Brotherband

Brotherband is a series of fantasy novels written by Australian author John Flanagan. The first book, The Outcasts was released in Australia and the United States on 1 November 2011 and in New Zealand on 4 November 2011. The series is a spin-off from Flanagan's other highly popular series, Ranger's Apprentice, but it focuses on new Skandian characters. It was published by Penguin in the US and Random House in Australia and New Zealand.

Brotherband

AuthorJohn Flanagan
Country Australia
LanguageEnglish
GenreFantasy, Adventure
PublisherRandom House (AUS & NZ)
Philomel (US)
Published1 November 2011–
Media typePrint Paperback & Hardcover
E-book

Plot

The Outcasts

12 years before the start of the novel, Mikkel, a trusted member of Erak's crew and Hal's father, dies on a raiding trip. Before his death he had his best friend, Thorn, promise that he would help Hal and Karina, Mikkel's wife and child. Thorn promises but loses most of his arm. on the voyage back. Once in Skandia he becomes a drunk, however, Hal's mother Karina reminds Thorn of his promise to help Hal and employs him in her inn.

12 years after his father died, Hal Mikkelson has become a boy who builds whatever he thinks of with the help of his best friend, Stig. At the same time he works with Anders, the local shipbuilder. During this time Hal builds a ship which he names the Heron after the unique sail design he employed on the ship to sail into the wind. After sailing the Heron, Hal beaches the ship and gets ready for Brotherband training. During Brotherband training, boys who are 16 in Skandia are taught the basics of fighting and ship navigation. For each brotherband a leader must be chosen – this year there are a total of 28 boys divided into 3 brotherbands: The Sharks, The Wolves, and The Herons. With Hal finding himself the unwilling leader of the Herons, made up of outcasts, he must step up to the challenge. Every Brotherband must participate in team and individual activities to earn points at the end of the Brotherband training the points are totaled up.

While Brotherband training continues, a Skandian trading fleet is attacked and the leader of the pirates, Zavac, demands to know about the secret treasure of Skandia. The leader of the trading fleet vows not to tell until he sees that one of the pirates had grabbed his nephew. Knowing that his nephew shouldn't die for his mistakes the head of the trading fleet begins to tell about the treasure, the Andomal, knowing that it is well guarded. As he talks he remembers that one night every year it is not so well protected. The story again takes a turn towards the Herons where they have no chances of winning against the sharks and wolves. With competitions requiring more people, Herons usually found their way to success by using the boys' special skills.

But on one challenge when the bands had to show their navigation skills, the wolves got their ship damaged and were disqualified because they didn't have the ship required to complete the last challenge at sea. Luckily Herons jumped from third to second position, by the disqualifying of the wolves.

With two more challenges remaining, the Herons had to win and tie a challenge with the Sharks, to win brotherband training. Showing good tactics and strategy, the Herons tied the night guard challenge. And because of Hal being a splendid helmsmen, the Herons won the brotherband training by beating Sharks in the last sea challenge.

On winning the brotherband training they are honored with new and good weapons as well as Skandian helmets. Moreover, they also had to guard the Andomal for one night. But on this night Zavac stole the Andomal when the Herons were sleeping while guarding it.

Erak, the Oberjarl take away their weapons and helmets, along with Heron, the ship, and their victory, too. Knowing that they would be hated for the rest of their lives they leave Skandia on the Heron in pursuit of the Andomal.

The Invaders

Hal and his crew are chasing Zavac. After surviving a massive storm, they set out to continue their search for the pirates. They then camp at shelter bay for a few weeks, where they repair their ship and add the Mangler and the hull fin. Thorn also gives them battle drills. Afterward, they go to a small village to stock up on supplies. Meanwhile, Zavac and his crew invade Limmat, a small town with a high grade emerald mine, after one of Zavac's victims give up the town's secrets. Even though it is fortified, Zavac uses a captured trading vessel to get the boom opened and sails through.

While Hal is going back to Shelter Bay, he sees Wolfwind and sails south for a day. While heading back they find Lydia, a girl from Limmat who tells them of the pirate attack. Hal thinks it may be Zavac so he continues back to Shelter Bay. Wolfwind ambushes them but ends up helping them. The next day, they start sailing to Limmat, and when they arrive, they see Zavac's ship. They therefore hide in the marshes where they find the town's people who had escaped the pirate attack. Hal forms a plan with the locals and when they attack it is a total success. After the attack Zavac slips away and cripples Wolfwind, but the ship survives.

The Hunters

Hal and the crew start off by sailing to the river Dan in search of Zavac with the grudging assistance of Rikard, a captured man in the crew of a ship that helped Zavac attack and capture Limmat. As they near the mouth Ingvar gets a fever from his wound. The crew land on shore to cure him. While on shore Rikard escapes but is quickly tracked and captured by Thorn and Lydia. While this is happening, Ingvar is cured with willow tree bark and when Lydia and Thorn return, they are quickly sailing again. While sailing down the River, they stop at Krall. They find evidence of Zavac, but are accused of murdering Rikard. They are cleared and then are captured by the Gatmeister at Bayrath.

They are imprisoned but Lydia frees them. They then sail down Wildwater Rift and meet up with the SeaHawk. Her captain tells the Herons to stay behind him and the traders and they agree but are attacked by pirates further down river and the Herons save him and the traders. They are rewarded and have a feast at Drogha. Here, Hal finds out about Raguza (where Zavac is hiding) and its rules and regulations. Hal then poses as a pirate and gains entry in to Raguza. The Korpaljo asks what they are up to and they accuse Zavac of cheating them of emeralds. Zavac is called and an argument starts but the Korpaljo breaks it and takes half of Zavac's emeralds. Zavac then arranges for them to be killed but they fight Zavac's men off. The following day Zavac is expelled from Raguza. However, Hal challenges Zavac to a ship battle. The Herons win, retrieving the Andomal in the process, and return to Hallasholm.

Slaves of Socorro

Hal and the Herons have returned home to Skandia after defeating the pirate captain Zavac and reclaiming Skandia's most prized artifact, the Andomal. Now Erak believes it is time for them to once again prove their worth. The crew of the Heron is asked to travel to Araluen and be the Skandians that serve in the country for the next year. Before they can arrive though, an old face returns. Tursgud, leader of the Shark Brotherband and Hal's constant opponent, has gained his own ship, and with his crew he's turned from a bullying youth into a pirate and slave trader. When Tursgud surfaces in Araluen and takes 12 citizens to turn into slaves, the Herons dispatch and pursue him with the help of one of Araluen's finest Rangers, Gilan, who also appears as an important character in Flanagan's other series, 'Ranger's Apprentice.'

Scorpion Mountain

Hal, his Brotherband crew, and the Ranger Gilan have freed the twelve Araluens sold into slavery. After reaching the Royal Palace, the group is given a mission none of them expect. Princess Cassandra has recently survived an attempt on her life. Now whispers of a second attempt have reached the kingdom, and the deadly sect known as the Scorpion Cult is believed to be the culprit. An assassin who tries to take Cassandra's life gives up vital information on the cult during interrogation. The cult worships the goddess Imrika, and whenever anybody pays them, they make a compact called the tolfah, to kill the person the customer wants.

The crew of the Heron leaves to find the man who paid for the tolfah, Iqbal, brother of the previous Tualaghi chief. They bring along the Ranger Gilan to help negotiate with the cult and ensure Cassandra's safety. While sailing they meet an old friend of Gilan's, the wakir Selethen. He tells the crew that Iqbal has taken over a city called Tabork along with a Hellenese man Philip Bloodyhand. Using a surprise takeover of an attack vessel of Phillip's, the Herons takeover the city after a bloody fight. They mortally wound Iqbal but find out the tolfah cannot be removed without the death of the Shurmel, the leader of the Scorpion cult. Ulf gets injured and has to stay in the port as the crew moves on to confront the cult.

They sail to the old Toscan colony of Ephesa so Hal, Stig and Gilan can go inland to Scorpion Mountain, the headquarters of the cult. There they go inland and find the remnants of an old Roman-style city. Hal notices the constant wind and makes a land-sailer to travel across the desert without a horse. He and Stig take Gilan inland to go and see the Shurmel to remove the tolfah. The remaining crew stays to defend against the Ishti, a group of fighters owned by the Scorpion cult. At the mountain the trio is let in with the Scorpions believing that they have come to buy a tolfah. Gilan is upfront and tries to get it removed. The Shurmel is offended and challenges Gilan to a sword fight where he is defeated and killed. The trio moves to go back and meets Umar, a leader of the Bedullins who helped to free Erak in Erak's Ransom. He wants to defeat the Scorpion cults and helps defeat the Ishti who were attacking the remaining Heron crew. The Heron crew leave after the battle to Araluen where they are relieved from duty to the kingdom. They sail back to Hallasholm where they meet a feast and are welcomed back into their country.

The Ghostfaces

When the Brotherband crew are caught in a massive storm at sea, they're blown far off course and wash up on the shores of a land so far west that Hal can't recognize it from any of his maps. Eerily, the locals are nowhere in sight, yet the Herons have a creeping feeling they are being watched.

Suddenly the silence is broken when a massive, marauding bear appears, advancing on two children. The crew springs into action and rescues the children from the bear's clutches, which earns them the gratitude and friendship of the local Mawagansett tribe, who finally reveal themselves. But the peace is short-lived. The Ghostfaces, a ruthless, warlike tribe who shave their heads and paint their faces white, are on the warpath once more. It's been eight years since they raided the Mawagansett village, but they're coming back to pillage and reap destruction. As the enemy approaches, the Herons gear up to help their new friends repel an invasion.

The Caldera

Stig, Ulf and Wulf compete in the annual Maktig contest to determine the supreme warrior in all of Skandia when an unexpected-and unwelcome-visitor at Stig's home changes plans. Olaf, Stig's father who had run away with his own shipmates' plunder some years past and thus made himself a widely hated man in Hallasholm, has a request for the Heron crew. He had become the palace guard commander of the city of Byzantos, but the Empress' son had been kidnapped by a fierce pirate named Myrgos and he needed to return the boy for fear of his life. Hal agrees to help him, and they set sail for Byzantos.

After sailing through Krall and Bayrath, the Heron crew arrives in Byzantos, but Olaf is arrested-as the Empress had posted a reward for his capture. Once Wulf breaks him and Ulf out of jail, they continue to Cypra, where they find information on the whereabouts of Myrgos' base. It is placed on the side of a caldera: an extinct volcano that had formed a large lagoon when it last erupted. After evading Myrgos' ship in a squall, they make it to the caldera. Hal, Lydia and Olaf successfully extract the Empress' son out of the fortress, but Myrgos intercepts the Heron before the crew can make a clean getaway. However, the volcano, which had been rumbling ominously for some time, finally erupts, triggering a tidal wave that sinks Myrgos' ship but propels the Heron to safety, thanks to Hal's excellent helmsman skills. The crew returns to Byzantos, where Olaf is handsomely rewarded for returning the Empress' son to safety. Stig secretly speaks with his father, but when Olaf refuses to show regret for his past actions, Stig blackmails him into giving up most of his reward as recompense for all the shame that he and his mother had suffered over the years due to his actions, and the Herons return home.

The Royal Ranger Crossover

The Red Fox Clan

The Heron's crew are sent to Araluen as Skandian ambassadors in Book 2 of the Ranger's Apprentice: The Royal Ranger series. It is part of the treaty renewal between Skandia and Araluen. Hal, Stig, and Thorn join Cassandra and Maddie on a hunt. They are present to request more archers for the upcoming year as Oberjarl Erak believes they are once again about to be invaded. They setsoff to help a stranded wolfship.

Characters

  • Hal Mikkelson — Hal is the main character of the series. He is half-Araluen and half-Skandian. Hal's father Mikkel was a successful Skandian warrior. Unfortunately, he was killed in a raid, leaving Hal and his Araluen mother living alone. Hal's mother was a former slave and now owns an inn/eating house. When Hal became 10 years old, Thorn, who went into a depression after Hal's father's death and the loss of his arm, became a mentor for Hal. He gave him weapons during Brotherband training and brought out his full potential (as well as his crew's) in fighting skills. Due to his mother being an Araluen, he looked different than other Skandians, and was ignored and bullied by his peers. Hal is a resourceful person; he is the inventor of the double triangular sails which act similarly to seabirds' wings. It is also with the inspiration of seabirds that Hal names his ship Heron. Hal is also a very good swordsman and accurate with a crossbow. He is a great Navigator and Helmsmen and is smarter and quicker thinking than most other Skandians. He's a really good friend with Stig.
  • Thorn Hookyhand — Thorn is a close friend of Hal's father, Mikkel. He lost his right hand during a storm at sea and in his early years, he won the Maktig (meaning "the Mighty One", a title for the greatest warrior in Skandia) three years in a row, which no one had ever done (the longest running besides him was only one year). Before that, he and Mikkel competed for Karina's affections, though Thorn lost to Mikkel, with Karina later becoming Hal's mother and Mikkel's wife. Despite so, Thorn bore no grudge over the matter, though he admittedly did consider how it would have been if things turned out differently at some point of time. He was described as an "old drunk" by the Skandians due to the fact that he drank excessively after he lost his hand and death of his friend. Karina, gave Thorn a job and stopped his drinking habit. She allowed Thorn to live in their lean-to and look after Hal as he needed "a man's influence and guidance". Soon, Thorn stopped drinking and found himself to be a helpful person. Hal makes a custom hook to place over his arm, and a war club to fit replace the hook when in battle. It gives him an extra edge in battle once more, and brings out his potential as a warrior. Thorn is greatly admired by the Heron crew as well as Lydia, who consistently believes that despite the loss of his hand and losing the title Maktig because of it, Thorn was still the greatest warrior of all. Thorn disposes his treasured Skandian Warrior headgear- a massive horned helmet he had worn for thirty years, in the third book, choosing instead to don on the Heron's black watch cap as a member of the Heron Brotherband, which displayed the sheer amount of loyalty he held to the Heron crew despite the difference in age.
  • Mikkel "Fastblade" — Mikkel was Hal's father, but died from a thrown spear when Hal was young. He lost his life during a raid with Erak's crew, struck by a spear thrown by a sneaky townsman. It hit him under the arm and he died soon after. Mikkel and his best friend Thorn were Erak's most trusted and reliable warriors. With his dying breath, Mikkel made Thorn promise to look after his wife and child. Mikkel was a very skilled swordsmen and was faster than the average Skandian. It is revealed in the second book that he and Thorn had fought over Karina before, though Karina ultimately chose Mikkel over Thorn, and conceived a child which they named Hal.
  • Karina Mikkelswife — Karina is an Araluen slave who was freed by Mikkel, and later married him.. She is very beautiful and is sought out by many Skandian men. She is a loving and kind mother, although she usually disapproves of her son Hal's ideas (especially when they involved her kitchen). She brought Thorn out of his drinking habits and set his life back on track and also gave him a job. Karina runs an eating house in Hallasholm. In her early years, Karina's feelings were vied for by both Thorn and Mikkel. It was implied in the third book that Karina had struggled over whom to pick and had spent a long time over it, though she picked Mikkel in the end and bore his child named Hal.
  • Stig Olafson — Stig is Hal's best friend and first mate of Hal's crew. He met Hal when he was stealing lobster and slipped into the ocean near Hal's fishing spot. Stig, unable to swim, was saved when Hal jumped in and pulled him out of the water, thus starting their strong bond and friendship. Stig was treated like an outcast because his father had stolen money and jewels from his crew's wolfship, then disappeared without a trace, not telling anyone where he was going. His mother works as a washerwoman, which he is embarrassed about. Stig has a habit of losing his temper but learns to control it through time. He is very athletic and considered the best warrior in the Heron Brotherband, though he never lets this get into his head and still respect Hal's decisions as the skirl.
  • Tursgud — Tursgud is the antagonist in the first book. He is the leader of the Shark Brotherband. Notorious for his arrogance and cruelty, he is disliked by the members of the Heron and Wolf Brotherbands, as well as most of the Sharks. His father is the current Maktig which gives him even more to boast about.
  • Rollond — Rollond is a fair person who knows what's right, and has common sense. For this, he is popular and is liked by many people. He is the leader of the Wolf Brotherband and dislikes Tursgud. He helped the Herons on numerous occasions, but his team was disqualified from Brotherband training because their ship was ruined in a navigation test during an unsuccessful tacking maneuver. Since they couldn't compete in the last task, they were disqualified. He showed affections for Lydia which she rejected but eventually falls in love and becomes engaged with a girl named Frieda, much to Lydia's hidden jealousy.
  • Erak Starfollower — Erak is skirl of the ship, Wolfwind, that Mikkel and Thorn served on. He is now the most powerful person in Skandia, the Oberjarl. Erak has a comical bond with Thorn; while the two insult and tease each other, they clearly still hold a close friendship and care about each other. Erak's nose is considered to be a "trifle on the large side", in which he dislikes any reference to it. He is a respected warrior and is inseparable from his ship, The Wolfwind. He claims to be a patron of the arts but in truth is a collector of anything. He is very attached to his axe and his silver staff.
  • Ingvar — Ingvar is an extremely strong and solidly built sixteen-year-old boy who is good at fighting but has problems with eyesight meaning he would do more harm than good in battle. He is in Hal's brotherband, the Herons, and the only person who can load Hal's giant crossbow, the Mangler because of his immense strength and muscle. He is extremely loyal to Hal and has enormous faith in Hal's abilities as a warrior and Navigator. Despite his poor eyesight, he is able to differentiate between the Heron crew members and enemies by the watch hats Edvin knitted. He's protective around Edvin.
  • Jesper — Jesper is one of the members of Hal's crew in the Heron Brotherband. Jesper was a thief and has been known to steal bracelets off people's wrists while talking to them just to prove he had the skill. He does however always return them, just because he likes the joy of it. Jesper is also a very fast runner as people do not appreciate him stealing their things, but known to complain (which has sparked Hal, Stig and Thorn's ire on several occasions). He also is very good at picking locks and stealth.
  • Edvin — Edvin is a member of the Heron Brotherband. When he disagrees with people he makes it quite clear. He is usually the first member of the Heron's to voice thoughts. Despite his small build, he is quite resourceful and skilled at cooking. He trains as a healer for a couple of weeks during Brotherband training, and becomes a good doctor. Edvin is also trained as the helmsman in battle when Hal's using the Mangler and Stig is boarding enemy craft. He also knows how to knit (an activity that was, at first, mocked by his friends), but is later paid by Hal to make the crew; including Lydia and Thorn, dark wool watch caps as the Heron's headgear. The caps later gain a new Heron patch on them. He's a really caring person - mostly around Ingvar.
  • Stefan — Stefan is the wise-guy and mimic of the Herons. He regularly makes impressive comebacks, and when you hear someone, you can never tell if it's them or Stefan. He is a sail handler and rower on the Heron. He likes and admires Hal for his leadership skills and qualities. His sharp wit is only aimed at those who have large egos or boastful without being able to back it up, like Tursgud. He's a really good friend with Jesper.
  • Ulf and Wulf — Ulf and Wulf are the two twins in the Heron Brotherband and are sail handlers for the Heron. Like most twins, there is a special bond between them. They swear at each other and make nasty remarks about the other's appearance (even though they look exactly the same so no one can tell them apart) and are constantly fighting. However, when sail handling, they work like well oiled clockwork, a fact that surprises Hal. Despite their antagonising, Ulf and Wulf do hold a special bond, and it is hinted that they some times argue on purpose simply to amuse the Heron Brotherband and lift their spirits when a difficult task lay ahead. They also obey the rule laid down by Hal which says they can't fight on board ship, on the grounds that they don't want to be tossed overboard by Ingvar. Despite trying to get each other in trouble and fighting regularly, if someone tries to harm one of the twins, the other twin will turn on them with vengeance.
  • Sigurd — Sigurd is the organizer of brotherband training. He along with three others (one for each brotherband) run the show. He has been known to encourage a little bit of cheating.
  • Zavac — Zavac is a captain of the Magyaran pirate ship, the Raven.
  • Lydia — 16-year-old Lydia lived in the town of Limmat, and has long dark glossy hair and olive skin, and is described by the Heron's crew as stunningly beautiful. In the battle led by Zavac, her grandfather was killed while trying to defend the city. She leaves her home and helps the Herons in the battle against Zavac and goes hunting for Zavac after deciding to leave Limmat after the battle with the Heron Brotherband. She is extremely accurate with an atlatl and an expert tracker due to her hunting background.
  • Barat — Barat is the commander of the town guard in Limmat. He is extremely pig-headed, arrogant and has no faith in Hal or his crew.
  • Rikard – Rikard was the first mate to Captain Nagy, a magyaran captain.
  • Vargas – Vargas is the loyal third mate to Zavac.
  • Andras – Andras is the second mate of the Raven. He thinks that Zavac is not in tune with his ship and is not a good helmsman and that only speed had saved them from the Heron but if they versed a ship with similar speed, they would lose.
  • Mihaly – Mihaly is a pirate and now Korpaljo of Raguza. He is a deadly opponent with great skill in swordsmanship, and using his daggers as well as fast and agile. He is very controlling and hates it when things don't go his way, but he is fair and will not hesitate to protect Raguza.
  • Mannaoc – Mannaoc is the captain of the Seahawk. He is a part of a ship escort service which protects traders for a fee from pirates and outlaws. He also knows a lot about Raguza and tells Hal what the rules in are in Raguza and how to gain entry. He is infamous in Raguza for destroying many ships and he is a deadly enemy.
  • Kloof – Kloof is a huge mountain dog that Hal ran into in the fourth book. She was a rescue dog and is now Hal's pet. She loves to play tug-a-war with the Heron's crew. She also chews on anything she can get her teeth sunk into. She is very fond of Hal. Kloof also takes part in battles and is very vicious towards anyone who intends to harm her master.
  • Myrgos – Mygros is featured in the 7th book and is an evil pirate, who lives in a mountain lair on santorillous.

Important items

  • The Andomal — This is a huge amber sphere (about 25 centimeters in diameter) with a reptilian claw in the middle believed to come from a dragon. This artifact has been treasured by Skandians for centuries and is kept in a shrine (the Tabernacle) on a hill close to Hallasholm. It is then stolen by Zavac and his crew while the Heron Brotherband is guarding it.
  • The Heron — The Heron is Hal's ship. Hal was helping a ship-maker build it, and it was originally intended for an old man who later died. Then, as he wanted a ship, Hal bought it and finished building it, but adding a few of his own inventions. The ship is about half the size of a regular Skandian wolfship and carries 8 oars aside. He outfitted the ship with several upgrades, one being his ingenious triangular double sail plan which allows him to sail about 45 degrees into the wind instead of only 15, three times more than a normal wolfship. Because Hal based this design off of a heron (because of its wing-shaped sail, and how it makes his ship glide over the water like a bird), he named his ship after a heron. Another upgrade is a daggerboard (fin) that is slightly off centre which is inserted through the bottom of the boat; this allows the sail handlers to trim the sails even more and get a greater speed out of the boat. The last improvement to the Heron is a giant crossbow, the Mangler, at the front of the ship, which is on a swiveled platform, but difficult to handle unless you are very strong. This puts Ingvar in charge of loading it.
  • The Raven — The Raven is a Magyaran pirate ship that is captained by Zavac. It has a black hull and a large metal ram at the end of it. This ship is very fast and with its ram, it is a force to be reckoned with. It has 10 oars to a side, which makes it good for handling, and raiding other ships. Zavac has a small sleeping quarter where he keeps personal valuable items, such as the Andomal.
  • WolfwindWolfwind is Erak's beloved ship. This ship served Erak for many raiding seasons but when he became Oberjarl, he had to give the ship to his loyal first mate Svengal while he wasn't raiding. In the second book, the Raven nearly sinks Wolfwind with its ram, but Wolfwind is saved by the Heron Brotherband who had to make the difficult decision between their fellow ship or Zavac escaping. The Heron saved it just in time.
  • The Porpoise – The Porpoise is a Skandian trading ship that is used for brotherband training. It is captained by Tursgud who used it to win the first navigation competition when the Heron gave up the lead to save the Wolf Brotherband and their ship, the Lynx.
  • The Lynx — The Lynx is another Skandian trading ship that was used for brotherband training. It was captained by Rollond, but in the sailing race, it got run aground and was put out of action, thereby disqualifying the Wolves
  • The Seahawk – The ship of Mannaoc. This ship is an escort for traders and is a good fighting vessel and has a square sail.

Weapons

  • Battleaxe – A specialized axe designed for fighting. This weapon is extremely popular in Skandia.
  • Sword – A weapon good for stabbing and slashing. Used by Skandians who have a small build. It is also used around the world in many different places, but design and technique varies.
  • Broadsword – A larger version of a sword and used with two hands. Deals more damage because of the added weight, but is more difficult to wield. Like the axe, it is fairly popular with Skandians.
  • Spear – A long wooden pole (varies in size) with a sharp metal blade. An excellent weapon as it can be used as a pike or lance. These are popular with Skandians although not as much so as the axe or broadsword.
  • Atlatl – An unusual weapon with a wooden handle that helps to throw metal tipped darts longer distance, and is quite effective if in the hands of an expert. It is not heard of to be wielded by Skandians, but is used by some people.
  • Longbow – A long bow that can shoot over great distances, which varies depending on draw weight. Skandians do not use these often, but archers in other countries such as Araluen do.
  • Crossbow – A bow propelled by a trigger that can cover varying distances depending on size and type/power of string. It is very rare to find crossbows in Skandia but they may be found in the plunder of Skandian raiders. Used by only a handful of people.
  • Saxe Knife – A large broad knife used by most Skandians and Rangers. It serves as an excellent tool as well as a weapon if regular weapons are not in reach.
  • Mangler – A giant crossbow mounted on top of the Heron. It was created by Hal and named by the crew. It shoots long iron bolts or fire bolts that deal a great amount of damage and is very hard to load and is loaded by the strongest on the ship, Ingvar. Lydia helps him with this task.
  • Voulge - A cross between a heavy spear and a long handled axe, this Araluen weapon is chiefly used by Ingvar after he gains better eyesight in Scorpion Mountain.

Places of interest

  • Hallasholm – The capital of Skandia. This is the where Erak rules the whole of Skandia as well as an excellent harbor. The Andomal is also kept here until Zavac steals it right under the noses of the Heron Brotherband after winning the Brotherband training. For this reason, they chase Zavac to gain back the Andomal as well as their honour.
  • Shelter Bay – This is where Hal and his crew shelter from the massive storm that hits the east coast of the Stormwhite begins. The crew start to fight and bicker while staying here because of lack of activity, but Thorn begins training them in speed, agility and weapon skills to enhance their skills learned in Brotherband training. This is also the birthplace of the Mangler and the center lee board, both Hal's inventions to increase their chance of beating Zavac when the time comes.
  • Skeagall – A small trading village where Hal and his crew travels to for supplies. They hear vague rumors of pirates from here.
  • Limmat – A large town next to a harbor. This town is extremely well fortified with a large palisade, two large watchtowers and a massive boom across the harbor mouth. This town is fairly normal except for one thing, it has a secret emerald mine at the bottom of the cliff in a "barn" behind the town. This was a secret to Zavac until he tortures a Gallican trader who eventually gives in and tells him.
  • Raguza – A large, wealthy "city", the capital of Magyara, that gives pirates and raiders a place of safety for a price of one-tenth of their plunder. It is ruled by the Korpaljo (Mihaly), the leader of the Korpal who rule the town. Although there are multiple people in the Korpal (which means "circle") the only real power is bestowed upon the Korpaljo. Although, the Korpal are the only people who can elect a Korpaljo, and have an influence on the town, though not as much so as the Korpaljo. It is a peaceful place with no fighting allowed, for the sake of keeping the city sane and doesn't tear the city apart (because as we all know pirates aren't known to get along well with others).
  • Krall – A small river town with a rope manufactory plant on the river Dan.
  • Bayrath – A large town governed by the Gatmeister (a mayor) on the River Dan. Here the river narrows and a boom stretches across the river. A hefty fine is paid to the Gatmeister to go through to the other side.
  • Drogha – A general town on the river Dan home to a fighting ship escort service.
  • Ephesa- An old Toscan colonial town. It was once very prized but has been left in disrepair since the Toscan empire left. It serves a staging ground in the fifth book.

References

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