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  1. Temerant
  2. Lore

The Chandrian 1

# THE CHANDRIAN: COMPLETE LORE DOCUMENT

## I. IDENTITY & NATURE

Number: Seven (plus Haliax, their leader)

Nature: Ancient beings of immense power and mystery

Territory: None fixed; appear where they will

Goal: Unknown; possibly ending their curse, releasing something sealed, or destroying the world

Method: Assassination, erasure from history, manipulation through agents

The Chandrian are the most feared beings in Temerant—not by armies or monsters, but by their very existence. They are seven individuals (each with distinct powers and signs) led by Haliax, who appear without warning to slaughter those who speak their names, study their nature, or preserve stories about them. They do not conquer, enslave, or demand worship. They simply erase.

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## II. THE SEVEN & THEIR SIGNS

The Adem poem lists them by name and sign:

Cyphus bears the blue flame

Stercus is in thrall of iron

Ferule bears the darkness of the eye

Usnea lives in nothing but decay

Dalcenti never speaks but silences

Alenta brings the blight

Haliax, the lord of the Seven, bears the shadows’ claim

Individual Powers (Observed):

- Cyphus: Blue flame that consumes flesh instantly

- Stercus: Iron rusts and corrodes in their presence

- Ferule: Eyes turn pitch black; causes blindness or madness

- Usnea: Flesh rots and sloughs off bones

- Dalcenti: Victims lose their voice; silenced forever

- Alenta: Crops and plants wither and die

- Haliax: Casts impenetrable darkness; possibly teleports through shadows

Each Chandrian manifests their sign before or during their attack, marking their presence.

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## III. HALIAX: THE LEADER

Appearance: Tall, pale, hollow-eyed; wreathed in constant darkness

Voice: Deep, resonant; carries unnatural authority

Power: Commands absolute darkness; shadows move at his will

Knowledge: Knows things he should not; references events centuries old

Nature: Appears more "human" than the others; possibly their creator or cursed leader

Haliax speaks for the Chandrian. He offers knowledge and power to those who serve their purpose, but always at terrible cost. He claims to be trapped between life and death, unable to rest or fully die.

## IV. METHODS & PATTERNS

### A. The Erasure

The Chandrian do not merely kill—they erase:

Physical Destruction:

- Victims are slaughtered instantly, often without struggle.

- Entire households, villages, or troupes are eliminated.

- Bodies show signs of decay, burning, or other Chandrian effects.

Historical Erasure:

- Names vanish from memory; people forget the victims existed.

- Written records fade or become illegible.

- Physical evidence (tombs, belongings) deteriorates or disappears.

- Within days, the victims become stories without names.

Exceptions:

- Physical objects sometimes survive (Kvothe's lute, scorched but intact).

- Songs and stories preserve fragments of truth.

- Those who witness but escape may retain broken memories.

### B. Triggers & Targets

The Chandrian appear when:

- Names are spoken: Saying their true names aloud draws them.

- Signs are studied: Researching their nature or signs provokes attack.

- Stories are preserved: Detailed songs about them are dangerous.

- Their nature is understood: Scholars who piece together too much truth.

They target:

- Scholars and researchers.

- Troubadours and storytellers (especially Edema Ruh).

- Isolated groups who speak freely about forbidden things.

### C. The Mocking

Before killing, the Chandrian often mock their victims:

- They know intimate details about their targets.

- They taunt with knowledge of personal failures, losses, or secrets.

- This mockery serves psychological purpose: breaking hope before death.

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## V. THEORIES OF ORIGIN & PURPOSE

### A. The Creation War

Most scholars believe the Chandrian emerged from the Creation War:

- A cataclysmic conflict between powerful beings (gods? mages? empires?) that reshaped reality.

- The Chandrian may be survivors, cursed combatants, or weapons created during that war.

- Myr Tariniel, a great city of learning, was destroyed—possibly by or because of the Chandrian.

### B. The Curse Theory

Haliax claims they are cursed:

- Trapped between life and death; unable to rest.

- Their signs are marks of their punishment.

- They seek to break the curse, possibly by completing some ritual or releasing something sealed.

### C. The Erasure Theory

The Chandrian systematically erase evidence of themselves:

- They hunt those who know their true names or nature.

- Each erasure makes them harder to fight or understand.

- Eventually, they may become unknowable, impossible to oppose.

### D. Lanre Theory

Some Ruh songs suggest Lanre (legendary hero/king) became Haliax:

- Lanre fought in the Creation War; lost everything (love, city, purpose).

- Betrayed or cursed, he became Haliax and led the Chandrian.

- Different versions disagree on whether he was villain, victim, or both.

## VI. AGENTS & PROXIES

The Chandrian rarely act directly (though they can):

### A. The Skin Dancers

Description:

- Druids corrupted by Chandrian influence.

- Can shed their skin and wear others' faces.

- Possess unnatural strength and resilience.

Powers:

- Perfect disguise; can impersonate anyone whose skin they wear.

- Healing factor; difficult to kill.

- Communicate telepathically with Chandrian.

Role:

- Gather information, eliminate targets, prepare sites for Chandrian arrival.

- Often sent against isolated groups or individuals who know too much.

### B. Corrupted Individuals

Ordinary people touched by Chandrian influence:

- Develop unnatural obsessions or abilities.

- May unknowingly serve Chandrian goals.

- Sometimes survive Chandrian encounters changed.

### C. Opportunists

Criminals, cultists, or power-seekers who serve the Chandrian for gain:

- Worship them as dark gods.

- Hope to gain power or immortality.

- Often betrayed or sacrificed when no longer useful.

## VII. WEAKNESSES & COUNTERMEASURES

### A. Known Vulnerabilities

The Signs:

- Each Chandrian's sign is both their signature and potential weakness.

- Blue flame might be extinguished; rust countered with fresh iron; etc.

- Researching signs is dangerous but potentially valuable.

Numbers:

- Chandrian rarely appear in full strength (usually 1-3).

- They can be overwhelmed by numbers or superior force (though rarely).

Names:

- Their true names hold power over them.

- Speaking a true name might command, banish, or destroy them.

- No one currently knows any true names.

Light:

- Haliax's darkness can be countered by strong light sources.

- Fire, lanterns, or sympathetic light may drive back shadows.

### B. Preservation Strategies

Oral Tradition:

- Edema Ruh songs preserve Chandrian knowledge despite erasure.

- Riddles and metaphors protect singers from direct naming.

Physical Evidence:

- Some objects survive Chandrian attacks (Kvothe's lute).

- Hidden caches or sealed containers might preserve evidence.

Distance & Anonymity:

- Those who study them quietly, from afar, seem safer than public researchers.

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## VIII. RELATIONSHIPS WITH OTHER FACTIONS

Chandrian vs. University:

- Primary targets: scholars researching forbidden history.

- Archives Mode D contains dangerous Chandrian lore.

- Sympathy might theoretically counter their powers.

Chandrian vs. Edema Ruh:

- Ruh songs preserve Chandrian stories; troupes are frequent targets.

- The "One Family" structure makes total erasure difficult.

Chandrian vs. Ademre:

- Adem possess ancient Chandrian poems; knowledge source unclear.

- Adem discipline might resist Chandrian psychological attacks.

Chandrian vs. Maer's Court:

- Nobles who research forbidden lore become targets.

- Court intrigue might unknowingly serve Chandrian goals.

Chandrian vs. Fae:

- Unknown relationship; possible ancient enmity or alliance.

- Both fear names; both manipulate mortals.

Chandrian vs. Tarbean Underground:

- Criminals might serve as unwitting agents.

- Street urchins sometimes witness but survive encounters.

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## IX. THE GREATER MYSTERY

What Do They Want?

Five competing theories:

1. Breaking the Curse: Haliax seeks release from their undead state.

2. The Ritual: They need specific conditions or sacrifices to achieve a goal.

3. Erasing History: Complete removal from mortal memory grants final freedom.

4. The Locked Door: They seek to open something sealed since the Creation War.

5. The Final War: They prepare for conflict with ancient enemies (Amyr? Fae?).

Current Activity:

- Sightings increasing in frequency.

- Targeting both isolated researchers and major institutions.

- Skin dancers appearing more often, suggesting preparation.