The Faher is an ethnic group of humans that live in the north western lands of Lor’Elvenor. They are believed to be what remains of the ancestors of Norgaroth Invasion of Lor’Elvenor in 1132 SA. If you ask a Faher Skald he’ll tell you they are decedents of the children of Giants and humans or decedents ofEkkehardt the Strong. The latter isn’t exactly far fetched. According to legend of Ekkehardt’s rise to divinity he was the son of a Harii tribe elder. The Norgaroth tribes that desended onto Lor’Elvenor with such fury were the Avarpri, Eudoses, Geats, the Harii and Favonae. The Faher are likely a a mix of these Norgaroth tribes and those who they conquered.

The Faher people are known for many things including their excellent riding skills. Their love open of spaces, freedom (much to The Empire’s dismay) and their physical hardiness is personified in their breed of horses: Eis Schroff Horses. In all the attempts to conquer the former conquerors there as a wall no group has been able to defeat: Their calvary. The Faher has the most skilled horsemen in all of Lor’Elvenor without question.

Tattooing is another skill set the Faher tribe is known for. Every member of the tribe receives a ceremonial tattoo at age of 15, both men and women. It’s a birthright they take very seriously. The tattoo signifies something about the person whether it be a trait (Strong or Cunning), what they will become (Village Warrior or Shaman) or something significant to the person (Be it event, object, animal or person). A non-tribesmen will see nothing more then an interesting design or symbols on the skin of a Faher; Beautiful but meaningless. Most Faher continue to get tattoos as time goes on to commemorate the events of their lives. It is a great honor for a nonmember to be tattooed with any of the tribal symbols and such an event often goes hand in hand in becoming an official member of the tribe.

The Faher people have a tribal system of rule. Each town is it’s own small tribe with individual names. The elders in the community rule and each town has a chieftain. The chieftains of each tribe form counsels with the Chieftain of the Faher tribe who has the final word on all matters. The current Chieftain is King Rolf Wulfnor. Unlike the Myrmidon Empire of old becoming head Chieftain or King of the Faher’s is not a granted birthright. When the King dies the elders choose his successor, it can be any male directly related to the King (Be it son, brother or cousin). On occasion a non-related candidate will fight (literally) for the thrown. King Rolf Wulfnor himself is such an upstart.

The previous King Harek Vignarsson died with no male heir. His brother Bronjolf was set to succeed him, but he was known for his cruelty and greed. Rolf Wulfnor stepped up and demanded he be considered. The Elders agreed but allowed Bronjolf to name the feat Rolf Wulfnor would have to do to prove is worth. Bronjolf sent [[King Rolf Wulfnor | Rolf Wulfnor] to defeat the white dragon Relanarth that plagued the town of Willowstead for tribute. [[King Rolf Wulfnor | Rolf Wulfnor] returned victorious with the head of the dragon 2 months later. Bronjolf had made Rolf Wulfnor a hero and lost his chance at the thrown. The stories of [[King Rolf Wulfnor | Rolf Wulfnor’s }] journey to Relanarth’s lair are legendary.


The Faher’s now reside in the northern plains of the Province of Erris. They do not bow to the rule of The Empire and that is something the lords of the Erris have had to learn to live with. The tribes control all the lands north of Hawks Lake starting just north of Riversend. This includes the towns of Almsville, Hillfield, Shoreborough, Willowstead, Kaldr Keep and the small town of Eriskay which is part of The Empire town of Riversend. Many other much smaller communities dot the plains of north Erris.

The smaller settlements are often no more then 10 house holds that tend to a herd of animals (Be it goats, sheep, cows or horses). Although the Fahers practice both agriculture and husbandry, the latter is extremely important both as a source of dairy products (A large part of their diet from cheeses to meat) and as a basis for wealth. Barley and wheat are the most common agricultural products being used for baking flat type of bread as well as brewing beer. The Faher live in homes called longhouses, long wooden structures with thatch roofs. Running the length of the inside walls are raised platforms that are used for seating and sleeping.

In the Faher tribal society there are no serfs or really even a class system. Those who are the elders of the community help run the community under the leadership of the decedents of the chieftain who founded the community. If bloodlines are contested often a contest of strength or battle prowess will end any disputes quickly. Justice for other matters are resolved at the “Lagting” which is held at Kaldr Keep. The “Lagting” is an assembly of elders and chieftains to hear and settle the disputes of the people. All manners of issues are heard at the “Lagting” including arguments over property lines, killings, thefts, insults and divorce settlements. Once the elders rule on a situation their word is final.


The Faher’s do not have surnames like much of Lor’Elvenor do. More often then not they are instead named according to the patronymic naming tradition where children’s last name derived from their father’s given name with the addition of a suffix meaning ‘son’ (adding sson to the father’s name) or ‘daughter’ (adding datter to the father’s name). So Magnus son of Ingmar would be known as Magnus Ingmarsson. Of course this patronymic naming system is not always used. Magnus could easily be known as Magnus of Kaldr or Deadeye Magnus. There are no rules to why the patronymic naming tradition is or isn’t used. It could be due to practicality: The father is unknown, shame: The father’s name isn’t something the child wants attached to them or because it was just simply not used. Below are sample first names to choose from.

Male: Aella, Agnar, An, Aran, Arnfinn, Asmund, Atli, Bard, Beiti, Bjarkmar, Borgar, Brand, Brynjolf, Drorr, Essval, Egil, Eirik, Erp, Eyolf, Fafnir, Fjori, Franmar, Frithjof, Fyri, Gardar, Gauk, Geirmund, Geirrod, Gilling, Gothorm, Grim, Grimhild, Gunnar, Gust, Guthrom, Hadding, Hafgrim, Hagal, Hakon, Hamal, Harald, Havard, Hedin, Heidrek, Herthjof, Hildgrim, Hjorleif, Hlothver, Holmgeir, Hroar, Hrolf, Hunding, Hymling, Idmund, Imsigull, Ivar, Jokul, Ketil, Kol, Leif, Melnir, Neri, Odd, Olaf, Olvir, Orkning, Ottar, Raknar, Ref, Rennir, Rolf, Sigmund, Sirnir, Skuli, Slagfid, Sorli, Starkad, Styr, Thord, Thorgier, Thrand, Toki, Ulf, Vignir, Vikar, Visin and Yngvi.

Female: Aesa, Alfhild, Arnora, Bekkhild, Bera, Bodvild, Borgny, Brynhild, Busla, Dagny, Edda, Freydis, Geirrid, Groa, Gudrun, Halldis, Hallveig, Helga, Hildigunn, Hleid, Ingibjorg, Isgerd, Kara, Kolfrosta, Lofnheid, Lofnheid, Nauma, Oddrun, Olvor, Sigrid, Throgerd, Thurid, Throa, Tofa, Unn, Vatild and Yrsa.


The Faher people are inventive when it comes to the art of warfare adapting weapons and crafting them to work with their special fighting styles. Below are weapons used by the Faher and the stats for those weapons:

Martial Weapons Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Seax 12 gp 1d4 1d6 18-20 × 2 5 ft. 3 lbs Slashing and Piercing
Verein 2 gp 1d6 1d8 x3 10 ft. 5 lb. Bludgeoning
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Metzgar 22 gp 1d8 19-20/x3 12 lb. Slashing
Adze ^1 50 gp 3d4 x3 20 lb. Slashing

1: Weapon has Reach. 2: Weapon can be set against a charge. 3:Double Weapon.

The Faher’s fighting style is unique as they rely on the heft of their weapons to do damage with the addition of their own might. A typical foot solider is armed with a spear, a throwing axe, leather or hide armor and a Faher Darkwood Shield. These shields are nearly as tall as tower shields but do not cover as much of the body. The shield’s grip is balanced in the center of the shield so it takes little effort to use the shield as shield or a weapon. These shields are always of Masterwork quality, made out of Darkwood and individualized to the user.

Faher Darkwood Shield 600 gp +3 AC 4 Max Dex -3 Check 25 % Spell Fail 15 lb.

These shields provide can instead 2/3 cover against attacks doing so requires a standard action and this function last until your next turn. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. Unlike Tower shields these shields can be used to bashing damage.

The Faher front line infantry will uses their spears to remove any shields their opponates may have and crush their front lines with bashes from their shields while the back lines will reach over them and attack the shield-less enemies. Of course this assumes the Faher are righting in regimented lines.

The Light Calvary wield either short bows, javalins or the Adze with either a Verein or Metzgar as a secondary weapon with again leather or hide armor and Faher Darkwood Shield. They would rip through the lines of their foes. The attack doesn’t end there. The Light Calvary will being to cut off forces from the rest of their army but encircling them with attack after after attack. The Heavy Calvary rush on on leather armored horses and Adze with either a Verein or Metzger as a secondary weapon, Faher Darkwood Shield and some type of heavier metal armor. They too would come around for additional attacks, typically against the heavier foot troops, and would continue to attack without mercy.

Mercy is not a word in the vocabulary of the Faher’s shock troops known as the Wodánáwulfoz. These men fight in little or no armor with the spear or Verein as their primary weapon. Additionally they normally carry several throwing axes for strikes as they charge in, Faher Darkwood Shields for more bashing then protection. Those wielding the spear use the weapon to rip the shields and weapons from the hands of their foes before striking. Once disarmed or lacking a shield the spear wielding Wodánáwulfoz will likely shield bash so the foe looses sight of them and then strike with the spear. It’s a short and painful existence. Those Wodánáwulfoz that instead use the Verein; which is an oversized top heavy club typically made out of heavy woods and has an almost blunted ax like head; use their shields to bash their foes, disorient them and then bash their skulls in with the Verein. The Wodánáwulfoz display their innate ferocity with the help of dyes – they blacken their shields and dye their bodies; they choose pitchy nights for their battles and strike fear into their enemies by the terrifying and shadowy appearance of an army of the dead. Before battle, they daub their bodies with black dye, giving them an otherworldly appearance. When the moment is right, they charge – wild-eyed and screaming – at their foes. Any who survive assaults by these maniacal warriors are convinced they are spirits sent from Hell.

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Rise To Power (Nalmorah) JPoisson