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TheGALUYN

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CREDIT�OOC CREDIT AND THANKS

The Galuyn Project has been a long standing project in The Blades of Greymane (Moon Guard - US) tracing back to roughly 2013-2014. While it has undergone many changes throughout the years, it has come to its current state in recent time where we have a consistent narrative and theme. While the project was started by myself (Berenal), the sheer amount of development and work would not be possible without the help and co-writing of Aleyina, who came onto the project several years in but helped flesh out and develop the core of the Galuyn concept beyond anything I could do on my own or think of. Her additions to the project are innumerable, from designing and drawing the runic language of Galui, to the sheer amount of story development, ideas, sagas, and other contributions that would take me far too long and way too many pages to list out; with almost every page of this primer having contributions from her in some way or form.

I’d also like to thank the members of the Guild who have all put forward their own ideas and stories into this combined writing project that has ultimately made it what it is today. Having gone from a group of NPCs to a massive branch of the guild that also now spans character concepts and even some people’s main characters; it’s absolutely something I am grateful to find in writing partners such as the group we’ve cultivated.

Special thanks as well to all of the other artists we have commissioned to bring the project to life visually, especially DancinFox whose artwork she has done for us is used for a large amount of the portraits and scene depiction in the primer

This primer is meant to address a quick summarized view of concepts within the Galuyn; with the pages being relatively small. I recommend at least reading the gods and clans section to understand the concept concretely. More detailed information as well as elaborate histories and information about the minor clans within the Galuyn can be found on our guild’s wiki:

Click here for the Galuyn wiki page, you can use the navbox at the bottom of the page to navigate to other pages.

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TABLE OF CONTENTS

The Galuyn

The Mac Tire Cairde

The Elder Blood

The Ollmhor

Important Locations of the Galuyn

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The Gods of the Galuyn

Demigods of the Galuyn

Coimeadai of the Galuyn

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Factions of the Galuyn

The Year of the Galuyn

Aisling

Woad

Currency

The Runes of the Galuyn

The Creations of the Galuyn

The Wedding Rituals of the Galuyn

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Notable Characters of Galuyn Society

  • Leadership

Naith an Galubaile

Kolrick an Dualach-Laoch

Aleyina an Leanai Iscia

  • Council of the Coimeadai

Yori an Riamhtine (Yolth)

Khloros Darkwatcher (Kol’Sir)

Oisin an Gabhatine (Kol’Sir)

Urieyn an Riamhtine (Hyroth)

Dumenhai an Dualach-Laoch (Leka)

Clarisa an Craifeach (Faye)

Duveesa de na Fitheach (Yim’nir)

Aheagan an Damhan-Scath (Xxala)

Laogh an Galubaile (Raeok)Siracco Karanes (Faralani)

  • Clan RepresentativeFinian an Achrann-croi (Gnarled)

Ethevau an Dualach-Laoch (Gnarled)

Marston an Saoi-fuar (Chillborn)Siegrun an Gabhatine (Oakenborn)

Iseleen an Riamhtine (Everflame)

  • OtherKelseth an Leanai Iscia

Crasten Nathair

Bjorik an Tonn- siuloir

Jesamine an Saorthit-abhainn

Airell Woodcourt

Asgaut de na Ollmhori

Fidah an Riamhtine

Guthrad an Riamhtine

Lyornan an Iompróir-lann

Realach de na Fitheach

Minor Galuyn Characters

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The Galuyn people are an ethnic group of mostly humans that stem from ancestral ties to the southern lands of Gilneas. Originally the denizens of a nation known as Galu in the early days of humanity; the Galuyn were ultimately conquered by the Arathorian Empire, later becoming a part of the Kingdom of Gilneas. Despite this, they are a culturally separate people, having traditionally held an aversion to excessive usage of technology, and holding deep religious reverence for spirits of the wilds. Worshiping a subsect of Old Ways druidism, known as Galui Paganism; they hold a pantheon of Wild Gods and Demigods close to their culture. This culture was shaped through interactions with these spirits and those around them, divided into seven castes, or 'Elder Blood' clans that then descended further into smaller clans. These seven paths define the various types of Galuyn that exist. Having traditionally supported a faction known as the Wickers, which opposed Gilnean rule throughout generations; the Galuyn now are nominally led by the Mac Tire Cairde, a group dedicated to seeing their people’s future not be dictated by bloodshed. The Galuyn speak their own language, Galui, hence their terms and names not fitting the dictations of Common. This runic based language’s written form was lost until recently; with literacy in it steadily returning.

Promised with amnesty and the ability to preserve their way of life, the Galuyn have begun to overcome their strife-filled past; seeking to find their place in the world alongside the rest of Gilneas as it rises from the ashes of its own near end. While not all Galuyn agree with this new path, many have begun to overlook the past in hopes of a better future. In terms of culture, they share little with modern Gilneans, though none-the-less, common ground has been found.

THE GALUYN

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The Wolfpact Clans, or Mac Tíre Cairde, is the largest faction of Galuyn. Named for their allegiance to Gilneas, the Mac Tire Cairde are Galuyn clans who pledge their loyalty to the Kingdom of Gilneas, held to the promise that their way of life will not be purged for simply being different than the rest of the nation. The Mac Tire Cairde is a stark contrast to its predecessor; the Wickers, who were known to be belligerently hostile to Gilneas and any clan that held any inclination to working with them.. Having come about with the ascension of the Council of the Coimeádaí as the replacement for the Wicker King and his council, the Wolfpact originated as a theocracy, led by the Council who proclaimed that peace with Gilneas is the only way their people would survive. The council later agreed that their place was not as the sole leaders of the Galuyn, rather, as an advisory council and one that oversaw the preservation of their culture and faith. As a result, the Clans held a moot, with representatives from all seven Elder Blood clans, and elected the first Rionasai, an elected position for a centralized leader. The first, and current, Ríonasaí is Aleyina Nathair. This position shares power with the Grand Coimeadai as the leaders of the Galuyn. The last leader is the General of the Galuyn, who is expected to oversee war matters. Alongside these three leaders, representatives from all seven clans serve as advisors.

Their organizational structure is similar to that of the Wickers, in that the clans are autonomous to a degree, though there is an emphasis on farming and trade rather than raiding and scavenging as there had been under the Wickers. To this end, the Wolfpact established the Pale Grounds, land gifted to the Galuyn people, as a sanctuary for this new lifestyle. In addition to this, the group has also begun to readily re-integrate ancient traditions that have been preserved in Wickenden City to the various clans that have lost them; allowing these clans to have a glimpse at renewing their lost heritage, rather than damning it with constant losing battles.

While readily accepted by many, the Mac Tire Cairde did not form without issue. A counter group, the Gnarled Confederation, formed under Kolrick an Dualach-laoch to oppose joining with Gilneas. Though they warred against the Mac Tire Cairde for years; the Confederation was ultimately defeated and re-absorbed into the Galuyn people, Kolrick being spared after he himself acknowledged the damage caused to their people. Spared to unify the Galuyn; tensions still exist about the uncertain future shared with Gilneas.

THE MAC TIRE CAIRDE

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The Elder Blood Clans are the seven clans that are the progenitors of all Galuyn clans. Originating from the original seven castes of the Nation of Galu, the original society of the Galuyn people, they were formed in the aftermath of the War of the Gods. As each caste once fulfilled a specific role in Galuyn society, the Elder Blood clans determine the basis of the rituals and culture for many of the modern Galuyn successor clans. While most Elder Blood clans still exist in some capacity, their power has mostly waned, and many of their successor clans now work autonomously from their hierarchy.

The Elder Blood are defined by several key events. The fragmentation of the Nation of Galu when they were subjugated by Arathor, also known as the First War of Thorns, which saw the first break down of Galuyn society, and the later Second War of Thorns, which was waged against Gilneas for Galuyn independence. Both of these wars were led by the Wicker King, a near deific figure who was the last ruler of Galu before its fall, and the Thorned Council, seven representatives from each Elder Blood clan who bound their souls to immobile oak figures. The King was originally known as Naith an Galubaile, the man was initially a noble and charismatic figure, who was twisted by strange magics used to resurrect him following his execution at the hands of Arathorian Legionnaires. Following this, his incarnation as the Wicker King was a brutal and sadistic madman, who sought victory at any cost. Each time he was resurrected, the Galuyn suffered significantly due to the short-sighted nature of his actions, but his immense power and prestige garnered him as a symbol of Galuyn pride until his final resurrection, where the truest depths of his depravity were, undeniable to all Galuyn, revealed. It was here that he was slain at the hands of the Blades of Greymane.

All clans derive their place, as a result, from the heritage left behind by the Elder Blood castes, which later became the Elder Blood clans. These clans hold significant prestige, and will talk for their successors when a moot is held, but otherwise, are seen as the basis from which clans derive their history. In the aftermath of the Wicker King, where Galuyn resurgence has many clans scrambling to re-learn their heritage, the importance of the Elder Blood’s legacy increases by the day.

The seven Elder Blood clans are:

The Gnarled, The Thorned, The Wickenden, The Oakenborn, The Everflame, The Wavewalkers, and The Chillborn.

THE ELDER BLOOD

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The Gnarled are an Elder Blood clan that descend from the warrior caste of ancient Galu. Claiming to have tamed the wilds of the Dark Woods in their height, the clan traditionally represented the highest concentration of Galuyn blood outside of the Wavewalkers and Wickenden. Originally nomadic across the Reach, they entrenched in Ironwood Keep, once seat of the Wicker King and a former stronghold of the House of Dayne in the area of Rosefield after the Invasion of Gilneas. Within the confines of the keep, the Gnarled transformed the area into, a fortress, with giant gnarled thorns erupting from the ground to replace where the walls had decayed and act as a deterrent.

THE GNARLED

Dualach-laoch

Though removed from the keep by the Blades of Greymane, they eventually took up command on what was known as the Warrior Isles. They were the largest group of Galuyn who retain against the rule of Gilneas.

Gnarled Clans value strength above anything else. Their people heavily warrior-oriented, with bouts of honor and might commonplace to rise through clan hierarchy. Many of their rituals involve tests of prowess and ritualistic scarring. Enslavement of the weak is common, as subjugated foes are used to work the fields, though within the clan all are equal as long as they can pull their own weight.

Gnarled are military minded individuals. As a result, they are used to fighting in unfavorable odds. Having used the commonplace mindset that the Galuyn were uncouth savages to their advantage, even into the modern era, Gnarled warriors pose a significant threat against their enemies. While not master craftsmen, the Gnarled society’s raiding tendencies end up leaving them well armed and armored; making them a deadly foe to be reckoned with.

Most Gnarled clans sided with the Gnarled Confederation, which was led by Kolrick an Dualach-laoch, but have since re-joined the rest of the Galuyn people following its disbandment and defeat. They are currently led by Kolrick’s son, Ethevau, who notably stood against his father.

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Clan Rituals�The Gnarled - Primer

The Gnarled follow a rigid warrior tradition from their upper echelons. While not all Gnarled are warriors, those who choose not to follow the path of war are known as gan mharcáil, or unmarked. The Unmarked are seen as those who have not taken the path of the Trials of Strength, which requires the Galuyn in question to chronicle a bloody history on their own body through ritual scarring. These scars are often adorned with tattoos over the ridges they leave on the skin; making them more prevalent.

An area of the Galuyn's body will be designated for keeping, usually upon the arms or legs, and from there ritual scars are drawn upon the body after every victory in a major battle. This is done with a long slender knife, known as a iontráil, or entry, which will mark the area of battle. Some warriors have taken to decorating their bodies ritually through shapes or even inking over their marks in the forms of tattoos. These practices are common but not required, if nothing else, it shows a sense of individualistic creativity.

Many aspiring Gnarled warriors will leave their clans to work as mercenaries afar or for other, larger, clans. These warriors will return home years later and be adorned by their clans for their work in recognition. Known as Fuil-Tarbh, or Bull Blooded, these warriors are elite groups of individuals whom have created and honed their own practices. A Fuil-tarbh is usually a master of a particular weapon, and it is not uncommon for them to take on students upon returning in order to pass down their art. It is said among the Gnarled that the technique of the Pike, the most prolific Galuyn combat style, was the result of the very first Fuil-Tarbh instructing their people.

To move past these stages, one must understand the importance that combat has taken within Gnarled society.

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Clan Rituals�The Gnarled - Na Foireann Mionlach

For a Gnarled clansman to ascend in hierarchy among the clan, outside of individual conquest, they must also show a proficiency for leadership. A brutal warrior may be deadly on the field, but without sense to guide them, they usually fall into the rankings of the Mionlach, or the Elite, whom accompanies one who shows promise as both a warrior and a leader. Most Gnarled Godshunters lead warriors that could be seen as stronger than them, but their minds for tactics and cunning lead them to pull ahead of their would be competitors. As a result, to ascend to the rank of Godshunter among the clans, one must be both cunning and strong.

Ceannaire foireann, or Company Leaders, are warriors who have shown themselves capable of leading other Mionlach into battle. Usually leading a squad of no more than five men or women, a foireann or company, will be entrusted with tasks required for the clan's survival. In battle, many companies will be deployed to take out key strategic positions or leaders. When a Ceannaire foireann falls in battle, his weapons are to be recovered by a member of his Company. When the battle is over, if the body can be recovered, it will be ritualistically thrusted into the area of the Ceannaire foireann's death, marking their final battle. If the body cannot be recovered or the battlefield cannot be returned to, it will be thrusted into a designated area by the clan's Hierophant, usually alongside other Ceannaire foireann. Following their death, the remaining members of the company will choose a new Ceannaire foireann, and refill the gaps in their rank. If only one Mionlach is left within the foireann, they will be left to either rebuild their foireann, or fall in rank to another one. Foireann usually take a small sigil to mark themselves among one another, as well as informal names. Some of the most decorated Mionlach will bear many sigils upon their armor, remnants of the fallen they have served with.

In times of war, the Godshunter of a clan will form a Foireann Mhór, or Grand Company, made up of all Mionlach the clan can field. This elite group will protect the absolute interest of the clan, and segment off into smaller Foireanns for missions.

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Clan Rituals�The Gnarled - Sagairt Cogaidh

Priests of the Gnarled are also venerated warriors in themselves. In the Gnarled, it is seen that you are closest to your patron when in battle, be it Kol'sir or Faye, and by adorning themselves from head to toe in their markings it allows them to be at their height. As a result, most followers of the Hierophant, and themselves included, of Gnarled clans are Coimeádaí, or Keepers, warrior-priests that invoke the blessings of their patrons in battle. The Gnarled sagas claim that it was from their clan came the first Coimeádaí, and that in ancient times the Coimeádaí invoked religious fervor in those they fought with in order to allow them to work harder. While other clans have since adopted the process of Coimeádaí, the Gnarled hold a particular reverence for the art.

Sagairt Cogaidh, as their hall is referred to, are Priests of War. Every battle they engage in must be treated as a ritual to them, as they mark themselves from head to toe alongside their ritual bindings for each individual fight. They are responsible for blessing the weapons of the Clan's champions, healing the wounded, and their most sacred rite is that of Delite Yim'nir, or the Raven's Due. When warriors of the clan have fallen and are unable to be healed, it falls to the Sagairt Cogaidh to deliver them into the next realm. Using slender ritual blades, a longer form of the iontráil, the priest marks the warrior's chest before delving it quickly into their heart. This is meant to pierce the warrior's heart and release them into the next realm quickly. This practice is often performed in the middle of battle as well, as the Priest must mark their face with the blood of the fallen until the battle is completed. It is seen, in this way, that the spirit of the warrior enhances the abilities of the Keeper until the fight is over, as they fight on with them from the other realm.

Most Hierophants are aged warrior priests, whom have memorized rituals as fervently as their fighting styles, and can be considered some of the most deadly warriors that a Gnarled clan can field. It is not uncommon for Sagairt Cogaidh to become crazed in battle, becoming unstoppable warriors of death that fight while singing the sagas of their people.

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Once the religious center of the Galuyn, the Thorned are an Elder Blood clan that focuses on the spiritual aspects of nature. They are centered within The Reach by way of Hirene Marsh, just within the Barony of Ironwood’s borders. The Thorned preserve a strong natural fervor for the Galuyn Pantheon, adhering to many ancient rituals and customs of the Wild Gods that have long since been forgotten or abandoned by other clans. The Thorned originally disbanded after the second death of the Wicker King, after having taken part in a ritual that preserved the twisted King. The ritual cursed the lands of the Reach with the Wicker King’s hatred, leading to an intense feeling of guilt that led to the clan splintering.

THE THORNED

Cráifeach

In modern times, the clan has reunited under the great tree Hirene once more, though their numbers have not recovered. They were one of the first to ally with Gilneas, and were the first Elder Blood to oppose the Wickers. Now seen as spiritual shepards for the Galuyn people, the Thorned are often contacted for spiritual advice, as healers, and as soothsayers. It was once the duties of the Thorned to cast runes of prophecy, though these prophecies have become muddled since the loss of true understanding of Galui. While resurgent, thanks to the Galui Cypher, it is often their other duties that lead to the Thorned being called upon.

The Thorned possess mighty protectors known as Bareroot, Galuyn warriors whose souls are placed into oaken bodies through a rediscovered sacred ritual. While numb to emotion, the Bareroot are some of the mightest defenders of the Galuyn people, though they are used sparingly. The first Bareroot, Fallow, was turned into a blade, and is wielded by the champion of the Thorned people. The Thorned have a singular leader, the Greatbinder, though their champion is seen as a pseudo-military head.

The current champion of the Thorned is a Gilnean named Khloros Darkwatcher, who has earned the eternal trust of the clan. He is married to their leader, Clarisa an Cráifeach.

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Clan Rituals�The Thorned - Primer

The Thorned, as previously discussed, are an extremely religious sect of the Galuyn. Unlike other Galuyn, who are typically born as aggressive or have it ingrained into their society, the Thorned are typically seen as peaceful and even-tempered. Of all of the clans, the Thorned are the least like their kin in terms of their outlook of the Galuyn as a result. While they still worship and observe the traditions of the Galuyn as the rest of their people do; the Thorned put particular reverence on the rituals of the Gods from all walks, collecting rituals not just from their own clan. These rituals are typically divided amongst the Thorned depending on their caste, with off-shoot clans typically finding methods to emulate these conditions.

The Thorned are separated into a caste system. At the top is the Seer caste, those of the Thorned who are acclimated to the Realm of Spirits. As part of sharing the blood of Raeok himself, the Thorned are more prone to having children who have the touch of druidism than any other clan. These seers are consecrated within the Bough of Hirene; the top of the mighty tree they have built their home around.

Below the Seers are the Caretakers; Galuyn who do not show the inclination towards the Realm of Spirits and do not have the desire to engage in combat. These caretakers are tasked with the maintenance of the Hirene Marsh, as well as Hirene itself, physically. Diligent workers, they also construct any and all buildings the Thorned may need. They are typically consecrated in lesser boughs upon the tree of Hirene, dedicated to various gods.

Last are the Bareroot. Sharing a name with the mighty oaken protectors of the clan, the Bareroot caste are Galuyn who show no inclination to the Realm of Spirits and are willing to defend their clan. These warriors take on creeds and rituals of protection, serving until their death; where they are then offered the chance to become one of the immortal bareroot until they are slain for a final time. All rituals for this caste take place at the base of Hirene, at shrines surrounding the tree, and those who serve as Bareroot are promised greater rewards depending on how long they choose to serve their clan after their first death.

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The eldest and one of the most respected clans, Wickenden is the most populous clan of the Galuyn and the political and cultural hub of their people. Taking their name from the City of Wickenden, the Wickenden attempt to mesh the various elements of their people together, united by various traditions that all clans share. As a result, the Wickenden are the most homogenized clan, in terms of heritage, but also one of the most well-conducted despite the downfall of their people.

THE WICKENDEN

Galubaile

It is from the Wickenden that the infamous Wicker King rose, once the leader of the Galuyn people as a whole. Having arisen from the need for the nation of Galu to oppose the rise of the Arathorian Empire, the Wicker King became synonymous with Galuyn potential. In truth, the Wicker King, while once noble, was a psychopath dedicated to vengeance and the singular pursuit of a triumphant Galuyn people, even at the cost of their souls. As a result, the clan was once the figurehead leader of the Wickers, a faction dedicated to resurrecting the Wicker King using the Wicker Crown, which was the ancient phylactery of the demented warlord. When this goal was achieved, the Second War of Thorns erupted, leading to the widespread splintering of the Galuyn people and the near demise of their culture. His third resurrection heralded the true source of the King’s power, his intense connection to the Realm of Spirits, and the Emerald Nightmare. Attempting to turn all Galuyn into soul-less nightmare creatures, his third coming was prematurely ended by the Blades of Greymane, who defeated the Wicker King and his Thorned Council.

In the aftermath of the Wicker King’s defeat, Wickenden was forced to face the truth of their near deific savior, that he was not the answer to their plight. The clan is now primarily led by a gathering of sages, primarily Deidre an Galubaile, and seek to keep their people politically united as they take steps to unify with Gilneas, all the while avoiding full assimilation.

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Artisans and craftsmen, the Oakenborn once made up the backbone of Galuyn society. The caste that would give birth to the clan was spread throughout Galu, though when the Clan system became more prevalent, the Oakenborn centralized at the great dormant volcano of Flame’s Berth.

Having sided with Gilneas, as they opposed the Wicker King’s brutality, during the Second War of Thorns, the majority of the Oakenborn were butchered by the Wicker King for rising against him. In the aftermath, the remnants that had sided with Gilneas were almost wholly assimilated, their descendants being those such as the House of Darkoak.

THE OAKENBORN

Darach-Rugadh

Decimated, the Oakenborn disbanded, and its remnants were not allowed to return to Galuyn society. This led to the smaller hold-out clans eventually being wholesale assimilated as years went on, either by other Galuyn who subjugated them as slaves, or by the Gilneans who sought to wipe away their culture. By the next generation following the war, the Oakenborn had ceased to exist in conventional Galuyn society, leading to the belief that the clan, in its entirety, had been wiped from the face of Azeroth.

Ironically, their destruction was what led to the infamous Galuyn stagnation. Without their teachers, craftsmen, or various artisans, the Galuyn lost their ability to keep up with Gilnean innovations. To make matters worse, literacy was not commonplace outside of the Oakenborn. As generations went on, the written form of Galui was poorly understood, and eventually almost completely lost.

The Oakenborn's last known descendants are the clans of the Gabhatine, who remain as the last true scions of the Oakenborn. Both have been accepted into Galuyn society once more, with the Galui Cypher, a method of re-learning written Galui, created by the Gabhatine. They also carry on their ancestral calling as artisans, led by High Runesinger Siegrun an Gabhatine.

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Clan Rituals�The Oakenborn - Primer

As mentioned, the Oakenborn encompassed clans that were entirely based around the idea of craftsmanship and artisanal work. Teachers and educators as well, all of the Oakenborn society revolved around the idea of work that did not necessarily encompass the arts of war.

In modern times, most Reachmen traditions trace back to extremely watered down Oakenborn rituals and works. This is due to the fact that the Oakenborn clans largely assimilated into Gilneas following the Second War of Thorns; some becoming notable houses such as Darkoak and Marshoak. This, ironically, ties the last vestiges of the Oakenborn bloodlines that remained in the Reach to those who would eventually be its conquerors, though the histories of the Oakenborn are hardly preserved or revered amongst the Reachmen. These traditions typically put emphasis on the idea of woodcarving and personal markings on things that belong to them.

The tiered system of building that is found in most Reachmen towns (the idea of a series of walls that divides the towns until one reaches the heart of the location) is also something adopted from the Oakenborn, who were typically unable to field large amounts of warriors and would rely on their superior defenses to ward away intruders. This ultimately became a staple for the Oakenborn, who even after they were slaughtered and assimilated, had left their mark on Galuyn society so deeply that the society of their people never recovered from the purging of their clan until their last descendants rejoined the fold.

These descendants are known as the Gabhatine, as mentioned prior, and are the only known clan of Oakenborn blood. The Radiant, north of the Gabhatine Lands, are known to also have taken in a large amount of Oakenborn; though they are also an amalgamation of all seven Elder Blood clans, and as such, should not be seen as a remnant of the Oakenborn as the Gabhatine are.

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Clan Rituals�The Oakenborn - Naming

The Oakenborn base many of their rituals around their work and their runes, from a young age members of this Clan are expected to bring forth craftsmanship that is beyond compare in Galuyn society. But just as other Galuyn clans, the Oakenborn and their successor clans have their own set of rituals in the cycles of their lifespan.

Ainmniú, the Naming: The men and women of the Oakenborn believe that once you give someone a name you are giving them a part of yourself. Due to the importance of this, the Oakenborn do not name their children until one year into their life. Due to this as well; the Oakenborn were also one of the few Galuyn groups to prefer smaller families over large sprawling lineages. A child being named to the Oakenborn is a day of feast and celebration, their first birthday is an immense anniversary of their first trial of strength and survival. The Gabhatine, have such a low birthrate due to living underground in Flame's Berth, the smog that filled their lungs, the heat, and the lack of nutrition that children were often not named until they reached approximately eight years of age; at which point the Gabhatine would begin to train their children as apprentices at the forge, as runesingers, or as preservers.

Whenever children needed to be called for, the way the Gabhatine would handle it would be by calling the child by their fathers name and add either -iníon for daughters or -ghasúir for sons. If the father had perished or was unknown the child would be called by their mothers name. In rare situations of multiple children to a father, they were given additional additives to their stand-in names to differentiate between them.

Orphaned children, who were often believed to die anyways were given the stand in name Yimnirníon for girls and Yimnirghasúir for boys, after Yim’nir, the Raven God of Death, that would eventually come for them. Orphans who survived were seen as blessed by the gods, and would choose their own names. These children are not neglected by the clan, but without a family of their own, it is often considered a bad omen for their survival. This practice has become dramatically less common now that the clan lives outside of Flame’s Berth.

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Clan Rituals�The Oakenborn - The Markings

An Chéad Mar, the First Mark: A sign of adulthood and having completed apprenticeship. The first tattoo marking for any Oakenborn generally happen around the age of sixteen and are usually the symbol of the patron God the individual has chosen. Once marked the young adult is now expected to begin their work on their own as a contributing member of the Oakenborn society.

After their first marking the individual is also allowed to participate in their first Aisling ritual to commune with the Gods and be presented before their patron.

For the Gabhatine the first mark is almost always a tribute to the gods Kol and Sir, the second mark or tattoo is to whichever God they believe aids them in their chosen societal role. While tradition, this is not required; with some Gabhatine rarely breaking the mold and choosing someone other than Kol and Sir entirely. Some of the clan consider this disrespectful to the bear gods that they ascribe their survival to.

Ag Tabhairt Salua, Giving of New Life: Because of the low birth rate among the Oakenborn the women observe a multitude of rituals during their pregnancy to aid in furthering the matter until the final event, the Ag Tabhairt Salua, during this ritual the mother is covered in Woad paint from head to toe to provide her with strength for the coming birth and do the same for the child.

The father or any male willing also join in on the ritual by marking themselves in similar symbols to those of the future mother, this is done to offer their strength to her and the child.

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The Everflame is an Elder Blood clan that has fluctuated out of being disbanded and reformed throughout the years. Though they are present in current time, the Everflame have faced shifting acceptance by their people. Seen as scholars and sages, they delved into the mysteries of various magics. As a result, Everflame Galuyn often kept to themselves, leading to a secluded lifestyle that harbored a large amount of distrust from outsiders as a result. It was this distrust that led to their culling during the Second War of Thorns, after the Oakenborn had been slaughtered, as the Wicker King feared that the Everflame would turn against him as the Oakenborn had due to close relations between the two castes.

THE EVERFLAME

Riamhtine

In the aftermath of the Second War of Thorns, the Everflame reeled from their culling. Many had fled north, away from The Reach and into the forests of The Bite. As a result, even in modern times, many clans that can be found within the forests of the Bite bear the runic sigil of the Everflame. However, unlike the Oakenborn, the Everflame’s culling was one that was rescinded by the Thorned Council, the stand-in leaders of the Galuyn people. Having declared the clan still loyal, and blaming their culling on “Oakenborn Trickery”, the Everflame were welcomed back into Galuyn society with open arms once the war had ended.

Warily, but steadily, what remained of the Everflame group returned to Wickenden, though over the years, this group would face many hardships due to their reclusive nature. Several times, the clan had been declared disbanded, as their scholars were too few to retain any true worth, only to be reformed in times of need when the Everflame sages would reconvene at Wickenden City.

In modern times, the clan remains whole. It was led for a long time by Urieyn an Riamhtine, former High Coimeadai of Hyroth; though this position eventually fell to his son, Yori an Riamhtine. Yori led his clan alongside serving as Grand Coimeadai for many years, though after the Shadowlands incursions, he retired from all positions, including High Coimeadai of Yolth, outside of being the leader of the Everflame.

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The Everflame’s history is a tragic one. Having been formed under the guidance of Tyrisa the Everflame during the War of the Gods, the Everflame were the only clan that was formed with no clear successor to their leadership. While other companions had perished during the war, Tyrisa was the only one to do so without children or family of her own; thus leaving the plentiful blessings of the scholar gifted to her by Hyroth to vanish. Without this clear leadership, the Everflame took to a reclusive nature as they attempted to commit to keeping the knowledge they’d amassed well learned. As time went on, it was revealed that while Tyrisa had perished, her blessing had been given to those of Everflame blood; and that a child would be periodically born with the blessing of the scholar. This child would be seen as Tyrisa’s successor, and while they had established means of leadership beyond just this bloodline as the other Galuyn had, they would hold position as the strongest spellcaster of the clan.

The Everflame’s magical nature left many other clans wary of them. As the idiom goes within Gilneas, a warrior gets mad and a fight breaks out. A mage gets mad, and a town disappears. This carried over into the Galuyn as well; whose wariness at the magical might of the Everflame led them to keep the clan at arm’s length. This served them well enough, as the Everflame preferred to keep to themselves and only shared what they knew in pieces. This ultimately would be what allowed them to survive their near purge by the Wicker King; as the magical might of the Everflame was much more deadly than the Oakenborn’s artisans. The aftermath of the culling left a deep scar on the Everflame’s perception to the other Galuyn; taking into the forest of Ethur’wald, the Dark Woods, as their home. Their mystical nature allowed them to traverse the cursed forest and make their home in the abandoned Galuyn villages that dotted the woods. None of these villages were as great as the Enclave; an area dedicated by a massive shrine to the gods, the Altar of the Scholar, a towering staired shrine with the markings of Hyroth, Yolth, and many other gods dotted upon it. Centered around this hidden Enclave, the Everflame survived within the woods; though the clan periodically fell apart and rebanded over the years, only stabilizing fully in recent times.

CLAN RITUALS

The Everflame- Primer

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An Glacadh, the Embrace: The Embrace is the first ritual that any Everflame undergoes as part of becoming a member of the clan. Brought before an altar of the gods, or the Altar of the Scholar within the Enclave if possible, the new member of the clan is engaged in a ritual by seers to see their magical aptitudes.

As the Everflame are inherently magically oriented; this ritual allows for them to see where their paths may lead. This is not a binding ritual, Everflame are not forced to pursue a magical path; only encouraged. Those who have no aptitudes are encouraged instead to join the Godshunter of the clan as a warrior or peacekeeper. These paths do not necessarily mean spellcasting; as some who pursue them do so as scholars.

CLAN RITUALS

The Everflame- Primer

An Rogha, the Choice: The Choice is the second ritual that those of the Everflame under go. After the Embrace has suggested their paths, or lack thereof, the individual must choose within a year’s time what skill set they will study. These skill sets are as follows:

The Path of Wilds - This is a path chosen by those who have been touched by the gifts of the world; grooming them towards the paths of magical pursuit akin to that of druidism or shamanism.

The Path of Mystics - A path for those whose blood hums with the lifelines of Azeroth, intertwining them with the leyline network of the world; the path of the mage.

The Path of Night - A treacherous path, sensing that one is bound to the forces that play on Azeroth’s fringes. Those who walk this path often delve into the darker arts of Shadow and Blood.

The Path of Service - A simplistic path, calling one to take on a non-magical role in the clan. Despite its mundane nature, this is not seen as something to be looked down upon.

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The Wavewalker clan is one of the few remaining Elder Blood clans to have gone undeterred by the ages. Having been an oddity to begin with, the Wavewalkers worship the spirits of the ocean and take on the visage of an orca after their highest spirit, the great whale, Gurnye. The Wavewalkers, being an elder blood, are quite noticeably the source of all sea-faring clans; demanding a unique respect from them all that derives more as patronage than with the other elder bloods who are typically more spiteful to their offshoots. They are one of the strongest clans still in existence, though they very rarely make an appearance on land outside of their docking locations.

THE WAVEWALKERS

Tonn-Siúlóir

During the Second War of Thorns, the Wavewalkers were instrumental in hampering Gilnean supply lines to the south, raiding whatever came towards the Ashen Coast. When the Galuyn were defeated, the Wavewalkers continued their raiding against Gilneas for generations, becoming notable even within areas of Gilneas where the Galuyn had wholly died out. As a result, they are one of the few groups whose symbol was known by modern Gilneans along the coastlines, though they were dismissed as little more than pirates amongst those unaware of the Galuyn culture.

Wavewalkers, as with their offshoots, travel in small boats known as Currachs, which are wicker made or oaken hewn boats that are akin to long boats. They tread carefully off the shore and are able to traverse the many rivers of Gilneas. They typically target shore towns, though they have been known to make trips onto land. They adorn themselves ritually with fish scales or bones of sea creatures alongside their armaments. Their preferred weapons are typically spear based or make use of a long knife; though they have been known to harness powers over the ocean as well.

In modern times, the Wavewalkers retain their power and prestige, split into two groups. The Wavewalker clan, and the Leanaí Iscia, an offshoot of the clan that worship the demigod Iscia, daughter of Gurnye, and retain their home in the ancestral docking grounds of the Wavewalkers.

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Clan Rituals�The Wavewalkers - Primer

The Wavewalkers are a subsect of the Galuyn whose lives are almost entirely devoted at sea, or near the coastal regions. From the time they are born, they are intrinsically bound to the ocean; dedicated to it by several rituals, namely various forms of drowning, to increase their tolerance to the water, as well as prepare them for life amongst the waves. It is very rare to find a Wavewalker whose life has moved away from the ocean permanently; usually even the oldest of Wavewalkers prefer to remain near the water.

To this end, the Wavewalkers have created special boats known as Currachs, slender vessels that are designed to be manned by crews rowing, and alternating with sails. These boats are similar in design to the vrykul Longboats, which it is believed the Wavewalkers’ ancestors preserved the design of, and modified to Gilneas’ often turbulent and rough-rocky waters.

Ritual and rites of passage for the Wavewalkers often include maintenance of these Currachs, learning how to handle them, and ultimately performing raids with the other warriors of the clan. These raids are seen as sacred dedications of their skill to the Gods, as well as to pilfer new offerings to make when the time in the year comes that the Wavewalkers are expected to make sacrifices to the pantheon. Of course, the idea of wealth and depriving one’s enemies is also common. As the Wavewalkers deal with the ocean, they are forced to deal with commercial practices as well, making them one of the few Galuyn clans that has the idea of an economy taught to their children. While money does not often come up in inter-clan politics or trade, it is not uncommon to see Wavewalkers put an emphasis on collecting gold to use in foreign ports.

As stated previously, the various stages of one’s life are marked by ritualistic drownings, a sort of checkpoint marker for where one has gone in their life, as well as their accomplishments.

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Clan Rituals�The Wavewalkers - Bá dóiteán

Below is a list of the various drowning rituals of the Wavewalkers, as well as their importance.

Bá-dúisigh the Wakened Drowning: This drowning is performed for major blessings and primarily observed by the Wavewalker clan and its descendants. During this ritual, the Hierophant ‘bathes’ those seeking the blessing of the whale-goddess Gurnye. For approximately thirty minutes, three days in a row, those seeking the blessing will be held under water on and off bringing the individual close to drowning. Gurnye in turn blesses such self-sacrifice with her strength and health.

Bá-Saol, the First Drowning: Any newborn of the Wavewalker Clan experiences Bá-Saol. The children born to this clan are birthed in proximity of a body of water or the water itself the child receives the blessing of Gurnye through a similar ritual as Bá-dúisigh, where the child is returned to the water and under the watchful guidance of the elders and family drowned. The natural instincts of the newborn aid it in holding its breath and generally the child will swim in the water with the guidance of its mother, proving to the Galuyn descendants of the Wavewalkers that the child is truly of Wavewalker blood. A form of this is also performed for converts to Wavewalker culture, or for those who did not have Bá-Saol when they were young.

Tharraisce, the Punishment: A ritual during which traitors were tied to rope which was then looped beneath the currach upon which the Galuyn sailed in the cove. The accused are then thrown overboard and pulled under the keel of the vessels, their backs dragged from side to side of the ship, cutting open their backs by the marine growth on the underside of the currachs while drowning them.

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Clan Rituals�The Wavewalkers - Ag Teacht Le Haois

Below is a list of the various coming of age rituals of the Wavewalkers, as well as their importance.

Chéad Turas, the First Voyage: For any Wavewalker youths to be considered rising into adulthood they must embark on the First Voyage, a ritual of their own coming of age, successfully navigating their own currach around a cove and and to a specified location without the aid of other more experienced sailors. This marks their first step into adulthood for the Wavewalker men and women.

Chéad Árthach, the First Vessel: Another coming of age ritual is the designing of a Wavewalker’s own first Currach. While not all Wavewalkers will partake in this ritual specifically, it is one that marks the leaders from the followers, as those who have completed it understand what goes into maintaining and repairing Currachs. As a result, the Chéad Árthach is often undertaken by ambitious young Galuyn who seek to make a name for themselves early on. It is required for those of the Waybinder’s blood, as they are expected to lead the way for the others to follow. After successful completion, the young Wavewalker will work with several elders, who also completed the ritual in their youth, to design the prow of the ship; which will serve as the Wavewalker’s personal adornment on their vessel.

Bheith Ráig, the First Blood: The drawing of the first blood during a raid upon enemy territory and the last rite to adulthood among the Wavewalker men and women. Wavewalker Galuyn enjoy raiding coastal towns and shores and make it an important part of their traditions to be involved in such. After the youths have successfully proven their expertise in navigating a currach on their own, it's time to prove their worth in combat which they do though Bheith Ráig.

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As with any civilization, not all tasks can be done publicly. The Chillborn represented the secretive forces of the Galuyn society, a group of assassins, spies, and master infiltrators that worked to keep the goals of the Galuyn people in check. The seventh caste, Chillborn were, at the time of the nation of Galu, used primarily as scouts and spies. While assassination was a part of their training, the Chillborn, in their earliest years, were fairly harmless to Galuyn society as a whole.

THE CHILLBORN

Ceann-Fuar

Covered up as a sacred order dedicated to Hod, the spirit of Winter, the Chillborn’s intentions were never made public. When Arathor subjugated the Galuyn, the Chillborn became ever more reclusive, only resurfacing again during the Second War of Thorns, where they were used to assassinate many Gilnean leaders who would have otherwise turned the tide against the Galuyn. In a shocking turn of events, the Chillborn betrayed the Galuyn, siding with the Gilneans at the end of the war, and accepting wholesale assimilation. This, in truth, was a ruse, devised by the Thorned Council and the Wicker King. For generations, the Houses of Iomaire, Crithe and Frostvine were, in actuality, the Chillborn. When the Wicker King was resurrected for a third time, the ancient deception was finally revealed, and their descendants allied with the King, crippling the eastern flank of The Reach, where their home of the Chilled Grove lay. Within this grove, the Chillborn had also housed a shard of the Wicker King, which was used to proliferate the Wicker King’s Curse.

The shard was destroyed by the Blades of Greymane, and Frostvine later defeated in Wickenden, the House of Frostvine was executed and their clan destroyed, and the Chillborn were defeated. Iomaire and their leaders disappeared in the aftermath, though Crithe had sided with Gilneas. Unlike the other two groups, the Crithe held worship of a strange nature deity known as Dreayus, which was looked down upon by the other Galuyn. Promised prestige and religious freedom by the Gilneans, the Crithe turned on their brethren. The Crithe would later abandon worship of Dreayus upon revelation that his teachings were lies, and would reconvene with an ancient caste of Chillborn to restore their society. The Iomaire joined the Gnarled Confederation, but were later defeated.

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Among the Galuyn are many stories concerning creatures known as Ollmhor, giants that have followed the Galuyn across their many treks and tales for generations. Unlike many of these aggrandized tales, however, the Ollmhor are very real. Believed to be the forgemasters of Kol’sir, who once toiled away maintaining the ancient fortress workshop of Flame’s Berth. This much, as attested to by the Olmhori themselves, is true. The Ollmhor keep their own language, Ollmhoric, from which they have kept their own history and legends.

THE OLLMHOR

The Giants

According to Ollmhori legend-tales, the Ollmhor once held skin of stone, and were at one with Nature. Through this bond with the natural forces of the world, the Ollmhor came to meet Kol and Sir, the twin bear gods of Galuyn legend, and formed a pact with the great bear. Given a home within Flame’s Berth, the Ollmhor became his trusted friends, servitors, and confidants. Amongst these stood Kol and Sir’s most trusted friend, the giant Gal’goloth the Hardheart, who had led his people to come to their pact with the bears. During the War of the Gods, the Ollmhor’s stone hides were transformed to those of flesh; the Curse of Kil’zoth taking away Kol’sir’s greatest champions. While they remained in the backlines, aiding from the forges of Flame’s Berth, few took to the field. The only one known to consistently show up throughout the legend was Gal’goloth himself, who held blessings from his friends, the twin bears, and had sworn to fight alongside them even if it meant his death.

In the aftermath of the war, Gal’goloth led his people back to Flame’s Berth, the Ollmhor’s pact extending now to the Nation of Galu, and the Galuyn as a result. The two races lived together in harmony, with the Ollmhor building and extremely close tie to the Oakenborn clans, who carried on Kol’sir’s legacy. Despite their stature, the Ollmhor were not a warlike people. Instead, they preferred to live in harmony with nature, making wonderous crafts and creations to better their own, and the Galuyn’s as a result, lives. This caused a divide away from the Galuyn as time went on.

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By the time of the Second War of Thorns, the Ollmhor had become more and more reclusive. The First War of Thorns saw their people hunted by the Arathorian conquerors, while the Second had split the Ollmhor society. With the Galuyn fighting one another by the later half, the Ollmhor sided with neither side; though were compelled to aid in defending Flame’s Berth. Through Gal’goloth’s edict, the Galuyn within the mountain were protected from the Wicker King’s wrath against the Oakenborn.

THE OLLMHOR

The Departure

The War had left the Galuyn defeated, and a group known as the Wickers rose to take the place of the Nation of Galu. Their oath to aid the Galuyn people remained intact, and as a result, many Ollmhor began to move towards the Reach, where the Galuyn held the most power. Leaving a group of Ollmhor to aid Flame’s Berth, Gal’goloth departed for the west with the bulk of the Ollmhor, their departure marking the end of an era for them. For centuries after, the Ollmhor would be key weapons in the Wicker’s war against Gilneas, the giants still immensely formidable despite their now fleshy hides. As time went on, however, Gal’goloth became increasingly displeased with the Galuyn methods of war. Their increasingly sadistic tendencies, made worse in secret by the Wicker King’s Curse, drove the peaceful Ollmhor king to action.

With some of his most trusted advisors, Gal’goloth trekked to the mountains just south of the Reach. Using his ties to nature, Gal’goloth found a valley that his people could make their new home. Once more departing from Galuyn culture, many Ollmhor left south of the Reach in droves; though a faction known as the Flamebellows remained with the Galuyn. Changing their Ursine Plinth to the golden color of the Galuyn, a golden hue, the Flamebellow Ollmhor remained under the leadership of Garrak Dragonbelly. Garrak, as well as most of the Flamebellows, would suffer loses over the years, capstoned with Garrak’s death during the Galuyn Resurgence, where he was slain by Briana Lockewood of the Blades of Greymane

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Travelling to the valley that Gal’goloth promised, the Ollmhor established their own home. Naming the valley Gal’goloth’s Gaze, in honor of their king, the Ollmhor managed to thrive within the valley, establishing several new holdfasts within the mountain. Amongst these were the Ollmhori settlements of Fyrs-Taph, Weswaye, Tyllyd Grounds, and Forefyr, which hosts the mighty hold of The Last Forge; an attempt at recreating the bellows of Flame’s Berth. While not identical, the Ollmhor had effectively emulated their old home.

THE OLLMHOR

The Valley

This lasted for a time until the Ollmhor valley was discovered again by Galuyn explorers who had gone searching for the missing giants. Calling for them in need, the Ollmhor answered the call of the Wicker King, as Gal’goloth was still bound to his oath. The Blades of Greymane had come to Wickenden, turning some of the Galuyn against them; though Gal’goloth was told they were enslaved to the Gilneans he had faced so long ago.. Long lived beyond the standard of the other ollmhor, Gal’goloth had survived due to the blessings from his ancient companions; the twin bears. While he could no longer effectively wield a weapon, his wit was weapon enough, and he sent forth his sons to aid the Wicker King as he had promised.

Potent in the ways of the natural energy was the old king, however, and sensing an imminent threat; Gal’goloth had sent with his children a waystone to heighten his scrying over Wickenden. During the battle against the Gilneans, the Wicker King had tapped into his true power, the Emerald Nightmare. Sensing this, the Ollmhor turned against the Wickers in the aftermath of the Chillborn being defeated; allowing the Gilneans to pass to reach the Wicker King. In the aftermath of his defeat, the Ollmhor renewed their vows to the Galuyn people, and returned to Gal’goloth’s Gaze. The way now opened to the Galuyn, who had at last found peace, the Ollmhor bid them good tidings in the name of their king and departed for their home in the mountain. Ollmhor now come down on occasion as they once had in the past, making their sightings more frequent.

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THE OLLMHOR

The Ursine Plinths

The Ollmhor are known for their majestic works, such as the mighty runestone carvings along the entrance to Flame’s Berth and many other wonders that have been attributed to them and their Galuyn allies. None, however, stand more prominently than the Ursine Plinths, which is a single totemic monument made to honor the bond between the giants and their ancient allies, Kol and Sir. The differing colors represent different affiliations of the Ollmhor, and their ancient pacts; slight modifications made to signify different things. The Plinths remind the Ollmhor of what is key in their society, their magnificent craft, their harmony with nature, and ultimately, their oaths that they have kept. It is a grave sin for an Ollmhor to make an oath and break it without reason; though the Ollmhor are not blindly loyal. As Gal’goloth showed with the Wicker King’s betrayal of his morality, the Ollmhor will not follow an oath if they feel that the truest nature of its intentions have been shattered. Oathstones are often given to non-Ollmhor as a sign of a pact to be fulfilled.

The Emerald Plinth

The original coloration of the plinth, a deep emerald laden with naturally infused runes. This plinth set the form for all others, but eventually fell into disuse after the Ollmhor departed from Flame’s Berth as Gal’goloth felt that keeping the plinth the same would discredit the oath that had been fulfilled. The Ollmhor of Flame’s Berth, who remain with the Gabhatine still use this plinth, though the only known Ollmhor to remain in modern times is Asgaut de na Ollmhori.

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THE OLLMHOR

The Ursine Plinths

The Golden Plinth

Also known as the Flamebellows Totem, the Golden Plinth was created by the Mountain Lord Garrak Dragonbelly when he remained with the Wickers after Gal’goloth departed from the Galuyn. Symbolizing their loyalty to the Galuyn faction, they changed the emerald to the Gold of the Galuyn. This plinth was raised in war and was seen when Garrak fell in battle against the Blades of Greymane. Since then, it is still seen in Wickenden, having come to symbolize the new oath between the Ollmhor and Galuyn.

The Azure Plinth

The new Plinth and most common within Gal’goloth’s Gaze, is the Azure Plinth. Made upon the foundation of the valley as the new home of the Ollmhor, the blue symbolizes the frigid nature of their mountain abode. This plinth represents the Ollmhor’s truest home, the only time they have ever had full autonomy over their living quarters since departing Flame’s Berth. As such, the Azure Plinth represents the Ollmhori freedom that they enjoy within the valley.

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Important Locations

of the

Galuyn Society

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IMPORTANT LOCATIONS�Galuyn Sites

Having once been spread throughout the Ashen Coast, there are a number of sites that are important to the Galuyn that once held significance to their people. As a result of their degraded status, most of these sites are either in disrepair or abandoned. Not all clans hold the same sites. What is sacred or important to the Gnarled may not be for the Oakenborn, as an example. These sites are broken up into two categories, Clan Sites, which are important for historical or heritage reasons, and Sacred Sites, which are important for religious reasons. Some may overlap into Sacred Clan Sites, which are just both.

Ironwood Keep

Clan Site, Gnarled, Wickenden

Ironwood Keep is the former holdfast of the Wicker King, main garrison of the Gnarled, and was seen as a defiant point of power against the Gilneans. The only surviving Galuyn castle, Ironwood Keep was taken from the Wickers after their defeat in the Second War of Thorns. It was lorded over by House Dayne, before they were destroyed for treason, then was later recaptured by the Gnarled before it was taken over once more by the Gilneans. It currently sits in the hands of the House of Darkwatcher, though much of the original architecture towards the center has been restored due to Lord Darkwatcher’s respect for the Galuyn.

Artwork by Gregmks

Modern Ironwood Keep

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IMPORTANT LOCATIONS�Galuyn Sites

Hirene

Sacred Clan Site; Thorned

Hirene is a large Great Tree located within the Hirene Marsh in the Reach. Azeroth’s version of Faralani’s Great Bough, the tree is the home to the Thorned clan and is one of the most sacred sites to the Galuyn who adhere to the Skysworn or the gods in general. Planted from an acorn of Tal’doren, the tree towers over all others in the marsh, and the Thorned make their home around the mighty oak’s roots, as well as having canopy-village that only the Thorned were allowed to enter into, though more recently this has been lifted to allow outsiders into their ancient home.

Artist Unknown

Hirene stands within the center of a large marsh.

Usi’nead

Sacred Clan Site; Wavewalker

Usi’nead is a large lake just north of the Farraige a Rugadh Hills, home to the Leanai Iscia clan. It is the most holy Wavewalker sacred site and is the home to Iscia, the demigod daughter of Gurnye, who undergoes a constant cycle of life and death within the waters of the lake. Her home and safe haven, it is fiercely protected by her keepers, and few are allowed anywhere near it, even within the clan itself, to protect their matron. The lake holds an isle in the center which holds Drao'leán, an ancient Galuyn waygate.

Concept Art; Lucasarts

The Demigod Iscia roams Usi’nead as her nesting ground.

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IMPORTANT LOCATIONS�Galuyn Sites

Flame’s Berth

Sacred Clan Site; Oakenborn

Flame’s Berth is a large dormant volcano located on the fringes of the Range, and is home to the Gabhatine, one of the last Oakenborn clans in existence. The mountain is home to the gods Kol and Sir, who used the mountain as their forge. The Gabhatine continue this tradition, using the area as their home and workplace; living within and around the mountain. The mountain’s walls are lined with stories, runes, and tributes to the Gods. The outside of the mountain, while dilapidated, contains much of the same, alongside worn sculptures etched into the stone.

Artwork by Aleyina

The Halls of the Great Forge of the mountain.

The Dark Woods

Clan Site; Everflame

The Dark Woods, formerly known as Ethur’wald, was the original home of the Galuyn people prior to the War of the Gods. While next to nothing has survived of this time, the area is known to still be inhabited by Everflame clans,who up until recently, were fully hidden within the forest. After the fall of Ca’ries, the clans began to become readily more open to outsiders, though they still maintain their distance and mostly keep to themselves. The Dark Woods are still a dangerous place, for them and outsiders alike, especially with the Mire Lords, ancient spirits of potent magical power, lurking the woods.

Concept Art: Magic the Gathering

The Woods are nearly constantly shrouded in mists, with dangers abound.

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IMPORTANT LOCATIONS�Galuyn Sites

Wickenden City

Clan Site; Wickenden, All

Wickenden City is the capital of the Galuyn and home to the Temple of the Gods; as well as once being the seat of the Wicker King. Shrouded by magical runestones lined throughout the Ethur’ok Woods, the sacred forest of the Galuyn people, the city is literally built into the forest; with some homes and buildings being made partially out of hollowed trees. The City itself is one of the few places of ancient Galuyn remnant and while the barrier has been removed, it remains a point of cultural pride for the Galuyn. The namesake Wickenden clan make their home here, though all Galuyn (and Gilneans) are welcome.

Artwork by Aballom

The City is built in and around nature in harmony.

The Frost

Clan Site; Chillborn

The Frost is a section of upraised forest to the east of the Reach. It is here where the Chillborn make their home, nestled within the snow-draped foothills. While the area is naturally cold due to the plateau it sits upon, it was made colder due to a curse placed upon the Reach by the Wicker King, whose frozen heart was buried deep beneath the Frost within a sacred antechamber. While the heart has since been destroyed and the curse lifted, the magic that leaves this place cold remains, keeping it in near perpetual winter outside of the hottest of summers.

Artwork by Joachim Barrum

The Frost, true to its name, is constantly blanketed in snow due to altitude and ancient magic.

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IMPORTANT LOCATIONS�Galuyn Sites

The Far-Isle

Clan Site; Gnarled

Far-Isle is all that remains of the Warrior Isles, a section of land created from erupting off a region known as the Grip and moving it through the water with a combination of Troll and Galuyn magic. After the Warrior Isles were destroyed by Kolrick’s duplicitous majordomo, Zulizan, the only remaining island was the furthest one in the chain. Settled by remnant Gnarled who wish to simply live in peace; it is a place of remembrance for the clan. The isle also holds a small host of allied-to-the-Gnarled Barkhide Forest trolls; though they are few in number and share the inclination to not fight anylonger.

Artwork by Richard Benning

All that remains of the once mighty Warrior Isles are tired warriors.

The Misted Basin

Sacred Site; All

Perhaps one of the only areas of importance within the Ashen Coast that has never faced full defilement is that of the Misted Basin. A massive mountain-forest lake in the center of the Coastlands, the run off from the Basin provides most of the freshwater in the Duchy. The Galuyn hold the lake sacred as it was here where Raeok defeated Kil’zoth and it is believed this was his final resting place before his apotheosis. It is now the grove of Faye and Kryfta, as they watch over the burgeoning recovery of the Dark Woods from afar. While few make a visit to this lake, it is still important in legend.

Artwork by Disney

Despite the Galuyn having nearly no presence near the Basin; legends about the lake are key.

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IMPORTANT LOCATIONS�Galuyn Sites

Ravenfall

Sacred Site; Everflame

Ravenfall is an area of the Dark Woods that is marked by a large amount of expelled corruption towards the southern half of the region. It is here that one can find a plethora of decayed or otherwise destroyed avian corpses; the primary of them being a partially hewn and cracked raven skull that is larger than most men, the remains rife with potent energies. The Everflame believe this was the sight where Yolth defeated Yim’nir in legend, though, in actuality, it is the sight where the corrupted Avatar of Yim’nir was defeated by Reiligire who sought to save their tormented master during his torture by Kil’zoth.

Artwork by VityaR83

Ravenfall’s corruption, while dead, still leaves the area eerily marked.

Forgemaster’s Departure

Sacred Site; Oakenborn

A massive runestone found in the forests outside of Flame’s Berth, the runestone is etched in mostly Galui as well as several unknown runes; apparently Ollmhoric in nature. The Gabhatine believe it to be a farewell message from the majority of the Ollmhor who once made their home around Flame’s Berth in the aftermath of the Second War of Thorns, when many of them migrated west. While the Ollmhor had congregated within the Reach in significant numbers, the stone speaks of the crafting of an Ollmhor home; likely referring to the hidden Ollmhor valley beyond Wickenden.

Artwork by Disney

The Runestone is considered Sacred due to the Ollmhor’s connection with Kol’sir in mythos.

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The Gods

of the

Galuyn

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Galui Paganism, alternatively known as Wicker Paganism, is the guiding religion of the Galuyn people, one of the few elements of their heritage that has weathered time without full degradation, and is the tenants of which their society is based. To understand the Galuyn one must understand the importance of the gods While the Gods never intended for the Galuyn to depend on them, the tenants they laid out in the time of Raeok left an impression that could not be fully divorced from them as creatures, and the Nation of Galu, from which the Galuyn stem from.

The occurrence known as the War of the Gods is key, as this was when the Galuyn were founded during an unknown time period where the nascent people of Gilneas were used as the armies of the Wild Gods to fight the Old Gods, led by the corruptor Kil’zoth. They are known in legend as the Great Darkness. Chronicled within an epic known as the Saga of the Gods, it tells the story of the ending of this great war, just after the betrayal of the god, Yolth to the Old Gods. Corruption and aggrandizement aside, the War of the Gods was a significant occurrence that had lasting repercussions for the Ashen Coast, leading to the creation of the Dark Woods, the imprisonment of Kil’zoth and Yim’nir, and ultimately the Galuyn themselves.

For the sake of understanding, the sections ahead are split into two pages. The first page, which will bear the ritual rune of the god, is the Legend of the God, and what they represent in the Galuyn Pantheon. The second is the True History of the God, telling their role in the War of the Gods, and any other subsequent history that is important or relevant to understanding their motives.

This second page is not necessarily readily known information. Rather, it is included for context and greater understanding to the characterization of these gods, as well as important occurrences where they may have interacted with the Gilneans or Galuyn within modern times.

There are other great spirits beyond just the Galuyn Pantheon. Demi-gods or extremely minor Wild Gods, such as Iscia or Faye’s Consort exist; but their secular nature and lack of either power or independence from another god prevents them from being considered a part of the Greater Pantheon. Instead, they are seen as lesser gods or spirits; worshipped by various groups.

THE GODS

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The essence of the Hunt, Kryfta, the white wolf, is venerated by any whose place is often within the wilds to survive. The spirit personifies the spirit of the huntsman and living off the land as well as the bountiful virtues that can be found from within the many woodland areas of Gilneas. Kept through sacrifices of furs, meat and other animal offerings, Kryfta is seen as one of the greatest spirits. His followers embody both his fierce determination to survive, as well as the insurmountable courage that is associated with his legend.

KRYFTA�Spirit of the Hunt

Kryfta, also called the Greathunter, was said to once be a half of a greater, nameless, god. While when united, the greater spirit oversaw the forests and hunts, Kryfta embodied the spirit's desire for revenge and eagerness for sport. Personified as a large wolf, Kryfta the Greathunter embodies the ferocity of nature. Having been separated from his other half by the ancient spirit, Yolth, Kryfta's ferocity became unabated, but his attachment to his other half, Faye, remained. His eternal rage at being separated from his other half as well as Yolth's defilement of his being, Kryfta's physical form hunts for Yolth throughout the ages. Legends state that Kryfta's physical form was dragged into the Underdweller’s domain. Effectively killing the spirit, Yolth believed to have had the upper hand.

Slaying and butchering thousands of Yolth's followers and servants, Kryfta's rage was eternally kept in Yolth's own realm, butchering scores of the dark spirit's followers for all ages. Hunters call upon this unleashed fury, seeking to sup from the excess energies of Kryfta and gain his strength.

During the outbreak of the Worgen Curse, it was believed that Kryfta’s fury had manifested out of Yolth’s realm. When Kryfta was reborn, many Galuyn turned to believing this as truth, and the Curse began to spread amongst their communities in turn.

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KRYFTA�Scion of Goldrinn

One of the many sons of Goldrinn, Kryfta was, as his forebear, a large white wolf that prowled the forests of Gilneas. While many Galuyn legends state he was once united with Faye, the spirit of nature, Kryfta was, in actuality, his own wild god. Their union comes from the strong bond that Faye and Kryfta shared, as the two would often work alongside one another, and Kryfta saw Faye akin to a sister. Faye had gifted Kryfta with a Crown of Stag Horns, which he wore. In turn, Faye was very reclusive. When Yolth betrayed the rest of the Wild Gods of the Galuyn Pantheon, sending Faye into a coma, Kryfta was one of the first to unleash his indignant fury upon the ram. During the first battles, Kryfta’s mighty crown was shattered.

Leading his wolves into battle, they were one of the first to clash with the rams, but Yolth had expected Kryfta to come. Laying Faye’s broken body out in a field, the wolves were surrounded and impaled upon the horns of the tainted rams, Yolth leading the charge. When the two met, Kryfta left a jagged scar across Yolth’s face, but Yolth’s mighty horns pierced through the Greathunter’s heart. Faltering, his wolves retreated; bringing Kryfta’s body in tow as the great wolf perished. His body was brought to the Realm of Spirits, also known as the Emerald Dream, unable to be resurrected due to a curse placed upon it by Yolth as they fought, leaving his spirit trapped within his own corpse, unable to be freed. The curse could only be lifted by the power of his forebear, Goldrinn, though Goldrinn had long since fallen during the War of the Ancients, and his spirit still yet was recovering within the Dream. Placing his body within Faye’s grove, the wilds over took the Greathunter’s body, sapping what the other Pantheon could of his tremendous strength to aid them in the war against Yolth and the Old Gods. Blessing the Galuyn founder, Raeok, with Kryfta’s might; the Wild Gods left their companion to rest within the Dream.

Generations later, the Blades of Greymane came upon an artifact that could dispel tainted energy known as the Eye of Goldrinn. Using it to dispel the Nightmare, the Wild God, Faralani, suggested the Eye be used to purge the corpse of Kryfta of Yolth’s ancient curse. Successful, Kryfta was reborn as a young white wolf, and grew rapidly under the care of the Blades and Faye. While he does not possess many memories of his past, Kryfta has been reborn, and protects the Misted Basin alongside Faye to prevent any corruption from befalling it.

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GURNYE�Spirit of the Ocean

Of Gurnye's many children, Gurnye laid her eyes upon the fish and whales of Azeroth as her favored servants. Scanning the wide oceans, the fish of Azeroth did their simple part in the balance of life; as Gurnye was claimed to never be a complicated spirit. When Yolth rose into an evil spirit, Gurnye did her best to prevent a corruption of the water to prevent the very lifeblood of Azeroth from being destroyed. Finding herself free of Yolth's attacks for a time, Gurnye attempted to aid Galane after Sayat's flames engulfed him. Alongside Hod, Gurnye channeled the power of the ocean upon Sayat, attempting to douse him to no avail. Able to protect and comfort Galane, Gurnye lends her power when she can to the great moon in times known as Eclipses. During these times, she protects Galane from Sayat's fire, allowing them to embrace and be close for small moments of time before they must separate again.

Gurnye, spirit of the Ocean, is said to be the matron of the waters and mother of the sea. Gurnye is said to wander the oceans of Azeroth as her domain. A great friend of Galane, Spirit of the Moon, and as a result Sayat, Spirit of the Sun. Gurnye was said to experience most of her life under Galane's radiance. The moon's ever constant companion, Gurnye chased Galane throughout the day to be separated as little as possible from her friend.�

Accompanying legends speak of Yolth’s outrage at this, and how his attempts to beset the sea were rebuffed by the eons long protection of Gurnye. Seeking still a punishment for working against him, Yolth sought out Gurnye’s favorite breed of fish, and corrupted them with his magic. Turning them into Murlocs, Yolth believed that Gurnye would be forced to destroy them, and their destruction would be his vengeance. However, instead, Gurnye accepted her now dull and violent children, loving them all the same. Bestowing her essence, they became docile towards the creatures of the sea, some becoming friendly to all, and the race was given a place in her oceanic world; foiling Yolth’s attempts. Many who follow Gurnye make a life at sea and hope for the same blessings, as the matron of the sea can control their fates.

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GURNYE�Wanderer of the Ocean

Unlike most of the Galuyn Pantheon, Gurnye rarely trekked into Gilneas during the peak of her activity. One of the strongest Wild Gods in the pantheon, the great Orca Whale has many names; having been spotted amongst many cultures. To the Trolls, she is Aku’jinala, the Great Wave, to the Pandaren she is Fen Lo Wan, the Wanderer. Her preferred name, Gurnye, was told to the Galuyn by her daughter, Iscia, and is the only name they have known her by.

One of the few of the Pantheon to have taken part in the War of the Ancients, Gurnye’s mastery of the ocean, alongside the other various spirits of the water, prevented the Legion from making great strides across the ancient waters of nascent Azeroth. When the sundering occurred, Gurnye wandered the oceans for generations before settling within the area known as the Ashen Coast. Spreading her power wide, Gurnye rested against the shores of the area; eventually creating the divide known as the Ashwake Gulf from her weight and power. From here, she spawned many offspring, primary amongst them was her daughter, the sea serpent Iscia, who represented Gurnye’s might during the war with Yolth and the Old Gods, as Gurnye’s duties took her across the world. She was present, with her daughter, for the blessing of Raeok, and sent many of her less potent children to aid the Wavewalkers as they battled the denizens of the deep. Galuyn legend concerning Gurnye usually personifies Gurnye as a caring mother who held a deep affinity for the moon. These personifications were truthful, as Gurnye’s constant travels took her across Azeroth, rarely separated from moonlight as she swam. Her dealings with Yolth and the Old Gods often led to corruption of her children, as seen with their magics tainting Iscia, though her willpower and cleansing might were often able to undo even the most intense of hexes placed upon her denizens.

Gurnye returns to Gilneas sporadically, often morphing herself into a smaller creature. During one of these visits, she was trapped by the Legion, who attempted to sap her power. Freed by a coalition of the Blades and the Gnarled, (although the latter did so with intentions of stealing her power) Gurnye bestowed her blessing and, after a small time, returned to the oceans beyond the kingdom.

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FAYE�Spirit of the Forest

One of the most widely prayed to spirits is that of Faye, the great doe of the forest. Said to be the other half of Kryfta, Faye rested in a restless slumber to recover from a brutal assault by Yolth. Personified as a great doe, Faye rested throughout the ages while her other half warred with their attacker. When she awoke, Faye wandered through the land, spreading her domain of the forest wide. From there, Faye became known as a matron of sorts to the woodland creatures and the denizens of Azeroth. A calming force, Faye has never enacted herself into violence; rather her power comes in the form of healing arts and restorative powers. Her virtues caused her to get along with the less violent gods, such as Gurnye.

Legends say that Faye walked across a land charred by battle and scarred beyond repair, with each step life bloomed until the battlefield had become a blooming grove. It was said that her nameless consort had been consumed by Yolth’s corruption as she slept, and, heartbroken; she yearns for when he will be fully purged so they might wander the forests again together.

Faye is seen as an extremely pacifistic and benevolent spirit. Seen as having created the forests and the various bounties of it, the spirit is thought to be one whose objectives are to perpetuate the cycle of life.

Having been attributed to the ability to work with animals rather than constantly war with them, many caretakers of animals may ask for Faye's blessings for strong herds or loyal animal companions. Many also beseech Faye for healing or restoration, with runes of that kind being attributed to her power. Faye’s invocation is amongst the most common in the pantheon. Many mothers will ask for Faye to bless their children; with just as many fathers asking for her strength for healthy and productive lives. Likewise, as Faye also symbolizes fertility, women will pray to her for healthy children and large families.

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FAYE�Daughter of the Wilds

One of the more passive Wild Gods of the Pantheon, Faye, is known as the god of nature. A scion of the Wild God, Malorne, Faye shares in many of the blessings of her patron. While seen as one of the more potent gods in terms of her blessings, Faye, in actuality, is the weakest god in the Pantheon in terms of her power. Her strength comes from her compassion and her care to her duties; leading to the bulk of the Pantheon rallying behind Faye; none more so than the mighty Kryfta. As a result of this, Faye was targeted by Yolth during his betrayal of the Pantheon, ravaging her within her domain and tainting many of her sacred groves; leaving her comatose. Yolth used Faye as a decoy to kill her spiritual brother; though she was ultimately retrieved with his sacrifice. Laid within the Realm of Spirits to heal, Faye eventually recovered; but the incident was traumatizing to the point that she preferred to forgo speaking any longer, instead allowing her actions to speak for her. Empowering her allies and healing her friends, Faye’s mighty energy was bestowed upon Raeok as he was blessed by the Galuyn Pantheon. Using her might, Raeok was able to wash away much of the corruption that Yolth and the Old Gods attempted to wreak upon the wilds. Namely, her energy was instrumental in capturing and imprisoning the Old God general, Kil’zoth, the corruptor of Yolth.

After the war, Faye retired to one of her last groves within the Emerald Dream, where she watched over the fallen corpse of her friend, Kryfta, sending her followers across Gilneas to attempt at finding a cure. Unfortunately, one of the things they had found was that Faye’s greatest champion, her consort, had been corrupted during her comatose state and was wracked with grief over her perceived demise. Put down by Galuyn hunters, his spirit was freed to watch over his beloved within the dream during her long vigil over Kryfta’s body, though whenever he was reborn, corruption would over take him once again, leading to the Galuyn ritual of hunting him to free his soul.

Faye, in modern times, was enslaved through the power of the Wicker King, who attempted to twist her gentle soul using the Emerald Nightmare, but was freed and healed thanks to the Blades. After her recovery, she aided with the resurrection of Kryfta, whom she remains with, watching over the Misted Basin to protect the sacred waters from corruption.

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HOD�Spirit of Winter and Frost

One of the most obscure gods is Hod, the saber cat Spirit of Winter and Frost. Noted to be quick to anger and embroiled with competition, Hod’s stories often consist of him challenging other gods to bouts of skill to mixed success. He is noted for his unerring stance on freedom; wandering the lands under the guidance of his two closest companions, Galane and Sayat; and is said to be the guardian of Yulae, the smaller moon child of the two. Beyond these two, he was known for having a friendly rivalry with Kryfta, a good rapport with Kol’sir, and a connection to Iscia, the daughter of Gurnye. Despite all of these, however, all stories state that Hod never remains around his companions for long, preferring to leave before the month is up.

Hod was said to have been tricked by Yolth into believing that, as a show of might, Sayat sought to be rid of Hod’s bringing of winter; as chill would always follow the sabercat no matter where he went. Stating that this was meant to be the ultimate challenge of Hod’s might, Hod believed the ram when Yolth used his magic to make Sayat’s next summer brighter and hotter than ever before. Challenging his friend, believing betrayal afoot, Hod dueled Sayat and won.

Playing directly into Yolth’s hands, however, Yolth used Sayat’s weakened state to separate him from his consort, Galane, and his child, Yulae. With the Moon and Sun separated, Yolth would be more capable of skulking the world without their combined vigilance, as the Night would come, and Galane would need to protect Yulae, lest she be harmed. Stricken with grief over his actions, Hod dedicated himself to penitent service to the sun and moon. Sayat charged Hod with watching over Galane and the land while he rested at nights. Hod agreed to do this, guilt ridden knowing that the mortals must toil arduously in order to store food for his harsh winter Sayat to end them quickly.

Though he is associated with winter and the hard times it brings, the faithful use this time for solitude and reflection as Hod himself did after the duel, and his prideful actions brought upon all. He is a god of accomplishments and pride, as well as the patron of the exiled.

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HOD�The Forsworn Hero

One of the more tragic Wild Gods, Hod, has been subjected to a great amount of pain. Having been born after the War of the Ancients, Hod’s fellows were beleaguered and nearly wiped out after the death of Ashamane during the war. Once old enough to understand that the sabercats of Azeroth were spread thin, Hod departed from Kalimdor across the sea, traversing the Realm of Spirits for an area he could call his own. Finding this amongst the snow-capped mountains of what would become the Eastern Kingdoms, Hod made his home within the southern mountains of Gilneas. Communing with other Wild Gods in the area, Hod became associated with the Galuyn Pantheon due to his affinity for frost magic, and the way he stalked the winter wilds.

Personified with a great deal of courage and strength, Hod’s fatal flaw was his pride and self arrogance. During the war against Yolth and the Old Gods, Hod’s children suffered greatly at the hands of the betrayal of the Rams. It was only after Kryfta was slaughtered that Hod abated his quest to duel the corrupted Ram. Working with Kol’sir and Iscia, Hod led the charge to prevent the forces of the Old Gods from washing over the Ashen Coast. He blessed the Galuyn leader, Raeok, with his might, and was instrumental to defeating Kil’zoth. Unfortunately, Hod was corrupted during the final battle with Kil’zoth, his wintery might being used against the Galuyn and their forces. His full corruption was only prevented by the intervention of Yim’nir and Raeok, who defeated Kil’zoth and released Hod from the Old God’s corruption. Disgraced by his actions, as he attempted to blanket the Ashen Coast in a mighty storm to snuff out the flames of the Sun, Hod departed Gilneas after victory was won.

Retreating to an island, later known as Cyrvall, Hod dominated over the frost covered mountains as he remained in exile. He emerged only once, during the invasion of the Burning Legion, as the island had been subjugated by their ilk. After they attempted to capture and corrupt him, Hod unleashed his fury upon the demons with the help of the Blades of Greymane. Though he still remained an exile, Hod would later help them overcome the remaining forces on the island, granting the group a portent of his strength.

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RAEOK�Spirit of the Harvest

Raeok’s tale is one of devotion and loyalty. The first leader of the Galuyn, his affinity to the wilds has made up all of his legend. Devotion to the Wild Gods allowed him, and people like him, to manipulate crops and the nature around them in order to better the world. According to the legends, Raeok was not a mighty man. Crippled in one leg and thin beyond the average, Raeok’s strength came by way of his bond with nature. Constantly followed by a fox by the name of Galu; the strange man had a way with words and was a man of action despite his short comings. Never truly understanding his power, one day Raeok fell asleep. When he awoke, he was in a never-ending land of Emerald and harmony; where he bore witness to the mighty gods that the nascent pagans had worshipped for years. Dubbing this the Realm of Spirits; he learned to Dreamwalk, and eventually, this foreign presence would draw the Gods to the people they had never knew worshipped them.

When the Gods called the nascent Galuyn to their side, Raeok was the natural choice as a leader. Giving his people a name, after his beloved fox, the gods could not believe their choice. Comparing him to his fellows, they found, despite his allies dwarfing Raeok by nearly two times his size. But when it came to judging their souls, Raeok’s spirit was immense, wiping away the doubt of the gods. He proceeded to lead the Galuyn against the Great Darkness, against the betrayer Yolth, and ultimately founded the first Galuyn society.

When he was near Death's Door, Raeok walked in the dream one last time. It was during this time that his physical body perished, but his dream form lived on.

Stories began circulating that the Spirits themselves called the druid to their realm to feast and live with them, and he graciously accepted after a lifetime of intense devotion to the Gods and his people. With this, Raeok’s apotheosis was completed. As the man was once human, his rune is that of his fox, Galu. It is said the two continue to dwell within the Realm of Spirits, his blessing bringing forth bountiful crops to the Galuyn as well as good tidings.

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RAEOK�First Leader of the Galuyn

Unique among the other members of the Pantheon, Raeok is known to have not begun as a member of the Pantheon proper. Raeok was the first leader of the Galuyn, having christened the people under such a name after his fox companion, Galu, and it is from this fox that his iconography and the later Nation of Galu takes its name. Raeok was a potent sage, chosen by the native population to represent them to the Wild Gods that had taken the humans under their wing for their war against the Old Gods, led by Kil’zoth. Driven to these gods for safety after Kil’zoth had taken their home, the ancient forest of Ethur’wald, the nascent pagans rallied behind Raeok and the Gods readily. Powerfully inclined to the aspects of the wild, Raeok was trained in the ways of druidism, which he passed onto his people.

From this point onwards, Raeok, alongside his six companions, Tonn of the Gnarled, Tyrisa of the Everflame, Gertrude of the Oakenborn, Galar of the Wavewalkers, Hyld of the Chillborn, and Efrain of the Hearthsong represented the Galuyn. Raeok himself was of the Thorned, and though he walked with a limp and lacked the muscular strength of his fellows, he was the strongest amongst them. Eventually blessed by all of the gods of the Pantheon, including power stolen away from the corrupted Yolth, Raeok created the Coimeádaí, various orders of nature-infused warriors to defend the Galuyn people in the field of battle, each inscribed with runes of power respective to their patron gods. His final gift from the gods was a sword crafted by Kol’sir, imbued with their power to over come his physical weakness. He named this blade Bear’s Claw, and it was with this sword he would later land a mortal wound on Kil’zoth.

In the aftermath, Bear’s Claw was lost, and Kil’zoth’s corruption had scarred Ethur’wald beyond recovery; leading to what would later be known as the Dark Woods. Raeok eventually departed from his people into the Realm of Spirits, hence the legend of his apotheosis, leaving leadership of the Galuyn to Efrain, who would establish the Elder Blood Castes in full. Efrain’s people, the Hearthsong, would eventually come to be known as the Wickenden. Raeok remains active, though reclusive, as a spirit in the dream; able to be contacted by those most devout to the balance between Galane and Sayat for guidance..

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FARALANI�Spirit of the Skies

Faralani, spirit of the skies, is a spirit known to personify the freedom of the air and has been said to control powers over the winds. Taking the physical form of an eagle or, more commonly, a falcon, Faralani is said to hold unquestioned dominion over the air; the leader and mother spirit of all avian creatures in her realm. As a result, Faralani has become associated closely with the other avian spirits, Yim'nir and Hyroth. The trio make up various different realms, though Faralani has brought the three together under her Great Bough, a sprawling tree within the spirit realm that each of the three spirits inhabit. Her consort is said to be the Great Raven himself, normally a loner. While the love between the two is cold at times, she is known to hold him above any others in her skies.

Markings of Faralani are typically small runes marked along one's arms, allowing Faralani to bestow the marked with wings within the spiritual realm; wings that then allow them to channel through her power into the physical realm. To mark one's self with Faralani is vastly different than the other spirits. One swears an oath to her domain, becoming a child of the sky, a Skysworn. It is believed that every child of the sky will enjoy rebirth as one of the avian creatures of the world at some point, to rest within the Great Bough as one of her children.

No other spirit is said to hate Yolth more than Faralani. Having assaulted her friends of Faye and Kryfta, her love Yim’nir, and many others; Faralani was first among the Pantheon to take matters into her talons personally when fighting the Great Darkness and Yolth. It was for this that legends say Yolth targeted the great Roc, Tayrian, and corrupted his soul into the darkness. Cementing her hatred for the ram, in her rage she had been blinded. Forgetting her place in the skies, she reaved into the Ram’s armies; leading to Kryfta’s capture as she could not warn him of the trap from above. Thus cemented her guilt, vowing not to leave her domain ever again.

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FARALANI�The Wrathful Matron

One of the single most prominent gods in almost all of Galuyn mythos is that of Faralani, the matron of the skies. Known as the Wrathful Matron, Faralani is a large crested falcon; though has been personified as hawk or an eagle in several other mythos as well. Taking roost within the sister tree to Hirene, the Great Bough, Faralani is foremost among the gods that make up that make up the Skysworn Triumvirate. Alongside Hyroth and Yim’nir, the three dominate the skies and watch over the lands below the Great Bough from its mighty branches. Faralani herself is one of the few Gods who is vocally active with her followers, with her high priests able to gain audiences to speak with her without much trouble. As a result, many followers of Faralani take pride in their matron; a sense of superiority due to their active god.

In truth, Faralani wards her lands to ensure that another war never occurs again between nature and the Old Gods. While not personally impacted by the treachery of Yolth at first, it was his doing that corrupted Faralani’s son, the great Roc Tayrian into a servant of the nefarious forces. Forced to entrap her and Yim’nir’s child beneath the Great Bough, vengeance and wrath became Faralani’s credo towards the forces of darkness. She became a champion of empowering Raeok and the Galuyn to defeat the forces of Kil’zoth after this; creating the Skysworn. As a result, she sacrifices her ability to span the world of Azeroth in exchange for watching over her offspring’s prison, as well as the mighty tree from which she roosts over. While she is actively contacted by her followers, Faralani is not one to intercede. In truth, she has never come to the Galuyn’s aid in person, instead, her followers beseech her for greater blessings.

During the Second War of Thorns, Faralani refused to bless the Skysworn, leading to a massive lapse in the Wicker King’s potential armies. She could sense the taint upon him, and for generations became distant to those more devoted to the king over herself. She became active again after his final defeat, calling to those beyond the Realm of Spirits to aid her.

Those who answered the call, primarily the Blades of Greymane, aided her and Raeok in a rallying call to prevent the Nightmare from killing a comatose Yim’nir, and purified Tayrian.

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HYROTH�Spirit of Wisdom

Known as the greatest scholar, Hyroth, the Spirit of Wisdom, is one of the three gods that make up the triumvirate of the Skysworn. From within the trunk of the Great Bough, Faralani’s mighty tree-domain, lays the Eternal Library; home to Hyroth. Keeper of the Scroll of Knowledge, an arcane object of mystical power, it is said that Hyroth is the undisputed master of the occult within the Galuyn Pantheon, and the most powerful spellweaver god.

It is said that Hyroth once was approached by Yolth, before his tragic corruption by the Great Darkness. In exchange for a single peek into the Scroll of Knowledge, Yolth would never play his tricks upon the owls, or Hyroth. Agreeing, as he felt a single peek would be harmless. Apparently learning the greatest trick he could ever play on Hyroth, Yolth swore to never use it on him, forming a strong friendship. As a result, when Yolth was corrupted, Hyroth was heartbroken. Beseeched by the other gods, Hyroth agreed to aid with trapping Yolth. Enraged by this betrayal, as even in his madness he held Hyroth dear.

As the Gods hunted for Yolth, Hyroth knew where he would be. Returning to his library, Yolth skulked the shadows of the vast knowledge, waiting for his former friend. Revealing the great trick upon Hyroth at last; Yolth had blinded Hyroth with a hex only he could lift. Imprisoned by the other Gods, Hyroth could never lift the hex, thus giving Yolth his vengeance.

Skysworn of Hyroth undergo a ritual where they lend their eyes to Hyroth for a day in exchange for a taste of his mighty power. During this time, he reads from the Scroll of Knowledge endlessly, learning as much as he can before he is robbed of his sight again.

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HYROTH�The Blind Scholar

Not all Wild Gods were intrinsic to the path of nature. Many bound to the path of a warrior, or a hunter, but Hyroth stood out amongst his kin as that of a mage. A spellcaster of extreme renown, Hyroth and his children were entrusted with a single item by the great titanic watcher, Freya, the Scroll of Knowledge. Spending countless years within the Emerald Dream, Hyroth learned as much as he could from the Scroll. A telling of countless potential futures, an anthology of countless stories, spells and tales from across Azeroth. As a result, Hyroth and his children hoarded knowledge, which would be added into the Scroll by way of proximity. It became his sacred charge to hoard as much knowledge to be added to the scroll as possible; a personal catalog of arcane and mundane knowledge.

This led to the creation of the Eternal Library, which was Hyroth’s domain within the Great Bough, the home of fellow Wild God, Faralani, whom had granted both Hyroth and Yim’nir sanctuary within. Extensively, Owlbeasts were used amongst Hyroth as his librarians; guardians of the ancient knowledge that he had hoarded. But even these guardians could not stop the tricks of the god Yolth, the spirit of Trickery, whom infiltrated the Library with a goal of reading the mighty Scroll for himself. Yolth, however, could not outsmart Hyroth. After entertaining the Owl with many of his tricks, all of which failed as Hyroth had gleamed this encounter from within the Scroll, the two struck up a bargain. Yolth could learn a single trick from the Scroll, in exchange, his Rams would stop impeding on the Owlbeast quest for knowledge. The deal was struck, and a friendship was formed.

Thus when Yolth was corrupted by the Old Gods during the War of the Gods, Yolth refused the whispers to take down Hyroth. However, Hyroth was distraught at what his friend had become. Implored by the others to aid with capturing Yolth, Hyroth gave them the spellwork to do so, leading to his blinding by Yolth by way of the trick he’d learned within the Scroll. After this, Hyroth uptook a hermit life style, refusing to leave his domain as he embarked on an endless quest to regain his sight, having left only to bless Raeok with his power. His power was used by his speaker, Urieyn an Riamhtine during a moment of clarity, where the Old Sage was able to prevent the complete destruction of the Skysworn by the Wicker King, using an arcane shield.

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YIM’NIR�Spirit of Death

Yim’nir, the Spirit of Death, is an oddity amongst the Pantheon. Revered for his duty, which is to shepard the dead to the realms beyond, few ask for the Raven’s blessings. It is believed to do so invites Death into one’s home, and in such an endeavor, may end with the Raven taking a parting gift of his own. Yim’nir’s followers, as a result, are known as the Reiligire, or Gravekeepeers, powerful users of Yim’nir’s magic. Conventionally, they are also known as Soulweavers, though the previous term refers more towards the sacred order of his keepers that are said to exist in legend, as secluded as the Raven himself.

Yim’nir is said to have been born alone, within the World Between Lives, where he eventually learned to return to the Realm of Spirits. Personified as a many eyed raven, the spirit felt outcast from others, who could detect the stench of death upon his wings. The only one who took interest in the great raven was Faralani, matron of the Skies, who held a near obsessive love for Yim’nir. While he remained with her for a time, Yim’nir could not ignore his calling, the cries of many souls throughout the world. Siring a single child with Faralani, the great Roc demigod, Tayrian, Yim’nir departed; finding true purpose as he could use his strange powers over death to aid abandoned souls with crossing over to the other side.

During his treks across the world, Yim’nir was contacted by his lover, told of the fall of Yolth, and the perversion of Faye’s life giving magic. Hearing endless screams of tormented souls, Yim’nir found that Yolth had created Undead. A perversion of his duty, Yim’nir assailed Yolth, unleashing his might upon them. It was said that the two gods battled, but ultimately, Yolth managed to defeat Yim’nir as the raven attempted to defend Kryfta, leading to Yim’nir being trapped within Yolth’s realm in stasis. His very public return, during the Discord, has led to many new stories; stating that Yim’nir as well as Kryfta have finally returned, and a new age is upon them.

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YIM’NIR�The Outcast Lord

Yim’nir was an oddity from his birth. Unlike most Wild Gods, who were intrinsic to the Emerald Dream, Yim’nir held a strong tie to the dream and the Shadowlands. Able to traverse both with ease, he was seen as an outcast by many Wild Gods, who were fearful of his ability to touch upon necrotic energies without suffering degradation. Yim’nir could hear the cries of lost souls, trapped between the planes of life and death, and his magic was capable of freeing them. Taking a small portion of their energy as payment, Yim’nir would shepard souls beyond this world. This selfless task caught the eye of the goddess, Faralani, who fell in love with the Raven. Inviting him back to the Great Bough, the two remained together for a time, where they had a single child, Tayrian, who shared both of their powers. Unfortunately, Yim’nir could not put the call of souls behind him, and left his home for large periods of time to take on this task. To aid him, he took on a small sect of Skysworn, creating the Reiligire, or Gravekeepeers, an order of Soulweavers who could aid his task by setting them to the winds to find lost souls. Their powers made them quasi-immortal, and as such, he kept their numbers low.

Yim’nir, during his quest, would eventually be contacted by Sir, who had found him during the War of the Gods in the lands of Dun Morogh. Beseeching his aid against Yolth, the Old Gods and Kil’zoth, Yim’nir ultimately relented when it was revealed that Yolth had tainted his son, Tayrian. Imbuing Raeok with his power, Yim’nir called forth all Gravekeepers to his side, and they did battle with Kil’zoth and his minions. At the apex of the Misted Basin, Yim’nir used his magic to seal Kil’zoth away, but was deceived in a final move by the Old God lieutenant, locking him within his own mists. Many of the Gravekeepers and Druids were consumed by the magic of the spell, turning them into the Mire Lords, and corrupting the forest of Ethur’wald into the Dark Woods. For centuries, Yim’nir was corrupted by the Old Gods, until he finally broke, and his corruption began to seep out into modern Gilneas.

Stopped by the Blades of Greymane, who used several artifacts and the aid of one of Yim’nir’s Ancients, Gontil, Yim’nir was freed and purified. He aided the order many times, including helping to defeat Kil’zoth’s remnant, Ca’ries, but now has resumed his world-spanning task.

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YOLTH�Spirit of Trickery and Sacrifice

Known by many names, Yolth is the most controversial god of the Galuyn Pantheon. The Underdweller, the Bloodlord, He Who Watches, all of these are names for the ram god once known as the Spirit of Trickery, now known as the Spirit of Trickery and Sacrifice. Known for his many playful tricks and deceptions in the earliest tales of the Galuyn mythos; much of Yolth’s personification was that of a jovial, yet well meaning, spirit that enjoyed playing tricks on his fellows within the pantheon; to mixed results and reactions. While none explicitly hated Yolth in this period of his mythos, most gods found his constant interference to be a hindrance at best.

Mythos states that, while delving within the deeps for new tricks to play upon his fellow gods, Yolth was coaxed to open an ancient chamber. Within lay the Great Darkness, which consumed Yolth wholly, making him its champion. Gone was the well-meaning and jolly natured spirit, in his place, was the Underdweller, a corrupt and malific spirit who twisted the well meaning nature of Yolth’s tricks into actual malice. As time went on, he became more and more meddlesome and harmful, such as turning the Horned Wolf into Faye and Kryfta and Yim’nir, and nearly delivering the entire world into doom.

Yolth was finally stopped by way of a convergence of the other Gods, spearheaded by Kol’sir. Using magic from Hyroth, Yolth’s power was drained and his tricks made known to all. As Yolth and Hyroth were once close friends, and even in his madness he had not broken their sacred pact, Yolth blinded Hyroth for his betrayal, before being dragged beneath the earth. Imprisoned within a dark chamber; Yolth was left to ruminate on his corruption.

Followers of Yolth believe that, after the War of the Gods, Yolth managed to defeat the corruption and use its power for his own gain. As a result, he kept his new cynical and somewhat baneful new personality; but used it to his own gain, to whatever ends he desired. He has turned his prison into his personal castle; able to leave if he ever wished, but remains within as a show of his immense power; that he need not leave to still be stronger than the other gods.

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YOLTH�The Underdweller

Perhaps the most tragic spirit is that of Yolth. Once a beloved spirit of the pantheon, Yolth was a unifying force against the Old Gods early on; having fought against them before any of the other Gods. It was this vigilance that led to his downfall. Originally a jovial spirit that valued his ties and friendships with the other Wild Gods more than anything else; albeit shown with playful tricks, it was this love for his fellows that was preyed upon.

Twisting the love that Yolth held for his fellows into envy, Yolth was made to believe through the dark magic of the Old Gods and the Emerald Nightmare that his friendship was not reciprocated. That they had used the ram for amusement, but ultimately, he stood alone in this world. Unable to see through the veil that they had cast over his eyes, Yolth became a principle tool in the War of the Gods, serving alongside his corruptor, Kil’zoth. This led to many horrific crimes, such as the death of Kryfta. The only one of the Wild Gods that the Old Gods could not turn him against was the owl Hyroth, who desperately tried to convince Yolth to turn away from the darkness before betraying the Ram to save the region from Kil’zoth’s corruption. Maddened by Hyroth’s betrayal, Yolth stole the scholar’s sight before being imprisoned deep beneath the ground by his former friends; thus earning his moniker of the Underdweller.

Yolth’s power was great, however, and his whispers still seeped above the ground to his followers, who existed amongst the nascent Galuyn as time went on. When the War of Thorns claimed the life of the Wicker King, Yolth answered their cries for aid in the form of the magic used to resurrect and empower the Galuyn. Ironically, his absorption of much of Naith’s life force caused his corruption to be broken. This did not mean that Yolth had returned to his jovial self, however, that part of him was gone. Worn away by cynicism and the feeling of power he had taken on; Yolth retained some of the newer ways he had brought onto himself, such as sacrifice and blood power, just serving his own ambitions, rather than anyone else’s.

During the troubles in the Reach that led to the creation of the Rionasai position, Yolth spoke to his keeper, Yori an Riahmtine, giving his blessing from within his domain.

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KOL’SIR�Spirit of the Mountains

Perhaps one of the most revered gods in the pantheon, Kol’sir, the Spirit of the Mountain and the Unbreakable Bond is often misinterpreted by outsiders. According to legend, there was once a singular god, known as Kolsir, a great bear whose craftsmanship shaped the world as we know it, and it was his power that invoked the lands and mountains into existance. From Kolsir came his forgemasters, the mighty Ollmhor, the giants of Galuyn Legend, who aided Kolsir in trekking through the mountains. It is said that, in time, Kolsir found it difficult to watch over the world, splitting his essence into two. From this split came the twin gods, revered as one, Kol and Sir, or simply, Kol’sir.

As with many Gods, Kol’sir faced against Yolth and his deceptions. After stealing a large amount of Kol’sir’s iron for his own uses, Yolth deceived the two bears on a false hunt, sending them off into a wasteland, where they were hounded by Yotlh’s children, magical rams. Without their previous strength as a sole bear, Yolth was sure that this army would overwhelm the separated pair. Using their bond, however, they reunited, and while not the single bear of legend, they fought and held just as much power, defeating the rams and destroying their powers. In the years that followed, Kol’sir masterminded the scheme to end Yolth’s reign of terror, and crafted the masterwork prison that still holds the Underdweller to this day.

Yolth defeated, Kol’sir was weakened. The Rams had been made lame and without magic by Kol’sir’s power, and Yolth had been imprisoned, but they were left without much of their power as a result. They had championed many of the other Gods in their bout, such as Faye, and were now exhausted. Resting within the mountain, Flame’s Berth, the two entered into a near endless slumber.

Many who revere Kol’sir do so for their strength, as they personify the warrior way, and the idea of protecting one’s family, friends, and holding the willingness to sacrifice one’s well being for the sake of ensuring the safety of others.

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KOL’SIR�The Unbreakable Bond

Kol’sir are the twin bears of strength in Galuyn legend, and are known as master craftsmen. They are the sons of the great bear, Ursol, who wandered the land near Flame’s Berth before of the War of the Ancients. Using the great mountain as one of his dens, his sons, Kol and Sir were young when their father was slain, but his spirit guided them from the Emerald Dream, alongside the other children of the Wild Gods. Kol’sir developed a bond very similar to that of their father and uncle, working in tandem in all things.

It was because of this that many believed, as exposure to Kaldorei legend became common, that the Galuyn had somehow learned of Ursoc and Ursol, but this was proven to be false as the divergences grew, and later, the bears were found. Kol’sir led the army that was created during the War of the Gods, and were instrumental in uniting the various gods that would become the Galuyn Pantheon. Having once been good friends with the Ram god, Yolth, it was their power that sealed him under the ground, in a cage meant for everyone’s safety, including the now maddened ram. They put forth the idea of imbuing Raeok with their power, as well as weaponizing the humans that followed them against Kil’zoth and his army of darkness. As a result, they converted Flame’s Berth, their home, into a haven for the Galuyn to use for crafting.

In the aftermath of the war, Kol and Sir were beleagured, and entered into Flame’s Berth to rest, giving the Galuyn a single charge, to restore the lands as they would a piece of armor. This order was lost to translation over time, and the bears entered into a near endless slumber. This slumber was disturbed by the Wicker King resurgent, who used the power of the Nightmare to find the ancient bears, who slumbered deep within the mountain. While his ritual never came to fruition, as he was slain by the Blades of Greymane, when the Nightmare surged under Xavius, they resumed the Wicker King’s hunt and corrupted the bear, Kol.

With Sir’s aid, the Blades defeated Oisin an Gabhatine, who had been led astray by the corrupted Kol, and Kol himself. Purifying his brother, the bears bestowed their blessing unto the Gilneans, before returning into the mountain to oversee the land, and aid their followers.

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LEKA�Spirit of Guile and Poison

Leka is the Unknown Mistress, Keeper of Poison, and the Spirit of Guile. None are as ambiguous as the snake goddess, who is said to lurk within the mists that erupt from beneath the world. Her legends are often confusing and muddled, and it is said that even in his madness, Yolth dared not to approach the Lady of Sorrows. Ever the mastermind of fate, Leka’s cunning is above that of all of the other gods. From her fangs drip the most deadly of venoms, the toxins able to slay even a god if so willed, and her followers distill her ancient power into endless amounts of various poisons to aid them in their tasks. To cross Leka is to have a death wish, and Leka only acts in her own best interests.

Leka’s serpentine children include the Wind Serpents, one of the few creatures that do not owe allegiance in the skies to Faralani. It is said that during the war between gods, Faralani entered into a pact with Leka. In exchange for an anti-venom, to destroy a mighty poison that Yolth had unleashed upon her children, Faralani would grant some of her power to a single one of Leka’s children, who would create the Wind Serpents. The Demigod, Harak, was born, and is known as Leka’s great messenger champion. With this bargain completed, Leka gave Faralani the antivenom.

With Hyroth at work, Yolth’s poison was defeated, and later, the Ram himself. What Faralani did not know, was that this was ultimately a part of her plan all along. Yolth had come, bended knee, to the great serpent, offering her his services. The ancient Ram sapped some of Galane’s power as she slept, granting the power of Stealth to an orb, and returned it to Leka in exchange for her venom. Granting it to Yolth, Leka now gifted her followers with the new prizes she had won. Having played both sides, in the end, Leka had gained the powers of Flight, and the ability to hide from Sayat’s eternal gaze; a gift she grants to her followers readily as long as they continue to bring the great serpent offerings. Many of her followers, as a result, are often assassins, or deal in poison and death.

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LEKA�The Unknown Mistress

Unlike many of the other gods, Leka’s mythos is almost entirely accurate. There is little to tell of the serpent, and as a result, what translated was usually well kept. Leka did deceive Yolth, using him to steal an artifact under the care of the other Gods known as the Eye of Galane, and did double cross him, giving Faralani the anti-venom for her poison in exchange for the egg of a Wind Serpent, whom she imbued with her own power giving birth to her son, Harak, the Prince of the Night Sky. Many of Leka’s legends are in the same vein, and many of them, hold truth, as Leka’s dealings with the other gods would always end in her favor.

During the War of the Gods, Leka was the only god to deny the call to arms issued by Kol’sir, a grave blow to their plans, as Leka’s power was rivaled by few in the Pantheon. When pressed, Leka’s answer remained the same, as the war was not within her interests, and regardless of who would win, she would remain unphased. Such was true, as even Kil’zoth knew not where Leka’s ancient lair resided. Ultimately, the War raged on without Leka, leaving the ancient mistress, and without her power, the Wild Gods were losing. Approached once more by Hod, the saber cat was rebuffed briefly, before a deal was finally struck. A corpse was to be brought to Leka at the end of the war, in exchange, her venoms would be used by the Galuyn to fight the Old Gods. The corpse of a Faceless One. Confused, but desperate, Hod agreed.

Leka made her only appearance to the others during the imbuing of Raeok, where she willingly sacrificed a small portion of her power to imbue the man; a show of faith, and to ensure the others remained aware of the mighty strength of the snake, before returning into the mists below. By the end of the war, before his exile, Hod made good on his promise; delivering the corpse to one of the podium caves that eked out the mists from Leka’s realm. The corpse vanished, and with it, Leka used her might to learn some of the darkest secrets of guile from the Old Gods, without them able to reach her, once more cementing her place in the world as the Unknown Mistress.

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XXALA�Spirit of Fear and Sadism

Xxala is the Mother of Fear, Spirit of Fear and Sadism and matron of the Dark Woods. Having a place in many Galuyn legends as a minor character, Xxala was said to be the herald of Kil’zoth, cast off by Yolth when the latter broke free of Kil’zoth’s influence. Following that, Xxala was said to have been imprisoned by Kil’zoth for her failure to keep Yolth in line, forcing the Spider deep underground, so that she could hear Yolth’s mocking laughs from afar. Xxalan stories speak a different truth, that Xxala began to wane in Kil’zoth’s control, forcing him to enforce his dominion over her by way of a corrupted weapon, weakening and subjugating her.

Unlike the other Gods, Xxala was not originally recognized as one, nor did Xxala aid in the War of the Gods. Infact, Xxala is cited as being a Dark God alongside Yolth; having fought against the nascent Galuyn. From Xxala’s corruption she had poisoned Iscia to her eternal cycle of rebirth, it was her venom that led to Faye being made comatose, and many other nefarious schemes that were attributed to Yolth were done in tandem with Xxala. The minor God had enacted countless plots and nefarious deeds that nearly thwarted the efforts of the other gods.

Xxala was faced and slain by the Blades of Greymane when Kil’zoth first tried to escape by corrupting Yim’nir to lift the veil. Weakened by the plunging of one of High Priest Falesmire’s blades into her brain; the spider was defeated and the sword claimed by the Blades, and later used to seal Kil’zoth away. This freed Xxala from his influence, and her whispers were heard by many of the Everflame who dredged the woods. As a result, Xxala’s sagas are fairly new to the Galuyn, showing unknown perspectives on ancient tales, as well as countless other stories that did not exist prior of the Spider’s hand in crippling the work of the Gods, and her machanations to one day be free. She has been canonized as a God by the Council of the Coimeadai, after facing the Mac Tire Cairde in the Dark Woods.

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XXALA�The Mother of Fear

Within the shadows of nascent Gilneas had always crept the spider spirit, Xxala, an otherwise innocuous spirit of nature that held abnormal energy towards the Emerald Dream than her other spider kin. It was this potential that drew the eye of Kil’zoth when he beset Gilneas, taking the spider away from her home and twisting her with shadowy magics. In truth, Xxala remembers little of her life before this, having been empowered by stolen essence to become a potent spirit well beyond her years. Corrupted and without a true will of her own, Xxala was the key lieutenant for Kil’zoth during the War of the Gods, and was known to work with Yolth in their many atrocities committed against the Pantheon. Unlike Yolth, Xxala evaded capture, waiting within the Dark Woods for the call of her master; inflicting small miseries against the Galuyn. This was ultimately stopped by William Falsemire, leader of the Priests of the Silent Crow, who had been in secret aided by Yim’nir to defeat the remnants of Kil’zoth within the forest. Xxala was made dormant as Falsemire imbedded his blade, Shadowrender, into Xxala’s hide.

There she lay dormant, trapped in her own carcass, until she was raised once again by Kil’zoth upon his attempted resurrection by the Cult of the Drowned. Hindered by the Blade still imbedded within her, she was defeated by the Blades of Greymane, and her soul expelled to the Emerald Dream for the first time in generations. At long last, her spirit was free of Kil’zoth, and though her corpse was later reanimated by the Cult of the Drowned to use against the Blades a second time, Xxala purified herself of Kil’zoth’s taint while still retaining her own tendencies gained under his thrall, in particular, sadism and the joy of fear. At last, she was free, and at last, she wished to be known as more than a puppet.

She was finally resurrected in truth by her followers in the Everflame, with minor aid from the Gnarled Confederation. Her truest instinct, that of a mother, had never been washed away; and as such, she fiercely defended her followers as her children from the Gnarled attempting to use them. After entering into a pact with the Mac Tire Cairde, Xxala was recognized formally as a god, placing her within the Pantheon she once conspired to destroy.

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GALANE�Spirit of the Moon

Amongst the gods, none sit higher than Galane and Sayat, as well as their child, the blue moon known as Yulae. Galane is the spirit of the Moon and the night sky. Mother of the stars and the celestial heavens, it was said that she and Sayat yearned for children of their own, and as such, laid their great power to bare upon the world. From their devotion sprang the Realm of Spirits, and together they carved about the world as it is known. Their boundless love formed the basis from which all creatures, including the other Wild Gods would be formed, thus making them the greatest of the Pantheon. However, their inclusion in mythos is minor as a result. The most detached and mysterious of the pantheon, it was said that only Raeok learned the ways of communicating with the Star Mother and Cloud Father.

Legends tell of a mighty apotheosis that came upon Raeok as he slept; bringing him into the Realm of Spirits. Chosen by the patrons of the sky, they instructed him in the ways of nature’s balance, allowing him to bring these teachings back to his people. When the Gods would later bless Raeok; this teachings remained instrumental, as it is believed Galane and Sayat were among the first to bless Raeok in truth, that they had done so far before any of the others realized his potential. Galane was said to be close to Gurnye, her eternal companion.

It is said that Galane and Sayat’s love was so intense, that in order to have a true child of their own, they manifested a piece of themselves together; creating Yulae, the Blue Child. Nestled deep with their mother at all times, the three celestial bodies were said to watch over the world, forever in view. Fearful of their power, Yolth focused on weakening this trio. He deceived Galane into entering a plane of mundane energy; preventing her from manifesting fully. As a result, her power would drain; though her perseverance allows her to temporarily escape and shine her radiance on the world, in a constant cycle of waxing and waning.

Those who follow the celestial creators are typically just Druids, as the powers of Galane and Sayat are echoed in harmony with the blessings of the other Gods, allowing one to take on their embrace together. As a result, there is no speaker for these gods; as they are ever present.

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GALANE�The Star Mother

Galane, Sayat, and Yulae are a complicated concept within Galuyn lore. As they only have a few significant stories, being the deceiving of Hod, which arguably focuses more on him than on Sayat and Galane, and in Gurnye’s fables, where it is said that Galane remains focused on Gurnye as one of her favored creations. They are said to be held above all Gods, and as a result, have no need to be constantly mentioned or otherwise given heightened importance; as to revere a God is to revere them both.

Galane herself is the personification of the White Lady, Azeroth’s primary moon. While this distinction is shared with Elune, as well as the prospect of lunar power, the similarities largely end there. They are akin more to An’she and Mu’sha, the Tauren celestial deities of the Sun and Moon who are the eyes of the Earthmother, but in Galuyn folklore; they serve no masters but themselves. Galane in particular is said to be the gentle figure of the two; a loving matron whose desire to show her creativity and love led to the creation of the stars, leading to her moniker as the Star Mother.

Unlike the other Gods, Galane and Sayat are very uninvolved with the Galuyn as a whole. The blessings Raeok received during the War of the Gods is, in truth, a training in conventional druidism, which he then passed on to the Galuyn as a whole. As a result, the Balance that is taught between the sun and moon is synonymous with the balance of nature taught by organizations such as the Cenarion Circle. While the Galuyn did not earn mastery of such balance as the Night Elves had, their understanding of its teachings settled the foundation of Galuyn belief as a whole. Thus cementing their societal importance on Galane and Sayat.

To become a druid is to walk their path, and in turn, one is expected to still hold a patron as any other Galuyn would. But as a druid, these patron’s blessings become much more real; such as shapeshifting and other such magicks, which are said to be further gifts from the celestial couple. A method of conveying their mighty power, even if some might view their silence as indifference.

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SAYAT�Spirit of the Sun, Summer and Fire

Amongst the gods, none sit higher than Sayat, Galane, and their divine child Yulae. Sayat is the spirit of the Sun, Summer and Fire. Unlike his beloved, Galane, Sayat is seen actively as a fierce protector and warrior spirit; his mighty energy buffeting the world at all times. It is said that Sayat’s radiance is meant to inspire works of the Galuyn and all of his creations, but that his mighty gaze is meant to also test their perseverance. Few can remain in the constant heat of the mighty father, and thus he created elements of the sky to protect his creations; giving them moments of reprieve as he watched over them. This birthed his moniker as the Cloud Father, in reference to the gift he left upon his children.

Legends tell of a mighty apotheosis that came upon Raeok as he slept; bringing him into the Realm of Spirits. Chosen by the patrons of the sky, they instructed him in the ways of nature’s balance, allowing him to bring these teachings back to his people. When the Gods would later bless Raeok; this teachings remained instrumental, as it is believed Galane and Sayat were among the first to bless Raeok in truth, that they had done so far before any of the others realized his potential. Sayat was said to have chosen Hod as his champion, giving him powers over seasons.

Yolth preyed upon this decision by deceiving Hod into challenging Sayat; giving the spirit of the sun his great power to make it seem as though Sayat were challenging Hod in a matter of their strength. Hod’s power and pride would lead to hubris, as Sayat could not bring himself to smite Hod; thus leading to Hod winning the duel and injuring Sayat gravely. In his weakened state, Yolth separated Sayat from Galane and Yulae; creating the night, as Sayat’s injuries prevented him from watching over the world eternally; leaving Galane to take on his vigil. While Hod would take on a penitent charge for this, it is said that Sayat showed the might of restraint; as even in defeat he refused to unleash his terrible power to destroy his friend.

As stated previously, those who follow the celestial creators are typically known as Druids.

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SAYAT�The Cloud Father

Galane, Sayat, and Yulae are a complicated concept within Galuyn lore. As they only have a few significant stories, being the deceiving of Hod, which arguably focuses more on him than on Sayat and Galane, and in Gurnye’s fables, where it is said that Galane remains focused on Gurnye as one of her favored creations. They are said to be held above all Gods, and as a result, have no need to be constantly mentioned or otherwise given heightened importance; as to revere a God is to revere them both.

Sayat himself is the personification of the Sun and the Galuyn’s limited understanding of the Light. When faced with the armies of Arathor, and their light wielding priests and battle clerics; it was believed that these people had somehow stolen the powers of Sayat. While their understanding of the Light came, by force, it is believed by some still that Sayat’s grace was stolen by Arathor in some capacity, and the Light that they worship and manifest is a false god. Exposure to Tauren Sunwalkers and the worship of An’she has only furthered this belief. Amongst a group known as the Radiant, a splinter group of Galuyn who live in the mountains east of the Fallow Crest, it is believed that the Light is the dominant force that had elevated Sayat, and that he is the champion of the heavens. As a result, according to Radiant beliefs, the Light created Sayat and Galane, who then created the rest of the Gods, and the Light is the true source of the power of the Gods.. This belief is not well received in other clans, and has led to the Radiant being looked at with some disdain by others.

Sayat’s moniker as the Cloud Father comes from the belief that he bestowed the clouds upon the world, and that he is seen as the father of all creation alongside Galane. As stated with Galane, there was no involvement with Sayat and Galane towards the Galuyn, rather, it was through Raeok that teachings were attributed to them, and their followers became Druids.

Many invoke Sayat’s name in rituals of courage or strength, hoping to sup from his personification of strength, and many fathers strive to place their children in Sayat’s grace for the future.

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The Demigods

of the

Galuyn

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DEMIGODS�Lesser Spirits

The Demigods of the Galuyn are a sect of Natural Spirits that are not as powerful as the Wild Gods of the Galuyn. While they are similar in nature to the rest of the Gods, their lesser nature places them as paragons or scions of other gods. In some, rare, cases there are independant demigods, who do not hold loyalty to one of the greater gods, but these lesser demigods are not well documented and are mostly seen as natural spirits that inhabit the lands of the Realm of Spirits. As such, all demigods are seen as spirits of power who bestow blessings, but these blessings originate from other gods, or are not as potent.

Iscia

Affiliated God - Gurnye

Iscia is the daughter of Guryne and seen as the paragon of the Mother of the Sea. A great winged sea serpent, Iscia’s tale states that she was actually from the clutch of Leka, who attempted to deceive Faralani into gifting one of her brood with flight by sneaking her egg into Faralani’s nest. While successful, Iscia was cast out, and only given clemency through the intervention of Yim’nir. Alone and frightened, Iscia’s cries attracted Gurnye, who bestowed the serpent with her own blessing to allow her to breath within the ocean waters. Swimming with Gurnye, Iscia was adopted by the whale, and became her daughter. Iscia has represented her mother many times in the legends, and undergoes a cycle of eternal rebirth.

Artwork by Zyavera

Iscia amongst the ocean waters.

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DEMIGODS�Lesser Spirits

Harrak

Associated God - Leka

Harrak, also known as the Prince of the Night Sky, is the son of Leka and her second attempt at getting one of her brood the gift of flight. While Iscia was successful, Gurnye’s adoption of the serpent before Leka could find her foiled her plans. Harrak was borne of a plot, where Leka pitted Yolth and Faralani against one another, gifting Faralani the antidote for Yolth’s poison, a poison she gave Yolth, only if she gifted one of her brood flight freely. Harrak, as such, rules over the Wind Serpents, and is known as Leka’s favored champion and child, bringing his mother’s wrath whenever needed upon her foes.

Artist Unknown

Harrak is known to summon mighty gales that herald his coming.

Tayrian

Associated God - Faralani, Yim’nir

Tayrian is a Roc demigod that was born between the union of Faralani and Yim’nir. The only one to survive of their clutch, as the rest of the eggs did not survive gestation, as the powers of Yim’nir and Faralani in union were too great, Tayrian was always favored by his mother and represented his father when Yim’nir was not present. However, Tayrian was corrupted by the Old Gods with Yolth’s aid; leading to his imprisonment. Starting the blood feud between Yolth and Faralani as a result, Tayrian was only finally freed from his madness during the invasion of the Legion, where he was restored by his mother’s efforts and that of the Skysworn.

Artwork by GENZOMAN

Tayrian is a massive Roc whose mighty powers consist of both Faralani and Yim’nir’s combined.

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DEMIGODS�Lesser Spirits

Ria

Associated God - Yolth

Ria is the consort of Yolth and is a white goat demigod that often has flowers in her fur. She is seen as a motherly figure, though she often does not talk to those beyond her chosen. Unable to bare Yolth’s children, but still seen as the ‘matron’ of his followers, Ria had managed to evade the corruption that befell her lover; though she still extolls his virtues. As such, while not malicious like Yolth, Ria still instructs in manners of deception as well as harnessing blood magic; her methods are just less as violent as well as lacking the corruptive nature of some of the abilities Yolth tends to grant.

Artwork by Alteya

Ria has, in the past, chosen Galuyn to serve as her keepers.

The Consort

Associated God - Faye

The Consort is a Stag demigod and is Faye’s nameless lover. Whether or not the Consort at one point had a name is unknown, though his association with Faye has become all that is relevant. Having been driven into a grief stricken frenzy alongside Kryfta when Faye was placed into a comatose state. Unlike Kryfta, however, The Consort’s grief consumed him, and made him liable to corruption. As such, he was hunted and put down by Faye’s followers to release him from his torment. When this was done, his spirit was purified and reunited with Faye in the Realm of Spirits, but he returns every spring, thus necessitating the springtime hunt.

Artwork by Alteya

When freed from his corrupted state, his soul reunites with Faye pure once more.

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DEMIGODS�Lesser Spirits

Yulae

Associated God - Galane, Sayat

Yulae is the daughter of Galane and Sayat, and is known in the sky as the Blue Child, Azeroth’s second moon. Despite having existed for thousands of years, Yulae is still considered a child in comparison to her mother and father, and is constantly with her mother, Galane, who protects her through the night. A blue moon, Yulae is said to hold immense potential, and eventually, she will replace both her mother and father as an eternal celestial body in the sky to watch over the world when their time has come to an end; bringing about an eternal vigilance without end as well as boundless harmony.

Artwork by Bev Veals

Yulae is not often worshipped outside of her mother and father, but is revered.

Dreayus

Unaffiliated Demigod

Dreayus, also known as The Hungerer, is a massive Wild God boar spirit. Worshipped by the Chillborn for generations heretically, by way of Dreayusi Worship, it was revealed that while Dreayus is immensely powerful, as powerful as the Gods themselves, his mental aptitude is equivalent to that of a child. As such, despite his great power, he understands very little beyond eating and wandering around; thus leading to his capture by the ancient Crithe who abused his powers for prestige. He is now free to wander once more, able to visit his friends amongst the gods who treat him kindly, albeit as though they would someone young.

Artist Unknown

Dreayusi worship has largely died out since the revelation he was not all powerful.

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The Coimeadai

of the

Galuyn

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COIMEADAI�The Keepers - Servants of the Gods

It is impossible to address the Gods without addressing the Coimeadai. The Coimeadai are a caste of warrior-priests that have dedicated themselves to the Gods in totality; their oaths sworn to their patrons higher than other priests or devotees. In exchange for these pacts that they seal with their patron, they are granted various abilities and powers that they are sworn to use in the name of their gods; each victory an offering to the Pantheon.

The Coimeadai were a reclusive group until the Wicker Incursion, which saw the Galuyn invade The Reach under the command of the Thorned Council. While the initial invasion was repelled by the Reachman forces, the advent of this movement was heralded by the recruitment of the Coimeadai from their ancient charge within the Grand Temple of the Gods, a massive structure within Wickenden City, said to have been founded upon the area where Raeok once made his home. Having closed themselves off from the rest of the Galuyn, the Coimeadai were seen as glorified temple guards; many of the Coimeadai had not taken to the field against the Gilneans properly in years. Those that did were forbidden from usage of their powers unless their lives were threatened. This led to the Coimeadai to have been considered more of a myth; a legend told of the Temple’s guardians to prevent anyone from disrespecting its grounds.

The Coimeadai fielded after being shown a vision from the Gods that the Gilneans sought to destroy the Galuyn way of life, starting with their Pantheon. It was later found by Grand Coimeadai Yurea an Galubaile, the leader of the Coimeadai and High Coimeadai of Raeok, that these visions were false; sent to them by the Wicker King. While Yurea chafed at the idea of being tricked, the Coimeadai had already begun to work with the Wickers, and as such, had committed themselves. Not all Coimeadai agreed with this, however. When the visions were questioned, more than just Yurea found their duplicitous nature. Defecting from the Wickers, these Coimeadai allied with the Gilneans to free what they saw as an oppression of their faith; as the Reachmen had also held the Galuyn Pantheon. These Coimeadai went on to join with Alastar Woodcourt and his men, forming the Arbor Wardens.

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COIMEADAI�The Keepers - Servants of the Gods

Through these defected Coimeadai, the Gilneans managed to train their own, which they dubbed the Gilnean translation of Coimeadai - Keepers. These Keepers were instrumental in eventually aiding with removing the wards that shrouded Wickenden City, giving the Gilneans the opportunity to at last defeat the Wicker King. During the time between the Wicker Incursion and the invasion of Wickenden City, the Coimeadai’s relationship with the Wickers degraded heavily over time. Yurea disagreed frequently with the Thorned Council, finding their methods to be profane and the idea of throning the Wicker King as a god was something she was strongly against. This culminated during the siege of the City, where the Wicker King and the Thorned Council mandated the Council of the Coimeadai, to invoke their gods and grant their power to the Wicker King. Each of the Council Members served to represent one of the gods, bar Galane and Sayat who were represented through their champion, Raeok. When Yurea refused, the Wicker King sent the energies of the Emerald Nightmare to destroy the temple and take the power of the Coimeadai by force.

This coincided with the arrival of the Gilnean invasion force, who quickly allied with the remaining Coimeadai as they had stood against the Wicker King now in full. Several members of the Council were slain, including the representatives of Faralani and Kol’sir. The representatives of Hod and Faye, Hoytin and Faytia respectively, were taken captive, and the representative of Gurnye, Eryna, fell in support of the Wicker King. This left the temple under manned, especially when the representative of Yolth, Yori an Riamhtine was overpowered by the Wicker King’s energies and driven insane. Aiding the Gilneans as best she could, Yurea ultimately sacrificed herself once the Gilneans promised to save their people, as well as the faith of the Galuyn, to purge the temple. In a resounding burst of energy, she freed Yori from his madness and wiped out all nightmare energy from the Spiritual District of Wickenden. The aftermath left the Council extremely at odds, but they managed to rally. Eryna, who also led the Wavewalker Clan, was convinced to rejoin the Council after it was revealed that the Wicker King had taken Faytia, her sister.

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COIMEADAI�The Keepers - Servants of the Gods

After Faytia was freed, the joint Gilnean-Galuyn forces defeated the treasonous Chillborn clans, and managed to free Hoytin from his captors. The council joined the Gilneans in the final battle against the Wicker King, with the representative of Kryfta, Amyas an Galubaile chosen over the representative of Leka, Dumenhai an Dualach-laoch to succeed Yulea. In the months that followed, the Galuyn rallied under the Council and formed the Mac Tire Cairde as a faction to replace the Wickers for governance of their people. The Council managed to lead well for a time, but their reliance on the Gods for lessons suited ill for statesmanship. During the Ruileas Incident, the Council inadvertently made it legal to pursue blood feuds, leading to a near internal war between the Galuyn. Intercession by the Blades as well as the forces of Aleyina an Leanai-Iscia, otherwise known as Aleyina Nathair, led to the Galuyn creating the position of Rionasai, which would serve as a judicator to assess issues and laws for the Galuyn, as well as acting as their appointed representative in the Duchy of the Ashen Coast’s nobility.

Upheaval eventually rocked the Coimeadai after the Waygate in Wickenden was opened; leading to a flood of Wicker creatures to rush out and invade the Spiritual district. In the ensuing chaos, Amyas and Hoytin were both killed, leading to Yori taking over as Grand Coimeadai. Under Yori, the council experienced an unprecedented renaissance. Yori revitalized interpretations of the sagas, ordering many of them to be catalogued and translated into Common, as Galui was still being revived as a written language at the time. In addition, the Coimeadai process was given emphasis and expanded, flourishing the extremely dwindled numbers of the Warrior-Priests, seeing many Galuyn heroes, and some Gilneans, rewarded with an appointment to a Keeper position. This moved them away from their role as only sacred priests and more into the dwelling of warriors of the Gods. Lastly, Yori organized the Four Lodges of the Gods, which sought to gift Coimeadai with additional blessings that were given to Raeok on his ascension, albeit in minor form. These blessings were inspired by the pact of the Skysworn, leading to Coimeadai being given additional training that took inspiration from various gods whose aspects and virtues were similar enough to mesh well when put together.

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COIMEADAI�The Wheel of Sagas

As mentioned, the Coimeadai are now split into Four Lodges, which include three gods each. The only gods excluded from these lodges, once again, are Galane and Sayat. This is because, as the progenitors of the world, their power is too great to be handled by mortals in full. As such, a fraction of their powers were given to Raeok upon his ascension, and his Coimeadai now represent Galane and Sayat through championing Raeok, their original chosen.

These four lodges are bound together by the Wheel of Sagas, a holy marker re-sanctified by Yori an Riamhtine during his studies to revitalize the Coimeadai as a whole. The Wheel of Sagas is a marker which depicts all fourteen gods (with a minor addition to include the newer god, Xxala) as well as many of their demigods and brief showings of their legends. It is according to the creed of the Wheel of Sagas, that the Coimeadai are sacred witnesses of the Gods and through their actions and the deeds they see, the Gods bare witness to the devotion of the Galuyn. This wheel and what it symbolizes brings meaning to the Coimeadai’s place amongst their kin; as they essentially are seen as the ones who can tell the Gods of the deeds of their companions by merely being in their presence.

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COIMEADAI�The Four Lodges

Wildheart Lodge

Associated Gods - Kryfta, Hod, Leka

The Wildheart Lodge is the most populous of the Four Lodges. This is because of the inclusion of extremely common gods such as Kryfta and Hod, and to a lesser extent, Leka. Those of this lodge are often warriors, dedicated to causing as much damage as possible through their weapons. They are dedicated and courageous fighters, as each of their patrons is known for taking great honor in being gifted offerings of battle. As such, they fight with the fury of the Wolf, Sabercat and Serpent in one; becoming some of the deadliest warriors the Galuyn can offer.

Shutterstock Stock Image

The visage of a ice-cloaked snow-wolf emblazons this Lodge, a credit to the three gods of the Wildheart.

Skysworn Lodge

Associated Gods - Faralani, Hyroth, Yim’nir

The Skysworn Lodge is the only one of the Four Lodges that originate from the Gods themselves. Created as a pact with the Galuyn who worship them, the three bird gods gift their various powers to their devotees in the form of the sorcerous muses of Hyroth, the vicious Winds of Faralani and the deathly shadow of Yim’nir. This lodge was once one of the most populous, but after the incursion of the Emerald Nightmare, many Skysworn were slain in the defense of their home, The Great Bough, a massive tree in the Realm of Spirits where all Skysworn are sent upon their demise.

Shutterstock Stock Image

An owl represents the Skysworn, the three pointed triangle paying homage to the three gods.

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COIMEADAI�The Four Lodges

Preserver Lodge

Associated Gods - Kol’sir, Gurnye, Xxala

The Preserver Lodge is the second most populous Lodge of the four, owing this in particular to the dedication to Kol’sir and Gurnye. Somewhat controversially, the two are also held in reverence with the Mother of Pain, Xxala. This was done as while Xxala’s followers may seek to bring pain, they also shepherd their kin and those outside of their holy masochistic tendencies from it. As such, all three gods are known for their protective qualities, and their willingness to face adversities and judgment in order to protect those that they love and care for.

Shutterstock Stock Image

The visage of a stalwart bear, accented by sweeping wave markings and blood pays homage to the Preserver Lodge.

Mystic Lodge

Associated Gods - Yolth, Faye, Raeok

The Mystic Lodge is the least populous of the four lodges and is also the newest covenant to be created. While the Preservers and Wildhearts existed informally prior to the creation of the Lodges, the Mystics did not in any capacity. They were created in order to divine the mysteries of the wild and the spirits, as well as to support and aid their allies with their enchanted spellwork. They are differed from the mages of Hyroth in that their magic is typically divined from the natural aspects of the world; though some arcanists are within their number. They divine their power from Yolth, Faye and Raeok.

Shutterstock Stock Image

The Consort represents this lodge, as all three Gods are known for their antlered depiction and interacted with him.

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Factions

of the

Galuyn

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Never has there been, and never will there be again, a faction as utterly influential on the Galuyn people as The Wickers. Formed by Naith an Galubaile before his ascension as the monster known as the Wicker King, the Wickers were a cultural movement dedicated to the preservation of the Galuyn society against Arathorian, and later Gilnean, encroachment. A noble goal at first, which came to encompass all of Galuyn society, the Wickers spiraled from a just and brave group of freedom fighters into a horrific tyrannical dictatorship run by a group of despots. Their initial goals, being the reclamation of their territory from Arathor and Gilneas, eventually became unobtainable; and their follow up, the preservation of Galuyn society became impossible over time as well; as

FACTIONS OF THE GALUYN�The Wickers

their own policies degraded the Galuyn. The Wickers held full control over every clan and Elder Blood for hundreds of years, enduring the War of Thorns and eventually even the Second War of Thorns, which saw the faction lose extreme traction with the Galuyn at large. This was due to the Massacre of the Oakenborn, and later the enslavement of the Everflame, which divided the clans heavily. In the wake of their loss in this war, the Elder Blood clans splintered into smaller successor clans, of whom many paid homage to the Wickers; but did not heed their calls outside of necessity. The Wickers ultimately remained the largest organized Galuyn force, holding out within the city of Wickenden for generations; protected by magical runic wards that shielded their city from view. When Gilneas was invaded by the Horde, a chain of events were set off for the Wickers that caused them to aggressively recruit clans back into the fold; as they believed this was the chance they had needed to reclaim their lost glories. Ultimately, the Wicker Invasion of the Reach was not successful, and though they managed to claim some territory, such as The Grip through Kolrick an Dualach-laoch, internal disagreements eventually led to them losing this territory as well. Ultimately; the Wickers met their end when the Wicker King was resurrected by the Thorned Council, and ultimately both were defeated by the Blades of Greymane and their allies in the Council of the Coimeadai. In the wake of their defeat, the Blades and council formed the Mac Tire Cairde to fill the void the Wickers left behind; though many clans did not follow them.

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Formed in the wake of the defeat of the Wickers is the Mac Tire Cairde, otherwise known in common as the Wolfpact Galuyn. It is the result of an agreement had been reached between the Council of the Coimeadai, who had assumed temporary leadership of the Galuyn after the death of the Wicker King and Thorned Council and the Blades of Greymane. In exchange for accepting the Galuyn as a cultural minority within Gilneas, therefore making the Galuyn Gilneans by proxy, and accepting Gilnean rule, the Galuyn would be given autonomy to manage themselves within the kingdom; as well as cultural freedom to practice their heritage as they saw fit. While not the daunted total freedom and Galuyn nation that had been promised by the Wicker King, it was more than the Galuyn had in

FACTIONS OF THE GALUYN�The Mac Tire Cairde

generations. As such, the Mac Tire Cairde began under the leadership of the Council; though this eventually proved ill suited. The council were priests, not statesmen, and their methods of counsel as well as leadership were based around their sagas. This was not always applicable, or even the best solution, leading to the Ruileas Conflict, in which several factions of Galuyn began to fight over various old grudges and for land. This was eventually settled by a small force led by Aleyina Nathair, who insisted the Council needed to have an oversight. This was eventually granted by way of the creation of the Rionasai, a judicator for the Galuyn, who would rule in tandem with the Council; handling matters of state while the council handled matters of faith and culture. As the Galuyn would never accept another Wicker King due to his betrayal of their people; the Rionasai position was created to give the Galuyn a centralized leader as well as ensure a form control over the various factions within the Galuyn society. The Mac Tire Cairde is the largest Galuyn faction; owing to its alliance with the Gilneans which has thus far proved extremely beneficial for the Galuyn at large. Their crest contains the golden shield of the Wickers, as it had come to represent the Galuyn as well, though it is flanked by the crests of the Elder Blood clans. The only clan stricken from this is the Dualach-laoch, the Gnarled, as the majority of these clans left to form the Gnarled Confederation under Kolrick an Dualach-laoch; though it is worth noting there are still some Gnarled who are in the Wolfpact.

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Like the Mac Tire Cairde, the Dualach-laoch Conaidhm, (otherwise known as the Gnarled Confederation in common) was formed in the wake of the fall of the Wickers. Led by the leader of the Gnarled clan, Kolrick an Dualach-laoch, the confederation is, as the name implies, made up of various Gnarled clans that followed Kolrick. Having been instructed by the Wicker King to claim The Grip under the pretense of working with Gilneas; Kolrick did as instructed, albeit in a different manner. With half the island claimed, Kolrick intended to return to Wickenden City to rally under the Wicker King before being stopped by a forest troll named Zulizan. Leader of the Barkhide Tribe, a tribe of forest trolls that accompanied the Horde in their attack on the Grip

FACTIONS OF THE GALUYN�The Dualach-laoch Cónaidhm

Zulizan revealed to Kolrick what he had seen. Gifted with The Sight, a prophetic power, Zulizan showed that Kolrick would return to Wickenden and be consumed by the Wicker Crown when the Wickers falsely claimed him king. Denying the false destiny placed before him by the Thorned Council, Kolrick refused to return home and allowed the Wickers to fall without the Gnarled’s might at their back. Without the Wicker King or the Thorned Council, many clans flocked to the leadership of the Mac Tire Cairde; though Kolrick offered a second option to those who wished not to remain under Gilneas’ thumb. Forming the confederation, Kolrick rallied Galuyn under his banner on the Grip; which he would later use ancient magic to split the island in two, pushing his half out to sea and creating the Warrior Isles. Now crowning himself King of the Confederation; Kolrick rules with his majordomo, Zulizan, over various clans who have been disillusioned with the idea of working with Gilneas.

A close successor to the goals of the Wickers, Kolrick believes that the Galuyn can rise again if they make their mark on the world, rather than futilely attempting to stop the changes around them. As such, they use their looted Horde weaponry, have changed their ways to include troll Loa in their pantheon of gods, and have even begun to create bastardized Coimeadai-Primal hybrids. The faction was ultimately defeated, with their home-base of the Warrior Isles destroyed by the duplicity of Zulizan. Having convinced Kolrick at last to give up his fight, the man surrendered to the Mac Tire Cairde; with he and the Gnarled returned to their people.

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Lead primarily by the fallen aristocracy of the Wickenden faction among the Mac Tire Cairde, the Dílis don Rí remain loyal to the ideal and the idea of the Wicker King, prior to his corruption. Lead by families who have distant relations to Naith an Galubaile, they are the fallen princes and princesses of a dynasty that lost its power later to the Council of the Coimeadai and then the Rionasai with the Mac Tire Cairde. The bulk of their membership, as a result, are disenfranchised Galuyn from the Wickenden; though some come from other power circles that were originally set to inherit power from their forebears, or in the case of a loss of favor amongst the burgeoning elite of the Galuyn people.

FACTIONS OF THE GALUYN�The Dílis don Rí

Unlike other factions, which have traditionally warred against one another, the Dilis don Ri could be considered a sub-faction of the Mac Tire Cairde; as all of its members currently serve said faction, with some even serving in high positions of power. The faction is headed by Deidre an Galubaile and Laogh an Galubaile, two women who trace their bloodlines independently back to the Wicker King. As they are not independent of the Mac Tire Cairde, the Dilis don Ri seek to slowly integrate themselves into the power structure of the group before reintegrating the importance of their bloodlines. This has obviously been met with skepticism from those outside the group, though they do not currently pose any threat to the Galuyn at large; and have also proven invaluable in the toppling of the Gnarled Confederation.

The Dilis don Ri have mostly made a point of recruiting or affiliating with other leaders or prominent bloodlines. An example of this can be found in the match between Laogh and Finian an Achrann-croi, even if a genuine romance was born of the intention. The faction is notoriously hypocritical, however. Some of their members, though from prestigious families, do not necessarily echo the traits of their forebears. In other cases, such as Deidre herself who married a Gilnean, they are not keeping their bloodlines pure. Despite this, the message of the Dilis don Ri continues as a necessity to ensure the legacy of legends; acting as the closest element to disenfranchised nobility within Galuyn society.

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The Year

of the

Galuyn

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The Timthriall na Bliana refers to the celebratory cycle of the year, observed by most if not all Galuyn clans, though specific blessings during these Taoidí Naofa, or Holy Tides, may vary by clan the general celebration remains the same.

The Timthriall na Bliana are used as important markers through the year that also signify seasonal change, the most important festivals are celebrated in Spring, Summer, Autumn, and Winter.

Various clans may have lesser cycles or observations through the year. These feast days are typically celebratory of gods, or even demigods, and honor either a pact or privilege granted by the aforementioned spirits on those days. As an example, the Everflame hold a feast day for Harrak in thanks for his aid to their current leaders, Yori and Iseleen Riamhtine; though this feast day is not necessarily inclusive to all Everflame clans and may very well cease to be honored as time goes on and fewer give praise. It is not uncommon for feast days to only last a set amount of years.

The yearly tides are typically observed by all clans in some form, with most hosting local observations. For the observations that have large dedications to the Gods, it is typically within Wickenden City that they are observed in utmost importance, such as the Tides of Summer, whose main festival and dedications that declare the winning gods of the year will only be decided by the trials held within Wickenden’s arena, presided over by the Council of the Coimeadai.

This does not mean, however, that local celebrations are without their blessings. Typically, using the Tides of Summer as an example, the smaller celebrations will honor the gods with their tournaments or joint respective gatherings. This has been noted to grant blessings from that specific god to the clan as a whole for a short time. As an example, a clan may experience increased fertility if a champion of Faye wins a local Tides of Summer tournament of trials; though they must be a winner in earnest. Attempts to ‘game’ the gods by having certain champions win or rigged in their favor will notably accrue no such blessings, even from gods of deception such as Yolth.

TIMTHRIALL NA BLIANA�The Cycle of the Year

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Basic tradition among the Galuyn people states that during Uasal Earraigh the Galui people honor their Gods, specifically Faye with the first hunt of the season. Dressed in nothing but light leathers, most of their skin revealed and painted on with woad and the runes of their people the men and women divide into various groups to hunt a large stag, the great stag, who is supposedly Fayes Lover come to test the Galuyn.

UASAL EARRAIGH�NoblegardenThe Nobles of Spring

Art by Alteya

Usually divided in three groups the groups track and lure the stag towards the area of the hunt. Setting up certain parameters in the woods to keep the stage in an approximate area.

The groups then make use their natural skills, armed with only basic weaponry and the woad to protect them, tracking and seeking out the stag to capture, kill and prepare it for the great feast of Uasal Earraigh.

During the feast the group that caught the stag gets to eat first before permitting the other group to do the same.

Begging goodbye of the harsh winters that may have been present the first hunt is a symbol for the arrival of a new year. Spoken of in The Saga of Faye and her Lover, after the removal of his bindings to our realm the Great Stag returns to Faye to bring life back to our world.

During Uasal Earraigh the winning team gets to spar against each other, the winner of the spar is granted the stags antlers a symbol of strength and the new beginnings of the year.�

Legend claims that any children conceived by the winner of the antlers will go on to be great warriors of a clan, making the antlers a highly sought after prize by the individuals participating.

Each clan observes their own version of this specific ritual with differences in the Woad markings according to terrain and patron deity. Faye and her lover are further honored through poetry and hymns dedicated to them during the feast, one such hymn is The Nobles of Spring.

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The most important festival of the Galuyn people is Mhean Samhraidh. Among the usual celebration which includes boasting, drinking and feasting, the various clans divide into groups that fight for four days. Each group representing their patron deity. The importance of this is that the winning group of the tournament match dictates all celebrations and rituals for the coming year per their patron god. The current observed year is that of Faralani and Yim’nir jointly, after a year of

MHEAN SAMHRAIDH�MidsummerThe Tides of Summer

Gurnye, following Kryfta..

The clans come together to a centralized location. Woad markings are used as protection during the celebration and varies by team and patron deity. The primary celebration often is chosen as Wickenden City, which typically takes place within the arena of the city, where champions of the various gods will compete in a series of contests that will pit them against one another as well as making them work together. These contests vary by the year, though typically all of the gods are honored in some form. Depending on how the champions perform, different challenges may be posed if certain champions are not succeeding well enough and, as a result, their gods are not getting celebrated adequately. As an example, if the champions of Yolth are not doing well, a trial of Yolth may be posed.

These trials are enacted by the lighting of ceremonial fires, which symbolizes that the trials are underway. After the fires have gone out, the trials are finished with no method of starting them again until the flames are returned. As such, champions must consider the trials to be active as long as the flames are lit, even if it appears that they have been finished. These fires are symbolic of the eyes of the gods, and when they are put out, the gods are no longer watching. The winner is chosen by the amount of points awarded to a god and their champions by the end of the festival, typically coming down to a handful of gods competing at the end in a brawl format.

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Uasal Fhomir mirrors the tradition that every beginning has an end, in a circle of completion and renewal. In this spirit the nobles of Autumn not only celebrate the plentiful bounty gathered through the year but also the death of ancestors and honoring the dead of the Galuyn. Since death, in Galuyn tradition is a transformation rather than an end fréimhe domhain (Earthroot) are chief symbols of this time of year. The fréimhe domhain is a strange plant; it has rather small, thick evergreen leaves growing out of a dense, gnarled root system that protrudes above the ground, and usually is found in rocky soil.

UASAL FHOMAIR�Harvest FestivalThe Nobles of Autumn

As Raeok is the patron for this time of the year, the Galuyn see fit to honor him, other Gods as well as their ancestors through self-composed poetry, sagas, stories and song. The Galuyn will wear masks honoring their Gods in their pantheon and harvest flowers.

Lanterns are hung in the trees of the woods near streams to guide the spirits of the dead during the summoning of Raeok. The summoning itself is supposed to bring forth either Raeok himself or his fox companion Galu who are then honored with the composed works of the Galuyn and are supposed to return to the realm of the spirit with the words of the living for their fallen loved ones.

Depending on the cycle of the year the festival falls under, there is also a blessing to that specific god. In a year dedicated to Gurnye the rituals are held in the streams themselves, for example.

Art by Dancinfox

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Mhean Gheimhridh is a thirteen day celebration during which the Galui call upon an individual God of their pantheon every night until they made it through the cycle of their Gods. Through Aisling they attempt to be closer to their Gods and be granted audiences with the deity who is being celebrated on that particular day. Each God is honored with rituals of dance, music, and sacrifice according to their needs and call for worship.

MHEAN GHEIMHRIDH�WintersveilThe Tides of Winter

The Galuyn seek out the blessings of the Gods during Mhean Gheimhridh to prepare themselves for the coming year, not only are these blessings for themselves but also for their animals, fields and homes in general. That alone marks this festival of similar importance if not the same importance as Mhean Samhraidh.

The thirteen days of Mhean Gheimhridh are generally celebrated beginning with a celebration to Hod, the spirit of Winter and Frost to welcome the cold and Yim'nir to symbolize the death of plants and growth

under the sheet of ice and snow, and finally peaks with a celebration to Sayat and Galane the spirits of the sun and moon. The final day is generally dedicated to Faye who is called upon to bring back warmth and life to the earth.

The celebrations are typically used as bonding between families. It is not uncommon for relatives to meet together in a place special to their family, give thanks to the ancestors that are no longer with them, and the exchanging of gifts is also not uncommon. Smaller clans well often go about the rituals in union, while larger clans will be restricted to families. Of the various cycles of the year, the Tides of Winter are often seen as very personal, however, that does not leave out room for making spectacle of it. The Wickenden in particular are known to decorate the Temple of the Gods xtravagantly for this time.

Art by Nozomi

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AISLING�Dreamwalking

Aisling is a ritual during which the Galuyn people force a dream state without being asleep. Described as being both present in their wakened state and free to move in the Dream. The Galuyn people will heighten the sensation of Aisling with the chanting, the beating of drums and addition of other instruments, often horns of the hunt.

The ritual begins with the blowing of a variety of horns by groups scattered about in an area, similar to wolves howling and communicating through these howls. Once a specific number of these calls has been sent out with proper responses the gatherers of the group will hand out the Beannacht Babhla, a wooden bowl carved with runic symbols and filled with a mixture of dried berries, mushrooms, and nuts.

The members of the group will take two or three portioning of this mixture and consume it with a water that has absorbed the properties of an herb the Galuyn people refer to as Aisling Scragall [Dreamleaf]. The combined mixture of the water and the berries known as Aisling Caora is what ultimately pushes those that consumed the water and the berries into a hallucinogenic state that permits the Galuyn people to speak and interact with the Gods if they are granted such an audience.

During the Taoidí Naofa, the Holy Tides of the Galuyn, Aisling is used to call on the Gods and be in their presence to strengthen the coming rituals of the various tides.

During Uasal Earraigh, the group responsible for pushing the Stag towards the area of the coming hunt are the ones performing Aisling generally each night until the hunt of the Nobles of Spring begin. While Mhean Samhraid, the Tide of Summer observes all clans performing Aisling as a collective to call upon the Gods in their midst for the blessings to fight in their honors. Finally, during the thirteen nights of Mhean Gheimhridh, each night is dedicated to another God and the Aisling performed during those nights is specific to the God to be called upon for their blessings.

Aisling is used outside of Taoidí Naofa as well, an example of Aisling being used outside of the Tides are the people of the Gabhatine, who use Aisling for their Runae Caengal process, pushing themselves into the altered state while chanting the hidden names of their Runes over and over again until the Gods permit them insight into the building of new Runes.

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WOAD�Markings of the Gods

Woad is a specially prepared paint, with which the men and women of the Galuyn mark themselves for their various rituals. Woad can be used for anything from blessings of the various Gods of the Pantheon to personal blessings by the Hierophant, to healing markings done by the healers of a clan.

Each mark is specifically crafted for the individual looking for a blessing, and often applied by the sages of a clan. Woad is kept in a blessed wooden bowl engraved by a variety of Runes or a wooden flask with similar symbols for travel.

Woad is said to be made from a craft handed down by Faye according to the tales. Originally painted onto warriors to bring them clarity and healing; it was found that Woad, when spoken with the words of the other Gods, could bring them different blessings as well. The color of woad usually varies depending on area and what is available; but most clans will attempt to color their woad after their clan’s symbol to stay uniform. Some forgo this for other colors, with it not being uncommon to see warriors using Red woad to imitate blood for the sake of intimidation tactics.

To further this, the Gnarled believe that when Woad is mixed with other ingredients to change its color, it enhances specific blessings.

Red, the color of blood, is for martial strength and blessings in battle. This is the most often seen color for the Gnarled and many now associate it with the Gnarled as a whole as a result.

Blue, the color of the ocean, is for fortune and general blessings; especially at sea. Most Wavewalkers will mark themselves with blue Woad when leaving on raids, asking Gurnye not to sink their ships.

Green, the color of nature, is for healing and closeness with the gods. This can also be used for fertility, and it is not uncommon to see pregnant Gnarled women marked in green for a healthy term.

Yellow, the color of Sayat, is for clarity and wisdom. Gnarled sages often bare this color at all times.

Purple, the color of the darkness, is for darker blessings and may be used for curses and ill omens placed upon captives.

Orange, the color of waning sunlight, is often marked as a symbol for something coming to an end. As such, the dying or dead will be marked with orange woad; occasionally, warriors seeking to redeem their honor will mark themselves with orange; inviting Yim’nir to claim them if needed for the task.

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ASH IRON - DIA CRUACH�Metal of the Gods

Ash Iron, or in Galui Dia Cruach, which roughly translates to God-Steel, is a sacred metal to the Galuyn that has appeared in various sagas across their people’s history, as well as in the hands of some of their most sacred heroes. Ash Iron, as is known by the Gilneans of the region, is a strange metal of unknown origin that is extremely rare across the Ashen Coast. Dark and dusky in appearance, the metal holds intrinsic magical properties that make it very apt at holding and maintaining magical enchantments. The techniques of forging and working with Ash Iron were lost by the Galuyn with the purge of the Oakenborn, and while it could eventually be rediscovered by skilled smiths, there is very little Ash Iron to work with that would allow for the art to be rediscovered. Even the Oakenborn’s descendant clan, the Gabhatine, does not remember the secrets of it, leading to the few blacksmiths in the Ashen Coast who have honed their skills from various corners of the world to be a rare commodity for those who possess such illustrious items.

Ash Iron is often cited as a lost wonder from the Gods, as the various objects crafted and enchanted with it have been almost wholly lost to the Galuyn over time. The ancient sword, Bear’s Claw, was gifted to Raeok by the Oakenborn smiths and blessed with the powers of Kol’sir during the War of the Gods. This sword, formerly seen as the sigil of the Galuyn leadership, was lost after the War and re-discovered by Arathorian settlers. Eventually coming to be the sigil of the House of Cobalstant, it was seen by sages as an ill omen that the Gilnean house would use said weapon in their brutal campaigns against the Galuyn people.

Other weapons, such as Sky’s Grace, the Gryphon, and Blackroot, which all currently serve as the ancestral weapons of various gilnean houses, were originally the weapons of Galuyn champions throughout the generations.

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ANIMAL HUSBANDRY�Kinship of the Wilds

Animal Husbandry is a key part of Galuyn society’s survival. Their intrinsic bond with nature, gifted to them by the gods, gave them a keen ability to form a bond with nearly any animal they came across. As a result, the Galuyn often had roaming livestock and bands of otherwise feral creatures at their call. The wolves of the forest replaced the common tracking hounds, the deer, stags and moose of the wilds replaced the otherwise difficult to obtain horses, and the birds of the sky formed their scouts and messengers as they did in Gilnean society.

As a result of this, domestication in Galuyn society is uncommon, though some breeds have been noted. The Galuyn Wolfdog was created in order to have a more reliable method of equipping trackers with hounds. The Cliffmarch Courser is a breed of Galuyn horse that was known for its immense stocky size and unrelenting charge. This, as a result, led to the adoption of the breed by the Reachmen; who mostly caused the Galuyn to lose access to the horse due to their strong protection of their stables. As such, horses were dramatically uncommon amongst the Galuyn for quite some time, only more recently coming into favor over their replacements such as stags and moose. This process, however, is slow, and many have become accustomed to tending to their otherwise wild steeds.

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CURRENCY�The Markets of the Galuyn

While ancestrally the Galuyn once used currency, this fell out of practice a very long time ago after the Nation of Galu ceased outside contact with other human nations on a friendly level. Even then, Galuyn saw the concept of money as weightless; something furthered after the Cobals and Stantons attempted to pay their Galuyn mercenaries in gold, rather than tangible supplies.

Due to the hard, communal nomadic nature of Galuyn life, money is often not seen as something that is worthwhile. Most Galuyn will not be part of trade negotiations, as such, money holds little value to them. Currency is often still looted in Galuyn raids, not for use, but to be melted down and created into other things.

Galuyn trade amongst one another, and will attempt to with Gilneas, in the form of oaths, pacts, physical trade goods, or promises. A Galuyn warrior in need of food, for example, may offer a tavern his services in clearing out a local Gnoll tribe in exchange for room and board. Another example is that a Galuyn storyteller might offer entertainment and his skills for a time in exchange for aid with travelling to another location. It is a rare thing that Gold is brought into the equation within Galuyn society on its own.

Gold is often incorporated in Galuyn who are forced to live in a shared setting with Gilneans, or otherwise forced to interact with them regularly. This is only due to the fact that Gilneas has an established commercial system. These Galuyn, however, are already living outside of the typical Galuyn set up and as such this can be considered more of a side effect of living in Gilnean society than any actual adoption by the people at large; a matter of survival over preference.

Clans such as the Wavewalkers, who are forced to sometimes dock in foreign ports due to rough weather or other reasons, will carry some gold with them. This is not often a huge amount in comparison to what might be expected in a vessel, and it does not take priority as a mainstay in the cargo hold. This gold is purely for interaction with other, non-Galuyn, societies; and just as with Galuyn who live in a Gilnean area, it is only out of necessity rather than desire. The closest thing to traditional currency one might find is the trading of gemstones, as they are used similarly with embellishment; though some clans do use them for the creation of certain tools; specifically diamonds. That is not to say, however, that gems have supplanted currency, as a Galuyn warrior might refuse an offer of gems as they grant him no tangible benefit; whereas a horse or food would.

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The Runes

of the

Galuyn

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THE RUNES�The Cypher

The Runes of the Galuyn serve not only as letters of their alphabet in the Galui language, they have been used to write their stories and those of their gods in complete runic texts but they also serve as invocation methods upon their Runestones and the halls of their most cherished and sacred cities. While in a state of disrepair some of the largest and most complete texts can be found carved into the walls Flame’s Berth, the mountain city of the Gabhatine clan.

From Flame’s Berth Airell Woodcourt and Siegrun an Gabhatine worked together to create a Cypher to reteach the Galuyn outside of the Runsingers and Runesmiths of the Gabhatine Clan to read their own language and understand it again. This is the most complete cypher:

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THE RUNES�Runae Caengal- The Binding of Runes

The key runes of the Gabhatine serve as the base for the greater magical rune sigils created. Each rune in the key set has its own meaning known and understood by the Runesinger as well as the Runesmith. Combining several into a single new rune is an ancient art performed by the Runesmith of the Gabhatine and is called Runae Caengal. As the name indicates it is the union of the runes into one specific symbol in order to bind the power of those runes together-- so they may work and help in specific tasks instead of having separate, singular runes. Normally, and what is most seen, is the binding of two runes only, but it is possible in some cases to even bind nine to thirteen different runes.

During the Runae Caengal process the Runesmiths cut themselves off from all outside influences and retreat to an unknown location to create the new rune. Some claim that in order for the Runae Caengal ritual to properly work the Runesmith chants the secret names of the key runes over and over again in the process of its creation forcing themselves into a trance while carving the runes.

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THE RUNES�Greater Runic Understanding

Each Rune is gifted with a name, these hidden and secret names are chanted during rituals that require the channeling of Rune magic. One such example is Runae Caengal, during which the Runes are chanted and called upon to create a new rune entirely.

Eagna

Wisdom, inspiration, voice of the Gods

GráLove, new beginnings��This Rune strongly associated with spring, growth, and life. Grá represents growth and life, and is also a rune associated with fertility and maternity. It has a very noble, yet humble energy.

TóirseTorch, Light, Fire

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THE RUNES�Greater Runic Understanding

BaileHome�

Saibh

Wealth, Cattle

Saibh translated into “wealth” and also means “cattle”, the assumption is that it is a rune which represent riches and prosperity.�Saibh also represents the negative aspects of wealth; the mistrust and treachery between friends and family when one suddenly becomes more wealthy than another.

Huadar

Trust, Faith, Companionship

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THE RUNES�Greater Runic Understanding

Bron�Gift, Sacrifice, Generosity

Bron means “gift”, but in studying this rune, we quickly learned gifts carried different meanings in ancient Galuyn culture than they do today. Old Galuyn texts and Sagas suggest that receiving a gift required you to return a gift in kind, similar to the notion of “what goes around comes around”.�Many Galuyn Sagas feature this theme of giving or sacrificing one thing for another.

Crios

Destruction, Chaos

Crios represents the raw, unstoppable destructive power of nature. It reflects a force that is too powerful to be harnessed by mankind. It also has ties to water and female energy, and can represent the purity of a “spring water” and nature’s ability to cleanse and take care of itself.

Oig�Ice, Cold, Stalling

Oig means “ice”, and represents the stillness that winter can bring. It is a good rune for meditation, though just like the ice of winter, Oig won’t stop a problem completely, but rather stall it. The Gabhatine use it as the base rune for all wintery, frost and cold enchants. It is often found in the hottest parts of their mountain to help the workers cool off.

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THE RUNES�Greater Runic Understanding

Bliain�Year, Harvest, Reward

Bliain translated to “year” and represents the passage of time.�Bliain also represents harvest and reward, and echoes the cyclic rhythm found in Turas. Bliain represents a force of nature that is too powerful to be controlled by man; it is an unhurried but unstoppable and relentless process. In this way, Bliain also represents patience, as all things come in their own time.

léan

Morality, Pain

Téin

Formlessness, Potentiality

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THE RUNES�Greater Runic Understanding

Caíoc

Augmentation, Support

Neamh

Unfulfilled, Desire

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THE RUNES�Greater Runic Understanding

Anai

The Unknown

Not much is known for certain about Anai. The Galuyn weren’t renowned for their record-keeping, so it’s translation has been lost to time. Verses about Anai in the Gabhatine rune poems are somewhat ambiguous, which leads to guessing work.�Many people have taken the unknown nature of Anai and applied it to its meaning, interpreting it as “the unknown”. As the rune poems reference gambling games and the rune itself resembles a sideways dice cup, it is also interpreted as “luck” or “chance”. Anai is also interpreted as representing female anatomy, and is therefore sometimes associated with fertility, female sexuality, and childbirth.

TurasMovement, Work, Growth

Turas translates into “Journey” or sometimes “Wagon”, and it represents movement, work, and growth.�Interestingly, Turas doesn’t just apply to physical journeys, but also the journey of one’s life. It represents the choices we make that drive us forward through life and make us who we are.�Broadening this perspective, Turas represents the journey (both physical and otherwise) of all things, ultimately representing the rhythm of the universe.

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THE RUNES�Greater Runic Understanding

Onó

Victory, Honor

A rune of victory and honor, but also of justice and sacrifice. It embodies the idea of the phrase “the needs of the many outweigh the needs of the one”, and can be used to represent sacrificing now in order to prevail later.

Aoi�Joy, Positive Interaction

Aoi translates into “Joy”, and represents ideas of harmony, community, and loving relationships. �This rune represents forces that bring people together to form healthy and loving relationships. It embodies the joy that comes from all positive interaction.

Damh�Ox, Strength of Will

Damh typically represents physical strength, though a lot of connections to water as a force can be found. Water is typically viewed as having a feminine energy, in this case it has the balance between the traditionally masculine energy of physical strength and the female energy of water.�An inverted Damh could represent the negative results of masculine energy—obsession, lust, violence, domination, arrogance, and weakness. Damh is a good reminder of the difference in how a man’s natural energy can make him a force for good or a force for evil.

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THE RUNES�Greater Runic Understanding

Hnú

Protection, Sacred Divine

Hnú represents protection, but also a connection to the sacred and divine. It is possibly one of the most powerful and potent of the runes. Hnú is like the antlers of an elk—a sacred creature in many northern traditions—and offers protection of yourself and loved ones. Many meditate on Hnú to connect to spirits and deities.

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THE RUNES�Greater Runic Understanding

Láid

Strength, Stability

Láid represents strength and stability. Unsurprisingly, Láid also has meaning tied to the yew tree. Yew trees are toxic, and so they have symbolism with death; they are also evergreens, and therefore have symbolism with life and immortality.

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THE RUNES�Greater Runic Understanding

Antóir�Danger, Suffering, Aggression

Antóir translates into “giant”, and represents many qualities of the Berserkers: danger, pain, suffering, and violence. �We can’t forget, though, that Antóir is also the rune of Kol and Sir, who—among other things—are one of the main protector gods of the Galuyn.�It seems that Antóir represents the duality of male energy for the Galuyn. Like all raw forces, it is neither inherently good nor evil. It is how it is used that defines it.

Antóir should be used as a rune for warriors and defenders, but never out of anger or fear.

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THE RUNES�The Gods

The Runes of the Galuyn serve not only as letters of their alphabet and have been used to write their stories and those of their gods in complete runic texts but they also serve as invocation methods upon their Runestones and the halls of their most cherished and sacred cities. Some runes have alternate depictions, as shown below.

Petroglyphs found along with Sagas

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The Creations

of the

Galuyn

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GEATA-BEALACH�The Waygates - Connecting the Land

It is said that they were supposedly created in tandem with Hyroth and Kol’sir. Legends vary, but the Galuyn people gained access after Raeok’s ascension to leading their people during the War of the Gods. The Garran Nex is said by some legends to be the cradle from which the various gods of the Pantheon were born, while others claim it was the location where each of them gave Raeok their blessing. Regardless; it is a sacred place, surrounded by tall mountains and evergreen radiant groves.

The Geata-Bealach unified the Nation of Galu during its height, though as time went on, Geata were either destroyed or fell into disrepair, the magic used to repair them only being known to few sages. By the time of the Second War of Thorns, most Geata were destroyed, with the Prime Geata lost, destroyed, abandoned with very few occasions still maintained as they once were.

The Geata-Bealach, otherwise known as the Waygates, are an ancient construct of the Gods that link various locations together. These gates are massive stone daises, which outwardly look like large stone arches when deactivated. The Geata-Bealach connect to the Realm of Spirits, and are akin to the Dreamgates used by other druids. The Geata lead to an area known as the Garran Nex, which is a portal nexus grove within the Dream. Here, many Geata can be found, though most are deactivated. The most notable are that of the Prime Geata-Bealach, which are each marked with a symbol of an Elder Blood clan. These Geata lead to very specific locations that are usually sacred to the Galuyn whose symbol is etched upon the stone. It is only in recent times that the Geata have seen use.

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GEATA-BEALACH�The Waygates - Connecting the Land

The Prime Geata-Bealach and their status are as follows:

Geata-Tonn-siúlóir - Active

Geata-Tonn-siúlóir, or the Wavewalker Gate, is a gate that lies on Drao'leán, which is in the center of the Usi’nead, the home of the demigod Iscia, daughter of Gurnye. It was found after an excursion by the Mac Tire Cairde to find relics of the Galuyn upon the island. It was protected by Ciarbahíth, ancient Galuyn constructs.

The Geata-Bealach that surround it appear to mostly be intact, though some have been destroyed. One of them links to Drustvar, which led to a minor invasion of Wicker creatures. It is unknown how a Geata was built there, but it is likely just a Drust experiment that happened to connect to the Garran Nex.

Geata-Tonn-siúlóir being reopened by the Rionasai and Duke.

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GEATA-BEALACH�The Waygates - Connecting the Land

Geata-Galubaile - Active

The Geata-Galubaile, or the Wickenden Gate, is the most prominent Geata-Bealach. While initially inactive, it was accidentally re-activated by Alastar Woodcourt, and revived the ability to travel to the Garrán Nex.

It is the most well maintained gate, and was originally thought to be an odd shrine to the Gods, hence its maintenance. The smaller Geata-Bealach that surround it often lead to random locations throughout the Ashen Coast and have been systematically dismantled or otherwise guarded by the Wickenden for the sake of protection.

Geata-Dualach-loach - Destroyed

The Geata Dualach-laoch, or the Gnarled Gate, is another gate that was discovered under the eyes of the Blades of Greymane. It lays within Ironwood Keep's grounds, though it is in disrepair and does not work, with half of the arch missing from years of lack of maintenance and destruction over time.

It is still present on the Keep grounds, though it has been repurposed as a shrine.

Geata-Darach-Rugadh - Active

Geata-Darach-Rugadh, or the Oakenborn Gate, is one of the few gates that are still active. Unlike the others, the gate was already active when the Garrán Nex was first re-activated, though passing through it led to a dark and sealed off room, somewhere in Flame's Berth, as it was later found. While it is active and can be considered useless as it doesn't lead anywhere.

It is theorized that the Geata-Darach-Rugadh was used by the Oakenborn to escape during the Wicker King's persecution, and it was sealed off to prevent the Wickenden from following them to their safe haven. The lesser Geata-Bealach that surround it have all been destroyed.

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GEATA-BEALACH�The Waygates - Connecting the Land

Geata-Cráifeach - Deactivated

The Geata-Cráifeach, or the Thorned Gate, is a destroyed Geata-Bealach. Its location is known within Azeroth, as it rests before the great tree Hirene, within the Hirene Marsh. It has been dismantled at the top, with the stones that once made the great arch laying nearby.

Despite the ability to repair the Geata, the Thorned have yet to do so out of fear of opening another waypoint towards their sacred tree.

Geata-Ceann-fuar - Deactivated

Geata-Ceann-fuar, or the Chillborn Gate, is one of the few gates whose location is known. Unlike the others, however, the Chillborn have purposefully refrained from re-activating it, as currently only the Crithe hold the ability to activate it, and they have refused.

It sits within the Chilled Grove, an area in The Reach, surrounded by broken statues. It, while snowed over, is still in good condition.

Geata-Riamhtine - Active

The Geata-Riamhtine, or the Everflame Gate, is an active Geata-Bealach. A spell was put over its location within the Garran Nex to give it the appearance of being destroyed, though it was fully functional the entire time. Its location is within the Dark Woods, leading to the prime conclave for the Everflame Clans before their Altar of Hyroth.

The gate was revealed after the Mac Tire Cairde sought to unify the Everflame clans together.

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CONSTRUCTS�Servants of the Galuyn

Without the use of technology as the Gilneans have, the Galuyn adapted in an alternative method for their people, the ways of magic. In particular, the Galuyn learned from the Gods very early on the arts of Transfusion, which allowed them to instill souls into their very creations. This could be souls of the dead or from the spirits of nature, both of which are used liberally by many of the Galuyn clans. These constructs in their various forms are often unique to the Elder Blood clans, as they are ancient rites that are closely protected.

These various spiritual guardians come in many shapes and forms, though they are very clearly defined and named, given different roles based on the society that they originate from.

While in ancient times, constructs would be used for creation and management, more modern times see most constructs used for war or protection. It has only been after the Galuyn resurgence that the constructs have become more prevalent, even amongst the Elder Bloods, as the Galuyn have lacked the means as well as the materials to create these various creations.

They can come in all forms, with the Oakenborn having mighty constructs hewn from rune laden stone, while the Wavewalkers have been found with golems made of hide and bone. The Wickenden have been known to invoke the spirits of nature themselves into their own forms, while the Thorned have encapsulated thier own warriors within natural bodies. There are many constructs, as a result, and few are the same.

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CONSTRUCTS�Servants of the Galuyn

Bareroot

Associated Clan - Thorned

The Bareroot are mighty oaken hewn warriors born from the spirits of the “Uninitiated” Bareroot-caste clansmen of the Thorned. Upon their death, their souls are given a second chance to serve their people in these mighty forms. While they are ‘alive’ again, they feel emotions and think in a dulled sense. For generations, the Thorned would create the Bareroot from children without druidic potential, but this practice was stopped in modern times due to being thought of as barbaric and wrong. The ritual to create them is only known by the Thorned, taught to them long ago by the Wicker King.

Artist Unknown

The Bareroot have the capacity to be extremely frightening, as they are made for battle.

Ciarbahith

Associated Clan - Wavewalkers, Waygates

Ciarbahith are mighty constructs made of bone, wood, hide and other materials that are infused by the souls of the dead. They are the largest and strongest Galuyn constructs, and share a great deal with the constructs from Drustvar. While unconfirmed, ancient Wavewalker Waygates were found, and reactivated, on Drustvar. Study of these gates and their surrounding runestones leaves tales of Wavewalker explorers who came upon the denizens of Drustvar, be it either the Thornspeakers or the Drust themselves, long ago. They learned the art of creating these creatures; putting them into use for the defense of the mighty waygates.

Artwork by Alteya

While not restricted to the Wavewalkers, they have the largest amount of them, with some used outside of the gates.

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CONSTRUCTS�Servants of the Galuyn

Comhairleoirí

Associated Clan - Wickenden

Comhairleoirí are the most common construct found amongst the Galuyn and are found, primarily, in Wickenden City and Hirene. Translated into common, they are the Councillors, named as such as they were first invoked by the Thorned Council to use as new bodies after their rituals with the Wicker King. They are Treants, with little differentiating them from the kind that can be found across the world other than their runic carvings upon their wood for power. Some Comhairleoirí are dedicated to various gods; with the most powerful being Ancients, though few Ancient Comhairleoirí remain.

Concept Art: Lord of the Rings TCG - Ent

Comhairleoirí are often very friendly and are just interested in their assigned duties.

Ceardaí

Associated Clan - Oakenborn

Ceardaí, or the Stonewrought in Common, are mighty rune-laden stone golems that were created by the Oakenborn in ancient times. Unlike the other constructs, these were never designed with conflict in mind, instead, they were created to aid with craftsmanship. Their name, Ceardaí, can also be translated as ‘craftsman’. Despite this, the Ceardaí have been used as protectors in the past, and at one point were used as one of the main ways of maintaining Flame’s Berth with the Ollmhor. The art of crafting these golems was lost, and they themselves forgotten, until a recent restoration unearthed both them and their history.

Artwork by Alexandr Elichev

Ceardaí, while intended for craftsmanship and maintenance, are more than capable of defending themselves and others.

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The Wedding Rituals

of the

Galuyn

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BAINISE�Galuyn Wedding Rituals

Bainise refers to the wedding rituals the Galuyn hold, each clan or descendants of clans have their own way of performing wedding rituals.

Usually the wedding ceremony will take place within the Bride's homestead or some other prominent mutual acquaintance, exceptions can be made.

Within the various ceremonies of the varying clans many rituals were performed to ensure fertility and to remove any evil spirits or intentions which seems to be the same among all clans despite ritual differences.

Both, bride and groom will wear woad during the rituals as well prior to the main ceremony.

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BAINISE�Galuyn Wedding Rituals

Gnarled

The wedding traditions of the Gnarled generally include two swords. The sword of the groom’s father and the sword of the bride’s father. During the ceremony, the groom offers his father’s sword to his bride who in turn will offer him the sword of her father, symbolizing the protection transferred from the parents. If these members of the family are no longer alive, the bride and groom will present swords of their own choosing, and give blessing in the name of their kin, or clan.

Holding both swords the rings are placed atop the weapon while both swear their loyalty and fidelity for each other before the gods and their witnesses. Traditionally, the two will then mark each other with special scars to symbolize their joined union.

Thorned

While all Galui wedding rituals are connected, and call upon the gods, none do so in detail and with as much effort as those of the Thorned Clan. Easily taking a week for the wedding, the people of the Thorned Clan call upon each God individually for their blessing near and around Hirene, the sacred tree. The blessings are sought out by both the bride and groom individually first, then a second time together, symbolizing the coming together of two families becoming one.

Wickenden

As the eldest and most respected of clans, members of the Wickenden Clan will fill their halls with poetry and music following their path of nobility. Traditionally the groom and bride will write poetry or music for the other and present their piece to each other at their wedding ceremony.

The bride will wear a set of ornate keys around the belt of her dress that are handed out to the poorer members of the clan, symbolizing the open and giving nature of the clan and finally that wherever the bride may have come from [ex.: another clan] that the members of the clan who she marries into will always find an open door and warm hearth in her own former clan.

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BAINISE�Galuyn Wedding Rituals

Oakenborn

As a clan of artisan craftsman, the Oakenborn and their descendants carry their craftsmanship over into their matrimonial rituals as well. The bride and groom are tasked with forging their own wedding rings and creating and carving a story in both rings of their own choosing, neither story complete unless the two rings are in each other’s presence, symbolizing the wholesomeness the bride and groom have found in each other. In modern times, forging is not always required, but the creation of something is. Be it a song, story, or physical creation – something must be made to signify the bond being formed.

Everflame

The ritual of the Everflame Clan and their descendants is a spectacular show of their magical abilities. Bride and Groom demonstrate their talents in a pompous display of their magical art before combining their magics and offering the onlooker insight into their future by performing further pompous and daring displays.

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BAINISE�Galuyn Wedding Rituals

Chillborn

Because of their duplicity, members and descendants of the Chillborn generally observe their traditions only between bride and groom themselves, rarely even bringing a third person into the fold to act as a witness. To them, their gods are enough witness to their matrimony.

The marriage is made public through the wearing of traditional wedding bands. There is very little spectacle given, though, most Chillborn will give a handcrafted offering to a god together as a symbol of unification.

Wavewalker

Those of the Wavewalker clan choose to celebrate their wedding rituals near or even in the water, surrounded by the element.

Traditionally the bride is rowed up a river or lake in a festive and richly decorated boat, the groom will step into the water to retrieve his bride from the boat and be wed to her. Alternatively, he may join her on the boat and the two are wedded among the rich decorations upon the water. The boat is later offered to Gurnye for her blessing of protection and watchfulness over the newlyweds.

Art by Dancinfox

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Notable Characters

of

Galuyn Society

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THE GALUYN PEOPLE�Notable Characters

The Galuyn are a storied people, in a very literal sense. As most of their history was washed away in the various wars that saw them laid low, including wars between themselves; most history about notable figures survives through Oral History, rather than written down accounts. While clans such as the Wickenden have taken to chronicling history, after the massive amount that has been lost, it is a slow process. Within the City of Wickenden, the Grand Archive exists from a time before the Second War of Thorns which included many various sagas, histories and deeds of old heroes. It is only in recent times, due to the Galui Cypher that these histories can once more be read; though as the language is still recovering in its written form, most rely on Hierophants or Coimeadai to detail the various passages within them.

As a result, it is often found that most clans will have their own legends and sagas that detail the exploits of these fabled leaders and warriors of old. From clan to clan, each have different accounts of various people who have come and gone through the annals of time; with these various tales differing in terms of their achievements and life. There are, however, some figures that transcend this boundary. Figures such as the Thorned Council, the Wicker King, and even more modern ones such as Kolrick an Dualach-laoch have become so utterly famous (or infamous in some circles) that their legends and deeds are common.

This is true of many figures of the past as well, with the most famous of sagas and tales being commonplace among the clans and their various structures. These sagas are the ways in which the Galuyn have attempted to keep a record of the deeds of their people. As such, it is often noted not to take all sagas literally; as there is a level of aggrandizement or change that has come over time. Notable people within the Galuyn, however, are destined to have stories written of them; even if times are changing to shift towards actual record keeping instead of storytelling and fables.

The following characters are notable members of Galuyn society within recent time, mostly within the Mac Tire Cairde, and are considered to be known in some capacity to the Galuyn at large for their deeds; deeds that are attributed to the resurgence of the Galuyn, and their transition into being a part of the Kingdom of Gilneas.

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NAITH AN GALUBAILE�Representative of Hearthsong

For those who were part of the Gnarled caste, their feud was perfect to hone their skills. As time went on, however, the two families had armies entirely comprised of Galuyn soldiers; the Galuyn effectively exterminating themselves in a war they had no stake in. This led to many beginning to drop the Cobal and Stanton banners; though, some Galuyn had become so embroiled against one another that the bloodshed continued on, even without reason. Naith, a leader on the Thorned Council, which led the nation of Galu, rallied his people together under the banner of a faction of his people known later as the Wickers. Naith sought to end Galuyn involvement in the blood feud; which was consuming families of the Galuyn in a fight they had no real stake in. The Arathorian response was a rebuff to the Hearthsong representative, claiming that the mercenaries that fought for them did of their own volition. Despite this being true, the Galuyn had been so entwined in this war that Naith was unwilling to see it continue. The Wickers attacked the fortress of Cobal’s Hold, capturing its lords, then defeated the encroaching armies of the Stantons. With Karnsburg and Cobal’s Hold captured, the Wickers claimed victory; holding the Arathorians captive and taking the two holdfasts.

Naith an Galubaile, more famously remembered as the Wicker King, was one of the many leaders of the Nation of Galu. Famously known for having led the Galuyn during the First War of Thorns, Naith became king after the Pagan peoples of Southern Gilneas refused to accept Arathorian rule in full. While the Galuyn had been otherwise subjugated or left alone in various areas across the would-be country, the noble families of Cobal and Stanton saw fit to enlist Galuyn mercenaries to fight their blood feud. The only Arathorian families in what would become the Ashen Coast, the Cobals and Stantons had become a familiar sight to the Galuyn; who found their feud to be little more than bloodsport and a source of supplies and glory.

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NAITH AN GALUBAILE�King of the Galuyn

The Galuyn had not often held the need for a monarch. In the days following Raeok and Efrain, they had been led by the Thorned Council, a ruling body of seven representatives. These representatives all claimed leadership of their respective castes, the seven Elder Blood branches of Galuyn society. As the leader of the Hearthsong, as they were known then, Naith was entrusted with diplomatic matters. The capturing of the Cobal and Stanton families had given Arathor the excuse they needed for war, and Naith refused to back down. By decree of the council, a unanimous vote, Naith was presented before the Galuyn people adorned in golden attire, the finest furs, wielding a master crafted Oakenborn spear, as well as a crown of black and gold. He had been named King of the Galuyn. To further cement his legacy, the Hearthsong renamed both their city and clan to Wickenden when referring to themselves to their enemies, in honor of the Wicker faction.

The First War of Thorns was led by Naith himself. Pledging himself to his people’s freedom from Arathorian sway, the Galuyn cut a swath across Gilneas as they battered back the legions of the empire. As a show of force, the Galuyn enslaved Arathorian legionaries and peasantry as they wrought conquest; a mirror of retribution against what had happened to their people with the Cobals and Stantons. Unwilling to allow his people’s empire to fall, Commander Demeric Jaxon, the leader of the Arathorian Legion in Gilneas, armed the slaves of the Wickers against the king. In one night, an ambush was staged against Naith’s war camp, and while repelled, several slave soldiers managed to corner and mortally wound Naith. The grand dream of Galuyn freedom was dying, and the Galuyn tide had begun to falter as their gains were steadily lost with Naith.

While initial reports stated the king had died, the man held on by a thread, sustained by the natural energies that flowed through him as a potent Druid, though it could not keep him alive for long. Tapping into the energies of the Realm of Spirits, the Thorned Council cried out to any who would save their king. A single voice answered from the darkness, giving them the power that they could use to restore Naith. Yolth, the Underdweller.

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NAITH AN GALUBAILE�The Wicker King

Returned to his people by way of the dark energies of Yolth, Naith secluded himself. When he returned, his black crown was gone, replaced with a Wicker Crown; a phylactery created by the Soulweavers of Yim’nir, the Religire, at the Council’s behest. This request came at a cost, however, as the Soulweavers were deceived when making the crown to believe his resurrection was pure. When it was revealed to them that Yolth was responsible for Naith’s return, the Soulweavers departed Galuyn society, disgusted at what they’d wrought. Rattled with pain, as well as constant nightmares of reliving his own death, Naith’s personality shifted. Gone was the altruistic leader who had sought the rise of his people, in his place stood the Wicker King, a man who sought conquest and vengeance upon all who would stand in his way. The dark magic that sustained Naith had begun to change him physically as well; gnarled plant-like appendages taking over large swaths of his body in an amalgamation of flesh and root. The War dramatically shifted, the Legion of Arathor suffering heavy losses as Naith took to the field, having taught his dark druidism to the Galuyn as a whole. Claiming the life of his slayer, Demeric Jaxon, the Legion looked to be at its wits end.

Yolth’s power had come at a cost. Though the Thorned Council dared not to speak of the truth to their people, they were willing to heed the call of the corrupted spirit. Naith’s soul was given to Yolth, his body held in stasis by the dark god’s blood magic. Feasting upon the essence of Naith; Yolth intended to turn the man’s body into his avatar, as a method of freedom from his eternal cage. However, Naith’s soul was pure, holding energies that had sustained him akin to Raeok in ages past. This purity drove the Ram god mad, casting out Naith’s soul mid-consumption. The purity that Yolth had consumed would later finally break the Old God corruption that had rattled his mind; but in exchange, Naith had taken on a dark embrace of his own.

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NAITH AN GALUBAILE�A King Resurgent

Despite Jaxon’s death, his son, Beleric, led a vengeful counterattack. Surrounding the Wicker King, and destroying his personal guard, Beleric demanded his surrender. Encasing himself in an impenetrable wall of roots, the Wicker King mocked the Arathorians from within. The Arathorians burned the Wicker King within his cage; leaving nothing but his crown behind. As the Galuyn retreated, his crown was retrieved, and the Nation of Galu had finally fallen.

As with Naith, the Thorned Council had supped from Yolth’s dark power as well. With the Soulweavers gone, in order to revive their king, the council sacrificed their physical forms as blood-payment to the ram god; thus taking on immortal forms as Comhairleoirí, ents, within the king’s chambers in Wickenden City. This corrupted the Wicker Crown with Yolth’s power, making it a vessel for possession by the Wicker King’s spirit. In place of their fallen king; the Wickers ruled over the Galuyn people as they chafed under Arathorian Rule. When Aderic rose to fight for Gilneas’ independence, the Galuyn rallied behind him. Under his rule, the Galuyn were treated fairly and with respect. As time went on, however, Aderic would die, and his successors were less tolerant of their divergent society. This eventually sparked into the Second War of Thorns, known at the time as the Galuyn War of Independence. Using this time to fulfill their ancient plan, the Thorned Council called forth a representative to replace Naith amongst their ranks. An idealistic leader came forth, a descendant of Naith from time past, and the Wicker Crown was placed on his head. In a night, this man was replaced by none-other than Naith himself, the Wicker King reborn. Under the resurgent Wicker King, the Galuyn swelled with fervor. Slaughtering the Gilneans in the field, they constructed a mighty fortress, Ironwood Keep, to serve as the Wicker King’s seat of power. The Wicker King’s sadism had grown in these times, and captured Gilneans were subjected to all manners of horrid torture. This began to divide the Galuyn people, as the Oakenborn caste began to aid Gilnean civilians in escaping with minor Everflame aid. In response, the Oakenborn were purged, the only remaining holdfast being Flame’s Berth, protected by the Ollmhor, while the Everflame were enslaved. In the end, this turning on his own people led to his downfall, as Oakenborn survivors allied with the Gilneans, leading them through Ironwood (which they had constructed), and led an assassination on the Wicker King; ending his second rule.

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NAITH AN GALUBAILE�Dethroned

This time, however, the Galuyn splintered heavily. Gilnean subjugation was harsh, and the divided people began to war amongst themselves. To make matters worse, the Chillborn and Thorned enacted the King’s final vengeance, wreaking the Curse of the Wicker King upon the Reach, a curse that forced hatred and aggression in most people’s hearts. The Galuyn fractured, and their people would never recover. The Oakenborn had either joined with Gilnean society, or had entirely vanished, the Everflame became distrustful of others, and as a result, others became distrustful of them. The Thorned, wracked with guilt over causing the Curse, divided themselves and splintered, and the Chillborn vanished.

All that remained within Wickenden City were the Wickenden, Wavewalkers and Gnarled. Castes became clans, many smaller families and groups splintering off in their own names and banners, paying homage to the Wickers and the council, but otherwise becoming autonomous and warring for petty reasons. This became the new normal for the Galuyn, degrading their society generation by generation. After the Invasion of Gilneas, which saw Gilneas finally laid low, the Galuyn began to resurface. They too had been beset upon by the Horde, who saw no difference among the two, and were forced to hide during the sacking of the Ashen Coast. However, the playing field had been leveled; as the Wickers had fallen behind hard after their previous defeat in the centuries that followed. Becoming a major threat throughout the Reach, the group was initially dismissed as nature-wielding bandits by the misinformed nobility; as the bulk of the Ashen Coast had little interaction with the Galuyn in modern times. As time went on, the Gilneans understood them more, and even began to ally with some clans, such as the Crakeriver and even the Thornwind, who would become the Thorned once more. The Galuyn had begun to unify against the Wicker King, rather than at his side, and with their enemies no less.

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NAITH AN GALUBAILE�End of an Era

In the face of this, the Thorned Council restored the Gnarled Armies under Kolrick an Dualach-laoch, and assailed Gilneas. Finally lifting the ancient wards of Wickenden City, the Blades of Greymane set upon the city with their Galuyn allies; seeking to end this bloodshed. Kolrick, groomed to be the new host for the Wicker King, caught wind of this plan and escaped with a bulk of his people, forcing Naith’s return through magic alone. Without a host, Naith was even more maddened than before; his essence consumed by the Emerald Nightmare. Invoking a heinous ritual, he attempted to transform all Galuyn into creatures of the Nightmare, infusing them with tainted roots as he had been to turn them all into part plant abominations. Aid came from an unlikely source, within the Council, as the long silent Oakenborn representative aided with lifting the immortal powers of both the Thorned Council and the Wicker King at the cost of his own life. The Wicker King’s actions turned many Galuyn against him, and in the end his madness was finally revealed to his people, as he and the Thorned Council were defeated; ending his centuries long reign, as the Wicker Crown’s powers of resurrection were extinguished.

In the aftermath of his defeat, the Wicker King alongside the Thorned Council were cast off into the Realm of Spirits. Through some strange intervention, the spirit of the Wicker King fractured a final time. One fragment, holding his insanity, was claimed by the Nightmare, and was used during the Invasion of the Burning Legion to aid them in the Dark Woods. This fragment was ultimately vanquished, destroyed once and for all.

The final fragment, the last shard of Naith an Galubaile, was freed into the Realm of Spirits; at last taken away from his madness. Forced to look at all he had wrought, the Wicker King’s soul imposed himself to exile after reconciling with Horith an Darach-rugadh, the Oakenborn representative. Departing into the lands north of the Realm of Spirits’ version of the Reach, the Wicker King’s soul is said to dwell within an area known as the Soultear, otherwise known as the area where the Dread Sleuth would be. An area where the Shadowlands bleeds into the Emerald Dream; it is here that the Wicker King is able to stave off the lingering residual bits of madness that have made his soul feel senile. Few are capable of visiting his location, and even fewer, if any, are given time to see him in his self imposed exile. He is content to remain, lost within the Realm, and a footnote of history that has long passed while he atones for his sins.

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KOLRICK AN DUALACH-LAOCH�General’s Son

This ended poorly for them, as Gerand was slain, and the Gnarled were divided. Splintering into many clans, the largest warhosts were led by Graftin and Borin, Kolrick’s brother and sister respectively. Graftin had renamed his people to the Reavethorn, and sought to lay low Borin and her co-leader, Jesamine, who had created the clan known as the Crakeriver. Opposing Graftin as he sought to enslave many of the women in the clan as his concubines, the Crakeriver were made up of primarily women and sympathetic Wavewalkers, who had accompanied the Gnarled warhost to aid with traversing the Reach’s waterways around Ironwood. Kolrick was enraged to see his birthright had been shattered, and was forced to remain within the city by the Thorned Council, who claimed his destiny would not have him interfere. Confused by this divination, Kolrick sat idly by as the Reavethorn were defeated, and his father’s ancient axe, Yornroot, had been used by the Crakerivers to do so. To make matters worse, it became clear that the Crakeriver had not won by strength alone; instead, they had allied with Gilneas, in particular, the Blades of Greymane, who had killed Kolrick, and Borin’s, father. While he knew his sister held little love for their father, as he had abused her in her younger years, he saw this as a full betrayal of their people, and saw her as dead to him. Finally, his youngest brother, Geral, had remained with Borin, thus leading to Kolrick losing all of his siblings.

Kolrick an Dualach-laoch was born to Gerand an Dualach-laoch, the Warleader of the Gnarled. As a result, Kolrick was groomed from an early age to become his father’s successor as leader of the Gnarled’s warhosts. A massive man, Kolrick was prodigal fighter, easily besting many within his clan. At his father’s right hand in most battles, Kolrick was sent to Wickenden City the night before the Blades of Greymane laid siege to their home within Ironwood Keep, sent to pay homage to the council for more supplies in their position. Having claimed the ancient Galuyn keep from the Gilneans after the Invasion of Gilneas, the Gnarled had made their home within the site that had once been the center of Galuyn power.

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KOLRICK AN DUALACH-LAOCH�The Warleader

Seeing now what he believed as a divine legacy before him, as the Gnarled fell apart, Kolrick became the arm of the Council. He rallied many of the scattered war clans of the Gnarled together back under their golden banner, and while the Gilneans continued to rally more and more clans to their message of “unity”, Kolrick stood against them. He saw the unity they preached as a lie, another method of enslaving his people to the whim of Gilneas, and that Berenal Grayblade was just another in a long line of subjugators. Gathering his warhost as the Gilneans claimed the ancient grounds of Hirene, as the Thornwind clan turned to ally with them, the Wickers declared their intentions to the Reach by invading the area.

Appearing as a swarm out from the Ethur’ok Woods, the Galuyn armies swelled against the Reach, who were determined to face this threat without asking for aid from the Duchy at large. They were reeling in the aftermath of the Discord, which saw Ca’ries, a shard of Kil’zoth, defeated after a grueling civil war between the Gilneans and their kin, tainted by his machinations and corrupted nobility. Kolrick abused this weakness to strike at the heart of the Reach; though the Reach called upon their clan allies. Kolrick’s warhost was reinforced by the Ollmhor, the mighty giants having been foreign to the Gilneans who believed them legend, and as a result, the Reach was besieged. Facing the Gilneans on the field with Garrak Dragonbelly as one of his generals, they were caught off guard by the Ollmhor support. Kolrick led on the field personally, facing off against his sister, Borin, who had been left to guard the flank. The two shared few words, as the animosity between the two had grown strong standing on opposing sides, yet Borin had not fully seen Kolrick as dead as he had her. Feigning defeat in the fight, he called for his sister to wait before she advanced on him, only to deceive her and disarm her. Impaling her on her own spear and leaving her for dead, Kolrick’s forces fell back to Wickenden after Garrak was slain by Briana Lockewood, who had managed to topple the Ollmhor warleader. Even with this great loss, however, the Reach was reeling, and Kolrick had made his mark..

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KOLRICK AN DUALACH-LAOCH�The Warlord

Kolrick had proven himself. He’d done so as a formidable general, warrior, and most importantly, as a loyal servant of the Thorned Council. The Council had been looking for a new host for the Wicker King, as Gilneas was at its weakest it had ever been since the Second War of Thorns, and the time for the Galuyn to rise was now. Before the Wickers could act, however, an invasion force landed on an isle known as The Grip off the coast of the Ashen Coast; the Horde had come. The Galuyn had no love for the Horde, as they had been slaughtered by their forces during the Invasion of Gilneas just as the Gilneans had; and the force was vast. When word reached the Wickers of a ceasefire to work together against the Horde, Kolrick was sent as their liaison

alongside the Gnarled warhost. Together, Gilnean and Galuyn battled along the isle, rooting out the Horde, though duplicity had been revealed. Oswald Jartya of Cyrvall had been spied upon by the Galuyn forces, and in his stupor, had boasted about an impending betrayal of the Gnarled by his forces; as Cyrvall had been shamed when they were defeated aiding the Reach. Abandoning the Gilnean forces, Kolrick waited in the hills near the Horde occupied city of Karth. When the Gilneans had found victory, the Gnarled forces swarmed the city; destroying the skeleton crew remaining behind and occupying the city for the Gnarled. Unfortunately for the Wickers,, Kolrick was made aware of their intentions by a member of the Council, Horith an Darach-Rugadh, the Oakenborn representative; who had long been silent on the council since his people had turned against the Wicker King. Kolrick made himself Warlord of the Grip and abandoned the Wickers. To further his power, he allied with the Barkhide Tribe, a tribe of Horde-aligned Forest Trolls who had been left behind on the isles after the Horde was defeated. Using an ancient ritual, the island was severed off from the Gilnean controlled half of the Grip, and cast out further into the sea. Creating the Warrior Isles, Kolrick declared himself the Ri of the Gnarled Confederation. Now his own self styled ruler, he seeks to create a “true” Galuyn nation, under his rule, where strength is all that matters.

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ALEYINA AN LEANAÍ ISCIA�Ríonasaí

Otherwise known as Aleyina Nathair or Aleyina Grayblade, Aleyina is the current Rionasai of the Galuyn. While also serving as Duchess of the Ashen Coast and Marcher Lady of the Fallow Crest, Aleyina’s role within the Galuyn as the Rionasai is arguably her most important in concern to her people. In times past, the Galuyn were led by the Wicker King and his Thorned Council; a quasi-mythical monarch and an immortal council to rule in his stead. When both were vanquished by the Blades of Greymane, the Galuyn were left at a loss. This was replaced by the Council of the Coimeadai, the Galuyn’s High Priests of the Gods, hoping that they could adequately represent and lead their people.

Unfortunately, while the Council meant well and they managed to lead the Galuyn through some of the rigors of being introduced into Gilnean society; the wisdom of the Gods could not handle every situation. After the Galuyn lands of Ruileas were embroiled in bitter inter-clan warfare after a mis-intentioned interpretation of the teachings of the Gods, Aleyina and members of the Ashen Coast interceded and ended the conflict, as well as moved to appoint a new form of leadership over the Galuyn. While the Council had served the people well in morale and spiritual matters, they were clearly out of their element in statesmanship. While her intentions were initially to replace the Wicker King, the backlash of Naith an Galubaile tainted the idea of another Galuyn monarch, as well as the potential ramifications of a monarch while under Gilnean rule. Putting herself forward, Aleyina spearheaded the creation of the Rionasai position, which would act as the chief interpreter of Galuyn law, the figurehead leader of the Mac Tire Cairde, and ultimately, be the voice of the Galuyn to the Gilneans. Essentially achieving her goal without disrupting the delicate balance of her people and their Gilnean kin, Aleyina now acts as what could be closest interpreted as the leader of the Galuyn at large.

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YORI AN RIAMHTINE�The Grand Coimeadai, Speaker of Yolth

Yori is an odd case for the Galuyn. Born to unknown parents, Yori was found within the Dark Woods as the only survivor of an Everflame conclave that had fallen apart after constant attacks by the local wildlife. Found by his adoptive father, Urieyn an Riamhtine, the boy was brought home with the Everflame. At the time, Urieyn was a Coimeadai of Hyroth, and had been progressively making his way through the ranks of his peers. By the time Yori was about fourteen, his father had become the High Coimeadai of Hyroth, and the two of them moved to Wickenden City, so that Urieyn could represent Hyroth on the Council of the Coimeadai. This left matters of the Everflame to Yori’s mother, a kindly woman named Yaela.

Ultimately, Urieryn, who had also become the leader of the Everflame, became bound to his duty, which strained his relationship with Yori significantly; whom he was attempting to groom as his successor. Yori, however, did not feel the kinship with Hyroth as his father had. This led him to the more secluded sections of the temple, where he found the dilapidated shrine to Yolth. Upon reaching it, a stone looked out of place to Yori, revealing a Bloodtinged Sickle, which Yori took and kept. As time went on, he began to hear the whispers of the god, and would eventually learn his teachings in secret. In time, Yori had been sent away from Wickenden to lead the Everflame with his mother’s passing, thus cementing that he would have no foreign influences to dissuage him from Yolth. When the time came that Yori was to begin his training as a Coimeadai, he revealed that he had already been inducted by his interactions with the dark god Yolth in his time. This outraged Urieyn, who was against the idea of it, but the Grand Coimeadai at the time, Yuria, encouraged it; stating it was not their place to judge the gods. Yori ascended, as a result, and in time found himself as the High Coimeadai of Yolth. A strong supporter of the Mac Tire Cairde, Yori was eventually appointed Grand Coimeadai, after Yuria and her successor, Amyas, perished.

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KHLOROS DARKWATCHER�Thorned Advisor, High Coimeadai of Kol’Sir

Khloros Darkwatcher is a Gilnean warrior and leader of the Barony of Ironwood. Known for his dedication to bridging the gap between the Gilnean and Galuyn people, Khloros has been a key ally in the incorporation of the Galuyn into Gilnean society over the years. He has held a prolific service record in this regard, having helped with forming the alliance between the Crakeriver Clan and the Thornwind Clan, and serving key roles in preserving Galuyn freedoms despite not having been born into their society. He has, on multiple occasions, put himself and his position in harm's way for the sake of the Galuyn; having gone as far as to declare he would stand with them against

Gilneas if they had decided to aggressively assimilate the Galuyn as they had in generations past. He currently holds a number of titles in Galuyn society, foremost amongst them being Champion of the Thorned, which has entitled him to carry the sacred runeblade Fallow into battle. He is also a Coimeadai of Kol’sir, having been instructed by Oisin an Gabhatine; having done the near insurmountable task of earning the man’s respect. A magnetic personality and one dedicated to finding common ground, Khloros’ words managed to end a potential schism within the Thornwind, the successor clan that would eventually revive the Thorned, and was honored for his efforts multiple times by the clan. So respected is he by the Thorned, that when Lerren Darkoak pressed for the Thornwinds to revive the Elder Blood clan and marry their new leader, Clarisa, to Khloros; they accepted readily. Rather than treat the woman poorly, Khloros and Clarisa grew to love one another, having a son by the name of Ethin, and he has continued to speak on behalf of their clan numerous times in the past. Respected by most Galuyn who know of him, Khloros represents the hope of Galuyn-Gilnean relations; as few could ever hope to challenge his dedication to seeing the Galuyn restored, spitting in the face of those who claim Gilneas will lead their people to ruin.

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OISIN AN GABHATINE�Gabhatine Advisor, Coimeadai of Kol’Sir

The Gabhatine are an unbroken bloodline that traces back to the Oakenborn. Of these smiths, one of the most important roles are filled by that of the Runesingers, the equivalent of sages to the Gabhatine society; who are tasked with learning, maintaining, and ‘singing’ into life the runes that the Gabhatine etch upon all of their craft. Few Runesingers have taken their job as seriously as Oisin an Gabhatine, who as his father before him, and his father before him, was the High Runesinger of the Gabhatine for a large portion of his life. The role led to Oisin taking on the mantle as the defacto figurehead for the Gabhatine, as the Runesingers interacted with the people more than

any other. So dedicated to his craft, the story of Oisin’s marriage to his wife, Brigid an Gabhatine, became a tale told amongst his people; as it spoke the warnings of slacking in their duties, as Oisin’s original betrothed had. Oisin’s personality, eventually, put him in direct conflict with his daughter, Siegrun an Gabhatine, whom he was training to be his successor. While Siegrun had no issues singing the runes as her father had, the stifling lifestyle of the Gabhatine, as well as Oisin’s insurmountable demands, led to Siegrun departing the mountain to find deeper meaning for her runework through the outside world she’d been sheltered from. Oisin’s need for perfectionism as well as adherence to tradition only worsened when his daughter returned with her half-Galuyn lover, Airell Woodcourt, and capstoned when the two attempted to reveal the visions Siegrun had that were calling for the Gabhatine to leave Flame’s Berth before they perished. Oisin headed a group of loyalist Gabhatine, working with a nightmare-corrupted Kol, while the Blades of Greymane headed their own supporters alongside Sir to free Kol and liberate the Gabhatine. Exiled for a time from his home in the aftermath, Oisin was allowed to return as an advisor. He now strives to aid his people in their new path, to ensure while they adapt, they do not abandon tradition in the process.

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URIEYN AN RIAMHTINE�High Coimeadai of Hyroth

Urieyn an Riamhtine is the High Coimeadai of Hyroth and, former leader of the Everflame clan. An aged man, Urieyn’s wisdom is often cryptic and unintelligible due to age having made the man senile. As a result of this, Urieyn is mostly left to his own devices; while his duties are tended to by lesser Coimeadai of Hyroth, or in great spurts of brilliance during Urieyn’s lucid periods; which are marked by the man manifesting the Eyes of Hyroth, a spell that allows the blind to see in exchange for being unable to cast any other magic while channeling it; a spell their patron uses when provided enough energy by his followers. Urieyn is the father of Yori an Riamhtine and while he is loath to

admit this while lucid, his senile form dotes on his son happily. The man is of twin personalities, as the senile Urieyn is easily confused and hardly understands much. He grasps the concept of his role, that he is the High Coimeadai of Hyroth, and as such, his words often have to do with the owl spirit. He doesn’t, however, grasp the concept of his words having meaning; as they will often be nonsensical or otherwise ramble on about tangential connections to the owl. This will include diatribes about actual owls, with facts about birds that are hardly useful to anyone.

Contrastingly, Urieyn’s lucid form is a cunning and shrewd man; dedicated to his work and one of the most wisened sages on the Council of the Coimeadai. Having been elevated to the council before his senility, it is an echo of the man that was elected on to speak for the Blind Scholar. In his lucid form he will often task himself to finish any and all major duties before his senility takes him once more; as he is more than well aware of his situation.

In both forms, however, Urieyn has shown that he is one of the most prolific mages the Galuyn have. Frightening displays of magic have come in lucid and senile forms; as even his latter self can understand the need to defend himself.

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DUMENHAI AN DUALACH-LAOCH�High Coimeadai of Leka

Dumenhai an Dualach-laoch is the current High Coimeadai of Leka, and is one of the few Gnarled Galuyn who remained loyal to the Mac Tire Cairde against the Gnarled Confederation. A fairly reclusive man in private, but very boisterous and outgoing in public, Dumenhai represents one of the most enigmatic gods on the Pantheon. Having been chosen amongst his peers for his dedication to their matron, Dumenhai is known for being one of the more cunning strategists the Galuyn have ever had. A prolific hunter as well as extremely adept at espionage; Dumenhai fills many roles that one would not conventionally expect from someone coming from the Gnarled.

In addition to his skills, Dumenhai’s appearance is not conventional to the Galuyn either. Clad in Gilnean armor, armed with a Gilnean Crossbow, and even equipped with Gilnean amenities that would aid him in war, Dumenhai follows closely to Leka’s lessons of adaption and overcoming the odds. Though criticised for his choice of armaments, especially his abandonment of conventional Galuyn weaponry; none can argue with the results Dumenhai has procured by using the superior weapons made by their former enemies. Having once been one of the most prolific assassins in the employ of the Wicker King, many have questioned whether or not Dumenhai is actually Gnarled, or potentially Chillborn.

These rumors, of course, have been dismissed by both the Chillborn and Dumenhai; as he wishes not to attribute his skills and prowess to any clan’s structure outside of his own determination to survive and overcome what is placed before him. As such, despite his non-conventional approach, he is still a respected member of the Council of the Coimeadai, having served for over a decade in his position unerringly. His dedication to Leka is unsurpassed, preaching his matron’s practicality at times where stringency to tradition and resistance to change have cost the Galuyn more than it has helped them.

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CLARISSA AN CRAIFEACH�High Coimeadai of Faye

Clarisa an Cráifeach is the Greatbinder of the Thorned clan. An extremely powerful sage of her people, said to be one of the most potent healers of her generation, Clarisa replaced her former mentor, and father, Ethin after the latter allied with the Blades of Greymane, dying during the Second Range Rebellion, when the forces of Simeon Houndsbane invaded Hirene with the purposes of corrupting the mighty tree with the powers of Ca’ries, a splinter of Kil’zoth. Having originally been born to the Thornwind clan, the Thornwinds were convinced by Lerren Darkoak to abandon their name in favor of that of the Elder Blood Thorned, to add credit to Gilneas’

alliance with the Galuyn. As such, under Clarisa, the Thorned were the first Elder Blood clan to turn their back on the Wickers, and cast their lot in fully with the Gilneans. During this time, Clarisa was also wed to her friend, Khloros Darkwatcher, as a means of solidifying the alliance between the Thorned and Gilneas further. Eventually growing to love the man, they had a child, named Ethin after her father, and the Barony of Ironwood has become one of the main defenders of the Hirene Marsh as a result. Called upon by the Blades many times for her healing, her position of power and her advice; Clarisa is one of the most prolific Galuyn allies that the Blades have ever had. This eventually led to Clarisa being called upon after the Council of the Coimeadai found their position for Faye empty; with the former High Coimeadai, Faytia, having swapped to fill the position of High Coimeadai of Gurnye. Due to her dedication to Faye as her matron goddess, and her affinity with nature, Clarisa aided with purging the corruption forced into Faye by the Wicker King, and later took on the position of High Coimeadai of Faye. She continues to serve on the council, and has on numerous occasions continued to aid Gilneas; though she is less active on the front lines as she once was due to the growing responsibilities placed upon her shoulders.

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MAELAN AN LASAIR-UAINE�High Coimeadai of Kryfta

Maelan an Lasair-uaine, otherwise known as the Butcher of the Isles and the Pale Reaver, is an elderly Galuyn warrior who has served the Gnarled for many years. A bastard uncle of Kolrick an Dualach-laoch, Maelan's bloodline has been tied into that of the Lasair-uaine, the Verdantfire Clan; a Gnarled clan long known for their propensity for violence. Strong supporters of the Gnarled Confederation, the Verdantfire was known as the rivals of the Warheart clan. This has put him at odds in concert to the Gnarled representative, Finian an Achrann-croi, who has been blamed for the death of several of the Lasair-uaine’s leaders; despite having rejected these accusations.

Having followed Kolrick in his move to rejoin the Galuyn, Maelan put himself forward in a test of the champions of Kryfta to take the position left behind by the tempestuous former Grand Coimeadai, Amyas. Slaying all of his competitors in a test of will and strength, even if the test was not necessarily to the death, Maelan's appointment came as a sign that Kryfta was with this mighty warrior. Embodying the aspects of Kryfta's courage and ferocity, it comes as no surprise that such a fearsome warrior would ultimately come to be named as High Coimeadai. It would also come as no surprise that a champion of the Gnarled Confederation would be used as a bargaining tool to ensure that the Gnarled's reintegration into the Galuyn culture came with a figure head under Yori and Aleyina's thumb. Maelan has taken his appointment seriously, even if it was partially influenced by his status as a champion of the Gnarled. He has already begun reviving the depleted forces of Kryfta’s coimeadai, who suffered immense losses due to being split between the Mac Tire Cairde and the Confederation; thus leading to many of them killing each other. He is known for his outspoken nature, especially when it comes to the concept of violence, believing that the Coimeadai should be more like warriors than priests.

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FAYTIA AN TONN-SIULOIR�High Coimeadai of Gurnye

Faytia an Tonn-Siuloir is the High Coimeadai of Gurnye and a member of the Wavewalker clan. Sister of the Wavewalker’s leader, Erynia, Faytia originally served as a member of the council as the High Coimeadai of Faye; having held a connection to the softer side of the gods most of her life. This connection, however, faded after Faye was captured by the members of the Thorned Council; torturing the goddess in secret. Faytia spoke against the brutal measures of the Wicker King during his return and the Galuyn invasion of the Reach. This led to her being imprisoned by the Thorned Council after they decided to be rid of the Council of the Coimeadai to appoint new leaders.

Faytia was spared execution, despite being the first imprisoned, as her sister was loyal to the Wicker King. However, when it was revealed by the freed Faye; who was then purged of her corruption by Clarisa an Craifeach, that Faytia was being tortured; Erynia’s loyalties flipped. Faytia was later saved, though Erynia’s distaste for the leadership of the Galuyn had been permanently soured. This only grew worse as her faith in Gilneas was not established, leading to Erynia abandoning her own position as High Coimeadai of Gurnye to remain as the leader of the Wavewalkers, spending most of her time away from the city. Feeling as if she failed her goddess, and seeing that Clarisa was extremely proficient in Faye’s arts, Faytia beseeched Faye to forgive her for stepping down from her position. With the goddess’ blessing, Faytia re-consecrated herself as the new High Coimeadai of Gurnye, taking Erynia’s place as the speaker for the mother of the ocean. Faytia retains her gentle demeanor and is often seen as a voice of reason and compassion on the council. She has served on the council in some capacity for most of her adult life, and while she is not extremely involved with Wavewalker politics, she is known to carry out whatever blessings need be done to the currachs if time allows her.

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DUVEESA DE NA FITHEACH�High Coimeadai of Yim’nir, Huntress of Hod

Duveesa de na Fitheach is a Coimeadai of Yim’nir, otherwise known as a Religire (Gravekeeper, in Common), who has been spotted wandering around the Ashen Coast. While most Religire do not involve themselves with the matters of the Galuyn, let alone those affiliated with anything having to do with those who are employed to set about the will of the Rionasai and the Council; Duveesa has broken that mold by aiding them several times; albeit in exchange for her own reasons. Having joined with the Mac Tire Cairde during their adventures in the Frost; Duveesa has also formed a bond with the Achrann-croi, or Warheart, clan and their Godshunter, Finian an Achrann-croi.

Duveesa, despite these ties, does maintain some semblance of anonymity. She is, unusually for a Religire, also a Huntress of Hod. As such; she has the ability to call upon the Blessing of Winter, which turns her skin blue, hair white, and gives her powers beyond the means of normal mortals. This has also put her in good favor with the Ceann-fuar clan, the Chillborn, who kept to their ways within the Icefur Den. While Duveesa is technically ageless, as per a gift granted by the oath they swear to their God, Yim’nir, she has lived for hundreds of years. As a result; Duveesa has personally bore witness to the rise and fall of the Galuyn countless times. Dedicated to her task as a Religire, Duveesa migrates across the land in search of souls that have been lost, tainted, or souls that do not belong on this plane (her most notable one of these having been Farin an Ceann-fuar, a former Thorned Council member who turned herself into a lich). She is, as all Religire, a member of the Skysworn pact of Coimeadai.

Duveesa is often accompanied by her husband, Bjorik an Tonn-siúlóir, a Wavewalker warrior she has soul-bonded with. As such, despite Bjorik’s many deaths, she is constantly able to resurrect her husband to continue fighting. She has also been seen in the company of other men, though her constant companion has been Bjorik and her albino raven.

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AHEAGAN AN DAMHAN-SCATH�High Coimeadai of Xxala

Aheagan an Damhan-scath is the leader of the Damhan-scath clan and the High Coimeadai of Xxala. Originally a seer from the Everflame, Aheagan saw visions of destruction and chaos in his dreams. Rather than be scared of these visions, however, they awoke a chilling realization of excitement within the seer; leading to his exile within the woods. Coming upon a cult known as the Cult of the Drowned, Aheagan joined with them as they attempted to resurrect the fallen Old God servant known as Kil’zoth. Originally bound to this, Aheagan’s mind was freed from Kil’zoth’s visions, sent to recruit him, by an unlikely source; his servant Xxala, the spider.

Originally a spirit of great power, a forgotten demigoddess, Xxala was enthralled and enslaved by Kil’zoth in a similar manner to Yolth during the War of the Gods. In the ages that followed, Xxala was empowered by Kil’zoth’s power before finally being slain by the Gilnean priest, William Falsemire I and the Order of the Silent Crow. In her death, her spirit was freed from Kil’zoth’s machanations, though she was ultimately being revived to be enslaved a second time. Through Aheagan, the man intervened during her resurrection by spiriting away her soul from her body; resulting in her body being resurrected as a mindless husk. This husk was eventually slain, again, by the Blades of Greymane. Under Aheagan’s leadership, a following of Xxala arose in the forest, surrounding her dead body in aims to resurrect her. A goal that was met through the Mac Tire Cairde and the Gnarled Confederation fighting over the goals of recruiting his clan. Siding with the Mac Tire Cairde, he was elated to see his mistress finally resurrected in true, and take her place amongst the pantheon. Rewarded for his long service, he became the first High Coimeadai of Xxala. Though often disregarded for his eccentricities and uncomfortable behavior, Aheagan’s position as a madman is a clever guise that aids with keeping his work to Xxala away from prying eyes.

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LAOGH AN GALUBAILE�Seer of Wickenden, Coimeadai of Raeok

Born to two sages of the Wickenden clan, Laogh was raised amongst stories of the gods and the former glories of their people. Learning of the ways of Galane and Sayat foremost before the other gods, as per Raeok's teachings, Laogh showed promise as an aspirant at a young age. Laogh was given special tutelage by the Council of the Coimeadai for her bloodline; as both sides of her family held blood ties to the Wicker King according to the Thorned Council. Unbeknownst to Laogh and the others who shared such strong bloodties with their monarch, this was due to the Thorned Council seeking a host for the Wicker Crown; as they had many years ago before the Second War of Thorns.

Ultimately, Laogh's support of the Thorned Council went unvindicated; as they were dethroned alongside her maddened ancestor by the Blades of Greymane, and the Galuyn would later fully go on to join with the country as a sub-culture of Gilneas, under the Mac Tire Cairde. For Laogh, this was a bittersweet turn, as she lost a major point of prestige in her life in exchange for power through the Council of the Coimeadai, of which she was a part of. With the death of Grand Coimeadai Yurea, Laogh found herself with a small following of Raeok worshippers looking to her for answers. While she was not the most experienced of the group, with others far more capable of taking the position of High Coimeadai of Raeok, she used this to continue building her clout as a Coimeadai so that she might one day take the seat. When the council's mismanagement of the Ruileas Incident led to the creation of the Rionasai position and shifting the power away from the warrior priests; Laogh was livid. A second time now, her ambitions had been dashed away, as the Galuyn power structure changed. While against this shift, Laogh was in the minority; as many Galuyn came to rally behind Aleyina and the new Grand Coimeadai, Yori. Falling in line begrudgingly, Laogh was forced to watch as the power structure shifted ever away from her favor.

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SIRACCO KARANES�Coimeadai of Faralani

Siracco Karanes is a Coimeadai of Faralani and a Gilnean that fell into reverence of the Galuyn gods after his exposure to them during his work with the Ashen Coast. Having originally begun his work with the Galuyn as part of his mercenary contract with the Blades of Greymane, Karanes found himself progressively more and more intertwined with the Galuyn over time. Finding a resonance with the culture of the Galuyn, in particular, their gods; Karanes used his experiences to guide a spiritual awakening of sorts in the form of Faralani. Finding a kinship with the deity’s experiences with loss and the pursuit of self-craved and fulfilled justice, Karanes quickly became a devout

follower of Faralani and her message. His deeper appreciation for her virtues of vengeance and meeting out justice led to Karanes to pursue not only her following but to eventually join the ranks of her Coimeadai as a Skysworn.

Karanes’ ties to the Galuyn have only grown over time. His relationship with Nawar Shanworth, a Radiant blooded woman who was raisesd as a Gilnean orphan, has only led him further down the path as she undergoes her own desire of cultural discovery. This has come to a head for the man as he has also found himself to be related by blood to the ancestry of the Chillborn. Now regent of a region of the Chillborn’s lands, Karanes seeks to continue making his place amongst his newly found people while not forgetting the arduous trials that brought him as far as they have. As such, while his mannerisms are mostly Gilnean, he does show genuine care for the Galuyn as a whole and has risked life and limb, literally, to preserve their culture and way of life.

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FINIAN AN ACHRANN- CROI�Gnarled Representative

Finian an Achrann-croi is the Godshunter and leader of the Achrann-croi clan, otherwise known as the Warheart. The Warheart are a Gnarled-blood clan, one of the few who have pledged to the Ashen Coast, and are currently the largest representative of their people within the Mac Tire Cairde. Finian himself comes from the Tarbh-trom clan, a wiped out Gnarled clan that was destroyed when he was a child by the Lasair-uaine, another Gnarled clan who has since gone on to join Kolrick and the Gnarled Confederation. Having infiltrated the Lasair-uaine as a young member of their clan to hide himself amongst the enemy clan, Finian waited many years to exact his revenge.

Becoming one of the Mionlach, or elite, of the Lasair-uaine, Finian became the understudy of the clan’s Godshunter, Yuthrad, who chafed at the leadership of the Lasair-uaine; who initially had joined with the Mac Tire Cairde as most Gnarled clans originally had. After incitement from Kolrick, who was attempting to form the Gnarled Confederation, Yuthrad led a misdirection against another nearby clan to perform a banned raid against them, using the raid to slay the other leaders of the clan. During this period, Finian and his companions figured this out, and went to confront the leadership of the Lasair-uaine, only to find that Yuthrad had already killed them. Revealing his origins to Yuthrad, the two engaged in a duel, where Yuthrad, a worgen, bit Finian; but was slain by Finian’s familial blade, Ahmran-fola. After this, Finian pursued the Thorned, gaining control of his new worgen form, and took his followers far away from the Reach, which had become a boiling pot against his people with the rise of the Gnarled Confederation. Pledging himself to Aleyina Nathair, the Warheart found protection with the Leanai Iscia and were given territory in the Fallow Crest. He now serves as the representative of the Gnarled in the Mac Tire Cairde, as well as an Anraoch for the Rionasai; showing undying loyalty to the leader who spared both himself and his people from unending war under Kolrick.

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ETHEVAU AN DUALACH-LAOCH�Gnarled Clan Warleader

Ethevau an Dualach-Laoch is the eldest son of the former Gnarled Warlord, Kolrick an Dualach-laoch. Born from his wife and former Queen of the Warrior Isles, Verona, Ethevau was seen as the spitting image of his father; holding much of the same strength and tactical mind for war. Growing up, Ethevau was often tasked with leading his brothers into battle, building a strong relationship with the second eldest of Kolrick’s children, Tytos. The two brothers often co-lead the battalions under the Gnarled banner of their father; leading battles during the Wicker Incursion as well as the Battle of the Grip against the Horde. Ethevau supported his father through every one of his ventures,

eventually coming to be seen as Kolrick’s heir--apparent when he declared himself King of the Grip, which later became King of the Warrior Isles and leader of the Gnarled Confederation. Ethevau was tasked with gathering up many of those clans who adhered to Kolricks’ ideas of an independent Galuyn; something he was adept at when it came to the Gnarled. He clashed multiple times with the Mac Tire Cairde, first when he attempted to recruit elements of the Gabhatine and again when he attempted to recruit elements of the Everflame. His echoes were found by the group following his successful recruitment of parts of the Chillborn, when he purged Iomaire clansmen who were not loyal to Kolrick. He once more faced off against them when the group was aiding the Thorned, as he led Gnarled clans to assail Hirene. Ethevau, however, ultimately changed sides after he was exiled to lead Eiri Amach, a place of peace where those who were uninterested in the Gnarled wars would go; an insult to a warrior such as he. Seeing that his father and clan were headed down a road to madness under Zulizan’s scheming and Kolrick’s abandonment of his old ways, Ethevau joined his enemies and aided with taking down his father. Since then, even though Kolrick survived, he stepped down, with Ethevau named the new Warleader of the Gnarled Clan.

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MARSTON AN SAOI-FUAR�Crithe Ranger, Chillborn Representative

Born in the small township of Winterdown in the Ashen Coast, Marston, like all newborn Chillborn, was left out in the cold for several hours as per Chillborn traditions. Because of the Crithe infiltration of Gilnean society, Marston was raised ingrained in Chillborn society but maintained a facade of being Gilnean. As he grew up, he became a skilled archer, hunter and tracker in the frozen regions of the Frost. Posing as a rugged bowman and shrewd survivalist of a lesser branch of the House of Crithe, Marston won numerous local archery competitions in the region. He, like the rest of his clan, would come to ally with Gilneas after being promised freedom to worship their god, Dreayus.

After the region of the Frost was revitalized after the Chillborn's betrayal by Natalie Crithe, leader of the House of Crithe and the Crithe clan, she experienced a faltering of her faith of Dreayus after she found that she was instrumental to her own ascension after revitalizing the Frost after the Chillborn's betrayal, rather than any forgotten God. Marston stood by her side when she left Winterdown for the Chilled Grove, becoming a close advisor to her. When the "Council Clans", or Mac Tíre Cairde, began to form, Marston was sent by Natalie to infiltrate them and keep tabs on them for her, reporting everything back to her. He finally made his presence known during a meeting where they sought to bring more of the clans into the Mac Tíre Cairde. Joining them as they began to meet with the various clans, they eventually journeyed to the Frost where it was revealed that he was reporting to Natalie, and he served as the Mac Tíre Cairde's main contact within the region. With the reveal that Dreayus was little more than a scared, lost pig, Natalie decided to go back to her old roots, that being Hod worship. The Mac Tíre Cairde helped her connect with Hod worshipers within the mountains, the Hunters of Hod. As a result, the Crithes, Marston included, renewed their commitment to the Galuyn and returned to their roots.

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SIEGRUN AN GABHATINE�High Runesinger, Oakenborn Representative

One of the three leaders of the Gabhatine and representative of the Oakenborn, Siegrun an Gabhatine, also rarely known as Siegrun Woodcourt, is the High Runesinger of the Gabhatine. Tasked by her clan with interpreting and ‘singing’ runes to life, Siegrun has been trained from a young age to understand the language of Galui and speak forth its various meanings to life in her own stories, as well as those of others. Her duties include shepherding her people towards a higher understanding of their language to bring their tales and sagas in harmony with the Gods. Siegrun, and the Gabhatine at large, live within the foothills of the great mountain hold of Flame’s Berth.

This ancient mountain fortress was once the most sacred hall of the Oakenborn, the Gabhatine’s Elder Blood predecessor. Her people adopted a staunch isolationist policy after the various conflicts that saw the Oakenborn extinct, and as a result, the Gabhatine are the last of the extremely few Oakenborn clans to hold to the traditions of their ancestors. While Siegrun is not the only leader for her people, she serves as their primary representative; partially due to her marriage to an outsider, Airell Woodcourt. As a result, she has the most experience dealing with the Gilneans, and is herself a member of the Blades of Greymane, which few of her clan can state. While Siegrun still holds isolationist and superstitious tendencies, her desire to see her people to a brighter future has won through in every chance it has had to shine. It was this determination that led to her to overthrow her father, Oisin an Gabhatine, as High Runesinger, as his policies were leading to a downward spiral for the Gabhatine. While Oisin has been re-introduced into Gabhatine society and fences mended, Siegrun has endeavored to not take the Oakenborn down the same path ever again. She has led them out of the mountain to the foothills and led her people to new prosperity within the Gabhatine Lands; where they have now fully joined with the Mac Tire Cairde, and the Galuyn at large once again.

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ISELEEN AN RIAMHTINE�Sage of Ria, Everflame Advisor

Iseleen an Riamhtine is one of the sages of the Everflame, a clan dedicated to the magic of the world through their worship of the gods. Iseleen was born albino, according to the Galuyn this means she was blessed by Yolth upon her birth. While this would be seen as an ill omen in most clans, Iseleen was fortunate enough that Yolth has not been looked down upon as significantly in the Everflame as in other clans, as he is the patron of Blood Magic. As such, Iseleen’s path has always been subtly nudged towards Yolth from a young age. Born without a mother, as she perished in childbirth, Iseleen lacked any maternal figure in her life; as any women were impersonal or friendly at best.

This, along with her connection to Yolth, drew her to the spirit known as Ria, a demigod goat that, according to legend, serves as Yolth’s prime consort; though she is incapable of baring his children. A mother to the flock of Yolth, who does not share in her mate’s corruption, Ria took pity on the young Iseleen and helped guide her through her formative years. This led her into the service of Yolth fully within her own rite, and caused her to become a key ally in Yori an Riamhtine’s quest to not only restore the Everflame to their former glory, but to also move Yolth out of the shadows. When the time came that Yori invoked ritual to choose his wife, Iseleen was chosen from the three candidates; further strengthening their bond until an unlikely love formed between then. Iseleen stands now as Yori’s only true confidant, whom he trusts implicitly and without doubt, where others may face paranoia or skepticism. Iseleen herself finds her position well suited; as she is devoted to Yori, her people and her lord, Yolth. As a result of their marriage, Iseleen is the leader of the Everflame when Yori is incapable of being at home, which is often; leading to the woman being his eyes, ears and voice when concerning their people. Though this has led to hardship, Iseleen faces these challenges unwaveringly, her devotion to her husband and her duty carrying her every day without fear.

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KELSETH AN LEANAI ISCIA�Keeper of Iscia

Kelseth an Leanai Iscia is a Keeper of Iscia and one of the representatives of the Leanai Iscia clan within the Mac Tire Cairde. A prolific warrior-sage; Kelseth is dedicated to the goddesses Gurnye and Leka, but more specifically, their daughter, Iscia, the immortal sea serpent demigod that is worshiped by her clan. A native of the area of the Farraiage a Rugadh Hills, Kelseth spends the majority of her time, when not with the Mac Tire Cairde on task from the Rionasai, at the lake of Usi’nead; Iscia’s home. Her duties as a keeper of Iscia require her to be versed in various spellcraft and understanding of tasks required to upkeep both the lake and the demi-goddess within, giving her special skills.

These skills manifest as an acute ability to weave air and water together into prolific mists. While akin to mistweaving that the Pandaren are known for, her abilities as a mistmancer are more aggressive rather than the passive arts taught by the bearmen. A form of proto-shaman, with magic wielded by various sub-groups; Kelseth’s elementalist powers are often used to heal just as often as they are to harm, her dual natured capabilities coming out in her personality as well.

Known for her outspoken nature, Kelseth is not afraid to speak her mind, and has been shown to be both caring to her allies as well as sharp to her foes. She is a staunch believer in the idea that the Galuyn and Gilnean alliance is essential, having led to a fast friendship with Finian an Achrann-croi, who believes much the same. Kelseth is a devout worshipper of the Gods, and as such, is strongly against breaching the practices of her faith. Despite this, Kelseth was inadvertently key to the ascension of Xxala, the Mother of Fear to the Galuyn pantheon by explaining the spider’s worth in their histories. Inversely, she was one of the most vocal to speak out against the heretical practices of Dreayusi Worship, which bastardized the Galuyn faith.

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CRASTEN NATHAIR�Wavewalker, Thornspeaker

Crasten Nathair, otherwise known as Crasten an Leanai Iscia, is the uncle of Aleyina Nathair and current Earl of Iscia’s Cove. Wanderlust in his younger days led to daring outings, and Crasten’s vessel eventually shipwrecked on the island nation of Kul Tiras, where he eventually made a home in Drustvar. Becoming friends with Randulf Wolfsbane, the two would eventually go on to lead a splinter section of the Thornspeakers, a sect of Kul Tiran druids, known as the Willowborne. There, Crasten built a life for himself amongst the Kul Tirans; defending the lands of Drustvar alongside his fellows against the magic of the ancient Drust by using their own might against them.

This culminated with Crasten leading a charge through a waygate with several of his followers to defeat the Wicker creatures that bled through one of the Geata-Bealach. Arriving in Wickenden to the reception of the Blades of Greymane; who had mustered in the area to stem the tide of coven creatures. While the group did not know who Crasten was at the time, it was later on revealed that he was the uncle of Aleyina. Despite a very poor reception to the man, the group elected to work with Crasten after capturing one of his wayward students who had been manipulated by magic. In the months that would follow, the Blades would seek out the Willowborne as allies against the Horde and for the defense of Gilneas; thus leading to Crasten working with the Blades more expediently.

After aiding the Willowborne multiple times, they pledged to aid the Blades, with Crasten being sent to represent the Willowborne in a more concrete fashion by Randulf. As such, he has returned to the land of his birth, being granted lordship over the earldom by his niece to ensure the interests of the House of Nathair while she oversees the Galuyn at large. An elder man that remembers the Wavewalkers under the Wicker King; Crasten brings with him the experience of a past age, as well as that of a foreign culture.

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BJORIK AN TONN-SIULOIR�Wavewalker, Warrior of Yim’nir

Originating from a long dead Wavewalker clan, Bjorik an Tonn-siuloir is a warrior of his people that managed to build a bond and strong relationship with the Reiligire, Duveesa de na Fitheach. A boisterous warrior with a penchant for battle, drinking, and the other cornerstones of his people; Bjorik’s bond with his wife has allowed him to return from death a myriad of times, giving him a boundless resolve and an at times reckless demeanor. While the man does not talk about his place of birth, the destruction of his clan was, at the time, a rather well known tragedy. Known as the Reefsworn, this group of Wavewalkers inhabited the now destroyed rocky jetties that surrounded Gilneas.

Destroyed by a mixture of both Gilnean purgings against their people, as the Reefsworn were seen as raiders and pirates, as well as the tumultuous methods of their living space; Bjorik was one of the only survivors of the purge of the Reefs; which left his clan trapped against the rocky spires and a small flotilla of Gilnean ships. In truth, Bjorik did not survive the purge of his people, having been slain upwards of three times before escaping; his life only preserved due to the bond that had been made recent at the time through Duveesa; whose powers resurrected him each time he was killed. As Reiligire are often reclusive by nature, Bjorik’s survival led to the creation of a small saga by survivors and witnesses, known as the Saga of the Thrice-dead; accounting each time that the man was brutally killed on his journey away from his home. While he would eventually make it to the mainland alongside Duveesa, Bjorik’s experience has led him to distance himself from his past, throwing his lot entirely in with the woman he has made his wife. While always more at home with the Wavewalkers, Bjorik has journeyed with the woman through endless fields across their nation, seeing every corner of the country as well as meeting with every clan type and countless others that have since been forgotten due to the ever shifting nature of the Galuyn.

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JESAMINE AN SAORTHIT-ABHAINNAN�Waybinder of the Crakeriver

Jesamine an Saorthit-abhainn, otherwise known as Crakeriver, was raised by her father, Hoytin of the Wavewalkers, after her mother died in childbirth. Said to be a bad omen for the clan, Jesamine was raised in her father's protection with little in the ways of contact with her clan. Through her own personal agenda, Jesamine trained herself to become an able hunter and warrior for the clan; to overcome her birth's ill tidings. Bonding with a warrior of the Gnarled by the name of Borin, the two became near inseparable during their time among the joint Wavewalker-Gnarled forces. When the Gnarled were defeated by the Blades of Greymane; Hoytin led the remaining Wavewalkers in the force.

Unfortunately, the largest warhost was led by the son of the former warlord, Graftin, who despite being Borin’s brother, was disgustingly sexist. Oppressing the women of the warhost, including the Wavewalker women, he took whomever he wanted as a concubine, intending to reward his men in kind. Taking her Wavewalkers with her, with Borin gathering as many Gnarled as she could, the two split off from the Reavethorn, creating their own clan, the Crakerivers. Allying with the Blades, they defeated the Reavethorn, though Hoytin, the Reavethorn’s Hierophant, died ensuring that Jesamine would be safe; giving her the sacred Gnarled axe, Yornroot. Jesamine and Borin would continue to remain allied with the Blades, eventually bridging the gap between the two societies as more clans joined. Jesamine ultimately departed from the Reach after the Galuyn Resurgence, when Kolrick, Borin’s brother, slew her on the field alongside a large amount of Crakeriver warriors. Though she did not abandon her pact to Gilneas, the Crakerivers retreated to the isle of Beau’s Tooth. She remains staunch in her belief that the Galuyn belong with Gilneas; as the Crakerivers immediately joined the Mac Tire Cairde even in their exile from the Reach. Leading alongside Garel, Borin’s youngest brother, and Hierophant Aina, she still stands as a staunch warrior of the Galuyn.

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AIRELL WOODCOURT�Gabhatine Advisor

Born from the Reach and raised in a Gilnean-Galuyn household, Airell Woodcourt has a relatively unique experience concerning his people. The son of a Knight and an outcast sage of the Galuyn, Airell and his family were brought up as traditional Gilneans; though exposed to the Galuyn way of life by way of their mother, Deidre an Galubaile. While as children they did not fully understand the difference between Gilnean and Galuyn, Deidre endeavored to have her children be raised as close to Gilneas as possible. This, unfortunately for her, caused an extreme inquisitive nature to sprout up in young Airell, leading him down a path that would inevitably tie him closer to his Galuyn heritage overall.

After his father, Bashel, died, Deidre abandoned her family; as her eldest children, Brigid and Alastar Woodcourt were already considered adults. This left Airell with a minor identity crisis, as he had been the closest of the children to his mother. Endeavoring to learn more about the Galuyn, who at the time were simply written off as woodland savages, Airell connected with the various clans that had allied with the Blades of Greymane in the wake of the Invasion of Gilneas. While these choices eventually led him to almost betray the Blades in favor of the Wicker King to please his misguided mother, Airell ultimately was swayed to re-assess his actions and connect with the Galuyn more meaningfully after the Wicker King was defeated. It was through these endeavors he happened upon a Galuyn warrior in the Blades’ employ by the name of Siegrun an Gabhatine, and from there his life changed permanently. With Siegrun he brought the Gabhatine out of the shadows of Flame’s Berth, having fallen madly in love with the woman, and while his heritage is that of Wickenden, Airell has wholly committed himself to the Gabhatine’s cause. At heart, he has realized both parts of his heritage are important, and as a result, he serves as one of Siegrun’s chief advisors, as well as her husband, and is a staunch supporter of Galuyn-Gilnean relations within the clan.

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ASGAUT DE NA OLLMHORI�Great Preserver of the Gabhatine

Asgaut de na Ollmhori is the Great Preserver of the Gabhatine clan and the last Ollmhor of the Emerald Plinth. Having been born into the mountain nearly two hundred years ago, Asgaut has tirelessly worked with the Oakenborn descendants. The youngest and last of the Ollmhor children born within the region, the rest of his people died over time; from either accident or age, despite the long lived nature of the Ollmhor. Though one would assume this to be a lonely existence, Asgaut is extremely extroverted, often conversing with the smaller humans of the mountain without much concern; thus keeping him from dwelling on his status as the last of his kind within the mountain proper.

Extremely kind hearted, Asgaut has tirelessly worked to preserve the mountain; doing tasks that previously would have his kinsmen work in pairs for ease. Following the death of the other Ollmhor, Asgaut was seen as an essential part to keeping Flame’s Berth intact; as only he could, literally, bare the burdens of certain parts of the collapsing rock. As such, when Asgaut departed with Siegrun an Gabhatine and Airell Woodcourt following the former’s inscription of her prophecy; many of the Gabhatine panicked. When he returned, with the former two and their companions in the Blades of Greymane in tow, Asgaut’s presence aided much credit to their cause. Following the usurpation of Oisin an Gabhatine, Asgaut replaced the previous Great Preserver; who had been found to be lacking in her duties. He now serves in a position best suited to his talents, dedicated continually to the people he sees as family.

Asgaut possesses a special collar that allows him to shrink down to human size. While still gargantuan in comparison to other humans, it allows him to travel outside of Flame’s Berth as well as reach areas that his normal size would normally not allow him to. He has shown interest in recruiting more Ollmhor from the Ollmhori Wastes, but thus far has not pursued this task; his main concern being the need for the giants should he pass away unexpectedly.

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FIDAH AN RIAMHTINE�Daughter of Ria

Fidah an Riamhtine is a Daughter of Ria and serves as an aide to Yori and Iseleen an Riamhtine. Originally a simple goat herd, born with a single eye that was akin to that of a goat; Fidah’s life was cast upside down after her village was raided by the Gnarled. Having taught her goat, Tater, to do tricks on command; Fidah used this to deceive the raiders into thinking she was a priestess of Yolth. This eventually led to her being adopted into the raiding clan, and her marriage to one of the men named Yorn. This, however, did not last. Upon Yorn’s death, Fidah had her tongue cut out by Yorn’s brother, who called her a deceiver and blamed her for the misfortunes the clan suffered.

In a twist of fate, Fidah eventually found herself approached by the demigoddess, Ria, the consort of Yolth. Promising to take the woman on as one of her daughters if she obeyed, Fidah followed Ria’s words into the service of Yori and Iseleen, becoming one of their servants and gradually evolving into Iseleen’s most trusted aide. Though originally brought onto the group in order to bare a child for Yori and Iseleen, as Iseleen was incapable of doing so, the intervention of the goddess, Leka, onto Yolth’s plans for his chosen followers and the deliverance of the baby Yaela to the couple removed the need for such an arrangement. As such, Fidah was kept on to aid the family with taking care of Yaela and the various tasks around their home. This eventually led to her bonding with Yori’s lead bloodguard, Guthrad, who was smitten with the woman. After an arduous series of trials, Guthrad managed to restore Fidah’s voice and tongue through the blessings of Faye. As the two have come together in a relationship and their respective duties keep them close to their master and mistress, they are often not apart. Fidah spends most of her spare time now with Guthrad, her daughter from Yorn, Anghara, and her goats, Tater, the Baybells, and occasionally Yori’s own goat, Bubbles. In spite of the position of their master and mistress, the two are rather private.

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GUTHRAD AN RIAMHTINE�Bloodguard of Yolth

Guthrad an Riamhtine, formerly Guthrad an Achrann-croi, is a Gnarled convert to the Everflame clan and a devout worshipper of the god, Yolth. Serving as the captain of Yori an Riamhtine’s Bloodguard, his personal squad of soldiers, Guthrad joined with the Everflame during the invasion of the Warrior Isles, where the Gnarled warrior found purpose in serving Yori. As a result, he eventually cast off his ties to the Warheart clan, though it was not done so in a spiteful manner; to the point where Guthrad still retains good connections with his former warleader, Finian an Achrann-croi. Born to a long disbanded Gnarled clan, Guthrad was brought into Gilnean society as a child.

As a result, he possesses a unique perspective on the Gilnean-Galuyn plight. Having been raised in a Gilnean orphanage until he was roughly sixteen (having been taken in at roughly 10), Guthrad is well learned as well as well skilled. Set to a rigorous set of personal codes, he is known for his immense work ethic and the fact that he rarely, if ever, complains about the duties granted to him. As he has described to those who have gotten to know him, Guthrad holds little actual piety, instead he finds purpose in the tasks set before him by Yolth, and as result, Yori. As such, despite the man’s imposing figure and grim tasks, Guthrad is actually fully capable of being remarkably kind and soft to those who have earned such favor.

He is bonded to the Daughter of Ria, Fidah an Riamhtine, whom he underwent arduous tasks in order to restore her ability to speak after her tongue was cut out by Gnarled clansmen. The man is fully committed to the woman, though the two are otherwise rather private about their personal affairs; not making excessive displays in public and typically spending most of their free time alone with one another and their goats, Tater, the Baybells, and occasionally, Yori’s own goat, Bubbles.

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LYORNAN AN IOMPROIR-LANN�Falconer of Faralani, Gnarled Clansman

Lyornan an Iomproir-lann is a Gnarled clansman and leader of a small clan known as the Iompróir-lann, tributary clan that follows closely with the Warheart clan. Serving as one of Finian an Achrann-croi’s lieutenants when the Gnarled are fielded, Lyornan uses his skills as a marksman and as a falconer to aid the Gnarled on and off the field. He is a fervent worshipper of Faralani, the falcon goddess of the skies, and is known for having a fairly short temper at times. His clan worked alongside the Gilneans in depth during the battles of the Invasion of Silverpine; where he formed an unlikely friendship with Myriss Darkwind, a Commander of the Blades of Greymane.

Through this connection, the Iompróir-lann were chosen with the unlikely task of piloting one of the Crowfoot-class airships during one of the battles in the skies of Silverpine. This led into Darkwind’s goals of bringing the Gnarled more into the Blades’ militant forces, with Lyornan and his clan eventually being chosen to take the role of airship commanders during the period when several Crowfoot-class airships were being distributed.

Given the strange nature of the Galuyn operating Gilnean machinery, Lyornan and his clan’s effectiveness at using the airship, which they are currently retrofitting to effectively act as a battle-barge in the air, distinguishes a slight shift in Galuyn ideology. As in previous eras, the Galuyn would be wholly resistant to the usage of such craft, the Iompróir-lann’s willingness to take on this task helps push forward the idea that times are changing; even if some might argue that Lyornan is not the best tempered man for such a job.

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HALLDUR AN LEANAI ISCIA�Wavewalker Clansman, Seer

Halldur an Leanai Iscia is a Wavewalker clansman and a member of the Leanai Iscia clan. A sailor and a warrior, Halldur’s efforts at sea mostly saw him patrolling the waters of the Fallow Crest aboard his currach for any potential threats. A vaunted scout, Halldur’s expertise with the water was augmented by possessing the ability to use tidal magic to ‘see’ through the waves. This farsight ability of elemental magic proved instrumental for his duties, leading to Halldur often being sent off into far-off areas of the Duchy’s waters following the inclusion of the Fallow Crest into the greater Ashen Coast. This suited the man well, as he preferred to often be upon the ocean.

Son of one of the more proliferate raiders of the Wavewalkers and a survivor of the massacre of the Reefsworn wavewalker clan; Halldur’s unique heritage allowed for him to be able to care for his vessel even on long voyages with ease. Often leaving markers of the Gods in location that he visits, these strange totems serve as vantage points for Halldur to use to navage himself and his crew during the harsh storms that frequent Gilneas’ waters. This allows for the man to have a sense of place by sensing the totems on distant shores, allowing him to sail reliably even with low visibility; a skill few sailors possess even amongst Gilneas’ naval ranks.

Halldur himself has also made an unlikely relationship with the elf known as Aesalia Aranas; a thalassian elf that came from Silvermoon in order to facilitate a trade deal with the elven house of Val’cari on Quel’shala. After stopping her vessel on a routine patrol, Halldur escorted Aesalia back to Quel’shala; where after some time the two formed a courtship. While relatively rare to see an elf paired with a Galuyn, the man seems to have little to no qualms with his new companion; even if the two often experience cultural differences due to their heritages.

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REALACH DE NA FITHEACH�Reiligire, Keeper of Yim’nir

Realach de na Fitheach is one of the Reiligire, a Coimeadai of Yim’nir. Though her origins are murky due to the nature of the Reiligire, she has served in the temple and amongst the Galuyn for some time. Taking on her role as a blood priestess of Yolth, her second patron, Realach used this as a cover for her status as a reiligire as she carried herself amongst the Galuyn populace. Her work consisted mostly of duties amongst the temple, an unassuming role, and she gave special care to assist with the orphans of the Galuyn; a role that is often overlooked. During her time in the temple, Realach grew close to the High Coimeadai of Leka, Dumenhai an Dualach-laoch. The two, though not in

a relationship, grew to trust one another fairly confidently; with Dumenhai being one of the few that knew of her status as a Coimeadai of Yim’nir. When Duveesa de na Fitheach rose to the position of High Coimeadai of Yim’nir, Realach alongside several other followers of Yim’nir began to come to light in order to facilitate the return of Yim’nir’s worshippers to the fold of the Galuyn pantheon. As this happened, more students were taken on to learn the arts of Yim’nir, though few were able to take on the path of the Reiligire.

After Duveesa disappeared following the Invasion of Silverpine, Realach took on several duties that had previously been slated for Duveesa’s care. Done at Yori’s behest, the woman has effectively served as a stand-in as one of the more senior Reiligire in the city. When not tending to duties in the temple, or visiting with Dumenhai, Realach resides on the grounds of the Enclave in the Dark Woods; serving as a mentor to Fidah an Riamhtine’s daughter, Anghara, as well as an advisor on matters concerning the raven.

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GULVEIG AN DUALACH-LAOCH�Dragonrider, Daughter of the Storm

Gulveig an Dualach-laoch is the daughter of Kolrick an Dualach-laoch and the only daughter born from his union with his now deceased wife, Verona. A titanic woman as a result of the Blood of Tonn; the bloodline that flows through the main line of Tonn’s successors in the Gnarled, she is known for being just as voracious and blood thirsty as her brothers. Having been absent for the bulk of the Gnarled Confederation, Gulveig sailed the world; particularly the areas of the Broken Isles. Finding a distant kinship with the vrykul of Stormheim; Gulveig amassed a small following of warriors from a plethora of regions, including vrykul themselves. This culminated in her being able to

pair with a storm drake of her own. A dragonrider, trained by the Drekirjar clan of vrykul; Gulveig eventually was satisfied with her accomplishments abroad and returned to her clan, as was Gnarled tradition. She returned to find that the Confederation she had heard of was no more, and that her mother was dead. Kolrick had tossed his lot in with the Mac Tire Cairde; willing or otherwise, and the Gnarled were now led by her brother, Ethevau, and represented by a man known as Finian an Achrann-croi. Deciding to build up her own prestige using her personal warband, Gulveig quickly began to spread her tale amongst the Gnarled; emphasizing that her origins are near deific. Claiming that Faralani took Verona’s place during her conception, Gulveig has begun to purport that she is the daughter of Faralani and Kolrick and, as such, has divine grace from the goddess of the winds. While this claim has been opposed in private by some of her brothers, there is a small following that sincerely believes this to be true. This is only heightened by the fact that Kolrick has set his eyes on Gulveig as his heir in terms of his ideology in the Galuyn, as Ethevau and Tytos (his eldest sons) have all but disowned him from their family following the Warrior Isles. Gulveig remains in service, loosely, to her brother and her clan, though most of her ambitions and goals are her own.

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MINOR GALUYN CHARACTERS�Past and Present Minor Characters

The Thorned Council (deceased) - Leaders of the Wickers faction and former councilors of the Wicker King at the time of the First War of Thorns. Turned themselves into Comhairleoirí in order to retain their ability to lead the Galuyn and revive the Wicker King. Were slain by the Blades of Greymane after the betrayal of the Wicker King; with the aid of one of their own, Horith an Darach-Rugadh. Live on as spirits in the Realm of Spirits. More information can be found on them in the Naith an Galubaile entry.

  • Teresa an Cráifeach - Thorned representative. Went insane after the Second War of Thorns, when her people splintered. Resides within the Great Bough now; sane though reclusive.
  • Farin an Ceann-fuar - Chillborn representative. Refused to accept the defeat of the Wickers, gathering her followers in the Frost after her death. Revived as a Lich, but was defeated by the Mac Tire Cairde and banished to the Soultear.
  • Wayer an Tonn-siúlóir - Wavewalker representative. Was one of the most active Thorned Council members during his life. As a spirit, he is often seen sailing the waves. One of the few members still active towards their descendants.
  • Berin an Riamhtine - Everflame representative. Reclusive in life after his clan was persecuted in the Second War of Thorns, Berin wanders the Realm of Spirits in death, seeking knowledge. He does not interact with many people, including other councilors.
  • Garith an Dualach-laoch - Gnarled representative. Extremely active in life, and a mentor to Gerand (Father of Kolrick); Garith remains active as a spirit amongst the Warrior Isles, advising his descendant from beyond the grave.
  • Horith an Darach-Rugadh - Oakenborn representative. Resented the council after his people were persecuted. Realized the depths of the madness of the Wicker King, and aided the Blades of Greymane and Council of the Coimeadai in over throwing the council and monarch. Died undoing the ritual that bound the souls of the seven to this world. Lives on as a spirit within the shores of the Reach, living within a cottage and making spiritual honey and mead, as well as fishing. Has reconciled with Naith an Galubaile since his sanity was restored in death, but no other councilors beyond Berin an Riamhtine.

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MINOR GALUYN CHARACTERS�Past and Present Minor Characters

Yurea an Galubaile (deceased) - Former Grand Coimeadai of the Council of the Coimeadai and High Coimeadai of Raeok. Ruled as Grand Coimeadai for over fifty years before sacrificing herself to save the Council during the return of the Wicker King and to purge Yori an Riamhtine of the Nightmare corruption placed upon him by the Wicker King.

Amyas an Galubaile (deceased) - Former Grand Coimeadai of the Council of the Coimeadai, successor to Yurea and High Coimeadai of Kryfta. Ruled as Grand Coimeadai for several years before being slain during an invasion of the Temple by Wicker Beasts. Following her death, the Mac Tire Cairde changed stances, making it led by both the Rionasai and Grand Coimeadai instead of the latter only.

Horidas an Galubaile (deceased) - Former High Coimeadai of Hod, Horidas was a respected member of the Council and known for his straight forward, gruff, personality. He was always the first to head for battle, and unfortunately, was slain as a result when the Temple was raided by Wicker Beasts.

Faytia an Tonn-siúlóir - High Coimeadai of Guryne and former High Coimeadai of Faye, Faytia is the sister of Eryna, the former High Coimeadai of Gurnye and the leader of the Wavewalkers. After the latter was shown the error of following the Wicker King, Eryna stepped down from her Coimeadai position to lead the Wavewalkers full time, thus leading to Faytia taking up her position so Clarisa an Cráifeach could become Keeper for Faye.

Iollan an Gabhatine - Grand Smith of the Gabhatine and one of the three leaders of the clan alongside Siegrun an Gabhatine and Asgaut de na Ollmhori. Unlike Katriona and Oisin, Iollan retained his position as Grand Smith following Siegrun’s rise to power; uninterested in the politics of who rules, only that the Clan continues strong and unerringly. While somewhat conservative, Iollan is not as resistant to change as Oisin is; despite the two being friends.

Katriona an Gabhatine - Former Grand Preserver of the Gabhatine, Katriona was notorious for her flip-flop nature on her policies and inability to retain to one stance under pressure. She holds a position of small-time leadership since the loss of her position amongst the preservers along the coast, and was nearly tempted to join the Gnarled Confederation.

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MINOR GALUYN CHARACTERS�Past and Present Minor Characters

Borin an Saorthit-abhainn (deceased) - Former Godshunter of the Crakeriver clan, as well as sister of Kolrick an Dualach-laoch. Stood against her brother numerous times, speaking out on his cruelty. Was slain by Kolrick during the Galuyn Resurgence under the Wicker King; where she was deceived by him and impaled on her own spear.

Gerand an Dualach-laoch (deceased) - Former leader of the Gnarled under the Wickers. Father of Kolrick, Graftin, Borin and Garel. Led the Gnarled through the Invasion of Gilneas, reclaiming Ironwood Keep. Wielded the sacred axe Yornroot, but was slain by the Blades of Greymane during the reclamation of Ironwood.

Graftin an Friofacfi (deceased) - Leader of the Reavethorn, a clan born after the death of his father, Gerand, and the dispersion of the Gnarled. Held the largest Gnarled warhost, though was set back by Graftin’s narcissism and sexism. Was slain by Jesamine an Saorthit-abhainn and his own sister, Borin, after they allied with the Blades of Greymane to defeat him during his attempts to conquer Ironwood Keep a second time.

Hoytin an Tonn-siúlóir (deceased) - Hierophant to the Reavethorn (unwillingly), and father of Jesamine an Saorthit-abhainn. Formerly led the Wavewalker attachment to Gerand’s Gnarled-Wavewalker warband. A follower of Hyroth, unusual for his clan, he taught his daughter the arts of Runic Magic, and stole the sacred Gnarled axe Yornroot to give to her after she created the Crakerivers. Was executed by Graftin for his actions, though was instrumental in the man’s death.

Natalie an Saoi-fuar - Leader of the Crithe clan in the Frost, Natalie sided against the bulk of the Chillborn during their attempt to seize the Reach during the Galuyn Resurgence. Having fallen into the worship of the demigod Dreayus, Natalie originally betrayed her kin for religious freedom. After losing faith with Dreayus, Natalie’s shrewd leadership saw resurgence in the Frost. She brought the entirety of the Chillborn into the Mac Tire Cairde after a spiritual awakening and reuniting of the lost Chillborn culture; thus causing an extreme change of heart in her actions and mannerisms.