Carched’ylnaren

## **Clan History**

Originally, the Carchedylnaren were a gathering of fishermen and exiles fleeing from the great destruction that came to the lands, managing to find a safe harbor that was once a small hidden port for pirates. With the arks full of families desperate for survival, the people who would call themselves the Carchedylnaren united and fortified the main entrances inside the flooded cavern. New ideas sprang forth culminating in a cult that sprang to prominence of the great mother whose mighty waves battered back the demons from above. As well, nobility was created by those who owned the fleets, picking their first Ill’haress in a series of trials that came to be known as The Tests of the Waves, and the Tests of the Storm. While not fully xenophobic, they were slow to trust the new beings known as the Drowolath in the cavern complex that sprawled forth near theirs, but eventually set up a trading district near the entrance that was walled off by a series of strong walls that formed a sea lock to move goods into and out of the developing city. Within the last century, a bloody coup was attempted by a captain-Val seeking to grab power and influence against the Drowlath population. His crimson path led to the death of the Ill’haress and several of her children, but was avenged by a swift and merciless counter attack by her remaining daughter Mirail’andine. The battle was seen as a portent of the Tests of the Storm by the commoners and the priesthood, who promptly declared her Illharess.

During the great quake, large tsunamis pummeled the coastline, flooding the grottos completely and destroying large portions of the cavern breaking the Carched'Yinaren's power in the region. Now smaller bands are rising up to challenge the area and the clan is no longer able to maintain control of the area, although still maintain a presence in the region.

## Clan Members of Note:

**Sha'kanla Val Carchedylnaren Sel'svet**

## **Clan Culture**

While their ancestors were at war with the **Dutan’vir** long ago, and have been labelled as **Drowussu** by the other people in the caverns, they are generally wary of potential attacks from without, and extremely fearful of any that are tainted, having outright executed them on sight in the past. As of late, guards have often warned those with the red glow to turn away. From a young age, every Carchedylnaren, commoner or noble, was taught how to swim and indoctrinated in the religion of the Seven Shoals. Most are rather pragmatic in their day to day lives, diving in the regulated pools of the Vals, working as crew on their fleet by fishing, or perhaps offering prayers at a temple to the great water goddess.

Generally commoners and Vals alike only travel to  the nearby clans of the **Val’Kal’ren’silin** and the **Val’Darv’wcaan**, with only guarded transports shuttling water and goods directly to the far flung **Val Vil’Flare** which help supply the Carched’ylnaren with gear in which to hold onto their sovereignty. Outside of these clans, many do not go out unless in force with groups due to a slight paranoia of vagabonds who might seek to capture and profit from them by selling them to the Vel’Kor’taari or as fodder for demons. Such fears might truly be unfounded, but they are still quite common notions heard in the home rafts and fishing vessels the Drowussu call home.

For their views on their dark skinned brethren, they are willing to accept them openly if they are from the two neighboring clans, or an armed dignitary from the Val’Vil’Flare. Commoner ‘laths who are actively curious and willing to integrate to the culture of the sea are at first treated wary of, but can become included members of society, and on the rare occasions even rise to the rank of a Val should they be able to captain their own ship, able to lead their own crews out on fishing expeditions or even to guard against goblin raiders.

## **Clan Location**

*Ban'dral Nagyar (trade district)*

The trade district at the mouth of Nau Kentaar is often both the first and only thing travelers and traders will see while heading down the pass to the holdings of the Carched'ylnaren. Among the daily hustle and bustle, the most noticeable icon is the projected power of the clan by the large dam wall that serves as a fortress wall to keep any potential invaders out, as well as to hold the tide waters on which most of the city is built around in, leaving a dry well of land in which people can easily bring in the goods in which to trade for the valuable resources that the Carched'ylnaren provide.

The main trade road splits to several main avenues, allowing traffic to flow more easily through the district. Beasts of burden can be seen pulling carts of ore, wood, and crates of other goods in exchange for large stock of food, treated animal leathers, or more importantly, large barrels of distilled drinkable water. Guards in heavy armor often patrol at all times through the main avenues, making sure that no one tries to take the important valuables vital for other clans from the very port at which they can trade, their spears and armor clashing with the much more boisterous bravado of tradesman that run open markets for individuals to come and buy their wares.

In the side streets, the rare few individuals permitted and willing enough to talk to outsiders not of the **<<LINK Kal’ren’silin>>** sell goods like fresh fish alongside valuable jewelry and ceramics, as well as fine dress in the latest fashion ranging from small furs and leathers to treated silks and rope. These traders are often dressed in the more usual dress of those found deeper in the caverns, but are a bit of a stark contrast to the locals who come down from the seas for the latest trades dressed in less clothing of sarongs, vests, and other simpler clothing that wouldn't impede someone should they find themselves in the drink, other then the drinks found in the local taverns and pubs where tall tales are traded with song and dance, as well as those interested in a more personal one on one rendezvous.

## **Clan Exports**

Water, Salt, meat ( fish, sea mammals), pelts (sea mammals\*), Pearls, Ceramics

## **Clan Heavy Armor Variants/Military**

Originally, the classic heavy armor for the clan was a design used for exploring in the depths of the seas. Known as **Rijal’dyr**, it was a fully pressurized suit with a dome helmet with small circular windows to see out. It is surprisingly durable, but has since been replaced with armor traded from the Vil’Flare. It is still seen commonly by the city guard as they patrol the trade district.

Ever since the alliance was strengthened with the Val Vil’Flare through marriage, The Val Carched’ylnaren have been seeking to upgrade their military force. While having no plans truly for expansion, they do seek to keep the trade caravans safe. Only the most trusted individuals are trained in the use of the heavy armor that is the **Sah’red Aqul**. Unlike the Val Vil’Flare’s original design, it has been altered to handle under water as well.

## **Clan Fortress**

known locally as “the Iron Shell”, the fortress is much like that of a clam in respects. Using the stone walls to shore up land that would otherwise be underwater, inside is a district all its own. Flanking on both sides are two massive drydocks which can be used for repairs of smaller vessels, or maintenance of one of the large war frigates which patrol inside the cavern, or sally forth to deal with goblin raiders.

At the center of the Shell, is the religious center which also serves as a palace for the royal family. Housing for nobility and commoners alike who work on vessels and service for the nobility are also packed together, often relying on the long ports to bring in fresh goods. It is a rare sight to see the insides of the walls, as most non clan members are forbidden, save for the few clans who are trusted and permitted to have a small embassy within the walls.