Cal Eryndor: Difference between revisions
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|The pale sisters is the name of a Kaurian sisterhood of porcelain-skinned magi and healers of exquisite beauty. These women chose to join the colonial forces in the year 1259 after they heard of the horrors of the war and its ever-mounting casualties. They treated many and cared for the dying and their bodies after they died. Not allowing anyone anywhere near their healer’s block until the bodies were disposed of safely to guard against volatile necromancers who may want to misuse the bodies of the fallen. The sisters, however, mysteriously vanished one night after an attack on an elven camp on Eldland’s mainland from which they were operating. It was said that, as their tent was mysteriously set ablaze after the raid, their last sighting was of some of them running into the forests outside, covered head to toe in blood and once elegant dresses now ripped and torn. | |The pale sisters is the name of a Kaurian sisterhood of porcelain-skinned magi and healers of exquisite beauty. These women chose to join the colonial forces in the year 1259 after they heard of the horrors of the war and its ever-mounting casualties. They treated many and cared for the dying and their bodies after they died. Not allowing anyone anywhere near their healer’s block until the bodies were disposed of safely to guard against volatile necromancers who may want to misuse the bodies of the fallen. The sisters, however, mysteriously vanished one night after an attack on an elven camp on Eldland’s mainland from which they were operating. It was said that, as their tent was mysteriously set ablaze after the raid, their last sighting was of some of them running into the forests outside, covered head to toe in blood and once elegant dresses now ripped and torn. | ||
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|[[File: | |[[File:WendelsLionsSMALL.png|frameless|116x116px]] | ||
|'''Von Wendel’s Lion Company''' | |'''Von Wendel’s Lion Company''' | ||
|The reputation of von Wendel’s Lion Company varies depending on who is asked. Hailing from the southern borders of the Kingdom of Reinar, these men are grizzled heroes who stood firm in many battles against southern invaders. However, when the king’s purse ran dry, Dieter von Wendel declared himself and his company an independent hireling group, not caring which crown filled their coffers as long as it did. Some declared them traitors of the realm, others, usually those who hired them, declared them excellently trustworthy men who honor their word unquestionably as long as you pay them fairly. | |The reputation of von Wendel’s Lion Company varies depending on who is asked. Hailing from the southern borders of the Kingdom of Reinar, these men are grizzled heroes who stood firm in many battles against southern invaders. However, when the king’s purse ran dry, Dieter von Wendel declared himself and his company an independent hireling group, not caring which crown filled their coffers as long as it did. Some declared them traitors of the realm, others, usually those who hired them, declared them excellently trustworthy men who honor their word unquestionably as long as you pay them fairly. | ||
Revision as of 09:39, 2 June 2026
| Cal Eryndor | |||||||||||||
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| Founded in 1254 A.C. | |||||||||||||
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Cal Eryndor is the entry point for Talmyria’s ambitions on Eldland. It is the first elven foothold on the continent since the exile and the newest colony to take form under the unified elven banner. Its people answer to their Tirnor, in a shared effort to hold the settlement firm against pressure from within and beyond its walls. Danger sits close at hand, yet the colony meets it with the same resolve that carried their kind across the seas. Tensions surface quickly in a place shaped by war, and they are settled through firm leadership, diplomacy, or open force when needed. Even so, Cal Eryndor holds ground where new claims can still take root. Its survival and all the strength it gathers will decide the shape of every future venture eastward.
The colony took shape after a campaign sent to suppress piracy along the coast. The expedition misidentified the isle of Utenwacht, a Reinari holding, as a raider base. Its capture triggered the conflict that followed and set the colony’s political standing from the first day. What remained of the settlement was cleared. In its place, the elves established a fortified harbour and the supply post that sustained the first years. The administrative quarter followed soon after and became the centre of Talmyrian authority on Eldland. Eight years of steady labour have shaped Cal Eryndor into a functional strongpoint. Its walls were strengthened. New docks extended the harbour’s reach. Storage halls, workshops, and military facilities filled the inner grounds as the population increased. The council quarter houses the nine-seat colonial council, which directs governance, trade, and defence. The colony maintains a permanent garrison, a fleet, and a civilian community made up of settlers, contracted labourers, and representatives of the sponsoring houses.
Life in Cal Eryndor is controlled and practical. Talmyria keeps the supply lines open so long as the colony continues to show clear value; however, trade with the mainland remains limited. Travel beyond the isle often needs an escort or, at the very least, caution. Even so, the settlement fulfils its purpose. Ships refit before the western crossing, and convoys gather in the harbour while scouts monitor the situation along the Reinari coast. Within Talmyria’s broader plans, Cal Eryndor stands as a trial. It is small and tightly managed, yet its position determines whether further influence into Eldland can take hold.
Culture & Society
Cultural Blend
The colony of Cal Eryndor has, in its few years of existence, acquired quite a diverse population. Part of this stems from the simple reality of a small elven settlement taking root in a foreign land, drawing constant traffic from outside peoples visiting the young enclave. Another source of this diversity arises from necessity.
As the war with Reinar dragged on, the number of colonists dwindled, forcing the colony to rely increasingly on elves drawn from across their home realm and, in some cases, even taking on deserters from among the native peoples of Eldland who sought a new life among these strange newcomers, hoping to escape their harsh existence on the mainland. However, not all such arrivals were accepted. The elves remained keenly aware of the potential risk of admitting the enemy within their own walls. It is true that in war, there is little room for morality and kindness. Especially to outsiders. The primary cultural groups within the colony, therefore, remain elven. Predominantly, these are the Aevor of Talmyria, followed by a subset of Murathi who chose to voyage along, whether as explorers, conscripts, the banished, or ambitious elves seeking to establish a new under-realm in the untamed East. Few were aware of the scarred past buried in the tunnels beneath the world’s eastern spine. For whatever purpose it may be, they choose to sail.
Social Hierarchy
Organization of State
As with all the colonial possessions of Talmyria, the newly founded realm of Cal Eryndor, too, is ruled by the iron fist of a colonial council. Like most of these outposts, far from the homeland, there are no mere civil hubs or kingdoms of the great realm. Instead, they serve as important lifelines for vital trade and lucrative military campaigns to control the flow of naval traffic across the great oceans of Eseron. Cal Eryndor was founded on the back of a military campaign to put an end to the brutal age of piracy, declared by His Majesty the Tirnor. He personally authorized the return to these hostile lands he once called home. The elves of Atherin, who, like him, have their ancestry in the roots and bones of the land, petitioned him to allow for such a campaign.
Now that the land has been settled and tamed, a colonial council was elected from the largest patron houses of the expedition. A colonial council consists of nine seats, each of which holds a significant role in the colony’s day-to-day governance. The first seat is that of the Varhil, the lord and protector of the colony and acting governor. It is a post granted to one of the nine patrons in an election held by the council and is often granted to the largest house or patron of the expedition. The holder of the first seat is the head of the Colonial Council and is responsible for the safety and protection of the colonial citizens, making them the head of the local garrison. The second seat is responsible for the colony’s treasury. This seat concerns itself with tax and trade. The third and fourth seats are considered heads of diplomacy. They maintain relations with foreign powers and manage any contracts signed, ensuring that any relevant information is returned regarding diplomatic relationships back to Talmyria. The fifth seat is responsible for intelligence. This seat acts as a master of spies and whispers throughout the realm. The sixth and seventh seats are responsible for civil stewardship. They manage construction projects, housing, culture, supply levels, and, if need be, rations. The eighth seat is responsible for sea and trade. Managing the merchant fleets and ensuring that the correct goods ordered by stewards are imported while exporting any excess wealth back to Talmyria to pay their tribute. The ninth and last seat is responsible for the general administrative tasks of the council. They take notes on any meeting and ensure that any new laws passed fall within the bounds of the law. They hold a controlling role and are the last line of defence in preserving law and order in times of chaos.
The seats of the Colonial Council are not fixed to the members holding them. Once the founding patrons of the realm have been determined by the Tirnor, the houses holding that status barter among one another to divide the seats of the newly founded colonial council. This is a volatile and, at times, incredibly long process as every House involved leverages its status and wealth to negotiate as many seats for itself as possible. As the colony operates and the council is instated, a vote of no confidence with at least 5 out of 9 votes can depose someone from their seat. This forces the House to provide a new seat holder from their family, and if they cannot, give up their seat to another House. In cases of emergency, a Varhil can also be deposed in a vote of no confidence. This requires all seats other than those of the Varhil themselves to vote for deposition and forces the House of the Varhil to give up that seat to another House. Elections for a new Varhil can always be called for on a majority vote basis, and the title is granted by majority vote, all the same.
Noble Houses
The noble and merchant houses that occupy the colonial lands are limited to the patrons of the expedition. They form the ruling class and are tied to the nine seats of the Council. It is not unheard of that other families, or even royalty from Talmyria, visit the colony. Of course, their status is respected and recognized within the colonial realm. However, they are not counted among the ruling class of the colony itself and cannot hold any seats on the Council unless they become recognized patrons through their contributions to the colony.
| Occupation of the Colonial Council Seats. | ||||||||
| Seat One | Seat Two | Seat Three | Seat Four | Seat Five | Seat Six | Seat Seven | Seat Eight | Seat Nine |
| Varhil | Talmereth | Kai'ethdor | Kai'ondir | Tirdor | Ethnavor | Talhilmer | Selthmarin | Lekethdor |
| Verion Thayne | Sarion Vaelmir | - Thayne | - Thayne | Miraina Rhodia | - Vaelmir | - Thayne | - Vaelmir | - Thayne |
Noteworthy Houses of the Colony of Cal Eryndor:
Religious Belief
The Saelorian Faith is a dual-aspected pantheon shared between two cultures, the Aevor and the Murathi, who perceive the same gods through different forms yet accept them as one unified whole. The religion centers on the belief that life follows a guided arc rather than a straight path, moving through the three inevitable stages of life: Formation, Shaping, and End. Each stage is governed by a paired set of deities. First are the Mothers of Nature, who grant unchecked life and becoming, then the Lords of Creation, who impose form, labor, and consequence, and finally the Mistresses of the Veil, who preside over death, judgment, and final understanding. Binding these stages is Aevathi, the sole central divinity, known as a patriarch or matriarch depending on tradition, who does not rule life itself but the passage between its phases. Though the two cultures name, depict, and emphasise the gods differently, they share a single cosmic structure across mirrored halves, distinct but inseparable. This unity is expressed in the faith's symbol: the crescent moon and seven stars. Three stars represent each culture respectively, while the central star stands for Aevathi, shared by both. Together, they signify the balanced arc of existence and the necessary union of light and dark beneath the heavens.
Military
Unlike most colonies of the Talmyrian realm, Cal Eryndor has been granted special military status. Being not only a simple trading outpost and naval base, but also the springboard of further colonial ambitions in the east. Ever since the war with the Kingdom of Reinar broke out in 1254 AC, the mainland has sent a continuous stream of troops, ships, and supplies to ensure that the lands, once part of the eastern elven lands, remain in Elven hands. An effort mostly funded by the patrons of the expedition from Atherin, who not only have a monetary interest in the land, but also a heavy cultural one. However, as the war dragged on for nearly a century now, the Tirnor demands results, threatening to demand an abandonment of the whole endeavour if victory is deemed impossible and becomes an infinite drain of resources much-needed elsewhere. A fate thus far avoided due to successes on the front and whispers from an unknown source, convincing His Majesty that victory is still within grasp, combined with the split of the kingdom of Reinar. It is only a matter of time until the lands are formally granted to the Talmyrian crown. After the disaster that was the Siege of Castle Rosenberg in 1261 AC, most of the elven military power had been severely weakened. Only now, after a change of leadership of the whole colony and a year of awaiting the slow trickle of troops and supplies from the homeland, is the military prowess of Cal Eryndor at a place where it can fight once more.
At the head of the armed forces of the colony stands the Thalorin, the guardian of order, who is a grizzled military veteran put in charge of the day-to-day operations of the troops. He is chosen to his position by the ruling Varhil, and only answers to him.
The Colonial Militia
At the front and center of the colonial army stands its local militia. These are any and all able-bodied volunteers and citizens of Cal Eryndor drafted into service in times of need. They form the backbone of the army in defensive operations and are used as both garrison, camp guards, artillery crews, and units holding the flanks of the professional forces. They consist mostly of simple archers, spear and swordsmen, and engineers manning the artillery. One of the signature artillery pieces used by the militia is a grand scorpion firing bolts attached to a thick metal chain. These machines are used in sieges and in smaller variants in naval warfare and watchtowers overlooking ports. The head of the bolt is specially designed to penetrate weaker stone walls and wood and then hatch open, making it unable to be removed. The static scorpion, bolted firmly in place, will then begin to pull the chain back in, pulling in ships and ripping holes in walls to create breaches from a safe distance. The colonial militia, as stated before, is not a professional branch and is mostly made up of citizen conscripts drafted in times of need. It is therefore not kept operational at all times except for smaller rotating companies to stand guard in towns and ports in times of peace. This is both to relieve the professional forces who are already stretched thin and to ensure that everyone remains military trained, and thus the force, when called upon, is still in fighting condition.
Maritime Guard
The hardened professional counterpart to the colonial citizen militias is the Maritime Guard, professional marine forces that operate the many deadly warships of the Talmyrian navy. They are grizzled battle-hardened warriors from all over the mainland and are often stationed on particularly dangerous colonies as well as a permanent garrison force. On Cal Eryndor, the garrison is rather small, having the bulk of its force wiped out at the Siege of Rosenberg. The Maritime Guard is now primarily focused on manning the warships and forming the core of the elven army in the East. A company of Maritime guard is easily recognizable. Fielding vastly superior armour to the militia units and helmets decorated with extravagant feathers and other decorations. They wield large warbows and either halberds or glaives, which they handle with mortifying precision and skill.
Auxiliaries
The armed forces of Cal Eryndor call upon many others to serve its cause. Independents and sellswords who fill the gaps in the elven formations. These auxiliaries range from human deserters and free companies who care not for who they fight, wizards who offer their arcane knowledge, beastmasters lending their creatures to the fight, and many more various fighters and formations. Civilians lending aid to the armed forces in an official manner are also counted as a generic auxiliary, often somewhat mockingly referred to as “Nevor”, meaning “Ballast Guard.” They are not meant to see combat at all and are no more than a facility position. They range from cooks, baggage carriers, medical trainees, cleaners, smiths, and ladies and gentlemen of the night to upkeep the morale of the soldiery.
Laws & Judicial Systems
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Technology & Magic
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History
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