Name: Hadar Mizrahi - The Scholar Swordsmaster - Hadar the Windwalker
Age: 40
Gender: Male
Appearance: A tall and lean man, Hadar is a man in his prime. His posture is decidedly casual, but his build is obviously of one used to travelling. His coarse, dark hair is pulled into a ponytail, his tanned skin is set off by his hazel eyes, his beard is rough, but maintained, and his mouth is often curled into a wry grin. His body is marked by numerous scars, the most obvious of which crosses his face. His garb is comprised of white and purple robes, loose fitting and easy to move in, and of the traditional Iiram and Sand Kingdoms style. However, during his time in the Iron Kingdoms, Hadar occasionally dons leather armor to protect himself.
Personality: Confident and charismatic, Hadar appears outwardly jovial and warm-hearted. His lazy and carefree demeanor, combined with his near perpetual times of thought is occasionally mistaken for a lack of spacial awareness and carelessness. Underneath his relaxed persona lies an innate brilliance, a highly intuitive and calculative mind. Highly perceptive and logical, Hadar shows an almost insatiable appetite for knowledge and learning of any kind, be it scholarly or practical to the point that his lazy and carefree demeanor is broken by a manic, almost obsessive disposition when presented with relics or tomes that are magical in nature. Despite his lazy demeanor, Hadar is a dedicated scholar boasting considerable knowledge of geography, and alchemical theory, though not a practitioner of the divine craft himself. Hadar possesses a well developed moral compass, and can be fairly protective of his students.
History:
Hadar was born the second son to a petty warmonger in the lawless wastes of the Sand Kingdoms. Of his many siblings, only Hadar and his older brother lived past their childhood. His childhood was tumultuous and chaotic, their tribe wasn’t large enough to control any of the major remaining settlements, and were stuck constantly waging war against the other small tribes for the desert’s rapidly dwindling resources. As soon as he could walk he was put to work, gathering what little plant matter there was and helping out his family and other tribe members however he could. As a youth, Hadar was forced to the sword in order to fight for his family and for their collective survival.
As Hadar and his brother grew older, they were brought along with their father and the other men of the warband as they raided and skirmished with other tribes for control of water and resources. As their father and the other men waged battle against the warriors of the other tribes, Hadar and the other youths would make a beeline for the opposing tribe’s valuables: water, food, livestock; and steal them. As Hadar and his brother grew older they were taught in the way of the blade in order to further aid their tribe.
Showing considerable promise as a swordsman, Hadar proved to be quite competent with a blade, and would eventually be regarded as one of the most talented swordsmen in the tribe. He showed considerable promise as a combatant and joined the ranks of his tribe’s warriors. Extremely proud of his skill, Hadar quickly propelled himself to be among the most prominent of his tribe’s warriors, and eventually became known throughout the deserts. Taking victory after victory for his tribe, Hadar would eventually become well known throughout the Sand Kingdoms as the 'Windwalker', for his near inhuman dexterity and grace. So inhuman was his speed, it was as though he could control the wind at his back, or he could he could detect a man's movements before he even made them. With his skill with the blade, and his fearsome reputation, Hadar helped take his tribe to glorious, heights smaller tribes surrendering outright rather than face down the man that was worth a hundred men.
Hadar led his tribe across the deserts, his tribe believing him blessed by the gods, and following a path of fate. Hadar eventually led his tribe to a secluded shrine that historians had once referred to as Al-Kibrit, the temple in which the original Philospher's Stone was first created. The inhabitants of this shrine were a cabal of warriors possessed of an obscure and and mystic power, claiming to have guarded the temple for the past century. As Hadar led his tribe into the battle, he found himself fighting those who seemed to wield the powers of the gods themselves, faster and stronger than mere mortal men. As his kinsmen struggled to fight off the cabal and were slain, Hadar found himself in single combat with the leader of the strange warriors.
Only through his own inhuman speed and reflexes was Hadar able to survive the encounter, receiving a gruesome facial and chest wound as the enemy champion seemed to cut into him despite being several feet away. With every ounce of Hadar's skill, alongside considerable amounts of luck, the Windwalker eventually bested the cabal's champion, after a full hour of fighting on the last strands of his life. Claiming the cabal champion's blade as his own, Hadar found himself in possession of a magical weapon, a blade whose edge never dulled, and could cut through the very air around him, maiming men from distances out of his reach. With help of this blade, Hadar managed to return to his tribe, injured, but alive.
Though family, he and his brother often times butted heads. His brother, while a capable warrior in his own right, paled in comparison to his brother Hadar- a mere spark in comparison with a raging inferno. With their father making plans to have Hadar succeed him as the next warlord; Hadar’s brother was wracked with jealousy. Hatching a plot, Hadar’s older brother overthrew him, blaming Hadar for the loss of so many of the tribe's warriors, and accusing him of treason and attempting to lead the tribe towards destruction. Cast out and exiled, Hadar left his tribe, and wandered the desert sands.
Though he had been abandoned by his tribe, it appeared that those whom had granted him his unique abilities had not. The same wind that propelled his motions guided him forward through the desert. However, still suffering from his wounds, and With little more than his swords and the clothes on his back, Hadar didn’t last very long in the desert and an untold amount of time fending for himself, he finally collapsed.
Hadar awoke to find himself in the care of a hermit, weakened and sick from the desert. Nursing Hadar back to health, Hadar stayed with the hermit for a while-he had nowhere else to go, and the Hermit was kind and knowledgeable. Hadar learned much from the hermit, the cave in which he lived was devoid of the constant conflict that characterized the desert, an oasis of peace in an otherwise lawless land, affording Hadar a taste of peacefulness and calm that he had never before experienced. Hadar learned how to read, and how to write, he learned of compassion, humility and slowly learned the value of human life. The hermit taught Hadar how to read ancient Iiramite texts and alchemy, and while Hadar never had any talent for the craft himself, he was content with learning about it for the sake of scholarly pursuits. Now able to read the ancient runes inscribed upon his sword, Hadar learned of the powerful spirit that resided within his blade. This spirit was of the same power that guided the wind at his back, and now that they had been united, the wind pulled even stronger. The ancient hermit eventually grew old, and died peacefully in his sleep.
After burying the hermit, Hadar took the hermit's alchemical texts, and works of knowledge and set off back into the desert as a changed man. Following the pull of the wind Hadar ventured west, eventually arriving in the Iron Kingdoms. For the next several years, he traveled through the lands of the Iron Kingdoms, seeking knowledge and teaching wherever he went. At times he drew his blade in the defense of the weak, and often stepped up in the name of defending knowledge and learning. His appearance, and swiftness in combat and his near inhuman speed spread across the Iron Kingdoms. Similar to the stories of the Windwalker, a swordsman believed to be born of demons that tore his way through the Sand Kingdoms, word spread of a swordsman who could move faster than the wind, a near peerless swordsman, who instead of blood, glory and gold sought out books and dusty trinkets.
Known as the Scholar-Swordmaster, Hadar has been sought out by many across the Iron Kingdoms seeking to prove themselves against him in single combat, or enter his tutelage and learn the ways of the sword. He rarely drew his blade, and often turned potential students down, only choosing those who he believed were of pure body and soul to learn from him.
Journey: Hadar's calling is arguably the simplest- the pure pursuit of knowledge of any kind. Hadar is not satisfied unless he has learned at least something new each day, and as a result scours the world for books he can read, people who can teach, and things he can learn. This knowledge is not limited to scholarly learning either- Hadar also has interest in learning different forms of swordplay, different types of cuisine, dialects. In particular Hadar has the desire to explore the world to rediscover the lost/dying arts of Alchemy.
Ideals: Hadar values knowledge, learning, and personal growth. He constantly seeks to better himself, and encourages those around him to do so as well. While outwardly lazy and carefree, Hadar holds compassion towards those who also embody his values. Though selective in his students, he believes teaching to be one of the ultimate methods of learning.
Hadar also values freedom, and the ability to pursue growth at ones own pace. He doesn't like the idea of being stuck in any one place for too long, and is commonly afflicted with wanderlust. This is occasionally attributed to the fact that he follows the pull of the winds, following what he calls the Winds of Fate.
Compassion and humility are also core values of Hadar. While one can argue how much compassion a man who so easily fights with a sword may be, Hadar truly values human life and dignity- though his displays of 'compassion and dignity' may not always coincide ideals held by others.
Holdings: A traveler by nature, Hadar holds a precious few things. On his person he carries a satchel, filled with various tomes, scrolls, artifacts, and objects of knowledge and learning, several are of magical or alchemical nature, others are of more mundane. For arms, Hadar carries with him two sabres. The first, is a mundane saber, crafted of fine steel and well balanced, and is kept in a sheath of fine, black coated oak. The second saber, is Hadar's most prized possession, a sabre taken from an arcane foe from the ruins of Al-Kibrit, an ancient Iiriamite temple. Known as the Zulfiqar, the blade's silvery sheen reflects brightly in the dimmest light, and is near blinding in the harsh desert sun. Capable of cutting through the air and maiming men from several feet away, its blade is inscribed with ancient runes and grant Hadar even greater control over the winds that guide his movements. The Zulfiqar is sheathed in a scabbard of fine white ivory and its hilt and pommel are adorned with gold.
Not technically holdings, but accompanying him is his student Emil, a Borean orphan that Hadar had come across a few years prior. The young borean is just over 18 years of age, and is Hadar's first and only student to be taught in the way of the blade.
Collectively, the two of them share a large beast of burden (imagine large water buffalo) named Clavat, which they use for transport and to carry their more mundane belongings- spare clothes, food, water, cooking implements, and trade items.
It is super late, and I was getting really tired towards the end. I'll go over this again with a fine tooth comb after class tomorrow, in the meantime, feel free to point out where in the lore/general I've dun goofed!
You've peaked my interest in this as well. I saw the Interest Check thread but figured since the OOC was created I will just post my desire to participate here. I wasn't around in the old days I here people talking about, but I would love to be apart of this reboot and maybe offer something different than what you had before.
As for a character, I must admit that after reading the initial post in the Interest Check I only skimmed through the posts from others so far, so I do not have a character concept in mind yet. I will go back later today and see what other people have either posted or plan to build, and try to create something that offers skills different or complimentary to what we already may see.
@Dead Cruiser The interest check led me here; I was really interested in the premise and world you presented, and it's been a while since I've done much other than NRPs.
I have a very loose character concept at the moment. The first thing that came to mind was a Joan of Arc-type warrior maiden, rising to prominence in the wake of some rebellion or other conflict. She could hail from one of the fractured kingdoms of Thule or Borea, or even be a Hyperborean. She could have latent magic power that she hasn't learned to control yet, but her connection to the art (and maybe otherworldly entities as well) has given her a cult following.
I also followed the IC here and was hoping to join. My character idea is a female wanderer or sellsword, who's subtle use of control over metal would give her an advantage over stronger, faster fighters. I think I'd give her a knack for getting herself in and out of trouble so it'd be easy to fold her into any overarching plot.
Would my metal magic fit in with your worlds definition of magic? It would fall under the category of natural talent I believe.
Now I'm glad I read the older OOC thread and some of the IC posts from over two months ago. Now I have a clue. I should be able to have Gunnar Fisker wrapped up by the end of the day today.
I like the idea of a wandering female warrior/smith. It's not something one sees a lot of. Id like to make her magic both shaping and moving metal. It'd be subtle in battle (an extra burst of speed here, a slight change in the direction of the enemy's sword there) but really important to the smithing craft (she'd use magic for a lot of the shaping process.)
@Dead Cruiser duly noted, I do get where you're coming from, and I do agree that that would probably seem better. I'll go fix it over the course of the next... eh... dozen or so hours while I'm slacking off with my final projects.
I like the idea of a wandering female warrior/smith. It's not something one sees a lot of. Id like to make her magic both shaping and moving metal. It'd be subtle in battle (an extra burst of speed here, a slight change in the direction of the enemy's sword there) but really important to the smithing craft (she'd use magic for a lot of the shaping process.)
I was also thinking of creating a smith/craftsman type of character. I have not yet come up with much past the general idea of his profession, but I was thinking of creating a smith character of very high renown, known for creating either the finest, or some of the finest, weapons and armor in the entire Kingdoms. Felt like that was fitting since we are supposed to be legendary figures.
Perhaps you and I could work together on this? Maybe create two characters that are related in some way. Be it family members, friends, rivals, whatever. I'm open to a lot of concepts at this point since I have yet to hammer down anything specific due to the flexibility this setting seems to provide.
Appearance: Flint stands a few inches shorter than most men, has brown hair and green eyes, and is generally the last person one would expect to be The King of Rangers, though for a ranger, this is a good thing. He wears clothes typical for a woodsman, with no cape or crown to denote his status -- A hood that is rarely ever lowered obscures most of his sun-leathered face, along with lightweight leather armor and a green tunic and pants designed to act as camouflage in the thick Borean forests while keeping him warm and dry as well. Everything he wears is caked in a thin layer of dirt, and is usually somewhat tattered or frayed at the edges.
Personality: Flint is strange. First and foremost, he is almost completely mute, though it is unknown if this is a personal choice or a mental impediment. He communicates with nods, grunts, and occasionally whistles, though nobody has ever known him to speak. On very, very rare occasions, he may speak one or two words if absolutely necessary, but will otherwise do anything to avoid communicating directly. As a result, most simply just call him "The Archranger" -- Being asked his name is far from an important enough reason for him to speak.
Flint has poor social skills, is uncomfortable and panicky in crowds, and dislikes being touched. Additionally, though he has expert knowledge of animal behavior, he has great difficulty picking up on social cues. Fortunately, what Flint lacks in social graces, he makes up for being a survivalist savant. Flint is exceptionally skilled with wilderness survival, and has spent years at a time in total isolation in the forests of Borea without so much as a tent. He can start a fire in the middle of a storm, shoot down a bird without killing it, and track footprints through rivers at night. Flint's skills as a ranger border on supernatural.
History: Flint was born shortly after the beginning of the Age of Dawn, in a small logging village in Borea. Even in the early stages of his childhood, it was easy to see that Flint was different. He would not cry as a baby, had little interest in playing with other children, and was frequently caught sneaking into the forest surrounding his village after dark by his mother and father. It was rumored that Flint was a changeling left by fairies, leading most to view him with a great deal of suspicion, driving him further into isolation, which Flint enjoyed greatly.
As a boy, Flint showed a great deal of aptitude for archery and was considered for candidacy as a squire, but was ultimately not chosen for his unnerving silence and strange mannerisms. Flint spent most of his adolescence in his village's forest honing his skills as an archer and woodsman, dragging entire elks to his family's cottage frequently enough that most believed he had been stealing from other hunters.
Eventually, Flint left home to join the rangers and learn their ways. Since then, he has lived his life in periods of isolation in Borea's forest, only occasionally having contact with other rangers in passing. By the time Flint was in his late thirties, he was skilled enough to be known throughout Borea, and when Archranger Korin died of an illness, Flint was elected at a ranger's summit to take his place. Since then, he has continued his work as a ranger, keeping the forests of Borea safe from bandits and mutants alike, planting medicinal herbs along roads, and generally acting as a steward of the land.
Journey: Though his path will soon change, Flint has few goals other than the preservation and protection of Borea's forests.
Holdings: Though Flint technically holds no lands or titles, his status as Archranger makes him the de facto king of Borea's forests, and gives him the right to call a ranger's summit. Additionally, as the leader of the Rangers Guild, any and all rangers he meets on the road are sworn to protect and serve him, though he generally tries to avoid contact whenever possible.
His equipment is simple, as he travels lighter than most rangers. He carries fire starting tools, a day of rations, a quiver of arrows, a longbow, and a dagger.
That sounds perfectly reasonable, though the latent magic power could use some clarity or specificity.
I haven't given the power(s) a ton of thought; I was hoping to catch some insight as to what would be within the parameters of the setting. One thing that crossed my mind was a connection to one of the Old Gods, or some other extra-planar entity, who could offer knowledge about the past and hints of the future. Another idea was being able to summon or commune with a pantheon of "demons" who advise and help her.
In terms of backstory, I've narrowed her origin to Lemuria; she is a descendant of one of the Warlord's generals, and her aim could be to restore order to the fractured tribes and continue his work. Her consorting with demons and the like could incline her followers to believe she was blessed.
Alias or Nickname: Fiske (Pron: Fee' - skah & translates: Fish) Age: 50 Gender: Male
Appearance:
Gunnar Fisker stands 6' 4" tall and weighs 220 Lbs. He has long bleached blonde dyed hair with gray and dark roots, blue eyes and a neatly trimmed beard and mustache. The facial hair is mostly gray with a few dark hairs mixed in. His hair is neatly secured behind his head in a ponytail at the nape of the neck. Occasionally, his hair is braided. His musculature is very well defined with very broad shoulders. His left eye is missing and a white polished marble is in the socket in its place. Occasionally he wears an eye patch over the left eye. Gunnar wears a small leather necklace containing a small steel "Hammer" amulet around his neck. It is in reverence to Donar, the traditional Hyperborean God of Thunder.
Gunnar is not a handsome man and has never taken a wife. He has an oval shaped ruddy face, weathered from years of a hard Northman's life. A visible scar begins on his forehead at the hairline above his left eye and continues across his left cheek to the jaw-line. The scar interrupts his beard in a vertical line.
Personality: Gunnar is slightly sociopathic, in that he has no concern for others. He cares about his "family" and the people of his adopted community of Trelleborg, along the northern Borean coast. He has no feelings whatsoever for anyone outside this community. He feels no remorse for bringing harm upon someone else's son, in a faraway land. He is focused at his trade and not easily distracted. He is generally quiet and reserved.
History: Gunnar was born in a small fishing village along the southern coast of Hyperborea. His father was a ship builder and fisherman and his father's father was a ship builder and fisherman. Both men enjoyed the social status of Jarl in the community. He is a master with the spear as well as a net in retrieving bushels of fish each day. But above all, Gunnar, his father and his father's father are fierce Northern warriors. Gunnar enjoys the company of several sturdy young lads who assist in plying the trade of shipbuilding and fishing. Gunnar rewards them handsomely for their work and treats them with the same respect one bestows upon his brother.
Gunnar learned from his father and grandfather to build longships for fishing, merchants and raiding. He and his "brothers" cut the wood for the vessels as well as milling and planing the timbers. When the family was young, Gunnar's parents moved the family to Northern Borea along the coast. A group of Northmen established a colony there, which they defend vigorously. When his father passed away, Gunnar inherited his land of some 100 acres surrounding an inlet. His mother and sister live with him in their home. The house is a modest dwelling, yet comfortable. Several of his "brothers" have constructed homes on Gunnar's property where they live as well. They all help to maintain the property, which is less than five hundred meters from the nearest village, Trelleborg.
As a member of the community, Gunnar is expected to fight for the people of his land and he is skilled with the axe, spear, short sword and long sword with and without a shield. He has participated in several raids, which is how he lost his left eye. As a result he mounted the steel plate or "spectacle" on his helm for protection against such a blow.
Gunnar is noted for mastery of fishing, Excellent sailing vessel construction and ferocity in battle, even with his vision impairment. Gunnar also enjoys playing games of chance.
Gunnar's father along with many others left their home in search of a new home at a time when their kinsmen abandoned the old ways in favor of the newer Dark Gods. It has saddened many in the Trelleborg village that their friends have mutated into creatures no longer recognizeable. That they have turned their backs on Alfoor, the All Father and Walhölé. Most of those things remain in Hyperborea, but several have made their way into Lemuria and the northern border with Borea. The Trelleborg community remains distant and detached from those mutants, or former Hyperboreans.
Journey: Gunnar seeks to see Trelleborg succeed. He wants the Northmen of his village to multiply and make their community grow. He has given up on his homeland and wants only for the survivors to replenish their ranks; avoiding contact with their home country. On the other hand, Gunnar has an unquenchable desire for plunder. It is not above the venerable Northern Warrior to take up an axe, to split skulls and grab the gold when available. But these urges are quickly stifled. It would not take much to bend his arm in favor of a raid or plundering the merchants on the Atlantean Ocean.
Ideals: Gunnar wishes to continue to further the values of the traditional Hyperborean Gods. the Northmen are fierce warriors and wish only for a healthy life and the din of battle. To die by an enemy's sword is a life well spent.
Holdings: Gunnar owns approximately 100 acres of land along an inlet on the northern Borean Coast. Upon this property is his longship building business, fishing enterprise and several houses owned by the young men who work with him at his trades of shipbuilding and fishing.
In warmer months, Gunnar wears sun-bleached and salted gray colored Thorsberg trousers, light blue side split Kyrtle (tunic) with a black leather belt at the waist. He wears ankle high Hedeby leather shoes. The rest of the year (most of the time), Gunnar wears the same trousers, shoes and side split Kyrtle, worn as an under kyrtle with an over tunic made of quilted wool. He also wears a small brown wool skull cap and brown leather vambraces and leather & wool-lined gloves.
Gunnar has both a mail coat and a leather jerkin made of Reindeer hide and reinforced with steel rivets and studs. Depending on what is happening he may choose one over the other. He has a steel conical helmet riveted together with four steel strips. At the apex of the helm is a plume of animal fur that drapes down one side or the back. It is about eight inches long. A section of mail is attached to the rear of the helm for additional protection to the back of the neck. Upon the face of the helm is mounted a steel 'spectacle' or large round holes for viewing. The spectacles offer some protection to the face. There was a time when Gunnar did not wear such an attachment. The helmet has cheek flaps attached with leather under the chin. He wears a small leather belt at the waste that cinches the tunics together. Attached to the belt are a pouch at the rear for light provisions, a small axe holder on the right, a sword's scabbard on the left side and small horizontal scabbard placed across the front of the waist to hold his sax; a small 18" short sword made of steel with a bone handle.
Gunnar has a small Skeg Axe named "Lothar", several leaf edge headed spears, a double edged broad sword named "Hode-ut", the 18" Sax or short sword as mentioned above and a few steel reinforced wooden shields. All of Gunnar's shields have a steel rounded 'Boss' at the center and are painted with Red and black stripes. Gunnar owns a nine heavy horse as well, including a large 17 hands high mount named "Fyrste". His other horses are named, "Donner", "Konge", "Lyn", "Okse", "Drage", "Øgle", "Ørn" and "Per".
Fiske's Brothers
Name: Björn Vinter Age: 27 Appearance: Björn is a bulk of a man with dirty long Blonde hair and a scruffy goatee, tied in a braid about 8" long beneath his chin. Small braids form a ring around the top of his head, tied neatly at the rear of his scalp. Björn's physique is best when compared to that of a bear. He stands 6'6" tall and has an imposing massive frame. His blue eyes are almost crystal clear they are so pale. Equipment: Björn is armed with a spear and shields. He does have a skag axe which he uses both for cutting fish and for raiding. His armor is a studded leather jerkin with a small steel conical helm and nose strap.
Name: Holger Ǻrud Age: 36 Appearance: Holger stands about 5'9" tall with dark Brown hair, all but shaved off his head. A slight stubble remains. His goatee is peppered with gray hair and extends off his chin in an eight inch braid. His face has several scars. Equipment: Holger has a set of mail armor and a sword. He has several wooden shields at his disposal and a number of spears. He also carries a skag axe on his belt and a small conical helm with nosestrap.
Name: Arvid Robertsen Age: 33 Appearance: Arvid stands 6' tall with blue eyes and long Blonde hair kept neatly braided in back. The man is fairly thin, but a quick runner. He shaves his face every few days; prefering a clean shaven face over a beard. Equipment: Arvid has a leather jerkin and a mail coif with steel conical helm and spectacles. Arvid uses an oversized double headed battle axe and a smaller skeg axe as well as several wooden shields.
Name: Randel Hummel Age: 30 Appearance: Randel stands 5'11" tall with shoulder length Blonde hair and a full beard. He shaves his head about three inches above and behind his ears. A single slender braid of blonde hair hangs down the right side of his face. He has several swirling tattoos decorating the exposed portions of his face. His body is stalwart and muscular from years of hard work. Equipment: Randel uses a studded leather armor with spiked leather vambraces. He prefers to fight with no helmet on his head. Randel has a sword and several shields including a skag axe.
Name: Sigurd Björk Age: 20 Appearance: "Siggy" stands 6' 4" tall and has brightly colored Red hair that cascades down his back. He is a bulk of a young man with a barrel for a chest. His beard has not yet grown in yet, with sparse red fuzz growing on his face. Equipment: "Siggy" does have a leather jerkin, but prefers to fight bare-chested with no helmet on his head. He charges into a fight with fire in his eyes--a Fury! armed with a 6' hammer and no shield. He also carries a skag axe.
Name: Olaf Grahn Age: 37 Appearance: Olaf stands 5'9" tall with a bald head and brown eyes. His beard is slight, more of a chin strap colored Brown. His body is lithe and muscular. He is quick on his feet and can move with stealth. He also has several tattoos coating his face and chest. Equipment: Olaf has a leather jerkin, but prefers to fight bare-chested. He has several spears and shields. He also carries a skag axe.
Name: Ingemar Poulsen Age: 36 Appearance: Ingemar stands 6'3" tall and wears his long Blonde hair in two adjacent braided pony tails. Scars pock his face, scars from many battles. His left hand is missing the two smaller fingers and his left eye is replaced with a patch. Ingemar's build is muscular but average. Equipment: Ingemar has a mail coat and a leather jerkin. He also has a steel conical helm with nose strap. He carries a sword, several shields and a skag axe.
Name: Gustav Wolff Age: 31 Appearance: Gustav stands 6' 2" tall with long flowing almost white, Blonde hair and blue eyes. Gustav prefers his hair loose and splayed across his bare back, but will braid it for a raid. He has decorative tattoos creating sleeves up and down both arms. They are mostly swirls and shapes. Equipment: He wears a studded leather jerkin and studded leather vambraces. He also wears a steel conical helm with nose strap. He has a large single headed battle axe, several spears, and shields. He also carries a skag axe.
I have begun work on a pantheon of Hyperborean Gods. It is based on Norse Mythology. I have taken the traditional Norse God names, researched the etymological origins, changed a letter or two and created the Hyperborean Name. :D It remains a work in progress.