to the stomach, could barely stand up, then all of a sudden she goes on a wild chase through Bravos? Not only that, but she manages to kill a trained shape-shifting assassin. DAT plot armour though...
Ever since I read ADWD I've been saying that George Martin is shit at wrapping up plotlines. It's still true, but even his jumbled mess is better than what D&D have put up. Don't get me wrong, I enjoy watching the show, but it's obviously struggling to tie everything without the structure and narrative of the books.
PS. Did anyone notice that incredibly lame scene where Brienne and Pod look across the Lannister camp in the distance? The CGI looks like it came out of a B-grade movie from the 90's. They're definitely running out of money or saving it for some epic stuff in the last two episodes.
STATUS: Taking a break from RP'ng and sorting out my life. May be back some day, who knows?
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24 year old dude living in Sofia, Bulgaria. I'm a studying for a bachelor's degree in informatics and I work as a programmer. I'm not much of a sports person, but I enjoy swimming and biking, although I have less and less time for them these days it seems. I also love travelling and generally discovering new peoples and cultures. I have a weak spot for video games and even though I don't have much free time, I usually manage to sneak in an hour or two when the opportunity presents itself :P
Naturally, I love reading and writing. My favourite genres of books are sci-fi (especially the New Wave era) and fantasy, although I don't like limiting myself, so I pretty much read anything. Same goes for music, I love classic rock and metal, but I listen to a lot of techno, minimal, trance, hip-hop...whatever really, as long as it "sounds right" to me.
I don't consider myself a very good writer to be honest and I'm always eager to learn new writing techniques and styles. That's why I love RP boards, in the past they've helped me improve tremendously, not only specifically for writing, but for everyday English as well. Hence why I tend to view RP's as a challenge and I enjoy getting into the deep end. The RP's themselves have to be character-driven to get me going, I view the setting (fantasy/sci-fi/modern/whatever) as just a backdrop for the real important thing - character development. Everything else is just fluff.
I'm always eager to hear out ideas for RP's or just talk about writing, literature and other assorted bullshit. Just hit me up!
<div style="white-space:pre-wrap;">STATUS: Taking a break from RP'ng and sorting out my life. May be back some day, who knows?<br><br>----------------------<br>24 year old dude living in Sofia, Bulgaria. I'm a studying for a bachelor's degree in informatics and I work as a programmer. I'm not much of a sports person, but I enjoy swimming and biking, although I have less and less time for them these days it seems. I also love travelling and generally discovering new peoples and cultures. I have a weak spot for video games and even though I don't have much free time, I usually manage to sneak in an hour or two when the opportunity presents itself :P <br><br>Naturally, I love reading and writing. My favourite genres of books are sci-fi (especially the New Wave era) and fantasy, although I don't like limiting myself, so I pretty much read anything. Same goes for music, I love classic rock and metal, but I listen to a lot of techno, minimal, trance, hip-hop...whatever really, as long as it "sounds right" to me. <br><br>I don't consider myself a very good writer to be honest and I'm always eager to learn new writing techniques and styles. That's why I love RP boards, in the past they've helped me improve tremendously, not only specifically for writing, but for everyday English as well. Hence why I tend to view RP's as a challenge and I enjoy getting into the deep end. The RP's themselves have to be character-driven to get me going, I view the setting (fantasy/sci-fi/modern/whatever) as just a backdrop for the real important thing - character development. Everything else is just fluff. <br><br>I'm always eager to hear out ideas for RP's or just talk about writing, literature and other assorted bullshit. Just hit me up! </div>