50 Years Old *Looks like she’s in her late 20’s/early 30’s* ~ Human Mage
Adept Magic in darker magic (Necromancy~contacting the dead is one of the few tricks that she learned along the way, when dabbling in darker arts of magic) Master of the four elements (Fire, Air, Water and Earth used in combination, most skilled in just using Water on it’s own)
She is studying the books of “Dark Arts and Mage Magiks on their Deeper Concerns of Corruption and how to Control the need and desires to use the Magiks more often than required.”
Is a young Shape Shifter that posses as her familiar (a Black cat). His name is Salvador, he is rather strong, but lacks basic intellectual abilities. Therefore, he does not make a good conversation, and is a boring company. But she is too nice and compassionate, to kick him out for the fear of being lonely and the fact that she rescued him from a Demonic entity. He bores Krazohra with his repetitive...slow and nuisance like sentences. Therefore, he mostly stays in his animal form, unless vital communication and or protection is needed. Cat Form: Human form:
Krazohra is a very intelligent human mage, she can sometimes be stubborn and won’t give up until she succeeds. People have described her as compassionate and a loving person.. She has spent her young years/to early adulthood studying witchcraft, and trying to perfect her secret abilities. Like any Mage, she ages slower due to the genetic coding and sequencing linked with the blood-line to the Wizards and Mages in her family. She is not physically strong or fast, which sometimes makes her an easy target to seek out. She only has her Arcane gifts to protect herself with. Krazohra has never had any luck when it comes to romance; she has gotten hurt and burned too many times. When she was 18 years old, she was Engaged to a young warrior that came from her village; However the day before their wedding she found him in bed with another woman. After that it seemed like heart-break and misery just followed her, never learning from her mistakes she got her heart broken 4 more times (One was a premature death of her husband). After the death off the one man that stuck by her side and didn’t leave her for another. Krazohra turned to darker magic to try and ease away the pain. It became her only escape and a way to try and forget her past and all the bad things that came along with it. She lives in the Marshes, allowing her all the privacy and seclusion from civilization she needs. Her home is protected by magic. Crocodiles, Snakes and Orcs can also be found wandering/living near her domain.
Descended from the Great Horde and having split off to live in the mountains, this tribe is almost innocent in that it has minimal exposure to the words “Good” and “Evil”. Isolated from most of the world, the members of this tribe live simple existences - hunting, some minor development, and following their sacred codes of honor, passed down across many generations. They get their name from the mountain they reside.
Having expanded their numbers in the last few centuries, they are still rather small in the grand scheme of things. They live in their mountain village, home of most of the population, with hunters scattered around the foot of their home mountain and farms below that claim about ⅕ of the population. The gender ratio is fairly equal; there is no problem with too many babies or the like, as most of them go through a rather tough and as some would call it barbaric initiation that thins out numbers anyways, first at birth and secondly when they come of age.
Trassav-Dir orcs follow a division of the code of the Great Horde, having been one of the colonial tribes as compared to the strictly warrior ones. The result is them following all the basic parts of the code, but not all of the more spartan traditions of some of the other Great Horde tribes.
That said, they still have a few key traditions. The hardcore ones are less and less common (the process of choosing the chief may drop entirely and move to a system that involves only elders making the decision in a few generations). Less hardcore ones are common, but not religiously observed.
The first is the Code of Honor. It is what guides every orc, from a young age to elderly, or so say the devout followers that are getting smaller in rank and file. Long story short, it is one that demands the respect of elders, honor and courage in all situations, and shames cowards/those who would betray each other. This tradition in particular promotes a feeling of trust in the tribe, as it is sacrilege to be dishonest. Over the years, a sub-tradition has developed for respecting the land itself, and the animals upon it. Those who kill needlessly should be eliminated themselves.
The second primary tradition is Initiation, taken up by the more religious members of the tribe and just about all the warrior families. Orcs at the age of 5 orcs are thrown into the cold pond at the foot of the mountain and are expected to find their way out, alive. It isn’t very deep and has been completed successfully by 70% of the population that does it (still only making up about ⅕ of the whole). That was the easy part for any initiate.
The second part comes when they are mature, 16 or so, and is overseen by the elders, who act as moderators of the event. Born to hunting, climbing and ultimately combat, the youths are expected to climb to the top of the mountain using a quite possibly fatal path and battle the chieftain.
The chieftain is naturally expected to win. The test is getting up there and convincing, through battle, the chief of one's worthiness of being a part of the tribe. They are given a strong wooden pole, and so is the chieftain. If the youth uses, it is up to the chief to decide how well they fought; those who are deemed unworthy can be sent away from the tribe… forever (although this has gotten more and more rare). Those who win are given a special recognition, and are considered “protectors of the tribe” - basically, drafted into becoming tribal police.
Additionally, a special tradition has developed over the ages from the location on the mountain with the village; the prayer of the elders to the “Mountain God” who is said to be protecting the tribe and giving its prosperity. Half the farmers think it is hogwash and the rest treat it as “Where were you when I lost that crop?” for the most part.
The choosing of the chieftain goes by a very old system used by the Great Horde to determine if somebody is worthy. Those who wish to become chief must firstly declare their intent and be approved as worth giving the attention in the first place by the Elders. Gender does not matter in this, and neither does age - someone who gets past initiation can challenge the chieftain again, so long as the Elders approve of the whole process. No outsider, however, can become chief unless part of the tribe by 4 generations. The rest of the process works the same as initiation of youths, only both parties are allowed to pick weapons, and only one is expected to come down the mountain alive (there is no time limit; one time it took 3 weeks for the new chief to come back down). If, however, the chieftain dies of old age, then it lies upon a maximum of 3 contestants from the “police force” to battle it out in the same way as above. It isn’t really first come, first serve, as Elders need to approve of all 3.
Once the possibly long process of becoming a chieftain is over, the new chieftain is expected to handle all diplomacy, be the final judge of cases (unless he appoints somebody to do the task for him), lead the tribe in the event of war, participate in the above mentioned traditions, and approve of new members of the Tribal Guard (the tribe’s “police”).
The Elders are limited to two at a time; they are chosen from the oldest two members of the tribe. Others can have the status of “old one”, but the Elders are the ones who actually advise the chieftain, help oversee events, and “communicate’ with the “Mountain Spirit” every month, leading the tribe into it(essentially, being priests of a tribe-wide prayer session).
The Tribal Guard’s member are specifically chosen by the chieftain unless a circumstance such as with tradition “drafts” them into it. They tend to be people who have completed initiation - those who have not are not seen as “warrior” families, and most often do not get picked. They are expected to keep the peace, even though about half of the tribe would take up arms no matter what anyways in the case of war or a large enough dispute. The amount of Tribal Guard has shrunk over time - it was created only in the past 300 years and started at 400 members, now down to around 60. They are the ones who would be required to join a war, although “drafting” is allowed for the chief to do if there is not enough manpower.
The civilians of the tribe range from peaceful hunters who only want to get some food on the table, to casual village traders, to hardcore Great Horde believers that still think that the call may one day come again. Although youth tend to be treated with more watching and a bit less freedom in going anywhere by family, most people in the tribe are equal - although there is a small population of “mountain folk” from rouge dwarves and humans that typically live outside the village that trade inwards. Farmers tend to care less than villagers about the state of affairs at higher levels, wishing only to get their jobs done and sometimes to get rid of pesky outsider farmers who are less than inclined to stick with the code of honor.
Primitive. Equipment is mostly stone or wood, with some iron being treated with respect, as it is the little that they get from outside hunters. Spears are the weapons of choice, bows are not very common, and the ones that are tend to be average. Often, in the farms, the best weapons are handmade axes.
Technically, the warriors are the Tribal Guard, but fighters can be enthusiastically claimed by the warrior population and some of the rest. About half the population doesn’t know the first thing about real fighting, and many of those don’t know much about hunting either (including the farmer population). They tend to wield spears and make use of a species of War Dog that has since evolved to almost being more of a possessive family pet, although warrior families have tried to keep the old ways with them. The war dogs act as cavalry, upon which orcs typically use shields and spears to attack if needed in an actual war. The orcs would dismount and fight on foot if required. Most of the guard fight minus the war dogs, but are better trained based on their status. There is a third division, mostly hunters, that fight using bows relatively well.
-Education is managed on a family-by-family basis. -The farming population tends to manage itself, and rarely does much besides trade with their home village. -The village is a bustling center of living quarters, making things and trading between residents, farmers and hunters. -Hunters tend to stay on the borders of acknowledged tribal territory, and sometimes poach on farms. -Tribal Guard are trained by the senior members of tribal guard, mostly though combat practice and inner initiations by the senior members. -The tribe is ultimately not prepared for a real war situation, even though there are families that have kept up on the old ways. -Worst comes to worst, a small fraction of the population would actually dedicate themselves to the revival of the “Great Horde” if one should ever come. -Minimal contact and involvement with neighbors. -Unless somebody tells me to invent one, there is no “Mountain God”. Please don’t tell any characters part of this tribe, especially the ones who fall for it.
Trade is limited and is typically between hunters and dedicated traders in the village market. The goods such as meat, wheat and tools are the dominant items. Tools and equipment are often circulated down to the farmers, who provide crops that are the sustaining of life itself in the village
Mostly hunting, crafting (tools, simpler ones), farming, and building/mining. Hunting is the most common (farming is also common, but the next bit doesn’t apply) and tends to be where folks have the most “fun”.
In the village, unlike traditional orcs, these are quite flexible and agile in comparison, having made their ways countless times across treacherous mountains and having needed to use their reflexes to conquer dangerous beasts (and, for some in the tribe, initiation). In the farms, they more resemble traditional orcs that want to live their lives. Sometimes leading to disputes with hunters, particularly outsiders.
The Redcrowns are a small band of northern men who travel the mountain passes, pillaging and raiding whenever they can. Escaped convicts and bandits, the men are of average skill with their typical martial weapons. Most wear leather armour but a few have chainmail, these men are generally the more skilled warriors, and none of them have any concept of mercy. Born from a handful of brigands who wished for more, they broke out their captured companions as well as other convicts from the Northern town of Clear lake prison. Many died fighting their way out of the town, and a leader emerged from the survivors.
Juldod Redcrown
Juldod is a veteran warrior Jarl Fruvhul, dishonourably discharged from his troop for many unethical actions in battle. Driven by anger and vengeance, Juldod raped the Jarls daughter and killed his eldest son. Imprisoned shortly after, he was soon to be tortured and publically executed when he was broken out. His ferocious attacks with his battle axe are deadly and his war cry rallies men like a babes cry does to its mother.
The band is currently travelling through the mountains leading to an apparently abundant orcish farmland.
Later, perhaps, but I have a few intro IC posts and a nation to build right now :) Not to mention I'll be off in 30 minutes or so for a majority of the day.
They call themselves the Chosen one’s of Kalia. The cult is composed of only women orcs, aged from anywhere from newborns to women in their late 80’s.Their leader is roughly in her 60’s. They are a tightly knit group (almost as close like a family). They travel around Naroe every Spring and Autumn; mostly living in the Forests or Marsh/Swamp areas of the realm. They are worshipers of the Goddess of Blood Mahakalia, their cult receiving it’s name after the deity. They have Minor knowledge of the Goddess’ magic, and are still learning more about it. Members who are under age, only get taught the ways of the cult being educated by the Two Leaders and the other members of the Orc Cult. This process takes about 6 years all together. From the age of 6-till they reach about 12 or 13 years old. After that the Females then can part-take in the rituals and traditions of the Cult; but will only partake in the sacrifice when they reach 16 years old. Anyone below that age, does not get offered for Sacrifice, unless they are born blind, deaf or disfigured in some way.
When a baby Orc is born, the newborn child is marked by the blood of it’s mother. It’s a sign of welcoming the baby to the cult and also of fore-told health. They share blood among the group. They believe that sharing blood is a sign of respect for each other, as well as respect for the Goddess Mahakalia. Sharing blood is also symbolic reference, of being the cycle of life and death. They believe, that blood is the essence of all living things. Blood is sacred and blessed in it’s own way, and special with the Goddess Mahakalia ruling over it. The Cult believes that the Goddess made blood ‘Sacred’ and that those who worship her, are worthy and special. Every Blue moon or during the Summer Solstice, the Cult picks one member to be the sacrifice. Their blood is spilled, whilst the other Orcs chant the Goddess’ Name, in hopes that the Deity will accept the offering in death, and reward her for the good life that has been led. If the Female has not been truthful and a loyal worshipper, the Goddess will shun her in the after-life and the Female Orc will be re-born in poverty and off a lower specie in the next life. They drink blood from animals, before cooking the meat. The Cult think that any physically or mentally impaired female Orc, does not belong as one with the deity and in the heavens. It goes against their belief of purity.
They mostly use hand made Axes and Knives from the scraps and resources they find in the forest and swamp areas to make their weapons. Some use a hand made Spear and bow and arrow when they hunt for their food. The Cult has three main hunters and two main gatherers for their food. The weapons come in handy, when it comes to hunting. The Female Orc don’t specialize in much combat, besides hand to hand combat they were taught from a young age. Besides from weaponry. it provides them to the ability to defend themselves from danger and their enemies.
Ma’Ma Sloza is the leader of the Cult. At the age of 60; she has led the cult for over 40 years. She is rather wise, and her people always come to her for support and advice. Sloza thinks off the Cult members as her children...her family. She is known to be as the mastermind behind the making of the cult, and the gathering off her kind to partake in it. She takes Pride in the Cult and in being a worthy leader.
Glasza is second in command behind Ma’Ma Sloza. She mostly helps educate the younger cult members and is the mastermind behind any and all cult beliefs and traditions that the Cult has. Out of the two leaders, Glasza is the more mysterious type; anyone who meets her is charmed by her kind spirit and her beauty. She is rumored to be the most beautiful of the female Orcs of the Cult. No one knows that Glasza is the daughter of the Goddess Mahakalia. She was sent by her mother and the other Gods to watch over the cult, and help teach the devoted worshipers of her mother’s magic, abilities and help them reach the path to purity.
The Tricrescent assassination unit is the remnant of the ancient and much bigger organization which was destroyed in the incident between Drow and a certain surface kingdom. The Crimson Crescent, that was the name of the organization, was a powerful assassin’s guild which trained orphaned Drow children to become messengers of death in the name of the Drow dominion. The training and initiation tests were excruciating so many children died before they ever got a chance to receive their first mission, but this only ensured that the ones who remained were the best of the best.
The three children who would eventually become the Tricrescent were accepted into training after their family was forced to give them away in order to repay a debt incurred upon them by their failed attempt at Drow politics. They were siblings and as such the grandmasters of the guild decided to train them to act as one unit, where each child would cover the weaknesses of other two. This approach showed great results and, if the guild continued to exist, they would probably have risen to great fame and influence in the Drow society.
Alas, some twenty years ago, the Drow attempted a raid on a surface kingdom. They used the Crimson Crescent to locate and eliminate all the influential people in the capital so that once the main force’s offensive began the kingdom would be unable to defend due to chaos. This approach might’ve worked if the party of powerful adventurers wasn’t in the capital at that time. The adventurers managed not only to prevent the deaths of most important targets of the Crimson Crescent, but found a way to reach the realms of Drow and the surface kingdom began to counterstrike.
After a period of bitter fighting the adventurers managed to slay the Drow princess who organized and led the assault on the surface kingdom. The other Drow, deciding to cut their losses, blamed the entire incident on that noble and the Crimson Crescent, allowing the guild to be destroyed by the adventurers as a “gift” of reconciliation. Most assassins were killed and few that survived were banished from Drow dominion. The three siblings were among the survivors.
With the destruction of the guild and their banishment the three not only lost any chance at gaining status among Drow, but they also lost the only place they could call home. With rage seething inside them the three swore revenge against the adventurers responsible for their guild’s destruction. They’ll use every skill taught to them by the masters of the Crimson Crescent to find and kill each adventurer, one by one, until there’s none left.
They named their unit “the Tricrescent” as a reminder of their roots. Don’t misunderstand, though. The three don’t seek revenge for some sentimental reason such as “to avenge fallen comrades”. No, they want to make a show of their strength. If they eliminate the party which the whole guild couldn’t their fame would spread throughout the world, and not only Drow, but powerful people in every nation in the world would seek their skill.
For years, the Tricrescent has been hunting down the adventurers. They also did assassinations on the side for money. Now, their revenge is nearly complete and their fame is already beginning to spread far and wide. Ivan Tanner, the last surviving member of the heroic party of adventurers, is in the city of Berlena. Just one more piece and the first great mission of the Tricrescent will be complete.
Khoros Undarsal
The oldest sibling, Khoros is ruthlessly pragmatic. He is both the brain and the brawn of the trio, the one who evaluates and accepts contracts, concocts plans for assassinations and makes sure that the younger, mentally unstable siblings don’t do something that all three would regret. Khoros is ready to trample over anything and anyone to achieve his goals. No promise is too sacred, no bond too great. None, that is, except for the blood bong to his siblings, for which he’d go the end of the world to save.
Tall and muscular, Khoros possesses what you’d call a stereotypical fighter’s appearance. He keeps his hair trimmed short and has a scar going from his left ear across his cheek to the left edge of his mouth. His face rarely shows emotions and when it does it looks like he’s just badly imitating something he saw others do. He speaks calmly with an icy voice which he never raises unless there’s practical need to (when there is noise in the surroundings, for example, to make sure he’s heard).
Khoros is master of melee combat. He’s fond of using sword and shield, but he’s familiar with almost any melee weapon. He’s not above fighting dirty and regularly coats his weapons in various poisons his brother Ivazzu makes. Even weaponless he is not an easy target in close quarters combat as he is proficient in martial arts. His strength and reflexes are excellent, but you wouldn’t really call him a strength-oriented person.
Yirvene Undarsal
The middle sibling, Yirvene, is, shortly put, a psychopath. Bloodthirsty without limit, she loves to see her victims suffer. Unlike Khoros, who uses poison to end the fight quickly and make sure the target is dead, Yirvene coats her arrows and daggers in poison which would put those afflicted in as much pain as possible. She doesn’t hold affection for anyone, not out of pragmatism, but simply because she is sadistic sociopath. In fact, the only reason she still sticks around her siblings is because their current goals are the same and due to her fear of Khoros. Once Ivan is dead gods only know what she’ll do.
Yirvene’s hair is shaped in punk style, with left side of her head clearly shaven while the hair on the right is shoulder length, with few braids. Her bangs, combed rightwards, cover the right side of her face. This is less out of Yirvene’s sense of fashion and more to hide the hideous scar she got after grandmaster spilled hot oil over her as a punishment for insubordination. Yirvene tried to dye her hair, but for some reason the colour didn’t stick and now she only has few purple strands. Her body is athletic, with well shaped muscles. Her emotions are always clear from her behavior. Whether she’s happy or angry, you’ll know it
Yirvene is master of bow and arrow and expert with daggers. She also knows few low levels spells to increase accuracy and deadliness of her arrows, as well as to improve her ability to hide. She is also the best of the three at stealth and larceny. Lastly, she’s the group’s torturer, a position she is immensely proud of.
Ivazzu Undarsal
Due to the constant bullying and abuse at the hands of Yirvene, the youngest sibling Ivazzu grew to be shy and introverted. However he also developed an irrational drive for self-preservation which manifests when he feels threatened. He will start acting crazy and grow violent against the object of his fears to the point of forsaking all other goals. This makes him the least predictable out of all three siblings and often Khoros had to re-think his plans due to Ivazzu’s outbursts messing them up. When he isn’t suffering one of his episodes, Ivazzu likes to read books and play with his pet rat Kovot, whom he considers his best and only friend.
At first glance thin and weak due to always keeping his head down and avoiding contact with others, Ivazzu’s body is actually quite athletic and sufficiently fit for anything his job as an assassin might demand him to do. His hair is long and unkept. His body is covered in tattoos painted with special magic-infused ink which boosts the power of his spells. When he speaks it is in a low tone and he often stutters, unless he is suffering one of his episodes when he becomes loud and speaks fluidly.
Ivazzu is a necromancer, though he is less concerned with raising the dead and speaking to ghost, and is more adept at creating magical diseases, inflicting wounds upon enemies, weakening them and using the life-force from their blood to heal himself and his allies. Aside from magic Ivazzu is good with alchemy and he regularly concocts poisons and explosives for his siblings to use. He is also good at handling animals.
The Hakapel
Anyone familiar with the wars on the island of Naroe has probably noticed that one name keeps coming up in the records of various armies: “The Hakapel”, a military unit numbering between 700 to 1200 cavalrymen infamous for the destruction and terror they bring to any battlefield they join. What makes this company stand out in the sea of other irregular military formations is that the Hakapel aren’t mercenaries and instead they join battles on the losing side and strive to turn the tables around and bring as much havoc to the enemy as possible (though it should be mentioned that they show little regard for their “allies” as well). Thanks to them, many a military commander gives considerably more thought on whether to engage in battle than their counterparts in other parts of the world, as there’s always a chance that the Hakapel will appear and mess up their plans.
What is unknown to many is that soldiers of the Hakapel are all undead. Zombies, skeletons, ghouls, vampires make up the rank and file of this cavalry regiment. Their leader introduces himself to mortals simply as “Namulos” and he holds all other soldiers under his thrall. This undead unit requires constant influx of blood, flesh and negative emotions to sustain themselves, which is why they constantly travel from one battlefield to another. To be honest, though, the Hakapel don’t bring destruction and carnage because they need to. They do it because they love it. At least Namulos does and his desires are the only ones which matter.
History
Records of the Hakapel stretch back for centuries. They have been the reality on battlefield for so long generals make plans built on the possibility of the Hakapel’s arrival. However, few people have any idea about the origins of this company. Some are aware that they come from the old Iron Kingdom which fell to ruins more than three centuries ago, but nobody knows that Namulos is the Iron King himself. The Iron Kingdom is famous even today for its militaristic nature and the love its king had for war, and that love the Iron King carried with him to his deathbed when the old age and illness were threatening to end his long and bloody military career.
While he could still hold the sword in his hand and charge into enemy, the Iron King decided for one last war. He purposely made offenses which would anger all neighboring countries and make them form great coalition against him and then invaded a member of that coalition. What resulted was one of the greatest wars in the history of Naroe, and probably the rest of the world, for although the armies of Iron Kingdom were outnumbered 4 to 1 they were made out of the greatest soldiers of their time. The Iron King fought bitterly for every foot of his kingdom, relishing every drop of blood spilled regardless if it was his or his enemy’s.
The War to Break the Iron, name given to the conflict by the future generations, lasted little over seven years. In the end the Iron Kingdom was destroyed and its cities razed. The Iron King himself died in the last defense of his capital, fighting to the end.
Unfortunately, the world underestimated the warrior king’s bloodlust. Even dead his desire for battle and carnage haunted his soul. The king rose again, driven by his thirst, and with him rose his elite unit. They followed him blindly into a foolish war while they were alive and now they were cursed to follow him for eternity in their afterlife, bound completely to his will.
The newly arisen undead found only ashes were once was their homeland. They were uncertain how much time has passed since their deaths, but the world appeared to have moved on. Unfortunately for the world, the Iron King didn’t. He lived for battle while was alive, but now in death the battle became the sole reason for his existence. To him the undeath was the greatest gift he could ever hope for. No responsibilities of ruling a kingdom, no need to rest or eat or drink. Now, he could fully devote himself to battle and war.
He named himself Namulos, “the Rotting King” and his cavalry unit the Hakapel, “Arisen” and has since haunted battlefields of Naroe.
The Officers
Namulos, the Rotting King Long hair and beard, broad shoulders, ripped muscles not even death could take away from him and standing at beyond 2.2 meters in height, the Rotting King is an imposing figure. Just one look at him would strike fear in the hearts of his enemies while he was alive, but now that he’s dead he is even more terrifying. He wields huge sword average human would never even think to carry into battle and fights with broad grin on his face, laughing merrily as he partakes in slaughter. Namulos only cares about those capable of providing him with challenge. Everyone else will get crushed under his boots as he charges into the fray.
Talwon, the Court Magician During the days of the Iron Kingdom Talwon was the right hand man of the Iron King. He took care of any affairs related to ruling the kingdom which had nothing to do with war. However, in death his significance to the King fell off considerably. Now that there is no more kingdom to rule and the Hakapel could devote itself to war, the only useful skill Talwon has left is his magic, which is something he is not very pleased with. Talwon dislikes war and hates the fact that he is enthralled to the king as mad as Namulos. Thus, he uses he knowledge of magic to figure out how they were raised from death and how to break the hold the Rotting King holds over the soldiers in Hakapel.
Karolm, the Tarnished Knight Once known as the White Knight, Karolm used to be the mitigating influence on the king. He was the one who worried about the common folk who got caught up in the king’s war and the one who strived to save as many innocents from pointless death as possible. During the War to Break the Iron, he wept as he saw his country ravaged by armies of the coalition. He fought not for the mad king but to defend the people suffering because of his insanity. When the war was lost and he was killed, Karolm had only regrets and those regrets he carried into his undeath. He hates what he’s become and he hopes that one day a mighty warrior will grant him the peace of death.
Hundervud, the Immortal Soldier Both in life and death, others always considered Hundervud to possess same love for war as the Rotting King. Although not entirely false, the reason behind Hundervud pursuit of battle was not in mad bloodthirst but in warrior’s desire to always improve his skill fighting against stronger opponents. Hundervud is the best warrior in the Hakapel, his skill on horseback and on foot unmatched. Unknown to others is the fact that Hundervud is the only member of the Hakapel who isn’t supernaturally bound to the Iron King and follows Namulos out of his own free will. Why does the Rotten King have no sway over his will is unknown to him and considering he has seen no reason to tell others about it, he probably won’t find out the reason any time soon.
Fatuh, the Butcher of Rassien Fatuh is the one person in the Hakapel who is more bloodthirsty than Namulos. While the Rotten King loves war because he enjoys the thrill of battle, Fatuh loves war because he can slaughter people without being held accountable. His title comes from his greatest crime and his greatest personal pride, the massacre of the citizens of Rassien. It is said that ten thousand people died in less than week when Fatuh captured the city and ordered his soldier to kill every man, woman and child they could come across. The atrocities committed that day are too many and too horrid to recount, but suffice to say that Fatuh has not changed at all with death. In fact, you could say that now that his existence depends on spilling blood of others that he embraces carnage with even more enthusiasm than when he was alive.