Morgrim Ravenmantle

Description:

====== Created Using Wizards of the Coast D&D Character Builder ====== Morgrim, level 8 Dwarf, Cleric Build: Battle Cleric Versatile Expertise: Versatile Expertise (Hammer) Versatile Expertise: Versatile Expertise (Holy Symbol)

FINAL ABILITY SCORES Str 19, Con 14, Dex 8, Int 10, Wis 15, Cha 16.

STARTING ABILITY SCORES Str 17, Con 12, Dex 8, Int 10, Wis 13, Cha 14.

AC: 23 Fort: 20 Reflex: 16 Will: 21 HP: 61 Surges: 9 Surge Value: 15

TRAINED SKILLS Religion +11, History +9, Diplomacy +14, Insight +11

UNTRAINED SKILLS Acrobatics +2, Arcana +4, Bluff +7, Dungeoneering +8, Endurance +7, Heal +6, Intimidate +7, Nature +6, Perception +6, Stealth +2, Streetwise +7, Thievery +2, Athletics +7

FEATS Cleric: Ritual Caster Level 1: Dwarven Weapon Training Level 2: Raven Queen’s Blessing Level 4: Power of Death Level 6: Healer’s Implement Feat User Choice: Versatile Expertise Feat User Choice: Radiant Soul Level 8: Battle Healer

POWERS Channel Divinity: Turn Undead Cleric at-will 1: Righteous Brand Cleric at-will 1: Recovery Strike Cleric encounter 1: War Priest’s Strike Cleric daily 1: Weapon of Astral Flame Cleric utility 2: Life Transference Cleric encounter 3: Sacred Shielding Cleric daily 5: Weapon of the Gods Cleric utility 6: Stream of Life Cleric encounter 7: Strike of Judgment

ITEMS Ritual Book, Symbol of Divine Reach +1, Veteran’s Chainmail +1, Crusader’s Mordenkrad +2, Blessed Book (heroic tier), Veteran’s Finemail +2, Iron Armbands of Power (heroic tier), Belt of Sacrifice (heroic tier), Healer’s Brooch +2 RITUALS Gentle Repose, Create Holy Water, Purify Water, Corpse Light, Last Sight Vision, Hand of Fate, Iron Vigil, Ancestral Whispers, Speak with Dead ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Bio:

Morgrim was born without due fuss (as is the dwarven way) to the Felhammer clan.

The Felhammer clan is not a well know clan and number few in the dwarven lands, they are even looked upon with a little mistrust. The clan is a splinter from the renown warrior clan: the Foehammers.

Angrim Foehammer was the brother of Harl Foehammer, a high ranking chieftain and master of arms for the clan. The Foehammers are well known for breeding fierce and relentless warriors, which are trained as royal guards or elite shock troops. Angrim however did not fit the typical Foehammer caste. Always in the shadow of his brother’s achievements, Angrim never truly grew to be an outstanding warrior like the rest of his clan. Instead Angrim focused more on his hidden true strengths: rune magic. As much as dwarven society both respects and revere’s rune magic, the Foehammers generally see the practitioners as no more than civilians – no worse or better than a smithy or fishmonger. Harl was both disappointed when he learned of his brother’s abilities, choosing to tolerate his practises if they remained hidden – for he did not want dishonour brought the Foehammer name.

Angrim was upset with his brother’s attitude, and vowed to win his respect. He spent many years searching for rare and arcane works, for something that he could create to win the respect of his brother and the clan. After exhaustive searches through lands of his people and even that of men, Angrim came across knowledge long buried away…the arcane knowledge or iron, and the secrets to unlock the mighty iron constructs. This was the mother lode, with this Angrim felt he could give the Foehammers a weapon which would rival all other clans and even elevate them in status. Surely with the constructs, Angrim could even bring such glory as have either he or his brother crowned as king! Little did Angrim know that the knowledge he found was a plant from the duergar, who had been waiting to hatch their sinister plan.

Angrim spent many more years creating and perfecting his constructs, till the day he revealed them to Harl. Created in the images of their forefathers, the founders of the clans. These constructs were an imposing creation. Harl was both impressed and mystified by what his brother had created. When Angrim showed him the capabilities of the constructs, Harl was pleased with what Angrim had done and even apologised for ever doubting him as anything less than a Foehammer clansman. With this tireless weapon, Harl could see for a way to secure the lands around their great homeland, and even push back or vanquish the denizens of the underdark. Harl then went about creating and invasion plan which he presented to the king. The high dwarven lords deliberated over this plan of action, not entirely sure that it was in their best interests, for was it wise to expose so much? Harl’s passionate oratory finally convinced the high lords, and the plan to expand their hold from the mountains into the low hills surrounding them was put into action.

Angrim worked tirelessly to create enough of the constructs that would be needed for the initial foray into the greenskin land bordering the hold. So obsessed was Angrim with his work, that he didn’t even question the mysterious package containing more lore to increase the power of the constructs. At last with his work complete, Angrim activated the 12 – the constructs created in the image of their forefathers. Thus began the rise and fall of the Foehammers. The 12 were indeed a mighty and terrible weapon for the dwarves. Constructs with prowess that would even rival the abilities of the dwarves they were modelled after. The initial push into the lowlands was successful – the greenskins and all their ilk fell back from the mountains and even far from the lowlands surrounding them. With their borders secured, the dwarves then experienced a time of much prosperity. Settlements were created and trade routes once nonexistent, were opened up to the lands of men. More fortresses were erected to further secure the borders of dwarven lands lest the greenskins should ever have the balls to come back and reclaim their lands.

The Foehammers were lauded and praised for their vision and ability to expand the dwarven holdings. Harl and the Foehammers were even elevated in status, with Harl being given a seat on the high lord council. In recognition of his brother’s work, Harl convinced the elders of his clan to promote Angrim as one of their chieftains. Angrim had finally gotten what he was always seeking – respect from his brother and clan. However, this was not enough, as Angrim then saw the opportunity to make their great clan greater by engaging the denizens below their holdings – to delve deeper into richer mining prospects. Harl too jumped at his brother’s suggestion, and once again the Foehammers convinced their brothers to go to war and flush out their enemies below. Initially there was success, the dwarves pushed deep underground and secured all of their current mining areas. This was not enough, they knew there were richer veins even deeper – but this would mean they would have destroy the hold of their ancient enemies, the Duergar of the Ironfather Hold. The vote of the high lords was unanimous, what better opportunity would there be than this! Indeed the dwarves would begin an empire that would last the ages…

Thus the battle of the sundered clans began. Once again the dwarves experienced success, able to smash down the walls and occupy the hold with ease. There was no force that could stand against the elite troops of the Foehammer clan with the 12 alongside them. The dwarves, arrogant with the taste of victory did not see that their dark cousins had only placed a token resistance. The bulk of their force were moving in behind the dwarven forces through tunnels cunningly created for this one purpose. It was then, when the dwarves were to sally deeper into Ironfather Hold, that the Duergar sprang their long awaited trap. The 12, the juggernaut machine of the dwarves, the heralds of the new age of prosperity, turned upon their makers. The carnage was terrible, unable to battle the constructs or flee to their lands, they were cut down to a dwarf. With a minimal garrison of troops to defend them, the dwarves were no match for the fury of the Duergar and their 12 when they rose from the dark to take down their surface dwelling brethren. Few dwarves escaped the slaughter and slavery of the Ironfather duergar, Angrim being just one of them. Those that survived fled to other dwarven holds, and the terrible story of the battle of the sundered clans was told. Many of the high lords were killed at the battle including Harl, who’s last dying words were to curse his brother for even creating the 12. Angrim bore such shame for what had happened that he stood down and even left the Foehammer clan travelling to a dwarven hold far away from any that contained vestiges of the Foehammers. Renaming himself, Angrim took on the name of Felhammer, and spent the remaining years of his life searching many arcane mysteries in the hopes of gleaning a way to undo the 12 and retake back his ancestral lands.

1000 years later Morgrim is born into the clan…without due fuss.

The Felhammers by then had amassed quite the repository of history and lore both mundane and arcane. The Felhammers are tolerated in the dwarven holds, mainly due to the vast knowledge they have, which on more than one occasion had assisted high lords in the defence of their lands. However, the Felhammers bear the shame of Angrim, and hence why most dwarves shy away from them. Morgrim has been brought up with the dark history of his clan, and their thirst for vengeance on the Ironfather duergar. Many of his early years were spent in the study of lore, tempered with instruction in combat – something the Felhammers embraced in honour to their former ties to the Foehammers. As was mentioned earlier. The Felhammer clan is accepted into dwarven society, though most sensible dwarves generally steer clear of them. However, the repository of knowledge they hold is so impressive that they are often sought after for their lore. This lore usually comes at a price, for with their pariah status comes a form of resentment which is only satisfied by the notion that the rest of dwarven society should owe them for their knowledge. This attitude rankled Morgrim, who found that acting this way just went further to alienate his clan. Without permission of his elders, Morgrim started to visit the elders of other clans and offer his assistance in the areas of lore and mysticism. This unfounded generosity surprised most of the clans in the hold, who begrudgingly started to view the Felhammers with a more positive light. The elders of the Felhammers at first warned Morgrim of his course of action, but soon found that his diplomatic work only opened new doorways for the clan – something they had not been accustomed to for hundreds of years. Morgrim was soon invited to attend many gatherings of the clans as a representative of the Felhammers. This too, led to Morgrim accompanying his people when they went to war. His knowledge in healing and combat made for a desirable combat medic, and hence he saw many battles, and much death, something that did not sit well for him. His hold was most warlike and aggressive in protection of their territories, and Morgim felt that this exposed the clans unnecessarily to much risk, and even noted that the population of the hold was declining. He brought this to the attention of the elders at one of the great clan meetings, and even as Morgrim entreated the clans to be more cautious about their dealings, the elders simply admonished him for being like his clan – insular, sinister, and most undwarven.

Unfortunately for Morgrim, this was to be proven true…

Unbeknownst to Morgrim, the elders of the Felhammers kept a secret so protected that only a few were trusted with it’s knowledge. Before his passing, Angrim worked on an artefact designed to override the Ironfather’s control over the 12. Knowing that he would be unable to complete the work in his lifetime, he entrusted a select few of his clansmen with the task of continuing it’s work in utmost secrecy. His fear that this artefact would become known could jeopardise the already tenuous acceptance of the other clans let alone the Ironfather duergar becoming alerted to it’s presence. Balar Felhammer was one of the few currently working on the artefact, a passionate runecrafter who believed that the culmination of this work would once again elevate the Felhammers and bring glory to himself. Balar, however, also coveted Morgrim’s popular position as diplomat to the clans. Balar was sick of being in the shadows, he knew the work he was doing would bring much greatness, but he wanted it now. One drunken evening, Balar overheard other dwarves in the great hall praise Morgrim for his work, which sent him into a frenzy. Without thought, Balar began boasting of the work on the artefact and how this was going to elevate him in status among his people. Word soon spread throughout the hold, and Morgrim was summoned to explain Balar’s claims. Morgrim was at a loss to explain as he had never heard of this work, and put it down to the ale and crazy notions of grandeur, for his clan would surely not have kept such a secret form the hold. Unconvinced, the high king ordered for the Felhammer enclave to be searched. They soon stumbled upon the secret workshop of the artefact, and closed it down. Incensed that so dangerous an artefact was being worked on without the knowledge of the high court, the high king ordered its confiscation along with imprisonment of the Felhammer clan to await trial by the high court.

Morgrim asked his elders as to why such work was kept hidden, and not shared, for now the reputation of the clan was bound to be destroyed. His elders simply explained that it was not for Morgrim to know, and that his close associations to the other clans would only bring undue attention. Now they were to try and defend their cause with the unfortunate knowledge that Angrim’s great work would never be completed. The trial was short (by dwarven standards), and since dwarven memory was long, it was soon discovered that the Felhammers were indeed the remnants of Angrim’s people after the battle of the sundered clans. This great shame was brought to light, and the fear that such a great tragedy could happen again, the clan was found guilty of sedition and outcast from the hold. Balar, driven crazy with the knowledge that he would never rise to greatness, blamed Morgrim for what transpired, for if it wasn’t for Morgrim hobnobbing and freely sharing the clans lore, the high king would never have known better. Morgrim railed at this accusation, citing that it was Balar who had brought this great shame to their clan, but unfortunately for Morgrim, the elders took Balar’s stance. Morgrim tried to reason with the elders, to show that by being one with the other clans of the hold only brought them prosperity. The sting of the loss of Angrim’s work clouded the elder’s judgement, and hence drove them to outcast Morgrim from the Felhammer clan. The Felhammers then disappeared without a trace, they were never to be mourned or remembered in dwarven society.

Alone and forsaken, Morgrim raged at the dwarven gods for placing him on so doomed a path. He had nowhere to go, no friends nor family, no future so it seemed. It was then that he was visited by an image of the Raven Queen. It was she who explained to Morgrim that he had a fate greater than that he believed he was on, that it was the death of his former life that was necessary for him to be reborn on a new path. She went on to reveal that both good and bad events needed to happen to enable the world to exist, but that this world had tilted more towards darkness, and that there were few bright sparks left that could right the balance. He, Morgrim, was one of those sparks, who along with other’s would go on to correct the balance. Morgrim asked what his path was to be, to which the Raven Queen answered that he had to choose in which way he could bring back the balance. It was then Morgim pledged his being to the Raven Queen, to which she accepted and gave of her powers onto him. Her final parting advice was for Morgrim to travel the world to find other sparks (he would know who they were when he encountered them), and to find his path.

So began the new chapter of Morgrim, adopting the name of Ravenmantle in honour of his patron. Reborn, and tasked with finding companions to further the queen’s work in righting the balance and fighting off the darkness…

Morgrim Ravenmantle

Destiny Calls Hraefn