Character Development > Development Journals and Discussion

Naldin

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Script Wrecked:
Trying to get past the protection offered by armor to make lethal strikes was no small feat. Each armor tended to be unique in its assembly. Manufacture would vary by region. Design and construction by the same artisan varied over time, often from feedback by the armor wearers. Each individual would often make adjustments to their own armor, adding or removing pieces to suit.

All this meant that the armor of each opponent had to be evaluated each time. Not an easy thing to do in the middle of combat. This is why it was easier to make lethal strikes when attacking from the flank or the rear. While the opponent was not attacking you, you can quickly cast an eye over the armor and make the specific strike required.

The general principle remained constant; look for the gaps, strike at the joins. Some armor overlapped at the sides, others at the front, others at the rear. It was a question of position yourself to take the strike.

The pits were vulnerable; the armpit, the elbow pit, the back of the knee, and the groin. These areas were hard to armor effectively and made a natural trap for any blow aimed there.

The area around the neck was also highly vulnerable, which is why a lot of warriors made a  point of wearing heavy gorgets for protection.

So it was that Naldin practised the strikes when in combat, and practised his eye when not in combat.

Script Wrecked:
Naldin pushed back from the library desk and the tome thereon. The exploits of Sir Drais Mordrin were truly an inspiration to draw upon for all that cared to read them. It seemed to Naldin that the knights of old crusaded across the world bringing the bounty of the Lord Protector. What, he thought, would they make of the situation in Fort Vehl? The bastion of order and justice held at bay in the middle on a cesspool of scum and villainy.

It was easy to crusade across a frontier, at the far reaches where civilisation barely held sway, against bandits and brigands, raiders and pillagers, where the lawless elements where easy to identify. But what of a government of bandits? Could the knights crash in and sweep away all the corruption and villainy? Or would they be denounced as furthering their own interests?

It seemed that the knights were allowed to act, by popular consensus. They were called upon when people needed their marital help. But, if the people were happy with their government (or, at least, content), then the knights had no mandate to act, despite the obvious failings of said government.

But if the people called upon the knights to help overturn their government, then... then it would be a different matter.

Script Wrecked:
"In the Light of the saints of our faith, men such as Sir Drais and Saint Arnuthen, in the Wisdom of the Great Gold and in the Sanctity of Justice and Law, I dub thee... " the blade lightly touched one shoulder and then the other, "... Knight. Arise, Sir Naldin, Knight of the Wyrm.

"Stand and serve proudly, treat the title with respect as if your life goes in it."

A fierce pride unexpectedly welled up with Naldin at High Justiciar Melissa Apricont's words. It carried him effortlessly as he stood up, and seemingly would have carried him higher had it been possible.

Momentarily, Maximilian was knighted, and then the other successful candidates. Then, as one, the now knights repeated the Oath.

Naldin paused to savor the moment; passing the rite of passage with Maximilian, the congratulations of Protector Merrit, even being picked up and kissed on the forehead from Sir Justice.

It seemed he was now... validated. From this foundation, with these people, he could stride out and make a difference.

Script Wrecked:
It was a peculiar thing. A couple of times, in the middle of combat, whilst making a flanking attack, Naldin had noticed his opponent seemingly caught on his blow. Momentarily, they had become stuck, neither attaching nor defending. Naldin wasn't sure whether it was the pain of the blow, or something else. But it was interesting, and definitely worth investigating.

Script Wrecked:
The death of Lord Rastimaud had been... happenstancial. He had come to Naldin's attention through the kidnapping and slavery of a young woman from the streets of Vehl.

Naldin had never previously considered using others to affect the removal of the various cankers that blighted the lives of the Fort Vehl citizens. First and foremost, contact with another person would entail risk of direct discovery, or someone following a trail of circumstance that could lead back to him.

It seemed that Lord Rastimaud's [POST=1730090]activities[/POST] had been enough to generate enemies and adversaries, not least one merchant willing to violate Lord Kezed(1)'s "do not touch" order circulated amongst the various killers and thugs of Vehl's criminal underworld.

In such a place, there would always be one willing to take such a risk. Perhaps it was the additional risk that made Lord Rastimaud such an attractive target. However, ambition often overshoots ability. Lord Rastimaud's killing had been messy and clumsily handled; several servants were brutally killed.

So, while Naldin had been satisfied by the removal of such a high ranking blight from Vehl, the means had left a lot to be desired.



(1) Urzhrah Kezed Gran’dherm, ruler of Co'rys

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