Ashen

The "Ashen" are an ethnic group of humans that were native to the Sparwood continent until the exodus to the lands of Abexilas. While Ashen were originally native to the Sparwood eastern and snowy landscape, they adapted over centuries to survive in the different climates the rest of the continent holds. Unlike other human ethnicities, Ashen will rarely migrate to another continent. It's believed that this is because of their rarity, with only (estimated) a few thousand remaining in the world. Very few are seen with other nations, as the majority prefer to reside in the wilderness in large villages. Much of the information that has been recorded was learned through excavating ruins, passing information from trade, and an interview with the High Shaman of Stahl Riesa, an ashen himself.

Description
The Physical and Behavior of an Ashen is unique. Although they appear to grow slightly larger than an average human with some physical difference, their behavior is quite odd as they isolate their villages from the world. Yet, they are always social towards anyone they come across/ask to trade.

Physical
Their average adult height is between 6-7ft for both males and females. Hair color usually ranges from brown, black, red, and blond. Their eye color is one of their more unusual traits, with the average eye colors consisting of different shades of red, yellow, pink, and black. Their strength, speed, and agility appear to be on par with the average person. However, they seem to have better endurance which is thought to be for harsher climates. Ashen appear to have slightly thicker bones, which is believed to help protect against broken bones or better protect the internal organs.

Skin pigmentation
Ashen have ash-gray-colored skin. It's unclear why this is, but this odd event, with their keen sense of forging, is henceforth the reason why they have the name "Ashen." Although their skin turns into a mixed color after they are born in some rare cases, sometimes it will resort back, but it may remain this way permanently.

Hair and Beard style
Ashen hairstyle can vary from a preferred look to one’s age. Ashen children tend to grow their hair, then tie it in a braided ponytail or mohawk. This style of hair is due to the belief that Wraiths and other evil forces avoid this style of hair due to a resemblance to Ubba tail, the wolf guardian. Adults, on the other hand, have a much wider variety of hairstyles, ranging from the same braided ponytail and mohawk to short or longer wide hair. In addition, the average adult male ashen is likely to have beards, with a style of their own choice. It is customary, however, to never cut off your beard completely. You can cut it down to be very short but never completely gone. The reason for this is, like any other, beards can help protect you from sun and skin damage and keep one’s face warm during the winter.

General Behavior
Their behavior is best described as being social and isolationist. While Ashen can be social when interacting with others, they hide their villages in the wilderness or areas with tree or foliage cover. It can be assumed that Ashen are naturalists, preferring nature over heavily industrialized areas; however, this idea can be thrown out the window once one sees how large they make their mines and underground spaces. Despite isolating their villages from the world, Ashen are social with anyone who may come across their villages and are willing to trade. However, their cities are different, as the Ashen don't hide them away from the world. It's unclear if this is due to the difficulty of hiding cities or if it's meant to make communication more accessible to the outside world. Families living in cities appear to focus on their relatives staying together, sometimes with various generations residing under a single roof. Depending on the family and hut size, they may dig out more space beneath their home to accommodate.

Language (Spoken & Written)
Ashen speak two languages, Travelers Tongue and Runic. Most of the time, Ashen will more often speak using the traveler's tongue, but from time to time, Runic is used for communication (usually through signs or books). The Runic alphabet goes as follows: A-ᚪ B-ᛒ C-ᚳ D-ᛞ E-ᛖ F-ᚠ G-ᚷ H-ᚻ I-ᛁ J-ᛡ K-k L-ᛚ M-ᛗ N-ᚾ O-ᚩ P-ᛈ Q-q R-ᚱ S-ᛋ T-ᛏ U-ᚢ V-v W-ᚹ X-ᛉ Y-ᚣ Z-z

Origins
The origins of the Ashen are shrouded in mystery. Some believe that Ashen are a race of humans that branched off from the rest of humanity. Some question if Ashen are a species made up of Dark elves, Humans, and Dwarfs. Some say that it’s related to their religious beliefs, that they’re created from the forge of the Stahl Riesa, Vulkan. The simple reality is as it stands; no one can say for sure.

Magic, potions, and Runic Enchantments
The Ashen have very little magic, being only limited to fire-related magic, but they make up for this with their potion brewing and runic enchantments. Their magical abilities with fire allow them to create and maintain the various fires they use for day-to-day living (forges, brewing pots, lighting, ext..), but this doesn’t prevent them from being harmed by fire. While the Ashens are limited with their magic, they excel at potion brewing, creating powerful health, strength, and poisons potions. The Ashen also excel at creating powerful runic enchantments, making their weapons more dangerous than before. Ashen will also give their weapons runic names, believing it grants them more power than ordinary enchantments. (For example, adding the runic words of kᛁᚾᚷ {King} and ᛋᛚᚪᚣᛖᚱ {Slayer} to a weapon is believed to make it more effective against a ruler or someone of royal descent).

Diet
While the diet of an Ashen is consistent with any other human, there is one food that, regardless of where an Ashen is living, will always have either baked potatoes or fish near them. It's figured that this is due to potatoes and fish being the most abundant option where Ashen settled. That isn't to say they don't eat other foods like beef, bread, or stews; they just have more fish and potatoes in their diet than anything else.

Life span
The Ashen life span is difficult to pinpoint due to contradicting information. Ashen reach adulthood between 17-18 years. Most information indicates that the average lifespan is about 120 to 150 years. However, there are stories from millennia ago about Ashens exceeding past the age of 200 - 300 years old.

Sickness
While ashen are not afraid of most diseases and bacteria, they have issues with tuberculosis and syphilis in different communities, but it's not widespread. There is, however, one sickness that all ashen fear, the Necrosis plague.

The Necrosis plague only seemed to affect the ashen people. Symptoms included fever, chills, dry cough, extreme weakness, weakening of the bones, and hemorrhage of the organs. Finally, the symptom that gives the plague its name, the skin becomes soft and squishy, then begin to rot and decay. The incubation period is unknown, believed to be 2-5 days.

The only way people could avoid catching it was to wear heavy clothing similar to plague doctors, but this worked only half the time. The way it spread was unknown. It didn't appear to spread by air or fleas, people tried to avoid touching anyone who was infected, yet the plague spread. Some called it a curse from the letters centuries ago. Some thought it was one of Veles's attacks.

The plague was eventually slowed down and stopped due to isolated communities, and a flower called a phoenix rose. The phoenix rose was a bright orange rose that would burn you if the petals were touched (not the stem). However, when crushed/grounded up and mixed with glowstone and sweet berries, it neutralized the burning effect and created a healing remedy. While a good health remedy comes at the cost of disabling magic use or impact from magic (you couldn't use magic, and magic couldn't affect you, a double-edged sword if you will). The remedy acted faster than the plague could react. After the plague was over, parent's started giving children the remedy to prevent infection, lessen the effects, or increase the chances of surviving.

Calendar and Seasons
The Ashen calendar follows a 12 months cycle with 4 months for winter and summer and 2 months for spring and fall.

1st: Firstlight: The coldest month of the year with short days. Season: Winter

2nd: Stormtide: The month with the most snowstorms. Season: Winter

3rd:Snowmelt: The month that the snow starts to recede. Season: Winter

4th: Newgrowth: The first month of spring. Season: Spring

5th: Dayreign: The days start to become longer. Season: Spring

6th: Firecrest: The first month of Summer. Season: Summer

7th: Sunwell: The middle of the year and the longest days. Season: Summer

8th: Highsun: The hottest month of the year. Season: Summer

9th: Harvesthaul: The last month of summer with the longest day. Season: Summer

10th: Redfall: The first month of Fall. Season: Fall

11th: Lightpeak: The days start to become shorter. Season: Fall

12th: Lastlight: The first month of Winter, the last month of the year. Season: Winter

Government
The average Ashen government is a Jarldom (monarchy) with a court known as the Folkmoot (also known as an advisory body.) The government consists of a King/Queen, Jarls, Law-speakers, Earls town leaders (sometimes city leaders). For In-game reasons, if the King/Queen, a Jarl, a Law-Speaker, or an Earl goes inactive (no reason given), they will have two-three weeks to return. The heir will take over if the King or Queen goes inactive. The Jarls will decide who will become the new King/Queen if there is no heir. If a Jarl goes inactive, either one of their law-speakers or a voted-in Earl will replace them. If a Law-speaker goes inactive, it will be the responsibility of their Jarl to replace them. If an Earl goes inactive, the town can vote for a new Earl.

Ranks and roles
King/Queen: Head of the nation.

Jarl: State/providence leaders.

Law-Speaker: Enforcers, seconds in command, advisors, assist in developing laws, ext.. to the King/Queen and Jarls.

Earl: Town/City leaders.

Housecarl: The personal troops/bodyguard of King/Queen, Jarls, and earls.

Thane: Someone recognized by the King/Queen or a Jarl as a “person of great importance.”

Karl: Landowners, skilled workers (farmers, craftsmen, fishermen, merchants, and boat builders), and people effectively kept society's wheels spinning.

Thrall: Lowest ranking member of the society, usually takes on the more laborious work.

The Folkmoot
The Ashen Folkmoot is a Court consisting of the King/Queen, Jarls, Law-speakers, Earls, and select Thanes. The Folkmoot takes place twice a month, during times of crisis or if the King/Queen calls for one. The purpose of the folkmoot is to assist the King/Queen in decision making or, if called on by the king or queen, a vote.

There are 3 levels of the Folkmoot, Level 1 consists of the King/Queen, Jarls, Law-speakers, Earls, and select Thanes. Level 2 is the King/Queen, Jarls, Law-speakers, and Earls. Level 3 is the King/Queen, Jarls and Law-speakers.

When voting at the Folkmoot, only three Law-Speakers from each Jarl can join in the vote. This rule attempts to prevent a Jarl from gaining an unfair advantage over the others. It should be mentioned that this is the average Ashen government; however, some documents suggest there were democracies, theocracy, and other forms of governments or nations in the past. Housecarls are allowed to attend but only for protection of their respective Jarl, Earl, or the King/Queen.

Justice System
The original justice system of the Ashen dated back to the first empire, while before that, the justice system was more like a bench trial with the Jarl alone passing judgment on defendants. After the first empire started this court system, it remained for nine millennia, which raises the question of why it wasn't reformed sooner. The Ironblood Clan finally reformed the system after nine thousand years.

The Original before the Ironblood reform
The Ashen justice system is unique. The Jarl (or Earl), Law-Speakers, and a public audience will be present. The defendant's crime will be read out before the court, after which he may choose someone to act as his lawyer. The rest works out as a regular court trial with the Jarl (or Earl) and Law-Speakers acting as the Judge and the audience acting as the Jury. When all the evidence is presented, and any witness testimony is finished, the Jarl (or Earl) and Law-Speakers will have the audience vote. If found guilty, the defendant will be given a wide range of penalties, all with different severity. Lesser crimes still result in a fine with a max of 8-10k or a creative punishment. In contrast, more severe offenses will result in imprisonment, temporary or permanent banishment where you'll free game to your enemies, or death by Holmgang/execution.

After the Ironblood reform
Unlike the original, the Ironblood reformed system to change how the courts work to match the current era. Instead, the Jarl, Earl, and law speakers acting as the Judges, an experienced Priest of Norn (goddess of Law, Order, and Nature), will now serve as the lone Judge rather than as lawyers. Before a trial begins, the defendant's crime is read out to the public a week prior as it will allow anyone who wants to participate in the Jury enough time to join, except anyone who may have any connection to the crime. The audience still acts as the Jury, but it will be something of a "first come-first serve" with a 24-person limit. The door for people to join the Jury will close before the trial begins. Afterward, no one else is allowed to enter or leave the Jury until the trial ends. If the limit isn't reached or left at an uneven number, the court will kick one person or select someone to ensure an even number. The trial will then go like any other court; the evidence, arguments, testimony, and jury voting on guilty/not guilty. The punishments for being found guilty are the same, with the defendant being given a wide range of penalties, all with different severity. Lesser crimes still result in a fine with a max of 8-10k or a creative punishment, while more severe offenses will result in imprisonment, temporary or permanent banishment where you'll free game to your enemies, or death by Holmgang/execution.

Culture
The Ashen have a unique culture that follows wars, raiding, booze, blacksmithing, and family.

War, Disputes, and Raiding
The Ashen, living up to their Viking culture, aren't the type to take harassment or threat against their own. Instead, they have developed a warring culture for times of action. They have also developed a culture of Raiding and settling disputes through Holmgang.

Declaring war
Ashen will usually declare war on neighboring villages or nations through two methods. 1st is the all common formal declaration, writing or declaring for the world to hear that you're going to war. Then there's the Axe way, where the Jarl will send an axe to said village or nations leader, at which point receiving the axe, the other leader can choose to keep it or send it back. There will be no war if the axe is kept unless declared through a formal method. If the axe is sent back, it will indicate that the other leader has accepted the declaration.

Holmgang
Holmgang (best pronounced as "home-gang") is the act in which Ashen will settle their disputes through dueling. This practice is used for disputes, marriage counseling, and general sport.

Raiding
Ashen are also known for their raiding, but it should be mentioned that this act varies among different clans, villages, and nations. It depends on the group's morals whether they will attack and pillage an active town and harm anyone or seek abandoned villages where they can scavenge resources from the ruins without risk. Sometimes raids are used during wars for tactical advantages. Unlike normal raiding that's used for loot/supplies, the ultimate goal for this is to lure the enemy's main force out into the open where they can be picked off piece-by-piece, possibly cause supply chain issues, and/or cause mass chaos among the enemy's populace in an attempt to turn their people against them.

The Mark of the Jarl
The Mark of the Jarl is a red mark that's painted onto a warrior's helmet. Apart of the Ashen’s military culture, the only people who possess the mark are members of the elite military groups within nations or people who prove themselves worthy.

Blood Eagle
The Ashen use a unique and terrifying form of execution called the Blood Eagle. The method is used for a variety of reasons, such as a symbol of revenge, a method of physiological warfare, a trophy for all to see, or a form of punishment.

Life, Death, And Traditions
Although the Ashen do have a violent war culture, they also have their peaceful side when it comes to their regular lives, homes, traditions, and finally, death.

Spouse
When it comes to Ashen spouses, Ashen are expected to stay with their significant other till death separates them. If one dies, the living spouse will then be free to choose whether or not they’ll marry another or remain single until they die. Marriage is an important aspect of Ashen culture, and it is generally frowned upon to get a divorce unless absolutely necessary (Abusive spouse or cheating, for example). Divorce for any other reason, such as leaving your spouse for someone else, is seen as dishonorable.

Weddings
Ashen weddings are the same as worshippers of the Church of Stahl Riesa. Rather than follow a traditional wedding, the couple will instead come together either in a (natural or artificial) underground cave/room or in the forest at midnight. The only participants should be the couple and a priest; anyone else isn’t necessary to be there. The Priest then speaks, after which he will ask the two if they will accept each other. Upon accepting, the couple will then be declared wedded.

Family homes
Ashen families will often live together in large groups. This includes Parents, children, and grandparents. When members of the family go raiding, it is the responsibility of their spouse to take on their husbands/wifes' roles until they return. In Ashen cities, where relatives will often stay together in large families, when one of their own becomes 21 or marries, they have a choice to either continue living in the same house or start anew.

Childhood and rite of passage
Ashen children spend their younger years freely playing until the age of 13. At this point, children are expected to begin learning the different trades of the Ashen people and how to survive. Ashen children will continue this up until the age of 17, in which they will be given a rite of passage. This can vary among the different villages. Some documented rites of passage include performing a successful raid. Somewhere you have to perform or recite a piece of knowledge. Then somewhere, you must complete your preferred trade well (for example, you choose the trade of brewing, so you must brew an excellent drink).

Death
The original ritual of death and burial involved standard burial for all ashen, but as time went on, burial began to change. Most of the population falls into religious burials, where the body is cremated. Once the body is burned away, one member is selected to grab a handful of the ash and throw it to the wind. The rest of the ashes are placed in an urn and buried in crypts. Urns can be found in the walls of the Crypt, usually surrounded by the deceased items and one object with its name carved into it. Jarls and other important figures follow a similar burial style, but they are not placed in crypts. Instead, important figures are placed in ships, built into the ground, and then the ship set ablaze. As the ship burns, members of the town will begin to bury the flaming ship, subduing the blaze and laying to rest the dead.

Pets
Ashen are known to have Vargr wolves and Ravens(parrots in this case) for pets. These animals are not only their pets but also an Ashen's best friend and, in some cases, protection. When a pet dies, they are granted the same funeral rites as any other Ashen who has died. Something noteworthy, wolves are said to hold religious ties, believed to be tied to the wolf guardian Ubba, so it’s seen as evil to cause a wolf harm, unless, it’s to put it out of it’s misery.

Religious Beliefs
The religious beliefs of the Ashen is Stahl Riesa, the faith of steel. Stahl Riesa is a polytheistic religion centered around nine deities. Early records indicate that Stahl Riesa was the only faith available to the Ashen, but as time went on and more faiths began to appear, it appears that a minority of Ashen left for what were called “The new gods.” There is no record of Ashen’s trying to force their faith onto others.

Arts and performances
Ashen art isn't the same in a general sense. Rarely will they paint, and when they write, it's for documentation or religious purposes. Instead, Ashen art is placed with their love of brewing and their unique ability to blacksmithing. The ashen also have unique performances for special events, such as recognizing a new leader.

Brewing
Ashen are known drinkers; as a matter of fact, drinking is encouraged (done responsibly, of course). Ashen have a strong desire to possess/brew highly valuable alcohols, with the more complex brews earning high praise.

Smithing
Ashen view smithing as an art form, with each item being hand-made for perfection. Therefore, each forged item is considered art, with higher-quality items considered masterpieces. What makes separates Ashen forging from ordinary forging is the use of materials. Ashen forging uses a unique material called Crimson Metal (Redstone), a red substance found deep within the earth. The Ashen throw this material into their forges before they begin working on a weapon, tool, or anything made of metal. It's believed that this material is what makes the forge hotter and enhances the runic magic. Some forging techniques used by the ashen include heating the metal to the point where runes can be easily carved into the ingot. The bars are then engraved with the runic name of Vulkan [ vᚢᛚkᚪᚾ ], the date they were carved, and who carved it. The ingot is either stored away for later use or placed back into the forge to be turned into something. The metal is then slowly heated for a day before the forging begins.

Recognition of Leader(s)
When a new leader comes to power, whether in a village, city, or nation, it is customary for the previous leader or the 2nd highest-ranking member acting as the CL (Ceremony Leader) to offer the new leader a new weapon. The performance is done by candlelight, placed in a ring (and item frame(s). The new leader(s) will stand within the circle and wait for the CL to arrive. Upon arrival, the CL will step up into the ring with the new leader(s), then place the weapon(s) on the ground (in the item frame(s). The CL will then spin the weapon(s) 3 times, stopping on the 3rd spin with the weapon(s) handle pointed towards the new leader. This simple ceremony is meant to show recognition of the new leadership.

Legends
The ashen people have quite a few different legends. Some are about people, some are about objects of great power like weapons, and some are places. While most of these legends haven't been proven, some were discovered to be true.

The 8 weapons of Stahl
When the first ashen empire was founded millennia ago, the first King with 7 others came together to forge 8 powerful weapons. Each weapon would be blessed and dedicated to 1 of the 8 gods of Stahl Riesa (not including Veles). These weapons collectively were called the 8 weapons of Stahl. So powerful these weapons were, wielded by someone of equal power, they could cause mountains to collapse or grow giant forests in seconds. However, these weapons were said to have disappeared shortly after the reign of the first King had ended. There are theories, but nothing has been confirmed yet. Some suggest that the second King had ordered the destruction of the weapons, claiming them to be too powerful for this world. Others think that the weapons were hidden away in tombs, buried somewhere in modern-day Sparwood, as it was believed that the second King could not be trusted and would abuse the weapons to their own will.

The Grand Tomb
The Grand tomb is a vast subterranean fortress that was said to have been built 1,000 years ago. Despite its name, the grand tomb was initially created as a fortress for an unknown ashen jarl. The story went that a jarl wished to protect his family from the threats of the world, so he ordered the construction of an underground fortress. It took decades, but the fortress was completed. Fortune, however, was not in the jarl’s favor, for the day they moved in, a raging storm appeared, destroying the entrance to the fortress and sealing all who were inside forever. The grand fortress meant to protect the jarl’s family became their tomb. However, some think that the jarl wasn’t trying to protect his family; instead, they were trying to lock something away.

History
While there is a fair bit of documentation about Ashen, their history is still a mystery. Only a few documents have been found where only a tiny fraction of their past have been revealed. Of course, it doesn't help that Ashen are isolated from the world most of the time.

The first Ashens
[Date: unknown]

While it is unknown where the Ashen people originated from, however, the story of the first ashen is well known. Gorm (he who worships god) and Astrid (beautiful, loved), the first ashen, are said to have traversed the wilds of Sparwood during the early days of humanity for rich and fertile lands to settle. They had two sons and a daughter, Frode (wise and clever), the 1st born son, Yrsa (Wild or she bear), the 2nd born daughter, and Ormr (Dragon), the 3rd born son. Gorm and Astrid’s children would grow up and become tribe leaders, with Frode to the north, Yrsa to the south, and Ormr to the west. Gorm lived to be 287 years old, Astrid lived to be 302 years old, Frode lived to be 308 years old, Yrsa lived to be 265 years old. But It is unknown how long Ormr lived.

The first Jarldom
[Date: 10052 years ago]

The first Jarldom in Ashen history was said to have been founded in southern Sparwood by a tribal leader named Hrafen (Raven), believed to have been descended of Yrsa, daughter of Gorm and Astrid. The Jarldom under Hrafen had been formed from the combination of four tribes in the area. Although it’s unclear if this merger resulted from the four tribes setting aside their differences to become something stronger, negotiations from Hrafen, warring, or other causes. Hrafen lived to be 102 years old, and oversaw his Jarldom expanse.

The first King and the Empire
[Date: 9087-9008 years ago]

The first King, although his name is unknown, it's noted that he was a great man. Documents detail how the first King was the founder of the first Ashen Empire. It is written that this King has managed to unite the Jarldoms through diplomacy without spilling blood. He was described as a great man, beloved by everyone, and was foretold to have calmed a rampaging dragon with the simple wave of his hand. The empire this man founded was described as being vast and believed to have expanded across the entire continent of Sparwood. Its armies were fierce, its people strong, and its cities impenetrable. An empire that overcame the most difficult of situations for millennia. Until unknown events caused the empire to collapse and split apart around 7083 years ago.

Split of a Nation
[Date: 7083-6790 Years ago]

An apparent split in the first empire caused its collapse into three separate nations. Although the names are unreadable, one was a democracy, two were monarchies. This lasted for 293 years before the three nations were reunited and the second empire was founded.

The Cursed Jarl
[Date: 640-619 years ago] During an excavation of an Ashen village site, a burnt skeleton was discovered wrapped in cloth with the words "Cursed" written all over it. The body was found in a brick-layered hole in the ground. It appeared to be designed to keep something out or maybe something in. It wasn't until later that documents that mentioned a "cursed jarl" were discovered in the ruins of an Ashen Castle. The document noted an unnamed jarl with ghoulish skin and red scares around his eyes that seemed to glow. The document mentioned how he’d always bring horrible luck to everything around him, no matter where he went or did. Something would happen anywhere the "Cursed One" went from unnatural disasters to disease and famine. Whether or not this Jarl was evil isn't noted, but the document details that a group of people ganged up on the cursed one and stabbed him 27 times. They then set the body on fire before tossing the burnt remains into a brick-layered pit with a dozen protection runes engraved into the walls for good measure. After that, letters of unknown origin appeared around various cities, stating, "Cursed you shall all be, for death awaits in your future, and worst shall come with the leadership of a serpent."

The Plague
[Date: 483-481 years ago]

It was discovered that the Ashen suffered from a plague long ago. It's unclear how the epidemic started, but apparently, it had a 70% fatality rate. (After learning of the Cursed Jarl, It's determined that this may result from the warning). It had wiped out half of the Ashen population, caused the government and the church clergy to collapse, and resulted in mass chaos. It only ended once the Ashen population had reached a low point of 30% of their population, the lack of people to infect and the phoenix rose mixture stopped the plague.

The Snake
[Date: 475 years ago]

6 years after the plague ended, A young Jarl named Calder ormr made himself known. He claimed to want to rebuild the empire and bring it into a new age for the Ashen, that he was the only one who could help the people thrive again.However, after some investigation, it was discovered that Calder planned to kill off every remaining Jarl in the land to form a dictatorship, with many disturbing plans in store for the citizens, some of which were already taking place in Calder's land. With this discovery, a Jarl, known as Pia Hávarðr, apparently went up to Calder and promptly beheaded him in one swing of her bearded axe. Upon decapitation, black smoke was said to have spewed from the body, while the head rolled 10 feet away, only to begin cursing at Pia for 10 minutes before finally dying. A shaman blessed Calder’s body and head before wrapping them, separated from each other, in cloths with runes carved sowed in. The body was taken to the south sea and dropped into the middle of nowhere. The head was taken to unknown mountains in the north and sealed away in a cave. It remains unknown, but some believe Calder had a connection with the “Cursed Jarl” and helped release the plague.

Isolationism
[Date: 351 years ago]

The age of isolationism, believed to be still, to some degree, emplaced today, was described as essential for the race's survival. Despite 130 years since the plague wiped out most of their population, Ashen were still struggling to regain their numbers. Therefore, it was decided that the people would isolate themself from the world in hopes of avoiding war with other nations and focusing on their own.

Exodus of the homeland, arrival on distant shores.
[Date: 28th of Snowmelt (March 29th, 2024]

Due to the unfortunate events that purged the lands of Rathnir and Eldham into a time-frozen land, the Ashen race had to flee their ancestral home. Launching off the shores of Sparwood, the Ashen drifted off into the unknown. Weeks later, they arrived in a new land called Abexilas, which was rich in resources and new lands in which to settle. From here, the Ashen people would separate into different parts of Abexilas.