Plane: Vórós Khástar Lord Name: Eredun Type: Ice Wraith Appearance: [img=http://mtgimage.com/setname/coldsnap/balduvian%20frostwaker.crop.hq.jpg] Personality and Drive: Eredun's ultimate goal is to cover the planes in ice and thus expand his domain and power. History: Eredun is an Ice Wraith, approximately nine hundred years old. Even he is unsure as to what he had been before coming into his current form, however it doesn't matter to him. Being present for so long in the Frigid Scar has drained all humanity from him. The Ice Wraiths of Vórós Khástar are among the most powerful beings in the entirety of the plane, and thus Eredun had already possessed considerable strength, however he was not content. He spent the better part of three hundred years constructing an amulet, The Pendant of Winter, which he used to gather a host of Khástari beasts with the intent of expanding the frigid wastes of his home to the other planes and thus provide him with ultimate power. Without the amulet he currently possesses the host which he commands would become completely feral once more and would no longer obey his commands and instead would likely return to their frozen wastes, leaving Eredun powerless in another realm. Armaments: Eredun wears a set of armor forged of an ethereal ice. It is translucent and cannot be melted by ordinary means though items of similar power could still damage it as if it were normal armor. It appears to shift colors as the light reflects off of it and makes it appear as though Eredun is transparent. Eredun carries a sword with similar properties, embedded in the hilt and cross-guard of the sword are two ice crystals which would keep him alive (although relatively powerless) outside of Vórós Khástar should his pendant be destroyed. His armor requires great force to shatter or crack, however it can be done. The Pendant of Winter - Allows Ereden to control the minds of his lesser creatures as well as provide him with a natural conduit linking him to the Scar when he is away, thus allowing him to retain use of his powers almost to their full extent. The Gems of his Sword: Act as natural buffs, increasing his physical prowess as well as magical capabilities. If they are destroyed it would not be detrimental but he would be noticeably less powerful. Abilities: Cold - Eredun has the ability to alter weather and shift temperatures and, with enough time, even climates. When he is in an area for a long enough period of time the area will naturally freeze over, so it is with all ice wraiths. The presence of multiple Wraiths in addition to his own would greatly enhance the speed with which an area would freeze. When in the presence of this newly formed ice, Eredun and his Wraiths gain a power boost. Therefor while he is within his own plane he is nearly invincible unless his amulet and gems are destroyed. Re-Forging - Eredun has the power to cover his body in armor forged of ethereal ice. When this armor or his weapon is damaged he has the ability to repair it via magic in the heat of battle. Life - Eredun is a Wraith and thus has the ability to sense life as well as corrupt it. He can twist a mortal with his touch and end drain his life to repair his own injuries should he sustain any. Shifting - Eredun has the ability to shift or teleport short distances, phasing out of view and reappearing in a different location as if he had become part of a howling wind. (A maximum distance of like eight feet) Strength - Eredun is not bound by the mortal perceptions of strength and agility, his abilities have been raised far beyond that of a normal human being though he does still tire. Mind Control - Eredun's amulet gives him the ability to tame a creatures mind, though this will only work on creatures located either within his own plane or within an area he has frozen over. In addition it is quite easy to resist, a human being could break its grasp with no effort, a beast like a lesser demon or zombie however might now. Sculpting - Eredun has the ability to summon and sculpt ethereal ice, it is incapable of being melted by conventional means. Holding Name: The Uridian Hall [img=http://s17.postimg.org/4uhwlbj9r/ice_fortress.jpg] Type: Fortress Description: Uridian Hall is a fortress made of ice carved mountains. It is entirely frozen over and rather than being built by regular means was conjured by Eredun and his minions. The walls are mountains standing hundreds of feet high and the castle is a palace formed of translucent ice-walls. There are no towers on the walls, but rather outside of them, along the steps leading up to the entryways which are guarded by large gates of ice covered iron. The castle has no execution chamber as Eredun's minions are incapable of committing treasons, however it does have a prison which is used to hold the feral creatures that have not yet succumb to the influence of the Pendant of Winter. The lands surrounding the fortress are completely barren and frozen over for miles, though through the snow it would still be difficult to spot any intruders. The fortress requires no further accommodations other than battlements on the castles and other defenses as Eredun and his minions do not require any sort of sustenance save the ice upon which they live. Name: The Cold Ones Size: 2,000 feral ice demons, 50 ice behemoths (like giants or trolls), seven lesser ice wraiths, and 200 elites. Hierarchy and Culture: It is impossible to advance within the warband as all of the creatures not already placed in leadership positions are completely feral and controlled by Eredun's pendant. Those appointed to lead the companies of soldiers are all lesser ice wraiths who knelt to Eredun in exchange for their lives and promise of control of their very own plane. A company of soldiers would contain roughly 285 feral ice demons. The behomoths are kept in the Frigid Scar to be released when necessary and the 200 elites would be minor ice wraiths who were not feral, but still conscripted by Eredun to be his personal guard. They serve him mostly because he is stronger than they are and are afraid of him, their loyalty is certainly questionable. History: The Cold Ones were founded one hundred and eight years ago when Eredun forged The Pendant of Winter and began to assume control of the feral ice demons of the Scar's minds. For years they resisted the control of the amulet and ran rampant across the wastes, killing eachother and other creatures but finally the pendant gained control of them. He then scoured the wastes looking for wraiths to help him lead them, he defeated the seven most powerful ones that he knew he could fight in single combat and promised to spare their lives and even reward them with their own plane of existence to rule if they agreed to serve him, which none failed to do. It was then that he spent roughly fifty years taming his behomoths with the help of his newly formed warband. The 200 elites that he controls as his personal legion are minor wraiths whom he forced to join him at once point or another and the only reason they haven't left is because they know that he will not hesitate to destroy every last one of them. Throughout the first forty years of his reign as leader of the warband he spent time constructing his fortress and sculpting the land around it to work toward his benefit. It was only when his fortress was complete and the other major wraiths of Vórós Khástar dubbed his warband 'The Cold Ones'. Military Capabilities: The warband is not by any means a strategic force. Their best tactic is to face the enemy with bitter cold and the force of the howling winds of Vórós Khástar and never let up until they have all become the subjects of his icy rule. When Ereduns feral monsters fail, he sends his elites. When his elites fail, he sends his behemoths, and when his behemoths fail he stands in front of his collective host and charges in head first with all of his might. Units: Feral Ice Demons: [img=http://fc04.deviantart.net/fs27/f/2008/063/1/e/Ice_Demon_by_buster126.jpg] They are mindless and obey Eredun's commands without a second thought. They viciously attack enemies with no regard for their own well being. Some are unarmed, some carry swords and others axes or spears. They can be dispatched of quite easily by anybody with any experience with their weapon or abilities. Elites: [img=http://2.bp.blogspot.com/-tWnjbPLK7AQ/UOKXU_BXV6I/AAAAAAAAAak/G21f3KcQnbY/s1600/White+Walkers+Portrait+Final+1.jpg] These wraiths are weak and cannot use magic beyond simple ice manipulation when outside of their home plane. They are skilled swordsmen and wear fine armor, however a determined and well-trained foe could make quick work of them if they fought one or few of them at once. (Think Ice Knights) Ice Behomoth: [img=http://img1.wikia.nocookie.net/__cb20110423021226/castleage/images/f/f5/Monster_glacius_large.jpg] Ice Behomoths are giants roaming the lands of Vórós Khástar. They lack magical abilities though they boast an inhumanely large amount of strength. It is very difficult to kill them by conventional means. Warcry: A wail that resembles the howl of a bitter wind attempting to cover a low screech. EDIT: Sorry all the pictures are showing I don't know how to properly use a hider.