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'''Orm Ierinnfanng''' is a [[Gnome]] [[Barbarian]], who briefly was a member of [[The Adventurers]] until his departure in Loyum (8) of 934 f.Ma. His last known location was [[Shinewater]], [[Valcrest]].
'''Orm Ierinnfanng''' is a [[Gnome]] [[Barbarian]], who briefly was a member of [[The Adventurers]] until his departure in Loyum (8) of 934 f.Ma. His last known location was [[Shinewater]], [[Valcrest]].
== History ==
=== Early History ===
As an infant, Orm was adopted by a family of [[Iron Dwarf|iron dwarven]] farmers. His biological parents, still alive and well, gave him up for adoption due to the dangers of their work. Despite his smaller and weaker stature compared to his adoptive family, Orm was raised alongside them as an equal.
Growing up, Orm struggled with self-acceptance and often felt out of place within his family. He developed a persistent need to prove himself, leading him to assertiveness and impatience. His adoptive family, skilled in armed combat, trained daily with real swords, providing Orm with a greatsword far too large for his stature. Despite his efforts, Orm remained the least skilled fighter among them.
Feeling discontent with farm life and his sense of not belonging, Orm, together with his Greatsword, embarked on a journey to seek honor, glory, and greatness.
=== Prior to joining The Adventurers ===
At some point in Hosum (6) of 934 f.Ma., Orm was traveling the forests near [[Naveth]], and accidentally fall down a spike trap leading to a [[Campaign#An Eye for Trouble|mysterious elven ruin]]. Due to his size he survives, but is unable to exit.
=== Recent History ===


== Characteristics ==
== Characteristics ==
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Though not very conventionally intelligent, his dedication and refusal to surrender often help compensate for this shortfall.
Though not very conventionally intelligent, his dedication and refusal to surrender often help compensate for this shortfall.


== History ==
== Relations ==


=== Early History ===
=== The Adventurers ===
As an infant, Orm was adopted by a family of [[Iron Dwarf|iron dwarven]] farmers. His biological parents, still alive and well, gave him up for adoption due to the dangers of their work. Despite his smaller and weaker stature compared to his adoptive family, Orm was raised alongside them as an equal.
Orm's easygoing personality made him a easily liked member of the Adventurers. Unlike the others, who occasionally got into conflicts with each other, Orm never had any issues with the others, save for a moment of frustration in the [[Campaign#14th of Loyum, 934. f.Ma.|hedge wizard's tower in Durea]], when [[Zerkan]] had stayed back in the bottom of the tower napping on a couch, while the rest of the party nearly perished.
 
Growing up, Orm struggled with self-acceptance and often felt out of place within his family. He developed a persistent need to prove himself, leading him to assertiveness and impatience. His adoptive family, skilled in armed combat, trained daily with real swords, providing Orm with a greatsword far too large for his stature. Despite his efforts, Orm remained the least skilled fighter among them.
 
Feeling discontent with farm life and his sense of not belonging, Orm, together with his Greatsword, embarked on a journey to seek honor, glory, and greatness.
 
=== Prior to joining The Adventurers ===
At some point in Hosum (6) of 934 f.Ma., Orm was traveling the forests near [[Naveth]], and accidentally fall down a spike trap leading to a [[Campaign#An Eye for Trouble|mysterious elven ruin]]. Due to his size he survives, but is unable to exit.
 
=== Recent History ===





Revision as of 12:47, 4 April 2024

Orm Ierinnfanng is a Gnome Barbarian, who briefly was a member of The Adventurers until his departure in Loyum (8) of 934 f.Ma. His last known location was Shinewater, Valcrest.

History

Early History

As an infant, Orm was adopted by a family of iron dwarven farmers. His biological parents, still alive and well, gave him up for adoption due to the dangers of their work. Despite his smaller and weaker stature compared to his adoptive family, Orm was raised alongside them as an equal.

Growing up, Orm struggled with self-acceptance and often felt out of place within his family. He developed a persistent need to prove himself, leading him to assertiveness and impatience. His adoptive family, skilled in armed combat, trained daily with real swords, providing Orm with a greatsword far too large for his stature. Despite his efforts, Orm remained the least skilled fighter among them.

Feeling discontent with farm life and his sense of not belonging, Orm, together with his Greatsword, embarked on a journey to seek honor, glory, and greatness.

Prior to joining The Adventurers

At some point in Hosum (6) of 934 f.Ma., Orm was traveling the forests near Naveth, and accidentally fall down a spike trap leading to a mysterious elven ruin. Due to his size he survives, but is unable to exit.

Recent History

Characteristics

Appearance

Orm is a young gnome of average stature, with light skin, brown eyes and a messy mane of crimson hair held back by a green bandana depicting tally marks, the significance of which is unknown. As a Barbarian, he forgoes armor in favor of more utilitarian adventuring clothes. His most visually identifiable characteristic is his family greatsword, a large dark steel blade, nearly twice his own height in length.

Personality

Orm's atypical upbringing left him feeling isolated, driving a deep desire for inclusion within groups. However, this need sometimes manifests as pushiness and impatience, as he seeks quick solutions without considering potential consequences.

Despite lacking skill in combat, evidenced by his difficulty wielding a greatsword provided by his adoptive family, Orm is driven by an unwavering belief in his ability to conquer any obstacle and achieve greatness.

Though not very conventionally intelligent, his dedication and refusal to surrender often help compensate for this shortfall.

Relations

The Adventurers

Orm's easygoing personality made him a easily liked member of the Adventurers. Unlike the others, who occasionally got into conflicts with each other, Orm never had any issues with the others, save for a moment of frustration in the hedge wizard's tower in Durea, when Zerkan had stayed back in the bottom of the tower napping on a couch, while the rest of the party nearly perished.