# THE AMYR: COMPLETE LORE DOCUMENT
## I. IDENTITY & NATURE
Original Purpose: "Singers of Madness" – warriors against the Chandrian
Current Status: Unknown; possibly extinct, corrupted, or operating in secret
Organization: Decentralized; individual agents or small cells
Methods: Scholarship, investigation, militant action against Chandrian
Relationship to Church: Officially disbanded; rumored to continue underground
The Amyr were once Temerant's premier Chandrian hunters—an order of scholar-warriors dedicated to studying, tracking, and destroying the Seven. Created in response to the Creation War's aftermath, they combined martial prowess with deep research into names, signs, and forbidden lore. Officially disbanded by the Tehlin Church centuries ago, persistent rumors suggest they continue operating in secret, hidden within the University, Church, or nobility.
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## II. HISTORY & ORIGINS
### A. Post-Creation War Founding
The Crisis:
- Chandrian began systematically erasing knowledge of themselves.
- Entire libraries burned; scholars vanished; songs silenced.
- Mortal civilization faced cultural collapse from targeted knowledge-destruction.
The Response:
- Unknown leaders (possibly University founders, Aturan emperors, or independent scholars) formed the Amyr.
- Original name "Singers of Madness" suggests musical, naming, or psychological warfare against Chandrian.
- Mandate: preserve knowledge, hunt Chandrian, protect civilization.
Early Successes:
- Amyr developed methodologies for Chandrian research (cross-referencing, hidden archives).
- Collected fragments of Chandrian names, signs, weaknesses.
- Several confirmed Chandrian killings (disputed by Chandrian themselves).
### B. The Fall & Disbandment
Church Conflict:
- Tehlin Church gained political power; viewed Amyr scholarship as heretical.
- Amyr research into pre-Church history, names, and "pagan" lore alarmed religious authorities.
- Accusations of witchcraft, demonology, devil-worship.
Official Dissolution:
- Church forced Aturan Empire to disband Amyr (several centuries ago).
- Amyr knights executed, archives burned, order declared heretical.
- Surviving members went underground or integrated into legitimate institutions.
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## III. STRUCTURE & ORGANIZATION
### A. Original Hierarchy (Historical)
Grandmaster (spiritual/military leader)
├── Knight-Commanders (regional leaders)
├── Amyr Knights (warriors/scholars)
├── Archives Keepers (librarians/researchers)
└── Lay Brothers (support, informants, protection)
Training:
- Equal emphasis on martial combat, sympathetic magic, naming, historical research.
- Vows of poverty, chastity, absolute secrecy regarding Chandrian lore.
- Lifelong dedication; marriage forbidden (focused on mission).
### B. Modern Organization (Speculative)
If Amyr still exist, likely structured as:
Dispersed Cells:
- Small groups (2-5 members) operating independently.
- No central authority; each cell pursues own leads.
- Coordinate through dead drops, coded messages, trusted intermediaries.
Hidden Within Institutions:
University Masters (especially Elodin, Lorren)
Church hardliners (ironic infiltrators)
Vintish nobility (Maer’s court agents)
Modegan craft houses (forging anti-Chandrian weapons)
Edema Ruh elders (song-keepers)
Field Agents:
- Lone operators investigating Chandrian activity.
- Often pose as merchants, scholars, pilgrims, adventurers.
- Sacrifice personal lives for mission continuity.
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## IV. METHODS & CAPABILITIES
### A. Chandrian Hunting
Pattern Recognition:
- Track Chandrian signs (blue flame, rust, decay patterns).
- Correlate with missing persons, destroyed libraries, silenced songs.
- Predict likely targets based on research patterns.
Preservation Techniques:
- Hidden archives, buried caches, coded manuscripts.
- Oral transmission through trusted song-keepers.
- Sympathetic encryption (books that destroy themselves if opened wrong).
Confrontation:
- Specialized weapons (possibly silver, named blades, anti-glamour).
- Group tactics exploiting individual Chandrian weaknesses.
- Retreat and survival prioritized over victory (Chandrian rarely killed).
### B. Knowledge Warfare
Counter-Erasure:
- Multiple redundant archives across Temerant.
- Training song-keepers to memorize critical information.
- Creating "decoy" scholars to draw Chandrian attacks.
## V. KNOWN MEMBERS & AGENTS
### A. Historical Figures
Jacques of Baenre:
- Famous Amyr knight; killed by Chandrian (confirmed).
- Left behind encrypted journals, weapon cache.
- Revered as martyr by surviving Amyr.
Master Mandrag (University):
- Elodin's predecessor as Master Namer.
- Rumored Amyr; disappeared under mysterious circumstances.
- Possibly killed Chandrian or learned forbidden name.
### B. Suspected Modern Amyr
Master Elodin:
- Erratic behavior consistent with Amyr field agent under stress.
- Naming knowledge suspiciously advanced.
- History of institutionalization suggests faked death/escape.
Master Lorren:
- Archives control = perfect Amyr cover.
- Cold demeanor, secrecy obsession characteristic.
- Mode D contains Amyr materials (rumored).
The Chronicler:
- Travels seeking stories; perfect Amyr informant pattern.
- Access to nobility, University, Ruh simultaneously.
- Chronicling Kvothe may serve larger Amyr purpose.
Unknown Courtier:
- Maer's court agent feeding Chandrian intelligence to hidden Amyr cell.
- Position provides access to noble researchers.
## VI. RELATIONSHIPS & CONFLICTS
### A. Primary Enemies
Chandrian:
- Existential conflict; Chandrian hunt Amyr with special hatred.
- Each Amyr killing represents failure of Chandrian erasure.
- Mutual escalation: Amyr research provokes attacks, attacks spur more research.
Tehlin Church:
- Historical destruction of Amyr order.
- Ongoing persecution of "heretical" scholarship.
- Some Amyr now infiltrate Church (ironic revenge).
### B. Complex Relationships
University:
- Perfect cover; many Masters suspected Amyr.
- Archives Mode D = Amyr treasure trove.
- Tension: University prioritizes knowledge preservation over active Chandrian hunting.
Edema Ruh:
- Song-keepers preserve Amyr-commissioned Chandrian ballads.
- Mobile, hard to erase; perfect Amyr allies.
- Some Ruh elders actively Amyr-trained.
Fae Courts:
- Shared naming knowledge; dangerous collaboration.
- Fae may know Chandrian secrets (ancient enemies?).
- Amyr study Fae glamour as potential anti-Chandrian weapon.
## VII. SECRETS & LORE
### A. The Amyr Question
Do They Still Exist?
Five possibilities, ranked by likelihood:
1. Secret Continuation (70%): Dispersed cells within institutions.
2. Single Dedicated Survivors (20%): Isolated knights pursuing personal vendettas.
3. Museum Order (5%): Symbolic remnant, no real power.
4. Church Infiltration (4%): Corrupted into anti-University witch-hunters.
5. Extinct (1%): Last true Amyr died decades ago.
### B. The Singing Method
Original Power:
- "Singers of Madness" suggests musical/naming attack against Chandrian.
- Songs that disrupt Chandrian powers or force true names.
- Lost art; possibly what destroyed early Chandrian.
Modern Fragments:
- Certain Ruh ballads contain "dangerous cadences."
- Adem elders know related techniques (suppressed singing tradition).
- Elodin's teaching methods echo lost singing principles.
### C. The Locked Names
Holy Grail of Amyr Research:
- Each Chandrian has true name with destructive power.
- Names collectively unlock larger mystery (Haliax's origin/nature).
- Mode D Archives contain fragments; deadly to pursue.
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## VIII. PLOT HOOKS FOR GAMEMASTERS
1. The Dead Drop
Players find encrypted Amyr message in book margin. Leading to safehouse, dead agent, Chandrian signs.
2. The Marked Scholar
University professor shows Amyr tattoo (revealed in death). His research notes point to active Chandrian cell nearby.
3. The Song That Kills
Edema Ruh elder teaches players fragment of "singing" technique. Using it draws Chandrian attention immediately.
4. Church vs. Amyr
Players uncover Tehlin inquisitors hunting rogue Amyr cell. Must choose sides or exploit conflict.
5. The False Amyr
Criminal gang claims Amyr identity to extort protection money. Real Amyr arrive to eliminate impostors.
6. Recruitment
Surviving Amyr agent identifies PC talent, offers training. Acceptance means lifelong Chandrian hunt.
7. The Name Fragment
Players acquire partial Chandrian name. Amyr want it for research; Chandrian want holders dead.
## IX. NPC GENERATION TEMPLATE
```markdown
[Name], [Amyr Status: Confirmed / Suspected / Former / Wannabe]
Confirmed Amyr:
- Cover: [University Master / Church priest / noble courtier / Ruh elder]
- Specialty: [naming / archives / combat / song-keeping / forgery]
- Chandrian Target: [specific Chandrian tracked / general research]
- Secret: [true name fragment / skin dancer encounter / faked death]
- Flaw: [paranoid isolation / reckless bravery / Church guilt / naming obsession]
Suspected Amyr:
- Behavior: [obsessive research / cryptic warnings / hidden weaponry]
- Evidence: [tattoo glimpse / coded journal / Amyr blade]
- Conflict: [loyalty to cover vs mission / family endangered / Church pressure]
Former Amyr:
- Trauma: [Chandrian attack survivor / order betrayal / name failure]
- Current: [drunk in Tarbean taverns / Medica healer / wandering mercenary]
- Secret Knowledge: [one big revelation / many small fragments]
X. USING THE AMYR IN YOUR GAME
Perfect for:
• Conspiracy campaigns: Players uncover hidden resistance.
• Moral complexity: Duty vs. family, knowledge vs. safety.
• Scholarly investigation: Piece together forbidden history.
• High-stakes personal drama: Lifelong Chandrian vendetta.
• Institutional intrigue: University/Church/noble conspiracies.
Campaign Integration:
• Phase 1: Rumors, dead drops, suspicious NPCs.
• Phase 2: Confirmed contact, partial training, first joint operation.
• Phase 3: Players become Amyr operatives; Chandrian hunt escalates.
• Endgame: Major Chandrian confrontation or name discovery.
The Amyr represent organized resistance against cosmic horror. They offer players institutional support, ancient knowledge, and deadly purpose—but also mark them forever as Chandrian targets.