Bojovnik Ethnicity in Náttúran | World Anvil
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Bojovnik

(Bō-jōv-nik)

The term means orc in the native language. Nobody knows where the Bojovnik came from, it can only be assumed they are descendants of a rough band of humans and elves. As in all races, the environments play a large role in the appearance of a race. They call the ice region of Abfälle their home; preferring the remote colder climates away from the watchful eye of others. They are a civilized race of honorable warriors; rarely going to battle without justification which usually means a defense of their homes and family. Unfortunately, there are also rebellious groups in every race; leading to their own show of force among others.

Description- Bojovniks varied in appearance, based on region and sub-race, but all shared certain physical qualities; usually having a pale grayish tan skin, coarse hair, low foreheads, large muscular bodies that they carry with pride and porcine faces that featured lower canines resembling boar tusks. Many also had long ears pointed on the ends, like elves. Their eyes are almost always black or white; and on a rare occasion a brilliant ice blue, which were passed down through their royal bloodline and will pierce the soul of anyone. They are roughly the same size as humans, though more muscular and robust.

The Bojovniks that left their homeland for a new life over time found their appearance changing. The warm sun darkened their skin, lightened their hair and depending on where they wound up, gave them a tanned or greenish tone.

Lifespan- Because of their cold environment or their need for battle that lives in their DNA, they live short lives; many of them dying in battle before even making it to middle age which is around the age of 35. They become adult at age 10 and hit prime at 50.

Abilities- They learned at a young age that honor is their most favorable characteristic, second to their families. They are a strong powerful race and train at an early age for battle; even the woman. It is not uncommon for a mother-to-be to stand and fight alongside her husband. It is not in their blood to back down. Early in their history the royal daughter was chosen by a powerful dragon; the child was gifted the power of telekinesis and an ability to move object with her mind, passing this on to her children and on to their children. Today, a large percent of Bojovniks have this ability, though not to the extent of the royal bloodline; those chosen as Hersir and Merkismathr (Merkis), the leading Generals and Commanders.

Personality- The Bojovnik have traveled long distances and are experts at navigating the material and emotional realms. They have scaled the steepest mountains while simultaneously exploring their psychic strengths. Bojovniks tap into their inner fortitude to overcome whatever stands between them and their long-term goals, and they don’t let anything distract them from getting ahead. Because of their unwavering focus, however, they are often perceived as cold and unemotional. Therefore, they have a hard time remembering that life isn’t always all about success and that compassion is as important as any professional stature.

Due to the Bojovniks nature of travels, they follow the stars along the way which helps them manage time and restrictions. There is a tough lesson to be learned though, following the stars. Bojovniks are no stranger to life’s growing pains; many of them exposed to difficulties at an early age. Interestingly, they are said to age backward: Having already endured hardships, Bojovniks become increasingly youthful, optimistic, and playful as they mature; inside every earnest Bojovnik is a mischievous troublemaker. Though they may seem a bit conservative and restrained at first, a Bojovnik’s closest friends and lovers know how much they love to party.

A diligent race, the Bojovniks are excellent at taking action and launching initiatives. Their can-do attitude leads to success in pretty much any industry. While they're terrific leaders, they must also be mindful about their over worked dedication. It’s important for them to maintain a healthy work-life balance and avoid treating their friends and partners like slaves. Sometimes forgetting how important a personal relationship is, they struggle with leaving work at the door, and enjoying the little time they have with their loved ones.

Society- A traditional Bojovnik culture is extremely warlike and takes pride in their rewards; which often included new battle scars, livestock, and a new wife. Though they had a favored woman, their multiple other wives were taught to respect his wishes, raise their children, and feed their family.

Most Bojovnik families belong to a larger tribe; loosely held together by a single chieftain. Though small groups of warriors might travel apart, they still refer to those belonging to these tribes as kin; treating them like family.

As tribes moved on to find homes elsewhere, they didn’t have the thought capacity to start fresh. They were however great masons and worked will with iron works; usually starting out in small camps near caves or where remains of past history could not be found.

  Royalty Structure:
  • Höfðingi: The founder and chieftain of this clan.
  • Jarl: Full Independent Lordship/Head of Council
  • Thane: Royal Advisor, Keeps an eye on the Military side and discusses clan matters with the royalties based on how the clan is progressing.
  • Freyr / Freya: The Lord and Lady of this clan or settlement.
  • Lendr madr: The Baron of this clan or settlement.
  • Skald: Members of council, in charge of the clan site, for updates/report clan battles/clan history/clan pictures.
Military Structure:
  • Hersir: Only Chosen by the Höfðingi or Thane, Leading General.
  • Merkismathr: Only Chosen by the Höfðingi or Thane, Leading Commander.
  • Radningar: Strong Warrior, has proven his/her loyalty and strength during raids and is respected by his/her members, Available to Train Others.
  • Huskarl: Veteran Warrior, has proven his/her loyalty and skills and is considered a trusted member, can be chosen to lead raids/wars by any of the above.
  • Valkyrie: Veteran, given to those who have shown an outstanding attitude, skill, dedication and is considered a trusted member. The Valkyrie are made up of female warrior who chose who lives and dies in battle.
  • Marauder: Strong Raiders, given to those who are actively taking part in raids.
  • Viking: Fierce Fighter who has proved himself through raids.
  • Berserker: Experienced Warrior yet needs further training.
  • Thrall: Initiate, those who have not yet proved themselves to the clan. New to everything and has a lot to learn.
 

History- When the group left Úthaf 60,000 years ago, they traveled in many directions; not knowing where most of them went, many of them settled on the larger two continents. Once they landed on the desert coast of Yara and a settlement built, the evolution of life sent tribes in different directions. During times before monogamy was a consideration, or sleeping with one’s own family was a worry, and when a woman was a possession as opposed to a partner. After that periods Naralagon , and the “pretty ones” moved on migrating west, the “less than perfect” offspring were cast out to fend for themselves; gradually blending in with other “less than perfect” tribes. During this time, living in the elements, along with blending of bloodlines, greatly affected their physique.

As time passed, one particular group felt that they couldn’t trust others, and in doing so worked hard to become great warriors. Now able to protect their own, they fled these lands and made the frozen wastes, Abfälle, their new home. For 30,000 years they built settlements within the ice, fending off creatures that quickly became their enemy; during which time they forgot the dragons refusing guardianship making friends with the wolves of the frozen wilds, taking solace in their protection.

For thousands of years they lived somewhat normal lives, rarely fighting other tribes. The others never ventured into Abfälle; they just couldn’t take the cold. Though fighting was in their blood, a need to fight was rare. It was usually the creatures of the frozen wastes that threatened their lives; nobody really wanted what they had.

By 8000 BN they had a great force and one Höfðingi was chosen to preside over the four chieftains; Ghamonk of Port Sprabryag, Urgran of Ledon, Vakgu of Bilgabiln, and Vlorg of Refleksije. His fortress was built near the frozen mountains in the middle of the continent. During the Penninar Hátíð, they would travel there for council meetings and celebrate the years events with festivities including a great challenge between. It wasn’t often, but this would be where a challenge would be made when one feels they are a better fit within the tribal structure.

In 4790 BN many of the Bojovniks, not believing that Abfälle was the only civilized place on the world, longed to see more. They set out to the open waters in search of others. After spending around five years at sea, found land: A soft white sandy beach with a thin forest beyond. Hungry at this time and tired of eating fish, many of them set out to hunt for food. They built a small camp just within the forest and rested for a while. They spent almost thirty years enjoying the tropical landscape growing their settlement and becoming anxious within their different surroundings. One day a group of scouts came back with news of locals. When they gathered their war party together and came upon the strange people, they were enamored by their pure beauty. They attacked taking what they could and killed the males and taking the woman. The attacked went on randomly for twenty years until they gave up and returned to the sea; remaining there raiding coastal villages. They built a new fortress on the southern tip of Yara where the climate tends to be colder. The fortification is surrounded by swampy marshes and icy waters so not many venture alone.

By 4000 BN they had settlements all over Náttúran , many of them running illegal trade and other illegal activities. Among one of their more prosperous trade routes, they discovered the ability to make Black Powder which when used properly ignited a large explosion. Others found a plant that when extracted made an oil that induced hallucination, which they would use to talk to their ancestors acquiring knowledge of the old world and secrets that would guide them through battles.

Around 3843 BN, Fegurð, the daughter of the Höfðingi Xanoth, was seen with a strange man. It was learned that this man was in fact a dragon; though it was too late, she was already with child. Angered, her father sent her away, cast out in exile, naming his son the new heir. Macht, the dragon, stayed with her to protect her while she gave birth to twins, a boy and a girl. Thirty years had passed when she died, leaving her children to reclaim their honor. Returning to their tribe and confronting their half-brother for their rightful place on the throne; by her side, an ancient dragon followed. The Penninar Hátíð was only days away and then would be the day Fegurðiel would claim her honor and her throne; naming her brother, Rodusch the new Thane. Macht would grant her his gift that night passing the power of telekinesis to her children. Only the chosen would be granted this gift. It was found later however to have been passed on to their children as well.

The Bojovniks of Abfälle remained under this structure until around 1500 AN, when they were approached by the human’s high chieftain, King Ulysses. During their meeting they talked alliance. The Bojovniks were considered to be great warriors and large in numbers. The Bojovniks of Yara had been mercilessly raiding villages and they were asking aid to make it stop. Eventually, the agreement was made and Höfðingi Galisha was granted a seat on the council.

In 2487 an illness brought in through the port swept the streets of Eyðimörk killing 30% of the people. For 20 years, the illness spread across Yara. By the time it hit Lairelithoniel it had wiped out 23% of the worlds’ population. Some believed it to be a curse while others blamed it on their enemies. Those who remain were stronger for it. Either way, they all had to once again rebuild. Fortunately for the Bojovniks, living in a freezing climate kept the virus from spreading too rapidly. They were able to quarantine their ill quickly to prevent it from spreading; thus saving their people from extinction.

By 2972, they continued aiding others, keeping the radicals tamed. The radicals became worldwide independent merchants; though some still refused to pay the price, believe in total freedom and were then known as pirates.
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