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About Grimma FireforgeStory of Grimma Fireforge:
Before becomming an Inquisitor of Ylimancha, Grimma was an young adventurous dwarf according to the criteria of his people. She went with other member of his clan in a expedition for prospecting new mining opportunity in the mwangi expense.
Succes came faster than expected and dimmed by their succes the dwarf's prospectors began to dig deeper. Then problems arise... Some members, dwarf or local help, disappeared one at one. Patrols were organised but few experimented against such dangers they had difficulties to handle it. Fortunately, their leader, Prince Tulgrim Ironfist was a veteran of the deep wars and organized and taught them how to fight such monstrosities. Then, they began to fight back.
After three years of efforts and sacrifices, the first shipment was ready to be sent to Eleder. A dozen dwarfs were chosen to take care of the shipment, weakening the mine defenses. The camp was attacked by some underground creatures. The attack was well planed and even if each dwarf fight with all his heart they were outnumbered and they fall one at one... Understanding that defeat and death was inevitable, Tulgrim decided to try to save some of the younger dwarfs. He appointed the two younger dwarfs still alive to a last mission : Trying to find help in Sargava. The Prince and the few remaining dwarfs gave time to the two youngers to escape by making a last diversion. Grimma run, run as fast as she can hoping to escape her pursuers and find help. But the jungle decided otherwise... Unaccustomed to the latter, she was lost in meanders and its dangers. Completely lost, she wandered several days without knowing where to go. On the surface, alone, she didn't know to which God pray. After a several days, or weeks of wandering alone in the jungle she see a strange seeghul. A gold seegull with blue circles on each wing. She decided that it was a sign. She follow the strange bird during days and days until she find some sort of civilization and collapse... She waked up in a tiny village populated by humans with dark skin and tribal scars. The shaman tell her that in his dreams a giant golden seegull will help him to find salvation for his village. And when, two days ago he see a strange golden bird he knowned that his dream came true. After a few days, the strong constitution of Grimma help her to come back with all her strength. But shaken by the revelation of the shaman and her own experience she ask herself what to day... After a few days of introspection she decided to stay in the village for a time. She followed the shaman who saved her and alongside him she learned the basics of the local language. She begin to speak with the other villagers. Then all his world view changed. She begin to love the nature, fresh air or fishing as much as mining or making new tools in the forge !
But the day of his departure colons came to attack the village. The villagers surprised weren't prepare to fight back. But Grimma was.
After that, Grimma understood that his mission was to protect this village and decided to stay. But she knew that she needed new tools, new weapons to help her new family. She maked numerous round-trips between the village and the Sargava to trade and to buy. During one of those, she crossed a dwarf from the lost expedition ! He was one of the few who be sent with the first shipment. After a few beers he explained that none of the dwarf in the colony survived the figth and the remaining dwarf abandonned the site soon after. He tell her that his parents was still hoping she was alive and was even prepared to pay for some information on her well being !
--- After one year, she's back to Sargava with new tools from her parents and she counts each day before her arrival.
Inquisitor 1 of Ylimancha NG medium dwarf Init : +1 Senses : Dark vision (60ft.), Perception +8 == DEFENSE == AC 17*, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield) *+2 dodge bonus against abberation. HP : 10 (1d8+2) Fort +4 Ref +1 Will +5 +2 racial bonus on saves against spell and poison. == OFFENSE == Speed : 20ft. (20ft. in armor) Melee : battleaxe +3 (1d8+3/x3) or spear +3 (1d8+4 + reach) or morningstar +3 (1d8+3) Ranged : Sling +1 (1d4+3) == STATISTICS == Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 8 Base Atk +0; CMB +3*; CMD 14 *+2 racial bonus for bullrush or overrun. Feats :
Trait : Boarded in the Mwangi Expanse, Zest for Battle Skills :
Racial traits :
Knowned Spells (domain : Animal (Feather)):
Judgment (1/1) :
Judgments:
Equipment :
1087/2000 XP:
waking up on the beach with tingling scorpion 102XP Freeing Jacks 100XP Killing Sea Scorpion 100XP A flying dinosaur 100XP Another flying dinosaur (Sasha's egg) ! 135XP Giving rest to the ghost 200XP Killing zapping lizards 150XP Canibal's fight ! 200XP |