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Orm

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Orm
Gnome Barbarian
"Hi, I'm Orm!"
Biographical Information
Status Alive
Location Shinewater
Affiliation The Adventurers
(formerly)
Language Common,
Dwarvish
Birth 911 f.Ma.
Family
Parentage Unknown Gnomish adventurers,
Iron Dwarven farmers
(adoptive)
Physical Description
Gender Male
Height 3ft
Build Scrawny
Eye color Brown
Equipment Adventurer's outfit
Weaponry Greatsword
Level 5 Barbarian
STR DEX CON INT WIS CHA
18 10 16 9 10 13

Orm Ierinnfanng is a Gnome Barbarian, who briefly was a member of The Adventurers until his departure in Folum 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 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 well-liked member of the Adventurers. Unlike the others, who often got into conflicts with each other, Orm never had any issues with the rest of the group, save for a moment of frustration in the hedge wizard's tower in Durea. Zerkan had stayed back at the bottom of the tower, napping on a couch, while the rest of the party nearly perished to a bunch of paper golems. Though they survived, Orm, possibly still enraged from battle, let his feeling be known to his lazy party member.