- Name: Dunner Greatblade
- Race: Dwarf
- Class: Warpriest of Gorum
- Origin: Dwarven Tribe (Name Unspecified)
Appearance & Traits:
Dunner Greatblade is a stout and rugged dwarf, forever bearing the marks of travel and battle upon his frame. Armed with a beloved greatsword, he exudes a restless energy, always ready to test his mettle against new foes. He rejects strict rules and detests formality, preferring the raw honesty of steel-on-steel conflict. Although guided by whispered divine insights, Dunner remains grounded, driven by his personal quest for meaning and glory.
Early Life & Motivations:
Dunner left his home tribe, disillusioned by their rigid structure and politics. Longing for more than a quiet civilian life, he followed the whispered call of Gorum that stirred deep within him. Stepping away from everything he knew, he answered the battle-god’s summons, forging his path in the thick of combat. While hacking through orc warbands, he first truly heard Gorum’s voice resonate in the clash of steel, and with it came divine strength and healing magic. From then on, Dunner pledged himself to Gorum’s cause: to chase the thrill of battle and carve out a legacy worthy of divine notice.
Allies & Adventures:
After routing a band of orcs in a strange forest, Dunner found temporary shelter with the local fey he had accidentally aided. He spent years helping them defend their land, sharpening both blade and spirit. In return, they gifted him enhanced healing abilities. Eventually, wanderlust and Gorum’s guiding whispers called him onward again, leading him to join a new group of adventurers.
In Salisgrad, just as Dunner considered settling into a peaceful life as a brewer’s apprentice, his reputation drew the attention of a mysterious figure named Bishop. The half-elf officer, representing influential forces within the city, coerced Dunner into service, sending him and four Iron Guardsmen into the dangerous frontier of Numeria. There, Dunner would act as a militant medic and secure anything of value from a newly uncovered crypt.
The Numerian wastes tested Dunner’s courage and faith. Mutated orcs, strange crystal-shooting forests, and the controlling presence of the Technic League complicated every step. Skirmishes cost the group a man, and eventually, an arcane trap claimed the lives of the rest. Dunner alone escaped a vortex of destructive magic that dissolved flesh and equipment, leaving him shaken but alive.