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Ubby
09-22-2004, 05:52 PM
Grumwald was born the youngest of 3 sons to Thunwald Goldfist, a noted trader of the Goldfist Clan within the great dwarven realm of Ceredhan Narâd, located to the north and east of the Empire of Brynn. While his two older brothers always showed signs of desire and aptitude to follow in Thunwald’s steps and take over their family’s share of the clan’s trade, Grumwald was more aloof, preferring to spend his time puzzling out his delightful Black-Craft Puzzles instead of learning the art of Trading.

As Grumwald grew older, he also grew to love all things mechanical such as locks and clocks. He would spend hours taking such things apart to see how they worked and to see if he could put them back together. More often than not he could. The only thing he found more fascinating was magic. He was enthralled by the concept that something so mystical and intangible could rival the fantastic works of dwarven Craft and Lore. While dwarves are normally averse to magic, he sought out as much knowledge on the subject as he could.

Resigned to the fact that Grumwald took after his mother and did not have the gift of Trade, Thunwald sent Grumwald off to study Black-Metal Craft and Lock-Craft with his uncle Bomble. For years Grumwald assisted his uncle and soaked in all the knowledge he could of dwarven craftsmanship. Grumwald was on the path to fulfill his dream of becoming an Artificer.

But then the ancient and hated enemy, the orcish hordes, arose from deep in the mountains bent on destruction of the dwarven nation. Everyone was summoned in the defense of the Mountainhome. All plans were put on hold. Grumwald was trained and served as a Hammer, a form of dwarven infantry. He participated in many battles and slew many an orc. The war was brutal and many good dwarven-folk fell. Many times the outcome of the war was in doubt, but after a number of years, dwarven might won out over orcish numbers and the dark hosts were sent reeling back into the depths. But not without the Goldfists seeing their share of tragedy. One night, after the war had been decided yet not concluded, Clan Goldfist’s halls were attacked by suicide groups of orcs, cut off from retreat and knowing they would die but determined to take all the dwarves they could to the Abyss with them. Thunwald Goldfist died in the attack, along with many others.

Grumwald’s brothers, Brumdoggle and Drumble, took over their family’s trade. But being still relatively young and new to the Art, coupled with the effect of losing so many clansmen, they knew they would require help to rebuild their trade. They beseeched their brother, freshly released from the host, to help them. While eager to return to learning his Craft (and to take a wife), his loyalty to his family made it a quick and easy decision.

In order to rebuild their wealth and power, the brothers decided, with the blessing of the Thane, to take their goods out of the Mountain to trade with the human lands to the south and west. Still having absolutely no affinity for Trade, Grumwald helped out as a cart driver, and tended the animals. They found a great demand for dwarven goods in the Empire of Brynn, and made a good amount of gold. Heading for home back east along the Sentinel Pike, they made their way to the town of Graymoor. Here they were disturbed to find that the way east was currently closed at the ford across the River Daerring, which forms the border between Graymoor and Daerringford, the neighboring province. Forces between the two provinces were currently facing off as tensions between the two Barons, Caellan of Graymoor and Boerain of Daerringford, were rapidly escalating towards war. Faced with no other choice but to turn back for a road that crossed the River Daerring further south which would put them tens if not hundreds of miles out of their way, the brothers decided to set up shop in Graymoor, and wait out the crisis.

With little else to do, Grumwald spends much of his time with the Graymoor smith, and at the Bear North Inn, making do with the local brews.

Lifepaths: Born Clansman, Tinkerer, Lead to Artificer, Ardent, Apprentice Artificer, Lead to Dwarven Host, Foot Soldier, Lead to Guilder, Carter.

Age: 134

Stats: Pe: B5 Wi: B6 Ag: B5 Sp: B4 Po: B6 Fo: B7

Attributes: Re: B4 Ste: B6 He: B6 MW: B13 Hesitation: 4 Presence: 6 paces

PTGS: Su: B4 Li: B7 Mi: B10 Se: B11 Tr: B12 Mo: B13

Skills: Gadget-wise (stuff-wise) B5, Fire-building B2, Black-Metal Craft B2, Foraging B2, Animal Husbandry B3, Hammer B4, Crossbow B2, Armor Training, Shield Training, Ox-team Driving B3, Mending B4, Soothing Platitudes B3, Lock-Craft (Dwarven Craft, combines Lock Pick and Locksmith) B3

Gear: Dwarven Lock-Craft tools, chain-mail (6D DN 4, ignore first “1” rolled), Dwarven Shield (3D DN 4, gray shade, SQ, cannot be damaged by fire), RotM arms (hammer, dirk), Clothes, Sturdy shoes, Traveling Gear, RotM Crossbow, Pipe and Pipeweed

Contacts:
Brumdoggle: Eldest Brother and First Trader. Important, Loyal, Family
Drumble: Middle Brother and Trader. Minor, Loyal, Family
Nevill Craen: Graymoor caravan master. Minor
Phineas: Innkeeper, Bear North Inn. Insignificant
Garrick Jaenway: Graymoor Smith. Minor
Bomble: Uncle and Master Artificer. Minor, Loyal, Family


Traits: Born Under Earth, Children of the Master Maker, Accustomed to the Dark, Traditional, Stout, Bearded, Tough. Curious, Tinkerer, Patient, Iron Nose, Determined, Iron Stomach

Beliefs:
- Magic and Sorcery are the most fascinating things in the world
- My fate is the will of the Seven (dwarven pantheon)
- Family and Friends are the most important thing to me

Instincts:
- When I encounter magic or sorcery, stop and admire (any kind of magic causes Wonderment as per the Spell Song rules)
- Load and carry crossbow before going into an obviously dangerous area
- When taking a break or resting, light my pipe.

Edited Instincts

Kublai
09-23-2004, 10:18 AM
Great Dwarf! Worthy of my own campaign I am running for the Nerds!

Boy! I really need to finish up those Greed questions so you can use it!

phredd
09-23-2004, 08:22 PM
Great Dwarf! Worthy of my own campaign I am running for the Nerds!

Boy! I really need to finish up those Greed questions so you can use it!

Greed?

:evil:

luke
09-23-2004, 10:31 PM
Great Dwarf! Worthy of my own campaign I am running for the Nerds!

Boy! I really need to finish up those Greed questions so you can use it!

Greed?

:evil:

go easy on him, those rules aren't even finished!

-L

phredd
09-24-2004, 10:37 AM
Great Dwarf! Worthy of my own campaign I am running for the Nerds!

Boy! I really need to finish up those Greed questions so you can use it!

Greed?

:evil:

go easy on him, those rules aren't even finished!

-L

There better be a way to make a non-greedy dwarf.

Thor
09-24-2004, 10:51 AM
There better be a way to make a non-greedy dwarf.

You'll have about as much luck making a non-Greedy dwarf as you have making a Griefless elf, I think. That said, the Greed rules are really cool, and I think most dwarf players will want to have a fair bit of Greed to empower their gold-lusting hearts. :lol:

luke
09-24-2004, 12:12 PM
There better be a way to make a non-greedy dwarf.

yes, you can make a non-greedy dwarf. and even if you have greed, there's not mechanic that says you must give in to it. the choice is the players.

Thor just likes fucked up dramatic characters...

-L

Thor
09-24-2004, 02:39 PM
There better be a way to make a non-greedy dwarf.

yes, you can make a non-greedy dwarf. and even if you have greed, there's not mechanic that says you must give in to it. the choice is the players.

Thor just likes fucked up dramatic characters...

-L

Heh! Guilty as charged. But I stand by what I said. You can make an Elf without Grief, but you have to be very careful which lifepaths you choose. I think Dwarves will be the same.

phredd
09-25-2004, 09:16 PM
There better be a way to make a non-greedy dwarf.

yes, you can make a non-greedy dwarf. and even if you have greed, there's not mechanic that says you must give in to it. the choice is the players.

Thor just likes fucked up dramatic characters...

-L

Heh! Guilty as charged. But I stand by what I said. You can make an Elf without Grief, but you have to be very careful which lifepaths you choose. I think Dwarves will be the same.

I like grief and think it works. I think greed for dwarves is tantamount to railroading.

phredd
09-25-2004, 09:52 PM
OK, I realized why Grief is good and Greed infuriates me. Grief does not impose itself on a character's motivations the way greed does. Imposing greed on all dwarven characters is trying to force me to play any dwarven characters in a way I have no interest in playing. Grief doesn't do that.

Thor
09-26-2004, 12:01 AM
OK, I realized why Grief is good and Greed infuriates me. Grief does not impose itself on a character's motivations the way greed does. Imposing greed on all dwarven characters is trying to force me to play any dwarven characters in a way I have no interest in playing. Grief doesn't do that.

Have you checked out the new Greed rules? Greed won't do it either. You get to choose when you use it. The only exceptions are in Resources tests and Wonderment. In Resources, if your Resources are higher than your Greed, you can add your Greed rating to the dice you roll, but if your Greed is higher than your Resources, it raises the Obstacle. And Wonderment forces a Steel test when confronted with a huge treasure, something of great beauty, etc. Otherwise, you choose whether to bring Greed into play or not.

phredd
09-26-2004, 09:39 AM
OK, I realized why Grief is good and Greed infuriates me. Grief does not impose itself on a character's motivations the way greed does. Imposing greed on all dwarven characters is trying to force me to play any dwarven characters in a way I have no interest in playing. Grief doesn't do that.

Have you checked out the new Greed rules? Greed won't do it either. You get to choose when you use it. The only exceptions are in Resources tests and Wonderment. In Resources, if your Resources are higher than your Greed, you can add your Greed rating to the dice you roll, but if your Greed is higher than your Resources, it raises the Obstacle. And Wonderment forces a Steel test when confronted with a huge treasure, something of great beauty, etc. Otherwise, you choose whether to bring Greed into play or not.

That's quite enough to get me to object to it.

Kublai
09-27-2004, 11:25 AM
You have to remember that Gold Greed is a trait that every Dwarf gets no matter. Thus every Dwarf has it in him even though some are better at containing it than others. You never have to use your Greed during Resource tests if you want to. Wonderment might be the only "forced" application of Greed, but even then you don't have to choose the "I must have it!" option.

Greed will be there for Dwarfs who want to use it to drive their ambition. Any others may ignore it, even though they will still have the Attribute.