Jordis Drianska Character in Runehammer | World Anvil
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Jordis Drianska

Jordis Drianska

A member of the tribe of Allik separated from a young age due to his potential to learn arcane magic Jordis was preparing to become a shaman within his tribe a leader of sorts when the council came and demanded he join the school. Feeling outcast and unwanted he found solace in the archaeological studies and has a great interest in old ruins. With a few digs under his belt he saw the posting for the journey North and knew he must sign up.

Physical Description

General Physical Condition

Short and somewhat wiry.

Body Features

Hairy, very hairy.

Facial Features

Nose broken so many times it's almost back to straight, soft fuzz but little true facial hair.

Special abilities

Capable of reading and understanding near any language when given the opportunity to concentrate upon it.

Jordis, a slightly shorter than average human covered in short coarse hair from head to toe. He shaves portions frequently and you can see a number of tattoos hidden beneath the hair. His nose broken enough times to nearly be set back to normal.

View Character Profile
Alignment
Chaotic Goodish
Age
16
Children
Gender
Male
Eyes
Blue
Hair
Orange
Skin Tone/Pigmentation
Pale
Height
5ft 7in

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Death of Jordis

We agree we had deduced Girt Fut as the logical next location and we begin heading there as we hit a strange patch of fresh/frozen blood. We continue up mountain and are ambushed by a small contingent of wolves that are seemingly immune to cold damage. Rip jordis. Just as he was headed to a pleasant afterlife he was ripped back into the lantern via Llobhs interference.

Southwards

After inspecting our new map for some time and remembering about the existence of a "Dead Glacier" to the south and a cairn marking a great battle to the north we spoke with the old owl druid who attempted to scry for us and saw a dark forest with a cloaked figure chasing him, where he ran into a plane of white light then found himself at girt fut "fourth tunnel" to the south before heading in and finding a painting seemingly similar to the one that allowed us to meet algernon archembau but in a town with a giant clock and a shop called "the price of punctuality" we expect is likely a reference to the prince of punctuality as mentioned by algernon.   Leaving for Girt Fut we stumbled upon a cave with a false wall that was housing the spirit of Glumlin the Flusher - Fourth King of Tiwaz-Katalbuyk - he gave us a rhyme of sorts to suggest where we should go and requested we deal with some sorcerer who doesn't line up time wise as the dragon that imprisoned him there.   For it lay far yonder from the ruins o' the wasteland battle The swampy fumes of Drazh Moor touch it neither Head a step north of the glacier where ancient bones rattle For the fourth gate leads to a blacken copse East of the center of bodies of water be where ye shall find your slaughter I'm afraid your adventure hath only began Once you reach rest at journey's end

Journey into the Red Lands

Having a nights rest in this odd canopied town gave me some time to complete my tattoo to make the memory of the bugbears near death experience more permanent, [it's not great botched the stencil and the tattooing rolls]. While the others explored the encampment I spent some more time exploring the orb and starting preparations for a new spell. Eventually I need to return to the normal plane for food and to rest for the next days journey. Deciding upon going after the Sheik we entrust Ezekial to hunt them down for us and begin our journey across the red fields. A small river is forded by raising a barrier around us and we make our way across. We seem to go in circles a few times but a repeatable experiment of me hopping in the orb briefly seems to allow Ezekial to properly track to our next destination. Coming across an old camp with age beaten equipment we scoop up a book that looks serviceable about Oghma and following him and a golden crown. This book may prove useful for figuring out what you can expect followers to do for a deity some research may be required but otherwise it may make a nice gift for Orimnok.

Khuldahar

With the dragons dispatched we continue outside into a humid hellscape seemingly created by the druids in some perversion against the mountains themselves we continue with our reduced group of dwarves but with a new companion in "Zhudikhal the Serene" the djinni freed from the orb. With a brief story of his imprisonment due to some rune mage on the plane of air [I missed a name here]. Zhudikhal conjures up some shovels and the others set to burying Broldrig who unfortunately fell in battle. We enter the druids grove somewhat accidentally due to poor signage on their part... This seems to anger Ablad-Arradion the "great druid of astrakain" but he softens up at the mention of Kelemor. Apparently he'd appreciate some favour(s) from us in exchange for a map we are presented with a choice between: 1 - southeast of here blood red trees and pale orange grass the scarlet savana ruled by man named Scarlet Shiek yuan-ti abomination killing wildlife and blighting the lands 2 - some initiates and one of the 9 druids has gone missing in the swamps west of here There was mention of if we complete both tasks perhaps additional assistance could be provided.   {terrible tattoo template image of bugbear head scrawled in back of notebook - probably basically looks like a dog face}

Dragons and Dungeons

While within the new laboratory orb working on pronunciation for exiting the others left Algernon with instructions on how to find him once more should we ever find ourselves in some place called the Shadowfell and apparently mentioned his dislike of some "Prince of Punctuality" Rom'Gol'Ghok and requested we pass along his disdain. Heading back to the downed bridge back within the mines we found odd unrecognizable runes on a downed structure with some glowy dust which has been scooped up for later. Once through here we reached a very confusing constantly winding mess these dwarves apparently call a city. Khaggy realised it was the lost city of Dhogarhum, which begs the question how do dwarves keep losing track of cities but I guess the learning will be just not to give them anything I'm not prepared to have "misplaced". More walking and drawing of the map ensued before eventually finding our way to a throne room for one "Bhaznulim the Earthsunderer first king of Dhogarhum" with quite a tall throne. While an interesting archaeological find there wasn't much good here, finding a library we discovered an odd orb that would later be found to have a Djinni in it - they do not grant wishes as well as stories would lead me to believe. Some book about arcane smelting or other was also found but handing that off to Khaggy to deal with seems best hopefully he can keep track of it.. Finally seeing some light for an exit we are briefly relieved before spotting a dragon which turned out to actually be 3. The Djinni orb helped deal with one fairly well, we unfortunately lost Broldrig to the fighting I fear somewhat for our expedition at the rate we're losing dwarves. Polis nearly perished but was saved by Orimnok and Khaggy and Ezekiel was having a rough go of it as well.    

The Tunnel

There's no earthly way of knowing In which direction we are going.   After Khaggy exited his trance now holding the mithril block, with a clear dwarven bias for worthiness, some skittering was heard as a seeming army of bugbears attacked. Ezekiels new hammer seems a frightening thing the wave it would cleave straight through the enemies, and I remember seeing lightning both from Mores and Khaggy before falling to a spear and waking feeling quite rough thanks to Khaggy and Orimnok. Following the fight feeling somewhat woozy I continued to document our route through the mountains somehow doubling back to the odd egg room. We continued on for a while eventually finding what we believe to be the path to the bugbears lair? home? before seeing a child? running at the opportunity for a mystery Mores and I gave quick chase following the child into a room empty of all but a painting. Using my keen arcane knowledge I reached out to the painting in an attempt to find the child and was transported to a grey scale world eventually meeting a coffin shaped arcane salesman who traded in the odd red coins we'd been receiving. With some bartering and scroll trades I manage to snag 3 potions cloud giant strength, gnome control, and fire breath handing the non-gnome controls to Mores. As well as a ring and orb that gives access to a personal research laboratory where I can hopefully begin some experiments.   [Crude sketch of a bugbear]   [Attach map link here if I remember]

A Journey in the Dark

Calarel returns to collect the bodies of the fallen kobolds once more as we quickly strip the Frost Giant ("Great Cold One") of his magical items being a large yet unidentified Axe, bag of holding and Girdle of Frost Giant Strength. Llobh became the recipient of a concerning lantern that seems to allow for summoning whatever Calarel uses to scoop up souls without need for his direct interaction. Continuing eastward after the oddities we reach a great tunnel entrance labeled as "Gate 3" clearly of Dwarven make but also absolutely massive we enter late in the evening and huddle off to a corner for a nights rest before venturing forth into the tunnel. I begin scrawling out a map as we go link We pick some paths heading what we believe to be northward and venture both up and down some slopes making the path somewhat disorienting, we venture into one room that crashes as we pass through it blocking off one back passage. Other notable areas are a room with an odd winch that moves a disc side to side, a very clear puddle with a constant drip from above. Using signs we avoid a path that states umberhulks and another stating iron mines and make our way to a shrine to Moridin where Khaggy gets some odd brick.

Night Terrors then onto the Encampment

Continuing from the interruption, Romgos scream was a precursor to an attack by some odd creatures one of which seemingly having taken then skin of Roro to wear like a suit. Waking the others and busting my way into the tent I watched the skin slough off and a battle ensued. Being unprepared for battle and more prepared for exploration I felt limited in my use, my polearm skills seem sketchy at best. After a brief chase down led by Ezekiel we disposed of the last of the creatures "bleeding" black goo had a short ceremony for the fallen and continued on to the encampment. Continuing down the river we eventually found a bridge to cross as the river narrowed. Across the way we could see a large symbol with a 6 pointed star and call outs to Auril. As they wished for a cold and dark deity I called up a barrage of snowballs and removed most of the sentries. Similarly upon approaching the encampment itself a secondary barrage was able to take out another large portion of the camp. Oddly the kobolds were not alone they seemed to maybe be being led by someone named Cinder (I dunno if the name was ever actually said) who had some odd magics to him as well as a large frost giant. Mores and Ezekiel rushed into the encampment to attack the giant while Khaggy went after Cinder, Llobh and I hung back to remove enemies from a distance especially after my failings the night before with more physical abilities. Ezekiel was briefly slapped by the frost giant into a near death state but was picked up by the archivist.   *scratchy note at bottom* Well based on my findings with the kobolds I expect the clan should be able to deal with the group approaching them and show them how true people of the cold handle themselves.

Into the Wilds

We made it back to Ironlight with Kelemor, with a discount at his shop in hand and some interesting new item acquisitions for Mores and Khaggy, Apparently Khaggy has some chunk of a hammer from a dead dwarven god, what the "Shadow Duke" - lame name - had it for who knows but it certainly seems interesting. Kelemor gave us some instructions on reaching the druids and commented on being cautious as they may not be too keen on outsiders but hopefully that won't be an issue. Gel and Gos ran into the tribe which they claim is supposedly led by Kadri now but that seems doubtful. As we prepared to leave town on the way to an encampment of something (kobolds?) Llobh ran back to speak with the tavern lady some more, I'm not sure what he expects will come of it but perhaps if he can find some form of companionship with her he will back away from his odd tendencies towards demonology which can only be for the good. We set off in the nice brisk weather and headed northeast following the Zhuf Weir. Llobh called danger at an odd point involving a trapped stag but perhaps it was a joke of some sort and will be more understandable in time. The wind truly picked up at one point and I saw the others really struggling in the cold - I'm glad I gave Mores the boots as he seemed to be handling the weather properly with them. Roro seemingly fell into a hole and re-appeared back with us before draining the waterskin from the mines. As I take my turn at watch and finish off my journal there's a scream from Romgo's tent guess this will have to be continued another time..

Duking it out with the Shadow Duke

Another odd chunk of time, after getting back out of that pit Llobh summoned some screeching small dragon like creature from some concerning dimension before dismissing it realizing it was not as stealthy as we were hoping to be. Ezekial heard some sort of skittering and then some giant worm thing popped down paralyzing many of the others. Polis and eye were able to dispatch the creature after he scared it off allowing us to find a new spot to position more safely. Once everyone else became able to move again we continued exploring and finding more and more icy floors and chilly areas - a frozen fountain was found with water still running that Khaggy found had a lever leading to a secret tunnel back to the old cistern. There was some busted altar that I snagged a chunk of not sure if that will ever proof useful but if not it's an interesting story for a rock at least. Some old illusion faltered, as happens with such useless schools, on a statue of some lady with a dead man nearby. A soft humming sound was occurring immediately returning thoughts of the smell of burning and the sound of thunder nearer the clock lock but it turned out to be 4 orbs being manipulated by some "Shadow Duke", pretty lame name as expected from an apparent necromancer and insane follower of the Frostmaiden. Khaggy charged the duke himself while we dispatched some skeletons and targeted the orbs. Likely the oddest part here was the return of the floating guy from the inn who is apparently called Calarel giving some odd red coins to Polis for the work done in this mine(?).  

Like Clockwork

Hoo boy, this is a weird place let's start with the wins: we found Kelemor he's been escorted outside by some of our companions namely ori and roro, a couple others went with them so we did rescue some. And we found a sarcophagus of some guy/thing(?) named Edhror may have to look up more about it in future. There was even odd tech in a complicated door lock requiring the manipulation of a clock type device however they left the passcode lying around so we got in. While this may also be considered a bad and will be re discussed there Ezekiel did show an inclination to help when in need so that's always good wasn't sure how much that stoic guy cared but perhaps it was more his thinking I'm more useful alive.   The bad, I got a little over zealous with an old door and barged through it into spikes, I should have known better but sometimes it's hard to contain excitement to explore. There appears to be a very crispy body and some pillars that may be charged, probably best to avoid touching them as we continue along.   The bizzare, well Edhror for one he had odd claw like appendages and his room was staying lit? Khaggy found his way to some glowing cistern Polis was unsure of it's substance but gave some good notes. Right of course it was nice to have him back I have some hopes for Llobh but do miss Polis for more philosophical conversation. Anyways I've filled my skin with this glowy water and we'll see what it does as we go I guess.   I don't know if we have much left to explore I've convinced the others we should continue hunting for the other miners, and I don't think they suspect it's just to delve deeper and see what else this place has to offer. The potential knowledge is worth some risks and who knows maybe we will rescue more.   <Lightly sketched drawing of a 6 pointed star with ? Around it>

A New Friend and Mysteries Abound

Well, after the attack in the night a few members of the expedition were looking a bit dour but for the most part the dwarves were reasonably upbeat enjoying the food and drink. A dwarf, separate from the expedition, entered and came to join us I think we may end up being good friends he insists on being called Khagmadog but I think eventually I can work him down to Khaggy. A bit unsure of where our expedition was next headed we awaited word from Goswin, eventually telling us we'd split up and search for any signs of the druid or at least Khuldahar where they were. With a brief exploration of the town in an attempt to return the items found in the night we met a few interesting people and a somewhat jumpy halfling. The barber seemed nice he patched up Mores from the night before quite well and on the cheap as well, we may need to revisit him in future so perhaps a little extra gold would help our relationship there I'll mention it to the others. Experimentally I tried on the boots from the night before and got a warm feeling I expect these may be better used by somebody else as the colds never been much of an issue for me but will use them for a time. The jumpy halfling as it turns out was named Forgrim I guess he's an assistant of Keremor our supposed lead on the druid who was unfortunately away. It was at this point we opted to do a little hunting of that necromancer and started to track it out into the woods. Ezekial proved himself a reasonable tracker and caught the trail fairly quickly unfortunately for us ending in a river, we doubled back and hunted a bit more then found ourselves at a camp with a map but decided it wasn't worth investigating just yet, so we headed back for Ironlight. Arriving around midday there was quite a gathering at the barracks of angry villagers looking for answers as to why the mines were not properly protected after they'd received a letter about a kobold attack seemingly from the same time as our own. Shortly after we learned the Magister had gone off for a few days hunt so we decided to investigate the mines ourselves which led us into a battle with some goblins. That's getting ahead of myself slightly we first discovered bodies a mix of human and kobold it appeared the humans were doing a reasonable job of defending themselves but were just overrun. Venturing further in to the mines we encountered some goblins attempting to break into a room(?) and had a battle with them. Ezekial once again proved valuable in this seemingly having a strong disdain for the creatures he slew many. This leads to some questions around why we received a letter about the kobold attack with no mention of goblins? Did they come separately? After? Always there? I must now sit and ponder while catching my breath, what an adventurous day hopefully the next hours will be peaceful.

Flying machines, kobolds, and zombies

Qite an interesting day to begin our adventure sailing? Flying? On an air shop supposedly created by a fool. The gathered group is interesting I hope the magister knows what she's doing. We've got an elf with us who's entire job seems to be talking to some druid eventually.. the dwarven contingent seems fun a high energy group, (and it's nice to be taller than someone for a change). We made a quick stop in Brekka where the ship landed, guess the technology isn't fully there to take us further. They seemed to be having some sort of festival or something similar to some long dead god or at least that's Mores and my best guess. From there we set off on foot northwards ending with a nice little race to the tavern, those dwarves are quick but luckily not everyone was keen to participate and all the food is covered anyways. The innkeeper seemed a bit reluctant to house us but came around likely not aided by Roro playing the bagpipes.. the night's rest was ruined by a kobold incursion I hope that's not common around here weird creatures that they are. Weirder still they were led by a gnoll who only said they serve the xx of the mountain (? Check investigator notes). Odder yet after they were dispatched some necromancer came with undead minions to take them away paying with what seemed to be quite literal blood money. They seem to have dropped some things whilst loading the bodies we should see if they belonged to anyone in the town of Ironlight in the morning.

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