BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Wildemar the Widowmaker

Turning around the corner, you see a figure that can only be Wildemar, the leader of the Wildmen. He looks like a dwarf, but not quite. His hair is all spikes of orange and red, and his skin is an ashen grey, like he is made out of cinders. Snake tattoos curl along his arms, and you can see battle scars across his arms and face. Draped across his throne like a noble, he has grabbed ahold of his greatmaul and is wearing a set of hide armour with black spikes.   Turning in your direction, Wildemar loudly intones, "It appears we have company, boys! First one to skin that one is going to get some money!"

Physical Description

General Physical Condition

As can be expected as a commander of a berserker force, Wildemar was a very buff figure for a duergar, and was incredibly fit and sturdy.

Body Features

He had the ashen grey skin typical of a duergar.

Facial Features

He had several small scars across his chin and cheek from his fight with the Canodan Five.

Identifying Characteristics

He had many snake and dragon tattoos that curled around his forearms.

Special abilities

Like many of his race, he could shoot the poisonous red quills in his hair out like spines. His rages were also powered by his martial training and the primal magics of the duergar race.

Apparel & Accessories

He tended to stick to his armour, but he did wear red and orange shirts and trousers whenever he could get away with it.

Specialized Equipment

He wore a red and orange pile of hides with black iron spikes for armour, and he wielded a two-handed hammer in battle.

Mental characteristics

Personal history

Wildemar was originally from the world of Renath, specifically from the Dirtakal Peaks region. He was a commander in the berserker armies of Gothruk IV, Lord of the Karthok, and was a witness to the climactic Battle of Vortheil Pass. While the armies of Gothruk fled back to the Tower of Gruz-hilk, the group of adventurers known as The Canodan Five attacked their camp to kill Gothruk. While they were ultimately unsuccessful in that endeavour, this was not before Wildemar crossed their path and he was hurled through multiple dimensions.   He woke up on the coast of Lake Lós on the planet of Endaman, and immediately got to work creating a group of bandits under his control. He taught them the berserker ways of his people and organized them into something resembling a pirate organization. Within a few months, he first got into contact with Meti Aslingar and Jonitan Kilas and joined their union.   But Wildemar continued to get greedier and greedier, and he began to raid coastal villages in contravention of his agreement with the other two bandit leaders. This drew the ire of the local Navy and the Drakeslayers, who then set fire to his base and killed him in a battle that also spelled the end of his berserker army.

Intellectual Characteristics

Wildemar was a lot more clever than people gave him, but he often needed to see maps or objects to really understand them.

Morality & Philosophy

Wildemar believed that those who are strong have the right to take what they needed. This was a common trait among his people, and he didn't change his ways after being hurtled to Endaman.

Personality Characteristics

Motivation

Wildemar was driven by the need to be the first; it's for this reason that he built a pirate fleet and trained some of the first berserkers that Endaman had ever seen. He was also motivated by baser instincts, such as lust for women and a greed for money for growing his army.

Savvies & Ineptitudes

  • He was very bad at following plans, especially those laid out by others.
  • He was adept at thinking on his feet and forming a plan with how to deal with enemies.
  • One thing that enraged him more than anything was having to wait for others to make decisions.
  • Social

    Contacts & Relations

  • He had connections with Meti Aslingar and Jonitan Kilas, other bandit leaders, before his and Meti's untimely deaths.
  • Speech

    He had a propensity for making bold and loud statements, and he was very boastful.
    Alignment
    Chaotic Evil
    Year of Death
    2012 CE
    Circumstances of Death
    Killed in battle with the Imperial Navy.
    Birthplace
    Dirtakal Peaks
    Children
    Gender
    Male
    Eyes
    Bright orange
    Hair
    Orange and pointed, with red quills.
    Aligned Organization
    Known Languages
    He knew Renathian Common, Undercommon, and Common Gratic.
    Art Credit: emperorcharlesii (me!)

    Remove these ads. Join the Worldbuilders Guild

    Wildemar the Widowmaker

    A duergar from another world leading a group of pirates on Lake Lós.


    Level 4 Duergar BarbarianXP:350
    Initiative: +3Senses: darkvision
    Hit Points: 57Bloodied: 28Healing Surges: 1Surge Value: 14
    Armour Class
    Reflex
    Fortitude
    Will
    17
    15
    18
    14
    Speed: 6
    Action Points: 1
    Powers:
    Standard ActionsMinor ActionsTriggered Actions
    Maul (at-will, melee basic): +8 vs. AC; 2d6 + 4 damageInfernal Quills (encounter): Ranged 3; +8 vs. AC; d8 + 4 damage and the target takes a -2 penalty to attack rolls and ongoing 2 poison damage (save ends both).Rampage (once per round): Trigger: Wildemar scores a critical hit with a barbarian attack power. Effect: Wildemar can immediately make a melee basic attack as a free action.
    Howling Strike (at-will): +8 vs. AC; 3d6 + 4 damage. Special: When charging, Wildemar can use this power in place of a melee basic attack. If he is raging, he can move 2 additional squares as part of the charge.Primal Vitality (daily): Wildemar gains 5 temporary HP (8 if he is raging).Swift Charge (encounter): Trigger: Wildemar's attack reduces an enemy to 0 HP. Effect: Wildemar can immediately charge another enemy.
    Hammer Fall (encounter): +8 vs. Fortitude; 4d6 + 4 and Wildemar knocks the target prone.Rageblood Vigour (at-will): Trigger: Wildemar's attack reduces a target to 0 HP. Effect: He gains 3 temporary hit points.
    Rage Drake's Frenzy (daily): +8 vs. AC (if the target is bloodied, he gains +2 to the attack roll 6d6 + 4 damage. Miss: half damage. Effect: Wildemar enters the rage of the rage drake. Until the rage ends, once per round when Wildemar reduces a target to 0 HP, he can make a melee basic attack as a free action.
    Second Wind (encounter): Wildemar can spend his healing surge and gets +1 to all defences until the end of his next turn.
    Alignment: Chaotic EvilLanguages: Undercommon, Common Gratic, Common Dwarven
    Skills: +10 Athletics, +5 Dungeoneering, +8 Intimidate
    Strength
    Constitution
    Dexterity
    Intelligence
    Wisdom
    Charisma
    17 (+5)
    17 (+5)
    12 (+3)
    10 (+2)
    13 (+3)
    13 (+3)
    Special/Equipment: hide armour, maul, 90gp, some half-eaten breadTactics: Wildemar will first hold his turn so that his minions go before him, then he will sling his infernal quills into his intended target and charge. On following turns, he will use hammer fall and howling strike until his enemy is bloodied, at which point he will use rage drake's frenzy. When he first becomes bloodied, he will use his second wind.

    Comments

    Please Login in order to comment!