Dwarf Druid - Damage/Heal
You know that feeling inside you growing up that you were meant for something else? When handed a sword at an early age, Dolgrin didn’t quite understand the meaning of it all, but went through the motions and traditions of his people. Dolgrin, son of King Dungrin of the Dunethor, hails from a small long-forgotten clan of well-trained warriors that keep to themselves.
Dolgrin spent much of his childhood sneaking away from duties and instead creating his own adventures (mostly getting lost) in the wilds. Turning over stones to find bugs, picking flowers, catching frogs, running from wolves, watching the sun rise and seeing wildlife unfold around him. King Dungrin was not too fond of the reports of his heir slacking off and not living up to his reputation. At the age of 20, Dolgrin was confronted with a choice to uphold his Oath and train as a fighter with honor, or abandon his clan without being hunted but never to return.
After a long sleepness night of thought and drinking, Dolgrin set off early in the morning without a word. Dolgrin lived off the land, discovering new abilities as a “druid” and he stumbled upon a place called Stone’s Throw in hopes to learn more and start anew.
Defining Event: I was “banished” from my clan of Dwarven fighters for practicing Druidic arts.
Personality Trait: I appreciate life, living creatures, and the beauty of nature.
Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond:I seek to put the undead and unnatural to rest and ancient Dwarven artifacts to prove Rune Dwarfs do exist.
Flaw: I don’t understand my powers or abilities some times. I am openly willing to try/eat/drink something once, even it is dangerous to my health.
Languages: Common, Dwarvish, Halfling
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Bagpipes
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 g
Norundra Bio from John
The measure of a dwarf is the ratio of his weight, to his weight of gold. Such a petty way to weigh the value of another, if you even care about such things. Apparently some part of you does, however, as you have found yourself north of the Rampart Mountains in search of digging up lost treasures belonging to some ancient ancestral branch of your peoples.
At first you were certain it was all a farce. Everyone had read the stories about the Rune Dwarves of Norundra and their Mountain of Power, nobody bought it though. It was a tale to tell children or to reassure wizards that dwarves were quite capable of understanding, appreciating, and practicing magic.
Now you aren’t so sure if the tales are rubbish. A dwarf merchant named Rekkar, who you met on the road north to the fabled lands of Norundra, sold a wealthy merchant lord an ancient looking dwarven idol marked with runes of familiar, but bizarre design. It spelled out the name of your clan, or at least, close enough to it to make you think twice, then thrice about the quest Jarl Kessic of your clan hold sent you on.
If there are more dwarven artifacts like that, that means that the Rune Dwarves are real, or at least real enough to be a number of dwarves in one place. And where dwarves congregate in one place, they have gold and jewels. Surely the fates are having a go at you, but if not, then this may be the way you return to favor with your clan.