In Edhren, there has lived a long-told lie… that the dragons were no more or those that propagated that lie and hid their kind were doing a great disservice to the gentlefolk. This could be no further from the truth than the sun is from the moon. Herein is the true tale of the scaled ones, and the originators of the world.

Nearly ten thousand years ago the world was formed not from the void, but from the hands of the Pentaprimordials, known to some as the Paragons. These infinite beings, living beyond time and space, spun the thread that held the universe together. Both attracted and repelled, they barely knew of the others.  

In the center of it all, slowly spinning in circles was the Navigator. Covered in the dust of the weave, he became restless and a shiver erupted from his ancient hide. Those tiny particles – pinpricks of light and magic – were caught in the spin and formed what was called Celestasphere. Inside it, motes of power (freesouls, which would become the Celestials) drifted and spun, causing powerful light to radiate across the darkness. Caught in the drift, their threads entangled and each of them was drawn in.

Once in, however, the Celestasphere held them tight. Even at the resistance of the Navigator, they pulled and tugged, but in the tangle of the threads, new forms emerged.

First-Father’s magic became the mountains and the stone on which the world rested. World-Mother reached down upon it to breathe life and greenery. The Old Form, confused by the union between them, spat out in disgust all the oceans and waters that ooze across the world. The Navigator struggled under these new materials and pushed hard to create the skies.  Ever after, this has been known as the Material Plane.

But what of Teeth-in-Darkness? Its jealous gaze burned deep into the rock and beneath it started a fire. From that flame and envy came dark beings, demons, and keepers of hells, living beneath all that was good, occasionally bursting forth in the form of fiery stone pillars, belching fire on those in its path.

So then the Navigator inadvertently tightened its mass trapping the Pentaprimordial into a reality shared by them all. First-Father was the first to escape it, breathing life into the stone – Avatars of himself – to shape and contain the fire. As they looked to the heavens to see his face, their light opened a path for him to return to his Far Place. These stone-folk were the first of the dwarven gods.

Noting what he had done, World-Mother too shaped the trees into lithe bodies which wrapped themselves around the drifting souls in the Celestasphere. These bright and pure folk gave way to the elves. The songs of the forest allowed her to return to her place among things as well.

Struggling to also create something and free itself of this world, the Old Form twisted and turned, first forming creatures under the sea. As he gripped at the edges of reality, out of him also fell the first humanoids; not noblemen, but stunted, grunting nearly amphibious things. As they fell across the land, these curious savages settled into the forms of goblinoids and men. Its escape came not from songs or prayer, but in the darkest places where walking things forget. The rejection was its freedom and it sulked into the darkness in earnest.

But Teeth-in-Darkness did not want to leave. No, it had other ideas. It wanted the world badly and literally hatched its plan under the skin of the world. Millions of eggs, thick and leathery, absorbing the magicks from around them. As the world grew, constantly reforming, so did the eggs transform and become new things. Corrupted avatars emerged, adapting to the places where they lay. Red Furies, belching smoke and flame from their fiery dens. Black Terrors, corrupting pools and groves where they emerged. Stone Chewers, under the earth and destroying the perfectly formed crystals. These primeval beasts were the first of Wyrms; horrors meant to corrupt the places held sacred, tearing a hole so Teeth-in-Darkness may return to the void.

For three thousand years the Dragonlords served Teeth-in-Darkness, as she toyed with the creations of the other Four. Her wickedness knew no bounds, but the forms of Ethren were strong and resisted her corruption. She twisted her dragon-forms, over and over, seeking just the right combination of hatred and greed, but the Navigator was bound to rebalance all things. From her discarded threads, he bound them to the perfect structures of metals formed by the First Father. Weaved them into the original Pure Dragons (Metallics); shining forms to set the scales right.

Teeth-in-Darkness tore her way out, leaving vast scars in the world, but she vowed to return someday. Thus, so does the arrogance of the Chromatic Dragons reflect her will in the world; to hoard, rebuke those unlike themselves and dominate.

So began the earliest Age of Dragons, when the Paragons departed and they were left to balance all that was. Chromatics worked to form the world into a twisted palace fit for Teeth-in-Darkness to return, while the Metallics fought to advance those beings remaining behind.

For thousands of years, there was strife, culminating in the war of the Dragon’s Claim. The two most powerful among their clans – Angralask the Icehearted and Silleskess the Silvertongued – made their way to the most northern reaches and began an epic struggle for control of the world. Others witnessed the fury and carnage. On the side of Chromatics, Azkhalak the Red, Shezret-Prince-of-the-Wind, The Black Matron, and Two-Lanterns-Hissing of the Aldaelfrenir. And on the side of Metallics, Lassranax Golden Mane, Karnhavarat Bronzeteeth, Tethis, and Sithet (the Coppered Twins).

The battle between the two giants lasted for 200 years, and the world shook while all in it trembled. Surely, this would tear the fabric of all things apart if it didn’t stop. So the armies of men, elves, and dwarves, marched to end it. The dwarves tried to overcome them with the force of hammer and axe, only to be driven underground for the rest of modern times. The elves moved on the two with magic, only to be scattered across all of Ethren. Their efforts had borne fruit, however, because badly wounded, Angralask returned to the icy north, laid her eggs, and died.

Great strife continued, but being the most dominant, strongest, and still merciful, Silleskess proposed a code of rules; designating territories and protected lands. The dragons then left what was known as the Mainland and scattered into the far corners of Ethren. But Sillesskess had also been mortally wounded, slipping into death, but her young kin worked to keep the treaty alive. Emboldened, greed again overtook the chromatics and they slithered their way back into the lands of the Good Folk, bringing with them some terrible things.

So began what was known as the Deception, by a clever king named Herras. He would use the union of his family with dragons, and his position, to create a system to pacify the younger, more impetuous spawn of the great old wyrms. He created a force of “Tabardeers”, sworn knights to protect (in reality, tax collectors to distribute the kingdom’s wealth to the beasts, keeping their desire to raid at bay). Seemingly treacherous, no one could know the true mind and long plans of a Silver dragon’s servant. While his court sold “the lie”, clever magics were being woven around the capital city of Glimring, to keep it safe from the future fury of the Wyrms.

Only a handful of mages still knew the truth, as do their defenders and confidants in The Dragon's Heart. Only they know still what keeps the darkness at bay and the walls of Glimring standing.

(Updated history – Year 644: The members of the Dragon’s Heart and many of those of the Mage’s Council have fled Glimring after summoning a most powerful ritual which shifted the palace and many noble families into an undisclosed location. Attitudes towards magic, in general, have soured in the capital, and ones practicing sorcery or wizardry best be on their guard. A new leader has risen and holds immense control over the city with a populist voice. He is known as the Lord High Commander, Davian Iscarus and he vows to restore order.)

Click to toggle

The "Six Kingdoms" is one of the longest and most stable alliances in Edhren and is informally called "The Edelrend"; it includes six self-ruled territories committed to defending the good folke of the land from the tyranny of the giants and the terror of the dragons (Folkstand, Firdeng, Edelrend, Aelfrinir, Eldwyd and Suthers). In the past, they stood together against the southern armies of Cambala and the assaults of the Ice Lords. While territories ebb and flow, each regent was responsible for the management of their own lands but pledging to aid of neighbors in times of danger.

But times change...

The HighKing (Vallen III), considered the strongest and well supported of them all was exposed, his family's treachery with old enemies destroying those bonds. The individual regents have retreated to their own lands, behind ancient walls, deep in thick forests, fearing war or worse. And the capital city of Glimring has been occupied by a populist lord who vows to restore order to the region by whatever means necessary. 

Click to toggle

The recognized regional territories of Edelrend are:

Greenhaven Shire, Northland Shire, Plainfield Shire, Hillshead Shire, Crowhaven Shire, Westhold Shire, Watersview Shire, Southlake Shire, Northlake Shire, and OldWatch Shire

Each of these has a magistrate, lord, or mayor responsible for the collection of provisional taxes, security, and general well being of the district. 

Click to toggle

By the year 645, much of the damage from the dragon attacks has been repaired. But the gaping crater (known as the Runehollow) left by the Circle of Mages still remains, carving a huge hole into the center of the city. The outcry was great and the Circle fled the city, leaving only the old and decrepit wizards to take the blow. Young sorcerers were hung in the town squares, wizards who were taken by surprise were mauled and disfigured, unable to complete their spells without fingers or tongues. It has been a very dark time for Glimring.

Initially, there were discussions about how to restore it, but over the course of the year and with the support of the growing independence movement in the west, a populist leader came with his own force to construct his own keep in the center of it. The most powerful heroes in the lands were attending to more pressing matters (the return of the WorldEnder), so they too were caught unawares. Currently, the Lord High Commander sits at the head of government, unable to be challenged by the nobility by the sheer support of the people behind him and the army he brought with him.

The city itself remains orderly and quiet, many happy that a kind of peaceful order is restored, but others fearing  retribution of an unknown leader and  his forces, who have replaced city guards. However, any abuse of power is blamed on the former nobles, who have also retreated to their furthest estates or have completely abandoned their lifestyles. Very few have tossed in their support to the Commander; among them the House of Kinstain and Bowsprit.

Click to toggle

The original Kingdom of Men, these are the descendants of Herras the Dragonslayer. The blood-red of the court dress, its crest of a greatsword impaling a dragon’s skull, and the great stone city of Glimring (built to repel the dragons’ fire) are all reminders of how this kingdom began. The King of Edelrend was Vallen III ruling from the Taper Hall Keep rising on a hill at the heart of Glimring (Some may also refer to this as WhiteHall, which was Glim the Unquenched’s center of power prior to the city’s construction around it). However, a devastating attack by an ancient dragon has changed all this.

Valen’s kingdom, though small, contains a number of exceptionally loyal lords and nobles ready to come to his aid at a moment's notice. It spanned from the Briarwood down to the Wheatsea, South to the Thundering River, and then skirts Suther Hills and Eldwyd. Its abundant resources, relative recent peace, and well-maintained roads made it very enviable among the Six Kingdoms. But the dragon attack marred this image. Slaying his queen, driving him from the territory and all but nullifying the power of his heir, have put the region into peril.

When the population found that the nobility was collecting taxes not only to further the kingdom's goals, but to also assuage the chromatic dragons, there was a widespread political revolution. The period known as “The Reveal”, drove Vallen III away and his queen, left to fend for the kingdom was slain; the great red banners of the old kingdom have been torn down in the capital city (but some still quietly support the royalty at a distance). The heir apparent has yet to be located and a NEW order was restored to the city from a certain Davian Istarus, Lord High Commander of the Suthican Regent. He broke from his former kingdom (Suthers) to stand the gap in the absence of a king. He is well-loved among a number of the Edelrend and is reshaping it into his own image. Some may think this is a power play, but Davian's popularity has created a new narrative; only the Sons of Suthers can quell the rebellion in the lands. And he started with Glimring.

Currently, the local territories have found themselves fairly well left to their own devices, these being Northland Shire, Greenhaven Shire, Plainfield Shire, Hillshead Shire, Crowhaven Shire, Westhold Shire, Northlake Shire, Southlake Shire, and Watersview Shire. But few know the intent of the forces at Glimring and concern themselves with the more pressing and dreadful prophecy of the WorldEnder.

The current flags flying over the capital city are the banner of the Lord High Commander and his saying “Order Is Restored” is on the lips of its people. No overt moves have been made to expand into the rest of the Shires, but everyone senses that a storm is coming.

Click to toggle

Formerly known as the city of Longbridge, recent tumult has reformed it in drastic ways. Under the Reeve of Longbridge, the people suffered, and with no answer from the King came all-out rebellion.

Longbridge was the earliest community to feel the wrath of dragons. And with the destruction of the bridge, so important to commerce, the spark was lit. Under the guidance of a very powerful leader, the halfling Rosco Twiddletoe, unrest fomented like fire and spread. The northern bank of the river organized quickly and with the help of allied Spearfolk, the north bank began building a low wall and harassing the south bank with spellfire and arrows. 

The cruel and out of touch Bannon Bowsprit appealed to the crown for help, but Glimring had problems of its own. So Bowsprit fought a very short and losing battle before being driven out of the city forever. His former manor now houses certain noble families that fled Glimring who pledge their fortunes to rebuild the city.

Though Union is doing it's best to return to some sort of normalcy, there are still signs of the conflict near the river, with several buildings still in ruin. Rosco Twiddletoe is the current provisional mayor and the city considers itself independent, but no one is certain what will happen if the Lord High Commander decides to press west. For now though, the city is orderly, patrolled by citizen-soldiers and a mix of members of the noble retinues that remained. 

Click to toggle

At the intersection of the middle kingdom sits the village of Clatterton, so named for the great amount of hoofed traffic passing through and around it. It boasts the most extensive collection of horse-trading (the Hoofmarket) and is home to the southern tournament grounds used by many knights in the region. However, its claim to fame is the grand Cistern Citadel, a stone keep surrounding a massive fountain, which magically produces fresh water for its inhabitants. Surrounding the village proper is a large, high wooden fortification, encircled by a number of farms.

The villagers of Clatterton are generally happy and friendly, seeing much of the kingdom’s traffic pass through its gates. There are a number of local services and businesses, but nothing compared to the capital. Conducting any other sort of commerce in the village requires a "pass-coin" from the appropriate guild, who watches over guild business with a heavy hand.

A Warden of Clatterton, appointed by the King’s Court, once answered to a pair of crotchety old mages (one a wizard and the other a sorcerer) who’s machinations subtly altered the village over the years. Each had their own tower and they rarely interacted with the Warden, except in the direst of consequences. The Warden normally stayed out of their affairs, busying himself with the day to day troubles of keeping a village safe and clean. However, the wizard was most recently slain, leaving the teleportation circle in front of his keep unattended and several odd plants have begun to sprout up around its protective runes. The sorcerer has disappeared and his tower has likewise, fallen to ruin.

Click to toggle

The most southern town in the River Towns region, this small town has stayed fairly well out of the troubles of the kingdom. Originally a camp for Dwarven and Human traders hauling cargo on barges to the towns on the sea, it became a trading hub and an important source of the fishing trade. The town itself is surrounded by a low wall, has two markets, a number of "Trade Houses" where individual members of the Traders Guild may set up shop, two inns, and a few smaller pubs catering more to the transients than locals. Other notable structures are the large Davanic Church and a Mill just outside the southern gates.

The mayor of the town is Ilsa Dundorian. She holds no noble title but was instead elected by the Trades Guild to oversee the general well being of the town. Security is maintained by a citizen-soldier force, which is fairly well regulated. Unless there is a specific path to an apprenticeship overseen by the Trades Guild, all able-bodied folk between the ages of 16 and 19 are required to serve at least two years as a city guard. One of the most important tasks here is to maintain the Well Worn Tower, a large structure with a fire that burns at all times. It acts as a lighthouse for river traffic and can be seen from a very long distance.

Click to toggle

Siltbridge was originally just a taxed water crossing for those using the King's Road. Over time it grew to be a marketplace for traders coming up from Suthica. After a sawmill was built, the area soon became a more settled hamlet known as Stonebridge (old maps may still refer to it as this).

By the mid-sixth century, the area was quite settled and raids from the south on this new, richly stocked but unprotected village meant walls were needed. In 583, when barbarian mercenaries descended on the territory to drive out Suthican raiders, they damaged fields and destroyed the lone crossing. For many years travelers would pick their way across the ruins of the small bridge, taking care to avoid the seasons when the Shallowrun river. But most recently, just prior to the draconic attacks, a new bridge was built. 

Notable to this village is the lack of a Southern gate. The river itself is usually a deterrent enough to keep stragglers from wandering in. And there is always a guard contingent present in case danger does arise. The former barracks and toll gate to the south of the city have collapsed into ruins and are avoided. The only time folk venture beyond these ruins is to bury the dead outside the village walls. 

The former Reeve of Edeldale, now Magistrate of the village (Becand Wicks) lives here in a comfortable two-story manor house and has a number of royally endorsed deputies to collect taxes and mind the peace in the area. Other notable souls residing here are the famous actress Ellera the Lovely, (currently running a large bardic college dedicated to acting and voice), Dorm Halberd-Breaker, a dwarven diplomat, and a retired gladiator from the lands of Folkstand named Bagba Gnaws-Through-Bone.

Click to toggle

Once entering this sleepy village from the north, you'll see there is a large manor house and a market to the right of the village entry (marked by high hedges). Towards the Widow's Wash there is a small watermill and dominating the little cluster of buildings ahead is an old stone church.

Ryeturn is home to the only standing church to Famil Dandurrin. In ancient times, this used to be a gathering ground for the Halflings of the region to give thanks for the harvest. Over time, they built a shrine to honor Famil, and eventually, when the humans came, they constructed a church over the shrine. It is still a very holy place for the worshipers of The Many-Faced. As the King's Road was built, this became a natural rest stop for travelers headed to the coast or the Wheatsea. And so, the community grew up around it quickly.

The original Inn built to accommodate these travelers was the SparrowWheel. However, in the last 150 years or so, there was a second inn built to better serve the halfling travelers who nearly got trampled by the humans (who had not yet truly learned to live with them). It still stands, more humble and smaller proportioned and it's known as The Fainting Farmer. 

Of other interest is the structure by which the village is managed. Instead of a regent's appointment, the citizens cast lots for one of many halfling families in the area. The top five families then settle in the "Five House", a sort of dormitory and court, where they hear the grievances of the area, settle disputes, and regulate other governing functions of the village. However, they must ALL agree on the solution, which can sometimes take a very long time to resolve. 

The population of the village is about three-quarter humans with the rest being mostly halflings. There is a Dwarven smith of some fame called Sangdarl Strikesfear; his surname from his ability to focus his rage when he needs it at just the right time. TWICE he has saved the village from attack, so is greatly respected.


It is the last village in the Shire of Plainfield, no longer disputed because the Five Families decided that this would be so and can never come to an agreement about transferring allegiance to Westhold. The strongest factor in staying is they are currently under the protection of the Maresworth family which translates to lucrative contracts in the Wheatsea.

RECENT EVENTS: In the last year there has been a rash of burglaries and the villain has yet to be caught. There is a reward of $50 gold from the Five House for the person or group that can catch the scoundrel, deemed "The Scourge of Ryeturn". Some think it's a capricious group of fey taking revenge for old crimes, others call on the name of Shaketail and swear it's his tribesmen (a popular opinion), and some even believe it's a doppelganger among them, causing the village folk to become very suspicious of each other. Nightly watches have doubled and some adventurers have even camped nearby to catch the fiend.

Click to toggle

Rambley was once just a fortified camp for woodsmen working the edges of the King's Forest, but after being granted a permit to cut from the forest, this establishment put down quickly. For years there were squabbles with the centaurs who maintained that the forest was their dominion. But nothing much came of it, save minor harassment. That has changed.

The folk of Rambley are a tough lot; some might even paint them as criminals, controlling the only road between the hills and the forest. A local "woodsman" (actually a bandit leader) has taken to charging whatever they can shake out of passers-by. But having heard word of this, the centaurs began to raid the hamlet at night. A large palisade was hastily erected in the last few months. Rambley folk hopes this is enough to keep the centaurs at bay. The humans that still travel into the forest to cut down trees have hired mercenary adventurers and unscrupulous elven snipers to accompany them on their daily business. 

Click to toggle

This small community (40 souls) marks the western edge of Plainfield Shire.

Not far from the small pond are the marking stones for the Crowhaven Shire. What small troubles this hamlet has are dealt with by a local hero named Derot Memblend, accomplished Ranger and distant relative to one of the Hawksblood. His mother, Dianan Silverhair (an elf), is the owner of the Dancing Sparrow, the local inn. It rarely has guests, but when it does, it draws much curiosity from the locals.

Most of the commerce here comes by hunting in the Ravenheart Forest, with the permission of Hesca Boneraven. There's also a small amount of trade that comes from some reclusive wild elves living in the forest.

Click to toggle

This most unassuming of thorps on the surface appears to be a tiny collection of houses not very far from the Maiden Lake. However, the Lady Layen Swanpeak (distant cousin to the Swansbreath family) lives here in the most humble of lifestyles. Long ago she left city life in Clatterton, to pursue her dream of lakeside life. However with her title followed the responsibility of managing Northlake Shire. For the most part, her son (Laythen) and a band of loyal rangers known as "The Sly Rabbits" keep order along the borders of the lake and on the roads within the shire.

Within the thorp itself are 5 families who busy themselves with helping Lady Layen with her daily tasks; sometimes weaving, growing vegetables, or tending the hogs. One older human known as Faristan is a boatman and very talented fisherman who can be hired to take folk across the lake.

Click to toggle

In the older times, when the Ravenheart forest was overrun with the primitive ancestors of the Wild Elves, Westwail was little more than an outpost where the first Kingsguard kept order along the edges of the Wheatsea. Over time, it grew to be an important stopping point for those traveling from the River Towns to points south. So the piers were built and the village expanded taking up the footprint of the old fort (called Fort Tempest in those days). 

Westwail was so named for the winds which howl along the faces of the old cliffs here. In some texts, it's mistakenly referred to as West Wall, most likely because of the large walls one sees traveling west from the Ravenheart Forest.

All that remains of the original structure are the walls themselves and a wooden guards' enclosure (which still is remarkably strong and stable after nearly 500 years). It now acts as barracks and small stable for the local constabulary. The town has gone through many structural changes leading to its current layout. The last of these was the temple built in its far northern corner, covering an old series of burial chambers. 

Because there is a fairly consistent flow of transient traffic, there are more inns and pubs than one would expect for a village of its size. Also of note is the huge manor belonging to Lady Madhan Markand (known as Madhan the Fair) who has recently inherited the responsibilities of the manor, the village, and Westhold Shire. 

While there are fewer farms surrounding and supporting the town, bountiful fishing waters mean there is always a variety of fish and shellfish available here. There are a few fishermen here specifically in service to the pubs, bringing back fresh fish every day. 

Click to toggle

On the western edges of Edelrend, where it meets the wide WestSea, there is a small and prosperous town called Cooperswell. Tucked in the GreatRain Bay, in the further days, it was little more than a trading post and a cooperage, where a dwarf of legendary skill crafted barrels for dwarven ales. He was an outcast among his people though it was never known why, but he settled here on the coast and made a great name for himself.

In the following years the village grew, a regular church to Aerthas was established, a lighthouse emerged and in those days it was called Bayrest. But as the town drew more trade and the KingsRoad encroached, things that traveled up the coast and up the Strongwater were challenged by overland traffic. Soon the cooper's job became even more important as the demand for barrels along the route exploded. He worked night and day to keep up, taking on apprentices, taking on new shipments of slats from the southern lands. He had sons that would inherit the business but alas, it became too much and he worked himself into an early (for a Dwarf anyway) grave. 

The village was renamed and while the business goes on, the Cooper, Vrangand Cleverhands lies in a stone tomb under his old home. His sons returned to the hills in Firding, save one (Hrangid) who runs a mill next to the old home. There are a pair of inns, a small market for travelers, a couple of old but serviceable piers and a gaming house where halflings oft spend their time when trading here. 

Click to toggle

Where the farthest reaches of civilization push west and the Spearfolk territory pushes east is Road's End. A walled village famous for its deep well (the reason for its first settlers) and a massive inn called the Two Fists (some say for its strong drinkers, others swear its because of the nearby fighting pit). There is a permanent market space just inside the eastern gate and along the eastern wall is a raised platform for performers. 

The mix of folk here are primarily human (Herrasian, Spearfolk, and Half-elves), but there are halfling and gnomish folk who come and go. Most unusual here is the Goliath, (Nitsa), far from her own lands, who runs the gaming house next to the fighting pit. Here she will take bets on fights, provide games of chance, and imports a strong Goliath drink called "Koffa" which can usually put an average human under the table after a single cup.

The village is run by a council of the more wealthy citizens but has representation from the TenClans. Technically, it's position puts it squarely in Folkstand territory, but it's operated as an independent entity for hundreds of years. Mostly because the Tenclans do not trust the water from the deepwell and think the land is cursed. 

Click to toggle

While each religion has it’s own specific days associated with worship, there are some universal days that are celebrated in the Edeldale.

BRIGHTFEAST – Origin; Davanic worship
On the First day of Lightsong, a festival celebrating the light returning to the world is held across every major holding. From the highest lord to the lowest born, each family lights a multitude of white candles (in lieu of any magical lighting, torches, or lamplight) at sundown and partakes in a meal of four courses; the Bland, the Bright, the Hot and the Tepid. This represents coming from darkness to light, the brightness of the sun (or Dava’s countenance), the warmth of the sun, and a reminder of what it is to be without it.

Traditionally the meal begins with a type of round bread (davanloaf), followed by a lightly spiced meal (varies by culture), followed by peppers and cold soup. At the end of the meal, candles are all extinguished just before dawn, and generally, the night is filled with quiet songs.


CHAMPION’S WEEK
 – Origin; Spectacle of the Many Tribes
In further days, the Spearfolk were more autonomous but lived closely together. Each tribe would elect a champion to compete in what they referred to as “The Spectacle”; a massive series of games and contests to determine the Champion of the Folk. The festival usually begins on the 16th of Newgraze, but over the years has been held at different times due to war or tragedy. In any case, it always begins and ends on a Chorseday.

During the week, in memory of the original spectacle, there are contests of strength, games of skill, and in the more urban areas, tournaments of magic and wit. During the week, several events will be hosted and culminate on the following Choresday. Champions may hold temporary title, be awarded a great prize, or just retain the title and status of Champion until the following year. In all cases, the Champion is given some red mark or article of clothing to show their status.


DRAGONSBLOOD
 – Original Origin; Herras’ slaying of the last red dragon*
In the spirit of Champion’s Week, on the 30th of Newgraze is Dragonsblood (or Dragon’s Eve in some communities). On that night there are reenactments of Herras’ deeds. Children often wear dragon masks and attempt to scare adults (who usually laughingly comply). The festival usually is a night of great boasting and tale telling. At the end of the evening, a large bull’s heart is served and an effigy of the King (or in the case of Glimring, the King himself) is spattered with blood.

*(Currently, Dragonsblood has been adapted to honor the heroes who slew the Matron. While their tale is only local to the region it’s possible that the Bardic Colleges will adapt the tale and it may be called Dragonsdeath.)

THE NIGHT OF HARD BISCUITS – Origin; The Dwarves entry into Edeldale
It is said that all the best brews mature by the month of Lightsong. So on any given Settlesday of that month a city, community, or even a humble Dwarven outpost, hosts a NIGHT OF HARD BISCUITS (Sometimes called “Toast’s Night” and other times, just “Biscuits”). The timing varies, as rumor has it because the ancient kings didn’t want ALL of their vassals to be incapacitated by drink in a single evening. So it was decreed that each region or village would be authorized to have a night of drunken revelry in accordance with a set schedule.

The name of the event dates back to Men’s first encounter with the Dwarves. They exchanged goods and cursed the almost rock-like biscuits the Dwarves gave in trade. That was until the first of Uli’s envoys came down from the mountain to drink and the humans realized that the biscuits were in fact, designed to only be eaten after being dunked into heavy Dwarven stout. While the two peoples had previously a very formal and indifferent relationship, this drunken feast fostered immense goodwill and was responsible for the alliance the Dwarves and Men now have.


GRANDFEAST – Origin; farm tradition and possibly, An Aerthasines tradition
At or near the end of harvest, a great feast begins on Choresday through Settlesday. The actual timing is based on the amount of harvest taken in. But this three-day festival features agrarian tokens and traditions. No matter how poor, each community contributes a portion of the harvest to this event. In some towns, it may be little more than three days of donated goods to be redistributed among the farmers. But in larger towns and cities it’s 3 nights of bountiful eating and drinking. There are songs that date back hundreds of years, showing livestock and sharing of rustic traditions.

While it’s just considered a great culinary event in the cities, most who worship Aerthas, treat this as a festival of Thanks and end the evening of Settlesday in prayer and worship.

THE BALANCE - Origin; recent show of faith for the Agrastic assumption, Agrastic Tradition
Near mid-month of Stirwind Agrastic followers begin celebrating a fast/feast festival that shows their adherence to a balanced life. However, the days usually end up being several periods of fasting and then indulging. Supplicants will wear a pale white mask with blackened eyes on their fast/denial days, then have a simple smudge of white paste (a chalklike paint used by the church in ceremonies) across their cheeks and nose to indicate they are indulging. For some this back and forth will only last from the 10th to the 13th. However, some have been known to start as early as 7th and ending on the 16th. Each individual approaches it as they see fit and where some will simply fast and break bread on subsequent days, more dramatic and outlandish examples involve painful bindings followed by debauchery the following day. This "Festival" has been compromised from an older tradition wherein a pilgrim would merely fast over the two days of the full moon, mid-month. 

SEED BEARING - Origin; Ancient tradition honoring giving by the followers of Famil Dandurrin
On the first Settlesday of Stirwind, through the second waning moon of Frostwind, followers of Famil Dandurrin are encouraged to take small pots of stew, pastries, pies or other treats to neighbors or visiting members of the community, to honor Famil's collecting and sharing of seeds. As Frostwind approaches, sometimes these treats are replaced by small trinkets, handcrafted by the giver. In the Capital City the festival usually just commences on the first Settlesday, with both food and trinkets being shared. Then there is a second feast that happens on the 18th day of Frostwind where as many as can gather come to sit for a shared meal. 

MIDMOON - Origin; an old Elven tradition adopted by followers of Eadowyn
Midmoon is a time of pleasure and drink. On the "Midmoon" (15th day) of each of the summer months, followers of Eadowyn gather beneath the stars to drink wine, find each other's company, and dance along the edges of the forest, bathing in the light of the full moon. Some half-elves and humans have adopted the practice of drinking and dancing under the moon on the outskirts of the city, but many of the oldest elves find this practice offensive and not in the spirit of the nights. Anyone uninvited that stumbles upon a Midmoon will usually be captured, stripped of their gear, and "ransomed" before the revelers with mocking taunts (regarding their lack of worth) and playful insults. But on the morning light, everything is returned to them. Anyone carrying silvered weapons however can avoid this "punishment" and will usually be invited to join in the night's activities.




Click to toggle