Andrel Karmelia

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Andrel Karmelia
General Information
Full Name: Lord Andrel Karmelia
Race: Human
Gender: Male
Age: 28
Date of Birth: 27.III.460
Country of Origin: Hybania
Appearance
Hair Color: Blond
Eye Color: Grey
Height: 5'11
Weight: 180lbs
Additional Information
Aliases: None
Religion: Ancestor worship
Creed: Duty, knowledge, and power, in that order
Occupation: Merchant lord, necromancer
Income: Well off
Marital Status: Unmarried
Player: Notapplicable#5602


Biography

Andrel is native to the land of Hybania, a country within the far-off region of Demnys ruled by a noble council of necromancer lords, locked together by a strict legal framework which prevents any one group or individual from overturning the balance of power. Born into this morass of intrigue and paranoia, Andrel has been raised in a land of the dead and brought up to see unlife as a natural part of society, though he knows the outside world does not share Hybania’s values.

As the Karmelia family grew in prominence through it’s mercantile connections, word slowly reached them of the prosperous southlands of Veth, a quite foreign land to their sensibilities, but one rich in resources and magical lore. The problem being, of course, it’s complete absence of any necromantic societies of similar nature to their own, making establishing any sort of contact something of a hazard. On one hand, to send someone of high prominence would be a dreadful risk should something go wrong, while to send an individual they could afford to lose would also not be likely to succeed. Andrel, being the third son of the house, was deemed a decent middle ground. Indeed, there was little hope of him to inherit the throne given he was two degrees away from succeeding his mother, and so he knows this is likely his only chance to gain any sort of prestige. Having spent his life so far in the shadow of his siblings, he fully intends to establish himself as a power in his own right through securing a viable trade route with Veth and is quite confident he will succeed, for after all, how unreasonable could these foreigners really be?

Personality

Andrel tends towards the typical Hybanian noble archetype. Intellectual, fastidious, not much of a fighter but a decent strategist. Is used to having things go his way, and tends to get irritated when they don’t. Not entirely spoiled but used to the finer things in life, expects to be treated as the high-born individual he is. That said, he is also considerate of those he is responsible for to an extent, and does not run his staff to exhaustion attending to his whims. He values loyalty and knows the importance of presenting himself as someone worth being loyal to, but doesn’t overly fraternize with the lower class either.

Physical Description

A lanky frame covered by voluminous clothing. Pale, sharp features.

Abilities & Skills

Physical Attributes

As physically fit as one would expect a horse-rider to be, but not much more.

Mundane Skills

Andrel is possessed of skills typical of the aristocracy, such as a generally well-rounded education, an understanding of social etiquette, and managing his lessers. He is also a skilled surgeon, but is more experienced working on corpses than living people.

Andrel also commands a trio of triremes, one his personal vessel and the other two barges. Crewed by skeleton rowers, they also house his living and unliving retinue.

Magic Skills

Andrel is a practitioner of Hybanian necromancy and can produce both mindless skeletons and intelligent flesh golems given the proper materials, along with having a comprehensive theoretical understanding of various facets of necromancy. In addition, Andrel dabbles in some other fields of magic, such as flesh shaping and alchemy, but only in niche specializations which enhance his skill as a surgeon and doctor. Something like creating a living, non-necromantic flesh construct or doing anything with alchemy other than making anaesthetics, salves, and other tissue-affecting potions is beyond his knowledge. He has basic knowledge of defensive and offensive magic, particularly that which attacks or wards the mind.

Equipment

Weapons

Dagger

Armor

None

Tools

General medicinal tools, surgical implements, chemicals, necromantic talismans

Retinue

Andrel possesses a retinue of golems and humans who assist him in whatever issues a skeleton could not, and generally keep everything running.

  • Mirei Karmelia: A flesh golem created by Andrel to act as a secretary, adjutant, and errand boy, built from a friend who had been born with an unfortunate wasting disease and short life as a means of preserving his memory. Is generally dutiful and skilled in his profession, but also quite naive regarding the way things are outside of Hybania and curious about the outside world.
  • Stilix Karmelia: Another flesh golem, this one built specifically as a warrior. It’s hulking body and intimidating visage were developed in an illegal “human farm” where a corrupt group of nobles bred humans into improved forms which would be harvested to produce homunculi. The practice was stopped soon after it began and the family obliterated, but Stilix had already been produced and was taken in by the Karmelias. Something of a brute, but loyal to the family that saved him from being dismantled. Generally kept on the ship.
  • Siscio Karmelia: The butler in charge of managing the “household”, in this case Andrel’s personal ship. Silent, melts into the background, generally can anticipate what Andrel wants before he realizes he wants it. Andrel inherited him from his late father, who built Siscio as a young man. Notable for having a highly developed personality due to his age.
  • Maro Jeniova: A freeman of good standing in the Karmelia family’s industries, Maro is in charge of managing day-to-day life for Andrel’s fleet and keeping everything in ship-shape while the necromancers move the fleet forwards and do doubtlessly important noble things. He’s under quite a lot of pressure and can get snappy from time to time but tends to be cordial in the presence of the highborn.
  • Judia Karmelia: A cousin of the main family, she has accompanied Andrel for reasons of her own. Commander of the complement of human soldiers which accompany the expedition. While not much use when it comes to reanimating the dead, she is an expert at putting them down again with offensive necromantic technique. She has been charged by the Duchess to spy on her relative and ensure he does not do anything foolish, with orders to assume control should something untoward happen to him.

Aside from these figures, each ship has 3 lower-tier necromancers controlling the skeleton rowers (60 per ship), 16 human crewman handling the rest of the ship’s functions and any other sort of physical labor where skeletons aren’t allowed, and 10 human soldiers to act as security. Andrel’s ship also holds another 2 flesh golems, Fera and owned by Judia as her personal elite knights, along with another set of 10 soldiers for excursions. Judia’s golems don’t talk much and were only made a year ago, so their personalities are still developing. One carries an arbalest and the other a two-handed war hammer. The ship also holds an additional 6 commoner maids under Siscio’s watch, that ensure the master’s journey is at least in relative comfort.


Goals

To establish good relations with the continent of Veth and secure a prosperous trade route for his noble family.