Book 3: Broken Path, Unbroken Will

By Hile of Cendomvita

Not every betrayal can be prevented. Not every loss can be repaired.

A maze icon symbolizing universal philosophical challenges that transcend Thalevir and resonate with our own world

What does it take to remain whole when everything else falls away?

Test your will and Experience the broken path

Exhibit VII: A strategic map of Vidora depicting the Raven incursion, with forces swooping into Eslading from the northeast.

Warning: This book’s contents and themes are intended for mature audiences (18+). Reader discretion is advised.


Teaser

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The Vidoran Crisis concludes as the Ravens consolidate power and truth is branded as treason. In a capital of shifting loyalties, Hile’s family must choose between a broken path and an unbroken will. This record tracks the final collapse of the old order.


Architects and Adversaries

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Broken Path, Unbroken Will has a rich set of characters, some of whom the reader has met through earlier Vidoran Crisis novels and others whom the reader is meeting for the first time.

Ashira is the wife of Hile and mother to their four sons, and one of the most consequential figures in both her household and the social life of Eslading. Known as much for her shrewd intellect as for her skilled parenting and compassionate involvement in community affairs, Ashira strikes a rare balance between warmth and strategy, recognizing when influence is more effective than authority. A fixture in civic and social circles, she has a quiet talent for steering conversations, and the people within them, toward outcomes that align with her priorities, often without invoking position or title.

Her influence is subtle but unmistakable, grounded in deep devotion to her family and a deliberate preference for shaping outcomes rather than claiming credit. In a world where power is frequently exercised in public view, Ashira leads with grace, calculation, and purpose, choosing discretion when others choose command.

Aylman is the eldest son of Hile, a driven and resourceful young man whose ambition often has learned to justify itself faster than his conscience can object. At around twenty-four years old, he has earned a reputation in Eslading for his skill, work ethic, and ability to navigate the blurred lines between enterprise and exploitation, a reputation forged through decisions that increasingly leave him with fewer clean alternatives. Hardworking and clever, Aylman remains deeply pragmatic, comfortable bending rules and forging discreet alliances if it means gaining an edge, even when the edge cuts back. His dealings with local bandits and the Thieves Guild no longer feel opportunistic, but habitual, reflecting a mindset shaped by momentum and the fear of losing ground rather than principle.

For all his moral flexibility, Aylman is not without conscience. What has changed is how little comfort it offers. He no longer mistakes profit for justification, nor success for control. The harm he once explained away has become personal, unresolved, and impossible to measure, and the absence of certainty about its cost weighs heavier than confirmation ever could. Some lines, once crossed, do not fade. They narrow the future, leaving Aylman alert, capable, and increasingly alone with the knowledge that the path forward is one he helped break.

A core member of Maribel’s band and her most trusted field leader, Brynn is a study in controlled contrast, at once roguish and disciplined, disarming and precise. His devotion to Maribel is obvious to all who know him, though the deeper truth behind that loyalty, his unspoken affection, remains guarded by fear and respect. He believes the weight of her past has made intimacy unreachable, and so he channels his care into service, never pressing beyond what she allows.

Among the band, Brynn’s squad is the most sought after. He attracts fighters and thinkers alike, drawn not only to success in the field, but to the expectation of competence he demands from those around him. He masks his intelligence beneath an affected, uneducated dialect, a practiced misdirection he uses to test, disarm, and shape his surroundings until he chooses to reveal more.

To outsiders, he may appear a fortunate brawler. To those who serve beside him, Brynn is the discipline beneath the banner, steady, exacting, and bound by loyalty rather than ambition to the woman who leads them.

Captain Belle, known to some as Maribel, leads one of the most effective and enigmatic paramilitary bands operating in the Vidoran wilds. Composed of outcasts, survivors, and hardened fighters, her group has earned a reputation for targeting robbers, slavers, and predators, intervening where formal authority proves absent or unwilling. Under Belle’s command, the band functions with disciplined coordination and strategic clarity, the result of long experience rather than ideology, reflecting her evolution from survivor into a leader shaped by consequence.

Belle’s past is marked by hardship and violence, much of it deliberately unspoken. What is clear is that her strength was not born of privilege, but of pain, and of a few deliberate acts of trust extended and returned. Her loyalty is hard won, her authority steady rather than loud, and her moral compass, though scarred, is guided less by justice than by protection, especially of those who would otherwise be overlooked.

Whispers of her past follow her, as do the remnants of old names and unfinished histories. But for those who ride under her banner, Captain Belle is not a symbol. She is reliability under pressure, proof that resolve can survive ruin, and that order can be imposed without ceremony, permission, or uniform.

Elgyon is the son of a hunter, raised in the wilderness and trained in the quiet skills of tracking, observation, and survival. Though he possesses the instincts and precision of a master woodsman, he lacks the appetite for killing that often defines the hunter’s path. Instead, Elgyon channeled his talents into the shadows of society, rising through the ranks of the Information Guild, where silence, subtlety, and clarity of thought are prized above all else.

Now a high-ranking operative, Elgyon’s deep well of knowledge and personal connections make him an invaluable asset as Cendomvita’s political landscape begins to fracture. That standing has been earned at a cost he can name. King Steinar is dead. Ylena and Brynn are gone. The Guild House in Ostengate has been destroyed. Sharp eyed and disciplined, Elgyon continues forward driven by duty even as loss forces him to question what that duty permits. His moral core remains intact, but the strain of repeated sacrifice is narrowing his sense of choice. He is not the type to command a room. He is the one who endures its collapse, who carries forward obligations that no longer feel clean, and who must decide how much can be justified in the name of a cause that keeps taking more than it gives.

Hile is a respected and influential leader within the Transportation Guild of Eslading, known for transforming his father’s modest delivery business into one of the most expansive overland trade networks in Cendomvita. While a portion of his work handles local shipments across Vidora and Elowen, Hile’s true strength lies in coordinating long haul transport, navigating treacherous routes, complex borders, and shifting political landscapes with precision and foresight. That same foresight led him to authorize a mission of ambiguous origin and purpose, and to send his youngest son to carry it out, knowing the danger it likely entailed. Phine has not returned, and the possibility that the decision was fatal now shadows every calculation he makes.

A lover of maps, scrolls, and the study of civilizations, Hile is as much a scholar as he is a merchant. His deep knowledge of history, geography, and politics has shaped both his business and his worldview, and he has passed that same intellectual curiosity on to his youngest son. What he withheld was the full scope of what the mission demanded, and the certainty that it could not be made safe. The burden of that knowledge is his alone, and carrying it in silence has begun to strain the discipline that once defined him.

Despite his methodical nature, Hile rarely makes important decisions without the counsel of his wife, Ashira, whose empathy and intuition serve as a critical counterbalance to his rational mind. Yet even here, there are truths he cannot share, not because he doubts her, but because speaking them would force him to confront what he has already risked. With trusted connections in the Information Guild, and a reputation that verges on honorary membership, Hile’s influence extends beyond commerce into realms of knowledge, strategy, and quiet resistance, even as the cost of acting without explanation presses him toward a breaking point he works constantly to contain.

At fourteen, Phine was Hile’s youngest son, already marked by curiosity and promise rather than mere youth. Energetic, curious, and relentlessly observant, Phine once approached every task with wide eyes and sharp questions, never content to follow orders without understanding their purpose. Seven weeks under sustained tutelage have changed how those questions surface. Though obedient by nature, he was no passive learner. He studied as hard as he worked, and now works as hard as he studies, developing a grasp of history, geography, and politics that often rivaled the grown men around him, while learning how little knowledge alone can protect you.

On the road and in rougher company, Phine has learned to labor with his body as well as his mind. Physical exhaustion, repetition, and discipline have become teachers in their own right. His instincts for observation have sharpened into practiced awareness, learning not just what to see, but when to remain unseen. Training in combat and survival has tempered his impulsivity, replacing haste with control and confidence with restraint.

Phine has retained his rare ability to earn trust, but it no longer comes easily or without cost. Under the influence of mentors who demand patience, humility, and accountability, he is learning what it means to be responsible for others, and to be shaped by their regard in return. Approaching his fifteenth birthday, Phine is beginning to understand love not as comfort alone, but as obligation, loyalty, and sacrifice. In a world darkened by suspicion, his capacity for connection remains, no longer untouched innocence, but a deliberate choice forged through effort, loss, and care.

Posted at the western edge of the coastal plains near Ostengate, Grimm serves as the fort’s Sergeant of the Guard and a living relic of the Old Guard, a soldier whose authority rests on memory, endurance, and long familiarity with the land, with deep knowledge of forgotten trails, hidden hamlets, and the buried history of Cendomvita. Long ago, Grimm joined the Vidoran army in pursuit of his kidnapped sister, Maribel, a search that sustained his service and gave his duty personal meaning. That pursuit is now complete. The resolution has brought closure, but not relief.

Over the years, Grimm built a reputation as a capable and weathered soldier, practical in his ethics and occasionally amenable to a well placed bribe, but equally known for offering help when it truly mattered. Within the structure of command, those compromises were intelligible, even necessary. With his sovereign dead and the army fractured, the framework that once justified his choices has fallen away. Many of his patrols, by chance or choice, passed near his family’s long abandoned farmstead in the foothills, a place that once symbolized loss and now reflects a deeper uncertainty about what remains.

For most of his life, Grimm was married to the uniform. That marriage has ended without ceremony or replacement. He remains a soldier without an army, a man without a country, carrying the weight of a vow fulfilled too late to restore what it cost him. His encounter with Elgyon and Phine does not offer him a new allegiance so much as force him to consider whether purpose can survive when duty no longer provides direction.


Supporting Figures

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These are the central figures who drive the story forward. They are deeply involved in the major conflicts, themes, and emotional arcs of the narrative. Most chapters will follow or reference one or more of them directly, and their choices often shape the world around them.

Secondary Characters

Captain Holt

Captain Holt was a career officer in the Eslading Defense Forces, a man whose reputation rested not on ambition, but on unshakable competence. He had never sought promotion, yet the rank of Captain found him all the same—an ironic reward for someone who seemed determined to avoid the politics of advancement.

Holt’s loyalty to Eslading was absolute, born not of ideology but of duty. He was a man who believed in the order of things, the quiet dignity of service, and the necessity of doing a job well. His troops adored him for it. He noticed when a boot was worn thin or when a man hadn’t eaten, just as quickly as he caught a breach in formation or an unfastened strap. To serve under Holt was to be seen—both as a soldier and as a person.

Behind his modest demeanor lay a mind as sharp as it was unassuming. He had a gift for reading people, for discerning the shape of truth beneath their words. Though he rarely spoke of ethics, there was a moral gravity to him, a sense that his choices were guided by more than orders.

In a world where ambition often meant compromise, Captain Holt remained curiously incorruptible. He was not a man who sought greatness—but sometimes, greatness found him simply because he refused to look away from what was right.

Elaren [EE-LAR-IN]

Tavernkeeper of Neverharbor, Elaren is a quiet pillar of her community—graceful in movement, elven in appearance, and stronger than most realize. In her mid-thirties and long unmarried, some say she turned down every suitor because the tavern became her true companion: a place of warmth, laughter, and the fellowship she worked tirelessly to nurture. Inherited a decade ago from a distant uncle, the tavern grew under her care into a place where quarrels softened, strangers found welcome, and weary souls remembered what peace could feel like.

Elaren’s calm voice and steady judgment made her a natural reconciler, often called upon to cool rising tempers and mend fraying ties. She did not seek leadership, but in her corner of the world, she led by presence alone. Fiercely loyal to her friends, selfless when need called, and quietly devoted to the soul of Neverharbor, she was the heartbeat of the town—until the day everything burned.

From those ashes, Elaren would rise—scarred, grieving, and carrying more than memory. She would become the voice that warned the kingdoms: the Ravens are coming.

Mellue [MEL-YOU]

The second son of Hile, Mellue entered adulthood with charm to spare and ambition to loan—if only someone had asked. At 22, he preferred the company of friends and flirtation over ledgers and logistics, and saw no reason to chase responsibility when he could coast comfortably behind Aylman’s rising star. He adored his older brother, admired his confidence, and followed his lead without hesitation… even when doubts began to creep in about the murkier parts of Aylman’s dealings. On the road, Mellue leaned on his good looks and easy manner to secure welcome in nearly every town—so often, in fact, that a running joke suggests it’s the local children who are most excited to see him return. Though his delivery routes rarely turned a profit, Mellue never seemed concerned. After all, success was Aylman’s job. Mellue was just along for the ride.

Mushinek [MOOSH-IN-EK]

Named—some say burdened—after Mushkinek, the infamous instigator of the great uprising more than two centuries prior, Mushinek carved out a leadership role within Captain Belle’s band. Measured, composed, and often difficult to read, he played a vital part in early resistance planning. But when the movement shifted from strategy to sacrifice, Mushinek withdrew. His decision to walk away, just as the stakes became clear, left many unsettled. Whether it was fear, principle, or something else that led to his departure remains a point of quiet speculation. The name he bore resembled one once belonged to a destroyer of nations. What legacy this Mushinek leaves behind is still uncertain.

Ramoz [RAY-MOS]

In his mid-twenties and already a master of hand-to-hand combat, Ramoz serves as the chief of personal security to Councilor Balna—a position he earned not through connections, but through the quiet certainty of results. He is a man of few words and fewer attachments, moving with the precision of someone who has long ago made peace with being a weapon.

Ramoz’s discipline is absolute. His stoicism borders on the unnerving; no outburst, no hesitation, no visible trace of fear or pride. Those who serve alongside him know better than to mistake his composure for loyalty. His allegiance is professional, transactional—a bond measured in purpose, not trust.

To Balna, he is protection incarnate. To everyone else, he is a question mark with a heartbeat. No one knows where his true convictions lie, or if he even has any left. When the balance of power shifts—and it always does—Ramoz will move as he always has: efficiently, decisively, and on his own terms.

Saffron [SA-FRON]

At nineteen, Saffron is as disarming as she is dangerous. The younger sister of Chamaliak, she often plays the role expected of her—charming, witty, beautiful, and effortlessly poised. But beneath the surface lies a startling discipline: Saffron has been trained to kill with her bare hands and knows twenty-one ways to do so without touching a weapon. Chamaliak uses her charm to manipulate those in his orbit, especially Aylman, dangling her as both a reward and a trap. Yet Saffron is no mere pawn. She knows how others see her, and she knows how to use that to her advantage. Whether she follows Chamaliak’s game or plays one of her own is a question with consequences.

Sheba [SHEE-BAH]

The youngest daughter of Lahimes, Sheba grew up alongside Phine in a household where curiosity and scholarship were part of the daily rhythm. At fourteen, she was neither striking nor overlooked—average in appearance, but with a spark behind her eyes that hinted at deeper gifts. Spirited yet respectful, she shared her father’s and Phine’s fascination with history, geography, and the structures that governed their world. Sheba had a particular gift for numbers and patterns, often seeing connections others missed. As the years passed, she grew into herself with a quiet grace, her charm and intellect softening the edges of her plainness until few could remember how unremarkable she’d once seemed. Her bond with Phine, forged in shared ideas and mutual respect, would one day shape both their futures.

Soraya [SOH-RYE-YAH]

A senior member of the Weaver Guild and long-respected leader in Eslading, Soraya served as president of the council not by pursuit, but by unanimous confidence. Known for her intelligence, calm authority, and gift for diplomacy, Soraya was a problem-solver by nature and a servant of Eslading by heart. Fiercely loyal to the city and its people, she never sought power for its own sake. She rose, instead, on merit—and remained grounded in humility. She had known Hile since his boyhood, even mentored him in his youth, and their lifelong friendship sparked quiet rumors that never came true. Those who served with her often remarked that while others sought to lead, Soraya simply made things work. Her death marked the end of an era.

Thalen [THAL-EN]

The generational stablemaster to Hile’s family, Thalen is a man whose heart beats in rhythm with hooves. His knowledge of horses is unmatched—some say he understands them better than most understand people, which suits him just fine. Quiet, prickly, and rarely caught in idle conversation, Thalen is happiest knee-deep in straw or whispering to a restless colt. His long years of service suggest deep loyalty to Hile’s household…though some suspect his devotion lies less with the family and more with the horses themselves. Either way, there are no better kept stables in all Cendomvita.

The Shadow [SHAA-DOE]

Known only by his title, the Shadow is the most feared assassin in all of Hile’s Cendomvita—a name spoken in whispers and always at a distance. His real identity has been erased so thoroughly that even the most seasoned trackers and guildmasters cannot place him. But his legacy is unmistakable: silent strikes, vanishing acts, and a code as unbreakable as it is paradoxical.

The Shadow kills for only three reasons: when he is paid handsomely, when it concerns the defense or vengeance of his daughter, and when it protects the innocent. That daughter—Ylena—was the product of a love so rare it cost her mother her life. From that day forward, the Shadow raised Ylena to survive a world that had nearly destroyed them both. Though he released her into her own life, he never truly let her go.

Despite his blood-soaked profession, the Shadow remains loyal to the ideals of the seven kingdoms. He accepts no contracts that threaten their peace or stability, and his reach has extended into every corner of Cendomvita. Wherever Ylena goes, she moves in a world that still bears his watchful presence—his unseen protection. Her enemies rarely know why their plans fail, only that something in the dark was faster, quieter, and more committed than they were.

In life, he walks alone. But in shadow, he is never far.

Ylena [Y-LAIN-AH]

Daughter of the infamous assassin known only as the Shadow, Ylena was raised in silence and steel. Trained from childhood in the arts of concealment, observation, and the swift dispatching of life, she grew into a figure of poise, precision, and unflinching control. But where her father reveled in lethality, Ylena recoiled from it. She had no qualms killing to protect herself or the innocent—but the cold logic of assassination never suited her soul.

Instead, she turned her inherited skills toward a different calling: the Information Guild. There, her talent for moving unseen, reading people, and slipping past barriers—physical and otherwise—propelled her quickly through the ranks. By her mid-twenties, she briefly held the title of Guildmaster in Ostengate, though she quickly recognized that leadership from behind a desk dulled her edge. Ylena was meant to be in the field, not behind ledgers.

Slender, wiry, and athletic, Ylena’s short-cropped hair and unassuming travel gear conceal a presence that can, when necessary, captivate an entire ballroom. Intelligent and compassionate, she commands loyalty—but she keeps her own feelings buried deep, hidden behind layers of practiced restraint. Those who know her well are few.


Notable Mentions

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These are characters who appear briefly or are referenced in dialogue, letters, memories, or historical accounts. They help to populate the world, provide context, or influence the story indirectly. While they may not take part in major scenes, their named existence provides richness to the scenes in which they are mentioned.

Mentioned Characters

Anaru (AH-NAH-ROO)

Anaru is the chief of the Blacksmiths’ Guild in Eslading and holds a seat on the city’s governing council. A man of few words and steady hands, he commands respect through his craftsmanship, discipline, and measured presence in both the forge and the council chamber. Though his influence is undeniable, Anaru remains deliberately opaque in his loyalties, often listening more than speaking and choosing his alliances with care—if he chooses them at all. In a city where motives are layered and trust is a currency, Anaru is a figure whose silence often says more than his words.

Baldwin (BALD-WIN)

Baldwin is the longtime family doctor of Hile’s household, a seasoned and steady presence who has cared for the family through illnesses, injuries, and the passage of years. With age has come not only experience, but also a deep sense of personal loyalty—particularly to Hile and his children. Baldwin is trusted, respected, and valued not only for his medical skill, but for his discretion and quiet wisdom.

Yet even a man as loyal as Baldwin is not immune to pressure. As forces beyond his control begin to stir, his commitments may be tested in ways he never anticipated. For a man who has always stood in the background, the choices ahead may demand more from him than healing hands and steady counsel.

Balna (BAL-NAH)

Balna is Hile’s oldest cousin on his mother’s side and member of the Eslading Council. He is also a long-standing source of friction within the family. Wealthy, unmarried, and childless, Balna commands significant influence as the head of the Security Guild, overseeing law enforcement, customs, and border patrols across a broad region. But despite his status, he remains a deeply embittered man, driven less by ambition than by a sense of grievance—personal, familial, and generational.

Old wounds run deep. Balna’s resentment toward Hile is rooted not only in decades of opposition but in the tangled legacies of both bloodlines. Whispers still link Balna’s paternal ancestry to the long-ago Mushkinek uprising, and the past between their mothers—sisters whose lives were shaped by a broken engagement and an unwanted marriage—has never fully healed. To Balna, Hile’s success is not earned but inherited, a theft that began in the previous generation and has only grown with time.

Though Hile’s family has treated him with respect, Balna’s bitterness simmers just beneath the surface. Every achievement by Hile, every step forward taken by his children, feels like another blow to Balna’s pride. His authority may be wide-reaching, but in his eyes, it will never measure up to what was taken from him.

Brielle (BREE-EL)

Sixteen year-old Daughter of Kelna and Roen who died during the first incursion into the Valley of Peaceful Escape.

Chamaliak (SHA-MAL-EE-AK)

Slipping easily between alleys and council halls, Chamaliak is a man whose shadow stretches far longer than his name. Publicly, he’s known in certain circles as a resourceful agent of the Thieves’ Guild—one of Aylman’s more unsavory contacts. But those who dig deeper find that Chamaliak’s influence runs much deeper, and much darker. A skilled thief, assassin, and manipulator, he moves with quiet precision through the underbelly of politics, trusted by the powerful when they need something done quietly… or cleanly. What few suspect is just how much of the game he’s actually playing—and how far his reach extends beyond what even Aylman imagines.

Ecua (EH-COO-AH)

Ecua serves as the chief of the Chandler Guild in Eslading and holds a seat on the city’s ruling council. While his position grants him influence, Ecua is better known for following power than wielding it. A habitual ally of Balna, Ecua rarely takes a stand on his own and instead echoes Balna’s positions with unwavering loyalty—especially when tensions rise in council deliberations.

Though competent in his own trade, Ecua’s political instincts are less about strategy and more about self-preservation. He aligns himself with those he believes will maintain control, often mistaking proximity to power for power itself. In council, his voice is rarely the first—but almost always the second when Balna speaks.

Gahiddiin (GAH-HI-DEEN)

Charismatic, intelligent, ambitious, and utterly ruthless, Gahiddiin began as just another member of the Raven bandit gang—but he did not remain that way for long. Through relentless effort, flawlessly executed operations, strategic manipulation, and a string of quiet assassinations, he climbed through the ranks until there were none above him. Now the dominant force in the Raven Triumvirate, Gahiddiin commands not only fear, but loyalty—earned not through trust, but through results and reputation.

He is a master of spectacle and strategy. Every move he makes is designed not only to achieve an objective but to ensure the story of that success spreads. He leaves witnesses for a reason. Gahiddiin knows that fear grows faster when it has a voice.

Nothing embodies his vision more than the black ship he personally designed: an imposing vessel carved in the likeness of a raven, its dark sails towering like wings of shadow. It is both symbol and vanity project—a reminder that the Ravens do not hide in darkness. They fly above it.

Gahiddiin does not simply carry out the will of the Ravens. He believe that he is their will—sharpened, polished, and mercilessly set loose upon the world.

General Hamirazhin (HAM-EER-A-ZHEEN)

General Hamirazhin is a commanding and enigmatic officer in the Vidoran army, entrusted with oversight of an entire division spread across three key forts. His primary stronghold lies two days’ ride north of Eslading at Runhollow, from which he exercises tight, uncompromising control. Coldly efficient, Hamirazhin is known for his battlefield cunning and unflinching brutality—qualities that have earned him both fear and respect from those under his command.

Whispers surround his rise and his methods, suggesting that his authority is bolstered by more than just military discipline. Though outwardly loyal to crown and command, Hamirazhin operates with a calculated independence, and signs soon emerge that his allegiances may lie elsewhere. He is a man whose moves are never without purpose—and whose full reach remains hidden until it’s far too late.

Idris (IH-DRIS)

Idiris is a ranking member of the Scrivener’s Guild in Eslading and holds a seat on the city’s ruling council. Known for her attention to detail, love of order, and sharp memory, she represents the bureaucratic heart of the council—often serving as the voice of procedure and precedent in debate.

Though not openly partisan, Idiris tends to side with Balna when conflicts arise, drawn more by his structured governance style than by personal allegiance. She is generally viewed as independent, thoughtful, and deliberate, choosing her words carefully and her positions even more so. In a chamber of louder voices and stronger egos, Idiris stands out for her methodical clarity—quiet, but never passive.

Jano (JA-NOH)

Jano serves as the official representative of the Cooper Guild in Eslading and holds a junior seat on the city’s ruling council. Though relatively new to the political sphere, Jano has quickly aligned himself with Balna, often echoing his views and supporting his initiatives with near-automatic loyalty.

Viewed by some as an extension of Balna’s influence more than an independent voice, Jano rarely strays from his mentor’s positions. While he fulfills his guild duties competently, his political identity is still very much in formation—shaped less by personal conviction and more by allegiance. Whether this loyalty stems from ambition, admiration, or obligation remains a subject of quiet speculation among more senior council members.

Jelani (JEH-LAH-NEE)

Jelani is the master of the Masons’ Guild in Eslading and a seated member of the city’s ruling council. Known for his precise standards and deep knowledge of urban design and fortification, Jelani oversees a guild whose prosperity is tightly bound to civic and military contracts—many of which pass through the oversight of the Security Guild.

This dependency makes Jelani politically cautious, particularly in council sessions where Balna takes a firm stance. While not overtly partisan, Jelani rarely speaks out against Balna’s positions, understanding that opposition could jeopardize the contracts his guild relies on. His silence in these moments is not approval, but survival—a calculation made in mortar and stone.

Josiah (JOH-SIGH-AH)

A 16-year-old messenger in Hile’s employ, Josiah is quick on his feet and quicker with a smile. Known for his sharp wit and tireless energy, Josiah carries news and parcels with the same urgency he once reserved for schoolyard races. Though a notorious prankster when time allows, he takes his duties seriously—especially when the stakes are high. His easy friendship with Phine stems from their shared curiosity, mischief, and moments of mischief-turned-mayhem. Among Hile’s associates, Josiah is respected not just for his reliability, but for his genuine compassion—a rare and steady light in troubled times.

Kelna Vos (KEHL-NAH VOS)

Mistress of the granary in the Valley of Peaceful Escape

Kosuke (KO-SOO-KEE)

Officially titled Counselor-at-Large in Eslading’s ruling council, Kosuke is better known as the storm no one can predict. A seasoned opportunist and razor-sharp debater, Kosuke’s vote swings with the wind—sometimes sold for coin, other times earned through compelling oratory, and occasionally withheld just to remind others of its value. Neither loyalist nor rebel, Kosuke thrives in ambiguity, relishing the leverage that comes from unpredictability. Rivals resent him, allies mistrust him, and yet both sides court him, for in tight council matters, Kosuke’s voice can—and often does—tip the scales.

Kruld (KROOLD)

Kruld once lived a quiet life on the shores of the Maghrabi Sound before fate tore him from it. The path that followed was neither chosen nor gentle, but Kruld adapted with quiet resolve. Over time, he emerged as one of Captain Belle’s most trusted companions—respected not for brutality, but for his thoughtfulness, steadiness, and unshakable loyalty.

Despite his rough exterior, Kruld is deeply principled. He leads with patience, fairness, and a calm authority that inspires trust. He values unity over dominance and places greater weight on shared purpose than personal glory. When asked to take a younger recruit under his wing, Kruld accepted without hesitation, seeing in the boy not only potential, but a chance to pass on the lessons hard-won from his own trials.

Though he never imagined the life he now leads, Kruld has carved out a place of meaning within it—a place built not on fear, but on loyalty, earned respect, and quiet strength.

Lahimes (LA-HAIMS)

A wealthy merchant by inheritance and savvy by nature, Lahimes took over his father’s prosperous trade and stewarded it with integrity until passing it on, undiminished, to his eldest son. Though his reputation in business was unblemished, Lahimes found greater fulfillment in ideas than in coin. In his later years, he returned to a lifelong friendship with Hile, immersing himself in study and reflection. His household remained vibrant, and his youngest daughter, Sheba, grew up alongside Phine—her affection for him becoming more obvious with time. Now more mentor than merchant, Lahimes offers Phine the gift of quiet guidance and hard-won wisdom, balancing Hile’s ambition with grounded insight.

Lamahika (LA-MA-HEEK-AH)

A councilor-at-large on the Eslading ruling council, Lamahika was known for his calm demeanor and sharp sense of procedure. Rarely the loudest voice in the room, he nonetheless observed everything with a quiet intensity. Colleagues often found him difficult to read—neither overtly ambitious nor entirely detached. Though not widely influential, his presence in council chambers was steady, his votes unpredictable. What truly lay behind his guarded expression was a matter of speculation—and, in time, quiet unease.

Linh (LIN)

As chief of the Wagonwright Guild and a sitting member of the Eslading council, Linh is known for a temperament that favors deliberation over haste, balance over bluster. A measured voice in a chamber often marked by urgency and posturing, Linh tends to align with Hile—not out of loyalty, but out of shared pragmatism. Linh’s influence lies not in grand speeches or sweeping motions, but in quiet reasoning and the long view. In a city driven by momentum and maneuver, Linh remains a steady axle in the wheel.

Mahana (MAH-HAN-AH)

Balna’s mother and Hile’s Aunt.

Makoa (MAH-KOE-AH)

As the representative of the Tanner Guild in the Eslading council, Makoa holds his seat with a quiet intensity and a firm sense of opposition. Though rarely outspoken, Makoa is unwavering in his stance—consistently siding with Balna, not out of loyalty, but as a counterweight to Hile’s growing influence. For Makoa, politics is less about allegiance and more about resistance to what he sees as soft-spoken overreach. His presence in council deliberations may not stir headlines, but his votes speak volumes.

Mbali (BHA-LEE)

A councilor-at-large in Eslading’s ruling body, Mbali is an idealist shaped not by lofty abstraction, but by a focused pursuit of predictability, security, stability, and justice. These are the outcomes she values most—and in Balna’s structured vision for society, she sees the clearest path toward achieving them. Though often found on Balna’s side of council votes, her support is rooted in principle, not allegiance. She engages in debate with clarity and compassion, rarely rising to rhetoric, but always standing firm in her convictions. While her worldview frequently contrasts with Hile’s more adaptive approach, her disagreements remain civil—driven by a shared desire for the greater good, even if they differ on how best to reach it.

Nedra (NE-DRA)

Raven Squad leader on first incursion into Valley of Peaceful Escape

Queen Sophia (SOH-FEE-YAH)

Ruler of Elowen by title, and a subject of fascination by temperament, Queen Sophia is a sovereign cloaked in mystery and indulgence. Her affinity for lavish jewels is the talk of her court, but it is her unapologetic pursuit of pleasure that most defines her public image. Critics call her a hedonist; admirers call her free-spirited. Yet beneath the opulence and scandal, there lingers a question few can answer—whether her decadence is distraction, defiance, or design. In a kingdom known for its beauty and art, Queen Sophia reigns as its most dazzling and unpredictable emblem.

Roen (ROH-IN)

Kelna’s Husband in the Valley of Peaceful Escape.

Ryma (RAI-MAH)

Balna’s paternal aunt who had broke up Hile’s father and Mahana’ engagement.

Samir (SA-MEER)

A discreet and sharp-minded operative of the Information Guild, Samir was assigned to accompany Aylman—not as a bodyguard, but as a set of silent eyes. With a quiet demeanor and a keen sense of danger, he was well-trained in both observation and survival. Samir understood how to fade into the background, how to read a man’s words by what he didn’t say, and how to extract truth from misdirection. But even skill has its limits. Tasked with uncovering deeper motives and loyalties, Samir soon found himself navigating a path far more perilous than expected—one that would test his training, and his fate.

Sealum (SEE-AHL-LUM)

At eighteen, Sealum was already well on his way to becoming a pillar of the family enterprise. The third son of Hile, he approached the family trade with a quiet, serious dedication—learning the ins and outs of ground transport and logistics with care well beyond his years. Obedient by instinct and meticulous by choice, Sealum never took an assignment lightly. He studied every instruction, clarified every detail, and carried out his duties with the intent not just to succeed, but to preserve the trust placed in him. While his brothers each carved their own paths, Sealum’s ambition was simple and steadfast: to work beside his father and brothers, building a legacy through diligence and devotion.

Taviro (TA-VEE-ROH)

A junior councilor-at-large in Cendomvita, Taviro brings energy, intellect, and a touch of irreverence to the council chambers. Known for a quick wit and an occasionally unfiltered tongue, Taviro has yet to master the art of restraint—but has already shown a strong grasp of political nuance and a genuine respect for authority. Eager to learn and driven by a desire to serve effectively, Taviro aligned early with Hile, whose mentorship provided both structure and opportunity. Though not always universally liked, Taviro’s sharp mind, curiosity, and growing discipline make one thing clear: he is not just here to learn—he’s here to last.

Teben (TAY-BIN)

Farmer/Keeper of Orchard in Valley of Peaceful Escape.

The Ancient Enemy (also known as the Great Evil, or the Scourge)

In the Vidoran Crisis, the Ancient Enemy, the Great Evil, or the Scourge manifests itself in the Ravens. At other times, it has manifest itself in different people or organizations. Ultimately, the Ancient Enemy is a combination of time, forgetfulness, prosperity, and complacence. When the people of Cendomvita let down their guard, someone or some organization always rises to challenge the status quo. People die, monarchs are often toppled, and the people remember.

Vellim (VEH-LEEM)

Blacksmith of the Valley of Peaceful Escape.


As The Vidoran Crisis Closes, a New Saga Begins. Follow Hile’s Family as they begin their new lives as Eslading’s Exiles in Forging a Resistance.

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