Gildefyre
Commoner
๐ฒ ๐ ๐ ๐ ๐ ๐ ๐ ๐ ๐
๐๐ฅ๐ข๐ฏ๐ข ๐ข๐ต๐ฆ๐ฐ๐ฑ ๐ฆ๐ซ ๐ฑ๐ฅ๐ฆ๐ฐ ๐ด๐ฌ๐ฏ๐ฉ๐ก ๐ ๐ข๐ฏ๐ฑ๐๐ฆ๐ซ ๐ฐ๐ฌ๐ฒ๐ฉ๐ฐ ๐ด๐ฆ๐ฑ๐ฅ ๐ฑ๐ฅ๐ข ๐ฆ๐ซ๐๐ฌ๐ฏ๐ซ ๐๐๐ฆ๐ฉ๐ฆ๐ฑ๐ถ ๐ฑ๐ฌ ๐ฑ๐๐จ๐ข ๐ ๐ฌ๐ฒ๐ฏ๐๐ค๐ข ๐๐ซ๐ก ๐ฃ๐ฆ๐ซ๐ก ๐ง๐ฌ๐ถ ๐ด๐ฆ๐ฑ๐ฅ๐ฆ๐ซ ๐ฑ๐ฅ๐ข๐ช๐ฐ๐ข๐ฉ๐ณ๐ข๐ฐ, ๐ซ๐ฌ ๐ช๐๐ฑ๐ฑ๐ข๐ฏ ๐ฅ๐ฌ๐ด ๐ก๐ฆ๐ฏ๐ข ๐ฑ๐ฅ๐ข ๐ฅ๐ฌ๐ฒ๐ฏ'๐ฐ ๐ญ๐ข๐ฏ๐ฆ๐ฉ. ๐๐ฉ๐ฌ๐ฆ๐ง๐ซ๐ช๐๐ฏ '๐ฑ๐ฅ๐ข ๐๐ฉ๐๐ก' ๐ฆ๐ฐ ๐ฐ๐ฒ๐ ๐ฅ ๐ ๐ฃ๐ข๐ฉ๐ฉ๐ฌ๐ด, ๐ ๐๐ข๐ซ๐ฒ๐ฏ ๐ฌ๐ฃ ๐ช๐ฌ๐ซ๐ฒ๐ช๐ข๐ซ๐ฑ๐๐ฉ ๐ญ๐ข๐ฏ๐ฐ๐ข๐ณ๐ข๐ฏ๐ข๐ซ๐ ๐ข ๐๐ซ๐ก ๐ณ๐ฆ๐ค๐ฌ๐ฏ. ๐ ๐ณ๐ข๐ฑ๐ข๐ฏ๐๐ซ ๐ช๐ฆ๐ซ๐ข๐ฏ ๐๐ซ๐ก ๐ฅ๐ฌ๐๐๐ถ๐ฆ๐ฐ๐ฑ ๐๐ฉ๐๐ ๐จ๐ฐ๐ช๐ฆ๐ฑ๐ฅ, ๐๐ฉ๐ฌ๐ฆ๐ง๐ซ๐ช๐๐ฏ'๐ฐ ๐ซ๐ฆ๐ซ๐ข๐ฑ๐ถ-๐ฐ๐ข๐ณ๐ข๐ซ ๐ถ๐ข๐๐ฏ๐ฐ ๐ฌ๐ฃ ๐ฉ๐ฆ๐ฃ๐ข ๐ฅ๐๐ณ๐ข ๐ฉ๐ข๐ก ๐ฅ๐ฆ๐ช ๐ฌ๐ฒ๐ฑ ๐ฌ๐ฃ ๐๐๐ฏ-๐๐ ๐ฅ ๐๐ข๐ซ๐ฒ๐ฏ ๐๐ซ๐ก ๐ฆ๐ซ๐ฑ๐ฌ ๐ฑ๐ฅ๐ข ๐ฅ๐ข๐๐ฏ๐ฑ๐ฉ๐๐ซ๐ก๐ฐ ๐ฌ๐ฃ ๐๐ก๐ข๐ซ. ๐๐ฆ๐ฑ๐ฅ ๐๐ซ ๐ฒ๐ซ๐ฐ๐ฉ๐๐จ๐ฆ๐ซ๐ค ๐ฉ๐ฒ๐ฐ๐ฑ ๐ฃ๐ฌ๐ฏ ๐๐ฉ๐ฉ ๐ฑ๐ฅ๐ข ๐ฑ๐ฏ๐ข๐๐ฐ๐ฒ๐ฏ๐ข๐ฐ ๐ฌ๐ฃ ๐ฉ๐ฆ๐ฃ๐ข- ๐ค๐ฌ๐ฉ๐ก, ๐ค๐ฉ๐ฌ๐ฏ๐ถ, ๐๐ก๐ณ๐ข๐ซ๐ฑ๐ฒ๐ฏ๐ข, ๐ฃ๐ฏ๐ฆ๐ข๐ซ๐ก๐ฐ๐ฅ๐ฆ๐ญ, ๐ฆ๐ซ๐ฃ๐ฉ๐ฒ๐ข๐ซ๐ ๐ข- ๐๐ฉ๐ฌ๐ฆ๐ง๐ซ๐ช๐๐ฏ ๐ด๐๐ซ๐ก๐ข๐ฏ๐ฐ ๐ฃ๐๐ฏ ๐๐ด๐๐ถ ๐ฃ๐ฏ๐ฌ๐ช ๐ฅ๐ฆ๐ฐ ๐ญ๐ข๐ฌ๐ญ๐ฉ๐ข'๐ฐ ๐๐ซ๐ ๐ข๐ฐ๐ฑ๐ฏ๐๐ฉ ๐ฉ๐๐ซ๐ก๐ฐ ๐๐ฐ ๐ ๐ฐ๐ข๐ฉ๐ฉ๐ข๐ฏ ๐ฌ๐ฃ ๐ด๐๐ฏ๐ข๐ฐ ๐๐ซ๐ก ๐ฐ๐ข๐ข๐จ๐ข๐ฏ ๐ฌ๐ฃ ๐๐ฉ๐ฉ ๐ฑ๐ฅ๐๐ฑ ๐ด๐ฅ๐ฆ๐ ๐ฅ ๐ ๐๐ซ ๐ฐ๐๐ฑ๐ฆ๐ฐ๐ฃ๐ถ ๐ฅ๐ฆ๐ฐ ๐ค๐ฏ๐ข๐ข๐ก... ๐ฑ๐ฅ๐ข ๐ฐ๐ ๐ข๐ซ๐ฑ ๐ฌ๐ฃ ๐ฏ๐ฆ๐ ๐ฅ ๐ฅ๐ฌ๐ซ๐ข๐ถ, ๐ ๐ฉ๐ข๐๐ซ ๐ฐ๐ด๐ข๐๐ฑ, ๐๐ซ๐ก ๐ฌ๐ ๐ ๐๐ฐ๐ฆ๐ฌ๐ซ๐๐ฉ๐ฉ๐ถ ๐๐ ๐ฏ๐ฆ๐ก ๐ญ๐ฆ๐ญ๐ข๐ฉ๐ข๐๐ฃ ๐ฑ๐ฏ๐๐ฆ๐ฉ๐ฆ๐ซ๐ค ๐๐ฉ๐ฌ๐ซ๐ค ๐๐ข๐ฅ๐ฆ๐ซ๐ก ๐ฅ๐ฆ๐ช.๐๐ฐ ๐ ๐๐ข๐ซ๐ฒ๐ฏ, ๐ฑ๐ฅ๐ข ๐ฐ๐ฑ๐ฒ๐ฏ๐ก๐ถ, ๐ฐ๐ฑ๐ฏ๐ฌ๐ซ๐ค ๐ญ๐ข๐ฌ๐ญ๐ฉ๐ข ๐ฌ๐ฃ ๐ฑ๐ฅ๐ข ๐ช๐ฌ๐ฒ๐ซ๐ฑ๐๐ฆ๐ซ๐ฐ, ๐๐ฉ๐ฌ๐ฆ๐ง๐ซ๐ช๐๐ฏ ๐ญ๐ฌ๐ฐ๐ฐ๐ข๐ฐ๐ฐ๐ข๐ฐ ๐ ๐ก๐ข๐ซ๐ฐ๐ข, ๐ญ๐ฌ๐ด๐ข๐ฏ๐ฃ๐ฒ๐ฉ ๐ฃ๐ฏ๐๐ช๐ข ๐๐ฑ ๐ ๐ฃ๐ฏ๐๐ ๐ฑ๐ฆ๐ฌ๐ซ ๐ฌ๐ฃ ๐ฑ๐ฅ๐ข ๐ฐ๐ฆ๐ท๐ข ๐ฌ๐ฃ ๐ช๐ฌ๐ฐ๐ฑ ๐ฌ๐ฑ๐ฅ๐ข๐ฏ ๐ฏ๐๐ ๐ข๐ฐ. ๐๐ฅ๐ข ๐ซ๐๐ฑ๐ฒ๐ฏ๐ข ๐ฌ๐ฃ ๐ฅ๐ฆ๐ฐ ๐ฉ๐๐๐ฌ๐ฏ ๐๐ซ๐ก ๐ก๐ฆ๐ฐ๐ญ๐ฌ๐ฐ๐ฆ๐ฑ๐ฆ๐ฌ๐ซ ๐ฅ๐๐ณ๐ข ๐ช๐๐ก๐ข ๐ฅ๐ฆ๐ช ๐ญ๐ฅ๐ถ๐ฐ๐ฆ๐ ๐๐ฉ๐ฉ๐ถ ๐ฐ๐ฑ๐ฏ๐ฌ๐ซ๐ค ๐๐ซ๐ก ๐ฏ๐ข๐ฐ๐ฆ๐ฐ๐ฑ๐๐ซ๐ฑ, ๐ด๐ฆ๐ฑ๐ฅ ๐ฅ๐๐ฏ๐ก๐ข๐ซ๐ข๐ก ๐ช๐ฒ๐ฐ๐ ๐ฉ๐ข๐ฐ ๐๐ซ๐ก ๐ฅ๐ฌ๐ซ๐ข๐ก ๐ฏ๐ข๐ฃ๐ฉ๐ข๐ต๐ข๐ฐ. ๐๐ฌ ๐ฐ๐ฑ๐ฏ๐๐ซ๐ค๐ข๐ฏ ๐ฑ๐ฌ ๐ฌ๐ญ๐ข๐ฏ๐๐ฑ๐ฆ๐ซ๐ค ๐ฆ๐ซ ๐ ๐ฉ๐๐ฒ๐ฐ๐ฑ๐ฏ๐ฌ๐ญ๐ฅ๐ฌ๐๐ฆ๐ ๐ ๐ฌ๐ซ๐ก๐ฆ๐ฑ๐ฆ๐ฌ๐ซ๐ฐ, ๐ฅ๐ข ๐ด๐ฆ๐ค๐ค๐ฉ๐ข๐ฐ ๐ฑ๐ฅ๐ฏ๐ฌ๐ฒ๐ค๐ฅ ๐ ๐ฏ๐๐ ๐จ๐ฐ ๐๐ซ๐ก ๐ ๐ฏ๐๐ด๐ฉ๐ฐ ๐ฑ๐ฅ๐ฏ๐ฌ๐ฒ๐ค๐ฅ ๐ฑ๐ฒ๐ซ๐ซ๐ข๐ฉ๐ฐ ๐ด๐ฆ๐ฑ๐ฅ ๐๐ซ ๐ฆ๐ซ๐ซ๐๐ฑ๐ข ๐ฐ๐ข๐ซ๐ฐ๐ข ๐ฌ๐ฃ ๐ก๐ฆ๐ฏ๐ข๐ ๐ฑ๐ฆ๐ฌ๐ซ ๐๐ซ๐ก ๐ฑ๐ฅ๐ข ๐ฑ๐ฌ๐ฉ๐ข๐ฏ๐๐ซ๐ ๐ข๐ฐ ๐ฌ๐ฃ ๐ฅ๐ฆ๐ฐ ๐ฌ๐ด๐ซ ๐๐ฌ๐ก๐ถ ๐๐ซ๐ก ๐ฑ๐ฅ๐ข ๐ฐ๐ฑ๐ฌ๐ซ๐ข ๐๐ฏ๐ฌ๐ฒ๐ซ๐ก ๐ฅ๐ฆ๐ช. ๐๐ฐ ๐๐ก๐ข๐ญ๐ฑ ๐๐ฑ ๐๐ฏ๐๐ด๐ฉ๐ฆ๐ซ๐ค ๐๐ฐ ๐ฐ๐ญ๐ฉ๐ฆ๐ฑ๐ฑ๐ฆ๐ซ๐ค ๐ฏ๐ฌ๐ ๐จ ๐ฌ๐ฏ ๐ฐ๐ฅ๐๐ญ๐ฆ๐ซ๐ค ๐ช๐ข๐ฑ๐๐ฉ, ๐ฅ๐ข ๐ฃ๐๐ณ๐ฌ๐ฏ๐ฐ ๐๐ฉ๐ฒ๐ก๐ค๐ข๐ฌ๐ซ๐ฐ ๐๐ซ๐ก ๐ฐ๐ด๐ฌ๐ฏ๐ก๐ฐ ๐ฃ๐ฌ๐ฏ ๐ก๐ข๐ฃ๐ข๐ซ๐ก๐ฆ๐ซ๐ค ๐ฅ๐ฆ๐ช๐ฐ๐ข๐ฉ๐ฃ ๐๐ค๐๐ฆ๐ซ๐ฐ๐ฑ ๐ช๐ฌ๐ฏ๐ข ๐ฉ๐ข๐ฑ๐ฅ๐๐ฉ ๐ฑ๐ฅ๐ฏ๐ข๐๐ฑ๐ฐ, ๐๐ฉ๐ฉ๐ฌ๐ด๐ฆ๐ซ๐ค ๐ฅ๐ฆ๐ช ๐ฑ๐ฌ ๐ ๐ฌ๐ณ๐ข๐ฏ ๐ฅ๐ฆ๐ช๐ฐ๐ข๐ฉ๐ฃ ๐๐ซ๐ก ๐ฌ๐ฑ๐ฅ๐ข๐ฏ๐ฐ ๐ด๐ฆ๐ฑ๐ฅ ๐ ๐ฐ๐ฅ๐ฆ๐ข๐ฉ๐ก. ๐๐ฆ๐ฑ๐ฅ ๐ฅ๐ฆ๐ฐ ๐ญ๐๐ ๐จ๐ข๐ก ๐ญ๐ฅ๐ถ๐ฐ๐ฆ๐ฎ๐ฒ๐ข ๐๐ซ๐ก ๐ฉ๐ฌ๐ด ๐ ๐ข๐ซ๐ฑ๐ข๐ฏ ๐ฌ๐ฃ ๐ค๐ฏ๐๐ณ๐ฆ๐ฑ๐ถ ๐ซ๐๐ฑ๐ฒ๐ฏ๐๐ฉ๐ฉ๐ถ ๐ฐ๐ฒ๐ฆ๐ฑ๐ข๐ก ๐ฑ๐ฌ ๐ด๐ข๐๐ฏ๐ฆ๐ซ๐ค ๐ฑ๐ฅ๐ข ๐ฑ๐ฅ๐ฆ๐ ๐จ๐ข๐ฐ๐ฑ ๐ฌ๐ฃ ๐๐ฏ๐ช๐ฌ๐ฏ๐ฐ ๐๐ซ๐ก ๐ ๐๐ฏ๐ฏ๐ถ๐ฆ๐ซ๐ค ๐ฑ๐ฅ๐ข ๐ก๐ข๐ซ๐ฐ๐ข๐ฐ๐ฑ ๐ฐ๐ฅ๐ฆ๐ข๐ฉ๐ก๐ฐ, ๐๐ฉ๐ฌ๐ฆ๐ง๐ซ๐ช๐๐ฏ ๐ฐ๐ฑ๐ฏ๐ฆ๐ณ๐ข๐ฐ ๐๐ฉ๐ด๐๐ถ๐ฐ ๐ฑ๐ฌ ๐ฌ๐ฃ๐ฃ๐ข๐ฏ ๐ ๐ญ๐ข๐ฏ๐ฃ๐ข๐ ๐ฑ ๐ก๐ข๐ฃ๐ข๐ซ๐ฐ๐ข- ๐ด๐ฅ๐๐ฑ ๐ค๐ฌ๐ฌ๐ก ๐ฆ๐ฐ ๐ช๐ฆ๐ซ๐ก๐ฉ๐ข๐ฐ๐ฐ ๐ฌ๐ฃ๐ฃ๐ข๐ซ๐ฐ๐ข? ๐๐ฅ๐ข ๐ญ๐ฒ๐ฏ๐ฐ๐ฒ๐ฆ๐ฑ ๐ฌ๐ฃ ๐ด๐ฌ๐ฏ๐ฉ๐ก๐ฉ๐ถ ๐ด๐ข๐๐ฉ๐ฑ๐ฅ ๐ฏ๐ข๐ฎ๐ฒ๐ฆ๐ฏ๐ข๐ฐ ๐ฐ๐ข๐ซ๐ฐ๐ข.
Skills, Hobbies, and Feats
Mercantile (Occupation)
- Bartering: Gloijnmar often attempts to barter rather than part with his precious currencies. Not only are these ritualized transactions difficult to enforceably tax (where applicable), they often sow seeds for business relationships which can reap greater profits in the future.
-- RP Barters Made: 1
-- Notable Feats: -
- Selling: Gloijnmar often mildly oversells some of his items, but crucially does not take advantage of the legendary reputation of Denur craftsmanship- his smithing is sold for what he feels it's worth, unlike other items which he may sell for more than their value. This is balanced out by a few items which he will let go for a song, either as promotional material or because he feels compelled to on the basis of friendship or charity.
-- RP Sales Made: 2
-- RP Sales Value: 60 Andros
-- Notable Feats:
Sold a poleaxe he made to the POPE.
-- RP Barters Made: 1
-- Notable Feats: -
- Selling: Gloijnmar often mildly oversells some of his items, but crucially does not take advantage of the legendary reputation of Denur craftsmanship- his smithing is sold for what he feels it's worth, unlike other items which he may sell for more than their value. This is balanced out by a few items which he will let go for a song, either as promotional material or because he feels compelled to on the basis of friendship or charity.
-- RP Sales Made: 2
-- RP Sales Value: 60 Andros
-- Notable Feats:
Sold a poleaxe he made to the POPE.
Musician (Hobbyist)
- Accordion: Gloijnmar used to own an accordion. He uses these intricate, loud, versatile instruments to play a number of heavy Denur standards.
-- RP Performances: -
-- Notable Feats: -
- Drum: Gloijnmar can smack a drum with the best of them, displaying a balanced scale of volume and timing.
-- RP Performances: -
-- Notable Feats: -
- Singing: While he prefers to belt loose with the guttural screaming of a truly unleashed Denur skald, Gloijnmar can utter a softer tone when it's appropriate; the message and meaning of the lyrics mean more to him than their delivery.
-- RP Performances: 1
-- Notable Feats: -
-- RP Performances: -
-- Notable Feats: -
- Drum: Gloijnmar can smack a drum with the best of them, displaying a balanced scale of volume and timing.
-- RP Performances: -
-- Notable Feats: -
- Singing: While he prefers to belt loose with the guttural screaming of a truly unleashed Denur skald, Gloijnmar can utter a softer tone when it's appropriate; the message and meaning of the lyrics mean more to him than their delivery.
-- RP Performances: 1
-- Notable Feats: -
Blacksmithing (Hobbyist)
- General Wares: Pots, pans, tools, nails, and other workings are always in demand, and Gloijnmar can create passable iterations of them all.
-- RP Items Made: -
-- Notable Feats: -
- Weaponsmithing: In a world as dangerous as Eden, the one who goes without a weapon is either brave or foolish. Gloijnmar's weapons, while simple, meet this need adequately.
-- RP Weapons Made: 2
-- Notable Feats:
Made a custom poleaxe for the POPE.
- Armorsmithing: The source of Gloijnmar's passion for smithing, and yet the area of the craft in which he has the least knowledge. It's one thing to make chainmail, but plate armor is an entirely different matter. He desperately wants to explore this facet of metalworking further.
-- RP Armors Made: -
-- Notable Feats: -
- Shieldwrighting: While most shields are not made of metal, they do contain metal components, and rarely require any particularly esoteric knowledge to fashion for anyone with handtools and the proper materials. Gloijnmar considers a sturdy shield as indispensable as a solid helmet, and much more replaceable.
-- RP Shields Made: -
-- Notable Feats: -
- Repairs: To say that one can ever truly 'repair' some things is misleading. Sometimes, the best you can hope for is that the final product will look nice on a wall. That being said, for minor nicks and dents, Gloijnmar can grind down or hammer out the offending.. offense. He can even weld a split sword together- but that will likely do little good beyond restoring its appearance, no matter who the smith in question is.
-- RP Repairs Made: -
-- Notable Feats: -
-- RP Items Made: -
-- Notable Feats: -
- Weaponsmithing: In a world as dangerous as Eden, the one who goes without a weapon is either brave or foolish. Gloijnmar's weapons, while simple, meet this need adequately.
-- RP Weapons Made: 2
-- Notable Feats:
Made a custom poleaxe for the POPE.
- Armorsmithing: The source of Gloijnmar's passion for smithing, and yet the area of the craft in which he has the least knowledge. It's one thing to make chainmail, but plate armor is an entirely different matter. He desperately wants to explore this facet of metalworking further.
-- RP Armors Made: -
-- Notable Feats: -
- Shieldwrighting: While most shields are not made of metal, they do contain metal components, and rarely require any particularly esoteric knowledge to fashion for anyone with handtools and the proper materials. Gloijnmar considers a sturdy shield as indispensable as a solid helmet, and much more replaceable.
-- RP Shields Made: -
-- Notable Feats: -
- Repairs: To say that one can ever truly 'repair' some things is misleading. Sometimes, the best you can hope for is that the final product will look nice on a wall. That being said, for minor nicks and dents, Gloijnmar can grind down or hammer out the offending.. offense. He can even weld a split sword together- but that will likely do little good beyond restoring its appearance, no matter who the smith in question is.
-- RP Repairs Made: -
-- Notable Feats: -
Mining (Former Occupation)
- Subterranean Construction: Laying the plans for a new tunnel is much like construction above the soil, except that most houses don't bring down a mountain if an errant miscalculation causes their structure to fail. Gloijnmar isn't a genius, but he's keenly aware of what an underground space should look like and how it should be dug.
-- RP Tunnels Planned: -
-- Notable Feats: -
- Digging: Gloijnmar's previous occupation as a miner gives him a wealth of experience in the practice of digging through stone. He can generally read the stone around him, intuiting what can hold and what can't with far more accuracy than a layman.
-- RP Tunnels Dug: -
-- Notable Feats: -
- Excavation: There is, believe it or not, an amount of skill involved in safely excavating rubble and other loose detritus. This is even more relevant when it comes to managing excavation teams. Time is money, and so often in mining business, blood. Gloijnmar has joined and run enough rescue teams to know the importance of an efficient and precautioned excavation.
-- RP Excavations Run: -
-- Notable Feats: -
- Navigation: Navigating in darkness, and without conventional reference points like the sun and stars, requires cultivating a sense for memorization and interpretation of other details. A knot on a wooden beam at one particular intersection, the angle of a certain section of floor relative to the rest, the way sound and air wafts through a chasm, how to notice a pocket of death before it snuffs you out. Gloijnmar had to actively develop these skills in order to be an effective fighter in the tunnels, flushing out threats in areas one sometimes couldn't go with a light.
-- RP Voids Survived: -
-- Notable Feats: -
- Maintenance: One of the only reliable ways to prevent a catastrophe is to prevent the factors leading to one. Mines are not a thing one can bore out of the earth and leave to run indefinitely; repairing and replacing beams, sourcing equipment, rotating personnel, and performing routine inspections and patrols are all crucial to digging, no matter the circumstance. While Gloijnmar has never managed an entire mining project himself, he has seen enough from positions of lower responsibility to know the basics of a mine's logistics and maintenance.
-- RP Inspections Made: -
-- Notable Feats: -
-- RP Tunnels Planned: -
-- Notable Feats: -
- Digging: Gloijnmar's previous occupation as a miner gives him a wealth of experience in the practice of digging through stone. He can generally read the stone around him, intuiting what can hold and what can't with far more accuracy than a layman.
-- RP Tunnels Dug: -
-- Notable Feats: -
- Excavation: There is, believe it or not, an amount of skill involved in safely excavating rubble and other loose detritus. This is even more relevant when it comes to managing excavation teams. Time is money, and so often in mining business, blood. Gloijnmar has joined and run enough rescue teams to know the importance of an efficient and precautioned excavation.
-- RP Excavations Run: -
-- Notable Feats: -
- Navigation: Navigating in darkness, and without conventional reference points like the sun and stars, requires cultivating a sense for memorization and interpretation of other details. A knot on a wooden beam at one particular intersection, the angle of a certain section of floor relative to the rest, the way sound and air wafts through a chasm, how to notice a pocket of death before it snuffs you out. Gloijnmar had to actively develop these skills in order to be an effective fighter in the tunnels, flushing out threats in areas one sometimes couldn't go with a light.
-- RP Voids Survived: -
-- Notable Feats: -
- Maintenance: One of the only reliable ways to prevent a catastrophe is to prevent the factors leading to one. Mines are not a thing one can bore out of the earth and leave to run indefinitely; repairing and replacing beams, sourcing equipment, rotating personnel, and performing routine inspections and patrols are all crucial to digging, no matter the circumstance. While Gloijnmar has never managed an entire mining project himself, he has seen enough from positions of lower responsibility to know the basics of a mine's logistics and maintenance.
-- RP Inspections Made: -
-- Notable Feats: -
Fighting (Former Occupation)
- Brawling: Gloijnmar enjoys a good brawl, for sport or fun. He enjoys earnest violence less due to its risks, but he won't shy away from bloodying his knuckles if it means defending himself or putting someone in their place. He considers a fistfight to be almost as valid a means of argument and social navigation as debate or reprimand- if a bit more extreme, and therefore needing to have a fairly good point to justify its use.
-- RP Brawls Fought: -
-- Notable Feats: -
- Bludgeons: Nothing is better against armor than a solid whack- except magic. Gloijnmar, not being a mage, uses a solid whack. When fists won't cut it and swords and axes and spears are too extreme, a proper thrashing with a club or hammer will get the point across without being quite as indiscriminantly life-threatening as weapons designed for turning people inside out.
-- RP Bludgeonings: -
-- Notable Feats: -
- Swords: The weapon of nobles everywhere, the sword is regarded as a weapon intended for killing and dueling. With few non-lethal methods extant for its use, the drawing of a blade is a promise that someone will bleed soon- even the most mild duels end only on the first wound, and these can easily be mortal. Gloijnmar isn't a noble, and he doesn't relish killing, but the sword has practical advantages as well. Shorter swords are light and nimble. Longer ones offer a combination of leverage and speed. Crucially, many pair well with a shield, offering lightning-fast strikes from multiple angles before retreating behind the safety and concealment of solid oak.
-- RP Swordfights: -
-- Notable Feats: -
- Shields: Gloijnmar shares the thought of many that a helmet and a shield are the two most important pieces of a warrior's kit. Even an novice, if strong in their spirit, can defend themselves well with a shield to ward their way. An experienced warrior will use this vital yet expendable asset to its fullest potential, catching projectiles, knocking their enemy off balance, concealing the intent of their weapon, covering their arm mid-strike, parting boiling water and heated sand around their head. A shield makes every warrior a chokepoint, and every chokepoint is a deathtrap- all for the cost of a few planks of wood, glue, hide, and time.
-- RP Shields Broken: -
-- Notable Feats: -
- Armored: Well-fitted armor multiplies the effectiveness of a warrior by many times, and this is especially true in examples of Denur-fitted armor. A strong as humans but smaller, they can bear the same weight as someone a foot or more taller than them.. which means their smaller armors can be thicker than that of other races, surpassing these larger armors in defensive capability. For all races, wearing some armor is better than wearing none- whether that be in the form of padded jackets, the mail or plate over them, lamellar, bone, stone, silk, or boiled leather. Fighting for hours in the most protective armors will dehydrate and overheat the warrior, and thus it is absolutely necessary to properly hydrate the day before a battle, and wear the bare minimum beneath the armor before a battle is sure to take place. Gloijnmar is more used to chainmail than plate armor, a set of which he has never owned, but he has the word of his comrades to rely upon.
-- RP Armored Battles: -
-- Notable Feats: -
-- RP Brawls Fought: -
-- Notable Feats: -
- Bludgeons: Nothing is better against armor than a solid whack- except magic. Gloijnmar, not being a mage, uses a solid whack. When fists won't cut it and swords and axes and spears are too extreme, a proper thrashing with a club or hammer will get the point across without being quite as indiscriminantly life-threatening as weapons designed for turning people inside out.
-- RP Bludgeonings: -
-- Notable Feats: -
- Swords: The weapon of nobles everywhere, the sword is regarded as a weapon intended for killing and dueling. With few non-lethal methods extant for its use, the drawing of a blade is a promise that someone will bleed soon- even the most mild duels end only on the first wound, and these can easily be mortal. Gloijnmar isn't a noble, and he doesn't relish killing, but the sword has practical advantages as well. Shorter swords are light and nimble. Longer ones offer a combination of leverage and speed. Crucially, many pair well with a shield, offering lightning-fast strikes from multiple angles before retreating behind the safety and concealment of solid oak.
-- RP Swordfights: -
-- Notable Feats: -
- Shields: Gloijnmar shares the thought of many that a helmet and a shield are the two most important pieces of a warrior's kit. Even an novice, if strong in their spirit, can defend themselves well with a shield to ward their way. An experienced warrior will use this vital yet expendable asset to its fullest potential, catching projectiles, knocking their enemy off balance, concealing the intent of their weapon, covering their arm mid-strike, parting boiling water and heated sand around their head. A shield makes every warrior a chokepoint, and every chokepoint is a deathtrap- all for the cost of a few planks of wood, glue, hide, and time.
-- RP Shields Broken: -
-- Notable Feats: -
- Armored: Well-fitted armor multiplies the effectiveness of a warrior by many times, and this is especially true in examples of Denur-fitted armor. A strong as humans but smaller, they can bear the same weight as someone a foot or more taller than them.. which means their smaller armors can be thicker than that of other races, surpassing these larger armors in defensive capability. For all races, wearing some armor is better than wearing none- whether that be in the form of padded jackets, the mail or plate over them, lamellar, bone, stone, silk, or boiled leather. Fighting for hours in the most protective armors will dehydrate and overheat the warrior, and thus it is absolutely necessary to properly hydrate the day before a battle, and wear the bare minimum beneath the armor before a battle is sure to take place. Gloijnmar is more used to chainmail than plate armor, a set of which he has never owned, but he has the word of his comrades to rely upon.
-- RP Armored Battles: -
-- Notable Feats: -
Adventures in Eden:
??? of Sunfall, 1527 - Ventured to Adelsburg, meeting Yryanil, Etain, and Micaiah after sprinting through town with Yryanil helplessly over his shoulder- a reprisal for picking him up. Was saved from being apprehended for kidnapping when Yryanil turned out to be greatly enjoying herself. Carried Etain back to the tavern, met Micaiah, and bid all three goodnight after resolving to stay in town a while.
Third of Edensrest, 1527 - Met Princeps Karl Phillip in Adelsburg, and indulged some of the young prince's curiosity of the Denur over a pint of mead. Further met Kaiser Phillip Wilhelm II, then escorted young Karl home when the lad had too much to drink. Later made the acquaintance of Leod Iomharach and resolved to pursue blacksmithing as a career wholeheartedly.
Third of Edensrest, 1527 - Met Princeps Karl Phillip in Adelsburg, and indulged some of the young prince's curiosity of the Denur over a pint of mead. Further met Kaiser Phillip Wilhelm II, then escorted young Karl home when the lad had too much to drink. Later made the acquaintance of Leod Iomharach and resolved to pursue blacksmithing as a career wholeheartedly.
Twentieth of Firstseed, 1528 - Went caving with Yryanil, discovering [REDACTED.] They also collected geological samples of raw iron!
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