Tayledras, Shin'a'in & the Kaled'a'in

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Tayledras
The Tayledras, also called Tale'edras or Hawkbrothers (their most common name), grew out of the Kaled'a'in, the people who served Urtho, the Mage of Silence.

The name Tayledras has its origins in the Kaled'a'in word Taylesederas, which means 'Brothers of the Hawks.' This is a reference to the bondbirds the Clans bred with the use of magic. They also bred the battlesteed lines, which the Shin'a'in Clans maintain.

The Tayledras are strongly analogous to the native peoples of the more wooded Eastern United States, such as the Mohawks.

CLANS
k'Chona - Clan of the Raven
k'Sheyna - Clan of the Eagle
k'Treva - Clan of the Falcon
k'Vaia - Clan of the Fox
k'Vala - Clan of the Owl
k'Valdemar - Clan of Valdemar

Other clans
k'Jeia
k'Lessa
k'Onsova
k'Rika
k'Saurai
k'Shira
k'Varis
k'Verei
k'Vesia
k'Veyas
DESCRIPTION

Tayledras tend to be extremely long-lived, probably because they handle node magic so often. The magic also bleaches out their coloring, causing them to have white/silver hair and ice blue eyes. For mages these changes occur five years into their training, for others living so close to the node, but not using it, it takes about thirty years for the full changes. Scouts dye their hair to browns and greens in many different patterns resembling nature for camouflage.

NAMING CONVENTION

Tayledras are given use-names at birth, and use-names change occasionally to match the person's character or, sometimes, are based on things they have done.

For example, as a child, one might be named Dewflower, until they have grown out of that name. Starfall, for example, was given his name by leaping out of a tall tree at the precise same moment as a shower of stars were falling. Darkwind, on the other hand, changed his name from Songwind when he became disenfranchised with magic and his father, and lost much of his joy.

The Tayledras also take on their clan and vale name as their last name. So, for example, Firesong k'Treva is from k'Treva Vale and k'Treva Clan.

VALES

The Tayledras have little organization above that of their Clan/Vale. Each Clan lives in and around one Vale, a village built around a Heartstone, a melding of the physical world and a magical node. The Vale is also protected by a Veil spell, which keeps out intruders, dangerous magical creatures and destructive weather patterns. Learning to create the Vale, with its protective spells and Heartstone was much of the aid they received from the Star-Eyed at the time of the Sundering.

The five Vales are set in the remnants of an old forest devastated and poisoned by the Mage-Wars, and a principle function of the Heartstone is healing magic to restore the forest to its previous condition; after a region is cleared, the Clan moves its Heartstone to a new center and the original location reopens to settlement. Over the course of its history—and with few people aware of what was really happening—Valdemar expanded significantly westward into former Tayledras lands.

Vales are "ruled" by a council of elders, which consists of representatives of various trades, mages and scouts.

HISTORY

Following the Cataclysm that ended the Mage Wars, the nine Kaled'a'in clans that remained made their way back to the blasted crater where their home had once stood. While meeting to decide their next move, the Clans eventually split along ideological lines, with the five Clans that used magic becoming the Tayledras. The four Clans that eschewed magic became the Shin'a'in. This event is known as the Sundering of the Clans.

When the Tayledras first ventured into the Pelagirs at the time of the Sundering, the land was twisted beyond belief. It was difficult to tell the flora from the fauna, with plants that moved and animals that were rooted in place. The Clans were under constant attack from created and twisted creatures. There was no time to hunt or grow food, as every moment was taken up with defense. Finally, they asked their goddess, the Star-Eyed, for help. She gave it, but demanded a price. She gave them the knowledge of Adept mages to concentrate and handle magic, as well as the knowledge of how to anchor it into a Heartstone. She taught them how to build their Vales and gave them the Veil spell to protect them. Then she protected them while the first Vales were constructed.

In exchange the Tayledras were charged with cleansing the lands twisted by the Mage Wars, making them safe for habitation. When an area has been made safe, they then must move on to another area, establishing a new Vale and begin again. As part of this duty, they destroy creatures of evil, but also protect and care for the neutral magical creatures created by Urtho and his enemy Ma'ar, and set loose during the Wars.

BELIEFS

The Tayledras worship a goddess they call the Star-Eyed. This is the same goddess worshiped by the related Shin'a'in clans.

The Tayledras also believe in reincarnation, like in the case of the Bard Stefen, who was once the Herald-Mage Trainee Tylendel.
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Clan K'Rika

(The following is canon for Groveborne only)


Located deep in the Pelagir Hills to the north of Lake Evendim, this Tayledras Clan existed for centuries by the laws of the Sundering. Originally an offshoot from Clan K'Chona, the Raven clan, K'Rika went further north once their numbers swelled enough to support the effort of a full Tayledras clan.

Like their fellows in other parts of the world, K'Rika clansmen are a tight-lipped lot that shoot intruders first and query the corpse. They pride themselves on their scouts, and the fact that they've produced (on average) three Healing Adepts per generation. While they will never be accused of innovation, like K'Treva, they are known as one of the most prolific cleansers of natural areas -- even among the clans. K'Rika tends to take on exceptionally difficult territory, and one of their current Healing Adepts specializes in Healing deep, magical fissures in the land itself.

The current council of Clan K'Rika consists of seven elders.

COUNCIL OF ELDERS
Snowfall - Senior Adept, speaker for all Mages
Jewelsong - Senior Artisan, speaker for all Crafters & Non-Mages
Firesight - Senior Scout, speaker for all Scouts
Gressin (Hertasi) - Senior Healer, speaker for all non-human Clan Members
Dancingleaf - Healing Adept, focuses on deep-earth magical instabilities
Nightstar - Healing Adept, focuses on magical creatures
Mistweaver - Healing Adept; currently in Valdemar studying the return of Magic

K'RIKA IN VALDEMAR

While no one will accuse K'Rika of innovation, they are well-known for meddling in the area of Valdemar. An ancient K'Chona clansmen was the likely progenitor of the intricate Healing spell encountered by Herald-Mage Vanyel in Highjorune; and it is clan lore that this Healing Adept was one of the original founding members of K'Rika.

With the effects of the Counter Storm settling, K'Rika has been forced to look outwards as their age-old mission shifts in priority. The dangerous pools of power may be gone, but the twisted creatures and damaged lands remain. Currently faced with a deficit of power in their own Heartstone, they have agreed to send one of their Healing Adepts, Mistweaver, into Valdemar to study the Heartstone in Haven and perhaps ascertain the source of it's survival after the Counter Storm. Findings from Mistweaver's studies go directly back to K'Rika, and outwards to the other Tayledras clans seeking answers for the same questions.

Joining Mistweaver was a small retinue of Tayledras scouts, including her sister RIVERSONG for protection and surveillance. Other clans have approved small missions of their own people into Valdemar for similar reasons - with many citing a dream they had featuring the Star Eyed directing them to assist a white-clad Herald. What this may portend remains to be seen, but it is certain that there have been rumors of foul magic afoot.

Admin Notes
When making a Tayledras, please state clearly why your character left their Vale (if they did so) and how long they intend to be away from it.
Generally speaking, Tayledras choosing to find permanent housing in Valdemar is rare. Those that do are all housed in the miniature Vale that once belonged to An'desha and Firesong. It has been expanded by Mistweaver to include comfortable housing for up to 30 people and several non-humans.
Jobs for Tayledras in Valdemar include mage teaching, spy-work, teaching classes at the Collegium, riding with Heralds on missions to put down dangerous magical creatures, diplomatic relations with neighboring countries and handling dangerous mages that have been arrested by Heralds.
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Shin'a'in

Information from the VALDEMAR WIKIA

The Shin'a'in are nomadic horsebreeders living on the Dhorisha Plains. They live in tents, moving their herds from one grazing area to another. Their cultural is bright and colorful, from their clothing to their storytelling and music. The Shin'a'in guard the Dhorisha Plains, and are known as shrewd traders and excellent horsemen.

The Shin'a'in are strongly analogous to the native Plains peoples of the United States, such as the Apache, Comanche and Sioux.

The Shin'a'in have no true organization above that of a clan. However, each clan has a number of elders that deal with other clans. Shin'a'in are known by their name and clan; for example Tarma shena Tale'sedrin is Tarma of the Clan Tale'sedrin.

The Shin'a'in began with four clans, and others have grown from these. The four original clans are:
Liha'irden - Clan of the Racing Deer
Pretera'sedrin - Clan of the Grass-cat
Tale'sedrin - Clan of the Stooping Hawk
Vuy she'edras - Clan of the Wolf

Other Clans include:
For'a'hier - Clan of the Firefalcon
Jor'ethan - Clan of the Bear
Following the Cataclysm, the Kaled'a'in divided into two groups the Tayledras and the Shin'a'in, in an event known as the Sundering of the Clans. The Tayledras clans chose to continue using magic, spending their time taming the wild magic unleashed by the Mage Wars and cleansing the land. The Shin'a'in clans instead became guardians of the magical weapons left over from the wars. The weapons were buried on the Dhorisha Plains were the clans could guard them. Aside from the clan Shamans, the Shin'a'in do not allow magecraft. They don't want their people to be tempted to use the magical weapons. This balance remained for two thousand years, until The Mage Storms prompted the unearthing of the weapons in search of something that could blunt the destruction.

HORSES


The Shin'a'in are known for their high-quality horses. They breed a variety of saddle, trail and war horses. The best of each remain under guard on the Plains, where they contribute to the breeding programs. The culls may be sold out of the Clans, which is a major source of income for the Shin'a'in. However, they are very picky about who they sell their horses to. In Shin'a'in cultural, horses are considered part of the family. They are actually referred to as children of the Clan. The Shin'a'in will ignore all financial considerations in favor of placing one of their "children" in a good home.

THE GODDESS


Shin'a'in worship a goddess, called the Star-Eyed. She has four aspects, each tied to one of the four winds. Most priestly functions are fulfilled by the Shamans, who are allowed to work with magic within the bounds set out for them.

The other branch of religious service is the Kal'enedral. These warriors are sworn to the Goddess of the South Wind, the Star-Eyed in her aspect as Warrior. Though mostly they serve as fighters, they are also priests, and have religious roles to fulfill.

Kata'shin'a'in is the Shin'a'in trade city, located in Jkatha just east of the Dhorisha Plains. While there are a few permanent buildings in the heart of the oldest part of the city, Kata'shin'a'in is mostly a city of tents. Merchants set up around the old core, forming a large bazaar of colored canvas. At the end of trading season in the autumn, they packed up and left. This is why mage Quenten said the city "dried up and blew away" in the winter months.

The Shin'a'in memory tapestries are kept in the stone buildings in the center of the city. They are located in nondescript buildings with glass roofs that allow the moonlight to activate the tapestries, while still keeping the ancient weavings safe. Those who follow this path are Swordsworn clothed in midnight blue.
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KAL'ENEDRAL


Called "Sword Sworn" by non-Shin'a'in, they are servants of the Shin'a'in Goddess in her aspect as the Warrior. The term kal'enedral actually means both "Children of Her Sword" and "Her Sword-Brothers."

They are celibate and answer to the needs of all the Shin'a'in rather than any particular clan. They are the only ones allowed to claim blood-feud, this prevents inter-clan warfare, as the Swordsworn always put the welfare of the Shin'a'in as a whole before any particular clan. They are trained by leshy'a Kal'enedral, spirit warriors of Kal'enel, Swordsworn who died generations before. After their own deaths they may continue to serve the Goddess by becoming spirit warriors, leshy'a Kal'enedral, as well.

Kal'enedral are actually priests and priestesses of the Star-Eyed, though they are not often called on to perform priestly functions. Clansfolk more commonly utilize shamans, who are actually the mages of the Shin'a'in, and are not as rare as Swordsworn.

Unlike typical Clansfolk who wear bright colors, Kal'enedral usually wear brown, unless on blood feud. At that time they wear only unrelieved black. There is one special branch of the Swordsworn who wear only midnight blue. These dozen or so Kal'enedral or sworn to the Star-Eyed not only in her aspect of Warrior, but also in her aspect of Crone. These sworn ones protect the knowledge of the Clans woven into magical tapestries hidden in the heart of Kata'shin'a'in.

The Star-Eyed occasionally dispatches her Kal'enedral to complete certain tasks or to directly intervene in a situation. This happened in the Mage Winds series when the Star-Eyed took a personal interest in events. The Swordsworn were first sent to chase Mornelithe Falconsbane away from k'Sheyna. They were then sent to confuse him at his fortress, appearing as the Black Riders.
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GROVEBORNE SHIN'A'IN CANON


Following the events of the Counter Storm, the Dhorisha Plains no longer have any ancient artifacts to guard. Though released from their duty of eternal vigilance, the Shin'a'in have not abandoned their duty as a living reminder of the checks and balances required to keep magic safe for all people. The plains are still off-limits to outsiders, and while Urtho's Tower may no longer contain viable weapons, the Shin'a'in clans decided it best to keep what is left safe, and out of reach, lest another attempt to recreate the magical excesses of the Mage Wars.

Kata'shin'a'in has grown considerably more permanent, with some in the clans deciding to engage fully with the world. Trade is overseen primarily by Clan For'a'hier now, with representatives of all the clans coming through to do business in Kata'shin'a'in at one time or another. Clan For'a'hier serves as security and maintenance, the single voice of the Shin'a'in to outsiders passing through their trade city.

Horses and textiles remain the primary source of income, though Shin'a'in style gear and weaponry has also performed well. In all, what really has made Kata'shin'a'in thrive both now and in the past was the lack of tax and superior security, both provided to outside merchants seeking to connect booming trade routes in the south of the continent with the emerging markets of Rethwellan, Karse, Valdemar, Hardorn and Iftel. Naturally, however, not just anyone can set up shop in Kata'shin'a'in. Prospective vendors must abide by Clan For'a'hier's rules and submit to inspection at any given time. Questionable trade in black market goods, human trafficking and drugs are banned - and quite often grounds for a courtesy shot between the eyes by a For'a'hier clansman.

Those Shin'a'in leaving the plains entirely may do so in search of magical training, or as emissaries of their people to the countries beyond. Sometimes they are traders, bringing valuable horses and trade goods to far-flung courts, but often they are simply watching - as is the Shin'a'in way. There are several Swordsworn Kal'enedral who have not yet settled their blood feud following the violence leading up to the Counter Storm. These individuals have chosen instead to embark upon a journey of enlightenment, teaching others of the folly of magic and magic's users. In courts such as Valdemar, they serve as ambassadors and educators - and a fierce reminder that the Star Eyed watches over all.
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The Kaled'a'in of White Gryphon

Information from the VALDEMAR WIKIA

Clan k'Leshya, or the Spirit Clan, was one of the original ten Clans of the Kaled'a'in. They were not necessarily blood-related, being the "Brotherhood of the Spirit." In fact, k'Leshya included many different species such as gryphons, hertasi, kyree and tervardi. The Clan also included many of the mages, healers and kestra'chern as well as most of the trondi'irn who also served Urtho, the Mage of Silence.

Members could not simply join the Clan. They had to be selected for membership and approved by at least three other members of the Clan. Following the Cataclysm, the Clan was lead by Skandranon and Amberdrake.

With the Mage Wars quickly coming to a catastrophic close, Urtho began evacuations through his network of permanent Gates to ten different locations. The rest of the Kaled'a'in Clans evacuated together, but k'Leshya volunteered to go with the gryphons to the West. When the Cataclysm destroyed Urtho's Tower and the Gate network, k'Leshya became permanently separated from the rest of the Kaled'a'in. They believed the other nine Clans lost, and the other nine believed k'Leshya lost. The nine Clans came together several years later at the edge of the Dhorisha Plains crater. They soon split into the Tayledras and Shin'a'in in an event known as the Sundering of the Clans. They continued to believe k'Leshya lost until their return at the end of events in Winds of Change.

THE CLAN RETURNS

Treyvan and Hydona were sent ahead to test the eastern edge of the Pelagirs for resettlement. With permission from Clan k'Sheyna, they settled above a small node in some ancient ruins in k'Sheyna territory. They lived there for many years, and had two children, the twins Jervan and Lytha. Finding the area suitable, they sent word back to k'Leshya. Members then prepared for the move east.

Then Mornelithe Falconsbane made his bid to destroy Clan k'Sheyna. Treyvan and Hydona sent out a call for help. Lead by Silverfox, k'Leshya moved in early. They assisted in destroying Falconsbane and then took over k'Sheyna Vale when the Tayledras Clan left, renovating it and renaming it Kena Lesheyana Vale.

KESTRA'CHERN


Kestra'chern; a Kaled'a'in profession, which is a mix of physical, psychological and spiritual healing. The Kestra'chern is usually gifted with empathic abilities, and they are counselors in regards to personal, social and marital problems and will use almost any means to accomplish their goal, including their own bodies if need be. Kestra'chern give their charges what they need... Which isn't necessarily what they always want. Their skills include but are not limited to: training in many types of massage, aromatherapy, herbal remedies, therapeutic baths, sexual therapy, counseling and social therapy. A kestra'chern is highly respected and sought after as a confidant and advisor, and should never be confused with a perchi (Kaled'a'in term for a prostitute).

The word Kestra'chern is a Kaled'a'in word with "connotations of divine insight and soul healing, and of friendship" and among the Kaled'a'in, and later the Tayledras, they are "the next thing to a Goddess-touched priest." (The Black Gryphon, Chapter Two)

TRONDI'IRN


A k'Leshya discipline, trondi'irn are Healers who specialize in the care of sentient non-human creatures, especially gryphons, but also the kyree, dyheli, hertasi and tervardi. Trondi'irn take care of all the things the non-humans are unable to do for themselves (such as grooming and crafting items) as well as acting as healers.
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