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Aviean Exodus (Fantasy)(OOC / Open)

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Theyra
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Posts: 6424
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Fri Apr 16, 2021 5:32 pm

Skaldia wrote:
Theyra wrote:Just as a heads up, I have started working on the IC and it should be up sometime this weekend.

And this is still open to new characters eh?


Yes, it is always open to new characters. There is no deadline to make a char that I have planned right now. So make at your leisure.

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Tsarstvo Alyaski
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Founded: Dec 30, 2020
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Postby Tsarstvo Alyaski » Sat Apr 17, 2021 5:24 pm

/bumpity bumpity boo

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Great Confederacy of Commonwealth States
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Posts: 21996
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sun Apr 18, 2021 1:31 am

Tsarstvo Alyaski wrote:
/bumpity bumpity boo

You bring a lot of anxious energy with you. Please, settle down a bit. Everything is going fine.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Tsarstvo Alyaski
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Postby Tsarstvo Alyaski » Sun Apr 18, 2021 2:43 am

OOC: To Great Confederacy of Commonwealth States

Can't help but feeling as if this...
Well, you know... I'm sorry for /bumping in that case then, just trying to keep the thread alive, basically...

I can remove both this and the previous one if it is unsuitable.

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Tysklandia
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Postby Tysklandia » Sun Apr 18, 2021 8:56 am

Will post a character draft today sometime.

Did you guys make that discord?

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Theyra
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Postby Theyra » Sun Apr 18, 2021 1:12 pm

Tysklandia wrote:Will post a character draft today sometime.

Did you guys make that discord?


Here it is, https://discord.gg/nhTGtXDTpn

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Tysklandia
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Postby Tysklandia » Sun Apr 18, 2021 2:22 pm

Concept / Draft (First review version V0.7)
Name: Grandir Stelmar of Clan Helmi.
Race: Dwarven
Gender: Male
Age: 31
Appearance:
Image

Magical Ability: Y
Magic Specialization:
The Rune forges of Clan Helmi have long since been their most coveted treasure. Although some knowledge has been stolen or reversed engineered through the ages, the difficulty of the craft ensured that the isolated dwarvish community continued to hold a near-monopoly on the craft. All until the rot decimated their people. And although not the most skilled or swift of students, Grandir's born inclination to cast magic ensured him apprenticeships with the renowned rune-masters of Clan Helmi. Here he learned to channel what magical energy he could muster to power the rune-forges and to imbue his creations with various runic-enhanced abilities.

Any other magic Grandir has learned to conjure has been limited at best. True Magi where of a differing sort, a studious kind to which he felt no calling. And even if he had ever humored such pursuits, the path chosen for him by his family and clan had no room for such fancy. Beyond the relatively narrow and specialized scope of his rune-crafting, any wizard would call his abilities to be sub-par at best.

(++) Rune smith ( Able to Imbue magical properties into tools/weapons/armor/structures if given the materials and time)
(+) Elemental magic, the generation of heat, cold and the conjuration of fire.
(-) all other magics are ill-studied and any capability would be basic at best.

Skills:
- (+++) Skilled Blacksmith, able to craft and repair both weapons, armor, and tools.
- (++) Average in skills relating to survival and travelling.
- (+) Average knowledge in geology/Minerals, largely linked to metals, stone and soil
- (+) As a dwarf and craftsman, he has some, albeit limited, knowledge in the fundamentals of construction.
- (+) Basic cartography knowledge.
- (+++) Skilled warrior, most comfortable fighting in armor and with mace or axe.
- (-) His knowledge of the common language is stunted, but usable enough to communicate.
-

Equipment:
- Full set of Dwarven plate armor, chainmail, and underlying Gambeson. (Enchanted for resistance to magic)
- pair of Enchanted Battle-Axes (Enchanted to become unbearably hot / Limited in time)
- Short-Sword ( Enchanted to disrupt / dispel magic )
- Crossbow with Hunting bolts
- Large backpack, packed for travelling. (Simple tent, cooking gear, survival gear, Axe, knives, A Book, and several scrolls for logging his travels and writing utensils, etc...)
- Small kit for repairing armor and weapons
- Small kit to engrave runes into weapons, materials, and armor
- Pair of mountain ponies, one for riding, one pack-animal.

Weakness:
(Review further, add more? More "effective" weakness?)
- Grandir has become disillusioned with negotiation and patience in the face of the loss of his home and the imminent extinction of his clan and people. He will often prefer to perform brutal and perhaps immoral acts, to ensure the survival of his people.
- His loyalty to the pathfinders and the coalition is to him a means to ensure the survival of his people at any cost. He is, as of yet, unable to leave the rivalries and hatreds of the past behind.

Background:

Clan Helmi once had a most illustrious name in much of Aviea, their mountain holds most ancient and prosperous. Creators of armor, weapons and mechanical wonders that were the envy of many. A history dating back many centuries, if not millennia, were detailed meticulously in their libraries and Archives, the efforts of past generations revered with religious fevor. Their forges fed the industry of many neighboring nations with weapons, tools and even more exotic constructs, feeding the treasuries of the Clan immensely. Such wealth has, through the ages, been coveted, contested and fought for. Clan Helmi only survived by adhering to a certain level of isolation and warriorship that enabled them to defend themselves through the ages.

But no walls, not their hidden mountain forts, no armies of stout dwarven warriors, enchanted runic weapons or Golems of Stone and magic could defend against the rot. Centuries of arrogance and semi-isolation had Clan Helmi deny any advice or attempt to abandon their lands until it was far too late. Even as the world around them turned dark and died of storm and disease, they hid themselves and shut themselves behind defenses of mountain and carved stone. Arrogance made them believe they could cure the plague and avoid the rot. When that eventually failed, they believed quarantine and hiding in the depths of their mines would save them, but even that eventually failed as their deepest wells turned sour and their homes drowned in famine and disease.

It was arrogance that ensured that all that eventually remained of clan Helmi was to march through leagues of dying, diseased land to reach what little safe harbor was left on Aviea. Of an entire kingdom, a scarce few hundred would survive, to beg for whatever temporary safety the coalition could provide.


The Stelmar family line has a long, chronicled history, now gathering dust in the abandoned archives of Clan Helmi's mountain holds. Not as prestigious as some, but not as lacking as others. Stelmar was a trusted and respected name of blacksmiths and warriors, one amongst dozens such families that acted as the backbone of Clan Helmi proper. Grandir, born a son in the Stelmar line, was as such pre-determined at birth for a life with a hammer in one hand and an axe in the other. The strict expectations of the world around him allowing for little choice in the matter.

Through the years of his adolescence and early adult life, lessons by family elders and lengthy apprenticeships under various forge masters instilled in Grandir the knowledge of forge and blade. But before Grandir would be marked an adult in the eyes of Clan Helmi, his born debt to them would need to be paid. Any family of sufficient standing in the lands of Clan Helmi has little choice but to offer their sons in its defense. For several years Grandir would be honor-bound to march to defend far flung mines, outposts, or trade convoys against the myriad of threats that coveted the riches the lands of Clan Helmi could provide.

It was here, on the battlefields of Aviea, fighting raiders, brigands, thieves and worse, that Grandir would mold his initial view of the outside world. Many of Clan Helmi rarely ventured far from home, for their culture was so insular in nature. This made many of the non-merchant caste, of which Grandir was a part, less than kind to outsiders. It would take the end of the world itself to change his preconceptions, which would define much of his interactions with his future peers.
But from this humble life as a warrior and smith, Grandir would be thrust in a place of unwanted prominence in a way no man would wish for.


As the rot eventually reached the depths of Clan Helmi's deepest reaches where they had hid from a dying world even the most arrogant amongst them had to admit that their time their had come to an end. With the streets laden with the dead, they began preparing to preserve what could be saved. The elderly alongside a selection of keepers remained behind, tasked with sealing their archives and closing off their cities in the hope that they could be reclaimed in the decades or centuries to come. This left the young and the healthy to march through lands already claimed by the rot, to reach what lands could still sustain them.

For months they were forced to march before reaching the relative safety of the lands held by the Coalition and by that time, the vast majority of their kin had died on the way. Their leaders were consumed by the plague along the route and the weak and sick either left the caravan voluntarily, died or were exiled to protect the ever-dwindling number of survivors. By the time the scarce few hundred survivors of Clan Helmi arrived, it was men such as Grandir and other warriors, that had made the harshest choices and pressed onwards that were looked at for leadership, for all others worthy of the position had died along the way.
When the gate was finally discovered, there was a sliver of hope to displace the feeling of despair that had gripped so many of their company. But as the coalition formed to control its use, Grandir and the others of Clan Helmi weren't willing to let their survival be dictated entirely by others or the whims of fate. Grandir pushed for his people to join the pathfinders, to volunteer and pass through to aid in construction and exploration. All with the eventual goal to build what remained of their people a new home. For they owed their ancestors to take any chance that was given to them, that could allow the continuation of their people.

= = =

Optional Info
Likes: Known to closely guard his ever-dwindling supply of Tobacco. Beyond his asocial exterior that seems to border on indifference, he frequently accepts requests to repair or maintain weapons, armor, or tools when there is time to do so.
Dislikes: / /
Personality: Grandir is known to rarely joins other pathfinders in any social gathering and it seems to many that he dislikes their casual company. Due to his tendency to speak few words to his fellow pathfinders, it is difficult for others to gauge his personality.
Family:
- Wife / Malva Stelmar (+ + Surgeon / + + Herbalist )
- Older Brother / Grandar Stelmar ( + Craftsman / + + Builder / + Warrior )
- Extended Family in the sense of the survivors of Clan Helmi
Motivation for Joining:
When the scarce few survivors of the Helmi clan joined coalition, Grandir pushed to join the pathfinders, in the hope to acquire a preferential position for his people to pass
Last edited by Tysklandia on Fri Apr 23, 2021 1:10 pm, edited 9 times in total.

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Theyra
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Posts: 6424
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Apr 18, 2021 5:33 pm

Tysklandia wrote:Concept / Draft (In progress)
Name: Grandir Stelmar of Clan Helmi.
Race: Dwarven
Gender: Male
Age: 29
Appearance:
Magical Ability: Y
Magic Specialization:
(Write into paragraphs)
- Rune smith ( Able to Imbue magical properties into tools/weapons/armor/structures if given the materials and time)
- Abjuration spell craft, crafting of projected shields, to protect against magic and/or physical attacks.
Skills:
(Write into paragraphs)
- (+++) Skilled Blacksmith, able to craft and repair both weapons and armor.
- (++) Average in skills relating to survival and travelling.
- (++) Average in geology/Mineral knowledge
- (+) Basic cartography knowledge.
- (+++) Skilled warrior, most comfortable fighting in armor and with mace or axe.
Equipment:
(Write into paragraphs? A simple comma seperated list?
- Full set of Dwarven plate armor, chainmail, and underlying Gambeson. (Enchanted for resistance to magic)
- Large, enchanted Battle-Axe(Enchanted for increased strength)
- Short-Sword ( Enchanted to disrupt / dispel magic )
- Crossbow with Hunting bolts
- Large backpack, packed for travelling. (Simple tent, cooking gear, survival gear, Axe, knife, etc...)
- Small kit for repairing armor and weapons
- Small kit to engrave runes into weapons, materials, and armor
- Pair of mountain ponies, one for riding, one for gear.
Weakness:
(Review further, add more? More "effective" weakness?)
- Grandir has become disillusioned with negotiation and patience in the face of the loss of his home and the imminent extinction of his clan and people. He will often prefer to perform brutal and perhaps immoral acts, to ensure the survival of his people.
- His loyalty to the pathfinders and the coalition is to him a means to ensure the survival of his people. He is unable to leave the rivalries and hatreds of the past behind.

Background:

Clan Helmi once had a most illustrious name in much of Aviea, their mountain holds most ancient and wealthy. Creators of armor, weapons and mechanical wonders that were the envy of many. A history dating back many centuries, if not millennia were detailed meticulously in their libraries and their forges, fed the industry of many neighboring nations. Such wealth has, through the ages, been contested and fought for. The Clan only survived by adhering to a certain level of isolation and warriorship that enabled them to defend themselves through the ages.

But no walls, no hidden mountain cities, no armies of stout dwarven warriors, enchanted runic weapons or Golems of Stone of magic could defend against the rot. Centuries of arrogance had Clan Helmi deny any advice or attempt to abandon their cities. Even as the world around them turned dark and died of storm and disease. Arrogance made them believe they could cure the plague and avoid the rot. When that eventually failed, they believed quarantine and hiding in the depths of their mines would save them, but even that eventually failed as their deepest wells turned sour and their cities drowned in famine and disease.

It was arrogance that ensured that all that eventually remained of clan Helmi was to march through leagues of dying, diseased land to reach what little safe land was left on Aviea. Of an entire kingdom, a scarce few hundred would survive, to arrive in whatever temporary safety the coalition could provide.

-Grandir's position in Clan Helmi and the pathfinders ...

Optional Info
Likes:
Dislikes:
Personality:
Family:
Motivation for Joining:


Okay, I am okay with this so far

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Theyra
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Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Apr 18, 2021 8:25 pm

IC is up, https://forum.nationstates.net/viewtopic.php?p=38568111#p38568111, and for those that are still making apps. There is no rush just take your time. No one likes a rush app and the rp is still open for new apps.
Last edited by Theyra on Sun Apr 18, 2021 8:31 pm, edited 1 time in total.

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Tysklandia
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Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Mon Apr 19, 2021 1:30 pm

A few questions in regards to lore mayhaps.

If someone attempted to make himself a "god", I assume their are "gods", in a sense? In terms of belief, worship and their influence on the world, what effect do they have?

I reckon if they can have any influence at all, their lack of aid against the rot would have caused a crisis of faith regardless?

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Theyra
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Democratic Socialists

Postby Theyra » Mon Apr 19, 2021 7:56 pm

Tysklandia wrote:A few questions in regards to lore mayhaps.

If someone attempted to make himself a "god", I assume their are "gods", in a sense? In terms of belief, worship and their influence on the world, what effect do they have?

I reckon if they can have any influence at all, their lack of aid against the rot would have caused a crisis of faith regardless?


The gods' influence I would say was minimal and it was up in the air if they existed because of how minimal it was.

So yeah, it would have caused a crisis of faith though I think some would still believe despite the lack of help.

Spirits are real but, are unable to deal with the Rot.
Last edited by Theyra on Mon Apr 19, 2021 8:17 pm, edited 1 time in total.

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Tysklandia
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Postby Tysklandia » Wed Apr 21, 2021 1:37 am

Theyra wrote:
Tysklandia wrote:A few questions in regards to lore mayhaps.

If someone attempted to make himself a "god", I assume their are "gods", in a sense? In terms of belief, worship and their influence on the world, what effect do they have?

I reckon if they can have any influence at all, their lack of aid against the rot would have caused a crisis of faith regardless?


The gods' influence I would say was minimal and it was up in the air if they existed because of how minimal it was.

So yeah, it would have caused a crisis of faith though I think some would still believe despite the lack of help.

Spirits are real but, are unable to deal with the Rot.


I still need to go over the whole thing again, make sure I didn't make too many syntax errors. But is the skill set / idea of the character okay? Then I think I could have the character up for approval later today.

With my job I can't really post daily, but I should be able to maintain a 3 to 4 day policy on replying.

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Theyra
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Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Wed Apr 21, 2021 2:10 pm

Tysklandia wrote:
Theyra wrote:
The gods' influence I would say was minimal and it was up in the air if they existed because of how minimal it was.

So yeah, it would have caused a crisis of faith though I think some would still believe despite the lack of help.

Spirits are real but, are unable to deal with the Rot.


I still need to go over the whole thing again, make sure I didn't make too many syntax errors. But is the skill set / idea of the character okay? Then I think I could have the character up for approval later today.

With my job I can't really post daily, but I should be able to maintain a 3 to 4 day policy on replying.



The idea of the char is fine though with the skill set. The max for magic specs is two so just get rid of one of them and everything looks good.

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Tysklandia
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Postby Tysklandia » Wed Apr 21, 2021 2:24 pm

Theyra wrote:
Tysklandia wrote:
I still need to go over the whole thing again, make sure I didn't make too many syntax errors. But is the skill set / idea of the character okay? Then I think I could have the character up for approval later today.

With my job I can't really post daily, but I should be able to maintain a 3 to 4 day policy on replying.



The idea of the char is fine though with the skill set. The max for magic specs is two so just get rid of one of them and everything looks good.



In terms of magic, do mages hyper-specialize? As in, if one picks abjuration and Conjuration, they are incapable of anything elemental?

In my eyes, he would be trained in abjuration and runic magic (this being just fluff, basically). I assumed a "mage" would have limited knowledge of other fields and listed elemental magic in the sense that he knows a "little" of it and basically nothing else, of any other field.

If you say they do hyper-specialize, no issue. Just making sure.

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Theyra
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Democratic Socialists

Postby Theyra » Wed Apr 21, 2021 2:40 pm

Tysklandia wrote:
Theyra wrote:

The idea of the char is fine though with the skill set. The max for magic specs is two so just get rid of one of them and everything looks good.



In terms of magic, do mages hyper-specialize? As in, if one picks abjuration and Conjuration, they are incapable of anything elemental?

In my eyes, he would be trained in abjuration and runic magic (this being just fluff, basically). I assumed a "mage" would have limited knowledge of other fields and listed elemental magic in the sense that he knows a "little" of it and basically nothing else, of any other field.

If you say they do hyper-specialize, no issue. Just making sure.


It is mainly for balance reasons rp wise so chars do not become too strong.

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Tysklandia
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Postby Tysklandia » Thu Apr 22, 2021 3:39 am

Theyra wrote:
Tysklandia wrote:

In terms of magic, do mages hyper-specialize? As in, if one picks abjuration and Conjuration, they are incapable of anything elemental?

In my eyes, he would be trained in abjuration and runic magic (this being just fluff, basically). I assumed a "mage" would have limited knowledge of other fields and listed elemental magic in the sense that he knows a "little" of it and basically nothing else, of any other field.

If you say they do hyper-specialize, no issue. Just making sure.


It is mainly for balance reasons rp wise so chars do not become too strong.


Understood.

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Revlona
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WIP

Postby Revlona » Thu Apr 22, 2021 5:53 am

Name: Ayara Syleon
Race: Elf
Gender: Female
Age: 27
Appearance: (Pic or written description)
Magical Ability: Y
Magic Specialization: Light and Fire
Skills:
Equipment:
Weakness:(Min of Two)
Background:(Two paragraphs min)

Optional Info
Likes:
Dislikes:
Personality:
Family:
Motivation for Joining:
Lover of doggos

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Tsarstvo Alyaski
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Founded: Dec 30, 2020
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Postby Tsarstvo Alyaski » Thu Apr 22, 2021 1:19 pm

OOC: To Revlona

Heyo! I'm looking forward to see what you conjure up...
I've got the privilege of accepting your application when you eventually complete it btw (If it goes up to standard, of course) since I'm a Co-Op Admin...

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Revlona
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Founded: Jan 23, 2017
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Postby Revlona » Thu Apr 22, 2021 1:25 pm

Tsarstvo Alyaski wrote:
OOC: To Revlona

Heyo! I'm looking forward to see what you conjure up...
I've got the privilege of accepting your application when you eventually complete it btw (If it goes up to standard, of course) since I'm a Co-Op Admin...


Awesome! Kinda still brainstorming her, but i hope to begin and finish her up tomorrow!
Lover of doggos

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Tysklandia
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Founded: Apr 15, 2015
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Postby Tysklandia » Fri Apr 23, 2021 1:10 pm

I think i'm decent enough for initial review now: /

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Tsarstvo Alyaski
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Founded: Dec 30, 2020
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Postby Tsarstvo Alyaski » Fri Apr 23, 2021 1:44 pm

Heyo Tysklandia
I am Theyra's Co-Op admin, so I would be willing to look over and see if your application is acceptable...

Now, where would I find it?

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Theyra
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Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Fri Apr 23, 2021 7:19 pm

Tysklandia wrote:Concept / Draft (First review version V0.7)
Name: Grandir Stelmar of Clan Helmi.
Race: Dwarven
Gender: Male
Age: 31
Appearance:
Magical Ability: Y
Magic Specialization:
The Rune forges of Clan Helmi have long since been their most coveted treasure. Although some knowledge has been stolen or reversed engineered through the ages, the difficulty of the craft ensured that the isolated dwarvish community continued to hold a near-monopoly on the craft. All until the rot decimated their people. And although not the most skilled or swift of students, Grandir's born inclination to cast magic ensured him apprenticeships with the renowned rune-masters of Clan Helmi. Here he learned to channel what magical energy he could muster to power the rune-forges and to imbue his creations with various runic-enhanced abilities.

Any other magic Grandir has learned to conjure has been limited at best. True Magi where of a differing sort, a studious kind to which he felt no calling. And even if he had ever humored such pursuits, the path chosen for him by his family and clan had no room for such fancy. Beyond the relatively narrow and specialized scope of his rune-crafting, any wizard would call his abilities to be sub-par at best.

(++) Rune smith ( Able to Imbue magical properties into tools/weapons/armor/structures if given the materials and time)
(+) Elemental magic, the generation of heat, cold and the conjuration of fire.
(-) all other magics are ill-studied and any capability would be basic at best.

Skills:
- (+++) Skilled Blacksmith, able to craft and repair both weapons, armor, and tools.
- (++) Average in skills relating to survival and travelling.
- (+) Average knowledge in geology/Minerals, largely linked to metals, stone and soil
- (+) As a dwarf and craftsman, he has some, albeit limited, knowledge in the fundamentals of construction.
- (+) Basic cartography knowledge.
- (+++) Skilled warrior, most comfortable fighting in armor and with mace or axe.
- (-) His knowledge of the common language is stunted, but usable enough to communicate.
-

Equipment:
- Full set of Dwarven plate armor, chainmail, and underlying Gambeson. (Enchanted for resistance to magic)
- pair of Enchanted Battle-Axes (Enchanted to become unbearably hot / Limited in time)
- Short-Sword ( Enchanted to disrupt / dispel magic )
- Crossbow with Hunting bolts
- Large backpack, packed for travelling. (Simple tent, cooking gear, survival gear, Axe, knives, A Book, and several scrolls for logging his travels and writing utensils, etc...)
- Small kit for repairing armor and weapons
- Small kit to engrave runes into weapons, materials, and armor
- Pair of mountain ponies, one for riding, one pack-animal.

Weakness:
(Review further, add more? More "effective" weakness?)
- Grandir has become disillusioned with negotiation and patience in the face of the loss of his home and the imminent extinction of his clan and people. He will often prefer to perform brutal and perhaps immoral acts, to ensure the survival of his people.
- His loyalty to the pathfinders and the coalition is to him a means to ensure the survival of his people at any cost. He is, as of yet, unable to leave the rivalries and hatreds of the past behind.

Background:

Clan Helmi once had a most illustrious name in much of Aviea, their mountain holds most ancient and prosperous. Creators of armor, weapons and mechanical wonders that were the envy of many. A history dating back many centuries, if not millennia, were detailed meticulously in their libraries and Archives, the efforts of past generations revered with religious fevor. Their forges fed the industry of many neighboring nations with weapons, tools and even more exotic constructs, feeding the treasuries of the Clan immensely. Such wealth has, through the ages, been coveted, contested and fought for. Clan Helmi only survived by adhering to a certain level of isolation and warriorship that enabled them to defend themselves through the ages.

But no walls, not their hidden mountain forts, no armies of stout dwarven warriors, enchanted runic weapons or Golems of Stone and magic could defend against the rot. Centuries of arrogance and semi-isolation had Clan Helmi deny any advice or attempt to abandon their lands until it was far too late. Even as the world around them turned dark and died of storm and disease, they hid themselves and shut themselves behind defenses of mountain and carved stone. Arrogance made them believe they could cure the plague and avoid the rot. When that eventually failed, they believed quarantine and hiding in the depths of their mines would save them, but even that eventually failed as their deepest wells turned sour and their homes drowned in famine and disease.

It was arrogance that ensured that all that eventually remained of clan Helmi was to march through leagues of dying, diseased land to reach what little safe harbor was left on Aviea. Of an entire kingdom, a scarce few hundred would survive, to beg for whatever temporary safety the coalition could provide.


The Stelmar family line has a long, chronicled history, now gathering dust in the abandoned archives of Clan Helmi's mountain holds. Not as prestigious as some, but not as lacking as others. Stelmar was a trusted and respected name of blacksmiths and warriors, one amongst dozens such families that acted as the backbone of Clan Helmi proper. Grandir, born a son in the Stelmar line, was as such pre-determined at birth for a life with a hammer in one hand and an axe in the other. The strict expectations of the world around him allowing for little choice in the matter.

Through the years of his adolescence and early adult life, lessons by family elders and lengthy apprenticeships under various forge masters instilled in Grandir the knowledge of forge and blade. But before Grandir would be marked an adult in the eyes of Clan Helmi, his born debt to them would need to be paid. Any family of sufficient standing in the lands of Clan Helmi has little choice but to offer their sons in its defense. For several years Grandir would be honor-bound to march to defend far flung mines, outposts, or trade convoys against the myriad of threats that coveted the riches the lands of Clan Helmi could provide.

It was here, on the battlefields of Aviea, fighting raiders, brigands, thieves and worse, that Grandir would mold his initial view of the outside world. Many of Clan Helmi rarely ventured far from home, for their culture was so insular in nature. This made many of the non-merchant caste, of which Grandir was a part, less than kind to outsiders. It would take the end of the world itself to change his preconceptions, which would define much of his interactions with his future peers.
But from this humble life as a warrior and smith, Grandir would be thrust in a place of unwanted prominence in a way no man would wish for.


As the rot eventually reached the depths of Clan Helmi's deepest reaches where they had hid from a dying world even the most arrogant amongst them had to admit that their time their had come to an end. With the streets laden with the dead, they began preparing to preserve what could be saved. The elderly alongside a selection of keepers remained behind, tasked with sealing their archives and closing off their cities in the hope that they could be reclaimed in the decades or centuries to come. This left the young and the healthy to march through lands already claimed by the rot, to reach what lands could still sustain them.

For months they were forced to march before reaching the relative safety of the lands held by the Coalition and by that time, the vast majority of their kin had died on the way. Their leaders were consumed by the plague along the route and the weak and sick either left the caravan voluntarily, died or were exiled to protect the ever-dwindling number of survivors. By the time the scarce few hundred survivors of Clan Helmi arrived, it was men such as Grandir and other warriors, that had made the harshest choices and pressed onwards that were looked at for leadership, for all others worthy of the position had died along the way.
When the gate was finally discovered, there was a sliver of hope to displace the feeling of despair that had gripped so many of their company. But as the coalition formed to control its use, Grandir and the others of Clan Helmi weren't willing to let their survival be dictated entirely by others or the whims of fate. Grandir pushed for his people to join the pathfinders, to volunteer and pass through to aid in construction and exploration. All with the eventual goal to build what remained of their people a new home. For they owed their ancestors to take any chance that was given to them, that could allow the continuation of their people.

= = =

Optional Info
Likes: Known to closely guard his ever-dwindling supply of Tobacco. Beyond his asocial exterior that seems to border on indifference, he frequently accepts requests to repair or maintain weapons, armor, or tools when there is time to do so.
Dislikes: / /
Personality: Grandir is known to rarely joins other pathfinders in any social gathering and it seems to many that he dislikes their casual company. Due to his tendency to speak few words to his fellow pathfinders, it is difficult for others to gauge his personality.
Family:
- Wife / Malva Stelmar (+ + Surgeon / + + Herbalist )
- Older Brother / Grandar Stelmar ( + Craftsman / + + Builder / + Warrior )
- Extended Family in the sense of the survivors of Clan Helmi
Motivation for Joining:
When the scarce few survivors of the Helmi clan joined coalition, Grandir pushed to join the pathfinders, in the hope to acquire a preferential position for his people to pass


I am going to assume that this the final version that up for review. Which it is accepted

User avatar
Kaziimar
Envoy
 
Posts: 236
Founded: Mar 06, 2019
Ex-Nation

Postby Kaziimar » Fri Apr 23, 2021 10:09 pm

Finally got a post up, sorry it took so long.

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sat Apr 24, 2021 9:42 am

Mmmm... So everyone is milling about for now?

Is their an edge of the settlement, a gate or a specific place the expedition would depart from?
It seems most logical that my character would be waiting their for everyone else to arrive.

User avatar
Theyra
Negotiator
 
Posts: 6424
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sat Apr 24, 2021 12:51 pm

Tysklandia wrote:Mmmm... So everyone is milling about for now?

Is their an edge of the settlement, a gate or a specific place the expedition would depart from?
It seems most logical that my character would be waiting their for everyone else to arrive.


Yeah, everyone I just doing tasks and waiting for the first expedition to start.

There is a gathering area within the base camp that the Pathfinders would gather before heading out on expeditions which is near one of the entrances to the camp

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