Korbin the Mad

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===Lore===
 
===Lore===
 
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Korbin the Mad is the Lord of House Dunamai, a noble house centered around the Dunamai family. He is married to Lady Corinne Nicolette Dunamai and currently has no heirs. But the Dunamai name was not always a noble one; Korbin spent much of his life in combat, once fighting under the banner of [[Muxlovia]], as a personal friend to [[Peregrine]], the Paragon of Pirates. He was among the original warriors that claimed the realm and began [[Muxlovia]], but later seperated to independant territory, raising a band of warriors himself to fight alongside [[Muxlovia]] on the field of battle. Most notable of these warriors was [[Croc]], a young boy with a natural gift for warfare and a sharp ability to learn. He was to become Korbin's protoge, but in time, Korbin was drawn elsewhere. Just as war has claimed many lands, so too did war claim the sea, and Korbin followed his family heritage by taking to the waters. He took charge of an independant vessel and began assaulting tradelines of hostile territories, returning to port only to sell his spoils.
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Korbin the Mad is the Lord of House Dunamai, a noble house centered around the Dunamai family. He is married to Lady Karma Nicolette Dunamai and currently has no heirs. Korbin suffers from an unknown insanity, as does much of his House; he claims madness attracts madness, and so House Dunamai grows.
  
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====Beginnings====
 +
The Dunamai name was not always a noble one; Korbin spent much of his life in combat, once fighting under the banner of [[Muxlovia]], as a personal friend to [[Peregrine]], the Paragon of Pirates. He was among the original warriors that claimed the realm and began [[Muxlovia]], but later seperated to independant territory, raising a band of warriors himself to fight alongside [[Muxlovia]] on the field of battle. Most notable of these warriors was [[Croc]], a young boy with a natural gift for warfare and a sharp ability to learn. He was to become Korbin's protoge, but in time, Korbin was drawn elsewhere.
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 +
====The [[Uruk-Hai]]====
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After showing prowess in local skirmish beneath [[Muxlovia]]'s banner, Korbin was approached by an emmisary of the [[Uruk-Hai]] known as [[Demox]]. The man asked Korbin to fight with them in the upcoming war with the [[Iron Crown]] that was brewing in the north. Korbin felt no allegience to the [[Iron Crown]] at the time, and accepted the position; it was only later that he learned his companions [[Peregrine]] and [[Chimera]] had joined the garrison of the [[Clan of the Hydra]], putting them under opposing banners. For two campaigns, Korbin fought alongside [[Demox]] and the [[Uruk-Hai]], slaying green tabbards and watching his fellow Uruks fall. But when the war was through, Korbin was relieved never to have crossed blades with his brothers of [[Muxlovia]], and took his leave from the [[Uruk-Hai]] lest it should come to pass.
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====Life at Sea and the Descent into Madness====
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Just as war has claimed many lands, so too did war claim the sea, and Korbin followed his family heritage by taking to the waters. He took charge of an independant vessel, the '''''Riggans''''', and began assaulting tradelines of hostile territories, returning to port only to sell his spoils.
 
Some say he killed too many. and that the spirits of those that died at his hands haunted his dreams and addled his mind. Others say he spent too much time beneath the pounding sun on the sea, or that he drank the salted waters. Others still claim he communed with the Mad God, trading his sanity for blessing. Whatever the way, during his time on the sea, Korbin began to lose his grip on reality. His crew tells tales of his fickle behavior, and of how many of them did not know he suffered madness because of his calm demeanor. It was the small things that alluded to his insanity, such as demanding that the ship sell its food and stock no less than ten kinds of cheese and lettuce, and nothing else. But in combat, they claim he slipped loose and became a true madman. He traded his blades for clubs and cudgels, saying he preferred things smashed than cut, and many of the crew followed suit.
 
Some say he killed too many. and that the spirits of those that died at his hands haunted his dreams and addled his mind. Others say he spent too much time beneath the pounding sun on the sea, or that he drank the salted waters. Others still claim he communed with the Mad God, trading his sanity for blessing. Whatever the way, during his time on the sea, Korbin began to lose his grip on reality. His crew tells tales of his fickle behavior, and of how many of them did not know he suffered madness because of his calm demeanor. It was the small things that alluded to his insanity, such as demanding that the ship sell its food and stock no less than ten kinds of cheese and lettuce, and nothing else. But in combat, they claim he slipped loose and became a true madman. He traded his blades for clubs and cudgels, saying he preferred things smashed than cut, and many of the crew followed suit.
  
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</blockquote>
 
</blockquote>
  
In time, Korbin's ship struck soundly in the moors of Arnor, a land Korbin had never seen before. He was welcomed grandly indeed; it seemed his service in combat on the sea had gotten the attention of some nobles, and, with the permission of High King [[Angmarth]], Korbin was given land in Arnor and made a minor noble. He sailed his wife into his new abode and brought with her his advisorate and his usufruct slave, both considered members of his family. Gradually, he began to surround himself and his family with warriors and friends that would fight under the banner of his house.
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====Formation of House Dunamai====
 +
In time, Korbin's ship struck soundly in the moors of Arnor, a land Korbin had never seen before. He was welcomed grandly indeed; it seemed his service in combat on the sea had gotten the attention of some nobles, and, with the permission of High King [[Angmarth]], Korbin was given land in Arnor and made a minor noble. He sailed his wife [[Karma]] into his new abode, and grew to love his new life. Gradually, he began to surround himself and his family with warriors and friends that would fight under the banner of his house.
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 +
At first, it was only he and his wife. He had never been nobility before-- the concept of a noble house was foriegn to him. But it began to grow when, one day, a slave trader crossed over the Madlands. Korbin saw the campfire just behind the treeline, and dispatched his hired guards at once. The band of slavers were transporting high-profile female slaves to port on the far side of the Madlands, for to sail for another land. Korbin had no qualms with their trade, but when it was discovered that the slavers carried with them cheese, Korbin demanded that they pay the recently-instituted cheese tax, yielding forth twenty percent of their cheese to him. The slavers gave to Korbin's men twenty percent, but when Korbin recieved the cheese, he discovered that the slavers had given him the oldest, dirtiest, moldiest cheese of their stock. The guards returned and slaughtered the slavers, taking all their cheese and slaves.
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 +
Over time, Korbin sold or traded all the slaves, save one. She was called [[Ancilla]]. She had caught Korbin's attention because each slave bore with them a scroll of information, and her scroll showede her crest: a mermaid armed with a sword, riding upon seven stars. Because of Korbin's life at sea, he saw the mermaid-- and thusly, [[Ancilla]] herself-- as a good omen, and decided to keep her as his own. She soon became considered a member of the family.
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====At Present====
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Currently Korbin and all he can spare from [[House Dunamai]] train hard with the warriors and soldiers of [[Arnor]] to prepare for battle. He has sworn fealty to High King [[Angmarth]] and has committed all available forces of [[House Dunamai]] to the [[Iron Crown]]. Although this will put him at odds with his former brothers, the [[Uruk-Hai]], it will unite him on the field of battle with his homeland warriors of [[Muxlovia]] and his brothers in the [[Clan of the Hydra]].
  
 
===Real World===
 
===Real World===
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On the field, he often chooses to be the flanker, generally preferring to go alone as a sole distraction, especially when equipped with missile weapons. He enjoys working in coordination with a larger group, but during smaller skirmishes, he often acts solely unless given an appointed task.
 
On the field, he often chooses to be the flanker, generally preferring to go alone as a sole distraction, especially when equipped with missile weapons. He enjoys working in coordination with a larger group, but during smaller skirmishes, he often acts solely unless given an appointed task.
  
As a fighter, Korbin relies on agility and the ability to overwhelm his opponant with extremely aggressive attacks. Brief accurate single swipes are rare but sometimes used to keep his opponant guessing. Although slight in weight and stature, he is as physical as any fighter, not afraid to use his shield as much as his mace.
+
As a fighter, Korbin relies on agility and the ability to overwhelm his opponant with extremely aggressive attacks. Brief accurate single swipes are rare but sometimes used to keep his opponant guessing. In times when total aggression is not appropriate, he prefers to wait for a move and counter-attack. Although slight in weight and stature, he is as physical as any fighter, not afraid to use his shield or his own body as much as his mace.
  
 
Korbin generally makes all of his own gear, garb, and armor.
 
Korbin generally makes all of his own gear, garb, and armor.
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Not listed: Various season openers and closers that include [[Muxlovia]], [[Wolfpack]], [[Loderia]] and [[Numenor]]
 
Not listed: Various season openers and closers that include [[Muxlovia]], [[Wolfpack]], [[Loderia]] and [[Numenor]]
 
==House Dunamai==
 
Formed after Korbin the Mad began his life in [[Arnor]], [[House Dunamai]] is a relatively small but tightly-knit sect formed around the Dunamai family. Although some members of what is considered the family are not related, Korbin believes they are related in their madness; he professes that madness is a blessed disease, and that all the world must be infected to be righteous. He has made his mission, as well as the mission of [[House Dunamai]], to spread madness across the world through various means.
 
 
===Dunamai Heraldry===
 
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====Family Heraldry====
 
The Dunamai name is known for its heritage of faring the sea. The family crest is three sea scallops on a background of black, sometimes adorned with a chevron to indicate military service. When the Dunamai name was made noble, with Korbin Dunamai made lord of a small territory soon thereafter made known as "the Madlands", the crest was altered. The new coat of arms was quartered, with the old crest in the upper right. The lower left square was made the iron cross, a symbol which Korbin once chose to fly as a flag on the seas to show his allegiance was to his faith rather than to any one man. The remaining squares were filled with his colors, a scarlet crimson and a royal purple, in equal alternating checkers. Such was made the Dunamai family crest.
 
 
====House Dunamai Coat of Arms====
 
The House crest differs. It is simply the iron cross, in the purest of white, beset on a black square atop a vertical split of black and white. It shows the balance of all things valued-- virtue, honesty, dignity, honor-- with all that compromised those things for practicality, which Korbin believed to sometimes be necessary, without forsaking faith in one another, in one's self, or in one's god.
 
 
===Members===
 
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The members of [[House Dunamai]] are seperated into three categories. The family, which is the core of the House; the Ordinators, who are the warriors that fly the House banner; and the Charges, who are non-combatant members that serve in other facets of life.
 
 
====Dunamai Family====
 
*[[Korbin the Mad|Lord Korbin Arhantas Dunamai the Mad]]
 
*Lady [[Corinne]] Nicolette Dunamai
 
*[[Gabriel]] Ashborne, advisorate and tactician to the House
 
*[[Ancilla]] Ignis, usufruct and slave to the Lord
 
 
====Ordinators====
 
*[[Croc]], understudy to the Lord
 
 
====Charges====
 
  
 
[[Category:People]]
 
[[Category:People]]

Revision as of 10:52, 24 April 2012

Contents

Korbin the Mad

Name: Korbin Arhantas Dunamai, "Korbin the Mad", Lord of House Dunamai

Realm: Arnor, formerly of Muxlovia

Units: House Dunamai, formerly of Uruk-Hai

Career Began: 2003

Lore


Korbin the Mad is the Lord of House Dunamai, a noble house centered around the Dunamai family. He is married to Lady Karma Nicolette Dunamai and currently has no heirs. Korbin suffers from an unknown insanity, as does much of his House; he claims madness attracts madness, and so House Dunamai grows.

Beginnings

The Dunamai name was not always a noble one; Korbin spent much of his life in combat, once fighting under the banner of Muxlovia, as a personal friend to Peregrine, the Paragon of Pirates. He was among the original warriors that claimed the realm and began Muxlovia, but later seperated to independant territory, raising a band of warriors himself to fight alongside Muxlovia on the field of battle. Most notable of these warriors was Croc, a young boy with a natural gift for warfare and a sharp ability to learn. He was to become Korbin's protoge, but in time, Korbin was drawn elsewhere.

The Uruk-Hai

After showing prowess in local skirmish beneath Muxlovia's banner, Korbin was approached by an emmisary of the Uruk-Hai known as Demox. The man asked Korbin to fight with them in the upcoming war with the Iron Crown that was brewing in the north. Korbin felt no allegience to the Iron Crown at the time, and accepted the position; it was only later that he learned his companions Peregrine and Chimera had joined the garrison of the Clan of the Hydra, putting them under opposing banners. For two campaigns, Korbin fought alongside Demox and the Uruk-Hai, slaying green tabbards and watching his fellow Uruks fall. But when the war was through, Korbin was relieved never to have crossed blades with his brothers of Muxlovia, and took his leave from the Uruk-Hai lest it should come to pass.

Life at Sea and the Descent into Madness

Just as war has claimed many lands, so too did war claim the sea, and Korbin followed his family heritage by taking to the waters. He took charge of an independant vessel, the Riggans, and began assaulting tradelines of hostile territories, returning to port only to sell his spoils. Some say he killed too many. and that the spirits of those that died at his hands haunted his dreams and addled his mind. Others say he spent too much time beneath the pounding sun on the sea, or that he drank the salted waters. Others still claim he communed with the Mad God, trading his sanity for blessing. Whatever the way, during his time on the sea, Korbin began to lose his grip on reality. His crew tells tales of his fickle behavior, and of how many of them did not know he suffered madness because of his calm demeanor. It was the small things that alluded to his insanity, such as demanding that the ship sell its food and stock no less than ten kinds of cheese and lettuce, and nothing else. But in combat, they claim he slipped loose and became a true madman. He traded his blades for clubs and cudgels, saying he preferred things smashed than cut, and many of the crew followed suit.

"No need for blades here, no no. Give me a bludgeon, a cudgel or a maul. If you smash something, it is smashed. If you cut something, what have you but two somethings unsmashed?" --Korbin the Mad

Formation of House Dunamai

In time, Korbin's ship struck soundly in the moors of Arnor, a land Korbin had never seen before. He was welcomed grandly indeed; it seemed his service in combat on the sea had gotten the attention of some nobles, and, with the permission of High King Angmarth, Korbin was given land in Arnor and made a minor noble. He sailed his wife Karma into his new abode, and grew to love his new life. Gradually, he began to surround himself and his family with warriors and friends that would fight under the banner of his house.

At first, it was only he and his wife. He had never been nobility before-- the concept of a noble house was foriegn to him. But it began to grow when, one day, a slave trader crossed over the Madlands. Korbin saw the campfire just behind the treeline, and dispatched his hired guards at once. The band of slavers were transporting high-profile female slaves to port on the far side of the Madlands, for to sail for another land. Korbin had no qualms with their trade, but when it was discovered that the slavers carried with them cheese, Korbin demanded that they pay the recently-instituted cheese tax, yielding forth twenty percent of their cheese to him. The slavers gave to Korbin's men twenty percent, but when Korbin recieved the cheese, he discovered that the slavers had given him the oldest, dirtiest, moldiest cheese of their stock. The guards returned and slaughtered the slavers, taking all their cheese and slaves.

Over time, Korbin sold or traded all the slaves, save one. She was called Ancilla. She had caught Korbin's attention because each slave bore with them a scroll of information, and her scroll showede her crest: a mermaid armed with a sword, riding upon seven stars. Because of Korbin's life at sea, he saw the mermaid-- and thusly, Ancilla herself-- as a good omen, and decided to keep her as his own. She soon became considered a member of the family.

At Present

Currently Korbin and all he can spare from House Dunamai train hard with the warriors and soldiers of Arnor to prepare for battle. He has sworn fealty to High King Angmarth and has committed all available forces of House Dunamai to the Iron Crown. Although this will put him at odds with his former brothers, the Uruk-Hai, it will unite him on the field of battle with his homeland warriors of Muxlovia and his brothers in the Clan of the Hydra.

Real World


Korbin, real name Nathan Strickland, began fighting in 2003 in his teens. He was a student and friend of Peregrine, who discovered Belegarth and shared it with him. Along with a few other friends, Korbin was among the original members of Muxlovia, founded by Peregrine sometime around 2003 in Romeoville, IL.

Until about 2007, Korbin religiously attended practice, and often fought regularly during the week. But as he grew up, he was forced to get a weekend job, making him unable to attend normal Saturday Muxlovia practices. As such, he was forced to set up his own group to practice during the week. He knew several others in his neighborhood that were interested, and so he taught them the rules and began building loaner gear.

Over the course of the next two years, the fighters became well-known in the small neighborhood of Crest Hill, IL, and spectators were regular. The group that began with about four people had branched to about ten dedicated fighters. The best of them was called Croc, who had a natural skill and had been eagerly learning from Korbin all he could. A few of the fighters occasionally visited Muxlovia practice, but it was rare that everyone was available on the weekend to attend.

In 2010, Korbin moved away from the group, to a small town in Kentucky. He was too far away from any of the nearby realms to attend practice, and for close to two years, he was unable to fight. For this reason and others, he and his wife chose to move closer to family in St. Louis, MO, in late 2011 and became a part of Arnor.

After impressing a recruiter at a Muxlovia practice in 2008, Korbin was invited by Demox to join the Uruk-Hai. He fought with them at Oktoberfest 2008 and again at Spring Wars 2009, but once he moved to Kentucky, he lost all contact. After returning to Belegarth to fight with Arnor, he chose not to pick up his association with the Uruk-Hai, deciding to spent more time working with House Dunamai and on his connection to Arnor.

Methods


Korbin has trained with many kinds of weapons. He mostly prefers round shields, generally 2'-3' in diameter, as well as short top-heavy maces with stabbing tips. He has also trained with a spear and glaive, combined with a shield on his back, and a mace for close encounters. Unless arching, he will always have a javelin, and has learned to become respectably accurate. He is also practicing his archery.

On the field, he often chooses to be the flanker, generally preferring to go alone as a sole distraction, especially when equipped with missile weapons. He enjoys working in coordination with a larger group, but during smaller skirmishes, he often acts solely unless given an appointed task.

As a fighter, Korbin relies on agility and the ability to overwhelm his opponant with extremely aggressive attacks. Brief accurate single swipes are rare but sometimes used to keep his opponant guessing. In times when total aggression is not appropriate, he prefers to wait for a move and counter-attack. Although slight in weight and stature, he is as physical as any fighter, not afraid to use his shield or his own body as much as his mace.

Korbin generally makes all of his own gear, garb, and armor.

Events Attended


  • Armageddon 2007
  • Oktoberfest 2008
  • Spring Wars 2009
  • Armageddon 2009
  • Spring Wars 2012

Not listed: Various season openers and closers that include Muxlovia, Wolfpack, Loderia and Numenor

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