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((LOL when I said that word in the GM discussion I meant Voviode as a title because its old Slavic for warlord. Used it because that's what real world Wallachia called its dukes XD Keep it just think its funny and should let you know. Voviode - a vassal with vassals of their own.))
The-More-You-Know.png

((He's the original Voivode, who was so definitively a Voivode that his name became a title. Much like how Ceaser became a synonym for King.

Or like how you wind up with characters in CKII, "Sultan Sultan ibn Sultan Sultanid of the Sultanid Sultanate"

I edited Blacktooth to make his specialty combat.))
 
Wilder

A soft gentle breeze blew past his ear with a phantom whistle. It picked up the ends of his long brown hair and lifted the strands lazily. Sweat fell from his furrowed brow as he traced in the air the shape of a print he found on the trail. A fox probably long gone by the weathering he thought to himself. Standing up he trudged forward along the game trail he had been exploring. His boots, leather with fur lining at the top, and a hard bottom trampled the grass and scattered pebbles along the trail.

This land of Mirrowater was far warmer than the mountains of the Ordivante, but luckily Byrhtnoth had grown up in Wilderana which had a similar climate. Yes he was a Wilder the rebellious barbarians who refuse to bend knee to the Empire any further. Sadly their dreams of a kingdom died quickly with the migratory peoples of the West. His tribe managed to migrate along with the Imperialist Tudonii into Ordivantes, the Northern mountains of Highathar.

After an hour of walking a small scent of smoke tickled his nostrils. It was not a large fire and soon followed by the smell of boiled vegetables. A hearth fire was nearby and as he traversed further toward it he broke the tree line to see a large settlement. Walking down onto a dirt path that showed signs of having seen heavy traffic often, Byrhtnoth saw a sign post. It was in elvish, dwarvish, and nordic runes, Byrhtnoth could read neither. He was literate but only in his language.

Moving through the of the outskirts of the town were the poorer classes lived he had a couple odd looks from the locals. In all fairness he was dressed in an alien manner to the region. He wore very little only a plain grey kilt, a type of man skirt, his brown combative boots, a large thick leather belt reinforced with bronze that protected his kidneys, leather bracers, a right shoulder guard made of hardened leather, and a brass torc around his neck. Strapped to his back was a small rucksack, in it was some bedding; rations of jerky, nuts, and dried fruit; spare boots; as well as spar kilts; some tanner’s equipment such as a skinning knife; flax rope; and a whetstone.

Actually attached to the exterior of his burlap rucksack was his shield. This was called the celtic shield because that’s the name of the tribe that first made it. It was a lot like an oval shield but top and bottom ends were wider, and instead of a consistent roundness it concaves on the sides lengthwise making an inward curve on the sides. The shield itself held tribal symbols of his tribe the Ælfwlþ, with a rounded dome in the center which protected the hand that held the shield on the other side. This meant the shield was held in the center which allowed more mobility with it but also put far more strain on the wielder's wrists.

Strapped to the belt on his left side was his Widler straight sword. It was an iron weapon of 2.5 feet, with a two foot blade. It was designed to be able to hack at the enemy, but also pierce through the occasional mail armored foe, which was common enough in Wilderana to need such advancement. The hilt was five inches of hardwood with leather wrappings, and it ended in a minor decoration of amber. It reseted in a plain scabbard of wood covered in thin leather to prevent the wood from swelling and trapping the sword. The scabbard itself was attacked to his armored belt by means of iron links.

As he walked past the elves, who were at best a few inches shorten than he, Byrhtnoth approached the gates of the town where the guards stopped him. Most likely recording who passed through and incase someone caused a commotion. The guardsmen wore lamellar armor and a lot of green coloring on the cloth of their uniforms.

“Halt stranger we need your name and purpose for entering the city proper before you continue,” said the nearest guard. On of the others was at a table and began wetting the end of a quill in ink to mark down my response.

Though the wilder knew little of the strange lyric elven tongue he knew enough to understand the guard. Instinctively he gave his tribe’s usual greeting. “Hálettest uncúða, fðreoynu áscilde ðu.”

“What?” the guard asked confused.

Struggling in the elven tongue and most likely butchering it with his accent, which was used to vowels being harsher than they are in the elf language, Byrhtnoth said “I said.. Hail friend… may the ancestors protect you.” Unimpressed and uncaring the elf repeated his demand for the Wilder’s name and purpose. “I am Byrhtnoth of the Ælfwlþ. I am here to rest for at least the night before continuing Eastward.”

Satisfied with that answer the guardsmen wrote it down and moved aside to cease blocking the Wilder’s path. “The nearest and cheapest in is the Elwin down the second street on the right towards the end. Welcome to Mirrorwater.” Grateful the wilder nodded and walked into the city. The buildings were much different from simple hovels outside the walls. These were mainly made of stone with the depictions of nature engraved into the facades, along with the woodwork being crafted in some artsy manner. This wasn't surprising as the buildings would of course have such an elven feel seeing how Mirrorwater is an elven state.

Byrhtnoth managed to easily reach the tavern thanks to the direction guardsman gave him. The sounds of laughter and smell of food permeated the air. He walked past a guard who was in the process of lighting the street lamps for the sun was quickly falling behind the horizon. Entering it he saw a cavalcade of dwarves, imperials, nords, and elves drinking and talking. The varied demographic came from how Mirrorwater was near the great river which had the heaviest trade traffic on the entire continent so many merchants would rest here. Very few of these men would be merchants though as the wealthier merchants would be in a more uppity inn, these most likely were the crewmen of the ships.

Wading his way through the crowd Byrhtnoth came to the counter. He leaned against the willow wood counter on the side, as all the stools were taken by thirsty customers. Through the cacophony around him the elf behind him asked "what can I get ya?" The innkeeper had spoken in Imperial common tongue, most likely because with it as the trade language for the last century most people knew it. Luckily Byrhtnoth knew common almost as well as Wilder.

Keeping his moderately loud to be heard the wilder replied "beer and a bed."

"48 copper for the beer and 1 silver for the bed." Was the elf's quick response. A bit pricey but I got nowhere else to sleep for the night. Grudgingly the wilder gave the coin to the elf, who bit them to make sure they weren't fakes. Giving Byrhtnoth a room key and a mug of ale he called out to one of his helpers. "Thasitalia show this man to room nine!"

"Alright mister Luthais" came a cheerful but tired voice from a nearby table were a group of Nords and Dwarves were in a drinking contest. She approached Byrhtnoth and eyed the wilder with curiosity. The petite elf woman said "This way please." He followed here while drinking his ale and was lead upstairs to a hallway with a series of doors. Stroking his long moustache he looked into his austere room which was little more than a chamber pot and a straw mattress. "If you need anything approach the counter downstairs and no trouble making" the girl said before going back down.

Byrhtnoth dropped his gear into the room and locked the door before heading back down for more ale, and to talk to the locals. He heard a few interesting tales how Mirrorwater has recently seceded from Galadriel, word of the dwarf kingdom across the river, the secession crisis in Wallachia, and the constant fighting in the Nordlands. Once he was thoroughly drunk though the Wilder made his way back up to his room and passed out in his overpaid room.
 
((The Pale shall be played by Groogy, as he created the lore of the region in the last game. Simcull shall instead rule the north shield as Jarl. Sorry for any inconvenience, but the Pale Ones have returned!))
 
((No biggie, I mean I'm rightfully a little annoyed by this but him taking the Pale is justified. I literally just need to change a couple words in the bio, so its all good.))
 
((The big empty stretch of mountains, what's the deal there? Uninhabited, full of orcs, Dragons, undead carp, etc.

If anyone is keen on having a band of entrepreneurial dwarves set up in their lands, now's the time to sell me on them!))

Lore dump: Relations between Dwarves and the other races.

Dwarves, while tending toward being insular and isolated, have had dealings with the other races of Agorath since the Dawn of Days. Particulars of course vary, but these are general guidelines.

Elves have a complicated history with Dwarves. On many fundamental levels they are polar opposites. Dwarves are indifferent toward, or evenot dislike, the forests elves love so well. Elves have an intimate connection to magic, which dwarves do not. Dwarves tend to find Elves unreliable, condescending and childish. Elves find Dwarves cold-hearted, stubborn and suspicious.

But repeatedly through history Elves and Dwarves have allied against common threats, primarily the forces of Darkness. In general Elves and Dwarves can have good political or working relationships, but anything more intimate is fraught with turmoil and prone to misunderstanding.

A mixed race child of a Dwarf and Elf is a Dwelf. Legally speaking half-dwarves have the same standing as other children of their dwarf parent. In practice they are often subject to scorn and discrimination. Dwelves are typically considered unreliable and prone to immoral behavior, fairly or not.

Humans in their various forms have a long history with Dwarves. They are by far the outsiders they trade with most. Many Dwarf holds will have a closely affiliated Human settlement nearbye. They can form symbiotic relationships, providing the Dwarves a steady supply of above ground products and the humans high quality Dwarfcrafts.

Highathar and the surrounding mountains are considered part of the Empire, though the High Kings view the relationship as more of an alliance than vassalship. Imperial settlements tend to draw Journeyman Dwarves, and the Golden City has a large and vibrant Dwarf Quarter. Dwarves have in the past ruled over large populations of humans, including in the North. This is for the most part a thing of the past, though it has left some ill will.

A child of mixed Dwarf and Human heritage is called a Dwarman. Usually these people are found among their human relations, as a result of Dwarves settling as craftsmen in human communities. Dwarf scholars insist that such children are how most crafts we're first learned by humans, as these children we're apprenticed in their fathers trade before returning to live under the sky. They can usually pass as tall, balding dwarves or short, hairy men. Many craftsmen among humans claim a distant Dwarf ancestor as a sales tactic.

Orcs and Goblins have an almost universally hostile relationship with Dwarves. Though they wouldn't dream of treating a human or elf in that fashion, Dwarves are known to use the bodies of Orcs or Goblins to craft musical instruments, dinnerware, and works of art. As a rule if they approach a Dwarf hold they are attacked.

The rare children of Orcs and Dwarves are called Dworcs. They are generally pitied and assumed to be the productime of rape. They are generally considered unsuitable for any real responsibility and unfit for anything but violence.

Dwarf law recognizes an elaborate set of possible combinations, most of which are found only in legal theory. They believe in the "Rule of 7/8ths", that says having 7 great grandparents of the same race is the same as having only ancestors of that race.

Dark Elves and Fallen Dwarves, who served the Dark One, are considered traitors against life itself. The standard sentence for such is extermination of their descendents, up to 7 generations removed from the Dwarf or Elf who joined the Darkness. This doom can be lifted by decree of the High King in the event a descendant serves valiantly against evil in some way.
 
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[ENTER COLOF, GEOFRIK THE YOUNGER, & DAN] into the Main Chambers, already occupied by Geofrik the Elder and Sami deep in mid discussion.

SAMI - "I understand uncle, but that does not mean that they serve neither a purpose or a place, indeed..."

Geofrik the Elder waves his hand infront of Sami's face upon the enterance of the others.

GEOFRIK THE ELDER - "Sons, I extol you, bring back your dear cousin's wits! I have tired, but alas I have failed. He wishes to bring Dwarven kin onto our land and into our hold!"

Sami rolls his eyes at the drama of Geofrik the Elder's account, however it succeeds in bringing the wroth of Colof to bear.

COLOF - "Are you mad cousin? Is what my dearest father speak of the truth? Dwarves in our Hold?!"

Sami attempts to calm the situation down, but fails as Geofrik the Younger speaks.

GEOFRIK THE YOUNGER - "They're only Dwarves brother, nothing to get huffy about."

Both Sami and Dan groan, as Colof turns to his eldest brother.

COLOF - "Only Dwarves? ONLY DWARVES! By the Gods I should strike you down as you stand. Dwarves are evil creatures searching only for your money and your land. I knew you would like them you spittlelicker, why ever since we were children you always loved the damned. If I had my way I'd."

To which Colof raised his fist like to strike, only to be firmly held by his father.

G. THE ELDER - "That is enough Colof. He may be wrong, but violence here is not what is needed."

Colof glares at his father, then at the rest of his family ending at Geofrik the Younger. Muttering obscenities, he stomps out of the room. [EXIT COLOF].

As he leaves, Geofrik the Elder turns to Dan.

G. THE ELDER - "Please son, convince your cousin. We may not always agree, but see the sense I make. They are not proper Nords, they do not know our ways! Cave living and mining like peasants is all that they are good for. Son, be swayed by my words."

Dan takes his father's shoulder in his hands.

DAN - "I know what you say, but it is wrong. I agree with Sami. The place of the family is to better the Hold, not maintain it. Dwarves can be a valuable asset to our Place, rising us far above our Peers to the North, West, and East. I know you mean well father, but Sami has my support in this."

Dan nods at Sami, while Geofrik the Elder sighs. In the back, a distance away from the three, Geofrik the Younger speaks.

G. THE YOUNGER - "Then it is settled. I support the initiative to bring the Dwarves to Moonvale as well, while Seamead will only slobber over the matter. Now, if you no longer need me, my friends need my assistance, they have their feeding time soon."

Geofrik the Younger walks out of the room quickly, before another word could be said. [EXIT GEOFRIK THE YOUNGER].

Geofrik the Elder shakes his head.

G. THE ELDER - "Your ways will doom us Sami. You know I am right about this. Why, your great-great-great-great uncle Rake the Mad dealt with Dwarves, and the only thing he got was insanity. Wait just a moment child, I will fetch the record of his descent into madness as a result of his dealings."

Geofrik the Elder rushes hurriedly and absentmindedly to his extensive library, leaving only Dan and Sami. [EXIT GEOFRIK THE ELDER].

Dan turns to Sami.

DAN - "Let us leave before he gets his book. We will be stuck in this room until the next daybreak if he catches us."

Sami grins at Dan.

SAMI - "You read my mind cousin."

Sami and Dan leave the room the opposite direction of Geofrik the Elder's departure. [EXIT SAMI & DAN]
 
((The big empty stretch of mountains, what's the deal there? Uninhabited, full of orcs, Dragons, undead carp, etc.

If anyone is keen on having a band of entrepreneurial dwarves set up in their lands, now's the time to sell me on them!))

Lore dump: Relations between Dwarves and the other races.

Dwarves, while tending toward being insular and isolated, have had dealings with the other races of Agorath since the Dawn of Days. Particulars of course vary, but these are general guidelines.

Elves have a complicated history with Dwarves. On many fundamental levels they are polar opposites. Dwarves are indifferent toward, or evenot dislike, the forests elves love so well. Elves have an intimate connection to magic, which dwarves do not. Dwarves tend to find Elves unreliable, condescending and childish. Elves find Dwarves cold-hearted, stubborn and suspicious.

But repeatedly through history Elves and Dwarves have allied against common threats, primarily the forces of Darkness. In general Elves and Dwarves can have good political or working relationships, but anything more intimate is fraught with turmoil and prone to misunderstanding.

A mixed race child of a Dwarf and Elf is a Dwelf. Legally speaking half-dwarves have the same standing as other children of their dwarf parent. In practice they are often subject to scorn and discrimination. Dwelves are typically considered unreliable and prone to immoral behavior, fairly or not.

Humans in their various forms have a long history with Dwarves. They are by far the outsiders they trade with most. Many Dwarf holds will have a closely affiliated Human settlement nearbye. They can form symbiotic relationships, providing the Dwarves a steady supply of above ground products and the humans high quality Dwarfcrafts.

Highathar and the surrounding mountains are considered part of the Empire, though the High Kings view the relationship as more of an alliance than vassalship. Imperial settlements tend to draw Journeyman Dwarves, and the Golden City has a large and vibrant Dwarf Quarter. Dwarves have in the past ruled over large populations of humans, including in the North. This is for the most part a thing of the past, though it has left some ill will.

A child of mixed Dwarf and Human heritage is called a Dwarman. Usually these people are found among their human relations, as a result of Dwarves settling as craftsmen in human communities. Dwarf scholars insist that such children are how most crafts we're first learned by humans, as these children we're apprenticed in their fathers trade before returning to live under the sky. They can usually pass as tall, balding dwarves or short, hairy men. Many craftsmen among humans claim a distant Dwarf ancestor as a sales tactic.

Orcs and Goblins have an almost universally hostile relationship with Dwarves. Though they wouldn't dream of treating a human or elf in that fashion, Dwarves are known to use the bodies of Orcs or Goblins to craft musical instruments, dinnerware, and works of art. As a rule if they approach a Dwarf hold they are attacked.

The rare children of Orcs and Dwarves are called Dworcs. They are generally pitied and assumed to be the productime of rape. They are generally considered unsuitable for any real responsibility and unfit for anything but violence.

Dwarf law recognizes an elaborate set of possible combinations, most of which are found only in legal theory. They believe in the "Rule of 7/8ths", that says having 7 great grandparents of the same race is the same as having only ancestors of that race.

Dark Elves and Fallen Dwarves, who served the Dark One, are considered traitors against life itself. The standard sentence for such is extermination of their descendents, up to 7 generations removed from the Dwarf or Elf who joined the Darkness. This doom can be lifted by decree of the High King in the event a descendant serves valiantly against evil in some way.
((Relations between other races? I can't be out done by some dwarf!!! Luckily I just need to modify what I had for agorath .))

Wilder Relations

Dwarves:
They have very poor relations with the dwarves mainly in the form of those living in Highathar. The reason being that the Golden Empire often used the Wilders as missile fodder and to do their dirty work for campaigns against the Dwarves. Beyond that the dwarves generally just didn't care to talk to the wild savages of the western foothills and plains. What dwarves from other areas of the world think probably just applies to how they feel for humans in general. Any animosity between none Highathar dwarves and wilders is on coming from the wilders themselves who see little difference amongst the different dwarven clans.

Orcs:
Many of the orcish clans and Wilder tribes behave quite similarly. For this reason relations are mixed there is no real interbreeding as interbreeding amongst wilder tribes isn't that common either. Because of this any good or bad relations between a Wilders and Orcs depends on the individual tribes and their history together.

Goblinoids
While Orcs are treated on an equal status the Wilders hate the other goblinoid races such as goblins and trolls immensely. Mainly because while the Orcs can be reasoned with and trade with the goblins and trolls just like to raid. As with most things that threaten Humans their response has often been genocide. If there is anything Dwarves and Wilder have ever put their differences aside on its killing goblinoids.

Elves:
In this time period there is little to now interaction between the Wilders and Elves. Wilders do not partake in sea trade nor have they fully resettled in the Ordivante mountains near Galadrial thus they are quite alien to one another. The Wilder therefore have no real opinion on the elves except that their men are overly feminine.

Dark or Fallen Races:
Its easy to assume that a collection of people who worship the epitome of evil and want to take total control over the world and extinguish all life on it aren't viewed positively. While the wilder generally accept religious differences those that try to denounce their beliefs or attempt to forcefully convert others are dealt with in rather cruel and ruthless manners.

Humans:
Obviously this one depends on the type of human. For instance Wilders like other wilders the most for being the same culture and religion. Wilders hate Imperials more than any other race due to recent wars and just huge cultural differences; the feeling is mutual. When it comes to Hronidens, the desert people, the general consensus it that the Wilders view them as barbaric and the Hronidens view the Wilders as inferior savages. Nords and Wilders don't interact much due to the Wilders being too far away to be worth raiding or trading their small depopulated coastline, and the Wilders hating seafaring. Still they are both warrior and honor cultures so it leaves certain reluctant respect whenever members of these two races meet.
 
Here is all the Dwarf lore together (All credit too Deaghaidh, its fantastic):
A dwarfs life cycle is 2/3rd a humans in terms of speed. A pregnancy takes 12 months. At 7 they start their version of primary school, at 14 their apprenticeship. At 21 the have the equivalent of a bar mitzvah. A dwarf of 90 is like a man of 60, they can still be hale and strong but are very much past their physical prime. The oldest dwarves can live, outside of mythological figures like the 7 fathers and 7 mothers, is around 150.

Dwarven society and economy are dominated by guilds. The only professions not restricted to a guild are War, Music, and Scholarship (which includes History, Law, and Runelore), which everyone is expected to know some of but only the aristocracy pursue full time. Mastery of one of those trades is the likeliest way to become a noble.

All dwarves are descended from the Seven Fathers and Seven Mothers. Each of these dwelt in Highathar, the original and greatest Mountainhome. But Deabrok the Elder King alienated each father in time, and they all left to Strike the Earth and found their own kingdoms. Thus all Dwarves are of Royal blood, which is why they are so particular about their pride and dignity, and why there are no peasant dwarves per se.

Dwarven magic is different than elven or human magic. It is mostly about imbuing objects or places with power than casting spells. The ultimate expression of this is the shaping of Golems, a craft still in it's first flowering at the moment. Dwarves are generally less effected by illusions or will-influencing magic.

The dwarven language is bastardized Polish. Dwarves often speak mannish languages, and will adopt names in them for use with outsiders. Dwarven names put family name first, then their personal name, usually some kind of compound word to represent their past or personality. I.e. Deagrin Wrothiron

The 'ranks' of dwarven rulers are Master (rules a single hold) Underking (has vassal Masters) and High King (commands homage from the Underkings). Vassals are usually highly autonomous and the authority of the High King waxes and wanes based on the amount of respect he commands. There is only ever one High King, of the House of Deabrok, who rules from Highathar, the Holiest of Mountains.

Dwarven society is essentially patriarchal. It is not misogynistic, as Dwarves treasure their wives, mothers, sisters, daughters etc. But because a Dwarf's natural instinct is to hide away his treasures and surround them with a fortress and deadly traps, and even then to keep a watchful eye on them, Dwarven women often live very cloistered lives. The more secure a dwarven family feels, the less pronounced this is. In the stout, well protected delvings of Highathar, where non dwarves are not permitted beyond the first layer of defenses, there is practically no restraint. Dwarven craftsmen living among human towns or cities will scarcely allow their daughters to see daylight, and have been known to take "How is your daughter?" as an implied threat.

Relations between Dwarves and the other races.

Dwarves, while tending toward being insular and isolated, have had dealings with the other races of Agorath since the Dawn of Days. Particulars of course vary, but these are general guidelines.

Elves have a complicated history with Dwarves. On many fundamental levels they are polar opposites. Dwarves are indifferent toward, or evenot dislike, the forests elves love so well. Elves have an intimate connection to magic, which dwarves do not. Dwarves tend to find Elves unreliable, condescending and childish. Elves find Dwarves cold-hearted, stubborn and suspicious.

But repeatedly through history Elves and Dwarves have allied against common threats, primarily the forces of Darkness. In general Elves and Dwarves can have good political or working relationships, but anything more intimate is fraught with turmoil and prone to misunderstanding.

A mixed race child of a Dwarf and Elf is a Dwelf. Legally speaking half-dwarves have the same standing as other children of their dwarf parent. In practice they are often subject to scorn and discrimination. Dwelves are typically considered unreliable and prone to immoral behavior, fairly or not.

More on the Seven Fathers (gotten directly from Deaghaidh):
The fathers and mothers are associated with some aspect of dwarf culture, virtue and vices. Deabrok for example is the Elder King, and the father of music and art, but also destructive pride and hubris. Sankis is the first Berserker, who wielded an axe made of molten lava, the slayer of demons, dragons and elephants, but was also batshit insane. Urist was the Goodfather, who set the example for what a dwarf patriarch should be. But he was also unambitious, even lazy.

My addition:
Kistair was the first Dwarf explorer and pioneer, clever and ambitious, but he was sly, greedy and could not take the orders of his older brothers. Instead, he waited as his brother's fortunes grew. They did not trust him, he did not trust them. One day he announced he was leaving to found his own Kingdom with his family. His brothers were glad to see him go, and gave him a parting present consisting mighty powerful hammer and helm, made out the most precious metal, mithril, forged by his brother, the master smith Dakir( whose vice was that he was a vain perfectionist). He founded the kingdom of Stonefall, based out of Mount Kistair.

So, list of seven fathers currently in lore, in order of age( I made the order), listed by who made them(D for Deaghaidh, Ir for Ironhide) :

1. Deabrok- High King, founder of music and art-D
2. Urist- Goodfather
3. Dakir- master smith- Ir
4. ?(master builder maybe?)
5. ?
6. Sankis- Beserker- D
7. Kistair- explorer and pioneer- Ir

Again, I cannot complement @Deaghaidh enough on the lore he has already made, it's just utterly fantastic. I feel it is a privilege to be able to add on to it.
 
((No biggie, I mean I'm rightfully a little annoyed by this but him taking the Pale is justified. I literally just need to change a couple words in the bio, so its all good.))
(( sorry bout that, I'll make it up to you somehow. Intro incoming))
 
kPPPNb8h.jpg


A Night's Entertainment

The village burned well. It must have been a dry winter.

Aerzen Mallorith watched with unrestrained glee as the thatched roofs of the huts caved in amidst the roaring flames, sending great plumes of smoke and swirling ash up into the sky. The air was thick and hot and stank of burning wood … and, of course, burning flesh. Aerzen breathed it in greedily. To him it was the sweetest smell in the world. Whether they be drow, elf, human, or dwarf, all flesh carried with it a beautiful aroma only aroused when held to a flame.

In between the huts the dead formed a carpet of corpses over the ground, their pale faces contorted with pain and fear. Many more still lay in their beds, their throats slit and chests slashed as they slept. Aerzen had come in the dead of night and over twenty had died before the alarm had been raised. Even then he’d cut down the paltry resistance mounted against him as easily as a butcher slaughtering cattle. His blades were coated in their hot blood, and his armor and face were smeared with it. Aerzen could feel it on his skin, its heat mingling with that of the flames. It was a decidedly pleasant sensation.

The village was a small one, only containing about fifty or so inhabitants. Still, it was the largest that Aerzen had come across after passing the Northern Chasm. The rough foothills and dense forests that he had been travelling through for three months now had, slowly but surely, begun to change; the ground was generally more flat and the trees less thick. Here and there large clearings could be found. He figured he was nearing the plains of southern Norseland, and the increase in settlement population seemed to agree. Judging by the size of this village, Aerzen figured he couldn’t be much farther from the river … and the border of Stronghelm.

The very thought brought a smile to Aerzen’s lips. After all this time, the land of my wretched father and his ilk are within my sights at last. He looked once more at the giant bonfire he had made, and savored in its warmth. He hoped to light many more bonfires all across Norseland in the years to come, and to water the earth with the blood of men, women, and children alike.

A noise just ahead interrupted his reverie, curdling the smile on his face like sour milk. He tightened his grip on the hilts of his swords and looked around, searching for the source.

He heard it again, directly ahead. He recognized the sound now. It was one Aerzen was intimately familiar with – a cry of pain. The form of a limping man emerged from a parting in the smoke, clearly silhouetted against the hellscape behind him. His right arm hung limp at his side, dripping blood, and his left foot dragged behind him as he stumbled forward. It was obvious that he hadn’t seen him yet – if he had he’d be running, not walking. It was likely he was still blinded by the smoke, and indeed as he neared he began rubbing his eyes with his fingers, desperately trying to see.

Aerzen cackled with delight and advanced towards him, letting the points of his twin swords dragging in the earth behind him. The wounded villager started at the sound, and as he looked towards Aerzen he began trembling all over.

So he can see after all, Aerzen mused. He smiled again, his white teeth menacingly bright in the near-darkness. The villager began to back away but succeeded only in tripping over his lame foot and falling to the ground. His face was a portrait of absolute terror.

“Please!” he shrieked, cowering in the dirt. He held his arm out desperately, as if hoping to shield himself from the monster before him. “Please, have mercy!”

Aerzen laughed and casually flicked one of his swords downward; the blade slashed towards the man’s neck, the steel signing as it parted the air. The villager screamed as it descended and closed his eyes to his impending death …

… only to tentatively open them once more when, to his great surprise, his head was not cleaved from his shoulders. Aerzen’s sword was stopped scarcely a finger’s breadth away from his neck.

The villager pissed himself, overcome with both fear and relief. Aerzen looked down at him as one would look down at a worm – and indeed, to one such as himself the villager was that insignificant.

“How far am I from the border?” Aerzen growled, his voice deep and thickly accented. Speaking the human tongue was still a challenge; the words felt clunky and cumbersome coming from his mouth. Still, it was the only way he would get an answer.

The villager, pale and feverish, did not seem to understand the question, or perhaps he just didn’t hear. He continued to gape at him with a mixture of horror and awe. Aerzen sighed. Evidently, another attempt was required.

“How far am I from the border of Norseland?” he asked again, his amusement having quickly turned to impatience. “Tell me or I’ll cut off your arm.”

“N-Norseland?” the villager stammered. “W-w-what?”

Aerzen lazily severed the man’s left arm at the shoulder. He screamed in agony, writhing around like a lunatic and clutching at the bleeding stump with his remaining hand.

“Well? How far am I?” Aerzen was at the limit of his patience now. He was itching to gut the man write then and there. “Tell me quickly, or I’ll cut off the other arm too.”

“F-five days!” the villager managed to shout, despite the pain. “A five days' ride by horse! P-please don’t kill me!”

“Oh no. I wouldn’t dream of killing you. Not yet, anyway. We haven’t had a chance to talk!” Aerzen crouched over the villager, grinning once again. He held up his swords in front of his face, the blood and steel glistening in the firelight.

“These are my wives, Lana and Lyra. I like to make them sing sometimes - they have such beautiful signing voices. Would you like to hear?” Without waiting for a response, he sliced the air above the villager’s head. The blades whistled as he did. “See? Isn’t that a beautiful sound?”

The villager said nothing. He was likely too terrified to speak, or in too much pain. Regardless, it made Aerzen angry when people didn’t appreciate his wives. He had to cut off three of his fingers before he received a satisfactory response.

“Ahhhh! YES! It’s beautiful! Please stop!” The man was barely coherent at this point. His eyes were beginning to roll back in his head. Aerzen frowned. It was no fun if they passed out.

When the villager failed to respond after his nose was cut off, Aerzen knew it was a lost cause and was forced to decapitate him. He was mildly disappointed - he’d wanted to have a little fun with the villager before he resumed his journey, but he supposed the Dark One desired otherwise.

Very well, my lord. I shall leave at once. Accept this offering as a token of my continued devotion. Aerzen looked towards the sky. Perhaps, somewhere, he was watching. If he was, he hoped that his actions tonight had been more than enough to please him. It had certainly sated his own boredom. For now.

With that, he sheathed his swords and mounted his horse.
He was nearly there, but he still had a little ways to go.

Soon, very soon, Norseland would feel the wrath of Aerzen Mallorith.
 
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Jarl Kjalarr af Blek
Norsman
Follower of the New Way​

The Blek House are the founders of the great Ring Fortress of Blekborg, several hundred years before the Frostsverd House takes over with "the Crownless" Jarl of the Pale. The Frostsverd's who fought the Dark One again as Asger did and stopped his mad assault on the East. The Blek were the dominant family to rule the island of Bronsholm and through its riches thanks to being on the center of the main rivers grown to become the Jarls of the Pale stretching their influence all the way into Ísskógur to the south of the island. Now besides from trade and metals they have gained access to grain and woods to be transferred into coins in their treasury.

Jarl Kjalarr Torsönnir is the 18 year old son of the previous Jarl who died too early. His Lord has a sharp mind with it all focused on the betterment of his House, to see it through these turbulent times and make a better world for himself and his brethren. As most of Blekborg he is of a zealous character and worships the All-father, bringer of light and life and the Unnamed One, the guide of the dead. But he has yet to do his Train of Mourning to his last resting place, the sacred pilgrimage every Pale One has to perform. With now vast land under his disposal that are not yet truly Pale Ones he faces a problem his ancestors have not faced before, how does he rule people of not his own kind...

Next to Jarl Kjalarr is his two younger brothers Tÿr and Baldr who act as his commanders, his advisers and eyes of the realm and are inseparable from him at the court. Because of his fathers ill-timed demise when he was young he was never betrothed to any fair maiden.


Pale Lore Index

Kjalarr Lore Index
 
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A Letter from Clan Dravsson to Deabrok Blacktooth

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May this letter reach you swiftly and in good health. I, Jarl Sami Dravsson, do inquire whether you and your companions are interested in "Striking the Earth", as they say, in the Jarldom of Moonvale. A land surrounded by untouched mountains, its ranges most likely have a fruitful bounty in which you and your kin may extract for generations.

Furthermore, the establishment of a proper Dwarven Hold in friendly lands would be mutually beneficial. Matters of defense would be easier to manage as cooperation and our united strength would be enough to push any and all intruders out from Moonvale. Trade and all matters economic would also be incredibly profitable, as goods between your future Hold and that of the Dravsson Homestead would bring wealth to both parties involved.

I hope I have caught your attention,

Jarl Sami Dravsson of Moonvale

 
The Barrowdown Chiefdom
Vassals of Erovran

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Also known as the Barrowmen, The Barrowdown Clan rule over a rocky and icy terrain within the Barrowlands. Their ancient and holy mandate is to protect the burial mounds of scores of valiant nord heroes of ages past. Many mystical relics and ancient knowledge is guarded by the clan, including Asger's Crown. The Barrowmen await a time when a hero will once again unite all of Norseland under a single banner, and rest the magical crown on the hero's head, naming him Asger, God's Spear reborn!

The Barrowdown Clanship is sparsely populated, with a single keep the only settlement, protecting the ancient burial sight of Barrowdown. The Barrowdown Clan have historically relied on the Jarl of Barrowdown for protection, and in return pay gifts in thralls and treasure after successful raids. The clan follows the Old Way, inkeeping with the ancient traditions of the norse warrior spirt, and the quest for a glorious death in battle, to be honoured in the after-life with the All-Father.

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Hagen Ralfson
Chief of the Barrow Downs
Follower of the Old Way
Twenty and nine winters

Hagen is the hetman of the Hai Clan, a group of warriors hailing from the southern edge of the Downs, and influenced heavily from their dealings with the neighbouring Jarldoms. They tend to be more diplomatic then the other clans, seeking amiable relations with outsiders while still inkeeping to the Old Way. They are generally viewed as moderates.

Hagen himself is an able warrior, though often at odds with Daan Rabson, seeing the trappings of the other Jarls as a waste of resources and lives. It is early in his rule, and little is known of the man aside for being confident and a charismatic personality.

The early seasons of Hagen's rule have been fraught with failures. His messengers and tithe collectors are openly challenged by the clans, his clan's warriors were defeated in a proving against the Dravssons and his military campaign against Bjorn and Hege of Northshield was a failure. His most recent misstep, the abduction of a vassal's son by his huscarl has propelled the clans into open rebellion against his rule.


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Chief Daan Rabson

The Old Way

Survived thirty and three winters
Deceased

Daan is a proven warrior, having embarked on great raids down the Rill River, and across the Frozen Coast. He dared a perilous voyage across the Shivering Sea to the Haunted Forest, slaying a Troll in single combat. After bringing back riches and exotic thralls of Dark Elves, Daan was named chief by the clan's high priest, Obasi. He is a cautious man, holding a deep respect of his fellow Norse, and fears a Norseland under the yoke of the empire. Though in command of the thanes of the clan, Daan places the high priest as his chief counsel, as his work carries great weight with all the clan. Daan does not act without the blessing of the clan's holy men.

Eager for battle after a lethargic winter, Daan ventured out with his thanes to join Jarl Rodrik's war on Mirrorwater, sailing with his Jarl's fleet to Tolis Shore. Upon the battle of Syria Hill, Daan met his fate, battling the knights of Master Tassarion Neldor. He now rests in the Downs, with the other chiefs of Barrowdown.

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Valancia Pacedottir
Shield Maiden
Survived twenty and five winters

The chief protector of Daan Rabson. During a campaign against bloodknots, an honourless troops of brigands that infest the vale, Valancia was captured and denied a glorious death. Little is known of the torment she suffered at her captors' hands, though some could be guessed. When she finally escaped, cutting a bloody swath through the Bloodknot camp, Valancia was found near death in Valegard, her tongue cut out. Though she can no longer speak, her warcry is deafening and her sword is deadly.


Shortly before his death, Valancia became pregnant with Daan's child, but did not get the opportunity to tell him. Set on a son, she believed Daan's heir would live on to carry out his father's legacy. Fate would not be so kind, and the child would be born lifeless, a common curse that seemed to inflict Daan. In mourning, Valencia now lives at Obasi's temple, lost to how she should live the rest of her life.



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Obasi Maegi
High Priest
Survived winters innumerable

The oldest and wisest of the Barrowdown, a man who has outlived all the grandfathers, and if he is to be believed, even lived to see Eccleser banish the Dark One. Obasi carried Asger's Crown back to Norseland and guards it fiercely, along with sacred knowledge of the histories of Norseland and beyond. Decrepit and blind, Obasi typically holds to the clan's temple, only venturing out to preside over rituals and occasionally walk the burial mounds of long dead heroes. Glorious death ever eludes this man, and to live to be old and feeble is the price for the power that he guards.



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Gabe Jorkson
Hetman of Rjork Clan
Thirty and nine winters

The enigmatic leader of the Rjork Clan, long time rivals to the Barrowmen and Daan Rabson, Gabe is considered by many to be the strongest warrior of the Downs. He was among the favourite of those considered to be chief after the death of Daan, however he narrowly lost to Hagen of Hai Clan. He is a wilful man by nature and submission to him does not come easy, and thus Rjork has often operated outside the bounds of Daan and Hagen's rule, almost as an independent clan of the Chiefdom.

Also a family man, Gabe has a fierce love for his clan and kin, and the recent abduction of his son has propelled Gabe to mount a rebellion against Hagen.



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Tharold of the Barrowmen
Hetman of the Barrowmen
Twenty and six winters


Tharold became hetman of the Barrowmen after the passing of Chief Daan Rabson, before that being a thane of the chief. Tharold was considered to become the Chief of Barrowdown after Daan's death, but few supported him. He is criticized as a man of little thought nevertheless he is a powerful and proved warrior, despite his failures.
Tharold led Barrowdown forces under Jarl Thorgsun of Stronghelm in a raid against the Elven fief of Osilon, but was defeated and driven back across the Elfwash into Norseland. Tharold also led troops against raiders from Moonvale, but was defeated again. It has been widely remarked that without the tactical mind of Daan Rabson, Tharold's skills are wasted.



 
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(Petty) King Rorik of Valegard
A singer a duelist and so much more!

Rorik is from the powerful clan of Drajjmen which originates high up in the mountains of Valegard. Following the death of the high King Rorik and his clan came down from the mountains to take power from the people living in the lowlands of Valegard and to proclaim himself king over the territory. He has built himself a small capital in the farming village of Rakmler in the south of his kingdom and is content to rule in relative peace while raiding his neighbors occasionally. Rorik is a follower of the old gods and does not believe in the Light vs Dark one BS that everyone else seems so concerned about. He is a famed dueler and won his position as leader of his clan by dueling he predecessor to the death in a fabled battle which lasted for 10 hours (or so they say). Rorik is also renowned for his singing voice which brings much joy to the people of his village. He is fond of his livestock and of his wife Anna and would do a lot to protect either. He does not yet have a son and does not necessarily believe in monogamy following the proud tradition of many of the mountain tribes.

King Rodrik's stronghold is located halfway down the coast of Valegard and Rodrik has renamed the place to honor his father now calling it Dunwikstan.




 
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A mixed race child of a Dwarf and Elf is a Dwelf. Legally speaking half-dwarves have the same standing as other children of their dwarf parent. In practice they are often subject to scorn and discrimination. Dwelves are typically considered unreliable and prone to immoral behavior, fairly or not.

The rare children of Orcs and Dwarves are called Dworcs. They are generally pitied and assumed to be the productime of rape. They are generally considered unsuitable for any real responsibility and unfit for anything but violence.

Dwarf law recognizes an elaborate set of possible combinations, most of which are found only in legal theory. They believe in the "Rule of 7/8ths", that says having 7 great grandparents of the same race is the same as having only ancestors of that race.

Dark Elves and Fallen Dwarves, who served the Dark One, are considered traitors against life itself. The standard sentence for such is extermination of their descendents, up to 7 generations removed from the Dwarf or Elf who joined the Darkness. This doom can be lifted by decree of the High King in the event a descendant serves valiantly against evil in some way.

((Somehow I feel like I inspired some of these XD))
 
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Rurik MacBheatha

Race: Norseman

Speciality: Combat

Follower of the New Way​

Bio: Rurik was the middle of son of three boys, born within the Jarldom of Svengard. Their parents made a living off the capture and selling of fish from the Norse Lake. As a child Rurik would often play in the woods beyond his village. It was there that he and his friends were playing while their village burned. Raiders came, they killed and tortured all in their path. As Rurik and his brothers played, masked men attacked their village. Rurik and his brothers watched as the raiders burnt down every building, leading to their parents. His father waited until the first of the raiders got close and then came out his hut wielding an axe and wearing an armour Rurik had never seen before. His father may have been old, but he fought like a warrior in his prime. He struck down two before they even realised what had happened. Rurik’s father fought like a warrior of Old, he screamed battle cry’s that Rurik had never heard before and fought any that would approach the hut. Then the Drow came. Rurik had never seen a Drow before, but this memory would stay with him forever. A tall figure, thin, but brittle. It seemed likely the wind should have knocked it over. It carried a wicked looking blade, but what shocked him was how thin it was and how fast the Drow raider could use it. Rurik’s Father was bloodied, he was panting from the exertion. Rurik watched as the Drow, almost lazily dodged his father’s attacks and stabbed him through the chest. Rurik and his brothers cried out in dismay and rushed to their father’s aid. The Drow backhanded Rurik’s older brother before he could even raise his fist. Rurik and his younger brother were torn from their father’s body by the other raiders. Hoods were placed over his face and the last thing Rurik saw, was his father’s killer’s dark red eyes.


When the hood was removed Rurik was a long way from home. The rest of his childhood was spent as a slave, separated from his brothers, forced to work a silver mine in a backwater territory of the Empire. The mines were hard work and if not for the kindness of an old dwarf, Rurik would have died. The Dwarf taught him how to work the mine, to fight and survive. As Rurik grew older he was sent to a market under guard. There he was sold to a mercenary company called The Sons of Ash. With them he travelled across the lands of the Empire and territories beyond. When Rurik was twenty years old he and the other mercenaries were hired to support a duke in his claim against the lands of another. The Sons of Ash crossed a river only to be ambushed by a company of elves. The battle was long a bloody, but when it ended Rurik was the only survivor. He was finally free and for the first time alone. With The Sons of Ash a bloody memory, he travelled across the lands seeking his own fortune. He fought in a dozen petty wars for dukes, seeking to settle scores. He did this for three years, earning his fortune, but each night when he slept, he could not help but dream of those red eyes. He tried many times to track down the Drow and raiders that took him from his home, but all answers led him back to his homeland. The Norselands.
 
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((I'll find a picture... eventually... maybe...))

Name: Thorald Ragnarson

Race: Norseman

Speciality: Combat

Faith: Old Ways

Thorald calls himself an 'adventurer' variously most would know him as a mercenary, a raider and a pirate. He leads a small band seaborne warriors, selling their services to those who have need, and turning their efforts towards raiding during peacetime. Thorald's aim in life is to bring into his possession copious amounts of drink, wealth and loose women, he'll do this by any means that he can, whether in fair combat or in pillaging from poor peasants.