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Vashrath Wiki/The Chronicles of Vashrath/Companion Origins
Companions

Companion Origins

The four great origins of Vashrath's mercenaries — Cripta and the Wanderers, the Empire, the North and the South, and the lost kingdoms and orders.

Every mercenary of Vashrath came from somewhere — a city, a faction, a war, or a world that no longer exists. Knowing where a companion comes from is knowing why they fight. Four great origins divide them.

Cripta and the Wanderers

Cripta, the gate-city of Vashrath, breeds mercenaries the way other cities breed merchants. Its streets, alleys and surrounding trails are home to the most varied crowd of the trade.

Kaela is as common a sight in Cripta's streets as the cobblestones, a shadow that chose to remain visible — many whisper of ties to the Northern Warriors, though she confirms nothing. Octavius, the one-eyed veteran from Kharvoss, never speaks of the wars that scarred him and takes any work that involves danger and payment. Sir Redrick, the old dwarf, is the most brutish of seven brothers — always the first to roar and the last to fall — so old he has forgotten where he came from. Beyond the known roads lives Malora, whose hut stands where coin is worth more than virtue; they say she has cured impossible diseases and granted wishes that should never have been granted.

Others belong to the Wanderers, the wardens of every crossing. Garran, the Noble watches the forests around Cripta with a silent loyalty that earned him his title — no blood or wealth, only devotion to the domains of Serena. Corvin Blackthorn tracks fugitives along the frontier and refuses any target he believes innocent. Lucan Greywolf guided caravans until a mist of the Limbo swallowed his whole company; he alone returned, three years later, not a day older. And Arch, the nameless lancer of Valdren, deserted an army he never names — it is said the side he chooses rarely knows defeat.

The Empire

The Empire produces soldiers, nobles and duelists — and discards them just as easily. Its companions carry titles, debts and betrayals in equal measure.

Dante was born to privilege and chose the armor instead, earning respect among far older soldiers; his easy smile hides something in his gaze that unsettles even veterans. Darius Ashford, last heir of a house destroyed by debt and treachery, kept only his name, a family sabre and the manners of a man trained to smile at his enemies. Lyssandra Vale was raised to negotiate marriages and surrenders — until she discovered her family meant to trade away an entire city, and leaked the plans that damned her own name. Valeria Storm commanded a company famous for advancing through storms, and lost everything when she refused to attack refugees accused without proof. And from the Empire's arenas comes Varek Ironhand, the orc gladiator who lost a hand rather than execute a beaten opponent, won his freedom with an iron prosthesis, and now spends his pay buying freedom for others.

The North and the South

The Northern Warriors settle everything with strength; the People of the South, with wit and discipline.

From the North come Ragnar Frostborn, born during a forty-day blizzard and rumored to carry giants' blood, who left his clan rather than start a war against a chief who wasted warriors on pride; Astrid Icevein, marked from birth with runes the elders called a blessing — until they planned to spend her blood in a ritual, and she fled the Scarlet Fortress to choose her own battles; and Fenrir Skall, a shapeshifting scout who followed impossible trails for his commanders until they ordered him to hunt innocent families, and he turned his blades on his own troop.

From the South come Aldric Stonewall, who held the gate of Pedra Clara alone while the wounded were carried out, and was expelled under fabricated charges by the officers who had fled; Theron Vale, who disobeyed orders to evacuate a valley his superiors refused to believe was in danger — and was proven right that same night; and Elara Dawn, who served decades in the Temple of the First Light until its priests began selling salvation, and left carrying only the scepter of her first vows.

Lost Kingdoms and Orders

Some companions come from places that no longer exist — lands torn from their worlds, orders undone, homes reduced to ash.

Nyra Blackveil was raised by an order that sold silence to nobles, and discovered her own family had been the first payment for her training. Kaelen Frost guarded the White Grove when it was ripped from its world and cast into Vashrath; he learned to work with the frost rather than fight it. Selene Ashwood survived the burning of the Southern Academy by absorbing part of the enchanted flames that killed her masters — and hunts whoever truly set the fire. Evelyne Crowmoor was a midwife who bargained with spirits to end a plague, and paid with her voice. Mireya Hollow left the swamps of Mire carrying secret family formulas and an unearned accusation. Freya Ironwood carried the last sapling of her clan's ironwood grove across Vashrath, and defends it still. Odrik Emberforge was expelled from the forges of Kar-Dur after a prototype tunneled into the council chamber — he maintains the machine worked perfectly. And Isolde Ravenshade died defending her monastery, woke among those she failed to save, and now heals the living so no one else crosses the border she cannot leave behind.

To meet them all in one place, return to The Companions.

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