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Lore: Mirghul
Posted: 16 Jun 2006 06:23 AM
((Unless otherwise specified, the following is COMMON KNOWLEDGE.))

The Forest

The Mirghul forest is the largest woodland in Vives, stretching nearly the entire width of the land from coast to coast, bordered by Brandibuck to the north and The Great Plains to the south. Much of it remains unseen and untrodden, and in these places, it is believed that the eldest trees in existence reside. The rangers say that the trees whisper their wisdom and their secrets of things past, present and future to the Druid of Mirghul, who must sift through this knowledge on a daily basis.

The Rangers of Mirghul

There’s nothing spectacular or special about the Rangers of Mirghul. Local woodsmen who live in and defend Mirghul, they often bear elaborate blue and black tattoos upon their limbs to identify them as the rangers of the wood.

A practical and down-to-earth folk, they tend to speak with an accent that sounds a little like a Halfling accent. They’re about what you would expect from woodsmen: a little rustic, very pragmatic, tough, with a tendency to speak exactly what is on their minds, frank and tactless though it may be.

The Hierarchy of Mirghul

There isn’t a formal organisation in Mirghul, as such. However, a sort of loose hierarchy does exist, although it only ever comes into play when the forest is threatened. There’s the secretive Druid, who no one knows the identity of and only the Sunbringers have ever met. There are the Sunbringers, who occasionally make their presence known and give orders to the Rangers if required. And then there are the Rangers.

((Mirghul only ever has one Druid at a time, who plays a very specific and important role in the world. No PC Druid can originate from Mirghul, and no PC from Mirghul can ever become a Druid.))

The Sunbringers

((The following is known only to Mirghul Rangers, who do not divulge this information to anyone.))

Even more enigmatic than the Rangers themselves, the Sunbringers are a specially trained lot whose responsibility and duty it is to defend Mirghul from supernatural evil forces. Maldovia is their training ground and their hunting ground.

The Sunbringers are exceedingly few in number, usually numbering anywhere between one or two dozen. Only they, along with the Druid, are aware of the ancient history of Mirghul and its role in keeping the Syncursed in check.

They are usually selected from an early age, becoming anonymous, ruthless soldiers as a necessary part of their training. Sunbringers are quite adept at shielding their minds, making them particularly suited to resisting attacks from nightmare creatures, vampires, illithids, and their ilk. Upon becoming a Sunbringer, one must abandon all vestiges of one’s old life, taking on a new name, a new role, an entirely new identity. The old self must be allowed to die and a new self born. For the rest of their lives, they are bound to their duty.

Sunbringers have more elaborate tattoos than ordinary Rangers, often covering them from head to toe.

Personalities of Mirghul

((Any information revealed here about the past of these NPCs is known only to fellow Mirghul Rangers, therefore RP accordingly. They are not likely to babble their life story to someone who is not one of them.))

Meridia Dalsunwë: Arbitrary proprietor of the Mirghul Rangers Lodge, she manages the shop and rental rooms. Rumour has it that she’s been selected for Sunbringer training.

Jim Vonrolde: There’s nothing that Jim hates more than a secret. Naturally, the fact that the Sunbringers pop up every now and then to give the Rangers instructions without bothering to explain themselves annoys him terrifically. He’s been pushing for a long time now for them to explain what they actually are to the Rangers, and to stop hiding the Druid.

Tyliria Larulwen: Now coming into her five hundredth year, Tyliria is a somber Elven woman who has retired from adventuring. Her past is a troubled one involving dealings with Naillamne that she regrets ever making. She has apparently turned down three offers to become a Sunbringer.

Pippidi Zaduliac: Inventor, crafter and artist, Pippidi’s aged somewhere in her three hundreds and is typically found in the workshop inventing new weapons, traps and armour along with Ugrok and Vorg. Ugrok and Vorg have lately developed a habit of taking long walks in the deep western woods, and are rarely seen in the Mirghul Rangers Lodge.

Ugrok Zund: A massive beast of a Half-Orc, Ugrok was found abandoned on Mirghul Forest Trail by Vorg’s family and raised as Vorg’s brother. He doesn’t speak... he just glowers and grunts. He’s very protective of and loyal to Vorg, the last remaining member of his adopted family.

Vorg ud Khadros: His name alone identifies him as a descendant of the long-lost Mazadhi race. Vorg was raised in the western woods of Mirghul, a dangerous place that claimed the lives of his parents when he was twelve, for their home was raided by the local werewolves. Vorg and Ugrok were rescued by the Mirghul Rangers days later, and have since joined the Rangers. Both of them bear a strong grudge against shapeshifters in general, and werewolves in particular.

Darren Laine: Often seen heading patrols or rescue parties into the woods or the areas surrounding Mirghul, he'll never be one of the leading lights, but he's reliable, trustworthy and stalwart.
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