Anhard Laskaris

Anhard Laskaris

Biographical information
Island of Tal-Gardiel 38 The Free City of Nerak
Physical description
Human, Gardielese Male 5'11'' 190 lbs Dark Pale Grey Olive
Political information
Free Kaptan, Frater ta' Vojt, Deckmage, Corsair
Out-of-character information
Wulf Isebrand/Charon/Cyrus 2/2/2020 https://i.imgur.com/57dEH2I.png


Appearance

When not wearing his Nerakan garb, Anhard is a fairly nondescript man of average build. An astute observer would note that his skin is weatherbeaten and sunbleached, a norm for those who spend much of their life on the sea, and he is tanned even beyond the olive complexion that is the norm among the Gardielese. His hair is kept short, slicked back with grease in a short mohawk, or simply shaved entirely if there's been a rash of lice on the ship. He has no particular affection for facial hair, but generally sports a trimmed beard, as is traditional among Nerakan men.

But there is more to a man than physical appearance alone. Anhard moves with the grace of a dancer, careful, purposeful steps and a measured, perceptive gaze, with the slight bow-legged gait of a man used to staying upright in heavy swells. He is a hard man to catch off guard, and yet seems to be at ease in most environs, as if he is trained to blend in to a crowd.

Most of the time though, Anhard wears fairly traditional Nerakan garb, an oilcloth hooded cloak, a Tricorn (a symbol of rank and status), and a thick leather coat over functional clothes and high boots. He also typically wears a brigandine jack beneath his coat, plus a steel gorget and armored gauntlets when expecting a fight. and when at sea is only ever seen with the mask that identifies him as a Frater ta' Vojt. He still has the crescent axe that marks his former status as a Lictor, and also typically wears a wide tapered 'short' bastard sword and always conceals at least two daggers on his body.

Skills and Abilities

Kaptan: Anhard has spent much of his life on the ocean, and he is a excellent sailor and ship captain, as well as a capable tactician both at sea and on land.

Nerakan Sorcery:
  • Weather Manipulation: Anhard's skill in the navigators art could be considered a hobby at best. He can feel the changing wind, and see the shift of waves, but he has nowhere near the mastery of the art necessary to summon a squall or drive a whirling gust forward. Given the secretive nature of the Navigators Guild, it is unlikely he will ever learn much more in this school of magic.
  • Water and Wood: Deckmages belong to no formal order in the City of Nerak, but all the merchant houses and various fleets spend considerable effort to keep their ships well supplied with trained deckmages. Versatile and capable manipulators of wood, water, and fire, deck wizards magical traditions are largely informal, seen as an apprenticeship like any other of the more complex naval trades. As a rule, the Fraters ta' Vojt spend considerable time learning magical arts under deckmages. Deckmage sorcery is typically fairly simply and practical, with quick, immediate effects. In battle they can temporarily strengthen a section of the hull, or help guide a ballista bolt, or grappling hook and so on. Outside of combat they have many uses, whether it be making difficult repairs to a vessel, basic healing, or even emergency actions like hoisting a sail via magic.
  • Ciphery: The secret art of the Frater ta' Vojt involves drawing power from the mathmatical truths of the world. It is an unusual form of magic, with a great deal of emphasis on communication and the transmittal of information. The most visible example of it is a practioner drawing geomantic glyphs or formula in the air, taking energy from the laws that bind the world together and making said glyphs into reality. It could be seen as a 'slower' form of magic, with limited practical use in combat.
Capable Combatant: All sailors of Nerak have at least some training in combat, given the need to both defend, and potentially take cargo at sea (to say nothing of the occasional ritual demand). Anhard is no exception, and indeed he is a capable swordsman (or axeman), well trained in boarding actions and small unit tactics, and a fair shot with a crossbow, javelin, or ballista.

Personality

Twenty odd years in service to a corsair state beholden to a raging god of storms can make for an odd soul. As a boy, Anhard found himself enamored by the ocean, and years later he remains bound to it.

Anhard could also be considered a Nerakan patriot, or at least as close to such a thing as is possible. He has fought to preserve the city's freedom before, and he will likely do so again.

In a fight, he is a dour and calculating fighter, not prone to shouting or boasting. His orders are given quickly and he expects to be obeyed

But like any good sailor, he is no stranger to merrymaking, though he has a dark sense of humor not uncommon among those who fear and revere Karofels. He has a dark, sometimes cruel wit, but he can also be surprisingly charming, and his sarcasm is as often endearing as it is biting.

Anhard is ultimately an ambitious man, and his attitudes towards others are deeply affected by this. He cares deeply for his ship and crew, but in the end they remain just a tool for his own advancement, and he would sacrifice them all if it meant a clear and tangible benefit. He is not a cruel man for sport or pleasure, but he is perfectly capable of evil acts if it serves his ends. He is not a gambler though, nor prone to taking unnecessary risk, learning Ciphery tends to make a man calculating sort.

Though he is not terribly fond of the Shark God, Anhard has, over the years, come to terms with his worship of the unforgiving deity. He firmly believes that the bounty of the sea must be taken by force, and he respects any who have the strength and resilience to weather a raging storm.

Biography & Lore

An unremarkable child born in a Gardielese fishing village, as a boy the young Ajnxaro would spend his mornings watching the local fishing boats set off the coast, ranging in the shadows of the island, with the peninsula of the Falwood just barely visible far in the distance on a clear day. and gazed in wonder as the black and red flagged caravels and large galleys of the city of Nerak swept far out to sea on their missions of trade and piracy. No stranger to the sea, as shortly after his 12th summer Ajnxaro (now going by the name Anhard, more palatable to the trade tongue of cosmopolitan Nerak) found his way to serve on one of the many merchant caravel's based out of the Free City.

He saw battle only a year later, during a lean year filled with raging storms, the fickle wrath of the Shark God Karofels, interpreted by the priesthood of the city as demanding sacrifice of blood for the ocean. He had his first kill then too, a middle aged Alliran sailor he stabbed in the back with a boarding pike. After the Alliran merchantman was taken, and the dead from both sides were consigned to the depths, Anhard thought he could feel the rage of Karofels beneath him.

The feeling was real, but whether it was the wrath of the Wrecking God remains to be seen. Shortly after returning to port, Anhard was approached by a pair of masked men wearing the sigil of the Privileged Fraternity of Ciphers and Craft, the guild of codemasters and sorcerers who acted as the shadowy force that bound the myriad factions, fleets, and guilds of the Free City together. They exclusively recruited those with a talent for magic, and had felt Anhard's awakening, prompted by his spilling blood.
As close to a sign of favor from the The Leviathan as there was.

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Inducted into the Privileged Fraternity, Anhard became a Frater ta' Vojt a Brother of Nothing, one of the mystic agents who maintained sole custody of the cipher dials and codebooks that enabled secret communication between Nerakan vessels.

The years that passed saw Anhard rise through the ranks of the Fraternity, and his education in the various arts and practices of that guild expanded. Perfectly at home on the sea, he excelled as a sailor, and demonstrated a grasp and desire for knowledge that marked him above most of his peers. He dabbled in the weather-influencing conjuring of the Navigators Guild, and the more immediately practical water-based sorcery of the Deckmages. Appointed to the rank of Lictor when he was 30, Anhard mastered the traditional broad bladed boarding axe that was both his badge of office, and symbol of authority.

But his ambition reached further than staying as an agent of Nerakan influence, he yearned for more.

Five years later, after a particularly good haul on several long-range trade runs that culminated in a victorious boarding action versus a Vel Aniran trade Cog, Anhard was able to purchase a commission, and his independence from the Fraternity. He struck a deal with the Hazat, one of the preeminent merchant Houses of Nerak of the ruling Council of Five and Thirteen, and was able to secure a ship.

Now Captain and Master of the Kaccatura tal-Bhari, a 46m long Galleass with a crew of 320 and 30 pairs of oars, swift under sail and maneuverable when rowed, it is a fearsome combatant and has plenty of cargo space for trade, Anhard has set out beneath the shark-maw flag of Nerak to find whatever it is he truly seeks.

References

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