Syp Greenthumb , champion of
Idrio, embodied the duality of Idrio perfectly. Much of the time, it was a jolly, energetic gnome happily playing pranks before granting boons to anyone around. When crossed, and it did not take much to light its short fuse, it flew into a focused, violent rage. After succeeding
The Prodigious Appraisal at
Drakenholt, it earned the right to start a new tribe. Many smaller Dracolians, especially goblins, gnomes, and dwarves, joined it. Over time, Syp would impress many orcs and bugbears to also join the ranks. In its short 350 year life, Syp created a massive tribe which favored cleverness and brute strength equally.
Like the rest of the tribes, there is no true leader of the tribe. The closes things to leaders are draconi and the champions of the tribe. Currently, there are two Syp draconi and one champion.
Before Arkus
Things were great. Tricks, merriment, rage, epic tournaments, powerful reputation.
After Arkus
The reputation of the Syp tribe quickle made its way to Madranian colonists. A young lieutenant, Arkus, was sent by Colonel Curtis to act as ambassador. Curtis hoped that Arkus would be able to persuade them in assisting Madranian efforts to establish cities on the continent as well as aid them in any efforts regarding other nations. Arkus did impress the Syp, and built a strong rapport with the tribe. After
The War of the Seven Tribes, Arkus gained an increased interest in his connections with the Syp. Thousands of goblins were brought to the
Citadel of Arkus over the next 60 years. This took a great majority of the tribe's population since goblins made up 90% of it (Dracolian goblins mate like rabbits). The grim discovery of how Arkus was twisting the Syp he recruited didn't occur until after
The Celestial Intervention.
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