RE: Ancient Tides: A Tale of Sea and Sky
09-26-2020, 05:09 AM
(This post was last modified: 09-27-2020, 04:39 PM by Demonsul.)
Name:
Vargrim of Clan Magthurdam, aka Old Ironfoot
Description:
Vargrim is an old dwarf. He wears his white hair pulled back and his equally-white beard in a single braid. Though he has many more years before he is truly wizened, anyone can tell from looking at him - by his hair, his wrinkles, the slight hunch to his gait - that he is past his prime.
Place of Origin:
Vargrim's home city is named Mount Drakum, or more formally in dwarven, the Royal Mountainhome of the Eighty-Two Clans of Drakum-Unghar. Mount Drakum is also known to outsiders and travellers as the Red Peak, while Drakum-Unghar is referred to as the Kingdom of the Nomadic Mountains.
Bio:
Vargrim was originally a jeweler with a talent for magic, though he has expanded his craft far beyond jewelry. After spending years serving the king, he has earned the right to lead an expedition to found a new city.
Ambition:
Vargrim wants to build a grand city that will stand the test of time. He dreams of his name and legacy living forever.
Contacts:
Vargrim of Clan Magthurdam, aka Old Ironfoot
Description:
Vargrim is an old dwarf. He wears his white hair pulled back and his equally-white beard in a single braid. Though he has many more years before he is truly wizened, anyone can tell from looking at him - by his hair, his wrinkles, the slight hunch to his gait - that he is past his prime.
Place of Origin:
Vargrim's home city is named Mount Drakum, or more formally in dwarven, the Royal Mountainhome of the Eighty-Two Clans of Drakum-Unghar. Mount Drakum is also known to outsiders and travellers as the Red Peak, while Drakum-Unghar is referred to as the Kingdom of the Nomadic Mountains.
Show Content
SpoilerAs the exonym suggests, Drakum-Unghar practices an unusual form of astral travel, where entire floating mountains are magically mobilized and controlled, roaming the astral sea. The settlers build their cities inside these roaming mountains, mostly travelling the Subterrane and its neighbouring seas. The ability to move entire cities around helps with commerce, though the slow pace of mountain travel makes it more of a matter of producing and selling dwarven goods in the mobile cities and less one of carrying goods from one static settlement to another.
There is only one king of Drakum-Unghar, who reigns in Mount Drakum and holds royal court there. However, due to the often large and shifting distances between the nomadic mountains, most are autonomously ruled by their respective thanes, who are chosen by the clan-leaders and traditionally hold power until they either retire, die or are deposed by angry clans. Every mountain must pay tribute to the crown, and its thane must obey the king's mandates as well as traditional dwarven law. But apart from that, the thanes are largely free to hold power and conduct diplomacy as they see fit. This leads to no two mountain holds being quite the same.
There is only one king of Drakum-Unghar, who reigns in Mount Drakum and holds royal court there. However, due to the often large and shifting distances between the nomadic mountains, most are autonomously ruled by their respective thanes, who are chosen by the clan-leaders and traditionally hold power until they either retire, die or are deposed by angry clans. Every mountain must pay tribute to the crown, and its thane must obey the king's mandates as well as traditional dwarven law. But apart from that, the thanes are largely free to hold power and conduct diplomacy as they see fit. This leads to no two mountain holds being quite the same.
Bio:
Vargrim was originally a jeweler with a talent for magic, though he has expanded his craft far beyond jewelry. After spending years serving the king, he has earned the right to lead an expedition to found a new city.
Show Content
SpoilerVargrim was born into the Magthurdam clan, who have traditionally been wealthy goldsmiths and jewelers. His childhood was happy, occurring during a propsperous time for the clan and a period of peace for the kingdom. Vargrim's aptitude for magic was noted when he was only a young beardling, and he was apprenticed out to make the most of it, eventually developing a talent for magical crafting.
Vargrim married young in an arranged match between his clan and an equally wealthy one. Although he and his wife found each other's company pleasant, he was focused on mastering his work for the acclaim and prestige it would bring, while she wanted a life of travel and adventure. Though formal divorce between successful members of notable clans would be considered a grave insult in dwarven society - blood feuds have started over less - de facto separation under such circumstances is not uncommon. Vargrim is still in contact with Auine, but she's out somewhere in the Sea of Stars these days. Despite being just as old as he is, Auine continues to travel, hoping to see as much of the universe as she can before she retires.
Ultimately, Vargrim's diligence led to him seeking to become a master of his craft with relentless, sometimes callous, focus. His first forays into alchemy were for the purposes of purifying the materials he was working with. After a few decades of experience and success in his local neighbourhood of the city (and shortly after his separation from his wife), he attempted to win new acclaim with his works by sending them to the royal court. His items were accepted, but no special favour was forthcoming. Annoyed at this lack of recognition, Vargrim travelled to the palace himself to make his case to the court wizard. After a fruitless exchange that appeased neither party, the wizard offered Vargrim a deal. War was coming to the kingdom, and if Vargrim served as an arcane armourer for the royal army, the wizard would suggest his name for a place in the court.
The deal ended up being far more demanding than Vargrim initially thought. He'd expected to have to fulfil cut-price military commissions, but he was actually dispatched to Mount Angorth, a fledgling colony on an unusually large floating mountain where the fighting was taking place. Apparently, the local dwarves had discovered a deposit of valuable ores in the mountain while travelling through a part of the Subterrane controlled by an orc prince. The prince had quickly learned about this, and had made an ultimatum to hand over the entire mountain that the local thane had refused. Now the orc prince was trying to conquer the mountain, both for its valuable resources and the secrets of its molten core - the closely-guarded magic that made the mountain nomadic in the first place, as well as supplying magma for dwarven industry. The dwarves would have destroyed the core before letting it fall into foreign hands, but the king was prepared to commit fully to the fight to keep the mountain - and its valuable ore - under Drakum-Unghar control. The resultant conflict lasted for over a decade, with both factions sending increasing amounts of forces to Mount Angorth to battle it out.
Vargrim produced equipment for the dwarven heroes who led the fighting, as such champions could single-handedly win battles if they had equipment to match their martial skill. Sometimes, he got drawn into the battles themselves, where he was forced to rapidly develop his on-demand casting. During one such battle, whilst defending a staircase side by side with royal soldiers and local militia, an orc was able to get close enough to chop off part of his right foot. With no sufficient magical healing to regrow the hobbled foot, Vargrim encased it in an enchanted iron boot so he was able to participate in subsequent battles, acquiring both a characteristic limp and a nickname. He did eventually get his foot regenerated, but by that time deep scarring meant the limp was permanent.
As a result of his efforts, Vargrim earned a good reputation with the king's marshal, and the court wizard also made good on his promise. Vargrim was appointed Court Armourer, given a position as courtier in the palace, and tasked with maintaining the magic item supply of the royal heroes. From this point, Vargrim served diligently in the royal court for a century, occasionally leaving to provide field support in other conflicts, though thankfully in no wars as long and bloody as the Angorth War. Gradually, as he fulfilled his duties with diligence and pride, his ego also grew with his reputation. Driven by his assurance in his own capabilities, he diversified his skills into a variety of magical crafting forms, as well as developing his spellcasting, alchemy and overall scholarly knowledge. Though he was not a charismatic dwarf, Vargrim's practical ability and learned reputation were visible enough that he was able to make connections and allies within the court. Eventually, the aging court wizard grew concerned that Vargrim was angling to replace him, and a rivalry grew between them.
Ultimately, though, Vargrim had different plans. By his 200th birthday, he'd started to grow concerned with his legacy, and the things he'd leave behind. Though he'd produced many wondrous creations for the royal armoury, even he had to admit that he might never reach the same skill as the mythic craftsdwarves of old in his lifetime. Though he could create magical masterworks, they were not the kind of legendary artifacts whose creators' names were remembered and taught. Still, he believed himself great enough that his name deserved to live forever. So he came up with a new plan. When a new mountain was scouted as a good candidate for settlement, he put that plan into action, and put himself forward as a potential expedition leader. Vargrim's allies mostly spoke in favour of Vargrim's request, and the court wizard jumped at the chance to get his rival out of the picture and remove the only potential challenger for his post, supporting Vargrim's bid wholeheartedly.
And that's how Vargrim acquired a royal charter to found a city in Mount Eiven. As expedition leader, he'd need to establish the groundwork of a settlement to receieve future migration, and once the settlement became self-sustaining he could be confirmed by the settling clans as its first thane, and live in the records as the city's famous founder forever.
Vargrim married young in an arranged match between his clan and an equally wealthy one. Although he and his wife found each other's company pleasant, he was focused on mastering his work for the acclaim and prestige it would bring, while she wanted a life of travel and adventure. Though formal divorce between successful members of notable clans would be considered a grave insult in dwarven society - blood feuds have started over less - de facto separation under such circumstances is not uncommon. Vargrim is still in contact with Auine, but she's out somewhere in the Sea of Stars these days. Despite being just as old as he is, Auine continues to travel, hoping to see as much of the universe as she can before she retires.
Ultimately, Vargrim's diligence led to him seeking to become a master of his craft with relentless, sometimes callous, focus. His first forays into alchemy were for the purposes of purifying the materials he was working with. After a few decades of experience and success in his local neighbourhood of the city (and shortly after his separation from his wife), he attempted to win new acclaim with his works by sending them to the royal court. His items were accepted, but no special favour was forthcoming. Annoyed at this lack of recognition, Vargrim travelled to the palace himself to make his case to the court wizard. After a fruitless exchange that appeased neither party, the wizard offered Vargrim a deal. War was coming to the kingdom, and if Vargrim served as an arcane armourer for the royal army, the wizard would suggest his name for a place in the court.
The deal ended up being far more demanding than Vargrim initially thought. He'd expected to have to fulfil cut-price military commissions, but he was actually dispatched to Mount Angorth, a fledgling colony on an unusually large floating mountain where the fighting was taking place. Apparently, the local dwarves had discovered a deposit of valuable ores in the mountain while travelling through a part of the Subterrane controlled by an orc prince. The prince had quickly learned about this, and had made an ultimatum to hand over the entire mountain that the local thane had refused. Now the orc prince was trying to conquer the mountain, both for its valuable resources and the secrets of its molten core - the closely-guarded magic that made the mountain nomadic in the first place, as well as supplying magma for dwarven industry. The dwarves would have destroyed the core before letting it fall into foreign hands, but the king was prepared to commit fully to the fight to keep the mountain - and its valuable ore - under Drakum-Unghar control. The resultant conflict lasted for over a decade, with both factions sending increasing amounts of forces to Mount Angorth to battle it out.
Vargrim produced equipment for the dwarven heroes who led the fighting, as such champions could single-handedly win battles if they had equipment to match their martial skill. Sometimes, he got drawn into the battles themselves, where he was forced to rapidly develop his on-demand casting. During one such battle, whilst defending a staircase side by side with royal soldiers and local militia, an orc was able to get close enough to chop off part of his right foot. With no sufficient magical healing to regrow the hobbled foot, Vargrim encased it in an enchanted iron boot so he was able to participate in subsequent battles, acquiring both a characteristic limp and a nickname. He did eventually get his foot regenerated, but by that time deep scarring meant the limp was permanent.
As a result of his efforts, Vargrim earned a good reputation with the king's marshal, and the court wizard also made good on his promise. Vargrim was appointed Court Armourer, given a position as courtier in the palace, and tasked with maintaining the magic item supply of the royal heroes. From this point, Vargrim served diligently in the royal court for a century, occasionally leaving to provide field support in other conflicts, though thankfully in no wars as long and bloody as the Angorth War. Gradually, as he fulfilled his duties with diligence and pride, his ego also grew with his reputation. Driven by his assurance in his own capabilities, he diversified his skills into a variety of magical crafting forms, as well as developing his spellcasting, alchemy and overall scholarly knowledge. Though he was not a charismatic dwarf, Vargrim's practical ability and learned reputation were visible enough that he was able to make connections and allies within the court. Eventually, the aging court wizard grew concerned that Vargrim was angling to replace him, and a rivalry grew between them.
Ultimately, though, Vargrim had different plans. By his 200th birthday, he'd started to grow concerned with his legacy, and the things he'd leave behind. Though he'd produced many wondrous creations for the royal armoury, even he had to admit that he might never reach the same skill as the mythic craftsdwarves of old in his lifetime. Though he could create magical masterworks, they were not the kind of legendary artifacts whose creators' names were remembered and taught. Still, he believed himself great enough that his name deserved to live forever. So he came up with a new plan. When a new mountain was scouted as a good candidate for settlement, he put that plan into action, and put himself forward as a potential expedition leader. Vargrim's allies mostly spoke in favour of Vargrim's request, and the court wizard jumped at the chance to get his rival out of the picture and remove the only potential challenger for his post, supporting Vargrim's bid wholeheartedly.
And that's how Vargrim acquired a royal charter to found a city in Mount Eiven. As expedition leader, he'd need to establish the groundwork of a settlement to receieve future migration, and once the settlement became self-sustaining he could be confirmed by the settling clans as its first thane, and live in the records as the city's famous founder forever.
Ambition:
Vargrim wants to build a grand city that will stand the test of time. He dreams of his name and legacy living forever.
Contacts:
Show Content
SpoilerFamily:
Mogurth of Clan Magthurdam: A huge, wizened dwarf. Current patriarch of the clan, and Vargrim's fourth cousin once removed. He's very stuck up, though he nevertheless approves of Vargrim bringing prestige to the clan. As is the case with any clan leader, when he asks for a favour, he does so with the weight of dwarven tradition behind him, and it's very hard to say no.
Auine of Clan Tuvukragh: An adventurous dwarf looking to see as much of the universe as she can before she retires. Vargrim's estranged wife. They are on cordial terms and regularly exchange letters. Auine would have suffered terribly to be as tied down for over a century as Vargrim willingly was, though his new ambition to lead an expedition to settle a city is one thing she does approve of.
Termik of Clan Magthurdam: Mother, deceased. Died of old age.
Urin of Clan Dolomoz: Father, deceased. Died of old age.
Vedta of Clan Magthurdam: A strong-willed and kind-hearted goldsmith, Vedta is Vargrim's sister. They look quite a bit alike, though Vedta is much more likely to be smiling than Vargrim. When Vargrim branched out on his own to become a magic item specialist and ultimately join the royal court, Vedta stayed behind and eventually inherited their parents' traditional jewelers workshop.
Royal Court:
King Grumm II of the Royal Clan of Unghar: The current king of Drakum-Unghar. A relatively young king, he has reigned for only about a decade - Vargrim used to serve his father. He's more brash than his father used to be, and no less stubborn, but he was popular enough with the clans that his succession was uncontested.
Dyrin of the Clan of Hewstone-of-Aphaea: The king's steward and lord of the treasury. Dyrin came from Aphaea as a youth when that world was corrupted, and her clan - who only joined the kingdom a hundred years ago, with the other Aphaean refugees - proudly declares their relation to dwarven rulers from that plane. She has a Hewstone drawl that seems a little out of place in the royal court. She's tight-fisted with royal funds, but wants to see the kingdom succeed.
Krudt of Clan Rothurmak: The wizened old court wizard of Drakum-Unghar, who is crotchety to the extreme these days. He originally helped get Vargrim his position in the court in exchange for throwing him into a war, and afterwards they became rivals. Thankfully, with confirmation of Vargrim's departure, Krudt seems to have mellowed out a little.
Deithar of the Temple: The archpriest of the dwarven gods who serves the king. Deithar is extremely devout and serious. She was a foundling of the temple, and she became a full-fledged cleric at a young age. She spent over two centuries rising through the ranks of the temple. She is perhaps the most powerful person in Drakum-Unghar, both in terms of political influence and sheer magical threat. After all, even the king must appease the clans, but the temple answers to the gods, and serves the king only at the gods' direction. Deithar is also the primary ritualist who safeguards the secret knowledge of the molten cores, and she will need to travel to the new mountain to create the new molten core within.
Grodd of Clan Ubric: The kingdom's greatest martial hero, a famous name of the Angorth war, and a friend of Vargrim's in the court. Heroic champions are key to warfare, simply because one heroic warrior can carve through thousands of poorly-trained levies in this world. A boisterous and charismatic fighter, without equal in the whole kingdom, who is a little sad that Vargrim won't always be around to give him the best toys anymore.
This is not a complete list - the king's court also features titles such as chief ambassador, marshal-at-arms, high attorney (an expert on traditional dwarven law), majordomo and court jester.
Settlers:
Dobaruth of Clan Kamogur: A charismatic dwarf who is a competent miner from a stoneworking clan and an amateur musician. Young and hopeful, she dreams of using this opportunity to start her own clan. Distant relative of Zulban.
Rigoth of Clan Morg: An accomplished woodworker with a hot temper. She's also a talented dirty fighter with something to prove, but nobody is exactly sure what yet. Despite her short fuse, her skill at both woodworking and fighting got her offered this position, and she took it.
Goden of Clan Trezugarom: A relaxed and jovial gardener, Goden is also an alchemist, brewer and cook of substantial skill. He's here hoping to start a clan - his wife and kids are slated to come and join him once the settlement is established. Old friend of Dodok.
Dodok of Clan Bugrumur: A calm and friendly priest of the dwarven gods, Dodok is a fully-accredited cleric and skilled herbalist. He's here to establish a temple once the settlement can support it and help his friend with farming matters. Old friend of Goden.
Zulban of Clan Kamogur: A reserved and level-headed old mason and stonecarver. Zulban served in the Angorth war as a soldier of the line. She's no royal hero, but is more than capable of holding her own. Distant relative of Dobaruth.
Libash of Clan Mezetrim: A quiet miner who works with scary diligence. Scary tough. Nobody knows what exactly she wants out of this.
Mogurth of Clan Magthurdam: A huge, wizened dwarf. Current patriarch of the clan, and Vargrim's fourth cousin once removed. He's very stuck up, though he nevertheless approves of Vargrim bringing prestige to the clan. As is the case with any clan leader, when he asks for a favour, he does so with the weight of dwarven tradition behind him, and it's very hard to say no.
Auine of Clan Tuvukragh: An adventurous dwarf looking to see as much of the universe as she can before she retires. Vargrim's estranged wife. They are on cordial terms and regularly exchange letters. Auine would have suffered terribly to be as tied down for over a century as Vargrim willingly was, though his new ambition to lead an expedition to settle a city is one thing she does approve of.
Termik of Clan Magthurdam: Mother, deceased. Died of old age.
Urin of Clan Dolomoz: Father, deceased. Died of old age.
Vedta of Clan Magthurdam: A strong-willed and kind-hearted goldsmith, Vedta is Vargrim's sister. They look quite a bit alike, though Vedta is much more likely to be smiling than Vargrim. When Vargrim branched out on his own to become a magic item specialist and ultimately join the royal court, Vedta stayed behind and eventually inherited their parents' traditional jewelers workshop.
Royal Court:
King Grumm II of the Royal Clan of Unghar: The current king of Drakum-Unghar. A relatively young king, he has reigned for only about a decade - Vargrim used to serve his father. He's more brash than his father used to be, and no less stubborn, but he was popular enough with the clans that his succession was uncontested.
Dyrin of the Clan of Hewstone-of-Aphaea: The king's steward and lord of the treasury. Dyrin came from Aphaea as a youth when that world was corrupted, and her clan - who only joined the kingdom a hundred years ago, with the other Aphaean refugees - proudly declares their relation to dwarven rulers from that plane. She has a Hewstone drawl that seems a little out of place in the royal court. She's tight-fisted with royal funds, but wants to see the kingdom succeed.
Krudt of Clan Rothurmak: The wizened old court wizard of Drakum-Unghar, who is crotchety to the extreme these days. He originally helped get Vargrim his position in the court in exchange for throwing him into a war, and afterwards they became rivals. Thankfully, with confirmation of Vargrim's departure, Krudt seems to have mellowed out a little.
Deithar of the Temple: The archpriest of the dwarven gods who serves the king. Deithar is extremely devout and serious. She was a foundling of the temple, and she became a full-fledged cleric at a young age. She spent over two centuries rising through the ranks of the temple. She is perhaps the most powerful person in Drakum-Unghar, both in terms of political influence and sheer magical threat. After all, even the king must appease the clans, but the temple answers to the gods, and serves the king only at the gods' direction. Deithar is also the primary ritualist who safeguards the secret knowledge of the molten cores, and she will need to travel to the new mountain to create the new molten core within.
Grodd of Clan Ubric: The kingdom's greatest martial hero, a famous name of the Angorth war, and a friend of Vargrim's in the court. Heroic champions are key to warfare, simply because one heroic warrior can carve through thousands of poorly-trained levies in this world. A boisterous and charismatic fighter, without equal in the whole kingdom, who is a little sad that Vargrim won't always be around to give him the best toys anymore.
This is not a complete list - the king's court also features titles such as chief ambassador, marshal-at-arms, high attorney (an expert on traditional dwarven law), majordomo and court jester.
Settlers:
Dobaruth of Clan Kamogur: A charismatic dwarf who is a competent miner from a stoneworking clan and an amateur musician. Young and hopeful, she dreams of using this opportunity to start her own clan. Distant relative of Zulban.
Rigoth of Clan Morg: An accomplished woodworker with a hot temper. She's also a talented dirty fighter with something to prove, but nobody is exactly sure what yet. Despite her short fuse, her skill at both woodworking and fighting got her offered this position, and she took it.
Goden of Clan Trezugarom: A relaxed and jovial gardener, Goden is also an alchemist, brewer and cook of substantial skill. He's here hoping to start a clan - his wife and kids are slated to come and join him once the settlement is established. Old friend of Dodok.
Dodok of Clan Bugrumur: A calm and friendly priest of the dwarven gods, Dodok is a fully-accredited cleric and skilled herbalist. He's here to establish a temple once the settlement can support it and help his friend with farming matters. Old friend of Goden.
Zulban of Clan Kamogur: A reserved and level-headed old mason and stonecarver. Zulban served in the Angorth war as a soldier of the line. She's no royal hero, but is more than capable of holding her own. Distant relative of Dobaruth.
Libash of Clan Mezetrim: A quiet miner who works with scary diligence. Scary tough. Nobody knows what exactly she wants out of this.