Daveowulf

High Fantasy·by Daveowulf

Daveowulf

RACE

Human

GENDER

Male

LIFE STAGE

Young Adult

BODY SIZE

Large

BUILD

Muscular

Daveowulf was abandoned as a baby and discovered and raised by ogres. Being nursed by an ogre mother made him grow incredibly strong and durable, but he has no stealth and (since ogres don't lie) is highly gullible. His upbringing was sprinkled with stories of chivalrous knights from an unfortunate traveler who was captured by Daveowulf's parents. Daveowulf has the bizarre mix of his rough and wild upbringing, and his earnest good nature and sense of honor. He is very respectful of women due to his close relationship with his mother (who kept the other ogres from eating him) but is a bit dense.

GOAL & MOTIVE

Daveowulf seeks to live up to the chivalrous ideals learned from old stories, defending the vulnerable and acting with honor. After being raised by ogres he has set out on his own to be the greatest warrior in the world.

QUESTS COMPLETEDTotal quests completed with this hero by the creator and everyone who recruited them

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Skills and Stats

ATTRIBUTES

Superb

Health

Good

Agility

Superb

Strength

Poor

Reasoning

Superb

Willpower

Good

Perception

SKILLS

Brawl

Good

Survival

Good

Athletics

Great

Melee Weapons

Great

rapid healing

Good

knowledge of wildlife

Fair

GIFTS

heroic aura - increases strength and resilience when Daveowulf is defending a weaker companion

good natured giant - Daveowulf's size and earnestness inspires others to trust and follow him

FAULTS

is easily tricked

incapable of being stealthy

will not hurt women

cannot lie

Inventory

two handed maul

WORLD & RULES

In this world, magic exists but is rare and is commonly an underlying current of other abilities. For example, a bard's song may rally and encourage their party, but would not create a glowing purple hand. Magic is said to have been more common in the past, but several centuries ago there was a cataclysmic event that saw magic all but disappear from the world. Various races have "magic" inherent to them, but again are subtle and understated. An elf mage may use their power to make travelers lose their way in a forest, but this would more likely be tricking the travelers senses - not uprooting and moving trees. Some countries blame magic for the disaster that has left visible effects (flattened mountains, scorched deserts, vast uninhabited wastelands, ruins of cities) to this day, and hunt down and imprison anyone practicing magic. Others are more tolerant (or greedy) and allow magic practitioners as long as they are within government operated guilds. As such, many mages, druids and sorcerers have fled to the far corners of the world and live in small, secretive societies, trying to bring back the magical world that once existed. The world is full of different countries, some homogenous in race (and prejudiced towards others) and some with a mix of different races. Wandering adventurers are able to take on tasks and build a name for themselves, and the most renowned Adventurer Guilds are sometimes as powerful and influential as kingdoms. Religion plays a large part in this world, as most countries follow different polytheistic beliefs. One of the most prevalent beliefs is a monotheistic sun god religion, that believes magic is evil and should be snuffed out at all costs.

LOCATIONS

Solarian Empire Nation of Ghaul

CHARACTERS

Dagoralon is the last known living dragon. He makes an appearance every century or so to make a prophecy. His last appearance was 50 years ago and he warned of a darkness coming from the north. Hinerich is the current headmage of the official Mage Guild (located in the nation of Ghaul).

HISTORY & EVENTS

A cataclysm took place several centuries ago and devastated the world. Several nations were destroyed entirely and the ruins can still be seen. About 200 years ago the Solarian Empire (monotheistic sun god worshipers) came into power and is one of the largest nations in this world.

Tales with Daveowulf

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