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Al Mo’alej

Al Mo’alej

Played by: Paul A Peterson

Contact info: ppeterson@pelicanfire.com; Paul Vago Peterson on Facebook

Character Name: Nasir ibm Halim al Mo’alej al Kae’Rim

Character Name(Meaning): Nasir(helper), son of Halim(patient, tolerant, mild), the healer, of the Kae’Rim

Gender: Male

Class: Cleric

Age: 47

Race: Half-Syndar(using Syndar mechanics)

Hair: Blonde

Eyes: Blue

Occupation: Healer

Known Skills: Healer, Liason between Ul-Brana tribe and May’Kar of Mardrun

Birthplace: An oasis in the May’Kari desert.

Appearance: Slightly taller than 6 foot, with slightly pointed ears. Clean shaven.

Notable Traits:
Does not carry a weapon
Believes in the sanctity of all life
Will try to heal all wounded, allies or enemies
Believes that true healing comes from within as well as without

Backstory: I remember it well. The tribal elders told us Ul-Brana tribe was to guide the Vandregonian army to the gates of Saresh to end the Risen King. They told us that by doing this, we were gaining passage to a new world, a world where the dead do not rise. We boarded a large ship and came to Mardrun after the Risen King fell.

When we made it to the new world, we heard the truth from the May’Kar refugees. The truth, that while the Vandregonian army did end the Risen King, they also slaughtered the residents of Saresh and destroyed the city. Our tribe has continued to travel in the area around Serai in Mardrun, attempting to right this wrong, and help the May’Kar in the new world make a place for themselves.

I have taken up my family skills. I tend to those wounded in fighting. I have given up my sword as the undead are no longer a threat to our lives, and we no longer have need for fighting them. I now focus all of my skills on fighting undo death, for all life is sacred. This fight, I know is one I cannot win, but I must not allow another slaughter.

In one of my early visits with the traders in Serai, I met a Syndar in red and black, by the name of Rindis. In our travels we continued to cross paths until finally, I asked her to join my tribe. She agreed to leave her tribe, the Phoenix, and join the Kae’Rim, where she now assists me with healing the wounded, and tending to the ails that I have not yet mastered.

I feel that true healing does not start until your mind, body, and soul are as one. Unity in these are foremost to purity. I will strive to remain pure to the end of my life.

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Astrid Cathubodua

Astrid Cathubodua

Astrid was born to the harsh winters of northern Vandregonian lands in an independent, nomadic tribe. Born with a strong sense of community and loyalty to her family, she was always a dreamer and told wild stories of visions she constantly had. Over time she kept having the same dream again and again of a crow with ice blue eyes calling her to a greater purpose. The more she dreamt, the more stories she shared and the more her people became nervous.

Hers were words of blasphemy if the wrong ears would hear her. She began to speak of great beings and eventually started to refer to them as gods. Her stories continued until she shared a different creation story from what she was taught and the deeper she sought answers the more she began to receive darker visions. Suffering from night terrors her dreams became plagued with humans being torn asunder by the hordes of undead. Eventually these dreams were visited upon her own people. One by one their numbers dwindled and the families would break apart into other groups they found solace and protection in.

Astrid refused to leave those that would remain until it was her and a few others left. That was when tragedy would strike its final blow before her deliverance. Her small band set up camp one last night before being destroyed to leave her running for her life though the darkness. The chill of winter was in the air as autumn leaves crunched under her feet; her were lungs on fire, and legs threatened to give out… and they did. Crying out toward the heavens and filled with divine fervor, she cast back the undead that pursued her. A bright flash of light illuminated the sky, and a tree standing between Astrid and those pursuing her erupted into splinters and flames. Her will overpowering her instincts, Astrid refrained from shielding her eyes and, in doing so, witnessed a mighty branch fall from the now decimated tree, separating her from the undead with a wall of flames. Her eyes scanned the horizon, searching for anything: a sign, an ally, a way out. Through the fields at the treeline stood her salvation. Ivar witnessed a divine light burning in the distance and with his group descended upon the scene to rescue the girl. Eyes both the color of winter met and a vision was shared. A crow rising from the darkness with ice blue eyes.

Astrid was taken in and became Ivar’s shield maiden, prophetess, and priestess. The lore she shared that came to her in dreams were visions shared by some others of their faction. Taking a name after their goddess and donning a cloak rimmed in black feathers, she protects her new family with shield and divine word. Head matron of the Brotherhood of the Long Winter Astrid is charged as her people’s lead religious figure, lore keeper, and shrewd diplomat.

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I’sa

Player: Charlie Corcoran
Character Name: I’sa
Class: Rogue Race: Human
Background
My name is I’sa and I was born in the year 234. From birth I was to be cursed with a life of hardship, grief and being thrown aside as an outcast. I was born in the May’kar Dominion where my mother used to tell me stories about an independent and proud people. Who would have known that these stories would make me the person I am today? From what I remember, my mother was a beautiful woman with a passion for nature and the riches it could provide. She operated a small alchemist store where she spent most of her time creating potions for the Aldorian Armies. When she had any free time she would try to spend the most of it with me. I know nothing of my father and nor do I care to ever find out.
I spent my life growing up in the Kingdom of Aldoria. I was too young to remember the undead turning my people to darkness, but I was reminded daily by those I grew up around. We were the lucky ones that just happened to be on a caravan delivering unique ingredients in exchange for medical supplies to Aldoria when our kingdom fell to the undead. There were twelve of us on the journey, though only my mother and I did not return to our home. Growing up was an everyday battle, from being called a traitor for what my people did to just getting my ass kicked. I had to learn early how to fight just so the other kids knew that if they tried anything, I wasn’t going to make it easy. My mother raised me alone and I helped around the shop picking up the skills that I would need later in life. Life went on like this until the day my life was again turned upside down.
I was eighteen when the cheers echoed through our small village about the defeat of the May’Kar. Everyone was overjoyed and one could have thought there was a festival being held. We could over hear people walking by our dilapidated house saying, “Well, there are still two that haven’t been butchered yet,” and we knew we wouldn’t be able to stay here much longer. My ailing mother wouldn’t make it on a long journey and anyway, where would we go? Two months later my mother passed and I was left to fend for myself, until a chance encounter would change my life forever.
It was a night of terrible storms where one could get lost going from one end of the village to the other when a “knock” came to my door. Normally only people collecting money would knock, but maybe someone finally had the balls to come to try an make this my final night. As I opened the door I saw 3 large men wearing armor like I had never seen before. “What?” was the only word I could think to say, knowing I probably wouldn’t live to say another. He almost chuckled at me and turned around to show me 2 wounded men who would not make it without healing. With no more healers around due to the war I was his only chance. I stared at him and said, “I will save them, but you must let me join you and get me out of these lands.” I didn’t care who they were or what they were doing. I just knew that I didn’t want to wait for death, may it be by the people around me or the fast approaching undead.
Over the next few years we did what was necessary to survive. The day we heard that Aldoria had fallen was the happiest day of my life. Everyone else was talking about how this was the end of days and how we are doomed to the undead. I was probably the only person thinking about throwing my own little festival. We made the decision to take what money we could get our hands on and help us secure passage to this proclaimed New World. I say whatever is to become of our future it will be better than what has happened in the past. No compasion! No remorse! My new family will survive no matter the cost that we must endure!

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Grunt

Player: Steven Sachleben
Character: Grunt
Race: Human
Class: Warrior

Bio: This is a tale of a man who had to survive discrimination, abandonment and near death, just for him to have a chance to find his place in the world. This tale begins with his birth. The man was born in to a noble family. But, unfortunately for the man he had been born dumb. Five years after his birth it became clear that he was never going to be able to speak. This brought shame to the family name. To deal with this shame, the head of the family ordered the man’s parents to have him killed. Because of the love the parents had for their first and only son they faked his death and had him taken away in secrecy.

The man lived locked away for 12 years and his only connection to the outside word was his caretaker Ramona and the few times a year his parents came to visit. But because of Ramona losing her son at birth then shortly after that losing her husband to a bandit raid, she sees the young master as her own son. Over the years Ramona taught him how to read, write and even how to do math. During his 17th year his parents came to visit and told him that the whole family was leaving to live in a different land, but, they are going to have to sneak on to the boat. They also told him while on the boat that he must stay hidden at all times. When the boat hit land Ramona over heard the young masters family planning to kill him. So she went to get him and ran as fast as they could from the Situation . Unfortunately when they were making there escape, his family found out and went after them. when Ramona and the man were trying to make there escape. Ramona took an arrow in the knee. Ramona then told the man to leave her behind. With hesitation he did as she said and left her to her fate.

After escaping from his family, the man got himself lost in the forest. Traveling alone for the first time in a new land . The nights were long and the trails lonely and dangerous . Scary noises night after night . Then the hunger set in. Not knowing how to fend for himself in the woods left him scared and hungry. Then it happened . The noises now had a face large and black. Then the pain, strong blow to the head leaving him unconscious. After the attack the man awoke with no memories of who he was and anything that had happened in his life before waking up . Looking around he found nothing but a small group of strange looking people staring at him and a older man trying to attend to his needs .The older man explains how he found him unconscious And wishes to heal him back to heath. He also tells him that his name is Ivar. With no memories of whom he was and feeling he owes Ivar for saving his life he decided to travel with him and do whatever he can to pay him back. After years of traveling, Iver trains the younger man he now calls Grunt, to be his bodyguard. Grunt finally found a place where he feels he belongs.

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Volrok Hinrich – [Renowned]

Player Name: Tyler S. Dubey
Character Name: Volrok “Battle-born” Hinrich
Gender: Semi-Blood Crazed Male
Age: 27 (came over on boat)
Race: Human
Hair: Reddish Brown
Facial Hair: Bright Red
Eyes: Hazel
Occupation: Íoclaochra or “Paid Warrior”
Known Skills: Armor Prof. (0), Imp. Armor Prof. (1), Shield Prof. (2), Shield Expert (8), Poison Resist (4)
Birthplace: Cul’Claimete (Northern Most Lairdship ), Deighcrag
Appearance: Feathered Cap, Partial Plate Armor, Chainmail, and an upturned mustache
Notable Traits: Can be heard from a notable distance due to armor, very flamboyant style, accent is extremely strong.
Bio:
Deep in the north of the Cul’Claimete of Richtcrag, in the northern most lairdship called Deighcraig, where summer was just a thawing of the ground and the rest of the seasons were snow and ice, was where Volrok was born. Now Volrok’s mother is unknown to him, but what he does know is that she died protecting him from a swarm of Undead when they invaded Deighcraig. This left his father to care and protect him as a mere babe as they fled the massive wave of undeath. At least this is what his Íoclaochra father, Torcoll “The Crimson” Hinrich told him. But that did not matter; what mattered was that he had a father that was willing to raise and teach him the ways of the local Íoclaochra. Now, most Íoclaochra were fairly similar in Cul’Claimete – drunken, battle-proud warriors whose capacity for drink was outmatched only by their love of fighting, but the small group up in Deigcraig were of a slightly different breed. They were some of the most honorable and gentlemanly warriors when not in battle, not like the rest of the Cul’Claimete Íoclaochra. They viewed that a constant stupor of alcohol could dull the senses and weaken them in battle. However, there was another tradition that made the Íoclaochra of Deigcraig different. It was rite of passage, seen by the warriors of Deigcraig as the most common – and some say, honorable – way to join the ranks of the Íoclaochra. Those whom completed this rite are called Battle-born. In the words of Volrok “Being a battle-born is a grand honor. As for what it means, it means to be born again through battle. A baptism of blood if you would.” To become a battle-born, one simply has to go into and stay in a blood rage for an extended period of time.

As for Volrok his rite happened, rather unfortunately, on his second paid engagement as an Íoclaochra. He was to guard a laird’s daughter from brigands, ne’er-do-wells, and others who might wish to exploit her station and threaten her family while she went to the market. While he wasn’t looking, the young lady was pulled into an alleyway and was about to be taken by several hired blades. Thankfully, the young lady could scream quite loudly; loud enough for Volrok to hear over the din of the market place. Disgusted at himself for letting her get pulled into the alley, the sight of the thugs dragging his charge whom he sworn to protect being dragged away, Volrok went into his very first blood rage. Sadly, even though he killed one of the thugs and mortally wounded another, he suffered a heavy blow in return, severely injuring his right knee. To this day, it will occasionally lock up due to the cut ligament. When the young lady spoke of this to her father, the local laird, as well as Torcoll, Volrok was given the the honorary title Battle-born despite his youth and inexperience.

A year after this, Torcoll heard of some promising work over on the new continent of Mardrun. Before Volrok got a say in the matter, his entire Íoclaochra company of twenty strong warriors, went to cross the sea. When they got to Mardrun, the promised wealth failed to appear – instead, they found only chaos. Clashes between the Ulven and the Colonists happened constantly, and the company was given little to no pay for their services at this time, lumped in with the other desperate refugees seeking to flee from the undead and even called scoundrels for adhering to their code of requiring payment for their services. Over time, and after the death of ten of their men, the fragile peace between the Ulven and the Colonists gained traction. This put the company practically out of business – at least, until the threat of the Mordok grew large enough for the Colonists to take notice.

The Mordok, as his father said, were “A blessing from the Battle Father!” This put the company back in business and they were beginning to make a nice profit. Their final job as a company was to be the one that finally found them with enough riches to outfit even the highest of Lairds – escorting a caravan from Starkhaven. Then, it happened: a massive Mordok raid took the caravan by complete surprise, slipping past their posted watch. Volrok was ordered to escort the surviving merchants to the nearest village or outpost for safety. To this day, he still remembers his father’s final words as a Mordok arrow pierced his heart – “COME BEAST! IF I AM TO DIE, THEN LET MY BLADE BE SOAKED WITH MORDOK BLOOD! FOR HONOR AND GLORY! FOR THE BATTLE FATHER!” Now, Volrok did not turn around to aid Torcoll, nor did he go to try and avenge him. No, he was taught better – the contract always came first. He quickly rushed the merchants to Daven’s Reach and then returned to the site of the ambush with a small company of guards. No bodies where ever found.

That event was nine cycles ago, and Volrok has matured into a fine Íoclaochra. He continues on the tradition of the Battle-born name and gives his praise to his chosen god, The Battle Father. Now, here in Mardrun, the Battle Father is practically unheard of – except for those scant few survivors from Cul’Claimete. To explain this rather peculiar religion, one must start at the beginning. According to legend, all the deities wished peace for what they created, but the Battle Father was wise, and knew if there was nothing but peace for these creatures, they would perish if ever faced with true hardship. So he went before the rest of the gods and spoke his wisdom to them. The other gods laughed at what they deemed foolish nonsense, but soon, their people began to perish due to plagues and the violence of wild beasts, so they went to the Battle Father and begged him to save their works. With a single swing of his sword, he cut the veil of peace that was laid over the world. To this day, you can still see the scar in the night sky, the Great Scar, whose glory shines even brighter over Mardrun. From here, it is said that only a select few were given knowledge of his deeds and spoke little of the Battle Father. But eventually, a cleric in Deighcraig came forth and gave this knowledge to the local Íoclaochra after a vision of the Battle Father’s legendary blow to destroy the weakness that had once threatened all creations of the gods. They came to see the Battle Father as the one that gave them the skill and strength to survive in such a war-ravaged land.

Currently, Volrok is one of the very few Íoclaochra known to be left on Mardrun and is still adhering to their ways and traditions. After working for a caravan, The Silver Raven Trade Company, he worked on as a guard for the Outpost for a few days. He enjoyed his work there, getting to fight Mordok and even gaining honor by saving the tavern from a Mordok raid. Sadly his contract is now expired and will most likely wander from location to location looking for work that is worthy of his skill, honor, and price. During his travels, he is alway sure to send out a summons for any remaining Íoclaochra to rally to him. With a war on the horizon, the time for honor, money, and glory will soon be at hand once again. For what better way to make a profit than to hire out an entire company of Íoclaochra for a reasonable price, given the circumstances?

Personality:
Out of battle, Volrok is a man of Honor and Duty, who will go above and beyond was he was contracted to do. He can have a crude sense of humor and will occasionally knock back a single mead. However, if his honor is ever insulted or questioned, he will become rather enraged and may attempt a brawl. If the insult is serious enough, he may just outright kill that person.

In battle, he tends hoot and yell at the enemy, taunting them to come into his reach. As a trained mercenary, he is willing to work with groups and will gladly take point so that he may attempt to claim glory when the chance is viable. When fighting an opponent, there may be a chance that all logic will be thrown to the wind as he enters a blood rage.

Relationships:
Best of Friends: Battle, Silver, and Mead.
Actual Friends: None at the time.
Ulven: “Interesting folk. I find honor in battle with them. I especially find joy in battle with them for other reasons. Like the mutual dislike for Mordok, yelling and taunting the enemy, and a love for a good hard fight.”
Syndar: “Have yet to be paid well by one. Have yet to battle with one side-by-side. So I find Syndar uninteresting.”
Humans: “Humans are difficult. I trust Ulven more than fellow humans, simply due to the lack of honor most humans have.”

Rumors:
This lone Íoclaochra is looking for others who are of like mind as he, (other Íoclaochra or those that may desire to become Íoclaochra) that may wish to band together and introduce Mardrun of their skills and services . . . for a hefty price, of course.
Constantly speaks of a god by the name of “Battle-Father.
Will fly into a blood rage while in a fight.
Very possible, he could be a bard on the side, as he is often found singing. When confronted on the subject, he replies “If wanted to be bard, I would not hire out my blade.”

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Martha

Played by:Jenni Babcock
Name: Martha
Gender: female
Age:17
Race: human
Hair: red
Eyes: hassle green
Occupation: I worked in a bar once
Known Skills:i can Handel a sword pretty well
Birthplace: crows landing
Appearance: short
Notable Traits: well I can cook and clean

Bio: I grew up in crows landing in a small cottage closest to the sea. I have a big family; my parents, three brothers, and two sisters. I’m the oldest so I worked at a bar until the rangers got me to join them. I still remember seeing them for the first time. In the winter we had run so low on supplies and as soon as they arrived all they did was help. They didn’t even ask for anything. They did so much to help us threw that winter joining them was my way of saying thanks. Puckermen has been teaching me how to fight with a sword and its been a struggle but I’m learning.
Its hard leaving my family all the time but I feel like I’m really helping people. We do a lot of scouting mostly. It’s fun, kind of like taking a walk threw the woods for a picnic or something, but its not all fun. On one of my first patrols with them things turned south fast. We went on a stranded patrol with four men. Puckermen was in charge. There some ulven named Nickoli and a tall guy with a shield as big as me named Bob. We where an hours walk from the village when it happened. I heard a sharp sound from the trees and felt so much pain in my chest, it made me fall to the ground. An arrow was sticking out of my chest the pain was so great. I heard the sound of fighting. I could barley keep my eyes open I saw five men pushing out of the woods three had bows. It was then I saw that Nickoli had been hit as well, two arrows stuck out of his back. Bob had taken to fighting the two men that had ran in with swords drawn. Puckermen came to my side and pulled me to my feet he yelled at me “FIGHT!” The rest is a blur. I didn’t do much. Bob killed three of them and Puckermen killed one more but the third archer ran into the woods. We let him get away Puckermen healed Nickoli while we rested then we searched the bodies and burned them. we didn’t find much. Puckermen talked to me when we got back he could tell how helpless I felt. He promised to teach me how to be a better fighter. I hope I can help others as much as they helped me.

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Guthrum

player: Tim Miller
Character: Guthrum
Gender: Male
Age: 27
Race: human
Hair: brown
Eyes: Hazel
Occupation: Merchant liason for the Brotherhood of the Long Winter
Known Skills: Fearless warrior of the Brotherhood, wields a great sword
Birthplace: A Small village in Faedrun
Appearance: Bearded, good looks
Notable Traits: nothing of physical note

BIO: Guthrum was born in Faedrun and experienced first hand, the undead apocalypse that swept over the land. He originally was part of a militia set up by his village to help defend it from the undead. When the dead came, they where not prepared. The village’s meager defenses were nowhere near enough to ward off the endless tide of undead. His village was overrun; the militia swept aside, and his friends and family slaughtered. In the chaos of the battle he was forced into the forest. He was forced to flee through the forest for his life. After wandering the woods for days being chased by the undead, he came across Gandr trying to light a fire to keep himself from freezing. Knowing the undead where in close pursuit he convinced Gandr to flee with him. Together they made it to the coast and eventually they where able to secure passage on a colony ship by selling all of Guthrum’s armor. Upon arriving in New Hope, Guthrum tried to find a place for him and Gandr, eventually falling in with the Brotherhood of the Long Winter and swearing himself to Jarl Ivar.
Relationships: Sworn to Jarl Ivar’s service. Close friends with Gandr Wodeen
Rumors: He’ll Cut you

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Gandr Wodeen

Played by: Peter “PJ” Rudolph
Name: Gandr Wodeen
Gender: Male
Age: 327 Moons ~(26yrs)
Race: Human
Hair: Dark Brown if at all
Eyes: Blue with a speck of green
Occupation: Scribe
Known Skills: Reading, Writing, Being a smart ass,
Birthplace: Wodeen (Small town three miles off a trade route. Often used for a stop for supplies.)
Appearance: A fat guy in a brown robe.
Notable Traits: Fat and Friendly

Bio: Born the son of a powerful mage Alf Wodeen and the proficient healer and cleric Frea Wodeen. While growing up, the village that his father’s family had founded many years back was for the most part untouched by the undead in Faedrun. It was a small trade town with many travelers and many stories. At the age of twelve, a small band of undead and penitent found the village and attacked it. With expert leadership of both of Gandr’s parents, the town was saved with only three lives lost in the process. The village had many injuries, but Frea was able to mend all the wounds of those not outright killed and save them all. Unbeknownst to her, she had a small bite from one of the undead on her ankle. With much healing skill she went to work on herself, once she noticed the bite, but at that point it was already too late. Her magic and knowledge of the human body was not enough to save her, and she died. Now without a mother, Gandr’s father sent him to a monastery for protection and to learn, while he would try to cleanse the land of this undead plague. With an unholy vengeance, his father went off and did in fact make a name for himself in many of the conflicts he was a part of. At the monastery, Gandr was a young boy and for the most part an orphan, although that was not uncommon in this monastery. He spent all of his time trying to learn anything he could about healing so that he could save someone’s life if it ever came to that again. His mother’s death was not a peaceful one, and he would not wish it even on his own worst enemies. The monks of the monastery took a liking to Gandr and while the other children would be out playing or doing chores, they would take turns answering his questions, which were mostly about the human body, and how to heal it. After seven years, the monks allowed Gandr to join their order to help protect people. On his initiation day, Gandr’s father showed up before the ceremony and warned him that they needed to leave, and they needed to leave now. It was the only way he would have time to save his son’s life. When asked why, his father explained that a vast army of penitent and undead was on its way to destroy this monastery for the hope it was bringing to the region. After refusing to go with his father without at least trying to save the monastery, his father knocked Gandr unconscious and black bagged him. Three hours later, Gandr woke and was promptly informed by his father that while he left word with the monastery on what was happening, he didn’t believe that they would all be dead in the next few hours. Hatred and heated words flew between them about how Gandr was a man now and his father had no right to make decisions for him, with the retort that Gandr knew nothing of the real world and was no man yet, despite his age. Knowing that this fight was futile, Gandr suppressed it to be had at another time. On the travels away from the now fallen monastery, he and his father talked about anything that they could, so as not to bring up arguments. In this Alf taught Gandr everything he knew about magic. Now, on a practical sense, Gandr learned everything his father had to say. He even wrote it down in books to remember for later as a reference. He never developed the ability to store mana in himself from his father’s lessons, but that was more of a not having time to meditate and try. While traveling with his father, Gandr heard many rumors about his father, heroic exploits and such. After traveling with him for a few months, Gandr finally asked where they were going, and was answered with, “Anywhere to keep the last light of Frea safe.” With many miles, many towns, many talks, and many lessons in knowledge and the world, both Gandr and Alf were not able to find a spot that was not now infested with undead or penitent in one way or another. Like all seasons, all times must change. After three years with his father, and much running, there was finally an event they could not run from. Being caught in a town where there seemed no escape, so his father created a diversion to allow his son to escape. Gandr’s father told him the way to the next town, and that after escaping; if he could make it there he should be safe. On the way to the next own, more attacks happened and Gandr lost his way. Lost in the forest and trying to find the town his father sent him from. While on his travels one night, he was trying to make a fire and a man ran into him and his little camp, ruined the fire and yelled at him, “Run or Die!!!” We ran thru the night and when we finally reached the day and felt safe enough, we finally introduced ourselves properly. Guthrum was his name. He told Gandr about a port that was heading to a new promised land. Together they traveled and grew a friendship. They reached the docks of a town and used the money from Guthrum selling his armor to pay for a ride to the new land. Upon arriving they eventually met the brotherhood of the long winter. After some miss understandings with the jarl, Gandr promised three years of his life in service to pay for an insult. He has been in the brotherhood since that day.

Relationships: Scribe for the Brotherhood of the Long Winter, Good Friends with Guthrum
Rumors: People unsure of sexual preference. The Jarl keeps calling him gay in some shape or another. The idiot who corrected the Jarls pronunciation.

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Vazra

Name: Vazra
Played by: Drake Nelson
Gender: Male
Age:?
Race: Formless Identity. (Human?)

How did this begin?

I think back to the last moments of my life, my opponent is mighty, I cannot win. As it strangles the life out of me I resort to my trump card.
“Scatter with me into everything!”

…and then I am lost, vanished into the Mana stream where I have languished ever since. Realizing I was trapped, I quickly erected a series of barriers to shield my essence against those that would unknowingly drain me for their spells. As the years drag by I have abandoned all hope of rescue, I have simply resigned myself to endure the never ending onslaught of time, a prisoner devoid of form, identity and even a physical presence.

This never ending everything,

I am omnipresent, scattered across the vastness of the Mana steam. Every instant I endure the collective perception of innumerable lives, yet retain no more than few fleeting moments. It is a mercy, my fragile mortal mind would burst in an instant if exposed to even a moment of omniscience. I have placed wards to resist even those fleeting moments I might otherwise retain. Sometimes even then, under the overwhelming strain; an experience evades my barriers and sticks with me. Each haunts me, for every memory; a salmon struggling upstream, the pained screams of a wounded soldier, the grief of a Mother whose child was born still, steals away the place of one of my own and pushes me further into madness.

It has been so long, my life in this place has long since exceeded the life that came before. I have outlived the expectancy of a human, and it is terrifying, for now it has become clear that even the freedom of death lies beyond the reaches of time. I feel so very old, I feel so very trapped.

The years pass like this. Perhaps there was life before all of this came to pass, but it has been so long I can scarcely remember. Nothing but fragments remain of who I was, and I can’t shake the feeling even those pieces are wrong too. I have even forgotten the choices I made to find myself here, that feeling eats away at what little is still left of me. What a cruel fate, to suffer with no memory of the cause. What did I trade this for? Perhaps if I could only know why I might be able to make peace with this.

I now long for death, any escape from this eternal madness. The barriers I first established to protect myself now shackle me to this existence, and I am powerless to undo them. I can only wish they shatter, so that I might interact with the physical world one last time as I am drawn into a spell and consumed.

I surrender my mental wards, I surrender to madness. I am no longer anybody, I simply experience. I have accepted my fate. I will simply be content to observe without purpose. I see now that I have always been free, from this moment on I will revel in this fate. There is so much to feel and yet never know.

And then one day, it came to an end.

In a blast I emerge, immediately assaulted by an onslaught of physical sensation that I had grown unaccustomed to. Every touch is overwhelming, every sight is blinding, every sound deafening. The world screams and swirls around me, the simple forest appears as a maelstrom to me.

Strangers approach, I do not trust them, but they are kind and calm and I am a stranger to this reality. As I regain my bearings, a terrible reality sinks in, I have reemerged into a new world, lifetimes after my disappearance on Faedrun. I can remember nothing but the screams of those left behind. Loved ones I was helpless to save, but whose names I cannot even remember. The guilt tears me apart and I sink into existential terror.

I watch them die, over and over. Time passes.

My sight is plagued by hallucinations both profound and insane. Between conflicting layers of reality, great truths of the world dance alongside warped, alien and bizarre thoughts. Amongst them lurks the dark remnants of a storm that has clawed its way into my heart. Fragment memories of innumerable lives haunt me and I am powerless to discern which are my own.

Despite this agony, I have found new purpose in this world they call “Mardrun”. Perhaps I will never regain the clarity of a mortal man, but I have become something far greater. In time, I will use my power to make everything right again. After all, I am Vazra; the greatest mage to ever live.