For the Empire!

Thoradin

Hammerer Dwarf on a pilgramige

Thoradin

Description

Bio

Born into one of the clans of Barak Varr, the central trading city for the dwarves, he was exposed to the many different cultures and races that make up the known world. Finding himself with a natural talent for dealing with people he was apprenticed to the diplomat guild where he learned the tricks o fthe trade in both local and international diplomacy specializing in trade and politics.

Yet his life was not to lead down that path. He was called to active duty when an Orc uprising began in the south of Barrack Varr. After a 3 year campaign in which the battallion he was a part of continuously smashed the orc lines his prowess as a fighter became common knowledge to his superiors. After rescueing several dwarf Ironbeards who’d fallen into a Orc trap he was rewarded and transfered to the prestigious Dwarf Hammerers, the Kings personal body guards. Proud to serve in this role he continued to show progress to his superiors who thought he would make a good officer one day.

Then the dreams began. At first he believed they were a result of the campaign, he’d seen other dwarfs go mad remembering some of the things that they saw against the orcs. He was unsure of what they were and rarely remembered what occured during them The dreams continued to persist as his first year long tour with the Hammerer’s came to an end. Then the dreams became more vivid and he began remembering images from them.

After one especially traumatic dream he remembered seeing some sort of human magic user fighting for his life surrounded by other shadowy humanoid shapes. He could remember the humans face now. And there was another, he never saw their face, but it looked like a short skinny dwarf with short hair. As they progressed over the next couple of months he would wake up feeling like he was not in the right place until finally the draw was so great that he could no longer resist the urge to follow the dreams.

He was a dwarf of honour and was torn as to which course to take. He could not leave the Kings service without destroying his honour and he could not stay with out going insane. While his oath to the King is unbreakable he decided that this dream that was pulling him must superseded his oath to his king. The more he though the more his path was clear, he must follow the dreams path, he must follow the call.

He left alone, quietly, with a word to no one. On his back, his meagre possessions and supplies. Cradled in his arms his great Dwarven Warhammer, around his neck hung a dwarven Oath Stone. This stone will hopefully one day redeam him in the eyes of his King, his clan and his brothers in the Hammerer’s.

He traveled for a year not really knowing where he was going. Searching for something that he could recognize from his visions. Over the first few months the vissions began to diminish, had he done something wrong? He could not go back now. Then after being kicked out of Slayer Keep in Karak Kadrin he headed to the human lands.

As he crossed into the human lands the dreams started pick up again. Becoming clearer and more vivid. He felt the need to head south through Ostermark and through Striland and coming into the The Moot and then into Averland. He was heading towards Averhiem castle when he heard fighting ahead…

Character Name Level Class Paragon Path Epic Destiny Total XP Race Size Age Gender Height Weight Alignment Deity Affiliation
INITIATIVE
Score Dex ½Lv Misc
Initiative
Conditional Modifiers +
ABILITY SCORES
Score Mod M+½
Strength
Constitution
Score Mod M+½
Dexterity
Intelligence
Score Mod M+½
Wisdom
Charisma
HIT POINTS
Max HP Bloodied Surge Value Surges Current HP Temp HP Surges Used Death Saves Resistances +
SAVE MODIFIERS
Modifiers +
SKILLS
Bonus A+½ Trnd Arm Misc
Acrobatics Dex
Arcana Int
Athletics Str
Bluff Cha
Diplomacy Cha
Dungeoneering Wis
Endurance Con
Heal Wis
History Int
Insight Wis
Intimidate Cha
Nature Wis
Perception Wis
Religion Int
Stealth Dex
Streetwise Cha
Thievery Dex
NOTES
Note +
DEFENSES
Score 10+½ Abil Cls Feat Enh Misc Misc
AC
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Fort
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Ref
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Will
Conditional Bonuses +
ACTION POINTS
Points MSs
Action Points
Additional Action Point Effects +
RACE FEATURES
Feature +
CLASS FEATURES
Feature +
FEATS
Feat +
LANGUAGES KNOWN
Language +
BACKGROUNDS
Background +
MOVEMENT
Speed Base Arm Item Misc
Speed
Special Movement +
SENSES
Score Base Skill
Passive Insight 10 +
Passive Perception 10 +
Special Senses +
COMBAT WORKSPACE
+
Attack Type
Attack
½Lv
Abil
Cls
Prof
Feat
Enh
Misc
Damage
Abil
Feat
Enh
Misc
Misc
 
AT-WILL POWERS
Power +
ENCOUNTER POWERS
Power +
DAILY POWERS
Power +
EQUIPMENT
Item +
Character By • Sheet By