Heralds of Ash

The Heralds of Ash are a militant subfaction of the Aodh herd. Populated exclusively by resurrected kirins who perished during the God’s War, they seem to have only one goal: to eradicate every last non-kirin on Eithnian soil, reclaiming their homeland. The Heralds are not friendly with any other faction, and will attack any non-kirin in Eithne, regardless of affiliation.

Heralds currently control the entirety of Eithne north of Drakefire Wood, counting out the city of Opulence. Their presence makes traveling across Eithne by land extremely dangerous, and neigh impossible for any larger group.

**Note that Heralds of Ash are a fairly new faction, founded late spring 1701.**

## History

Full in-game timeline of the Heralds.

Heralds of Ash were born from a call to arms; on an otherwise unassuming spring day of 1701, Soleil returned to the destroyed husk of Old Valore, known as The Bones. There, she was reunited with her relic, and with it, raised the city of Hrag-Ba’al and called her people to return home to free Eithne of the vermin of false Aodhians.

Many chose to heed her call, and steadily, the faction began to grow. While their god remained silent, the Heralds held onto hope that he would soon return and lead them to glory - but in the meanwhile, there was no time to waste in destroying the civilization that had taken over Eithne in their absence.

## Cultural Notes

The Heralds of Ash are a highly militant faction, and their lives focus heavily around military discipline, practice and the supporting functions around the military. They don’t produce any cultural artifacts (art, literature, music), and retain little of their original culture. Aspirations of education, beauty and self-improvement have been pushed aside so all can serve a single goal - freeing Eithne from the heretics.

This very single-minded approach, although not entirely shared by all of the faction’s members, does color their interactions with not only other factions, but also each other. Combat ability and certain wanton cruelty towards enemies are encouraged, and weakness (both mental and physical) are looked down upon - elitism turning in on itself. Those who do not tow the line, or publicly show signs of dissent, are generally socially ostracised until they repent.

Some Heralds seem perfectly content with the current state of their faction, seemingly only interested in fulfilling Soleil’s goals. Others are hopeful that once this war is over, they will truly get to work in bringing back to life their culture, rather than just their bodies.

### **Society**

* Heralds are essentially communist; all supplies are surrendered to the state for redistribution.
	+ Kirins are permitted to keep any items they brought with them when they joined, but unnecessary “hoarding” is generally viewed with disdain.
* Most Heralds tend towards the more hostile and extreme expressions of xenophobia. Those with less severe views tend to keep them to themselves. Heralds consider all other breeds, and all non-ancient kirins a stain on Hireath.
* Healthcare is available, and their physicians skilled, but equipment fairly basic. Healthcare is freely available for those who need it, but combat wounds tend to take priority.
* Family is considered less important than the herd. Some fanatics say Soleil is their one true mother, and only true family - making nation and family one and the same.
* Kirins are, as they were, accepting of all sexual orientations and expressions of gender. They have no set gender roles, and don’t use gendered language.
* The Heralds do not keep slaves, nor do they support slavery. They do not, however, have any aspirations of abolition, and will kill Aodhian slaves just as well as their masters.

### **Culture and Entertainment**

* Heralds have very little free time; any hobbies they have must be fairly inexpensive in both time and resources.
* Some kirins use their free time in a valiant attempt to beautify Hrag-Ba’al with small carvings on the walls or streets, or by creating tiny art pieces from stone or wood.
* Combat duels - similar to the formal duels in ancient times - are still fought and spectated. Some kirins even (secretly) bet on the fights.
* Simple strategy games similar to Chess or Draughts are played on carved rock boards, using pebbles of different colors.

### **Living Arrangements**

* Each kirin joining the faction is given their own apartment in Hrag-Ba’al. Bigger family apartments are available if asked for/needed.
* Apartment districts are not segregated by job, nor really from other buildings - a warehouse, blacksmith workshop and armory may flank a single apartment block.
* Furnishing tends to be non-existent. Beds, shelves and other basics are formed out of the rock itself. Hay is most commonly used as bedding.
* Hrag-Ba’al has no greenery. This adds to the city’s generally unnatural feeling.
* Water is sourced from hot springs within the city (safe for kirins to drink, but not very tasty).

### **Religion**

* All Heralds of Ash are devout to Ignacio, and tend to spurn any and all other gods. Their desire to “rescue” Ignacio is a major contributing factor in the participation of some Heralds.
* Ignacio is worshipped in a centrally placed Sanctum made of black stone with veins of gold twisting through it. The building is large and spectacular, but also very empty, decorated only with countless bonfires and a single, massive statue of Ignacio at the center.
* On the lowest floor of the Palace stands a small, Sanctum-like space dedicated to Soleil and her efforts. Many kirins visit here, as well; some to the exclusion of Ignacio’s Sanctum.

### **Economy and Manufacture**

* The Heralds have no allies, and as such, conduct no trade.
* Heralds do not use crystal shards; supplies (weapons, armor, food) are distributed by the authorities to the members.
* They produce very little themselves. Most of what they have is looted from Aodhians (and other unfortunates).
	+ A small mining operation provides ore for weapons, armor and tools. Aodhian goods are also actively reforged in the countless smithies of Hrag-Ba’al.
	+ Heralds do not currently have any proper farms. Farms in destroyed villages have largely been burned.
* Heralds have the knowledge needed to create advanced technology (see: Ancient kirin technology), but not the means.
	+ Construction of airships has begun, and is the only major project undertaken by the Heralds.

### **Law and Order**

* Soleil and the General act as arbiters of justice among the kirins; there is no written law or courtrooms.
* Kirins basically operate under martial law, and punishments for even minor misdemeanors tend to be severe.
* Kirins don’t kill one another, but corporal punishments are common, as is cutting rations or being assigned to particularly unpleasant/dangerous duties.
* Trusted Hoplites keep order within Hrag-Ba’al, and are entrusted to break up conflicts. More serious issues are reported to the Kingsguard for further consideration and handling.

## Hrag-Ba'al

Constructed with the stolen Holy Creation residing within Soleil’s relic, Hrag-Ba’al is a wholly unnatural creation, unlike anything equines could build by hoof. It has no brick, no masonry. Stone and marble have been twisted and bound, not built, and the city almost feels alive, rather than a dead thing. It is situated within the crater left behind by the destruction of Old Valore.

Hrag-Ba’al is a large city; it certainly needs to be to house Soleil’s loyal kirins. Made large enough to house all resurrected kirins, parts of the city remain sparsely populated despite the large amount of Heralds.

The city is surrounded by a moat of lava, prohibiting entry from non-kirins. The city is built in layers - the outer edges are the lowest levels, and as you approach the center, the city rises in tiers connected by marble staircases. Each tier is full of apartment buildings, small training grounds, warehouses, armories and workshops, close together like cells in a bee colony.

At the very heart of the city lays the palace, a menacingly high structure that cuts an intimidating figure against the skyline. Soleil is oft seen observing or addressing her people from one of the many balconies.

The city is not sectioned by rank nor profession; the central areas around the palace are reserved for what might be called “public buildings”, such as training arenas and various large blacksmithing workshops. There is very little of what might be called luxury - the city is extremely utilitarian, made to be defensible, not comfortable. There is no art, and little in terms of beauty; a far cry from their ancient metropolis of Valore.

The city is always noticeably warm, the ground heated by magma lurking below. Occasionally steam rises to the surface, cloaking the city in a thick smog.

People who are not members of the Heralds of Ash can not visit Hrag-Ba’al under any circumstances. No non-kirins are allowed, except as (short-lived) prisoners.

## Operations

The Heralds operate everywhere in the northern parts of Eithne - they patrol borders both to Sirith and Onea, and patrols can also be spotted intermittently around the forests and open plains of northern Eithne. The highest concentration of kirins is naturally around Hrag-Ba’al and its immediate surroundings, but many also roam around Mt. Oriel or in the ruins of the destroyed town of Haven in the Hissing Plains. The groups at Oriel and Haven are more settlers than active combatants, but are still backed up by Hoplites.

Herald patrols are well organized, and Heralds actively scout the area in their control. Scouting parties each have a section they patrol; spaced on even intervals, they can cover a lot of ground. For each ten or so scout teams, there is a main patrol, a stronger force that may be called upon as needed. Groups are spaced further apart inland, and closer together at borders or other key locations.

Within the continent, scouts move in groups of 2-4 kirins. Larger scouting parties of up to 10 kirins may be present in high risk areas, such as around known Aodhian settlements. If the scouts spot any group of Aodhians too big for them to handle on their own, they should retreat to the main patrol, and return with them to destroy it completely. A main patrol will be 30-100 kirins strong, depending on the area. For assaults beyond the scope of a patrol (such as attacking towns), a proper squadron is established and dispatched from Hrag-Ba’al.

Kirins are technically forbidden to engage with any armed troop that is larger than their own to minimize casualties. However in practice, the hubris of kirins will often lead them to attack troops larger than their own. Kirins prefer ambush strategies whenever possible, but will also engage in open combat and chase after escaping victims.

Kirins do not practice hit-and-run attacks or guerilla warfare. When they engage in combat, they will keep attacking until all enemies are dead, or the kirins themselves are outmatched and must run; although retreat never comes easy to them. They are not interested in sabotage, nor claiming enemy towns or villages as their own. They will create traps for Aodhians more for their own amusement rather than for strategic advantage.

While kirins do not claim enemy towns, and generally do not take prisoners except to torture for information, they do raid for supplies, and indeed rely on them to survive. While a conquered village or ambushed caravan would be completely destroyed and burned to ash, any useful supplies (food, weapons, armor etc) would first be looted, and taken to Hrag-Ba’al.

Kirins are generally dangerous and cruel opponents; many of them seem completely unafraid of death, and show little care even for their fellows. It’s not uncommon for a kirin scouting party to be killed to the last kirin without ever showing signs of wanting to retreat.

### **Motives**

Soleil’s motive is clear: to destroy every non-kirin in Eithne, and reclaim their home. Many other kirins agree with her, and seem to need no further persuasion; indeed, many of Soleil’s fiercest supporters seem to grow crueler by the day after entering the city. These kirins seem to have interest in little else than fighting, and may ridicule their brethren who show less inclination for killing. The most aggressive and loyal kirins are selected to conduct raids and form destructive armies; the 150,000 who died at Opulence were some the Sovereign’s most vocal and devout followers.

For those less enraptured by the idea of simply reclaiming Eithne, or those having hesitations about the completely indiscriminate slaughter, motivations vary. Common ones include:

* Wanting to avenge deaths of loved ones in the God’s War
* Desire to rebuild the kirin society, with chasing others out of Eithne an unfortunate necessity
* Simply wanting to be around loved ones who are more keen on Soleil’s ideals
* Wanting to support their Sovereign, even if not agreeing with her methods
* Failure to fit in with other societies on Hireath, feeling Heralds are the only option
* Fear of betraying Soleil
* Wanting to teach the modern Aodhians a lesson for ruining the good name of Aodh with their capitalism and classism.

A major contributor in the continued support of the war is, for many kirins, the belief that Ignacio’s silence and failure to return to them is caused by the Aodhians. According to Soleil and some leading theologists among their kind, Ignacio’s bond with these heretics has tied him; the modern Aodhians are essentially keeping him captive, corrupting him. For Ignacio to be freed to be with his *own* people, the heretics must be killed - every last one of them. Indeed, Soleil tells them, it is for this purpose that they came to be resurrected.

Their love for their god motivates even some of the gentlest Heralds to support the cause; saving Ignacio is nothing less than their destiny.

## Ranks

* Sovereign (admin only)
	+ The ruler of the Heralds.
* General (closed)
	+ The Sovereign's right hoof.
* Kingsguard (limited)
	+ The Sovereign's commanders, bodyguards and advisers.
* Hoplite (unlimited)
	+ Soldiers, from trainee to elite combatant
* Acolyte (unlimited)
	+ Civilians, supports and laborers