Lord Jarak Mormont
Jarak Mormont
Age: 36
Lord's Bannerman
Ethnicity- Northman/Wildling
Languages- Common Tongue, Old Tongue
Traits-
+4 Battles (+1 Seasoned Sellsword)
+12 Duels (+8 Longclaw, +1 Veteran Swordsman)
+4 Survival (+1 Dark Bodyguard)
+8 Duel HP (armor+survival)
Items-
Longclaw VS- +8 Duels
Dark Bodyguard +1 Survival
Veteran Swordsman +1 Duels
Seasoned Sellsword- +1 Battles, +1 Rearguard
Bio-
Jarak's mother is said to have been a red headed woman from one of the Ice Clans on the Wildlings. She was captured when the Wildlings had attempted to raid Bear Island and she and Jarak's father had fallen in love. Jarak's father was an absolute bear of a man who drank alot and fought when needed. He did little else and had no sense of adventure. Jarak was far different. He explored the sea for months on end and even landed on the Frozen Shore to see what lay Beyond the Wall. Jarak became lord at only 26 years of age and since then he has built Bear Island and its keep into a bustling trade port where the many products of the North are taken enroute to destinations further south or in Essos. Jarak is fairly loyal to House Stark, but hopes his loyal service might be rewarded in time. The freebooting spirit of his youth never left and Jarak seizes upon any exscuse to leave the keep and trek across other lands. Bear Island is not the only reason people refer to Jarak as the Bear, he stands at near 7 feet in height with a great bright red unkempt beard that is always kept long. Though usually a jovial giant of a man, perceived insults and threats are frequently met by brutal violence and extreme anger. Those who wish to live long lives should be careful not to wake the rage of the bear.
Jakor Mormont
Jakor Mormont
Age: 18
Ethnicity- Northman/Wildling
Languages- Common Tongue, Old Tongue
Traits-
+2 Battles
+2 Duels
+1 Survival
Bio- Jakor is Jarak's eldest son and is the heir to the lordship. He has received an extensive education in military tactics and how to use both the sword and the axe with courage and grace. Jakor is frequently given command of Bear Island while his father is away and despite his rather young age he has a fair amount of experience in both battle and administration. Jakor is not quite as large as his father, being rather slimmer in build and only 6 feet tall, but he possesses the same fiery red hair his father does.
Julan Mormont
Julan Mormont
Age: 17
Ethnicity- Northman/Wildling
Languages- Common Tongue, Old Tongue
Traits-
+2 Assassin
+2 Duels
+1 Survival
Bio-
The younger of Jarak's two children , Julan has avoided what he has described as boring classes such as military tactics in favor of learning how to use the bow, sword, and even throwing knives. He can usually be found skulking about Bear Island in the shadows, hunting game wild game, or practicing with any of the weapons he is beginning to master.
Erac Mormont
Erac Mormont
Age: 46
Ethnicity- Northman/Wildling
Languages- Common Tongue, Old Tongue
Traits-
+3 Duels
+3 Sea Battles
+3 Survival
+2 Scout
Bio-
The elder cousin of Jarak, Erac has long sailed the waves of the seas of the North. Rarely is the man not aboard of a ship of some kind, and he has repelled numerous Wildling raids from along the Frozen Shore. Scars from the many duels and battles along Bear Island's coast cover Erac, who knows that few would find him handsome after some of the grievous wounds he has suffered.
Auxes Auxes-
Kyra Mormont 15
Sava Mormont 16
Jorah Mormont 11
Income Income
10,000 Base Income
10,000 Trade Income
30,000 Land Income
7,500 Resource, Buildings (+25%)
Trade Trade
1. Native Resource: Furs +5% Income, +1 to any rolls to convince an AI character to do something (Includes calling your vassals to war)
2. Traded Resource:Superior Steeds. -15% Professional Cavalry Hire Cost, -10% Professional Cavalry Upkeep Cost
3. Traded Resource:
4. Traded Resource:
Buildings Buildings
Tier I:
Dockyard: +500 naval militia points, +10% income
Militia Armoury: +500 Militia Points
Market Square- +10% income (July 1st)
Tier II:
Town Watch: +1,000 Militia Points, 5% cheaper professional troop hire.
Coastal Only) Large Dockyard: +750 naval militia points, 5% cheaper naval mercs, +5% income
Tier III:
Barracks: +1,000 Militia Points, 10% cheaper professional troop hire.
Coastal Only) Major Dockyard: +1,000 naval militia points, 10% cheaper naval mercs, +5% income
Tier IV:
Military Port: +2,000 naval militia points, 10% cheaper naval mercs. Ships from this region can move 15 rather than 10 Hexes per day: for RP purposes your ships can be regarded as of superior construction giving them a speed bonus over other ships as their well-crafted hulls break the waves more efficiently.(July 1st)
Military Military-
2250 Naval Militia Points. Level I, II, III naval militia buildings
45xHeavy Galleys
Land-
Professional Troops
300 Household Knights(6/25)
2,500 Land Militia Points (Level I, II, III militia buildings)
300 Archers
600 Heavy Infantry
375 Light Infantry
250 Light Cavalry
125 Heavy Cavalry
Regional Bonus Regional Bonus-
* Targeted by Raiders: Despite its lack of wealth, Bear Island is often attacked by raiders from the Frozen Shore or the Iron Islands. As such, all characters have some naval prowess, and get +1 to sea captain near the island.
* Warrior Women: When the men of Bear Island are away, the women are left to defend their homes, and this has created a warrior culture among the women. Bear Island gains an additional 750 defenders when besieged (1d10).




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