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    Real Strategy Requires Cunning

iisbroke

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A scraggly messenger arrives. His limestone spiked hair, bronze torc, and tribal war paint along his publicly exposed chest denotes a Wilder. His bronze skin though suggests it is of one of the far western tribes Nienna had heard of from her twenty year long dead friend Duke Owain. The message is initially in the wilder tongue but she manages to decipher it thanks to prior experience with their odd writing and speech patterns.
Hail Aelefe Queen Nienna Coamenel,

I write this in good spirit to thank you for years of trade and stalwart alliance. My self shall be predisposed for some time and will be unable to speak with you in person, more so than usual. Once my business is complete I request a personal audience with you to speak of matters which may strengthen our alliance. Perhaps a trade of champions? If that is undesirable a trade of favors, or increased trading of goods. I only ask so you may have time to determine what you desire, and whether we should meet in Ordivantes or Galadriel.

With Honor,
High Chieftain Einir Tudonii
((Meant only for @Plutonium95 's IC to know and whoever he wants to ICly share it with))
 

Corman50

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Character: Thrunrul Moonbreaker

Race: Norse

Age: 40

Title: King of Norvegr, Chief of the Frost Blade Clan

Specialty - Charismatic Warrior

Bio:
Every since his youth Thrunrul was best described as a man of action. He was but a brash young man when the War between the forces of light and Darkness charged the face of Agorath. His father lead in his clan in support of the Wolf King over the fallen Kvathe. It was here Thrunrul first distinguished himself in legitimate battle instead of mere raiding. While he may have had no significant part in the fighting it was a much needed introduction for him in what was to come.

The Frost Blade Clan did not follow Ulfrik to the final battle at the Golden City, instead choosing to stay in Norseland. When word came of the Wolf King's death, along with that many of the other Lords of Light, Thrunrul remembered how his father lamented, saying that the norsemen would never see a true king again in this age or even the next and it seemed he was a correct. While many held the ambition of claiming Asger's Crown, all had failed, most not coming close to success. The Frost blades where not silent in these years however, they never shied from opportunity to go raiding and settled disputes with their neighbors more often with the sword than with words or a pen. However they did little beyond this and soon their lands fell under the hungry gaze of the Half Moon Clan, who had been steadily gaining power. They fought bravely and held out longer than most had until point, but in the end Thrunrul's father would die a warrior's death and his first act as Chief would be to bend the knee. But on that day Thrunrul vowed that he would have vengeance and enact the same humiliation the Half Moons had inflicted on him and his clan ten times over.

His opportunity came after the Half Moons defeat at Stronghelm. Their armies beaten in a costly siege, they soon most of the territories they seized in the Southern parts of the Norseland, and many, Thrunrul included could see the writing on the wall. The Half Moon Chieftain tried to consolidate his hold on the lands by crowning himself King of Norvegr but it helped little, where the other clans once saw an ambitious and powerful clan capable of claim the Kingdom of Norseland, they now saw a clan that was broken and weak. All that was needed now was a man to light the pyres they had crafted beneath themselves, and Thrunrul was happy to fulfill this role.

Rallying many of the other Clans in Norvegr, he descended on the Half Moons with a surprising amount of fury. In the end the thoroughness with which he crushed his foe earned him the title Moonbreaker. The other clans impressed by his leadership, gave the acknowledged Thrunrul as king of Norvegr, reforging a crown of weakness and desperation into one of true strength and authority. However in the end he knows that this not the true crown to hold dominion over Norseland, something he intends to rectify.

 

King50000

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Drethaund Jhuune
Dark Elf (formerly Vampire)
Age Unknown
Pirate Lord of the Island of Bone & Demon of the Southron Sea
Master of the Seas


Not much is known of Drethaund Jhuune's past prior to the return of and subsequent defeat of the Dark One. What is known is that he had originated from a small Dark Elf tribe wandering the central Ashlands. It is told that one day during Light's End, in the dead of night, a group of vampires arrived at the tribes encampment in search of new recruits for their ranks. Making displays of power with their mastery of the Dark One's magic, they gained the tribes awe and loyalty. Many volunteered to be turned, including a young Drethaund Jhuune, and over the next several hours the vampires had them perform various challenges to weed out the weak. By the end of the night only 5 of the dozens of volunteers had survived, and were chosen by the vampires to be turned. As swiftly as they had come, they left, heading north for their master in the Haunted Forest. As for the Dark Elf tribe itself, it was never heard from again after this fateful meaning.

During the War of Darkness, Jhuune served as a lieutenant of Dreagon, the Vampire Lord, and was given command over a fleet of warships to raid the coasts of the lands of the Light, soon earning the name the Bloody Armada from the trails of blood that traveled in their wake from the feasting vampires among their crew. After the final battle in the Golden City, Jhuune, like many other minor lords who had stayed loyal to the Dark One, fled with his ships to Dreagar Isle. Once there, Jhuune witnessed the infighting that had already begun to plague the ranks of the Dark One's followers. Disgusted by what had become of their cause, Jhuune, instead led his ships south to the Island of Bone, and established himself as its new lord by sucking dry the previous one of all his blood, while still breathing. Though he was no longer a vampire after the death of his lord at the hands of Eylinn of Mindrilla, this action symbolized Jhuune's resolve to regain his immortality and become the next Vampire Lord, by any means necessary. Bringing a rumored seeress and former vampire, Xune Xarae, to his cause, and supposedly his bed as well, Jhuune took to the seas in search of any dark tomes of relics that could lead to any chance for a return to immortality. Raiding the coasts along the Southron Sea, Jhuune and his Bloody Armada became the sight of doom for any traders or towns that came across his path. When he finally returned to his keep upon the Island of Bone, with hulls full of gold and slaves but no new information, Jhuune became aware of the rise of Belegûr Arvandu and the Last Maegi. While he knew he could never stand independent against the united might of Dreagar Isle, Jhuune also believed that he would have better success in his quest by serving the new Dreagar King and having his rumored consort study under the Maegi, and so quickly bent the knee and swore fealty to Belegûr Arvandu, bringing the might of the Bloody Armada to his cause.

For reasons unknown, during one of his earliest voyages raiding the coasts of the Southron sea Jhuune decided to save a human woman from enslavement or slaughter while attacking a Hroniden village. Taking her back to his flagship, the Wraith Queen, Jhuune bedded her, willingly after seducing her with his deadly charm it is whispered, and kept him with her for the next year. Eventually she became pregnant and gave birth to 2 twins, the infamous Bastards of the Sea as they would later be called behind their backs, a boy named Szordree and a girl named Ssabeyan. After giving birth to the offspring of Jhuune, this human woman was never seen or heard of again. Some whisper that Jhuune had her killed after the birth of the Bastards, just another tool in the Demon's never-ending quest for immortality. Others say that Jhuune, after spending over year living and traveling with this woman, fell in love with her, and had her quickly sent away to a secret wing of his keep on the Island of Bone, safe from prying eyes and hostile daggers. Still others claim that she was returned to her village in Hroniden, with a chest of gold and a promise made in the Dark Tongue to never speak of her experience with the Pirate Lord.

Whatever the case may be, the human woman did not remain in the lives of her children, who grew up upon the decks of their father's fleet, molded by him into their current form. Szordree is every inch his father's heir. Tall and proud, he has shown a keen intellect for tactics and strategy, taking part in his father's Council of Captains before every raid and attack, and planning several of their latest voyages against the lands of the Light. Ssabeyan, on the other hand, has shown a fire and passion for spilled blood and the call of combat that few among her father's crews could match. Taking to the sword early, she has been a part of every raid on the shore that should could since she turned 13, bathing in the blood of her enemies, reveling in their defeat by her hands. Separate the twins are a challenge enough, but together, Szordree with strategic mind and Ssabeyan with her insatiable blood-lust, they are nigh unstoppable.


Xune Xarae
Dark Elf (formerly Vampire)
Age Unknown
Secret Lover of Drethaund Jhuune
Seeress

Szordree
Half-Human, Half-Dark Elf
18 Years Old
Bastard of Drethaund Jhuune & Twin to Ssabeyan
Skilled Tactician


Ssabeyan
Half-Human, Half-Dark Elf
18 Years Old
Bastard of Drethaund Jhuune & Twin to Szordree
Blood-Thirsty Reaver


IC:
The Wraith Queen
 
Last edited:

jcucc

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"I can't die, I won't stop, and I'll kill everyone who gets in my way."
Name: Harma Twice-Hanged, Harma King-killer, Harma Foe-Eater
Age: 44
Titles: Warchief of the Icebreaker Tribes, Tyrant of the Twin Isles
Speciality: Nine Lives (combat focus)
Bio:

When her people hid on their island rather than join the War of Light & Darkness, Harma hopped a boat and left her home behind. She joined up with the forces of light as a simple foot soldier, and fought with them to the end. During the final battle, she was run through on a orcish spear and left, rotting in the sun, for three days and three nights. She hovered on the edge of death for hours until a few old companions found her and patched her up. She returned with them to her homeland and launched a revolt against her people cowardly king.

She fought him, and lost, and was hanged in front of a crowd of her relatives and comrades. The first rope broke as she kicked and flailed on it, so the King himself wrapped another thick rope around her neck and let her hang until she stopped moving. Of course,that didn't stop her, so three days and three nights later she climbed of the King's corpse-pit and started killing again. She killed the King, and all his sons, until there was nothing left of his line but a stain on the palace floor.

She took the throne for herself and held it for three days and three nights, until she was betrayed by her former companions, who desired her throne for themselves. They could not kill her, so they broke her legs and carried her out to the wilderness to be killed by the cold or by the beasts. But she did not die. And, three days and three nights later she came down from the mountain to wage war upon her old friends.

The war lasted almost two decades before the last conspirators were hunted down and killed by Harma. As a final sign of ultimate disrespect, she cooked and ate her former companions in a feast that lasted three days and three nights. Now, she rules from her gallows throne with a bloody sword in one hand, a skull-cup of wine in her other, and a wicked smile on her face.

Unlike most of the other Northman chiefs, she has no hunger for the throne, no desire to rule. Rather, she has turned her gaze away from Norseland, towards the ripe coasts and weak-willed people of the mainland.

 

Dadarian

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The Jagged Spire tilting jauntily in the distance (if you call the storm-clouds around it jaunty), the children of the Mo' listened to Mo'yokj weave a wild yarn.

"Gather my children gather, for today I will tell you of the great Mo Targ'ijk and his evil father Kjk'targ Cra'ijk. A tale of evil and heroes, of dark and light, it is Mo whom started our tribe, and cast off the ill-omened Kjk'.

Mo Targ'ijk grew up as Kjk'mo Targ'ijk, the only son to the latest chief of the Kjk'. Raised a noble man, he saw no issue with the base mistreatment of his tribesman.

His father, the despicable Kjk'targ Cra'ijk, continued his family's long legacy while chief. Openly selling his people to the Dwarfs and Elf to be eaten in their towers and mountain keeps. Kjk' upon Kjk' gobbled up like common pigs, bones littering their beards and silken garbs.

Mo knew of this, but lived as he always did, with great wealth and stature. He attended lovely dinners in the hearts of volcanoes and in floating castles above the skies. He even personally roasted an entire cow in the heart of the Earthmother because he could. This is how rich and noble he was.

However he had a nagging guilt in his soul. This grew and grew, until he decided to forgo the party of the day and visit the slave chambers, where the next day's chattle was ready for sale. There he met Kjk'ma Grob'ijka.

A beautiful woman sold to a human slaver to be used to produce a half-orc army, this woman reached out and stole Mo's heart immediately. Whispering in his ear, she told the story of the plight of the tribe as was his father's doing.

This enraged Mo, who broke the gates with his own hand. Gathering his tribesmen, Mo marched up to his father and challenged him for control of the tribe.

And his father called the elven guards, refusing the challenge!

Mo, stunned by the lack of nobility in his father, cursed him forevermore. Grabbing a common kitchen knife, he cut a swath through the lesser beings in order to get to his father.

Knife against axe, the two men circled each other in the dining room until Kjk'targ sought to gut his son. Mo dodged and rolled under his father, seeking to cut the tendon in the left ankle. This would be powerfully parried by the father, who cast the much lighter knife into the corner of the room. Axe brought to Mo's eyes, certain doom was obvious to all gathered to watch. However when the father raised the axe to cull his own blood, cleave his own flesh, Kjk'ma threw herself in front of the blade and was cut down.

However her body, as it fell on Mo, turned itself into a mighty oaken club. Gripping his transformed lover, Mo beat his father to death. The sacrifice of his love, along with the death of his father, purified his line.

Mo, after killing his father, soon left the room. Gathering his tribe, he fled to the forests in the face of vast elven, dwarf, and human armies.

With his club in hand, Mo declared a new tribe. Pure from the vile evils of slavery, the Mo' tribe forwent confrontation with the decadent peoples of the Three Others. Instead they lived peacefully and rightfully.

Today, although the club is lost, we abide Mo's central tenants. Peace within the tribe, peace without the tribe."

The story, fully engaging the young'uns, had drawn to close. Many yawned wide, ready for bed and dreams of their heroic past.
 

Jako473

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Character
Name: Voyevodess Katarina Godmin
Age: 34
Title: Voivode of the Ostermark and Zarechneya
Specialty: Strategy
Biography: The people of Wallachia are not as all homogeneous as the Empire would like you to think, there existed dozens of different cultures formed from the various bands that the empire conquered, and forced into the Region. When the Kingdom was preoccupied in the war of the darkness and the golden city besieged, the set was clear for the minorities in this desolate land: Get out, for you might not have another chance. Many soldiers were committed to helping the Light, so much so that many armies had entire families brought along with them.

The Pyritzans once lived in the valley of rivers but have since moved from various regions, this new age, they seek to form a home, and kingdom, for their own. Their titles and history lie within the Saxon region, and when they escaped Wallachia they existed in small ghettos and communities spread out throughout the northern river, but the Duke was becoming less and less patient for their activities and life style, one baron referring to them as 'gypsies and elca(a derogatory term). After a few years of abuse and racial tension, it was clear that they were not welcome, but the Pyritzans had no affiliation, had no kingdom, had no nobles. Ah, but except for one military order, the Voivode of Ostmarche(the old title in saxon) was one which was used by their generals in the Empire Armies.

This position was not very prestigious, truly, for no one besides a Pyritzan had held it, and it laid dormant for many years. Katarina's father, Gotfried, claimed it out of necessity. He never wished to lead a people, to have all their hopes and dreams under his banner, so he put it under the sun. Katarina as a little girl was so beside herself, to now have a family Heraldry. He named his house 'Godmin' and worked to establish the offices of his reign. For their humble beginnings, the Pyritzan had no aristocracy, so the officers of the Voivodeship became the "lords", preferring to rule their households in rank and as a strict martial code.

The first 'knights' formed together, in truth they were merely just the men who owned horses and could fight at the time. A horse is deeply vital to the Pyritzan people, one could say that they form a life bond with their mount, a man often does not see nor want for another in his time on the earthly plain. These men were called the 'Chargers of Husaria', though most just called them the Winged Hussars, they re-purposed imperial quota armor and tactics, mixing it in with their own beliefs and strategems formed over centuries of relative isolation.


They Believed the wings would give them speed in battle, and blessings from Ankar the Falcon Lord
Gotfried led his people down the path his army had first gathered to fight the dark one, the Pyritzans were a diverse set of people, but they came together to follow their elected(not in truth, he was given the rank by the Saxon Duke) leader. Some trailed off, others died, but they followed the long road, a people in flight. They crossed the rolling plains of westmarch, and the deserts of Hroniden, was well was the mountains of Wallachia. His officers demanded he settle, and so they reached the source of the Amenra river.. It was boisterous, washing out of a mountain peak, they assumed dwarves ruler these hills, but to their surprise none were found. Perhaps killed by Dark Ones, or worse, the people settled. Margrave Hetman Pietrek was given the task to charter this new land, and in truth, the first settlement (named Vysota Gorod) was just a hillfort.


Hetman has a wise wit and a smart mouth, perhaps too much for his own good. He has served the Godmins even before Gotfried because Voivode, and continues to do so. As Margrave he handled the Riders of Husaria but has left that too his son, mostly managing the various crown responsibilities in his lady's stead.
It was a hard first start, but the river allowed them to trade away some of the things they brought along. There wasn't much wood, so they had to construct mills to allow them to mine the mountain, pickaxes replacing hoes and pulleys and carts in place of work animals. Things were running smoothly until Gotfried came deathly ill, he wished a new start for his people, but doomed himself, many rumours surrounding his supposed death. It was five years into his reign, and the Pyritzans had established their first capital, Kholgrov. Katarina stepped up among the bickering Boyars and firmly established herself as Gotfried's heir, being his only offspring, and made a clear distinction to them that her daughter after her would serve when she was dead.


Alina was born to a very young mother, and having been traveling for half her life, she did not wish to end up in the same position as her mother. Her father died when she was young, so as her mother was ruling and becoming a leader, Alina stayed mostly distant and with the women. She fears warfare and hopes her mother to one day have a son, though that is unlikely at this point. She tries to stay strong but the luring presence of responsibility weighs on her.



The Pyritzans were a modest living folk, who cherished song and music. One of their greatest loves are their horses, the next is the tales they spin with their voices. Often when they travel a group of Pyrit's will dance if their on their feet or strum out a tune while they all join in a joyful time. This could annoy fellow guests, but another hall mark of Pyrit society is their bluntness. If they wish to get angry, they'll pull out their fists, or if possible, a knife, and exchange some blows. If they wish to comment and your drab style, they'll surely be the first to point it out.


The migration shanged the Pyrit people, they lessened their ties from the empire, and were free to explore their own language. Twenty years of separation and no contact to Ecclestius the language known as Rytus is the most dominant speech with many different dialects, all with very thick accents. Surprisingly, in their own tongue, Pyrit people are even more bold then in Imperial, perhaps to reflect their fierce identity, having hardened over centuries of dormancy.

Clothing styles are often heavy fabrics, the climate a nice breeze blowing from the mountain peeks, and even the occasional snowfall, so they like to wear many layers. Usually men would wear a hard tunic with a softer material for a robe-like underwear as well as a pair of trousers, a half-cloak that is made of fur and enveloped their arms and shoulders up to their necks. Belts are common and mustaches are almost mandatory among the men. The wealth of one is presented upon their headwear, peasantry usually with nothing more then a head cap, the soldiers wear helmets made of metal, and officers wear large extravagant adorned with fur trinkets or medallions.

Women knit elaborate dresses shorter sleeved and cut dresses for them to wear, with a more simple, solid-coloured dress underneath. Wavy headresses are not unusual, being modest of one's looks is respectable, they are usually white adorned with flowers. Slippers are known to women, especially those who work within the household. Contrary to the hats of the boyars, female noblewomen would out do themselves with necklaces, made of any creative material. A sign of a matron is a blanket warpped around her arms, used to warm the body and retain a respectable pose.


Kholgrov seat of Katarina

In terms of architecture, the Pyritzans have adapted well to their climate. Where walls were once made of dirt and hay, they are now made of stone and wood, with even glass windows being employed. Some of this has been learned from dwarven script left behind during the wars, and others from their own inguenity. Pyrit settlements aren't much, they mostly retain outposts staffed with soldiers and young men, fortress-towns are made up of walled buildings closened together, each town has a square dedicated for the Light Lord and a statue of him, but some are of Gotfried, and even Kholgrov has one of Katarina. The reason for this are many, mostly orc or warbands however. The Margrave Pietrek's most exemplary discoveries is one not often praised. Within a dwarven tomb, he discovered a well dug into the ground. Engineering this, now every town has a well located in the Light Square, helping them immensely in the case of a siege.

Religion is a fickle thing for the nomadic people. Their adherence to strict values do not allow them to eat any pork of any kind, and on the tenth day they must rest and pray, the most reverent for hours on end. Chapels are all underground, the most sacred place for any town. They are sealed and protected fiercely, special templars employed to furnish, clean, and guard these places. The Light One is revered so highly that the Pyrit's believe themselves to be the Light One's chosen people, tales of seeing him rowing down the three river's in to the Golden Bay are still told today. When one finds themselves as a chosen people, they get stingy.

Believing others false believers or heretics, best to be avoided or at worst defamed and admonished, leaves the Pyritzans to praise him in a different light then other faiths: They bring him high, rallying him as 'Holy First'. They have a detailed history of all of the First Disciples, though no outsider has seen this written history, its origins date in the carved stones that are deep under sea in Jacob's bay. Their beliefs are so warped, it could be said that they follow an entirely different region then their cousins in the east, with only the Holy First being the same origin.


In Ancient History, the Golden Army conquering the tribes of the east, their names lost to history.
 
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iisbroke

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8 Families

Tudonii
Leader: High Chiefain Einir
Tanist: Aelhaern (18 year old first cousin)
Capital: Dracona​
The Tudonii are the most well known of the eight tribes, or families as the terms are often interchangeable in wilder culture. This is due to them being the rulers of Ordivantes. They are seated in Dracona a massive hill fort settlement that has over centuries been added onto. It now has actually multiple tier and levels creating extra slops and steep elevations for protection. The Tudonii gained a lot of power by simply assimilating weaker tribes that migrated into Ordivantes, or were already native to it. With a base of minor chieftains underneath them the Tudonii managed to gain quick control over the present day Tudonii Valley. In it they have created several settlements of moderate tribes such as Tudonburg, Gwain's Fall, and Fort Arturus. Expanding outwards would prove more difficult. Over time other Wilder groups would enter the Ordivante mountains, not to mention the numerous native humans. The Tudonii have always been known for being passionate and ambitious which plays well to their tribal symbol, the dragon. Through hard work, and even luck to an extent, the Tudonii have managed to gain dominance over Ordivantes and the far northern reaches of the Wilds. Within it there are 7 other major tribes that form up this barbaric nation.

Helvita
Leader: Chieftain Bolac the Loyal
Capital: Helvitan​
The Helvita trace back to a century after the Dark War ended. Their line is of the original men of the mountains, inspiringly called Stonemen in the Ancestor stones. They were always the greatest rivals for power against the Tudonii. Often times they struggled for influence over the Vante, tribes of the Vante pass which connects many of the fjords and major valleys in the Ordivante. Both the Tudonii and Helvita have several ancestor stones dedicated solely to the many raids and armed conflicts between each other. Oddly enough the Helvita are currently the most loyal to the Tudonii. This is due partially to a recent failed coup by the previous Helvita chieftain which had his half-brother Bolac, Champion of the Tudonii, put in charge. The nobility, or well what counts as nobles in Wilder society, are still sore over the whole thing yet Bolac rules with an iron fist.

Tribe: Quellstrii
Leader: Chieftain Tathere the Dull
Capital: Helgolan​
The Quellstrii have spent most of their existence in Ordivantes as stalwart defenders against incursions from the west. Records on when they joined the Tudonii are unclear but it is though to have been a generation or two before Dyfed the Conqueror. They have the best infantry out of the whole Wilder nation, and their hill fort rivals Dracona. The Quelstrii are best known for their head hunting practices. Most Wilder believe the head holds the soul, the Quellstrii claim to be responsible for starting the tradition of capturing a foe's soul, temporarily, by keeping the head as a trophy. They are clearly the most wild and crazed of the tribes.

Dyffed
Name: Chieftain Llian the Kind
Capital: Dyfheim​
The Dyfed are part of a Wilder group known as Aodhic and are actually where tartans patterns, a plethora of names, and painting oneself comes from. Legend states the Dyffed as being a descended from Albertch the Bold, which is why their ancestor stones call him Albertch Dyfed Tudonii the Bold. True or not they struggled in the Wilds long after the Tudonii had fled but with the push of other western tribes they migrated into Ordivantes during the 27th generation, reign of Albertch VI the Patient. They grew and prospered along the shattered banks, finding ways to famr fish and mollusks in mass. It wasn't long though that through marriage the Dyffed became joined with the Tudonii and lead a mass war of conquest throughout the rest of the region. Most likely having joined the Tudonii to make their ancestry claim to Albetch the bold more legitimate.

Locllain
Leader: Chieftain Ronan the Boisterous
Capital: Locburgh​
Locburgh only joined Ordivantes twenty years ago. The now aging chieftain, Ronan, is still as adamant about the joining as ever. The Locllain had separated from the Dyffed at one point and settled west, a common practice of Wilder tribes that grow too large is to have a younger generation march off to settle elsewhere. After two centuries the Locllain have become a well entrenched tribe in the far north of the Wilds. Though they have had their share of raids and disputes against Ordivantes overall this tribe has felt great kinship to their mountain brethren.

Alma
Name: Chieftain Kwatoko Shadow Axe
Capital: Alma​
The Alma are a recent introduction to the northern Wilds. They had made their living off harvesting game and timber from the dangerous Haunted Forest to sell to the lumber starved Heiber and Basquanii. They are best known for their skill with war axes but also their bronzed skin, sometimes called red, as most Isotut are. They actually had been against joining Ordivantes when Gwynfar Tudonii began a council to unite the eight tribes together. Initially the four families of the west and east, while closely tied, had been rivals. Yet, with the Upheaval caused by the Dark One forced them to reconsider though they took their time accepting compromises.

Heiber
Name: Chieftain Juhani the Cunning
Capital Heiholm​
Stationed near a minor plateau and the small forest around it the Heiber are another of the Isotut people that live in the far northern reaches of the Wilds. The bronze men of Heiholm are well known for being the only tribe in the northern Wilds that can manufacture iron. This has made them a lusted for target of the Quellstrii in the past. The Hei Plateau is small but has a healthy amount of iron, which has kept the tribe afloat with trade for twenty generations. Now it produces weapons in mass like all other mine and smithy settlements throughout modern Ordivantes as they prepare for some large war.

Basquanii
Name: Chieftain Yerentai the young
Capital Basqueania​
Originally nomadic the Basquanii became moderately settled in the wilds a long time ago. They are refered to as Tatars but look near identical to the Isotut sub group of Wilder. The bronze skinned horsemen have often raided their neighbors. They are stubborn people and when Rhobat Tudonii ruled over them from inheritance they constantly rebelled. It would seem the occurances of the Dark War have softened their hatred for the Ordivantites and made them more willing to work. It could also be that they were given a great deal of autonomy and benefits in exchange for swearing an oath to the Tudonii too though.
((Return to Character Sheet))
 
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Noco19

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A Youth No Longer
It was the creed of House Loghain that the concept of family stood before all things, and it was this familial importance that spurred on the hardiness and ambition of its scions, no greater seen embodied than within Loghain Deftspear himself. However, in odd contradiction to this stood the relationship he bore with his son Yearnloud, so named as a sign of disappointment in a youth who seemed more content to engage in hedonism than statecraft. While Deftspear would dote on his daughter Hertha before her taking at the hands of the Dark One, a dark compact that resulted in the fulfillment of the Loghain quest of kingdom, his son received a cold shoulder.

This would change throughout the course of the Great East War (known better as the War of Darkness elsewhere), as Yearnloud was forced into action, and given at first minor responsibilities in managing the war effort. Naive at first, it was truly this cataclysmic conflict that tempered him, as the reality of death and destruction forced him to live a life with untold horrors in his knowledge. While his great-grandfather had been forced so long ago to establish a society in the mountains of Ghullkazid as a settler, Yearnloud himself had always lived with his basic needs secured. But in war, he was afforded little luxury.

At first by necessity, and later by conviction, Yearnloud proved himself one among his warriors, living akin to a common grunt, earning respect from not only his peers, but his father. When the Golems of Ghullkazid brought fire upon the Wilders, Yearnloud was present, and he witnessed firsthand the awesome power of his kingdom. By the war's conclusion in the east, Yearnloud had risen in prominence and in importance within the military establishment, earned not by birth but by blood. As Deftspear marshaled a retreat back home, Yearnloud returned a changed man, matured and scarred, physically and mentally.

In the post-war decades, he found himself embed with a sense of duty, the same kind that Deftspear had always expected, and especially in light of the passing of Hertha, Deftspear would connect with his son, his last vestige of kin, his future legacy in the world beyond the kingdom he had built. Formally, Deftspear would strip his son of his name, formally honoring him with the name Loghain Warjaw, a recognition of the nickname attributed to him during the Great War, wherein he reputed collected one-thousand jaws every battle from his fallen foes. This would also be in reference to a legendary saying of the dynastic patriarch Craggenear so many years ago, who told his offspring that to "make a kingdom required a strong arm, but to keep it required a strong jaw", a statement that has been taken to mean someone who has the fortitude to withstand the forces arrayed against them.

While a simple gesture, it comes with immense meaning for father and son, espousing a strength of the family and an optimism for the future in the many years to come.

(Loghain Yearnloud becomes Loghain Warjaw)
 

Duke Dan `the Man`

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Name: Gunthar Gustafson
Race: Norse
Age: 29
Title: Jarl of Ethelbor, Lord and Jarl of the Skagarene Coast,

((Exclude the Isles because someone decided to take it... don't really mind though))
Specialty: Fearsome Warrior
Bio: The blood of Gunthar is of the old ways of the Northern realms. The raiding and pillaging are in his blood, as is the ways of the North. Although peasant by blood, his ancestors were frequently bodyguards to their rulers, their names forgotten by this time. It was 15 years ago that they cast off their peasant heritage in exchange for those of a ruler. Rumnulf the Strong, an old advisor the old King of Islands, joined a coup of the old King and gave the throne to his cousin. Weakness led to ambitions and the islands were taken by a tyrant, leaving Rumnulf, and a loyal band of men, including his brother to flee to the main land. Again he served as an advisor, and he took power from him, taking over the Ethelborian peninsula. From here, he staged his conquests with savagery, using skill and tricks to lure the enemy into traps and destroy them. By the end of his life, he controlled much of Eastern Coast of Norseland, but his ambitions were stopped by a cold and he died shortly after.

Rumnulf himself left no heir to succeed him, leaving his lands to his sickly brother Gustaf, who ruled for less than a month before a disease took him from this earth. He, unlike his younger brother, left an heir, Asgard. He was a strong boy when growing up, gifted in the Art of War, to the gratitude of his 'uncle'. One would note the resemblance between the two if they were ever near, and rumor has it that Rumnulf did have an heir, with his brother's own wife, by the name of Gunthar, although such ramblings are rare to hear, for a painful fate awaits them if found.

Gunthar would grow in a strong man. He fought savagely against the enemy, in his uncle's army, and he would distinguish himself as well, being promoted up the military hierarchy quite quickly, although he was no doubt helped by his relation with his uncle. Upon the death of Rumnulf, and shortly thereafter, the death of his father, yet a week before now, he found himself a Jarl.
 

Jako473

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Further Reading
By Aeslig 'Mudret(scholar)'
The Pyritzan government has lasted through centuries of movement and oppression. One would think them an assimilated people, but that was not so. They have always held their own laws, and while abiding by whatever Lord's wishes at the time, the Pyrit people established their own churches and congregation and their religion has united them more then anything else. This could explain why they are unusually devoted to the Holy First. It is their cultural heritage, but that is not to mean it is their only one. Many years ago the Boyars were separated, this was when the Pyrit were still great, and aspired to have their own duchy within the Empire. Cunning and thievery reigned supreme, if one was not bound to another(through serfdom), then you had no obligation to each other. This led to Pyrit armies and mercenaries being extremely unreliable, each one based on the leader. Nords specifically would target and challenge a Boyar to fight, ever the one for a challenge they'd likely meet an acceptance. Should he die, his entire host could risk breaking and routing on the hour.

To court this, it was a common custom to have every enemy you defeated swear a blood oath you to. A blood oath is made when the submitting party cuts their wrist into a chalice, and the receiver drinks it. This ensures that the Boyars remain loyal, for to break a blood oath is perhaps the most damnable thing to do in Pyrit culture. However do not expect one who does not have a blood oath with another to stick around for long. The Pyrit people have an urge to go out and explore, this is ingrained in their society, when a child reaches maturity, it is encouraged and common they go on an adventure or pilgrimage. This could last anywhere from six months to years long. This is meant to curb the yearn to ride out into the unknown, but those who still have urges to travel usually become soldiers, and fine ones at that. Despite these urges, when one has a blood oath, they stick to until either party is dead, which illustrates its importance to their people.


Another important factor to Pyrit people are their class structure. Nobles have melded into the warrior class, and while there is still a technical divide, almost every noble is a man who has led others. This has elevated soldiers to a higher status, and professional retainers make themselves very different then mere conscripted levies. The epitome of this class is the Horse, vital to any formation within Pyrit tactics, Horses are the mounts of captains and generals, and are only achieved by the best of their people. There is even a special breed specifically for war, called the Galley. They are different from Rounseys who are used for transportation and work. Strong, wild, and determined, these horses can likely only be claimed by one man over its lifetime, and so they are held to a high regard. When an officer dies, his horse is killed and buried with him. Farmhands are dedicated to the warrior class, as they are protected and administered by them. These people are called serfs and while different then a blood oath, they are bound to the land. They are looked down upon and while its almost impossible to escape serfdom, some of the greatest myths and legends are told from those who started from nothing and rose above.

The twin pillar to this martial culture is the religious class. Patriarchs lead chapels, all heeding to the Holy First, and his divine personification. Such a person hasn't been appointed in centuries, so the Patriarchs head the words of the Voivodess for now. Each chapel has its own heraldry and its own history, for they are the lfieblood of the town-fortresses that dot Pyrit landscape. Any educated worker has started within these chapels, holding the only knowledge available to Pyritzans. Bards and story tellers, even myself Aeslig the Mudret, have been trained in this regimen. Some music-men are recruited in the army, for any marching regiment loves to hear the music of their elders and people. Shop keepers, artisans, serfs and administrative officials give their taxes to Boyars, but the church is the one who receives this money on his behalf, and regulates it. There in turn, after the Church and Boyars have taken their cuts or tithes, a portion is sent to the Voivodess. After that the rest is left to the people to survive.

Back to formations and tactics, The Lance is used by all Pyrit armies. The Lance composes of each Wojski, a horse rider. These Wojski regulated into an order, the Charges of Husaria. Most call them Hussars in battle, each Hussar has two squires, to care for his horses. The squires are teenage boys equipped with curved blades and mail. In addition, two regular spearmen or swordsmen accompany the Hussar in battle, and two yeomen(auxiliary) stand in for a variety of roles, whether needing to support the others or at a range. They are lightly equipped. Lances are composed usually of the best fighters of an army, and each Wojski is an officer. These squads form the top of the command structure for Pyrit's armies, and Boyars themselves are folded into this category, sometimes leading large lances of his personal retinue. When all soldiers are accounted for, the lances themselves form almost one fourth of the entire Pyrit Armiya. The rest of the auxiliaries and levies are divided amongst a series of sergeants and longbows, for the melee fighters and bowmen respectively. They are commanded by the Boyars from their lance formations and while they are not often to stray from this basic structure, Pyrit men are loose fighters and can adapt easily. Should an officer die, it is easy for a courageous man to take command during the moment. But as previously stated, this does not work hardly at all for the nobles, who should be unhorsed and fall, the army will break and retreat.

 

baboushreturns

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Oruk King of Goi'Orka
Trait: Combat
Province: Goi'Orka, Highathar
Government: Despotic Monarchy
Terrain: Mountains
Demographic: Orcs (though a considerable number of men are also present)

Recent History of the Kingdom of Goi'Orka

During the last great war the greatest and only city belonging to the orcs, Goi'Orka was burned its population massacred and its king slain on the battlefield. However sense then much has changed. In the days immediately following the end of the war things changed. The vestiges of Borguk's once great army returned home and Wreav his last champion seized power over the Urdnots. He went on to be named king and accepted the crown of the orcs as no challengers came forth from among the other clans to dispute his claim. During his reign he used the profits from the sacking of Kalare to rebuild Goi'Orka into a worthy city. He hired dwarves architects to design the 3 layers of walls made of solid stone. He hired men to build him great towers and a slave market in the center of the city and finally he hired orcs Urdnots to build him his palace. warg pens were built across the kingdom and goblins as well as men were enslaved to work the earth for their orcish overlords. During Wreav's reign the only military action to be undertaken were a few probing raids into the wildlands testing the defenses of the orc clans and goblin tribes inhabiting the area. Eventually though eventually Wreav grew old a tired orc and he grew sick. He was soon challenged for the crown by a young orc Oruk he claimed to e the son of Borguk and in the duel fought between the two legendary warriors it was Oruk's war ax which found its mark first splitting the king from head to toe. Oruk took the blood soaked crown off the crown and to the cheers of his supporters placed it on his head. From that point on he was to be King of Goi'Orka and it would be up to him to secure the orcish kingdom for his children and his children's children. Currently the king looks west towards the wilds he hopes to subjugate the goblins and orcs living there and bring them into the fold of the kingdom.

Oruk and his Family

Oruk is a young orc age 24 he is a quarter human and shares the intelligence of his father but not the looks. He loves dueling as his father did and believes in the practice as a way of settling all disputes. He is married to a female orc named Yam'prah (orcish custom allows him to take up to 4 more wives) they have a brood of children however all are young and have yet to come of age. He also has three younger brothers four half brothers five sisters and one half sister. He is well respected by the Urdnots and the other powerful Orcish clans and many share his vision of expanding the kingdom west into the heart of darkness.

Religion if the Kingdom of Goi'Orka

Following Borguk's charge against the forces of the dark one he was revered by the members of clan Urdnot as a god. The statue captured during the siege of Kalare was brought home and as it went a line of followers marched after it stretching back 50 leagues. It found its final resting place on a mountain just 20 leagues outside the of Goi'Orka itself. There every year thousands of pilgrims travel to prey that Borguk gives them victory in their yearly trials and tribulations. And on that mountain about 100 clan mothers (the oldest women in the orc clans) live full year and offer sacrifices to Borguk daily praying that he continues giving his people good fortune. Dueling is the most important part of the religion and every year hundreds of young warriors line up to duel for Borguk's pleasure. Within Goi'Orka itself even the smallest of disputes are settled with a blade and within armies it is encouraged in order to keep the troops fresh and on their toes.
 

Deaghaidh

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The blood of Deagrin Wrothiron shall never fail. There will always be a High King Under the Mountains!


Deagrin Benthorn, portrait made at the time of his marriage just before the War

Character
Deagrin Benthorn

Race
Dwarf

Age
57

Title (if any)
High King of the Dwarves, High King Under the Mountains, Heir of Deabrok the Elder King

Specialty
Building

Bio
Benthorn came to power in the wake of the Fall of Kogansunan. He led his people in exile, taking refugee in the catacombs beneath the Golden City. The King Below rose up with them when the final battle came. And in the wreck and ruin that remained, he gathered up the dwarves of the mountains and the city, and led them back to reclaim their home. Highathar, the High Mountain, the lost kingdom of the Elder King Deabrok, the rebuilding of it has been his passion and his sole care.

He has grown somewhat bitter from loss, both for himself and his people. His sole joy is his family, and he broods constantly on their safety. The fallen dwarves trouble him, and he longs to carry out the punishment they earned for their treason; extermination, even unto the seventh generation. He has little more faith in the Elves and Men, in fact he would seal the mountains off from the rest of the world if he could.

The Royal FamilY:

The High King, Deagrin Benthorn:

57 years old (roughly equivalent to 38 for a human), Deagrin Benthorn is the son of the now legendary Wrothiron, who laughed in the face of the darkness and died in single combat with the Dark One itself. Benthorn is nowhere near the warrior his father was. A competent axe-wielder, he excelled as a student of history and The Law. He governed Kogansunan in his father's stead as he led armies in the cause of light. When that mountainhome fell to the darkness, Wrothiron ordered Benthorn to escape with the survivors. He led his people to the Golden City, seeking shelter with the City Dwarves his family had befriended. Just as they arrived, the city fell into the hands of servants of the Dark One. The refugees and city dwarves alike took refuge in the catacombs beneath the city. Benthorn ruled as The King Below from the Secret Court. These were hard days, as the huddled masses of dwarves stretched every resource while emerging from hidden doors and tunnels to strike the servants of evil wherever they could. Formerly an outgoing, genial fellow, Benthorn was hardened by these dark times and became grim and stern.

When the armies of light arrived, The King Below led his people back up into the daylight to fight beside them. Victory brought with it further hardships, as the Golden City was destroyed, with what remained sinking into the sea. Benthorn led the remnant of the dwarves of the city, the refugees of Kogansunan, and other tattered bands of homeless dwarves on the Homeward March. With no place else to turn, this tattered and desperate horde made for Yurdaest, one of the only Underkingdoms to survive intact. The Garholds had first sided with the Dark, but Quicksilver had overthrown his kin and died fighting in the cause of Light. This redeemed the dwarves of Yurdaest from the death sentence pronounced on dwarves who served the darkness by Wrothiron. But that did not mean that they were pleased to find this army of outsiders at their gate. Further complicating things was the arrival of Quicksilver's wife Evhana to press the claim of her son Elu.

After tense negotiations, Evhana and Benthorn reached a compromise. Garhold Elu was accepted as Underking of Yurdaest, despite his mostly elven ancestry. But until he came of age the city would be in the hands of a Warden-Regent of Benthorn's chosing. He selected a faithful sworn shield, Hagan Fistsilver, a former mason. The refugees took up residence in Yurdaest temporarily, but Benthorn was already looking toward resettling the High Mountain.

Over the next 20 years, Benthorn's people drove out the bands of goblins that had occupied the original dwarven Mountainhome. They painstakingly rebuilt the centuries-abandoned halls. In the seventh year of the new age, Benthorn formally moved his court to The Highathar, the Realm Under the High Mountain. Uncovering precious metals, iron, and even fabled adamant, the old capitol grew rapidly. A new generation of children was born. More dwarven clans moved back to the mountain. Benthorn ruled according to The Law, the ancient and immutable traditions laid down by Deabrok the Elder King, from under the same peak where the Seven Fathers and Seven Mothers met to form the first dwarven community.

Benthorn remains a stern, somewhat grim dwarf. It is said that his joy has become so scarce that he must hoard it. He may still smile, or even laugh. But few outside his family have ever seen it.

High Queen Mahakam Żelisława

Bio: 38 years old (roughly equivalent of 25), Żelisława was born into the Mahakam clan. Living in Galadriel at the time, the Mahakam were known for the idiosyncratic religious beliefs and liberal notions, along with the crafting of Dweomer, a magic-resistant metal. She married Benthorn at the uncommonly young age of 18. She remained by his side, not only bearing him an heir, Victor (born on the day of his grandfather's great victory at the light basin), but also serving as one of his closest advisors. The Mahakam clan's history of hardships and trial left her prepared for the dark days of the war, and she is generally credited with keeping both her husband and her people from collapsing into despair. Still beloved, as Queen Under the High Mountain she has taken some moderately controversial actions such as patronizing female historians, singers, and scholars, and in general advocating for female dwarves to take a more active role outside the home.

Prince Master Deagrin Victor

Bio: Having recently turned 21 (roughly equivalent of 14), Deagrin Victor is by dwarven law an adult now. If he were from a family of craftsmen, he would be entitled to try and graduate from Apprentice to Journeymen in his trade. His family trade is ruling, and as such he has just undergone the Rite of Seven Hails to serve as Master of The City Under the High Mountain. Legally he is thus the leader and ruler of the city, though he remains in reality his father's student. Handsome and outgoing, he's received the finest education for a dwarf noble in the Free Trades: Warfare, Scholarship (history, law, and runelore), and Music. In the words of one of his tutors, "the Prince outshines his fellow students in all things-except modesty." Adored and venerated since birth, he has also spent his life laden with high expectations.

Princess Deagrina Agnieszka
Bio: At 16 (roughly equal to 10), Princess Agnieszka is a lively and precocious child. Unlike most girls in previous generation, Agnieszka's education includes learning to use an axe and shield. She likes these more than music. She reads at rather an advanced level for her age, and enjoys building elaborate halls for her dolls to live in.

Prince Deagrin Bronimir
Bio: 14 years old (9), Bronimir has just begun his apprenticeship under his father. Alone of Benthorn's children, Bronimir has the copper-colored hair of his father's family instead of the golden hair of the Mahakam. Though rather large for his age, Bronimir is rather timid when it comes to sparing with the other boys.

Princess Deagrina Nadzieja
Bio: 12 years old (8), Nadzieja is still in the schoolroom learning the basics of math and reading. She's the first of the royal family to actually be born under the High Mountain.
 

BlackBishop

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((Great to see you guys already getting into the lore and ICs! I'm slowly chipping away at stats which should be done today. Once I pm your stats you may reply with your orders. Remember to keep your stats secret!))
 

Endovelicus

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Sign of the Thaanosian Way of the Weapons

Thaanos and Religious beliefs:

For the longest time the Thaanosian have followed the Ecclestian ways of religion, before this however the people of Thaanos had own beliefs. With renewed nationalism being born with Wyna's reign she has endorsed the old ways once more, creating a structured clash of new and old beliefs together with Thaanos' Archbishop, Rais.

The religion is set upon the base of the Light struggling with the cold embrace of the Dark. The Thaanosians have been on the Light's side as long as time can tell. The unique Thaanosian side to it are the Way of the Weapons. The Thaanosian men (and seldomly women) are trained with the weapons corresponding with the constellation of the month they were born in. They believe in this way their battle skills are empowered by the Light.

-

Sun's Shadow - Bow
No need for the arrows to block out the sun during this month, this is the month in which bowmen are trained for future endeavors. If there is a weapon Thaanosians pride themselves in it would be the bow. It is used mostly for hunting, but the archers of the Thaanosian guard and army should be feared, a lot. They are loyal people, they do however need people to tell them the truth, otherwise they may turn on you quick.

The Twins were born this month, in this month their birthday is also celebrated throughout Thaanos.

The Exile Princess Malisa carries the bow of Hawkeye, one of her ancestors, a mercenary during the Age of Asger's Crown. It is unusual for women to be trained with weapons however she has been training in secret with an old friend.

Snowfall - Sword
Perhaps not as mighty as the greatsword, however still a very honorable weapon, nimble, quick, it comes in a lot of variations as well. Those are also the traits most often acquainted to those born in Snowfall, nimble and quick. Not only in movement but often also in mind. The ones trained in the arts of the sword are often used to charge in after the vanguard, some of them are even trained to be horsemen, with specialized swords to fit their needs better.

Serpentine - Great Axe
An honorable weapon like the Great Sword, they are the bringers of justice, like those born in the Dragoon, however it is often another side to justice, execution. It rarely happens, however when an execution is due a Serpentine will have to come forth and strike the final blow. It takes nerves of steel to perform an execution some would say, it seems to come natural to those born this month however, even justice has a dark side.

Snowsmelt - Glaive
The Glaive, an extraordinary weapon, mostly used by those in the castle guard, they are the last frontier, to serve and protect is their goal. Not all born in this month choose to train with the Glaive however, quite a few have turned to the Halberd as well, considered close enough to Glaives, however this excludes them from ever being in the Castle Guard, instead, like those born in Lights End they will be city guards, mostly at the gates of Thaanos. Not all of those born in Snowsmelt manage to master these extraordinary weapons however, often becoming something else.

First Seed - Morning Star
The sign of the first warmer months in Thaanos, the Morning Star constellation is one of the brightest in the month of the First Seed. It is said of people born in this month they will find prosperity, but they will have to fight for it. It is one of the weapons that is most difficult to train with as well, it is however very effective against shields, the wielders of these weapons will mostly be in the Vanguard, striking down the enemies shields. There are few of them but they are strong.

Monsoon - Shield
Often also referred to as the Bulwark, like the Morning Stars, they are also in the Vanguard, the protectors of the people, protectors of the realm. They are often family people, willing to keep them safe by any means necessary, any. Some do say this month is what makes the Bulwark so safeguarding, the heavy rains during this month take their toll on the Thaanosian people. Flooding occurs quite regularly during this season and Thaanos' natural terrain doesn't allow for good drainage, families have to stick together during this time. And Thaanos is one big family.

First Harvest - Scythe
Perhaps more of a tool than a weapon, used by the Thaanosian farmers, the lifeline of it's people. Some argue this might make the ones born in the First Harvest the most important people. It is said of those born this month they are the most generous, giving more than they would get. Their martial skill with a scythe should not be underrated either however, not all of those born in this month end up working on the farms in Thaanos, and even those who do know how to fend for themselves.

Dragoon - Greatsword

What better weapon to slay a dragon in the month of dragons? The wielders of the Greatswords are often looked up to, the bringers of justice, the brave ones. Those who will push on even when all would seem lost. The general of the Thaanosian army, Maut, is one of those born in the Dragoon, he trains those whose birth day falls within this month.

Last Seed - Dagger
Those who are often believed to dabble in greed, seen as rogues or backstabbers, they might be born in the months of the light but a lot of people mistrust those born within this month. It goes as far as parents trying to avoid having children this month, there are even stories of parents abandoning children born in this month. This bad image has been created by Deadric during his reign, as he was born in the Last Seed as well. The opposite is mostly true of those born in these months however. They rarely will use their dagger in combat, they are mostly leather workers, skinning dead animals with their daggers. There aren't a lot of men born in this months, but most that are, are leather workers.

Hallows - Axe
The axe, the jack of all trade weapon, just like the bearers of the axe. Those who use them as a weapon often use two axes to charge into battle, it is great effective against shields as history has proved time and time again. The use of the weapon just has nearly no extend, some are even trained in the art of axe throwing. Some of these men will carry a few throwing axes with them into battle together with their main axe to gain some medium range advantage. Yet others use these to gather lumber, not quite unimportant as this is the last warm month in Thaanos, in this month most of the lumber for the winter will be gathered.

Last Harvest - Spear
The easiest weapon to learn to use, difficult to master however, knowing how to keep your distance in difficult situations, making sure your enemy doesn't enter your vulnerable zone. Those born in the Last Harvest work together, mostly with those of the Bulwark, but together nonetheless. Like the axe there are also few who are taught in the art of the javelin, a throwing spear. They are often believed to be the most honest to people, straight forward, as well as protective, like the Bulwark. Like the sword some of these men are also trained to become horsemen, using their reach to strike at the enemy.

Lights End - Mace
In this last month of the year it is the Maces do their gruesome damage. A gruesome weapon for the incoming gruesome times of the darkness. Often believed to be stubborn people, the Thaanosians prefer them as city guards rather than in the army. They use their maces to intimidate the bad folk, a sword would kill too quickly, the long lasting pain and broken bones maces tend to leave teach those who seek to to bad quicker.

-

The Untethered
Not all men will end up being trained with the weapons, some are trained to be writers, priests, smiths, tailors and far more. These are often those who are left handed, or chose not to and some were chosen to follow another path as well. Even if the religion glorifies those who do well in battle, or gathering it also needs those who write, read, teach, preach.

The Unable
Those who end up being too physically or mentally handicapped are often discarded, put to death. This is believed to be the quickest mercy one can be given instead of having to live through the hell that is a disability. This is however very looked down upon by a lot of outsiders.

The Women
Very rarely women are also trained in the ways of the weapons that correspond to their constellation, mostly however they stick to the Lord's Law, doing what dutiful women should. Giving birth to healthy sons and daughters, gathering food, tending to their men, being tutors to their children and far far more. In between the female ranks there are a few female Kaeners as well, they believe purity is the way forward, abstinent women. They often help around the Church doing the Lord's work.
 

Endovelicus

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A raven arrives at the Great Hold of Lord Nolan Holdfast, it carries a message from the Queen of Thaanos, Wyna Aingael. It is written on beautiful parchment sealed with the Thaanosian seal, showing the shield of Thaanos with the A of House Aingeal on it.

Dear Lord Nolan Holdfast,

I hereby request a meeting between our two esteemed houses to discuss matters which will be beneficial to both parties. You may decide wether we meet at the impeccable Great Hold or our humble city of Thaanos. If you would decide to visit Thaanos we will do everything necessary to ensure your safety and well-being and will give in to any requests you might have during your stay. It might also be an interesting idea for us to meet your family, you may take any one you wish to join you.

With kind regards, Wyna Aingeal, First Queen of Thaanos.

((Like iisbroke said before, for Lord Nolan's IC eyes only :D))
 

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Anwën Krestarii of House Mindrilla

Placeholder photo...

((The character which will be my main PoV IC, despite her not really being my "player character". I think she deserved her own introduction.))

Titles: Princess of Ecclestius, heir to the Green Chasm and holder of Barumin's Flame

The oldest biological child of Eylinn and Ra’Gru, and the heir to the Chasm. Anwën’s childhood was not much stranger than any young princess could expect, had it not been for her sister Narien’s constant thirst for mischief and adventures to rock the otherwise calm and composed figure of undisputable royalty. Spending half her life in the gem that is the natural beauty of Galadriel, and her other half in the extravagant luxury of Azeratii palace, the young Elf maiden has become the product of two radically different worlds. More regal than her sister and mother in demeanour, she still maintains the passion of Elfkind beating in her heart.

Always cheerful, attentive to the feelings of her peers, she is renowned for her warmth and empathy that she inherited from her mother. Her beauty is renowned among the courts of Agorath, surpassing even that of her mother, as if she was blessed by the Creator himself in her conception. She has inherited all the classical traits the Mindrilla family is known for. Ivory white hair, deep blue eyes, and blood hotter than most.

Anwën is what Eylinn might had been had her mother’s fate only been kinder.


But all is not what it seems with this fair youngling. Beneath her rhymes and dreamy gaze lies a secret, dark and menacing. Something jealous, something vile, a putrid ghost millennia old watches her with a grim sneer wherever she walks. Whatever is haunting the princess of Ecclestius may date even before the first Golden Empire, and it is not intending to let her go. What monster is stalking the heir to Barumin’s Flame? Will Eylinn be able to learn the secret to cleanse her daughter before it’s too late? Can it even be done?


Born a year before the end of the Dark War, Anwën was born during the Hroniden campaign after the recapture of Mutikabir by the Light forces under command of Eylinn. The pregnancy took considerable strain on the general, as is common among all Deep Elven women, and while her mother carried her into battle before birth, afterwards Eylinn would take no such risk at the slightest.

Two years after the Dark One’s defeat, the Chasm started to receive a surge of refugees from wartorn lands, both Elf and Man in kind. Needing more and more of Eylinn’s attention, Anwën followed every year along with her siblings for tours through the Chasm and its scorched canyon walls, allowing them to watch the wondrous transformation from black to green. Tutored by both her mother and father in their different views on rulership, Anwën carry with her the wisdom of two very different regents. Fearing that her daughter would fall under the influence of the ambitious courtiers in Azeratii, on her 10th birthday, Anwën was placed under the wardenship of Nienna, queen of Galadriel. It was in Coal that she would become acquainted with many a noble son and daughter, of both Elf and Human origin, among them the Tudonii, the Saxon, Coamenels and her aunts side of the family.

During her studies Anwën would take particular interest with the stories of ancient heroes and their gallant adventures. Having no real ambition to become either a hero or rogue, she often exaggerates her wild imagination among friends, feigning an almost airheaded persona to delight them.

It is during her 14th year she starts to take after her brother’s more promiscuous attitude to courtship and flirting, chasing kiss and embraces wherever she could find them. However, she would eventually set her eyes on the most unlikely of them. A shy prince, buried in his books, more awkward around the fairer sex than could be fathomed for a boy that had constantly been surrounded by women for his entire upbringing. Around their 16th birthdays, Anwën and Armas would, despite knowing of the presence haunting the princess, secretly promise themselves to each other before Evhana advised for Armas to be sent from court.

In the next 5 years, while waiting for her prince, Anwën continued her tutelage and would engage in more and more duties related to her future realm, doing everything from diplomatic voyages to maintain the Chasms’ good relations both within Galadriel, and outside it. Having grown up from her juvenile tendencies, she is a creature poised with utmost grace. Armed with fair looks, a strong heritage with a powerful family and many claims to her name, Anwën has no intentions of being only a pretty frame.
 
Last edited:

Galren

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Zaahir Farrah Rostani

Age: 41
Title: Shah of Herasnia
Claim:

((The orange circle is where the Shahdom of Herasnia is, including the city of Alameria.))

Specialty: Zaahir is skilled in negotiation and diplomacy, much like his father and is a trait of many members of House Rostani.

Bio: Zaahir is the son of Asad Imad Rostani, the previous Shah of Herasnia who was a close ally to Sultan Salah al-din Ayyubid as well as participated in the War of Darkness. As a child, Zaahir was mostly a quiet child who excelled in his studies. He grew up in the years before the land would begin to erupt in conflict. As he became a young adult, he would observe the failure and shame of the Triumvirate, the retaliatory invasion as a result, corpus disease, and the invasions during the war, all of which left great scars on Hroniden. Zaahir would become more wary of foreigners as a result of these events.

In the year after the Dark One was defeated, Zaahir would be married off to the daughter of one of the local Emirs. He would have four children with his wife. While his father was looking after the land as a regent for the new king, Zaahir would take on some of the responsibilities administrating Herasnia in order to help his father out. By twelve years after the defeat of the Dark One, the Ayyubids had been torn to pieces because of their own infighting and decadance. Asad would succumb to the stress from keeping the Ayyubids together as well as he could. By this point, the Ayyubids were trying to hold onto their power, but the Emirs proved to be too greedy and ambitious to completely stop. Zaahir, upon taking his new title, would see, for the next six years, the slow destruction of the Ayyubids until they were completely gone. Realizing that he was without many allies, Zaahir would try and find new ones. He saw that the bickering of the Emirs would be a sign of weakness, and outsiders would take this chance to invade Hroniden. There haven't been any new invasions yet, but Zaahir believes it will be inevitable.
 

Sneakyflaps

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King Varian Krestarii with Crown and in Regalia​

Character
Name: Varian Krestarii
Race: Human
Age: 23
Title: King of Ecclestius, Lord of Azeratii, Prince of Varanu, Count of Wallachia, Defender of The South and Lord of the Light.
Specialty – Administration: Having been tutored by Baron Rodney, Varian's education has been focused on the adminstration of the Kingdom, as well as lawmaking and justice and his own power, as such he has grown into a true administrator to guide his new Kingdom into the new age, bringing new laws, administrative divisions, religious and legal reforms.
Children: Crown Prince Ares (age 0), Princess Anastanii (age 4), Princess Eylinn (age 3)

Bio:

Born during the month of First Seed in 1001 A.o.E, twenty-three years ago, he was the result of a short relationship between the half-orc half-human Ra’Gru, and Varian’s mother, Princess Anastanii. Despite his eventual rise to power as the king, then his birth was met with disdain and distrust from all sides, most of all from his grandfather who several times considered killing him while still a babe, letting the waters of Azeratii take him and rid the family of the scandal. This was changed around the time he was one, where Eylinn Mindrilla convinced King Asharian to let Varian live and be placed under her guardianship.

Varian would spent the next year and half living together with the Mindrillas within Galadriel, ending up living within Coal in the court of Queen Nienna. When Varian was about three years old, his fortunes would change with the Decree of Succession in 1004 A.o.E where he was adopted by Ares Krestarii and made second-in-line to the Crown of Ecclestius. His new adoptive father would soon marry his adoptive mother and at first they would have a happy home which the young prince cherished. It would not take long before he had his first younger sister, Anwën join them, followed by Narien and eventually Lindaral.

Varian was early on told of the truth regarding his father, both who he really was, and Ares being the same person, not that it matter to the young Prince, though it has been kept a secret and denounced when claims of such came around.

Growing up in Azeratii, certainly as the Crown Prince brought Varian privilege, gifts, and all kinds of sweets that he desired, which eventually ended up with him turning into quite a chubby child during his early years, in part due to Varian and Narien’s shared love for lemon cake that they would steal from their father’s quarters.

When he was seven he was appointed his first tutor, a position which Rodney, a rising power in court had desired, but due to his views, and the queens influence was denied in favour of Lord Whitewall. It was also here that he made several friends, all of them genuinely wishing his friendship, though many for the simple reason of his eventual power. It was here that his friendship with several nobles deepened, but particularly two nobles, Friedrich von Saxon, the son of Wilhelm, Duke of Saxon and close friend of his father, and Edward Garmon, the heir to the Baron of Eklow.

Varian and Friedrich had always been friends, had been close. The friendship between their parents had ensured that the two were brought up together at court, and education alongside one another. When they were smaller they would play, listen to the nanny tell tales of the wars, of adventure, of conquest and power. All the tales of old, and as they became older this friendship only became stronger.

Edward Garmon on the other hand had a rocky start to his friendship with the then Prince Varian, neither really trusting the other. It was until Garmon’s father came to court that the two began befriending one another following a hunting trip. Edward is an extremely ambitious man, something which is clear to Varian and most who know Edward personally, though as ambitious as he may be, he is loyal in equal degree. Over time the two befriended one another, and grew to respect the other, certainly during the rebellion.

Around the time Varian was nine, he fell dangerously ill and was thought to have died, the physicians had certainly given up hope and had stopped bleeding him or applying herbs. That night his little sister Narien crept into his bed and during the night he recovered from his illness, being found strong and healthy the next morning by their mother Eylinn as she awoke sitting in the chair she had slept in during the night by his bedside.

Following this event his tutor resigned, and finally Rodney got his wish and became the tutor of Prince Varian, it was during this time that Rodney also put several plans into motion to increase the power of the Crown. Varian himself during this time period was taught about absolutism and much of his life was changed under Rodney, who changed him into his vision. Varian began playing tennis as exercise, hunting, jousting and dueling, allowing him to both live his rather rich lifestyle but also stay fit and healthy as his position demanded.

In year 9 A.o.C Varian’s relationship with his parents began to truly falter, while they had been at odds now and again, then this was different. After an argument between his parents, his adoptive mother, Eylinn, travelled back to her domain in the Green Chasm and took Varian’s two younger sisters with her. He himself decided to stay behind, in good part due to Rodney’s education, but doing so left him rather lonely with his family gone. When they returned the following year he distanced himself from Eylinn, as well as his sisters.

It was around this time that he began spending time with Princess Linwë, a woman who was three years his senior. They had known each other since Varian was a small child, but as he grew older, his interests in her changed from simple friendship. They would court each other but eventually the civil war broke it off and put it on hold as Varian took together with the armies to the front. It was during this time that he began a series of affairs, which would continue after the eventual final break with Princess Linwë.

Varian was never sent to the front at this civil war, instead he was kept near Three Rivers, putting down the rebellion of his half-sisters, the Celestians. He spent the a year and a half fighting skirmishes and battles in the Three Rivers, spending the last half year of the rebellion sieging down their stronghold outside of the Three Rivers. They held out, for a time, but eventually the catapults and trebuchets weakened their walls, while starvation and hunger brought them to their knees.

During the night before the final assault, Varian was visited by his real mother, Princess Anastanii, whom begged him to spare his sisters and forgive them, hoping to plead to his son to ensure the continued safety and happiness for her daughters. Varian promised to give it thought but nothing more as his mother was taken captive by the soldiers, given a tent and kept under guard by the soldiers.

The following morning as they prepared for the assault, Varian gave Eklow the order to ensure the end of the Celestians, putting an end to their claims once and for all, but for the sake of the woman who gave him life, spare the youngest daughter. During the following assault, Eklow and his men managed to capture all three Celestian daughters, and before the two oldest could be reunited, Eklow personally saw to it that they ceased to be a threat when he drove his sword through the both of them.

The youngest daughter along with Princess Anastanii were then sent to a nunnery in the Wallachian mountain range, a location unknown to anyone but Varian, Eklow and Rodney who arranged it. It was during the celebration of the fall of the Celestian stronghold that news came of the death of King Ares, resulting in the celebrations being cut very short as Varian rushed back to Azeratii.

Among the first acts of his reign was the Peace of the Rill, establishing a peace with the Westmarch Lords, and finally putting the rebellion to an end.

Varian was coronated later that year, in much pomp and ceremony. His coronation followed a plot to remove Rodney, Varian however decided to keep his tutor and protect him from the nobles, saving Rodney’s career.

However to satisfy his court and his realm, he was forced by political reasons to marry Anne Clare, daughter of Duke Clare who was one of the leading nobles against Rodney. What followed the marriage was the Decree of Varanu, which stripped the nobility of their armies and centralized the state under the king. As a result many new laws were passed, defining the role of the king and his power, that is to say they weren’t any, but that his power was granted by the Creator, and that his will was the law and divine will, therefore without fault.

One of the first acts of the new King, largely influenced by Rodney was the immediate removal of his mother from his council, letting his mother take on a solely advisory role for when Varian should wish it, which varied a lot from subject to subject. Following this was a large division of Ecclestius into provinces, each controlled by an administrator selected by the Crown, followed by a group for subdivisions in each region also appointed by the Crown.

Varian would have his first daughter four years ago, named after his birth mother, Anastanii. This alone helped bring a great deal of reconciliation between him and his sister Anwën, whom before this many feared would have inherited the Crown should something happen to Varian. It had been a hotly debated topic at court, as Anwën was seen as an Elf by many of the courtiers, perhaps rightly so, and equally bad a woman.

However it wasn’t until a year ago that the court truly rejoiced as a son was born to Varian, thus ridding it of both the possibility of an Elven monarchy, but just as importantly, a female one. Queen Anne was however less than pleased, having finally gotten sick of Varian’s mistresses that he took every time she was with child. Her following actions resulted in a break with Varian, the two growing distant in what had otherwise been a happy and content marriage, which only brought more unhappiness to their union.


Kingdom of Ecclestius
Government form: Absolute Monarchy
Capital: Azeratii
Population: Ecclestians also referred to as Imperials (human)
Terrain: Varies, but great amounts of farmland
Sovereign: Varian Krestarii
Heir apparent: Crown Prince Ares Krestarii
Important houses of the nobility: Saxon and Wolfe

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(Basically I wanted a char that I could play outside of the royalty, settings and so on that I do with Varian.)


Name: Vaeri
Race: Elven
Age: 24​

Bio: Born just prior to the war of Darkness, Vaeri grew up living five years in fear for her life, first from the Corpus and then from the dark armies as well as the invasions of Zepfhur. It was the dark armies that left a permanent mark on her life as she fled Galadriel with her family, the party they were in were ambushed by Orcs and after a short skirmish the light escort of guards were slain, the only thing that saved the party was the intervention of the Elven Rangers that had heard the fighting.

Following the banishment of the Dark One, Vaeri and her family moved back to Galadriel, living not far from Coal in a village. She was raised in the craft of her mother, to be a housewife, in secret she sought the bow and arrow instead, as well as daggers every day. Training with a friend from childhood they honed their skills, getting better and better by the day. That is until the day that her parents announced her marriage, almost six years ago.

She resented the idea of an arranged marriage, settling down as a housewife like her mother, instead she ran away from home, she wanted to explore the world and live life to the fullest. She joined up with a mercenary company in which she honed her skills further, before finally going off on her own, at times working with others, at other times working on her own. Nowadays when she isn’t fighting, she spends her hard earned coin travelling, drinking and eating and doing what she wants.
 
Last edited:

alexander23

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Character Invidia Kalar (Kalare)

Race: Kalar (Norse)

Age: 39

Title: Lady Protectress of the Free City of Kalar, First Citizen of the Republic of Kalar.

Specialty - Shadow Puppeter (aka Intrigue stuff..still not sure how this works)

Spouse: None

Daughters and Sons: Nehary(F)(20), Kohe (M)(19), Miris (F)(16)-Raynis (F)(16), Rastion (M)(14), Rarys (F)(11)
Bio:
Invidia kalare survived the great catastrophe that was the destruction of Kalare city by the so called forces of the light. the thousands inhabitants of Kalare thrown to the wilderness in the unforgiving doomed lands of norselands. Meanwhile much of the Kalare family fled with the patriarch to the Bloodstone island. Invidia decided to stay with the refugees. Those were tough times indeed she was just 19 years old. now who would want thousands of refugees? nobody much less the barbaric norsemen that can barely feed their own clans. They attacked them, stole the little they had, raped them, enslaved them in all but them but they endured. As always leaders appeared, yet Invidia was not the leaders, this men and woman as motivated by something greater came with the idea to simple move down to the prosperous south. With the Dark Wars ending the host moved, with no intentions of war they simple advanced and were let through after all who is going to fight thousands of people. They collected in their ways many other running from horrible conditions or simple homeless like them.

They walked until they arrived to the lands of the westmarch, where they would settle invited on those time the important duke of Zarfir. The duke was an important man in the south, controller of one of the few full fledge city in the area, the great city of Zarer. Needing population to refill the thousands lost by the invasion of the dark forces, he accepted the refugee host and settled them into the city and his lands.this was two years after the end of the Dark War.

However things were not great, the land struggle and the duke blamed all in the oppressive monarchy of Ares, he would join in the rebellion with his forces and fight the hated so called king, a tyrant. Many joined the forces of the duke, to be proud of their new land, to help defend their families. The duchy brought much of the rebel naval forces against the royal navy, one of the forte of the duchy after all was its navy to protect the south and the city. against all odds they war was won and the tyrant slewed!.

Yet the duke turned to be no different, nor anything truly changed,the people then began to hear the songs of change, the songs of a new ways, from a new crop of leaders all across the city they emerged to demand change. Of course the duke responded with force, knight's, death and blood, yet he could not foreseen the change. One of those leaders was Invidia Kalar, a beautiful woman, maybe a bit supernatural beautiful, whom claimed no last name instead she claimed a new name, a name for a new people as last name, for a new city. The revolt spread and the duke felt from his mighty chair, as he hanged from the rope a new nation was declared a new nation with a new name, the Free City of Kalar

Now the first year was a harsh one, many traitors remained, hoping to oppress the people, and their allies in nearby tyrannies yet all failed to contain the will of Kalar and hundreds hanged next to the tyrant body. Once the nation could restart a new structure was created. No longer would people be separated by race, for all were from kalar, their new identity, no longer one side oppress other for females lead the revolution just like men. No longer more tyrants for the people could elect their own leaders. The Republic was truly born!.

Invidia was coincidentally elected as its First Citizen with overwhelming revolutionary support and the citizenship, she after all helped greatly the revolution and her ideas were the true sentiment of it. This was six years ago, yet Invidia still remains the great leader of the nation, reelected for her position twice as her oppositors could not defeat her. Great changes have been occurring in the nation, as a new generation grows with a new ways of life. The City rebuild its armed forces as the Kalarian Republican Army, the Navy Rebuild as the Republican Navy of Karal as many of the officers corps and sailors were the first to revolt and join against the tyrannical duke, the trade lines re-open and with the changing geography of the world, karal have been experiencing a surge as the old trade lines decay and naval ones reopen to the west.


Land Claimed under control by the Republic of Kalar

Republic of Kalar ICs
Invidia Personal ICs
Bloodstone ICs
 
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Ironhide G1

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Lord Nolan eyed the letter warily. He did not trust anyone in this time of treachery outside of the small province. Power hungry people, all seeking to ruin the lives of him and his people. If he went out he may be murdered by one of the schemes of the enemies waiting to take his land. He would never allow his family and people to be disturbed from the peaceful way of life they had led. Peace must be preserved, no matter the cost. But he paused. Why not invite her to his house, which would be a safe place to discuss whatever affairs she wanted to talk about. In his place, on his terms. The way he liked it- safe and secure. Carefully, he wrote each word of the letter deliberately.

To the Gracious and Honorable Wyna Aingeal, first Queen of Thaanos,

Thank you so much for the gracious offer. I invite you to come and stay at the Great Hold for the discussions which you proposed. I look forward to this news that will benefit us both. If you need anything more, do not hesitate to write me so we can make your stay as comfortable as possible.

Lord Nolan Holdfast