The Paragon - Each faction has 1 Paragon. A Paragon is an excellent warrior, skilled in warfare, inspires troops, and can turn the tide of any battle. When creating the Paragon's bio, make sure you put this above the name:[color=lightblue][b]Paragon[/b][/color]
Castles and Towns - You get 3 establishments. An establishment can be a castle or a town. For every town you control, you'll receive up to 700 soldiers. A castle only gives you 100 soldiers at the start of the game, but castles are easily defended, can sustain long sieges, and can cost the attacker a lot of troops. 3 Castles: 300 soldiers max 2 Castles, 1 Town: 900 soldiers max 1 Castle, 2 Towns: 1500 soldiers max 3 Towns: 2100 soldiers max
The North VS the South - You'll need to choose who you initially support, but remember you're not required to support this side for the rest of the RP. You can defect to other teams, or make up your own - it's up to you. Those who fight for the south believe: -The Isle should be ruled by the rightful King. -All Kingdoms and Vassals should swear fealty to one King. -A problem for one Kingdom on the Isle is a problem with all Kingdoms on the Isle. Everyone follows the same rules set by the King and his council. -In other words, they favor a strong centralized government, ruled by a single King, who makes all the decisions. Mind you, the Southern King is a noble and just man who rules fairly. Those who fight for the north believe: -The north is the north and should be ruled by a Northern King, not some Southern King. -Northern lords and vassals should swear fealty to the Northern King, not the Southern King. -Northern lords and vassals should be able to make their own laws, follow their own ideals and customs, and not have to abide by the rules and regulations of the other kingdoms. -In other words, they favor individualism, localized government, the Northern King only intervenes when absolutely necessary. The Northern King is required to keep the peace and allow everyone to operate the way it should.
Armies - You should give me a numerical value, the name or the unit, and a description. The description can include history, use, armor, weapons, and stuff like that. 100 Varan Raiders - Lightly armored warriors who wield shields and axes, capable of forming a shield wall and breaking through enemy defenses.
Other info The southern kingdoms reclaimed their lost land 10 years ago. The brief but bloody Northern-Aurrian War began and ended 7 years ago. Edmund arrived with his 10,000 soldiers 2 years ago.
Bio Forms
(1 per player) [b]Name[/b]: [b]Banner[/b]: [b]Motto[/b]: [b]Allegiance[/b]: [b]Location on map[/b]: [b]Establishments[/b]: [b]Brief history[/b]: [b]Cultural significances[/b]: [b]Army[/b]:
(As many as you need, but be aware having multiple character nets you no specific bonuses; post bios for the characters who you will use a Point of View characters) [b]Name[/b]: [b]Age[/b]: [b]Gender[/b]: [b]Physical Appearance[/b]: [b]Clothing/Armor[/b]: [b]Weapons[/b]: [b]Skills[/b]: [b]Personality[/b]: [b]History[/b]:
Name: Koros Jarn Titles: Northern King Age: 59 Gender: Male Physical Appearance: Click Clothing/Armor: See above Weapons: Koros carries the family axe into battle, made of steel, as well as a round wooden shield. History: Koros Jarn is a descendant of the first Northern King. Koros father served as Northern King when the Aurrians maintained their grip on the south. When Koros was of age, he participated in several skirmishes against the Aurrians. When his father died, Koros became the Northern King. Koros ruled for ten years before the Aurrian Empire fell. The Aurrians fled north to the Aurrian Wall, and when Koros learned of this he formed a moderately-sized force and attacked them. Koros was instrumental in wiping the Aurrians from the face of the Isle. Now Koros must face the impending invasion of the south, as Edmund Valwick comes to annex his territory.
Name: Edmund Valwick Age: 27 Gender: Male Physical Appearance: Click Clothing/Armor: See above. The armor was passed down to him by the legendary first Southern King. Weapons: Edmund carries Brightshine, a sword forged by the first Southern King which he used to conquer the entire south. Emdund is extremely skilled with the blade. History: Edmund's history before he came to the Isle is somewhat clouded. Apparently, the Exiled King was sheltered and cared for by the nation he fled to, and when Edmund came of age he acquired the Exiled King's armor and sword. With these tools, it was no surprise his legitimacy in that nation was recognized. Perhaps that nation loaned him the 10,000 troops. Whatever the case, Edmund sailed north, to the Isle and spent two years reclaiming all of the land the Exiled King had lost. Now he plans on taking back the north, but has come face to face with the Northern King, Koros Jarn. Unfortunately, the foreign nation has requested its troops back, and he has lost his entire force. He now relies on his new found allies.
Motto: "As Long As At Least One Of Us Stands, We Shall Not Fall! For The [Queen/King]!"
Allegiance: North
Location on map:
Establishments:
Aivenfall Hall -- The Castle and Capital of Karabeth is located on a small neighboring island in order to be difficult to reach from enemy attack, it acts as not only the capital but also as a trading hotspot for the Isle. The ruler of Karabeth lives here as well with their adviser, who is usually their closest friend.
Saarabas Peak -- Karabeth's largest town is a miner's dream. It is located on the side of a small mountain and best known for it's strong iron and even it's people's even stronger willpower. The inhabitants' will is unmatched and all of them would be willing to stare Death in the eye and be sure that Death is the first one to blink.
Hawkenstead -- Located on the coast that faces the South, Hawkenstead has built up it's Navy in case the South had ever decided to attack via ship. Besides it's powerful Navy, it is also the home to the best catfish in all the land.
Brief history: Karabeth was one of the first kingdoms established on the Isle, even shortly after it's founding it had always believed in an individualized government and has demonstrated fierce loyalty to the Northern King. It has always been known for it's powerful navy, unmatched willpower in combat, and the family line of strategic geniuses who rule it. Karabeth is also known for helping out fellow any northern kingdom if they request it (assuming it's not a stupid request). The current ruler is Queen Olivia Giselle, who is exceptionally intelligent just as her ancestors were and will stop at nothing to protect her kingdom and the entire Northern Kingdom.
Cultural significances:
Karabeth has freedom of religion and no primary religion.
Karabeth has a mix of different races, even some from other islands far, far away. There is little to no racial discrimination in Karabeth.
Army:
50 Warships -- strong against towns, castles; weak against catapult.
450 Swordsman -- strong against pikeman, weak against cavalry.
350 Pikeman -- strong against cavalry, weak against swordsmen.
450 Cavalry -- strong against swordsmen, weak against pikeman.
100 Catapult -- strong against warships, weak against most infantry.
100 Archers -- strong against catapults, swordsmen, pikemen; weak against cavalry.
Paragon
Olivia Giselle
Age: 29
Gender: Female
Clothing/Armor:
Weapons: Olivia uses a strong longsword made out of Saarabas Peak's iron with a shield also made out of the same iron.
History: Olivia Giselle is the only child of former Queen, Emely Giselle. During her childhood, she was trained by the Kingdom's best swordsmen and studied both diplomacy and strategy. At the age of twenty-six, her mother passed away and she was crowned Queen of Karabeth. She has proven to be a natural, responsible, diplomatic leader who cares deeply for her people, specifically for her adviser--and closest friend--Katelyn Tersone. She is also known from leading her troops from the front lines.
Katelyn Tersone
Age: 31
Gender: Female
Clothing/Armor:
Weapons: Katelyn wields two custom-made steel blades specifically forged for dual wielding. They are not meant to be used as two singular blades, they are made specifically for the combat flow of dual wielding.
History: Katelyn is the best friend and adviser of current queen, Olivia Gesille. She has always been very calm and passionate like her friend Olivia, despite this, she happens to be known for being the greatest dual wielder in all of Karabeth. She is the only one throughout Karabeth who has ever mastered dual wielding, she has only passed this skill onto Queen Olivia. Katelyn is always on the battlefield with Olivia when she is leading from the front-lines. If Queen Olivia were to die before she had children, Katelyn and her future children would succeed her.
Marked in brown. The castle Saba Aziru marked by the gold star.
Brief History:
Historically, this inland region were rural farmlands whose inhabitants contributed agriculturally towards the kingdom. Their crop yield remained consistently high, especially in comparison to the entire western coast, primarily due to the groundwater networks that run in abundance.
In the time of Victus' advance into the South, Saba and the surrounding regions militarized in an attempt to repel the invading Aurrian Empire. A militia was raised, but without sufficient defenses in this cluster of towns, they were trampled and the remaining inhabitants were subjected to Aurrian rule. The agricultural output was strained to support the conquering army, but for decades the demand for their crops remained consistent at the cost of diminishing quality and nutritional value.
The Aurrians constructed a massive citadel in the region symbolic of their power, overseeing the bay and maintaining influence on adjacent territories. Primary funding and support came from the old money of larger farming families, all of whom had hoped to return power to the locals. Labor was provided by the dwindling population in return for the supplies they so desperately required with the current occupation.
Over time, Saba developed into a key feature in regional trade. Aurrian presence faltered, and the older families used their wealth and grassroots influence to rise in local politics. They were loved, transitioning from their conquered state to a more stable and proud one, whose citizens saw them as a beacon of hope in returning to the Old Southern way. The new economy flourished and Sabaean pride reached monumental heights, all while pushing the Aurrians out with political encroachment upon the old citadel.
Upon the arrival of Edmund Valwick, Saba immediately submitted. The old families re-organized themselves to accommodate the new Southern King, while still retaining the grassroots movement that had driven them to such success. Morale has been higher than ever since his arrival, and Valwick's rule in the region has been undisputed.
Cultural Significances:
Old Southern Values: Sabaeans have prided themselves on retaining much of the culture and customs of the Old Southern Kingdom, such as order, community, and hard work.
Military Tradition: Saba has always contributed to the cause of war whenever it has been called for. They have given many men over to the military might of the Southern Kingdom, as well as their fair share of officers.
Strong Nationalism: The citizens of Saba are raised to be loyal and serving towards the Southern Kingdom, or at least the ideals of it. Following this, Sabaeans believe that virtue comes by putting effort towards the greater cause of Saba and fulfilling their duty to better their fellow citizens.
Perfecting One's Craft: Sabaeans believe that each citizen has their place, whether it is ascribed or attained. Regardless, it is every citizen's obligation to work in whatever profession they occupy with the utmost pride and discipline to become an expert in their field.
Establishments:
Saba Aziru (Castle): It sits at the Southernmost tip of the bay. At about 40-years old, this castle was built by the Aurrians as a symbol of their authority. As time progressed, along with the rise of the old families, the castle became the seat of power for Saba throughout the region. The walls are built 60-feel high of massive stones in the shape of a star. It sits on the only hill for tens of miles in all of Saba.
Saba Mittani (Town): To the east of Saba Aziru, a flourishing trading post sits in the center of stretches of farmland. The road to its West approaches the castle, and the one to its East runs toward the rest of the world. It acts as the gateway and financial outreach center to the more Northern territories.
Burna Abdi (Town): To the west of Saba Aziru, and at the Southern side of the mouth of the bay, fishermen occupy its long sandy beaches, with vast portions of farmland and fields sitting behind it. It's the primary source of food and food processing for Saba, with a high enough surplus for storage and trade.
Army:
Saba Garuda: 200 royal longbowmen; based out of Saba Aziru.
Saba I: 110 heavily-armored longswordsmen, 65 longbowmen; based out of Saba Aziru.
Saba II: 110 heavily-armored longswordsmen, 65 longbowmen; based out of Saba Aziru.
Mittani I: 110 heavily-armored longswordsmen, 65 longbowmen; based out of Saba Mittani.
Burna I: 110 heavily-armored longswordsmen, 65 longbowmen; based out of Burna Abdi.
Seige Aziru I: 5 catapults, 50 personnel; based out of Saba Aziru.
Seige Aziru II: 5 catapults, 50 personnel; based out of Saba Mittani.
Seige Aziru III: 5 catapults, 50 personnel; based out of Burna Abdi.
Equus Aziru I: 60 heavy cavalrymen; based out of Saba Aziru.
Equus Aziru II: 60 light cavalrymen; based out of Saba Aziru.
Equus Aziru III: 60 light cavalrymen; based out of Saba Mittani.
Equus Aziru IV: 60 light cavalrymen; based out of Burna Abdi.
Saba Recon: 30 light horsemen; based out of Saba Mittani.
Grand Duke, Tama Ashirta
Age: 47
Gender: Male
Physical Appearance:
See above.
6'2, semi-muscular build.
Clothing/Armor:
See above.
Large pieces of gold jewelry.
Black or white robes, depending on the occasion, lined with gold threading.
Weapons:
None.
Skills:
Philosopher-King image.
Charismatic in nature.
Public speaking capability.
Personality:
Honest in his words.
Kind towards others.
Apparent self-confidence.
Rational in his decisions.
History:
Born to possibly the largest land-owning family in all of Saba, Tama was essentially handed power as heir to the Ashirta family. His father and grandfather contributed substantially to Saba Aziru, earning the favor of the occupiers and being able to afford Tama a decent education and upbringing.
Tama and all his long-time childhood friends ascended to power together, initially by tweaking the political grasp the Aurrian's had in the region and then sparking the grassroots movement for reform their forefathers had planned for them. Being the oldest among his acquaintances, and already being looked up to by his own peers out of mere age, Tama took the lead in establishing Saba as an independent territory in the South.
He was viewed as a wise and just ruler, taking on the role of a figure-head as he built up morale among his people by promoting a patriotic mindset. His only tools were his words, and only with them he motivated Saba towards success. He calmed the people's fears, gave them hope, and they saw him as their benevolent liberator.
With Edmund Valwick in power, and the return of the Southern Kingdom, Tama now promotes more traditional values among Saba under the veil of purpose and virtue. He is merely a persona, but one that must side with Valwick if his country is to stay afloat.
Paragon
Eka
Age: 45
Gender: Male
Physical Appearance:
See above.
6'3, lean build.
Clothing/Armor:
See above.
Armor of the Sabaean Royal Command.
Red robe with gold trim, representative of status.
Weapons:
Standard-issue longsword.
Officer's gold-hilted dagger.
Skills:
Commanding, authoritative demeanor.
Excellent hand-to-hand combat.
Proficient sword-fighter.
Personality:
Loyal to those close to him.
Friendly in general interaction.
Hot-tempered; easily angered.
Radical nationalist.
History:
Eka was born into the lower classes of Saba to a family of shepherds. Nonetheless, he grew up alongside Tama and many other children from wealthier families. What he lacked in education and intelligence he made up for in muscle and instinct. He got along very well with Tama, despite the varying upbringing. They understood each other, even though their takes on life seemed very different. It was ultimately a friendship built on mutual respect.
Due to his association with the higher classes of Sabaean society, he often came into conflict with those immediately around him. He grew up fighting roughnecks and many others who saw him as another plebian trying to become a star. He had initially resented them, but as time progressed he accepted his dualistic lifestyle. He was able to appreciate his hard nature when it was packaged together with respect and confidence.
Eka was one of the first to enlist in a newly-forming Sabaean militia. He had disciplined himself in sword-fighting growing up as an extension of the hand-to-hand combat he faced almost daily. Although he was young, he proved himself more competent than the other men who had not even held a weapon for themselves since the beginning of the Aurrian occupation.
With recognition of Tama and his other powerful colleagues, Eka was able to quickly rise through the ranks and find appointment as a royal guard and commander. He was handed many texts on various fighting practices, which he was expected to research and implement with his new position. He educated himself in various techniques, obsessively practicing them until muscle memory handled the rest. His dedication to his craft has been exemplified in promoting the Sabaean culture in the region, and Eka is portrayed as the success of hard work.
Establishments: Pyrella Castle The castle rests on a large hill with a grand view of the surrounding area. The castle had been build 60 years prior to the conflict of the two kings as the symbol of unity between Prylla and Mayeta. The castle is a beacon of hope for all of Pyrella. The Queen and the officials live at the castle.
Prylla Prylla is a large town near the coast. They are out of range for any kind of navy to siege from the ocean. They do have many small villages along the coast which gather fish for the kingdom and the trade. Outside of the large town, there are a large amount of farms. All of the farms produce different grains and fruits. They are known for their cultural advances of food and language. The main exports of Prylla are fish, barley, wheat, potatoes, sugarcane, hay, grapes, and cotton.
Mayeta Mayeta is a large town past The Teeth. It is connected to the Prylla and the castle by a large bridge. They rely on their supplies from Prylla. In return, Mayeta sends over soldiers for defense and their crafts. Mayeta is known for their animal husbandry and luxury products. The main exports of Mayeta are warhorses, leather, silk, cloth, and wool.
Mayrella Bridge The Mayrella Bridge is a large bridge that connects Pyrella and Mayeta. It was created 63 years prior to the conflict of the two kings as a means to quickly transport goods and ideas between the two towns. It is constantly monitored by Pyrella's military. The bridge is well constructed and has withstood the test of time. It is a marvel for the bridge to exist.
Brief history: Pyrella is a rather new kingdom in the Isle. They do not have an exceedingly rich history when they were alone. Mayeta had troubles with crops, but were well defending from bandits. Prylla had a huge cultural boom because of their large amounts of food and relative peace, but bandits started to invade. Prylla could barely defend. One of Prylla's fishing boats accidentally met with a (failing) Mayeta fishing boat. They could barely understand each other's languages. After weeks of trying, they final learned to speak a weird mixture of both languages. They began to exchange ideas. They both had what the other needed.
In an attempt at unity, the lady of Prylla married the lord of Mayeta and became the first king and queen. The attempt worked and they soon constructed a bridge. After, they constructed a castle for the new government that was just created. Mayeta gave soldiers to Prylla, and Prylla gave supplies to Mayeta. The rest is history.
Cultural significances: Helping Thy Neighbor The people of Pyrella believe that people be hospitable to others and to help those close to you.
Emphasis of Food The people of Pyrella have extravagant banquets in which many food types are available. Each banquet lasts around 3 days in which they spread ideas and connect with each other.
Language The native language of Pyrella is very strange. It sounds almost like the common language of the Isle, but everything just seems out of place and unintelligible. They protect this language because of the unity it symbolizes.
Army: 150 Pyrellan Sentinels - Large troopers armed with flails, shields, and heavy armour. Their defense is unparalleled.
250 Pyrellan Spearmen - Light infantry armed with studded-leather armour and spears.
100 Pryllan Longs - Light archers armed with cloth armour and longbows
100 Pryllan Shorts - Light archers armed with cloth armour and shortbows
500 Mayetan Knights - Medium cavalry armed with large halberds, swords, and a mix of chain and plate armour.
100 Mayetan Strikers - Light cavalry armed with long swords, bows, and chain armour.
Paragon
King Mannis Rals, Defender of Pyrella
Age: 46
Gender: Male
Physical Appearance: Mannis stands at the (tall for Pyrella) 5'11". He has a large, muscular build that had been weakened by age.
Clothing/Armor:
Weapons: Mannis uses a heavy iron halberd as his weapon. Under the blade is the flag of Pyrella, which flutters as he swings it.
Skills: Dependable leader Proficient in combat Moderately good tactician Amazing motivational speaker Can yell really loud
Personality: Mannis is a strong-willed man who leads his people with his just resolution. He is often soft-spoken while in the Kingdom, but in the battlefield, he becomes a stern warrior. He is willing to go to any length to protect his people and his daughter. He tends to help those around him, even though he is the king.
History: Mannis was born crown prince. He was the youngest of his two brothers. As he was the farthest from the throne, he strayed away from politics and went into the military. Without using his father's power as the king, he quickly went through the ranks based on pure skill.
On a fateful summer, he had met the love of his life. They shared a month together and made a promise to marry. It was a shame that there was an emergency call to arms to defend from a large army of raiders.
Mannis fought with all of his might alongside his people. They fought for months against the large raider army. Each fight was more devastating than the last. Mannis had learned that the raiders had managed to get into the castle through their sheer numbers. Devastated, he left to visit what remained of the castle.
Nothing had remained, save for a few sparks of wounded soldiers. The king and queen were dead, along with his brothers. Mannis was felt sorrow. His entire family was slain. Vengeful, Mannis and the Pyrellan army, though outnumbered, managed to slay and push out the raiders. Mannis was hailed as a hero
Though sorrow of his family's death, he rebuilt the castle in the peace that came after. He added an extreme amount of defences to the castle so such a tragedy could never happen again. He married his sweetheart from years earlier and had a beautiful daughter.
Sadly, Mannis' wife had died from complications. Her body couldn't handle such an event. Mannis was distraught, but he had to be strong. He had to be strong for his people. He protected his weak daughter with all his might, often chasing out any type of bandits or thieves, making allies with nearby kingdoms, and protecting his people with all his might.
Princess Ailis
Age: 22
Gender: Female
Physical Appearance: Ailis stands at the average 5'4". She has a rather weak physique.
Clothing/Armor: Ailis wears soft dresses and a thin veil, as all unmarried women in Pyrella do.
Weapons: None, except for the occasional witty remark.
Skills: Witty Best cook in Pyrella Innate knowledge of hundreds of books
Personality: Ailis is a soft-spoken and good-natured princess. She speaks to others very politely. Every so often, a witty remark comes out of Ailis' mouth. She has a good grasp on the politics surronding Pyrella. She tends to memorize books due to how often she reads the same ones, as her body is too weak for most other activities. She almost always rides in a simple carriage drawn by two large decommissioned warhorses.
History: Ailis had been born extremely weak. She had to be bedridden almost every other day. Because of this, she never really had any friends when she grew up. It was simply her and the maids. Her father, Mannis, often brought her books as he had his kingly duties, and couldn't watch over his daughter. Ailis missed her father, but she liked the books he brought. They were often rare books about other kingdoms. Ailis was somewhat okay with reading all her early life.
Throughout her teenage years, she was taught one of the fundamentals of Pyrellan society: to cook. She spent many tireless hours cooking while her father was good. She had gotten good at cooking, but her physique never got better. She still spent every other week in bed.
Once she was an adult, she began to ride around Pyrella in a carriage. One way or another, she had gotten involved with Pyrellan politics, much to her father's chagrin.
Establishments Geirland: Solgir’s domain and personal holding and largest lumber community that harvest Verawood and exceedingly hard wood used in all aspects of Andorviaran life. This lumber is shipped out threw the northern kingdoms but is charged a harsh rate for it use since it properties are highly regarded. Holding the main meeting place between the two Andor leaders and any diplomats that might come.
Hafrsa: Aslief personal holdings this coastal settlement supplies the main food substance of the isles from the oceans bounties. While reeks of fish this isn’t what its known for. Out side of the town lies a silver mine that has become its life blood. Seat of the queens for ages it has changed little over time.
Osar: This place is the shipyards and main hub for shipping and economical means. Whaling and a large variety of other ocean based luxuries come from this town. Pearls, ocean ivory and whale oil are a few which are processed and come thru this place. Also Hafrasian silver comes here to the few craftsmen that have taken residence to work on the metal.
Brief History The Andorviaran isles have always had a history of brutality even before the south had invaded the northern realms, even when before north king had subjugated their lands they’d raid both the north southern parts of the island spreading chaos. Plundering and taking slaves from conquered towns. When the North kings first came they met harsh resistance from both naval and land based, waging war of severe attrition that made him distaste war as the both isles were soaked in blood. He would’ve had to completely exterminate the people to tame the lands, but in need of actual vassals for the land he parlayed with Andor chieftain. No agreement was met, but when the North King’s bastard fraternal twins had mistakenly killed of the chieftains guard a new proposal. Marrying of his illegitimate bastards to the Andor and allowing them to keep their practices and religion, but only the southern kings. From then they served the northern kings willingly.
Cultural Significance In terms of significant culture the Andorviarans are like Nordic Scandinavia in heritage, hailing from islands that most deem unliveable because the harsh isolation but being a harsh people they thrive where others would perish and die. A people driven by strength where the strong rule and the weak are culled out by death or exile. Marriage is a foreign concept in the isles, the only examples of an actual marriage or something reminiscent of the union is between ruling warlords. It is not common for a man to have multiple female partners or a female to have multiple male partners. Breeding for stronger men and women to feed the Andor war machine. It military is comprised of both men and women with no gender barrier but are destined for different posts. Placing major importance on their gods who are just as cruel and barbaric as they are. Demanding sacrifices of blood, the weak in order to be seen as equals in the eyes of the others must be willing sacrifice. Willing participants are given the same status as those who fall in battle. Ruled by one man and one woman, though they aren’t married to one another. Laws probit such as union between them.
Army 150 Anardal Long ships: Slender ships used to cut threw the sea with a zealous fury. Able to drop oars also to increase its speed to attack with lightning like speed. Traveling by sea and river to attack and surprise enemy forces . In the old times seeing such ships caused fear and dread.
750 Bokar Infantry: The Bokar the strongest, heavily armed and brutal infantry the isles could produce. Thick in armor, brandishing bearded axes with secondary swords as backup. With large circular wooden shields with iron bosses in the center that can also provide a copious amount of blunt pain. The march of these men echo drumming fear into the enemy as the armor rattles.
400 Kigarin Infantry: While the Kigarian infantry is armed but only lightly. Clad in leather armor to move quickly and strike hard, armed with the same thing as the Bokars. Fleet on foot allowing them to hit and retreat or flank their enemy. Also carrying a small throwing spear to further push their charge
400 Vigrir Pikemen: The men of the Andor hate fighting upon horseback and to counter such an obstacle they developed the Vigrir. Interlaced with the infantry to counter horse charges. Armed in chainmail with large jagged pike with nightmarish tips. When the pike is broken however they result to either an ax or sword to back the remaining forces.
300 Mageri Horsearchers: The mageri are a strictly female based fighting force and the only cavalry military force on the isles, being light on horseback and hit with such speed that it leaves most wondering what had happened Strictly a harss force that can be painstakingly annoying, especially during night raids. Armed with a recurve bow but if the need is dire these women can turn to a short sword at their side
50 Borlar Catapults: When a siege is absolutely necessary, the Borlar catapults are rolled forward. Not pretty or the most ingenious siege weapon but are effective none the less. The catapult rocks are drenched in whale oil giving it a flaming effect.
50 Warriors of Dod: Dod warriors are the most feared, even scarring their own people which is feat in itself. Armed with what each individual warrior is most proficient with. But what makes these men terrfying is their pure warlike and beastial instinct. Taking multiple arrow hits but still waging war as if they were unscathed. Before battle the drink several cups of blood infused with Andor herbs and fungi. Making them lose feeling and crave battle to an extent that is legendary. Answerable only to Solgir and Aslief.
Jarl Solgir Svardel ‘The Heartless’
46
Male
Weapon Solgir wields a plethora of weapons but his main focus is a two handed battle axe, rigid with bitting teeth. Called ‘The Clan’s Ax’, it has seen bloodshed on all fronts and passed down to the leader of the Andor. Black stains can still be seen on the blades surface
Bio/Personality Solgir was one out of twelve brothers, growing up he was always quiet but exceedingly clever that has stayed with him threw out the years. Born of his father’s second concubine, while he was strong but not the strongest but took to his father’s lessons of fighting earlier than all of his brothers. When his father had died by ritual suicide signalling the ending of his reign it resulted in a blood match between him and all of his brothers. Fighting to take control he personally slew five of his brothers, three of which were beheaded. Covered in blood he feasted threw out the night signalling his reign. While harsh his rule he’s an icon of his people, revered and respected.
Paragon
Hrmodar Vandrolon ‘The Bloody Mountain’
34
Male
Weapon Brandishing a worn battle ax promptly named ‘Leech’ that has seen more war than the gods, curved as it allows more power behind the swing. Even able to cleave a man into if enough force is put behind it. Also two smaller axes atatched to his belt if close combat is needed and some vestments of his own attire can be used to devastating effect.
Skills Zealous, Strong, Tough, Quick, Fierce
Bio/Personality Hrmodar’s only beginnings are unknown to even his own people. His start begins with being found by the Warriors of Dod, initiated as one of their own and baptized in blood as his name grows. Taking a vow of silence like all Dod warriors he says nothing but his actions say more than enough as he stands over eight feet in height with abnormal muscle capacity, this alone has made the occasional traveling merchant soil himself at the very sight of the man. Coming to control the Dod warriors at thirty he longs and thirsts for war, to die in battle or clear bloody swathes threw bodies on the fields of war.
Dronning Aslief Svandottir ‘The Battleborn’
31
Female
Weapon Aslief carries not only bow which she skilled with, but a hollow metal spear. The blade end folded steel that gives a rippling effect. Aptly named ‘Sea Snake’. Serving the Andor queens for the past two hundred years as the original hereditary weapon had been lost at sea. Carrying to hidden dagger at her hips if the need is great.
Bio/Personality Aslief is one of the handful of people in her culture to be born threw battle and war. Cut from her mother while she fought in one of the many skirmishes on the islands. A trait no matter who it is beyond honorable and commands the utmost respect. A prodigal child of the islands who had shown a great intellect even from a young age. She had to kill her father because he didn’t abdicate when it was declared for his passing. Tying a rock to his corpse and put him in the sea to appease one of the many deities. As a deeply religious woman she’s revered among her people and the religious community alike. Having a strong disdain of the southern kings, believing them weak and inexcusable. Vowing to sacrifice them all to her gods.