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12:37, 30th April 2024 (GMT+0)

Glumr

Glúmr Triplefang (pronounced Gloom-Mer)

Glúmr is an averaged size man who is fit and a bit wiry.  His skin is tanned and his shaggy hair is sun bleached.  His eyes are hazle and seem to change color reflecting certain emotions. Glúmr wears a dark floppy large brimmed hat that can hang down, hiding his face or eyes. The hat blurs into the cloak Glúmr wears.  The cloak, colored dark earthy brown and wood and grass green colors,  has long flowing pieces to help break up his outline should he need to remain undetected.  It covers the leathers he wears for protection.  Glúmr's leathers and boots are brown with highlights of green, making his outfit ideal camouflage in the grasslands and spotted woodlots around the lands.

Glúmr typically has his pack on him, which is filled with all kinds of useful items for various situations.  He also has several pouches and pockets on his leathers and in his cloak which are also filled with handy things.  A bow and quiver fastened to the pack, a unique and large broad scimitar strapped to his hip, and a dagger on each boot complete his appearance.

Glúmr has started smoking a sweet leaf that is grown around the lands.  He's been known to have some of the rolled leaf hanging from his mouth, wisps of smoke flowing behind him, and blowing smoke rings while he ponders things.

Glúmr's father, Hólmfastr Triplefang, was a mighty warrior who died an honorable death in battle when Glúmr was a only one cycle old.   His mother, Astryd Triplefang, named him Glúmr, meaning "firey gaze" because his bright hazel eyes that seem to change color to reflect his emotions.  She never remarried and raised him alone as a single mother.  Fearing he would meet the same end as his father, his mother tried to push him into the role of gatherer, teaching him about the different plants and their usefulness.  Likewise she delibertly did not teach him to read, fearing such things could draw him away from the safety of the clan home.  She would also have him tend the horses, leaving him with a love for the animal and skill in the saddle, but being without a father, they never had the gold coin to be able to give Glúmr his own.

Glúmr was drawn to the wilderness.  His love and respect of his mother kept him well rooted with the clan, but the calling to see what lies at the end of the road was always nagging him.  The adventure spirit was passed on from his father.

Spending time growing up in the surrounding wilderness to the tribe, Glúmr learned to use a bow and was quite proficient at it. His name, may have indirectly guided him into archery as his preferred weapon. He studied the nature, the plants and animals, the elements.  Due to his passion, he pulled knowledge from anyone who would talk to him about it.  Sometimes neglecting his chores to spend time talking with clam mates who have come back from adventuring, or to practice his bow skills out in the wilderness.  Learning the ways of Ehlonna, he grew into the role of a ranger with love for natural things and the deep urge to protect the balance of nature.

While spending time in the wilderness around Volge, Glúmr's skill with a bow increased and his name became more familiar to the tribe with every goblin his arrow pierced.  When he reached manhood, the elders requested council with him.  They expressed their sadness as he grew up without a father to guide him, and their happiness to see some of his fathers blood in his veins despite his mother's efforts to keep him sheltered.  They also expressed their gratitude in his extermination of local goblins and are amazed with his prowess with a bow as he has shown in exhibitions.  Because of these factors, the elders had a special request for him.  One that his mother loathed, as it will whisked him away from the safety of Volge and her home, and out into the dangers of the wilderness and the looming dark power that was growing constantly.

Age - Character History
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 0 - Born into the world (Volge). Parents: Hólmfastr &  Astryd Triplefang
 1 - Father was killed defending village from raiders
 4 - Mother started training on gathering (plants, nature, animals)
 6 - Tended village Horses
 7 - Fascination with Adventurning begins, Fired first arrow from bow
 8 - Fascination with Ehlonna begins
 9 - Winner of Volge's youngling (child) archery competition
10 - Winner of Volge's warrior (adult) archery competition
       (Some say it was a lucky shot, but winner he was)
12 - Started wandering the wilderness around Volge;
       End of his time tending to village horses
14 - Actively patrolling and fighting goblins around Volge, spending weeks at a time in the wilds
15 - Living in the wilds more than in the village
16 - Meeting with Elders, Quest for the Idol Begins