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Because everything has a beginning: a colony on Arisan
Passionate about adventure and magic, five men from the North formed a feared strandhögg [1] commanded by the druid Arminas. Proud Vikings loving just causes, they were recognized for their effectiveness in battles against the most evil creatures. Often gone in search of sinister scoundrels, no creature or demon escaped the judgment of Tyre, god of war and justice.
Under the magical guidance of their mage Beren and priest of Tyr, this squad was protected by Grim McGray, the merchant and tracker, Lars the skald and Marack, all three famous seasoned kriegers [2] .
After more than twenty-seven years of traveling to the four corners of the world by ordinary routes or through magical portals, the adventurers did not foresee the end of these divine missions as thrilling as they were perilous.
That was until they landed on Arisan.
According to a dragon anecdote, they were sucked in by chance, or not, by a magical portal and led to an unknown world, a huge lost island.
This land was very similar to theirs, except for the three moons which punctuated time according to three Solstices of three months each: a cool spring, a scorching summer and a frosty autumn.
Stuck on this hostile world and faced with a previously unthinkable task, Arminas and his brothers-in-arms accepted, in exchange for a return to their native continent, the heavy responsibility bequeathed by the Great Guardian of the Source.
The group returned shortly after with families and friends to colonize the Lands of Aezur. They settled in an uninhabited area and became the First Wardens and jarls [3] of two towers and four great Viking fortresses.
Over the years, new arrivals discovered the different peoples of the place, each as surprising as the last. Furthermore, the venerable and very discreet dragons, numerous on the island, had been observing them for several Solstices.
However, a large territory like this, sheltering the famous Source in addition, aroused desire…
Guided by the Machiavellian Druid Dihur of the Order of the Four Elements, their eastern neighbor, Araker, the king of the stone giants, decided to expand his kingdom. Over the years, his attacks became more and more reckless and bloody.
As the worst was feared, the Viking colony fortified its cities and strengthened its means of defense. From then on, the Nordic weapon masters and Lassik the mountain giant formed groups of formidable Guardians of the territory in order to protect the borders of their community against invaders.
Their effigy was the hammer with two ram's heads for the warriors and a staff of office for the druids, the Salkoïnas with supernatural properties.
After rigorous training as Future Guardians which lasted several years, three courageous young people finally obtained the status of Guardians of the territory. Thus, the elf Miriel Calari became a druidess, the elf Arafinway, a scout and the young Viking Marack, son of Marack, a warrior. Determined and a little reckless, they fulfilled their first mission without masters or parents: to protect their borders and the people they love. On the road, they will make two loyal and unlikely allies: Bertmund, a brave troubadour soldier from the lands of the South and Seyrawyn, a mysterious being...
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[1] strandhögg: Viking term, small commando prepared for a lightning raid
[2] krieger: veteran viking warrior
[3] jarl: mayor, head of a city or region
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