EDENORYA

THE SUBURBS

     At first a simple place of construction "outside the walls" of the city of Edenorya, the Suburbs gradually become an institution in their own right. Initially bringing together a good number of people choosing a certain neutrality in the conflicts that simmer in Kandorya, the Outskirts are now home to factions as famous as the Apostles of Next Love or the Corvo Family.  

 

 

 

       Suburbs, Lower Town, Wind of Freedom... these are the names to describe the young child born from the growth of Edenorya, the first colony of Kandorya. Small in size, but great in the richness of its cultures, the attentive traveler can only marvel at so much diversity. Apostles of Peace, Itinerant Merchants, Free Elves, Brave Mercenaries, are united by a sincere desire for Freedom, Prosperity, Knowledge and Health. Miserable upon his rise, he offers hospitality and asylum to all the ostracized beings of Kandorya and pools his wisdom to help them move forward. The Faubourgs adventure has already begun, but it is not ready to end.

The Apostles of Next Love

Zealous supporters, They energetically defend the noble values of peace and harmony.

For the Apostles of Neighborhood Love, slavery is madness, the prejudices which push the noble to despise the landless peasant are an aberration, the bourgeois who look down on the poor turn out to be pretentious idiots.

The Apostles of Neighboring Love consider that there is no absolute Good or Evil, that everyone is capable of learning to show respect and consideration towards the weak and the humble. The most ardent Apostles of Proximate Love are not afraid to take on challenges that give them a reputation as fools or fools.

The Apostles of Neighboring Love can have good fighting skills, they love peace but also value life. They strive not to harm living beings, nor take away life.

Often nomads, they happen to settle for a long time in places plagued by hatred and dissension. They work together but also individually within their faction. To change the world around him, each apostle approaches a current of thought:

  • The White current: empathy; healers, doctors, alchemists. These apostles ensure the management of dispensaries, and of the hospital of the suburbs of Edenorya.

  • Blue Current: diplomacy; diplomats, negotiators and warriors. They have an interposition force "the Blue Helmets" and do not hesitate to intervene on the battlefields to stop fighting.

  • Red current of thought: politics; tribunes politicians, lawyers: these apostles believe that the change of the world is possible by the exercise of the word of each one. In particular, they oppose filiation and any form of social codification.

  • Black current of thought: anger; warriors, rogues: these apostles advocate free will and the freedom of thinking beings. They incite everyone to self-determination and revolt.

The apostles wear banners, pennants and insignia representing a dove on a blue background.

The Band at Dayzive

La Bande à Dayzive is the name of a crew, the first captain was Bob Daizyve, an impetuous man whose key word was curiosity. Traveling for an ideal of freedom and knowledge, he rallied around him during his career as a pirate more dream companions than pirates thirsty for power and wealth.
 

Bob believed that only knowledge provides power, and that he who knows the world eventually has power over it,  he then gains the power to be free, ultimately. This is how he trained the next generation of pirates, port kids, dreamy teenagers, beings who were not satisfied with life on land, and who sought in the waves the life to which they aspire. He taught them to always question, reflect, dig, always ask questions and research. No gods in his world, But a legend: the great dragon of the seas. It was in pursuit of it that he took to the sea, it was while dreaming of one day crossing its majestic scales that he pursued his freedom.

It was in search of this dragon that his crew, following his death, went to Kandorya, and worked in collaboration with the siblings of Obsidian, when it still existed...

These days, the Obsidian siblings are no more, and the crew has moved on to other collaborations, as opportunities and needs arise for the crew.

The Stag Clan of Kersis'kal

 

       A long time ago the south of the island of Kandorya was populated by many natives. Several peoples lived there according to their regions of belonging. Some came from the mountains, caves, forests and others from the plains. These primitive peoples, although having the same customs, were quite different from each other.

       During the invasion of the Settlers, the natives were massacred. Military power, new technologies and the experience of magic gave the Settlers rapid domination, leaving no chance for the various native peoples. A group of survivors of the massacre organized themselves to create a Clan bringing together the different natives to be able to hope one day to reconquer their lands.

       It was during the Great Fair of 1256 that the Clan des Cerfs was created. Opposed to the traditionalist rules of Clan Kaliska, their methods are radically different. Where the clan remains very attached to ancestral protocols and rituals, the deer use cunning and Colois artifices against them. It is a company of free natives who refuses any form of authority, both hierarchical and divine, and has only one rule: "It is forbidden to harm another Native except in the case of self-defense". The stags get closer to the Colonists in order to learn new techniques, trade and to strengthen themselves militarily, many have also lived for a long time with the coloïs and use this experience for the benefit of the natives.

      

The Deer, like the other natives of the island, have the main goal of reconquering their lands and avenging their massacred people. It is for this purpose that they continue to collect the various natives hidden in the coloï population.

       Are you a fighter, doctor, rogue or something else? Do you also have an interest in primitive and tribal culture or do you want to discover it? However, do the settler arts and their culture intrigue you? Do you want to be free, to be your own boss? So join us and become a proud Deer of Kersiskal!

The Fox Company

Fate is capricious, and men are only wisps of straw in the face of its power. It's a lesson that the founding members of the company have learned. A bastard son banished from the lands of his ancestors, his half-sister forcibly sent to the school of magic, a ronin in search of honor, the last member of a decimated clan... But when men and women put on their strengths in common, they may then be strong enough to influence fate and become masters of their lives. This is what the company of the Fox represents. A community of people eager to take control of their destiny.
 


 

Originally a mercenary company, the foxes then acquired a stronghold and increasingly turned to the great issues of this world: politics, the safeguard of our plan of existence... But it is hard to totally reject its roots, so its members still sometimes engage in mercenary work, although the share of this activity in the Company's income has been in free fall in recent years.


 

 

Now based in the Baronnie de la Renardière, led by one of the founding members, Baron Lod Foa Xifer de Réïtsak, the Compagnie du Renard continues to work for freedom, the preservation of the lives of its members, and the smooth running of the economy.

                                                               Oh ! And we are recruiting!

The Corvo family

 

The Corvo family never expanded on what their life was like on Orya. Crossing ? Most boarded the Louve clandestinely. They arrived as they left: without the least penny, nor the least good. Scattered… Drop by drop…

 

Today, the family has been able to make a name for itself on the island of Kersisk'al, and in particular thanks to trade. The Corvos like to say that they were born into mud and indifference, but their name is as old as many families of noble rank. These gypsies organize themselves around their families, some of whom hold political, financial or religious positions on the island… They seem to have kept a nomadic lifestyle despite everything.

Over the years, they seem to have forged close relations with many tribes, and particularly with the Mogrim people, with whom they now share the camp. Their “family” seems to extend beyond their name and blood.

The Children of Ashes

In 1220 a terrible border battle took place between the Mulkesh Empire and the Republic of Eturia . A small group of survivors, abandoned on the ground and left for dead, found themselves wandering the roads.

A few months later, this group meets a band of lost children who have survived a looting. After a realization, they decide to join forces and form the company of the Children of the Ashes. To survive and not be taken for looters, these armed young people present themselves as a group of blades for sale. Its first mission of brilliance is to put out of harm's way an army by eliminating its commander.

Since then, the troupe has traveled the roads of Orya selling its services to the highest bidder. They mostly stayed in the regions of Shinseiko , Mulkesh , Eturia , the Durdinis and the Caedeyrn . They regularly welcome new members, often outcasts, escaped slaves and children. This gives them a very variegated ethnic composition.

It was in 1250 that the troupe left Orya to settle in Kandorya. The writings of Gratteur, the pirate biographer of the Red Brotherhood , mention the Children of the Ashes as having participated with the mercenaries of Haut Fanal in the liberation of the Archmage in 1250.

The Giels

 

The Giels, the People of the Sky, are a nation of Ennean warrior sailors who devote an unlimited passion to flight and for this reason have always been strongly interested in the Alchemical Art and Technology.

 

Formerly known under the name of Rafale-Gare (Physéma in very ancient times but no one remembers it), it was established in Orya on the banks of the Medjay desert in the Mesogean Sea. A major player on the Spice Route, in 586 she laid the foundations for fruitful commercial relations with the Mogrims, relations which culminated in an alliance in 770.


Religious, its population follows, under the strict guidance of the Marus priests, the Silicor Rite (rite written by the Great Mage Dzarf during the Great Wandering) and venerates three goddesses:

- Zef ((goddess of the sky, the stars and the stars, she represents hope, ascension, the future. The Rite says "it's always sunny above the clouds")

- Eolia (goddess of wind and water, both bearers of life, Giels children are systematically dedicated to her. Sailors venerate her as their mother)

- and Zyphos (goddess of the lower spheres and of war, black and troubled, she is feared for her spells and respected by warriors).

 

The sail disappeared from Orya around 1100 and reappeared in Kandorya under the name Voile des Giels during the fair of the year 6. At the request of Ecumel, the Giels chartered their three frigates and left their island Silicor to come to the rescue of the Enneans lost on the islands bordering Orya and prey to the great catastrophe underway on Orya. Only the flying ship Raf'AlGuard will reach Kandorya  with a full crew and many survivors on board.

 

The story of the survival of this community during the entire period concerning its disappearance is told in The Giels Chronicles.

The Mogrims

On Kersis'kal the Mogrime population is estimated at five thousand souls. They would be present since the beginning of the colonization of the island by the guild of merchants. It is said that these people would come from the hostile dunes of Medjay and that they were struck by a murderous curse for millennia.
Today these nomads from the desert continue here their life of trade, travel and various negotiations, to the four corners of the island.
The Boubakar Caravan, made up of about twenty members, relies on multiple political influences, both with peoples and entities. Their purpose displayed; guarantee their people free trade and movement. It rests on the same leader since their arrival in Kandorya, Nizar El Nasir, who surrounds himself with mogrims who are as pacifist as they are good speakers.

The Order of the Silver Sun

There was a time when we were Elves.

Then banished by Sepheria, stripped of our elven attributes, hunted down and exiled from our sacred lands, we wandered aimlessly.

And when, out of breath, we thought our end was near, the creature appeared to us.

She offered us 2 choices: rediscover our glorious past where we  free from the gods permanently.

We drank his blood, let go of our past and swore to preserve the balance.

Our body has undergone transformations. We took refuge in the sewers of Edenorya far from the gaze of others and under the protection of a group whose values are ours: “The Order of the Silver Sun”

 

We are today Nephilim: horned creatures guardians of balance.

Yaiim

The Yaiim is a gathering of 6 clans.

If all are clans made up of proud warriors, each clan has specialized. Thus, we find the Vraak clan, the dominant clan in its specificity of action in the investigation or intelligence. The Merik, clan of craftsmen and merchants, the Folson, clan of engineers and sailors, and the Netr'a kade, the clan of adventurers.

This people can be seen as having autarkic mores, they consider themselves superior to foreigners to their clans, often seen as combative and insubordinate, they actually have a social structure that advocates group cohesion and respect for a compound creed 6 rules: wear the colors of the clan, adopt the language and culture of Yaaïm, defend the clan and defend itself to ensure its survival, raise children in accordance with Yaiim traditions, rally to the call of the mand'alor and paramount rule: contribute to the prosperity of the clan and the Yaiim.

These people are from the marches of Aetheor, proud but disobedient to any other authority than their own, they are loyal only to themselves and their friends, an unfailing loyalty and they will prefer death to betrayal. They follow no particular religion, except that they drink spiritually from the tales of the heroes of their people. All have freedom of worship, as long as they respect the 6 sacred rules of Resol'Nare. Each Yaiim is part of a clan, which is led by a clan leader who is a member of the 5 Star Council. When the situation makes it necessary, the Mand'alor, chief of the clan leaders, launches his call, in order to coordinate the efforts of all to achieve a common objective. It is not impossible for those who deserve it and who are noticed by the Yaiim to be offered adoption by one of the clans of the Yaiim, making them Yaiim equal to their comrades. It is therefore not uncommon to find Yaiim who are of any race, either because their parents joined the Yaaïm, or because they were adopted by the clan. Ultimately the Yaiim is a family where everyone watches over the others, working at their level to achieve a common goal, for the survival of a people with a bright future.