Astrid

Astrid is the eleventh hero that you will unlock at Stage 800.

## Story

In the southwestern shores of the Ebony Jungles, the small town of Stormrock has endured for hundreds of years. An inhospitable mix of angry seas, barren rocks and biting cold, its residents were rid of the weakness long ago, leaving only the strong to hunt jungle beasts and brave the sea. Astrid was an example to her people; tough but cunning, she learned to how to fight and defend herself against enemies by land or shore; never letting them grow dull, her sharp axes were always ready for her next fight. Dreaming of a life of adventure, Astrid hated the idea of growing old as a fisherwoman or basket-weaver, ignoring the pleas of the other townspeople. They held to the belief that before the Age of Adventure, the first settlers of Stormrock were approached by a shadowy figure from the sea. Presenting itself as Ledra, a Sea Nymph that had fallen to the Darkness, it told them that as long as they never left the shores of the Ebony Jungle, they would not be harmed. Never one to be religious, Astrid laughed at the stories, telling her elders that Ledra must be so fearful of their strength and adaptability that she could not bear the thought of them as enemies, in service of the Light. Ignoring their pleas, as soon as they would have her, she joined the crew of the infamous pirate ship Flotsam's Danger, sailing away where wind and fortune took her. For years she was joined smuggling expeditions to every known port or shore, never missing on a chance to prove her skills. She jumped at any opportunity to damage the Orcs, for even pirates serve the Light. Knowing this life wouldn't last forever, she hid away her share of profits and loot, to one day spend her old age drinking and dancing in the Tipsy Wisp, an almost mythical Dwarf tavern known for its incredible beer, never-ending feasts, and most importantly, anonymity. On her final journey before retiring to a life of ease, the ship was hit with an enormous storm near the dangerous Trinity Islands. The water, black as ink, seemed to scream and drag the ship through titanic waves and rocks sharpened by the water. With every cut of the hull and tearing of the sails, lightning lit the clouds with the symbol of Ledra. Terrified at the message from an evil god, and trying to keep herself and her crewmates alive, she fell overboard to certain death. When she awoke on the cold rocky shores of an unknown island, she immediately looked for survivors. For hours, she walked along the water line looking for survivors, but none were to be seen. Remembering her survival skills from her years in Stormrock, she quickly built shelter with her trusty axes, always safely strapped to her back. In the daylight she hunted and during the night she raged at Ledra stealing her dreams for daring to see the world. Deciding she would rather risk the wrath of Darkness than live alone in punishment, she began to build a grand lighthouse. The fire on the tower would show Ledra that Light will always break through the Darkness. For five years, she laid stone after stone and plank after plank, raising the tower as high as she could, so that not only any passing ship might see, but Ledra as well. The same day the fire was lit, a transport ship carrying Clerics from Celenis to Irongard stopped to admire the structure, only to see two waving axes, shining in the firelight, signalling to them. The captain gladly took Astrid in his ship, if only to hear how she had lived long enough to build the tower. As soon as they touched the dock, Astrid was on land and heading to Irongard Keep, to pledge her service to the King and the Light. If they were to fight against the Darkness, they needed her skills to survive.

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