Adrik Forgehand Character in Namira | World Anvil
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Adrik Forgehand

Adrik Forgehand

Adrik was born as the seventh son of a seventh son which meant that at on his first birthday he was given to the monastery of Moradin, the God of creation. Being raised in the temple was all Adrik ever knew Trained in the art of the forge, Adrik was taught how to swing a hammer, read the fires in the forge, the proper ways to treat steel. He was a gifted smith, creating some of the finest crafts in the monastery. He found a fascination of everything that came out of the smithy, from a well-crafted horseshoe to the finest of weapons – if it was well crafted, His talent earned him some recognition, and that, coupled with his devotion to his god; Adrik was selected from among his peers to become the next cleric of the monastery. Clerics, after their training, were sent to travel from city to city across the United Dwarven Conglomerate bringing with them the word of their deity. Adrik was eager to leave the monastery, but not to start his pilgrimage, but to finally get away from the vice- like grip of his tutors. Though he loves his god and wants to bring the word of the forge god and all his works to the people – Adrik, due to his being raised so strictly in the monastery, finally saw this as his chance to escape, and live the life of adventure that he had always dreamed of. Finally, a life on the road, never knowing where he may sleep or who he may meet, sharing the faith of Moradin along the way
  • it was all Adrik had ever wanted. When the monastery got wind of his going off
  • plan, word was sent out to bring him home. After barely avoiding being captured on several occasions, Adrik talked his was onto a ship across to the Empire of Anwen. With nowhere to go, knowing no one in the Empire, and a thirst for adventure, Adrik joined a band of mercenaries. It was with the Hands of Fate that Vargath Lonefist. The two men were fast friends finding mutual respect for each other on the battlefield, surviving several expeditions together. Adrik had enough of being a soldier, taking commands, being subjected to the whims of those above him so he convinced Adrik to leave with him. The two left the group to continue their travels together, Vargath seeking his revenge and Adrik content to see whatever Moradin had put in his path next.

    Personality Characteristics

    Motivation

    Character drives: Disdain for authority – Adrik, due to his upbringing, has a deep-seated disdain for anyone attempting to give Adrik orders. Adrik recognizes the authority of Moradin over his life but will immediately have issues with that person   Furthering the knowledge of his god – While not wanting to be forced into traveling from town to town like the monastery was going to force upon him, Adrik does seek Moradin and all that he stands for, any town that Adrik visits that has a temple for the forge god, Adrik will do everything he can to avoid the priests of the temple, but has to visit. Improving his craft – Adrik has a desire to find and examine some of the finest craftsmanship in the world. His goal in traveling is to find any particularly powerful item, study it, examine how it was crafted, and seek the abilities to emulate how it was made.
    Alignment
    Good
    Current Location
    Children

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    Adrik Forgehand

    Cleric 1 Class & Level
    Background
    Hill Dwarf Race
    Any Good Alignment

    Strength 13
    +1
    Dexterity 8
    -1
    constitution 16
    +3
    intelligence 12
    +1
    wisdom 16
    +3
    charisma 10
    +0
    Total Hit Dice
    Hit Die 1d+3
    2 proficiency bonus
    12 Passive perception
    0 Strength
    0 Dexterity
    0 Constitution
    0 Intelligence
    0 Wisdom
    0 Charisma
    saving throws
    0 Acrobatics
    0 Animal Handling
    0 Arcana
    0 Athletics
    0 Deception
    0 History
    0 Insight
    0 Intimidation
    0 Investigation
    0 Medicine
    0 Nature
    0 Perception
    0 Performance
    0 Persuasion
    0 Religion
    0 Sleight of Hands
    0 Stealth
    0 Survival
    skills

    AC

    Hit Points
    2
    Initiative
    25
    Speed

    Proficiencies
    Attacks

    Spellcasting

    Equipment

    Personality Traits

    Ideals

    Bonds

    Flaws

    Features & Traits

    Comments

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