Korvak Stronghammer is a dwarven cleric of the Drowned god. Last son to Korf the Salty, he quickly tired of Teihoshi’s life and set to raid and preach for the Drowned God’s inquisition, which became the most important thing in his life. As all dwarves, he is set on his ways. He is slow to anger, but goes all in, quickly and reckless once he’s there, and never forgets a slight. He has a cruel sense of justice, and a strict sense of hierarchy. He has spent the last 15 years off and on ships, sailing close to the coast, preaching mostly, with an ocassional raid, early on. Scrubbing, pulling and tearing 15 years on a ship haven’t diminished his pride though. His regal bearing shows, and just by looking at him nobody could doubt that besides a priest, he’s a prince.

Level 6Race: Hill DwarfClass: ClericHeight: 122 cm
Weight: 159 lbs
XP: 14915/23000Prof: +3HP: 48Skin: Tan, face scarredHair: Brown
Speed: 25ftAC: 17Hd: 6d8Eyes: Green/voidAge: 33
Alignment: LNSize: MInitiative: 0Deity: Drowned GodBattle cry: To the depths!
Abilities & Skills
Constitution152Animal Handling7
Warhammer1d8 (1d10)5MeleeBludgeoning
Silvered sword1d8+1 (1d10)6MeleeSlashing/Piercing
Light Xbow1d63RangePiercing
(+1d6 vs Undead when lit)
Gilded Breastplate Familiy HeirloomAC: 5+1 HP on kill+1AC as reaction after being hit for a turn.Armor
Ouroboro ring of Animal FriendshipCast Animal Friendship once/day
Battered journalUnknown
Shield w/Holy SymbolAC: 2
War Leader's Iron Chain:The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet and gains +1 bonus to Charisma saving throws.
Gauntlets of ReapingGauntlets of Reaping: Whenever the bearer kills a creature they gain temporary hit points equal to the creature's CR. The bearer regains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
Class Features
1st Level When a creature within 5ft that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dex Save. The creature takes 2d8 on a failed save and half on success. You can use this feature = wis mod. Regain charges on long rest.
2nd LevelWhen you roll lightning or thunder damage, you can use Channel Divinity (twice, regain on short rest) to deal max dmg instead of roling the dice.
2nd LevelChannel Divinity: Turn Undead. Wis saving throw or run away. Can’t come withing 30 ft. Can’t use reaction for 1 min or until it receives dmg.
5th LevelDestroy Undead: When an undead 1/2 CR fails saving throw, it is destroyed.
6th LevelWhen you deal damage to a =<Large creature you can push it away from you up to 10ft
Save DCWis 15Spells prepared10
Spell Attack+7Spell slots4-4-3-3

Spell List

Spell List    
Domain Spells
Fogcloud120 ft range; a 20ft radius sphere of fog heavily obscures an area
Thunderwave15 ft cube of force pushes from you and causes 2d8. Con save halves and no push. Loud.
Shattera 10 ft radius sphere of noise causes 3d8 Con save halves.
Gust of wind10 ft wide, 60 ft long line of wind pushes people back and extinguishes flames
Call Lightning120ft Range, 105ft, 10ft tall, 60ft radius cylinder. Concentration. 10 minutes. 1/turn, Ray, 5ftradius 3d10, Reflex half
Sleet Storm150ft range, 20ft tall, 40ft radius cylinder. Obscure area, dificult terrain. Dex save or prone. If casting constitution vs spell save.
GuidanceOnce before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
Spare the DyingYou touch a living creature that has 0 hit points. The creature becomes stable.
ThaumaturgyYou manifest a minor wonder, a sign of supernatural power.
MedingRepairs a tear or break in an object no larger than 1ft
1st Level
BaneUp to 3 targets suffer 1d4 malus to the number rolled from the attack roll or saving throw.
BlessUp to three creatures can roll a d4 and add the number rolled to the attack roll or saving throw.
CommandYou speak a one-word command to a creature you can see within range.
Create or Destroy WaterYou either create or destroy water.
Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
Detect Evil and GoodYou know if there are certain creatures around you, as well as where are located.
Detect MagicFor the duration, you sense the presence of magic within 30 feet of you.
Detect Poison and DiseaseFor the duration, you can sense the presence and location o f poisons, poisonous creatures, and diseases within 30 feet o f you.
Guiding BoltThe target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage.
Healing WordA creature of your choice regains hit points equal to 1d4 + your spellcasting ability modifier.
Inflict WoundsMake a melee spell attack against a creature. On a hit, the target takes necrotic damage.
Protect from Evil and GoodA willing creature you touch has resistance to one damage type of your choice.
Purify Food and DrinkAll nonmagical food and drink in the area of effect is purified and rendered free of poison and disease.
SanctuaryYou ward a creature within range against attack.
Shield of FaithA shimmering field appears and surrounds a creature of your choice, granting it a +2 bonus to AC.
2nd Level
AidUp to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
AuguryYou receive an omen about the results of a specific course of action that you plan to take within the next 30 minutes.
Blindness/DeafnessYou can blind or deafen a foe.
Calm EmotionsYou attempt to suppress strong emotions in a group of people.
Continual FlameA flame, equivalent in brightness to a torch, springs forth from an object that you touch.
Enhance AbilityYou touch a creature and bestow upon it a magical enhancement.
Find TrapsYou sense the presence o f any trap within range.
Gentle ReposeYou touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
Hold PersonThe target humanoid must succeed on a Wisdom saving throw or be paralyzed.
Lesser RestorationYou touch a creature and can end either one disease or one condition afflicting it.
Locate ObjectYou sense the direction of an object’s location, as long as that creature is within 1,000 feet of you.
Prayer of HealingUp to six creatures of your choice each regain hit points equal to 2d8 + your spellcasting ability modifier.
Protection from PoisonYou neutralize the poison in a creature. The target has advantage on saving throws against poison, and it has resistance to poison damage.
SilenceFor the duration, no sound can be created within or pass through the spell area of effect.
Spiritual WeaponYou create a floating, spectral weapon that attacks your enemies, dealing force damage.
Warding BondThis spell wards a willing creature you touch and creates a mystic connection between you and the target.
Zone o f TruthYou create a magical zone that guards against deception.
3rd Level
Animate DeadThis spell creates an undead servant.
Beacon of HopeEach target has advantage on Wisdom and death saving throws, and regains the maximum number of hit points possible from any healing.
ClairevoyanceYou can see or hear through an invisible magical sensor.
Create Food and WaterYou create 45 pounds of food and 30 gallons of water.
DaylightA 60-foot-radius sphere of intense light spreads out from a point you choose.
Dispel MagicChoose one creature, object, or magical effect within range to end it.
Glyph of WardingYou inscribe a glyph that harms other creatures.
Magic CircleYou create a magical circle that can keep at bay a specific kind of creatures.
Mass Healing WordUp to six creatures 1d4 + your spellcasting modifier.
Meld into StoneYou step into a stone object or surface, melding yourself and all the equipment you carry with the stone.
Protection from EnergyA willing creature you touch has resistance to one damage type of your choice.
Remove CurseAt your touch, all curses affecting one creature or object end.
Revivify died within the last minute. returns to life with 1 hit point.
SendingYou send a short message of twenty-five words or less to a creature with which you are familiar.
Speak with DeadYou grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose.
Spirit GuardiansYou call forth spirits to protect you. When enemies come close to you, their speed is halved and they suffer radiant or necrotic damage.
TonguesThis spell grants the creature you touch the ability to understand any spoken language it hears.
Water Walkup to ten willing creatures the ability to move across any liquid surface as if it were solid ground.

While escaping the castle of Oka, Korvak befriended a Warg, finding in it a kindred spirit, some sort of land shark. While the relationship is still frail and complicated, there’s definitevely a link between the two.

Warg13 AC26 HP
Bite2d6 +3+5Str DC:13 check or prone
Speed: 50ftOrders: Handle Animal DC:20

Story/background ========

Hace muchos muchos años un clan de enanos agotó una mina y tuvo que abandonar la montaña o resignarse a morir de hambre. El clan migrante buscó y buscó pero no encontró ningún lugar donde instalarse. Desesperados, se hicieron al mar contra todas las tradiciones de los enanos, esperando encontrar tierras y montañas nuevas. Y no lo hicieron. No como querían. Encontraron una isla montaña. Desembarcaron con la idea de restockear agua y alimentos. Pero las tormentas los detuvieron en la isla más de lo pensado. Y encontraron iron. La mayoría lo vio como un regalo de un dios desconocido. Montañas y minas en el mar. Pero un grupo, incluyendo los líderes, desconfiando del mar como todos los enanos, quiso seguir con el plan original. Restockear y seguir viaje. Buscar la tradicional montaña en tierra firme. (Lo siguiente entre paréntesis no está en los history rolls: En medio de las tormentas un grupo de pescadores humanos también amarró en las islas, buscando refugio. Eran adoradores del drowned god. Hubo una revolución dentro del clan. Varios enanos que aspiraban a ser clan leaders murieron muertes sospechosas, hasta que la sucesión recayó en un enano que adoraba a este nuevo dios). Surgió un nuevo clan leader entre los Stronghammer, mató a todos aquellos que no adoraban al drowned god, se coronó como Kurio The Holy y empezó a minar las islas. Así empezó el clan de los Drowned Dwarves, que luego se subdividió en clanes. Los Stronghammer se mantuvieron como la familia gobernante durante siglos. Cada vez que un rey llega al trono se desprende del nombre de su clan para enfatizar la idea de que gobierna a y para todos los drowned dwarves. Y en general, el pueblo por aclamación le impone un sufijo.

Los drowned dwarves son la rent-a-navy de los enanos en general, y de varios reinos, además, if they can afford the steep “not dwarves” price. Los raids tienen un precio. Full navy war ya implica una alianza, con todo lo que conlleva, y lo difícil que es alcanzar una alianza con enanos. El Drowned God no es evil. No es raid-centered. Es warship-centered. No raptan ni violan. No toman saltwives. Hacerlo con humanas/elfas sería un escándalo. Con enanas una traición a la raza. No. Llegan de noche en sus barcos, con la bandera del reino que los contrató en los mástiles, desembarcan como una horda enfurecida, con hachas y martillos, fuego, acero y botas con punta de hierro. Queman, rompen, roban, matan y se van. Esto les permite raidear para los dos lados de una guerra sin nunca enfrentarse entre ellos mismo en combate. Por eso full navy war no es lo mismo que raidear. Los raids no son casuales, ni los decide un capitán de barco. Los raids son clan-king ordered, en base a un contrato con otro reino/clan, o con una nación en guerra. Nadie se puede quedar con nada de lo robado en un raid. Es todo para el clan. Sus raids son a way to wage a war, más que un pillage con fines económicos. Y la guerra es una forma de llevar adelante el comercio. Son combativos. Tienen pocas pulgas diplomáticas. No tienen bancos con los cuales hacer préstamos y estrangular financieramente a otros reinos. No tienen oro, ni plata, ni gemas. Son austeros. Tienen armas y barcos. Sus mejores smiths, por lo tanto, no trabajan oro, plata y diamantes. Trabajan iron y steel. Tienen armas y armaduras de gran calidad. Eso les da una ventaja en el combate. Imponen monopolios. Cautivan mercados. Si un reino “cliente” empieza a comprar iron de otro lado, más le vale que no cuente con los Drowned Dwarves para nada. Que no los ofenda mínimamente de ninguna manera, porque un mínimo misstep y va a haber guerra. En el pasado incluso llegaron al ocasional acto de piratería. Son orgullosos. Su iron es el mejor, sus armas y armaduras son las mejores. Si está al mismo precio que iron procedente de otro lugar, y un reino elige el otro iron, en vez del drowned iron, los drowned dwarves ven en eso un insulto premeditado. Cortan relaciones comerciales y diplomáticas, y si alguien les ofrece un contrato para raidearte, they’ll be happy to, though, of course, that doesn’t mean they’ll do it for free. Viven en su isla montaña con minas de iron que bajan y bajan por debajo del nivel del mar, donde un pick axe mal puesto puede inundar la mina entera para siempre. Hence, the drowned dwarves. Pero no se puede vivir solo de peces, iron, perlas y coal, entonces comercian con aquellos con quienes no estan en guerra. The drowned god es popular entre las aldeas pesqueras. Como no es raid centered, la prédica es pacífica: Este es el dios más poderoso, o acaso conocés algo más poderoso que el mar? Algo más grande? Algo mas extenso? Algo capaz de acabar con tantas vidas, de tragárselas y no escupirlas jamás? Algo tan generoso, que da y da comida sin cesar? En invierno, en verano, otoño o primavera? Algo que permita a una nación ejercer su poder en tantos lugares a la vez? Adoren al drowned god, que es el mar enfurecido, el mar calmo, el mar que les da de comer, que trae los barcos de comerciantes, de slave hunters, y a los drowned dwarven raiders. El bautismo si es ahogar gente y resucitarla con rcp. Y la inquisición persigue a aquellos que caen en herejías, adorando a un dios del mar falso, o diciendo que el Drowned god es un dios humano, y no para enanos. Those are given to the deeps. Por qué no son asquerosamente ricos? Por qué tienen que pagar por todo lo que no es iron and steel. Incluyendo la madera para los barcos. Para las forjas, para el invierno. Tienen buenos shipwrights, pero no tienen árboles, no tienen vacas, no tienen ovejas, no tienen algodón para las velas, no tienen cañamo ni seda para los cabos, no tienen más comida que peces, cangrejos y gaviotas. Y lo pagan caro. Y porque no son los mejores guerreros, tampoco. Son buenos, pero no siempre ganan. Y cuando no ganan, se ahogan todos. Y no se reproducen lo suficiente como para darse el lujo de estar constantemente en guerra.

Hay muchas minas en la isla, que socavan la montaña como un hormiguero. En la primer caverna gigantesca que se descubrió, durante el reinado de Kurio The Holy (el primero de los reyes) está la sala del trono. Cuando un diplomático extranjero entra a la caverna lo hace sobre una saliente, y puede ver una bóveda gigantesca. La saliente se va angostando, hasta convertirse en un puente en arco, finito, natural, que llega hasta la mitad, donde una columna lo sostiene. Cascadas de agua salada caen de grietas en el techo y las paredes de la caverna hacia un vortex de agua inmenso en la base de la caverna. El trono está en el centro de la cueva gigante, al final del puente, de donde sale la espiga de piedra que lo sostiene. Hace falta un par de pelotas grandes para sentarse en el trono de hierro encima de esa espiga. Tradición es tirar por lo menos más de la mitad del raid loot a la corriente que fluye abajo en torno al trono. Lo ganado mediante comercio no “tributa” tanto. El abismo despide reflejos dorados en los días calmos. Cuenta la leyenda que el primer y último rey en escatimar tributo se encontraba caminando hacia el trono cuando la sala entera vibró y el rey cayó al agua cruzando el puente.

Korvak Strongahmmer es el último hijo del rey de los Drowned Dwarves, Korf the Salty (así bautizado por lo mucho que navegó antes de llegar al trono), el trigésimo rey desde que nació el clan, hace casi 2000 años. Cómo no tiene chances de acceder al trono, ni mucho qué hacer en la isla, se hizo cleric y se fue a misionar al drowned god por el mundo. Aunque cuando empezó su misionar no era muy religioso, se pasó los últimos 20 años arriba de un barco, yendo de aldea a aldea por la costa, predicando, y haciendo de implacable inquisición en aquella aldeas donde ya se adoraba al drowned god. Su celo por su Dios fue aumentando y hoy no solo está convencido de su existencia, si no que es un campeón del Drowned God como hace años no se ven. No es un tipo que vaya por la vida matando gente sólo por poder o dinero, pero viene de un reino de raiders, burn-your-village-and-put-your-daughters-burnt-corpse-on-a-stick kind of people. La violencia no le repugna ni un poco. Si ve a alguien pungueando va a querer un juicio, que sea declarado culpable y le corten la mano. Si hay una damisela presa por un dragón en una torre alta, la va a ir a rescatar porque es “the right thing to do” y no va a querer recompensa, más allá del loot, lógico. Si un dragón aterroriza una aldea, va a matar al dragón, y va a predicar en la aldea. Pero si una aldea adora al drowned god, y un hereje empieza a predicar a Thor, lo va a ahogar sin hacer demasiadas preguntas. On whose authority? His.

Korvak’s Session 0:

Korvak walks by his family and other noblemen. It’s a solemn day. An important day. Today the mines entrances will emerge amongst the waves. The tunnels won’t be flooded for a few weeks, and the mining parties will be blessed by the head of the church prior embarking into their anual exploration journeys. The riches of the kingdom, this year’s whole economic result hangs on their success on opening new tunnels and mining out the precious iron.

Korvak watches in awe but something bugs him. Ten or so meters away some kids, oblivious to the importance of what’s going on, play, run and shout. Korvak is barely their age, and would join the game if he wasn’t conscious as he is of the solemnities of the day. Plus, the ones playing are the Hardshields. Korvak despises the Hardshields. Nord, xxxxx and their father. He’s not quite sure why. But his brothers and father despise them, and that’s enough, right? Right.

So he reaches to his older brother, and tells him: the Hardshields are being naughty. Again.

He tries to say “again” the same way he hears his father say “again” when there’s raids by the ice giants, or a merchant gets away from the island without paying due taxes.

Magnus shrugs his shoulders. He doesn’t care much. Not enough to raise the issue.

The kids keep making noise and Korvak can’t focus on the ceremony, which he kinda enjoys. He’d like one of the inquisitors to drop one of those heavy axes on their mouths. Shut them up. So he turns to his uncle, High Inquisitor. Rolf sure is kinda scary, but is often nice with him and Agnes. Or so he tries to be. So Korvak pulls his cape to call his attention and tries not to tremble when that grey eye settles on him with a scowl.

Korvak repeats his complaint: the Hardshield kids ain’t behaving.

This time it works. Rolf kicks the kids out of the temple like dogs, and as they run away, Korvak sets his shoulder against one of the kids, who falls to the ground to get up and keep running, sobbing.

Years later, Korvak was standing in one of the aisles leading to the throne room. Pacing around, trying to memorize some complicated inquisition rites, but he couldn’t quite concentrate. To the whole court’s disbelief, there was shouting in the throne room. Oh yes. Korf wasn’t one to shout, but when he did, the echoes boomed through the whole palace. But today, today the sons of Bloodaxe were raising hell too. Voices almost as loud as the king’s could be listened. The naval thane was missing. According to their sons, he had been kidnapped by the Ice Giants, and the king’s efforts weren’t enough to bring him back. The sons were requesting diplomacy and skirmishes were set off the table, and full war to be waged on the giants. Korvak was trying to listen and understand, while at the same time to memorize his rites. But all hopes of doing so went to wet hell when he saw Ilva on the other side of the aisle, pacing as he was, but much more nervous and sad. Her father was missing, and her brothers were risking the kings ire. She had enough reasons to be worried. Korvak would have said he had been struck by lightning at the mere sight of her, but it would have been kind of sacrilegous. So he approached the dame and in a quiet voice assured her: I’m sure your father and your brothers will be fine. I’ll keep them in my prayers.

Ilva raised her eyes to him and smiled. As she did so, the throne room doors opened and the two Bloodaxes came down the aisle. Ilva followed them, briefly looking at Korvak over her shoulder as they left.

He was booming. Until a cold hand rested on his shoulder and he turned to see his uncle Rolf. He didn’t say a thing, but barely moved his head in reprobation. His eyes spoke volumes.

The Bloodaxes had their way, and Korf declared war on the giants. And it was nasty. The dwarves killed every giant in the island. Men, women, children, babys. Not a single one was left alive. Bloodaxe was found and released, but Korf’s second son was killed in battle.

At the end of the war Korvak had finished his studies, fought and raided. So he had a place at the banquet. It was the third day of his brother’s wake when he finally saw Ilva. So he reached for three beer mugs, offered one to the Naval Thane and one to Ilva, with whom he struck conversation and walked away. They chatted the night away and had a good time, until Bloodaxe came over and introduced a stout, mean looking dwarf to Ilva. One of the Hardshield brothers. Korvak left, knowing Ilva’s heart was his.

And yet, that didn’t stop her from marrying the young Hardshield, so Korvak took the Inquisition Mantle and left Teihoshi, sails set for Toen.

XP gains:
Arco 1
Sesión 10: 1406. Sesión 11: 2156. Sesión 12:2581. Sesión 13: 2731 Sesión 14: 3212 Sesión 14.5: 3912. Sesión 15: 4262. Sesión 16: 4712. Sesión 17: 4762. Sesión 18: Ausente. Sesión 19: 5212 Sesión 20: 7914
Arco 2
Sesión 1:9789 . Sesión 2: 11139. Sesión 3: 13051 Sesión 4: 14401, Sesión 5: Ausente (Fueron 1350) Sesión 6: TBD Sesión 7: (+14915)


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