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	<title>Kelek - User contributions [en]</title>
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		<id>https://wiki.kelek.online/index.php?title=Associates&amp;diff=7272</id>
		<title>Associates</title>
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		<updated>2026-06-06T01:41:29Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Characters (PCs) are Associates of the [[The Round Table|Round Table]], and report directly to the [[Round Table Council|council]]. They mostly live in [[Onadbyr]], and are dedicated to the improvement, and survival of the city.&lt;br /&gt;
&lt;br /&gt;
==Alchemist==&lt;br /&gt;
*[[Garena]], an unbreakable goblin bomber.&lt;br /&gt;
*[[Sanaa]], a mixed-heritage nagaji toxicologist.&lt;br /&gt;
*[[Theodore Leafchewer]], a hillock halfling bomber.&lt;br /&gt;
&lt;br /&gt;
==Animist==&lt;br /&gt;
*[[Mahra Flamewalker]], a half orc liturgist, looking to improve her new community.&lt;br /&gt;
*[[Rock]], a makari lizardfolk liturgist, lugging around her twin brother Throw.&lt;br /&gt;
&lt;br /&gt;
==Barbarian==&lt;br /&gt;
*[[Berta Stormhammer]], a dwarf fury instinct barbarian.  Member of [[Clan Ashenforge]] and Treasurer of Desperate Hope.&lt;br /&gt;
*[[Caerleon]], an elven idyllkin barbarian of the spirit instinct.&lt;br /&gt;
*[[Isgram Frostcrown]], a winter-touched human barbarian kineticist and devout Gorumite.&lt;br /&gt;
*[[Lifeblood]], a fleshwarped bloodrager from the crossroads.&lt;br /&gt;
*[[Kaina]], a kitsune elemental barbarian. Wait, didn&#039;t she get executed in 225?&lt;br /&gt;
*[[Pomba Bright-Eyed]], a grippli animal instinct (frog) barbarian, and a member of the [[Bright-Eyed Tribe|quintuplets]].&lt;br /&gt;
*[[Rinazomi]], a hungerseed bloodrager. Member of the Flesh-eater clan, and worshipper of Szuriel&lt;br /&gt;
&lt;br /&gt;
==Bard==&lt;br /&gt;
*[[Aruwyn Briar]], a pale half-human half-elf maestro bard.&lt;br /&gt;
*[[Bright Eyes]], a dwarf polymath and the leader of [[Clan Ashenforge]].&lt;br /&gt;
*[[Lenae]], a faun-legged halfling zoophonic bard.&lt;br /&gt;
*[[Jemerov]], a maestro muse human.&lt;br /&gt;
&lt;br /&gt;
==Commander==&lt;br /&gt;
*[[Nari]], a whisper elf.&lt;br /&gt;
*[[Vahn]], a wilderness samsaran who used to be a goblin.&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
*[[Mutt]], a human paladin who follows Kols, and is more machine than person now.&lt;br /&gt;
*[[Quill]], a catfolk obedience champion of Arazni.&lt;br /&gt;
*[[Radari]], an azarketi grandeur champion of Hanspur.&lt;br /&gt;
*[[Zeal]], a human tiefling paladin who follows the Godclaw as a hellknight.&lt;br /&gt;
&lt;br /&gt;
==Cleric==&lt;br /&gt;
*[[Cecily Bernabeu]], a human cloistered cleric of Sarenrae.&lt;br /&gt;
*[[DDOS]], an automaton warpriest of Wulgren who&#039;s being piloted by a bunny named Gadget&lt;br /&gt;
*[[Father Sunstone]], aasimar cloistered cleric of Sarenrae.&lt;br /&gt;
*[[Lemm the Faithful]], an orc battle harbinger of Iomedae.&lt;br /&gt;
*[[Swaying Petals]], a Leshy cloistered cleric of Sarenrae.&lt;br /&gt;
&lt;br /&gt;
==Druid==&lt;br /&gt;
*[[Clementine]], a Storm Order Sacred Nagaji.&lt;br /&gt;
*[[Dar]], an orc of the wave order.&lt;br /&gt;
*[[Melfyra]], an ardande/elf animal order druid who researches the undead. She&#039;s definitely not a vampire.&lt;br /&gt;
*[[Sahona Bright-Eyed]], a wild order grippli, and a member of the [[Bright-Eyed Tribe|quintuplets]].&lt;br /&gt;
&lt;br /&gt;
==Exemplar==&lt;br /&gt;
*[[Gin]], a witch kholo exemplar embedded with a shard of Nethys&lt;br /&gt;
&lt;br /&gt;
==Fighter==&lt;br /&gt;
*[[Atticus]], a khopesh and shield wielding Steelskin Hobgoblin and [[Hellknights|Lictor of the Order of the Torrent]]&lt;br /&gt;
*[[Hogo Pok&#039;sharr]], a barricade buster hungerseed orc.&lt;br /&gt;
*[[Serene Leyvald]], a human ganzi polearm fighter, sister of [[Cyrus Leyvald]], and a member of the [[Heavy Hitters]].&lt;br /&gt;
*[[Sir Arf]], a windup poppet lancer, riding on his majestic steed Hengroen.&lt;br /&gt;
*[[Terog Shalesmiter]], an ancient blooded dwarf fighter.&lt;br /&gt;
&lt;br /&gt;
==Guardian==&lt;br /&gt;
*[[Bal]], a stalker minotaur &lt;br /&gt;
*[[Fragile Garnier]], an elven fire-and-earth suli with a big shield.&lt;br /&gt;
*[[Husk]], a fleshwarp unarmed interceptor and grappler.&lt;br /&gt;
*[[Laruuk]], a hold-scarred orc&lt;br /&gt;
*[[Pip]], a rock dwarf who leads her allies.&lt;br /&gt;
&lt;br /&gt;
==Gunslinger==&lt;br /&gt;
*[[Esther]], a human aiuvarin spellshot gunslinger.&lt;br /&gt;
*[[Mips]], a caveclimber kobold sniper.&lt;br /&gt;
*[[Aleth|Shadefrost]], a woodland elf sniper.&lt;br /&gt;
*[[Yasmine]], a kitsune pistolero.&lt;br /&gt;
&lt;br /&gt;
==Inventor==&lt;br /&gt;
*[[Busiate]], a munitions master Inventor, and a large fire-breathing &amp;quot;turtle&amp;quot;&lt;br /&gt;
*[[Siltmean the Craftrat]], an armor innovator Ratfolk Oread.&lt;br /&gt;
&lt;br /&gt;
==Investigator==&lt;br /&gt;
*[[Isaac Davenport]], a cavern elf empiricist and boss of Angstrom.&lt;br /&gt;
*[[Life Giver]], a leshy of the empiricism methodology.&lt;br /&gt;
&lt;br /&gt;
==Kineticist==&lt;br /&gt;
*[[Sheeri of the Frozen Wastes]], an undine elf of the water and air gates.&lt;br /&gt;
*[[Vliegen the Windborne]], a skyborn tengu of the air and water gates.&lt;br /&gt;
*[[Willowroot]], a fleetwind centaur of the earth/wood gates.&lt;br /&gt;
&lt;br /&gt;
==Magus==&lt;br /&gt;
*[[Kali]], a starlit span sylph kitsune.&lt;br /&gt;
*[[Peaches]], a twisting tree Hooded Nagaji.&lt;br /&gt;
*[[Rowyn Lloch]], a sparkling targe root leshy who smells like onions?&lt;br /&gt;
*[[Uravas - &amp;quot;Cap&#039;n Stardust&amp;quot;]], a laughing shadow pitborn Elf.&lt;br /&gt;
&lt;br /&gt;
==Monk==&lt;br /&gt;
*[[Amber May]], a human beastfolk of the tiger stance.&lt;br /&gt;
*[[Aruleaenae Victualis]], a human aiuvarin of the stoked flame stance.&lt;br /&gt;
*[[Clam]], a lizardfolk of the gorilla stance.&lt;br /&gt;
*[[Eloise Pearlheart]], a human undine of the reflective ripple stance&lt;br /&gt;
*[[&amp;quot;Stone-Fist&amp;quot; Houzen]], a vanara monk and cleric of Sun Wukong.&lt;br /&gt;
*[[King of Dance]], an automaton clawdancer.&lt;br /&gt;
*[[Miles Ender]], a human of the wolf stance.&lt;br /&gt;
*[[Quan]], a half-elf fetchling of the dragon stance.&lt;br /&gt;
*[[Syunmu Yamanobu]], a human hungerseed of the tiger stance, with an unusual fashion style.&lt;br /&gt;
*[[Tuli Mrysky]], an undine dwarf of the monastic archer stance and member of [[Clan Ashenforge]].&lt;br /&gt;
&lt;br /&gt;
==Oracle==&lt;br /&gt;
*[[Grist Vanafeld]], a battle mystery elf.&lt;br /&gt;
*[[Inari]], an ashes mystery kitsune.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
*[[Cyrus Leyvald]], a human aphorite, Precise Discipline / Infinite Eye psychic, and brother of [[Serene Leyvald]].&lt;br /&gt;
*[[Kora Caroli]], an Emotional Acceptance / Silent Whisper merfolk who hails from the northern sea&#039;s abyssal region.&lt;br /&gt;
*[[Reiker]], an Emotional Acceptance / Distant Grasp human serving his parole.&lt;br /&gt;
&lt;br /&gt;
==Ranger==&lt;br /&gt;
*[[Ariyu]], a precision ranger pitborn elf.&lt;br /&gt;
*[[Arkes]], a flurry ranger aiuvarin and sentry of the [[Holdfasts]]&lt;br /&gt;
*[[Kirrily Icesickle]], a flurry ranger undine dwarf.&lt;br /&gt;
*[[Raiya]], a precision ranger dragonblood human.&lt;br /&gt;
*[[Vara]], a precision ranger Elf mixed nephilim.&lt;br /&gt;
&lt;br /&gt;
==Rogue==&lt;br /&gt;
*[[Capri]], a human-dromaar ruffian.&lt;br /&gt;
*[[Cutter Black]], an elven ruffian and a captain of the wall.&lt;br /&gt;
*[[Hiroyuki]], a brave tanuki thief from the Old Country.&lt;br /&gt;
*[[Sain de Pherae]], a human scoundrel dandy.&lt;br /&gt;
*[[Ser Bewwy]], a ghost poppet thief.&lt;br /&gt;
*[[Winnefred Sparklecheek IV]], a &#039;thief&#039; and Santa&#039;s Head Pixie.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer==&lt;br /&gt;
*[[Calamity Button]], a halfling of the Imperial Bloodline.&lt;br /&gt;
*[[Chrysanthemum Lavandula Orchidaceae Delphinium Helianthus]], an Angel Bloodline celestial nephilim leshy.&lt;br /&gt;
*[[Claire Casca]], a human of the Fire Elemental bloodline.&lt;br /&gt;
*[[The Lord of Carnage|LOC]], a mage automaton with the Primal Bloodline powered by the C. Core.&lt;br /&gt;
*[[Mantella Bright-Eyed]], an incredibly divorced tripkee sorcerer, and a member of the [[Bright-Eyed Tribe|quintuplets]]&lt;br /&gt;
*[[Minerva Rey Hawthorn]], a nephilim human of the Angelic Bloodline.&lt;br /&gt;
*[[Patton Laoghaire]], an elf beastkin of the Nymph Bloodline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoner==&lt;br /&gt;
*[[Femi]], a ratfolk with a beast eidolon.&lt;br /&gt;
*[[Gwenevere]], a grave orc with an undead eidolon, married to [[Orion Argyros|Orion]].&lt;br /&gt;
*[[Moz Fratelli]], a rock dwarf who bears the devoted eidolon spirit of his departed brother, Alfredo.&lt;br /&gt;
*[[Sanguine]], a human Hellknight Vicarius with a demon eidolon.&lt;br /&gt;
*[[Urallo]], an elf nephilim with an unforgettable fey eidolon.&lt;br /&gt;
&lt;br /&gt;
==Swashbuckler==&lt;br /&gt;
*[[Carrion]], a human hellspawn nephilim gymnast.&lt;br /&gt;
*[[Evalynne Stoneking]], a friendly and Rascally Dwarf.&lt;br /&gt;
*[[The Faux Fox]], a mysterious rascal.&lt;br /&gt;
*[[Ken]], a clawdancing taloned tengu braggart.&lt;br /&gt;
*[[Sparrow]], a tengu fencer.&lt;br /&gt;
*[[Suttonalia Morroweather]], a gnome battledancer.&lt;br /&gt;
&lt;br /&gt;
==Thaumaturge==&lt;br /&gt;
*[[Mimi]], a shield implement stuffed poppet.&lt;br /&gt;
*[[Orion Argyros]], a mirror implement human pitborn nephilim.&lt;br /&gt;
&lt;br /&gt;
==Witch==&lt;br /&gt;
*[[Braoin]], a faith&#039;s flamekeeper tripkee with very shiny skin.&lt;br /&gt;
*[[Crows]], a devourer of decay ardande elf with an opinionated firefly familiar.&lt;br /&gt;
*[[Eira Illarhi]], a spinner of threads nephilim elf with a moth as her familiar.&lt;br /&gt;
*[[Illiam Elro]], Onadbyr&#039;s very own Dream Witch.&lt;br /&gt;
*[[Wander &amp;amp; Wonder|Wander]], a spinner of threads human aiuvarin with his lil&#039; dragon guy&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
*[[Arumi]], an elven hellspawn student of civic wizardry.&lt;br /&gt;
*[[Boophis Bright-Eyed]], a tripkee-turned-human student of protean form, and a member of the [[Bright-Eyed Tribe|quintuplets]].&lt;br /&gt;
*[[Navrae]], a sharpshooter automaton and student of the school of battle magic.&lt;br /&gt;
&lt;br /&gt;
=The Hall of Heroes=&lt;br /&gt;
Not all associates return from every fight, here we honor their brave sacrifices.&lt;br /&gt;
*[[Tesa Tiet]], a tiefling zombie goblin alchemist who died saving [[Rommack]] from an underground gnoll offensive.&lt;br /&gt;
*[[Voml Deepmine]], a dwarf great pick fighter who died protecting the guild hall of [[Clan Ashenforge]] from the manics of the [[Woman in Winter]].&lt;br /&gt;
*[[Elasha Vennala]], an elven thief rogue who died clearing out aggressive mutated creatures from near the town.&lt;br /&gt;
*[[Tremla Fera]], a skyborn tengu ruffian rogue who died distracting swarms of undead from following her party during the Journey to Arrepo.&lt;br /&gt;
*[[Breatel]], a nomadic halfling Reedemer who followed Desna and died saving Ishi from the rats.&lt;br /&gt;
*[[Mother Crow]], a tengu nodachi fighter who took the role of the Tender of Space Below and so is eternally trapped in Velborough.&lt;br /&gt;
*[[Vreal Leethal]], a human bomber and a member of [[Clan Ashenforge]].&lt;br /&gt;
*[[Explosylva]], a weapon innovator Tiefling.&lt;br /&gt;
*[[Kagari]], A frozen wind kitsune of fire, metal, and wood gates. Found guilty of summoning devils and got executed by archons.&lt;br /&gt;
*[[Castiorn &amp;quot;Cass&amp;quot; Flamebrace]], A witty dwarf who apprenticed under a wizard as a kid. Died to a kobold in the star pit.&lt;br /&gt;
*[[Holly Crown]], a root leshy liberator who was crushed to death by vines and whose soul was claimed by a deimavigga.&lt;br /&gt;
*[[Victoria Honeystride]], a human battle mystery oracle that got turned into a 6-month-old by Grist&#039;s word&lt;br /&gt;
*[[Omen Graves]], a human of the Resentment and abuser of devil. Died during his Hellknight Trial.&lt;br /&gt;
*[[Seskro]], A scatterbrained kobold Vindicator of Apsu. Got her head bitten off by a Caldera Oni&lt;br /&gt;
*[[Muldog]], a hobgoblin interrogator. He was killed by a ghoul in cold blooded revenge.&lt;br /&gt;
*[[Sabelle Regalia]], a human polymath cleric of the Living God, who died doing what he loved.&lt;br /&gt;
*[[Samara Slitherslime]], a candy medusa chirurgeon who got Boared to Death&lt;br /&gt;
&lt;br /&gt;
=Retired Associates=&lt;br /&gt;
*[[Saltgrog]], a rock dwarf redeemer who follows Cayden Caliean, who now spends his days fishing.&lt;br /&gt;
*[[Zarembe &amp;quot;Z&amp;quot; Silverclaw]], a catfolk thief rogue and former street urchin.&lt;br /&gt;
*[[Shreex Poisontongue]], a nagaji with a beast eidolon.&lt;br /&gt;
*[[Devwin Bellowbit]], a gnome fencer.&lt;br /&gt;
*[[Aroth Datan-Zon]], a dwarf universalist.&lt;br /&gt;
*[[Razan Kohil]], a vanaya tiefling toxicologist who now works full time as an assistant at [[Absinthe&#039;s Alchemical Applicants]].&lt;br /&gt;
*[[Little Leaf]], a leaf order leshy.&lt;br /&gt;
*[[Zokun Datan-Zon]], a vanguard dwarf and a member of [[Clan Ashenforge]].&lt;br /&gt;
*[[Sade Mrysky]], an undine dwarf of the wolf stance, member of [[Clan Ashenforge]], and member of the [[Heavy Hitters]], who now lives in a van down by the river.&lt;br /&gt;
*[[Cedric]], a sparkling targe emberkin who dabbles with alchemy and blacksmithing.&lt;br /&gt;
*[[Bomrek Datan-Zon]], a dwarven warpriest and a member of [[Clan Ashenforge]].&lt;br /&gt;
*[[Draumir Mistchaser]], an elf of the alchemical sciences.&lt;br /&gt;
*[[A Lord of Tinkering]], a construct innovator automaton.&lt;br /&gt;
*[[Mayel]], a Mushroom Leshy with the Imperial Bloodline of Sorcery and the cutest town courier, who has expanded his mail-carrying services to include outposts.&lt;br /&gt;
*[[Roland von Reuenthal]], a weapon implement human and the son of [[Viktor von Reuenthal]].&lt;br /&gt;
*[[Benny Shadetree]], a Human leaf order Druid that has gone back to his home to show his bigoted daddy what-for.&lt;br /&gt;
*[[Lotus Black]], went to the corner store outside of town and never came back&lt;br /&gt;
*[[Iosayas]], a goblin half-elf that went outward to find his blood kin.&lt;br /&gt;
*[[Cedric Fairbane]], a human chirurgeon alchemist.&lt;br /&gt;
*[[Emmelia|Emi]], a ganzi nagaji superstition instinct barbarian who couldn&#039;t stay in one place for very long.&lt;br /&gt;
*[[Delath Vennala]], an armor innovator orc.&lt;br /&gt;
*[[Alan Cobblefolk]], a human of the alchemical sciences.&lt;br /&gt;
*[[Aren]], a human of the mountain stance.&lt;br /&gt;
*[[Absinthe]], an ancestors mystery kitsune.&lt;br /&gt;
*[[Arina von Gicking]], an ancestors mystery ratfolk who retired to focus on writing her book.&lt;br /&gt;
*[[Ashley Hawthorne]], a precision human and wife of [[Ellie Hawthorne]].&lt;br /&gt;
*[[Tyrion]], a human aasimar with the Angelic Bloodline.&lt;br /&gt;
*[[Vik]], a wand implement nagaji oread.&lt;br /&gt;
*[[Zaya]], a chalice implement kitsune.&lt;br /&gt;
*[[Edel Rumblebrew]], a dwarf/nephilim inscribed witch. Her familiar, Baubles, unionized&lt;br /&gt;
*[[Batective]], a Nyktera sprite of the Empiricism methodology&lt;br /&gt;
*[[Fen Ergivald]], a human cloistered cleric and a member of the [[Heavy Hitters]]. Retired to concentrate on their work at Grandmother&#039;s House.&lt;br /&gt;
*[[Kit Calloway]], An Elven precision ranger, member of the [[Heavy Hitters]]. Retired to settle into a comfortable domestic life.&lt;br /&gt;
*[[Ellie Hawthorne]], a human ganzi illusionist and wife of [[Ashley Hawthorne]].&lt;br /&gt;
*[[Bodrukk the Undwarf]], an orc giant instinct user, former member of [[Clan Ashenforge]] and founder of the [[Heavy Hitters]], who works at [[Grandmother&#039;s House]] in his downtime.&lt;br /&gt;
*[[Lucky]], an empty sky Kitsune maestro bard.&lt;br /&gt;
*[[Kasumi]], an empty skies kitsune cloistered cleric of Atreia.&lt;br /&gt;
*[[Raijin]], a Suli Orc katana fighter that has come back from Velborough anew.&lt;br /&gt;
*[[Iza]], a drifter human.&lt;br /&gt;
*[[Naen Brokenspear]], an oathkeeper dwarf dwarven war axe fighter.&lt;br /&gt;
*[[Vyana]], a human of the mountain stance.&lt;br /&gt;
*[[Keira Sturmknell|Keira]], a laughing shadow Orc&lt;br /&gt;
*[[Sssst]], a melixie sprite of the wood gate. Retired and returned to the First World due to disgust at all the dirty carnivores who live in Onadbyr.&lt;br /&gt;
*[[Joyuese]], A rough tiefling triggerbrand who favors black-powder knuckle dusters. Got a job at the local breakfast house and decided she&#039;d rather do that instead.&lt;br /&gt;
*[[V]], a human cloistered cleric of Lamashtu.&lt;br /&gt;
*[[Dolomir Cragbeard]], a rock dwarf pick fighter.&lt;br /&gt;
*[[Odin Coalbranch]], a dwarf pick fighter.&lt;br /&gt;
*[[Ugshakk the Bold]], an orc greatpick fighter.&lt;br /&gt;
*[[Bliss-Retold-Till-Eternity]], a sniper gnoll duskwalker.&lt;br /&gt;
*[[Oska]], a pistolero sacred nagaji.&lt;br /&gt;
*[[Coitessezin]], a sparkling targe kobold and a member of the [[Heavy Hitters]].&lt;br /&gt;
*[[Ishi]], a human of the dragon stance.&lt;br /&gt;
*[[Lazarus]], a gathered lore human nephilim of the oscillating wave who disappeared under mysterious circumstances.&lt;br /&gt;
*[[Reddington &amp;quot;Red&amp;quot; Turner]], a half-elf human scoundrel.&lt;br /&gt;
*[[Tivoli]], a half-elf human ruffian.&lt;br /&gt;
*[[Tik]], a dragonscale kobold with the Shadow Bloodline.&lt;br /&gt;
*[[Drake Von Bach]], a witty human dhampir.&lt;br /&gt;
*[[Lunaris Nightbloom]], a starless shadow Witch gnome.&lt;br /&gt;
*[[Nathan]], a halfling universalist.&lt;br /&gt;
*[[Damian Brooks]], an armor innovator Human Half-Elf. Taking some time off to build more cabinets.&lt;br /&gt;
*[[Jade]], a human warpriest in service of Arqueros. Taking time to work as a Tourniquet with the Holdfasts.&lt;br /&gt;
*[[Kovit of Ravan]], a rakshasa chirurgeon that went to build shop elsewhere.&lt;br /&gt;
*[[Bonko]], a little fairy dragon who decided to spend less time fighting and more time making friends and helping to raise a baby.&lt;br /&gt;
*[[Echostar]], a human spirit instinct barbarian who went out to pasture.&lt;br /&gt;
*[[Dr. Theodore Rex]], a human mutagenist, who drank one too many odd elixirs.&lt;br /&gt;
*[[Gwenevere]], a grave orc with an undead eidolon, who retired to make house with her husband [[Orion Argyros|Orion]].&lt;br /&gt;
*[[Niko Barden]], a gathered lore nine lives catfolk of the unbound step who disappeared in a puff of smoke&lt;br /&gt;
*[[Jovial Guts]], an inexorable iron Great Gnoll who became a full time lawyer&lt;br /&gt;
*[[Jeremy Yates]], a half-elf of the Imperial Bloodline, who went off on a long tirade about lore.&lt;br /&gt;
*[[Anima]], human hungerseed fury instinct barbarian, joined a new crowd in the Old Country.&lt;br /&gt;
*[[Takamono]], a maestro muse catfolk.&lt;br /&gt;
*[[Gorn]], a dwarven liberator of Pharasma.&lt;br /&gt;
*[[Timenos Rivellon]], human liberator of Trudd.&lt;br /&gt;
*[[Fallon]], an elven warpriest.&lt;br /&gt;
*[[Malachi Dawnbringer]], an angelkin human cloistered cleric of Sarenrae.&lt;br /&gt;
*[[Dwy Goldleaf]], a woodland elf shortbow fighter.&lt;br /&gt;
*[[Garik Cragborne]], a rock dwarf meteor hammer fighter.&lt;br /&gt;
*[[Lalia Darkblade]], an elven greatsword fighter.&lt;br /&gt;
*[[Pashiro The Wind Song]], an orcish hungerblood, wandering warrior, poet and vassal.&lt;br /&gt;
*[[Rowanne]], a fleetwind centaur, guisarme fighter. &lt;br /&gt;
*[[Wrax]], an unbreakable goblin fighter.&lt;br /&gt;
*[[Castel]], a halfling sniper.&lt;br /&gt;
*[[Disorro Saur]], a drifter halfling.&lt;br /&gt;
*[[Amani Hashmi]], a construct innovator Human who is spending time on her craftwork.&lt;br /&gt;
*[[Iskierka]], an Ifrit Kobold of the fire gate.&lt;br /&gt;
*[[Maki]], a human tiefling of the tiger claw stance who is spending time on the path to perfection.&lt;br /&gt;
*[[Hiromi|Hiromi Hiroaki]], a cosmos mystery Kitsune who is spending time tending to the onsen.&lt;br /&gt;
*[[Kuyun Volvine]], a flurry ardande elf.&lt;br /&gt;
*[[Angstrom Lockhart]], a human ruffian and Isaac&#039;s goon, retired from associate work.&lt;br /&gt;
*[[Maven Adler]], a half-elf thief.&lt;br /&gt;
*[[Myrdivar]], a human changeling of the Aberrant Bloodline.&lt;br /&gt;
*[[Nelista]], a human pitborn of the Demonic Bloodline.&lt;br /&gt;
*[[Rynexyra]], a cavern elf of the Shadow Bloodline.&lt;br /&gt;
*[[Ophelia]], a duskwalker elf with a devotion phantom eidolon.&lt;br /&gt;
*[[Ramesses]], an amulet implement duskwalker tengu focusing on his knick-knack shoppe.&lt;br /&gt;
*[[Sister Stille]], a mirror implement human from [[Lancaster]].&lt;br /&gt;
*[[Zafiya al-Rati]], a regalia implement elf.&lt;br /&gt;
*[[Tris]], a poppet blessed by Andoletta. She picked up some fey magic on some excursions under the bed. Retired after being part of a series of horrifying events&lt;br /&gt;
*[[Aster]], a minotaur diabolic dragon instinct barbarian. Currently on wall guard duty&lt;br /&gt;
*[[The Duke of Compassion|DOC]], an Automaton cloistered cleric of Sarenrae. Spending his days helping at Grandmother&#039;s House.&lt;br /&gt;
*[[Ione Icesickle]], a duskwalker-dwarven liturgist of [[Clan Icesickle]].&lt;br /&gt;
*[[Dendra]], a multitalented pick wielding gnome, smith, and bard. Went off to learn a new skill&lt;br /&gt;
*[[Phyl]], a ratfolk mastermind and a bit of a bookworm. Working in the library to print new books&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=7265</id>
		<title>Expedition Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Expedition_Logs&amp;diff=7265"/>
		<updated>2026-06-05T20:06:50Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expedition Logs are written by players attending a session that chronicle the events that happen in the session. They can be written in or out of character.&lt;br /&gt;
&lt;br /&gt;
[[Expeditions#Expedition_Logs|Writing and posting a log to the wiki and this page]] rewards the player 1 [[Karma]].&lt;br /&gt;
&lt;br /&gt;
This list is organized in reverse chronologically order based upon when the session was run, not when it occurred in game, with the most recent sessions appearing at the top.&lt;br /&gt;
=2026=&lt;br /&gt;
==June - Winter 232==&lt;br /&gt;
*[[Hellknight Career Fair 1]], 6/5/2026, Associates attend the hellknight career fair to get an introduction to the hellknight orders and their lictors. Sparring and hijinks ensue.&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 232==&lt;br /&gt;
*[[Enter Sandman]], 5/21/26, Associates are sent to investigate a village that fallen under some kind of sleeping curse. Days of downtime: 10&lt;br /&gt;
*[[Gig: A King&#039;s Feast]], 5/15/26, Associates are called to help Gaelin rescue his son by eating their way through a King&#039;s feast. Days of downtime: 0&lt;br /&gt;
*[[A Girl Worth Fighting For]], 5/4/26, Escorting Grinda across the mountains to find her partner Bola. Days of downtime: 30&lt;br /&gt;
&lt;br /&gt;
==April - Summer 232==&lt;br /&gt;
*[[New Associate Orientation 1]], 4/30/26, Introducing new associates to the world of Kelek, the city of Onadbyr the history of the associates and to have them introduce themselves. Days of downtime: 0&lt;br /&gt;
*[[Dune Eternal]], 4/29/26, Escort the Kreiter caravan safely through the desert. Days of downtime: 20&lt;br /&gt;
*[[Kiss the girl]], 4/29/26, The associates help Sir Egg to reignite love between two couples. Days of downtime: &lt;br /&gt;
*[[Paranoid Potheads Protecting Precious Plants]], 4/20/26, associates get high and fight a Treeblazer. Days of downtime: 0&lt;br /&gt;
*[[Flash of the Blade]], 4/16/26, associates get captured and then break out of a hryngar prison. Days of downtime: 8&lt;br /&gt;
*[[GIG Session: The Whole Ride Back]], 4/13/26, associates have a quiet ride back to town. Days of downtime: 8&lt;br /&gt;
*[[For Mother or Crown]], 4/11/26, associates go fishing to defeat fascism. Days of downtime: 10&lt;br /&gt;
*[[A Small Fragment of Hope]], 4/3/26, a small team infiltrates the Old Country to retrieve an important artifact. Days of downtime: 20&lt;br /&gt;
*[[Frayed Ends|Frayed Beginnings]], 4/2/26, the stranded associates learn a lot about another culture before returning home. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
==March - Spring 232==&lt;br /&gt;
*[[Boared to Death]], 3/26/26, associates get gored by boars. Days of downtime: 5&lt;br /&gt;
*[[Supply Side (The Annex 2)]], 3/18/26, associates help a lumber company secure the surrounding forest. Days of downtime: 13&lt;br /&gt;
*[[Weirdest Wolves]], 3/16/26, associates track down Valideer on behalf of Maera and the werecreature camp. Days of downtime: 8&lt;br /&gt;
*[[Frayed Ends]], 3/12/26, associates help a planar traveler return home, only to find themselves stranded far from home. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
==February - Winter 231==&lt;br /&gt;
* [[Stranger in a Strange Land]], 2/26/26, associates ascend an imperceptible mountain to gain knowledge from an ancient cyclops.  Days of downtime: 20&lt;br /&gt;
* [[Flesh &amp;amp; Metal]], 2/18/26, associates return to the Lost Temple to encounter more constructs. Days of downtime: 15&lt;br /&gt;
* [[A Little Help From My Friends]], 2/8/28, associates ambush a poor, unsuspecting ogre war party. Days of downtime: 25&lt;br /&gt;
&lt;br /&gt;
==January - Fall 231==&lt;br /&gt;
* [[Need More Lumber, Need Less Spiders]], 1/31/26, associates become master spider exterminators. Days of downtime: 6&lt;br /&gt;
* [[Dirty Deeds (The Annex 1)]], 1/29/26, associates flush the dangers in the sewers. Days of downtime: 0&lt;br /&gt;
* [[A Sighting of Giants]], 1/21/26, associates investigate rumors of hostile giants around a settlement. Days of downtime: 20&lt;br /&gt;
* [[Making Shortcuts, Taking Shortcuts]], 1/19/26, associates create a permanent teleportation method to and from The Old Country. Days of downtime: 8&lt;br /&gt;
* [[Cooking by the Book: Curing Hunger]], 1/16/26, associates have a hard time getting an infinite sausage machine. Days of downtime: 30&lt;br /&gt;
* [[Descent Into The Temple]], 1/9/26, associates encounter constructs underneath a temple. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
=2025=&lt;br /&gt;
&lt;br /&gt;
==December - Summer 231==&lt;br /&gt;
* [[Look Alive, Sunshine]], 12/10/25, associates restore the natural order. Days of downtime: 0&lt;br /&gt;
* [[The Corn Have Eyes]], 12/4/25, associates investigate an abandoned farm and come across some rather unfriendly scarecrows. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==November - Spring 231==&lt;br /&gt;
* [[The Bad Neighbors]], 11/21/25, associates return to Senia to investigate an unusual howling coming from the town. Days of downtime: 20&lt;br /&gt;
* [[The Only Thing We Have To Fear|Fear Itself]], 11/19/25, associates clash with a beast of nightmarish creation. Days of downtime: +2 (7 total)&lt;br /&gt;
* [[Skittering Darkness]], 11/13/25, associates assemble a team to sabotage a crab farm in the Darklands. Days of downtime: 20&lt;br /&gt;
* [[The Monster Mash: The Sequel]], 10/1/25-11/11/25, associates experience Halloween 2. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear|Creeping Ever Closer]], 11/4/25, the Glass Desert crew does what it can for the town and heads off to continue the hunt. Days of downtime: +1 (5 days total so far)&lt;br /&gt;
&lt;br /&gt;
==October - Winter 230==&lt;br /&gt;
* [[Danse Macabre]], 10/30/25, associates lay low an army of the dead and its gargantuan threats. Days of downtime: 25&lt;br /&gt;
* [[Whatever Happened to That Scoundrel, The Wolf O&#039; Gold?]], 10/29/25, associates hunt down a new bandit with an old name. Days of downtime: 2&lt;br /&gt;
* [[The Monster Mash: The Sequel: The Trivia Game]], 10/27/25, associates play a trivia game. Days of downtime: 0&lt;br /&gt;
* [[The Only Thing We Have To Fear]], 10/24/25, [[Illiam Elro|Illiam]] and [[Vara]] lead a hunt against the nightmares plaguing [[The Glass Desert]]. Days of downtime: 4 (so far)&lt;br /&gt;
* [[Man or Machine]], 10/23/25, associates track down a killer metal man. Days of downtime: 18&lt;br /&gt;
* [[The Black Parade]], 10/21/25, associates eliminate a vampire&#039;s reflection. Days of downtime: 30&lt;br /&gt;
* [[Issues in Munavri Way]], 10/17/25, associates help Sir Galahad with some trouble deep underground. Days of downtime: 4&lt;br /&gt;
* [[Skol&#039;s Skolduggery]], 10/15/25, associates enter a ritualist&#039;s hole. Days of downtime: 10&lt;br /&gt;
* [[RAMPAGE!]], 10/13/25, associates track down a reckless, rampaging reptile, a clone of Clam. Days of downtime: 0 &lt;br /&gt;
* [[The History of Sacrifice]], 9/13/25 - 10/12/25 (PBP), a research team assembles to figure out a long-term plan to help Skol. Days of downtime: 8-9&lt;br /&gt;
* [[A Good Neighbor]], 10/5/25, the associates investigate a crazy, noisy, bizarre town. Days of downtime: 20&lt;br /&gt;
* [[Save Yourself, I&#039;ll Hold Them Back]], 10/4/25, associates discover a vampire&#039;s reflection on the top of a mountain. Days of downtime: 18&lt;br /&gt;
* [[It&#039;s Peak]], 10/1/25, associates escort an aging kobold to climb a mountain one last time. Days of downtime: 15&lt;br /&gt;
&lt;br /&gt;
==September - Fall 230==&lt;br /&gt;
* [[Monster Mash: The Sequel: The Prequel]], 9/30/25, associates plan activities for an upcoming festival. Days of downtime: 0&lt;br /&gt;
* [[Whispers in the Sand]], 9/26/25, associates track down nightmares in the Glass Desert. Days of downtime: 8&lt;br /&gt;
* [[The Hounds]], 9/25/25, associates discover a time anomaly. Days of downtime: 5&lt;br /&gt;
* [[Morning Shift, Day 2]], 9/23/25, associates complete errands for the Office of Environmental Magical Mishaps. Days of downtime: 1&lt;br /&gt;
* [[I NEED SCROLLS PLEASE FETCH ME SCROLLS]], 9/22/25, associates deliver urgently needed scrolls, urgently needed swords, and unneeded corpses to their various destinations. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Getting this Bread]], 9/19/25, associates acquire a cloud giant&#039;s bread recipe. Days of downtime: 30&lt;br /&gt;
* [[Cut Your Losses]], 9/17/25, Associates procure poker chips for the Lucky A Lady Casino. Days of downtime: 10 &lt;br /&gt;
* [[Among Them]], 9/15/25, associates eventually eject an impostor after their meeting. Days of downtime: 1&lt;br /&gt;
* [[As Good As]], 9/14/25, in which our brave heroes finally give peace a chance, but will it extend them the same grace?  Days of downtime: 15&lt;br /&gt;
* [[Munchaucher&#039;s Proxy]], 9/5/25, associates visit the isolated town of Skol to establish relations. Days of downtime: 18&lt;br /&gt;
* [[Worth its Weight]], 9/4/25, associates get rocked at the mine. Days of downtime: 15&lt;br /&gt;
* [[GIG: Morning Shift]], 9/3/25, associates complete a series of simple chores around Onadbyr. Days of downtime: 1&lt;br /&gt;
* [[Have you heard of That Scoundrel, The Wolf O&#039; Gold?]], 9/1/25, associates hunt down some bandits. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 230==&lt;br /&gt;
* [[The Cold Below]], 8/31/25, associates investigate a series of blights. Days of downtime: 30&lt;br /&gt;
* [[It&#039;s a Trap!]], 8/30/25, associates clear out a crazy old man’s tower full of traps. Days of downtime: 5&lt;br /&gt;
* [[The Foundations of Decay]], 8/25/25, associates solve a few minor problems at the blood clinic. Days of downtime: 10&lt;br /&gt;
* [[A Taste of Tetanus, A Hint of Bubonic]], 8/23/25, associates make a diplomatic visit to an island of pestilence. Days of downtime: 20&lt;br /&gt;
* [[Vampires Will Never Hurt You]], 8/18/25, associates discover a vampire&#039;s reflection. Days of downtime: 3&lt;br /&gt;
* [[Kill Team: The Flesh Eaters]], 8/15/25, associates begin to deal with an oni camp in The Old Country. Days of downtime: 40&lt;br /&gt;
* [[Breaking the Chain]], 8/14/25, associates kill a dinosaur and clear some fiends from a homestead. Days of downtime: 14&lt;br /&gt;
* [[Cooking by the Book: Full Course]], 8/10/25, associates gather some more assorted meats. Days of downtime: 20&lt;br /&gt;
* [[Cooking by the Book: Proteanmaxxing]], 8/8/25, associates gather some meat for the kitchen. Days of downtime: 30&lt;br /&gt;
&lt;br /&gt;
==July - Spring 230==&lt;br /&gt;
* [[The Thing (That Should Not Be)]], 7/30/25, associates wipe out the cult and their monstrosity from the far reaches of space and sanity. Days of downtime: 2&lt;br /&gt;
* [[Eel Issues]], 7/28/25, associates have a relaxing fishing trip. Days of downtime: 6&lt;br /&gt;
* [[The Temple (Creature Culling 6)]], 7/27/25, associates hunt a monster and open a barrier. Days of downtime: 16&lt;br /&gt;
* [[Fantastic Adventure: Journey to the Lost Island of Shifting Spells!]], 7/25/25, associates plunder an island and slay a magus with too many names. Days of downtime: 30&lt;br /&gt;
* [[In the Mouth of Madness]], 7/23/25, associates raid a makeshift asylum and assassinate a Dark Tapestry cultist. Days of downtime: 2&lt;br /&gt;
* [[Gig: RUN]], 7/22/25, associates encounter a terrorist in the city. Days of downtime: 0&lt;br /&gt;
* [[A Bat Out of Hell]], 7/21/25, associates deal with some large bats in a cave. Days of downtime: 10&lt;br /&gt;
* [[A Gasp of Rot]], 7/19/25, associates investigate reports of death and disease. Days of downtime: 15&lt;br /&gt;
* [[Onadbyr Dragon Storm]], 7/18/25, associates in Desperate Hope face a wave of angry dragons. Days of downtime: 30&lt;br /&gt;
* [[Prince of Darkness]], 7/17/25, associates uncover a cult tampering with forces out of their control. Days of downtime: 1&lt;br /&gt;
* [[Battle on the Big Bridge]], 7/16/25, associates suffer an undead onslaught. Days of downtime: 21&lt;br /&gt;
* [[Birds of a Feather]], 7/14/25, associates round up some chickens for a local rancher. Days of downtime: 9&lt;br /&gt;
* [[The Seal Incident]], 7/12/25, associates play with some cute seals on the beach. Days of downtime: 15&lt;br /&gt;
* [[Decent Into War]], 7/11/25, associates regroup at The Wall in the Old Country and meet with some Oni. Days of downtime: 6&lt;br /&gt;
* [[On the Prowl]], 7/9/25, associates hunt some fiends with a new friend. Days of downtime: 20&lt;br /&gt;
* [[Betting the House]], 7/8/25, associates make a daring rescue at an illicit casino. Days of downtime: 10&lt;br /&gt;
* [[Please Help]], 7/7/25, associates face desperate odds in the Old Country. Days of downtime: 45&lt;br /&gt;
* [[A Moment Extended]], 7/4/25, associates clear a mindscape trapping some young adults in their final moments. Days of downtime: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 229==&lt;br /&gt;
* [[Beware the Voyager]], 6/27/25, the city of Onadbyr witnesses the beginning of a new era. Days of downtime: 0&lt;br /&gt;
* [[Foulest Fowl]], 6/27/25, Associates investigate strange bird-related happenings. Days of downtime: 16&lt;br /&gt;
* [[Conquering Caligni (part 2)]], 6/26/25, Associates lift a shadow curse in the caves below. Days of downtime: 1&lt;br /&gt;
* [[Cooking by the Book: Extra Spicy]], 6/25/25, Associates retrieve a dragon egg from a particularly large dragon. Days of downtime: 10&lt;br /&gt;
* [[Cold Stone Thievery]], 6/24/25, Associates investigate a series of vandalized locations. Days of downtime: 1&lt;br /&gt;
* [[The Vampire&#039;s Vice: A Cult of Carnality]], 6/23/25, Associates investigate a concerned wife&#039;s plea. Days of downtime: 1&lt;br /&gt;
* [[Killer on the Rooftops]], 6/20/25, Associates investigate reports of a hooved prankster haunting a small town. Days of downtime: 8&lt;br /&gt;
* [[The Silent Audience]], 6/16/25, Associates perform an ill-fated wellness check on an elderly elf. Days of downtime: 3&lt;br /&gt;
* [[All That Glitters]], 6/15/25, Associates get wrapped up in a spider-infested mine. Days of downtime: 12&lt;br /&gt;
* [[Conquering Caligni (part 1)]], 6/13/25, a crack team of infiltrator associates break into a manor to steal a scroll. Days of downtime: 1&lt;br /&gt;
* [[Big Sibling Program]], 6/5/25, Legendary Associates take on mentorship for some brand new Trainees. Days of Downtime: 0&lt;br /&gt;
* [[hO ahWt A githN!]], 6/2/25, Associates explore a dark forest and help a mysterious lady with a forbidden ritual. Days of Downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Fall 229==&lt;br /&gt;
* [[Looking for Keeps]], 5/30/25, Associates decimate half of a cult and release a god dragon. Days of downtime: 21&lt;br /&gt;
* [[The Feline at Fault]], 5/28/25, Associates are on the case to stop a cat burglar. Days of downtime: 1&lt;br /&gt;
* [[Wrigley&#039;s Birthday Bash]], 5/27/25, [[Wrigley the All-Powerful|Wrigley]] celebrates his adulthood. Days of downtime: 2&lt;br /&gt;
* [[Lost Loving Last]], 5/27/25, Associates put a not-quite-undead man to rest. Days of downtime: 8&lt;br /&gt;
* [[He is Risen?]], 5/26/25, Associates investigate The Father&#039;s disturbed grave and comes upon a shocking revelation. Days of downtime: 25 &lt;br /&gt;
* [[Echoes of Pain]], 5/25/25, Associates encounter an odd fiend while rescuing a village. Days of downtime: 12&lt;br /&gt;
* [[To Greener Pastures]], 5/17/25, Associates help a farmer with his cow problem. Days of downtime: 1&lt;br /&gt;
* [[Evil Dang Wizard]] part 2, 5/16/25, the Associates end the story. Days of downtime: 0&lt;br /&gt;
* [[Sentinels Unite: Sluagh on the Hunt]], 5/15/25, the Starlit Sentinels embark on a mission to rescue their contemporary&#039;s soul. Days of downtime: 11&lt;br /&gt;
* [[Three Nights at Lady&#039;s]], 5/14/25, Associates investigate a mysterious pop-up casino. Days of downtime: 3&lt;br /&gt;
* [[Evil Dang Wizard]], 5/9/25, Associates are pulled into an incorrect retelling of the tale of Clearasil. Days of downtime: 0&lt;br /&gt;
* [[This Heat, An Evil Heat]], 5/4/25, Associates put an end to the sinister secret behind the elemental invasion. Days of downtime: 16&lt;br /&gt;
* [[Strange Magic]], 5/2/25, Associates help a weird wizard and his strange scroll situation. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 229==&lt;br /&gt;
* [[Dance of The Sword Lord]], 4/27/25, a band of associates impresses a local lady. Days of downtime: 5&lt;br /&gt;
* [[Scorched Earth]], 4/25/25, The lerritan threat is ended by a small strike team. Days of downtime: 3&lt;br /&gt;
* [[Make a Deal With the Dero]], 4/22/25, Associates go parley with some Dero. Days of downtime: 1&lt;br /&gt;
* [[Army of the Knight]], 4/21/25, Associates command armies of Hellknights to fight back against King Graveknight’s forces. Days of downtime: 5&lt;br /&gt;
* [[Party at Budington Manor]], 4/20/25, weed. Days of downtime: 3&lt;br /&gt;
* [[The Aeons Are Back]], 4/18/25, Associates have a rematch with the rogue Pleroma. Days of downtime: 1&lt;br /&gt;
* [[Ring of Fire]], 4/17/25, Associates head underground once more to find the absentee elemental army. Days of downtime: 3&lt;br /&gt;
* [[Fight the Knight]], 4/14/25, Associates escort a bugbear turned graveknight to Kali for disintegration. Days of downtime: 10&lt;br /&gt;
* [[A Lord&#039;s Ransom]], 4/9/25, a ransom trade goes both better and worse than expected. Days of downtime: 2&lt;br /&gt;
* [[A Hell of Knight]], 4/4/25, The Hellknights receive an urgent request to save a Maralictor and his armgiers. Days of Downtime: 10&lt;br /&gt;
* [[You Will Know Our Name]], 4/1/25, the city gets infested with a hydra, but it gets better. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==March - Spring 229==&lt;br /&gt;
* [[Long Way Home]], 3/31/25, Associates work to locate the location of Siltmean&#039;s family burrow. Days of Downtime: 40&lt;br /&gt;
* [[Raked Over Hot Coals]], 3/30/25, Associates investigate a magma worm problem deep underground. Days of downtime: 4&lt;br /&gt;
* [[Speed Dating at Desperate Hope 4]], 3/28/25, Some associates find love, while the rest go home alone. Days of Downtime: 0&lt;br /&gt;
* [[Fly Me To The Moon (Part 3)]], 3/26/25, Associates flee the wrath of newly arisen King Hellknight. Days of downtime: 5&lt;br /&gt;
* [[Before Peter]], 3/25/25, Associates proceed to end the curse on Peter&#039;s lineage, by any means necessary. Days of downtime: 1&lt;br /&gt;
* [[The More the Hellknight-ier?]], 3/14/25, the [[Hellknights]] celebrate their new arena with a triple trial and public competition. Days of downtime: 0&lt;br /&gt;
* [[Hot Winds Blow]], 3/13/25, associates clear a swathe of the encroaching fire army. Days of downtime: 7&lt;br /&gt;
* [[Fly Me To The Moon (Part 2)]], 3/12/25, Associates infiltrate a Bugbear Fortress and seek a council with King Hellknight. Days of downtime: 0&lt;br /&gt;
* [[Heart of a Sentinel: The Training Arc Begins!]], 2/1/25 - 3/7/25, Associates find out they&#039;ve been chosen by the constellations. Days of downtime: 30&lt;br /&gt;
* [[An Explosive Arrival]], 3/8/25, Associates fight the explosive Caligni at the underground crossroads. Days of downtime: 1&lt;br /&gt;
* [[The Dawn? (Blighted City 26)]], 3/7/25, Associates aim to strike at Lancaster&#039;s heart. Days of downtime: Varies&lt;br /&gt;
* [[Fly Me To The Moon (Part 1)]], 3/5/25, Associates try to track down an aspiring rocketeer. Days of downtime: 6&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)|The Darkest Night (continued) (Blighted City 24)]], 3/4/25, Associates come back for round 2. Days of downtime: Varies&lt;br /&gt;
* [[The Trail Goes Cold]], 3/2/25, Associates fight some water guys and some fire guys. Days of downtime: 12&lt;br /&gt;
&lt;br /&gt;
==February - Winter 228==&lt;br /&gt;
* [[The Darkest Hour (Blighted City 25)]], 2/28/25, associates to fight their way through [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[At The Heart of Peter]], 2/27/25, associates summon some devils to get some answers about Peter. Days of downtime: 1&lt;br /&gt;
* [[Incense and Iron]], 2/25/25, associates plunder a tomb of Urgathoa. Days of downtime: 16&lt;br /&gt;
* [[The Darkest Night (Blighted City 24)]], 2/24/25, the first team of associates meet their match in [[Lancaster]]. Days of downtime: Varies&lt;br /&gt;
* [[Cat Village Arc 2|No Heads Are Better Than One]], 2/23/25, with the vorpal blade in hand, associates hunt the legendary Jabberwock. Days of downtime: 30&lt;br /&gt;
* [[Speed Dating at Desperate Hope 3]], 2/21/25, associates try again to find love. Days of downtime: 0&lt;br /&gt;
* [[The History of Peter]], 2/20/25, associates assist Sir Egg in learning how exactly Peter&#039;s curse works. Days of downtime: 0&lt;br /&gt;
* [[Rock on, Owlbears]], 2/18/25, associates keep a musical performance at [[Markmuse Theatre]] safe and orderly. Days of downtime: 1&lt;br /&gt;
* [[A Warm and Fuzzy Feeling]], 2/16/25, associates have a harrowing fight to close one portal to the Plane of Fire. Days of downtime: 14&lt;br /&gt;
* [[Traveling Through This World Below]], 2/12/25, [[Illiam Elro]] leads an expedition to reunite the concept of dreams. Days of downtime: ???&lt;br /&gt;
* [[Saving Peter.... again?]], 2/11/25, Associates proceed to not save Peter. Days of downtime: 1&lt;br /&gt;
* [[A Lukewarm Reception]], 2/9/25, a scouting party discovers a scorched village and an army of elementals. Days of downtime: 15&lt;br /&gt;
* [[Three&#039;s a Crowd, Four&#039;s a Conspiracy]], 2/7/25, Days of downtime: 7&lt;br /&gt;
* [[Saving Peter]], 2/7/25, Merchants have been kidnapped by bandits?. Days of downtime: 6&lt;br /&gt;
* [[Ice Cream Social]], 2/3/25, associates make some ice cream. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==January - Fall 228==&lt;br /&gt;
* [[Cat Village Arc 2|So No Head-Severing Sword?]], 1/31/25, Associates find and prepare a weapon to kill a Jabberwock. Days of downtime: 9&lt;br /&gt;
* [[Holy Sweepers]], 1/29/25, New Associates clean the sewers. Days of downtime: 0&lt;br /&gt;
* [[The King&#039;s Labyrinth: Once More, with Feeling!]], 1/28/25, Associates play an advanced game of hide-and-seek. Days of downtime: 1&lt;br /&gt;
* [[The Secret of Crackledamn Alley]], 1/26/25, The animal companions of some associates look into an issue. Days of downtime: 0&lt;br /&gt;
* [[Cat Village Arc 2|Tangling With The Thrasfyr]], 1/25/25, The party kills the Thrasfyr and learns where a vorpal blade might be. (Session 3 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[The King&#039;s Labyrinth: Just Another Fun Game by Me, The King!]], 1/20/25, associates play a &amp;quot;multiple player game&amp;quot;. Days of downtime: 15&lt;br /&gt;
* [[I am a Poor Wayfaring Stranger...]], 11/27/24-1/20/25, Associates wander the [[Dreamlands]] to find answers. Days of Downtime: 28&lt;br /&gt;
* [[Cat Village Arc 2|The Walking Disaster]], 1/17/25, The second beast, the Sard, is slain. (Session 2 of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[Cooking by the Book: Shrimp Colors]], 1/14/25, Associates go looking for sea food. Days of downtime: 5&lt;br /&gt;
* [[Who Even Made These?]], 1/12/25, associates clear out a warehouse full of junk and some things living in there. Days of downtime: 7&lt;br /&gt;
* [[Cat Village Arc 2|Creeping in the Dark]], 1/10/25, Naughty cats unleash 4 mighty beasts upon the land. (start of [[Cat Village Arc 2]]) Days of downtime: 28+&lt;br /&gt;
* [[An East-Side Haunting]], 1/8/25, associates put a ghost to rest. Days of downtime: 0&lt;br /&gt;
* [[Dirty Deeds Done Dirt Cheap]], 1/7/25, associates solve two mysteries at once. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
=2024=&lt;br /&gt;
==December - Summer 228==&lt;br /&gt;
*[[A Hole by Any Other Name Would Smell as Sweet]], 12/23/24, Legendary associates are hired to fill a hole. Days of downtime: 18&lt;br /&gt;
*[[The Oasis (Creature Culling 5)]], 12/22/24, Associates deal with a couple of big problems near a dig site. Days of downtime: 7&lt;br /&gt;
*[[Till the End: Poppet Finale]], 12/20/24, Associates finish helping with the job started in [[A Wandering Poppet (Poppet #3)|A Wandering Poppet]]. days of downtime: 0&lt;br /&gt;
* [[Creature Culling 4]], 12/12/24, Associates beat up another large flightless bird, for science! Days of Downtime: 10&lt;br /&gt;
* [[Treasure Hunting 3: The Family Black]], 12/6/24, Associates look into another treasure for Cutter and return with a baby. Downtime days: 21&lt;br /&gt;
* [[Pharasma&#039;s Peaches]], 12/4/24, Associates track down a missing peachwood shipment. Days of Downtime: 7&lt;br /&gt;
&lt;br /&gt;
==November - Spring 228==&lt;br /&gt;
* [[All Dogs Go To Heaven]], 11/25/24, [[Melfyra]] gathers people to help her with a ritual to bring back Adyrha, but fate is not on her side. Days of Downtime: 1&lt;br /&gt;
* [[Field Trip]], 11/22/24, [[Atticus]] overcomes his [[Hellknights|Hellknight]] Trial. Days of Downtime: 5&lt;br /&gt;
* [[Mazia&#039;s Fortune Shack: Orion Has A Competetor?|Mazia&#039;s Fortune Shack: Orion has a Competitor?]], 11/21/24, Associates investigate a mysterious new fortune teller. Days of Downtime: 0&lt;br /&gt;
* [[Home for the Hold]], 11/20/24, Associates clear a manor of a cult surrounding an ooze. Days of downtime: 4&lt;br /&gt;
* [[Cooking by the Book: Kicking Rocks]], 11/19/24, Associates kick some rock monsters around. Days of downtime: 10&lt;br /&gt;
* [[We Hate Moondays]], 11/17/24, Associates cleared a sizeable undead infestation from a remote cabin. Days of Downtime: 20&lt;br /&gt;
* [[A Particular Palate]], 11/17/24, Associates return to the infinite spider cave. Days of downtime: 3&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing|So It Is Written, So It Shall Be Done]], 11/15/24, the spiritually devout attempt to aid [[Gregorios Jude]]&#039;s ordeal. Days of downtime: 0&lt;br /&gt;
* [[The Iron Sarcophagus]], 11/10/24, Associates return to Fort Soledad. Days of downtime: 28&lt;br /&gt;
* [[Evil Fucking Wizard]], 11/9/24, Associates halt a Lich&#039;s scheme. Days of downtime: 10&lt;br /&gt;
* [[The Beat 2: Night Watch]], 11/5/24, Associates experience nothing in particular. Days of downtime: 1&lt;br /&gt;
* [[Blood Runs Red]], 11/3/24, Associates save a village from an ogre and goblins. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
== October - Winter 227==&lt;br /&gt;
* [[Monster Mash III]], 10/31/24, Associates go trick or treating... again! Days of downtime: 0&lt;br /&gt;
* [[Dare to Deal with the Dero]], 10/27/24, Associates go underground to deal with some shorties. Days of downtime: 2&lt;br /&gt;
* [[Monster Mash II]], 10/26/24, Associates go trick or treating. Days of downtime: 0&lt;br /&gt;
* [[Jumping at Shadows]], 10/19/24, Associates locate the cause of missing loggers. Days of downtime: 9&lt;br /&gt;
* [[The Lick]], 10/17/24, Associates enjoy some Thlipit. Days of downtime: 0&lt;br /&gt;
* [[Chasing the Breeze]], 10/11/24, Associates spend time fixing Amin&#039;s mistakes and finding Rotbeard. Days of Downtime: 7&lt;br /&gt;
* [[God&#039;s Willing, God-Fearing]], 10/11/24-10/31/24, Associates accompany [[Gregorios Jude]] on a harrowing spiritual journey. Days of Downtime: 4&lt;br /&gt;
* [[The Second Hellmouth: Under Siege|The Second Hellmouth: Ruin]], 10/10/24, Associates finish closing a hellmouth. Days of downtime: 0&lt;br /&gt;
* [[A Taste for Murder]], 10/9/24, Associates look into more hauntings at the theater. Days of downtime: 1&lt;br /&gt;
* [[Family Matters]], 10/6/24, Associates look into the case of a missing dryad. Days of downtime: 7&lt;br /&gt;
* [[Rock and Stone|Rock and Stone Part 2: The Revengeance]], 10/5/24, Associates clear out a mine filled with medusas and a funny rock. Days of downtime: 3&lt;br /&gt;
* [[Following the Threads]], 10/4/24, Associates rescue villagers from a spider-infested cavern. Days of downtime: 3&lt;br /&gt;
* [[A Frosty Stalemate (Creature Culling 3)]], 10/2/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 4&lt;br /&gt;
* [[Stealing the Sun]], 10/1/24, Associates investigate a lack of sunlight up on a mountain. Days of downtime: 32&lt;br /&gt;
* [[The Monster Mash]], 10/01/2024-10/31/2024. Associates celebrate Halloween. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
== September - Fall 227==&lt;br /&gt;
* [[Cold-Iron Retrieval]], 9/28/24, Associates clear out an old mine so cold-iron production can begin. Days of Downtime: 7&lt;br /&gt;
* [[The Second Hellmouth: Under Siege]], 9/26/24, Associates join [[Fen Ergivald|Fen]] in an attempt to close the final Hellmouth. To be continued... Days of Downtime: 11&lt;br /&gt;
* [[Rock and Stone]], 9/21/24, Associates grudgingly assist a dwarf by killing a chimera and chasing away a medusa. They aren&#039;t done yet. Days of downtime: 3&lt;br /&gt;
* [[You Sunk My Puzzle!]], 9/20/24, Associates play Battle Ship with the Puzzlemaster. Days of downtime: 0&lt;br /&gt;
* [[A Wandering Poppet (Poppet #3)]], 9/17/24 - 10/13/24 PBP; Associates go on an adventure to have an adventure. Days of downtime: 20&lt;br /&gt;
* [[Alestorm]], 9/15/24, Associates make poor decisions while inebriated. Days of downtime: 2&lt;br /&gt;
* [[Defy Gnome Ann]], 9/14/24, Associates make something out of nothing. Days of downtime: 2&lt;br /&gt;
* [[Wails of the Damned (Blighted City 23)]], 9/13/24, Associates clear a haunted palace. Days of downtime: 8&lt;br /&gt;
* [[The Dig Site (Creature Culling 2)]], 9/12/24, Associates clear out a dig site for Valera&#039;s elders and Phyl. Days of downtime: 5&lt;br /&gt;
* [[Murder Of Crows]], 9/12/24, Associates investigate the murder of 3 crows in a goblin village. Days of downtime: 6&lt;br /&gt;
* [[Ascariasis]], 9/10/24, Associates kill a worm and put the entire city at risk. Days of downtime: 1&lt;br /&gt;
* [[It&#039;s Just Bandits]], 9/10/24, Associates are tasked with non-violently removing bandits north of the city. Days of downtime: 2&lt;br /&gt;
* [[The Rusted Edge|The Cleft Edge]], 9/8/24, Associates hunt down the rest of the bandits. Days of downtime: 0&lt;br /&gt;
* [[The Fine Omen]], 9/7/24, Associates work a LARP event. Days of downtime: 1&lt;br /&gt;
* [[The King&#039;s Labyrinth: Grand Opening]], 9/6/24, Associates test out the kings new labyrinth. Days of downtime: 15&lt;br /&gt;
* [[Slaves to Power]], 9/4/24. Associates delve into an undead fleshwarper&#039;s workshop. Days of downtime: 4&lt;br /&gt;
* [[Mushroom Investigation]], 9/4/24, Associates investigate strange mushrooms in a bog. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
== August - Summer 227==&lt;br /&gt;
* [[A World No Man can Imagine]], 8/31/24, Associates put down some land octopodes, some ogres, and an omen dragon. The last didn&#039;t actually exist, but provided future visions regardless. Days of downtime: 5&lt;br /&gt;
* [[Parted Puzzlers]], 8/30/24, Associates put up with the puzzlemaster&#039;s tricks once again. Days of downtime: 0&lt;br /&gt;
* [[Termination Clause]], 8/26/24, Associates close the second Hell Mouth. Days of downtime: 11&lt;br /&gt;
* [[The Rusted Edge]], 8/25/24, Associates investigate some ruins occupied by bandits. Days of downtime: 10&lt;br /&gt;
* [[A World Gnome Ann Can Imagine]], 8/24/2024, Associates prepare an event for the were-gnomes. Days of downtime: 5&lt;br /&gt;
* [[The Stoneblight&#039;s Peril]], 8/22/2024, Associates respond to an urgent request in [[The Stoneblight Forest]]. Days of downtime: 6&lt;br /&gt;
* [[Eyes Upon Blight]], 8/21/2024, Associates uncover an orb in Lancaster. Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains | Where Once They Were, Gnome Ann Remains]], 8/17/2024, Associates unscramble some names. Days of downtime: 0&lt;br /&gt;
* [[Descent into the Dark]], 8/16/2024, Associates investigate Drake&#039;s tunnel. Days of downtime: 1.&lt;br /&gt;
* [[Hellmouth Hysteria]], 8/15/2024, Associates go to Cincinnati to find [[Sahona Bright-Eyed|Sahona&#039;s]] hellmouth. Days of downtime: 11&lt;br /&gt;
* [[Smell of the Game]], 8/10/2024, Associates remove a stench disturbing a wanderer. They then remove bandits disturbing the source of the stench.  Days of downtime: 2&lt;br /&gt;
* [[Where Once They Were, No Man Remains]], 8/4/2024, Associates go on a bizarre rescue mission. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==July - Spring 227==&lt;br /&gt;
*[[Parliament of Owls]], 7/28/2024, Associates broker peace between a town of Sun Wukong worshipers and a forest of intelligent owls. Days of downtime: 6&lt;br /&gt;
*[[Finishing the Job (Blighted City 22)]], 7/27/2024, Associates finish off the undead and fiends in the outer palace. Days of downtime: 3&lt;br /&gt;
*[[Snakes in the Grass]], 7/27/2024, Associates fight the Dread Gazebo. Days of downtime: 0&lt;br /&gt;
*[[Rats in the Basement]], 7/19/2024, Associates clear out some rodents from an old church of Desna. Days of downtime: 2&lt;br /&gt;
*[[Storming the Sky]], 07/19/2024, Associates attempt to raid a temple, but Rotbeard does a better job than they did. Days of downtime: 4&lt;br /&gt;
*[[Creepy Crawlies]], 07/18/2024, Associates destroy hive headed creatures and eradicate an overgrown hive of wasps. Days of downtime: 2&lt;br /&gt;
*[[Crab Rave]], 07/18/2024, Associates give [[Victoria Honeystride | Victoria]] crabs. Days of downtime:10&lt;br /&gt;
*[[Creature Culling|Creature Culling 1]], 07/17/2024, Associates hunt a new threat deep in the lost valley of Valera. Days of downtime: 5&lt;br /&gt;
*[[Were-Gnome, Ann Dreads]], 07/12/2024, Associates play a game of cones. Days of downtime: 0&lt;br /&gt;
*[[The Reckoning]], 7/10/24, Associates touch a crystal and unlock Spellmaster. Days of downtime: 0&lt;br /&gt;
*[[A Home in Need]], 07/04/2024, Associates kill lightning elementals and poisonous snake folks that infested Drake the Bug Bear&#039;s home. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==June - Winter 226==&lt;br /&gt;
*[[Retribution]], 6/30/24, Associates stop monsters from destroying a lake-polluting factory, just so they could. Days of downtime: 5&lt;br /&gt;
*[[The King&#039;s Labyrinth]], 6/28/24, Associates investigate a maze and face the aberrations inside. Days of downtime: 8&lt;br /&gt;
*[[Into the Dark 2 (Blighted City 21)]], 06/26/24, Associates take an unfortunate turn in Lancaster. Days of downtime: 1&lt;br /&gt;
*[[The Rainbow Stronghold]], 6/20/24, Associates investigate a prismatic stronghold and face its many trials. Days of downtime: 20&lt;br /&gt;
*[[The Exchange]], 6/19/24, Associates touch the funny crystal again. Days of downtime: 0&lt;br /&gt;
*[[The Second Hellmouth: Early Signs]], 6/18/24, Associates fight a bunch of devil-controlled bandits, Days of Downtime: 3&lt;br /&gt;
*[[Rodents Run Rampant]], 6/17/24, Associates clear a warehouse of rats. Days of Downtime: 6&lt;br /&gt;
*[[The Gold Experience]], 6/15/2024, Associates steal from an auction. Days of Downtime: 0&lt;br /&gt;
*[[Stand Proud (Love and Loss Day II)]], 6/14/2024, Associates attend the Love and Loss Day festival. Days of Downtime: 0&lt;br /&gt;
*[[Cooking by the Book: Into the Light]], 6/13/2024, Associates struggle against a chicken. Days of Downtime: 3&lt;br /&gt;
*[[Into the Dark (Blighted City 20)]], 6/12/24, Associates crawl into a hole in Lancaster. Days of downtime: 2&lt;br /&gt;
*[[Bird-Brained Bandit]], 6/11/24, Associates hunt a Kulu-Ya-Ku causing trouble around a nearby settlement. Days of downtime: 8 &lt;br /&gt;
*[[Beg to Differ]], 6/9/24, Associates investigate a weird cave and a lot of crabs. Days of downtime: 3&lt;br /&gt;
*[[Bustin&#039;]], 6/8/2024, Associates bust some ghosts. Days of downtime: 0&lt;br /&gt;
*[[Kicking the Dog]], 6/6/2024, Associates watch Mutt fight a bone devil. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 226==&lt;br /&gt;
*[[An Easy Mistake to Make]], 5/31/24, Associates help a Bugbear win a fight. Days of downtime: 0&lt;br /&gt;
*[[A Catastrophe in the Making|Just One More Thing]], 5/30/24, Associates run around in a big circle for no reason. Days of downtime: +3, total 33 days for Cat Village arc.&lt;br /&gt;
*[[The Apprentice]], 5/29/24, Associates touch a funny crystal. Days of downtime: 0&lt;br /&gt;
*[[Bargain Bin Basement]], 5/28/24, Associates clean up a basement. Days of downtime: 0&lt;br /&gt;
*[[Scary Monsters (And Super Creeps)]], 5/27/24, Associates separate real and false ghosts and collect the remains of the latter. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: King of the Kobold DX]], 5/24/24, Associates defend a rock from kobolds, at the cost of an associate&#039;s life. Days of downtime: 1&lt;br /&gt;
*[[The Esteemed Cat Festival]], 5/23/24, The Cat Village festival arrives. Days of downtime: +1&lt;br /&gt;
*[[Territorial Dispute]], 5/19/24, Associates attempt to stop monsters from encroaching on new territory. Days of downtime: 0&lt;br /&gt;
*[[Where No Man Treads]], 5/19/24, Associates deal with grabby monsters and pull unusual objects out of a hole. Days of downtime: 4&lt;br /&gt;
*[[Little Lies]], 5/17/24, Associates investigate a broom maker shop in Desperate Hope. Days of downtime: 0&lt;br /&gt;
*[[Clear Cut Rules]], 5/17/24, Associates learn the horrors of capitalism. Days of downtime: 14&lt;br /&gt;
*[[A Catastrophe in the Making|No Dog in This Fight]], 5/16/24, the vacation to Cat Village takes a nearly deadly turn outside the Mayor&#039;s house. Days of downtime: +1&lt;br /&gt;
*[[Cooking By The Book: Monkey Madness]], 5/15/24, Associates track down fruity monkeys. Days of downtime: 7&lt;br /&gt;
*[[A Catastrophe in the Making]], 5/09/24, Associates go to Cat Village for a vacation? Days of downtime: 28+&lt;br /&gt;
*[[How the South Was Won]], 5/08/24, Associates win the south. Days of downtime: 4&lt;br /&gt;
*[[(Don&#039;t) Come to Onadbyr]], 5/4/24, Associates organize some books. Days of downtime: 6&lt;br /&gt;
*[[Whac-A-Monster]], 5/01/24, Associates get slimed. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==April - Summer 226==&lt;br /&gt;
*[[Star Pit: Spare No Expense]], 4/29/24, Associates go into the Star Pit to face off against more than expected. Days of downtime: 2&lt;br /&gt;
*[[Walking on Eggshells]], 4/28/24, Associates deal with some ornery beasts and an egg-stealing bird. Days of downtime: 2&lt;br /&gt;
*[[Inclement Weather]], 4/27/24, Associates faced off against storm creatures and stopped a ritual that made the area stormy. Days of downtime: 16&lt;br /&gt;
*[[The Making of a Hellknight]], 4/25/2024, Victoria attempts a Hellknight trial. Days of downtime: 15&lt;br /&gt;
*[[The Weed Session]], 4/20/2024, weed. Days of downtime: 0&lt;br /&gt;
*[[Final Investigations (Blighted City 19)]], 4/19/24, Associates finish their investigation of the depths. Days of downtime: 7&lt;br /&gt;
*[[The Slight Slab]], 4/17/24, Associates test themselves against the slab. Days of downtime: 0&lt;br /&gt;
*[[The Current Situation]], 4/14/24, Five Associates go hunting for a Tobi Kodachi. Days of downtime: 5&lt;br /&gt;
*[[Karkalicious]], 4/13/24, Miss Slitherslime&#039;s oozes were stolen by some weirdos! Days of downtime: 2&lt;br /&gt;
*[[Component Collection 12]], 4/11/24, got a bunch of shit for Isabella; we killed it, we rule, etc. Days of downtime: 7&lt;br /&gt;
*[[A Longing For Knowledge]], 4/10/24, Associates get a book surprisingly easily. Days of downtime: 6&lt;br /&gt;
*[[Shutting Hell Up]], 4/8/24, Associates close the first of three hellmouths. Days of downtime: 5&lt;br /&gt;
*[[Hard to Swallow]], 4/4/24, Associates follow reports about unidentified megafauna. Days of downtime: 5&lt;br /&gt;
*[[Cooking by the Book: Wild Dinosaur]], 4/3/24, Associates hunt down a stegosaurus to make some burgers. Days of downtime: 4&lt;br /&gt;
&lt;br /&gt;
==March - Spring 226==&lt;br /&gt;
*[[Polar Opposites]], 3/31/24, Associates investigate a confusing case of city-wide inversion. Days of downtime: 0&lt;br /&gt;
*[[Star Pit: Jumping the Shark]], 3/28/24, the Grippli Grappler makes his triumphant return to the Star Pit to pull some sick tricks. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: Recruitment Day]], 3/27/24, another round of gladiators are recruited for the Star Pit. Days of downtime: 1&lt;br /&gt;
*[[A Trial, By All Accounts]], 3/26/24 - 04/29/24, Associates who died to the Pleroma face judgement. Days of downtime: 0&lt;br /&gt;
*[[An Exercise in Futility]], 3/25/24, Associates answer a challenge posed by a powerful entity. Days of downtime: 0&lt;br /&gt;
*[[Return of the Slab]], 3/24/24, Associates return to Slab Island to clean up a mistake and do some gardening. Days of downtime: 0&lt;br /&gt;
*[[Further Investigations 5 (Blighted City 18)]], 3/22/24, Associates delve even further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Puzzles Revolving Around Puzzles]], 3/18/24, Associates investigate ANOTHER puzzle box. Days of downtime: 5&lt;br /&gt;
*[[Chicken on a Raft]] 3/17/24 Farmer Jenkins&#039; chicken is stuck on a raft! Days of downtime: 2&lt;br /&gt;
*[[Further Investigations 4 (Blighted City 17)]], 3/15/24, associates delve further into the curio shop. Days of downtime: 7&lt;br /&gt;
*[[Making a Name for Yourself]], 3/13/24, A Bug Bear needed to make a name for himself. They hunted down one for him. Days of downtime: 4&lt;br /&gt;
*[[Weirder Wolves]], 3/12/24, Associates are sent to recover stolen elemental summoning notes. Days of downtime: 1&lt;br /&gt;
*[[A Puzzling Puzzle (Puzzle Master|A Puzzling Puzzle]], 3/11/24, Associates investigate another puzzle box. Days of downtime: 7&lt;br /&gt;
*[[Dreams of Terror]], 3/8/24, Associates set out to finally save a child. Days of downtime: 7&lt;br /&gt;
*[[Heroes Wanted: The Menagerie Mauler]], 3/6/24, Six brave associates hunt down a herpetologist. Days of downtime: 1&lt;br /&gt;
*[[Bring Your Brain]], 3/6/24, a strange object has the guards stumped. Days of downtime: 0&lt;br /&gt;
*[[Fallen Star]] 3/3/24 A spacerock falls from the sky to the interest of many. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==February - Winter 225==&lt;br /&gt;
*[[An Early-Morning Hunt]], 2/29/24, Zeal gathers associates to track down hellmouths. Days of downtime: 2&lt;br /&gt;
*[[A Grave Danger Returns]], 8/28/24, Associates bash some armor; find a crab. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose III]], 2/27/24 - 3/31/24 (PBP), Associates are recruited to relieve a besieged settlement. Days of downtime: 9 &lt;br /&gt;
*[[No Man Left Behind]], 2/25/24, Associates banish an orc and defeat a dragon. Days of downtime: 5&lt;br /&gt;
*[[A Stench Least Foul]], 2/24/24, Associates investigate shadows in the swamp. Days of downtime: 3&lt;br /&gt;
*[[Star Pit: XL Team Deathmatch]], 2/22/24, Associates return to the Star Pit for a big battle. Days of downtime: 2&lt;br /&gt;
*[[Speed Dating at Desperate Hope 2]], 2/21/24, Associates once again attempt to speed date. Days of downtime: 0&lt;br /&gt;
*[[Horrors from the Deep]], 2/19/24, Associates learn square keys don&#039;t fit in square holes. Days of downtime: 4&lt;br /&gt;
*[[Gnome Ann Left Behind]], 2/18/24, Associates learn the alphabet. Days of downtime: 5&lt;br /&gt;
*[[Century Twooze]], 2/17/24, Associates help out with training a Century Twooze. Days of downtime: 0&lt;br /&gt;
*[[Century Ooze]], 2/17/24, Associates help out with training a Century Ooze. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 11]], 2/16/24, Associates go to the desert to get some mutant scales.  Days of Downtime: 28&lt;br /&gt;
*[[Recall]], 2/16/24, an unofficial group of Associates find a secret underneath the city while searching for a cat. Days of Downtime: 0&lt;br /&gt;
*[[The Legendary Funeral]], 2/15/24 - 2/21/24, Onadbyr mourns &amp;quot;lost&amp;quot; associates. Days of Downtime: 0&lt;br /&gt;
*[[Dealing With Satori&#039;s Mistakes]], 2/15/24, Satori asks associates to help him take responsibility for his Devil Contract. Days of Downtime: 12&lt;br /&gt;
*[[Speed Dating at Desperate Hope]], 2/14/24, Associates attempt to partake in a speed dating event. Days of Downtime: 0&lt;br /&gt;
*[[Love-and-Loss Day]], 2/14/24, Associates visit the revival of an old festival and discover the unfair treatment of an innocent trader. Days of Downtime: 1&lt;br /&gt;
*[[Dreams of Extravagance]], 2/13/24, Associates help Alice with her dream problems, again. Days of Downtime: 7&lt;br /&gt;
*[[A Test]], 2/11/24, Associates investigate dreams of a falling meteorite. Days of downtime: 1&lt;br /&gt;
*[[A Stench Slightly Less Foul]], 2/07/24, Associates clean up the mess left behind by the Stench Most Foul group. They don&#039;t drown. Days of downtime: 3&lt;br /&gt;
*[[One Bad ___]], 2/07/24, Associates clean up a polluted well. Days of downtime: 8&lt;br /&gt;
*[[The Primeval Slab]], 2/05/24, Associates investigate the slab again. They barely survive again. Days of downtime: 0&lt;br /&gt;
*[[Lost Mutt#Let&#039;s make a Deal!|Let&#039;s make a deal!]], 2/04/24, Associates find a stick and nothing else. Days of downtime: 2&lt;br /&gt;
*[[Further Investigation 3 (Blighted City 16)]], 2/03/24, Associates continue to push through Lancaster and clear out Undead. Days of Downtime: 6&lt;br /&gt;
*[[A Stench Most Foul]], 2/01/24, Associates are sent to clear out a foul smelling area. Days of Downtime: 3&lt;br /&gt;
&lt;br /&gt;
==January - Autumn 225==&lt;br /&gt;
*[[Samara Slitherslimes Shifting Slime Shop]], 1/31/24, Samara Slitherslime asks Associates to train some slimes. Days of downtime: 1&lt;br /&gt;
*[[Star Pit: King of the Kobolds]], 1/30/24, the Star Pit calls upon Associates for a beloved annual event. Days of downtime: 2&lt;br /&gt;
*[[Lost Mutt]], 1/29/24, Associates set out to find their missing Hellknight. Days of downtime: 3 days&lt;br /&gt;
*[[No Man Knows]], 1/28/24, Associates finish exploring a garden, taking a nap along the way. Days of downtime: 1&lt;br /&gt;
*[[Lucky needs YOUR help]], 1/25/24, Lucky hires some associates to do her shopping for her. Days of downtime: 1&lt;br /&gt;
*[[The Weathered Slab]], 1/23/24, Associates explore the use of a magic slab for training purposes. They survive, but barely. Days of downtime: 0&lt;br /&gt;
*[[No Man&#039;s Land]], 1/21/24, Associates begin to delve into a dark and evil garden. Days of downtime: 1&lt;br /&gt;
*[[Conquering the Wilds]], 1/19/24, Associates confront and kill the Father. Days of downtime: 14 &lt;br /&gt;
*[[Gnome Ann&#039;s Land]], 1/19/24, Associates get a ghost fired without backpay. Days of downtime: 2&lt;br /&gt;
*[[It&#039;s Demons (Legendary)]], 1/16/24, Associates hunt demons as a show of force. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 10]], 1/15/24, Associates experience the beauty of Elysium. Days of downtime: 14&lt;br /&gt;
*[[Taming the Wilds]], 1/11/24, Associates scout out a way through the traps to the father lycanthrope. Days of downtime: 14&lt;br /&gt;
*[[Untitled Gooze Game]], 1/09/24, Associates help recover wayward gooze. Days of downtime: 0&lt;br /&gt;
*[[Dreams of Whimsy]], 1/08/24, Associates delve further into the mystery of a sleeping child. Days of downtime: 5&lt;br /&gt;
&lt;br /&gt;
=2023=&lt;br /&gt;
==December - Summer 225==&lt;br /&gt;
*[[Onadbyrs Legacy]], 12/29/23, Associates investigate a riddle discovered within the city. Days of downtime: 0&lt;br /&gt;
*[[Dream a Little Dream of Me]], 12/28/23, Illiam chooses only the most qualified associates to help make a love story reality. Days of downtime: 1&lt;br /&gt;
*[[Mary Had a Little Lamb (Poppet #2)]], 12/23/23, Associates look for a missing lamb. Days of downtime: 15&lt;br /&gt;
*[[It&#039;s Demons (Master)]], 12/22/23, Onadbyr sends out its best associates to solve this recurring issue permanently. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose|Threads on the Loose II]], 12/21/23 - 1/11/24, Associates set out to rescue kidnapped Associates. Days of downtime: 15+&lt;br /&gt;
*[[Tricksters of the Summer&#039;s Night]], 12/19/23, Associates look into a lack of spirits at a festival. Days of downtime: 6&lt;br /&gt;
*[[Component Collection 9]], 12/16/23, Associates remove 5+1 boars from a cave. Days of downtime: 5&lt;br /&gt;
*[[Dreams of Solace]], 12/13/23, Hedgewyn Brewery requests assistance with helping someone wake up from a dream. Days of downtime: 5&lt;br /&gt;
*[[Everything is Fine in Shaftesbury]], 12/13/23, People in town are recieving letters promising to be reunited with loved ones. Associates are sent to inspect. Days of downtime: 6&lt;br /&gt;
*[[Malicious Intent: Last Shot]], 12/11/23, The associates are sent out to take out the goblin fortress leader. Days of downtime: 14&lt;br /&gt;
*[[Lasst uns froh und munter sein]], 12/9/23, A job ends up being far more complicated than the Associates expected. Days of downtime: 7&lt;br /&gt;
*[[7 Deadly Runes]], 12/8/23, Associates set out to finish what they&#039;ve started and bring peace to the Thassilonians. Days of downtime: 7&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Goes]], 12/5/23, Associates finally end their chapter of learning Velborough&#039;s fate. Days of downtime: 1&lt;br /&gt;
*[[Kelek, Remastered 3]], 12/4/23, Associates have a strange dream. Days of Downtime: 0&lt;br /&gt;
*[[It&#039;s Demons (Expert)]], 12/4/23, Associates were tasked to intercept a band of demons. Days of downtime: 0&lt;br /&gt;
*[[Threads on the Loose]], 12/3/23 - 12/20/23, PBP- Associated escort Nakaya the wool merchant on a trading run. Days of downtime: 14&lt;br /&gt;
*[[Weird Wolves]], 12/1/23, Associates are called last minute to deal with some &amp;quot;wolves&amp;quot; approaching the city. Days of downtime: 0&lt;br /&gt;
&lt;br /&gt;
==November - Spring 225==&lt;br /&gt;
*[[It&#039;s Demons (Trainee)]], 11/30/23, Associates are hired to check for small demons outside town. Days of Downtime: 0&lt;br /&gt;
*[[Welcome to the Star Pit]], 11/29/23, Associates are recruited to become gladiators. Days of Downtime: 2&lt;br /&gt;
*[[Spirit Bottle: Solutions]], 11/27/23, Associates set out to find Absinthe and end up back at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[Black Sunday (Blighted City 15)]], 11/26/23, associates clean up Lancaster&#039;s streets. Days of downtime: 6&lt;br /&gt;
*[[Buried Knowledge]], 11/24/23, associates investigate a buried library not unlike Desperate Hope. Days of downtime: 8&lt;br /&gt;
*[[Thanks Not Received]], 11/23/23, associates search for a missing food shipment. One dies and comes back. Days of downtime: 0&lt;br /&gt;
*[[Kelek, Remastered 2]], 11/22/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher Horde]], 11/21/23, hunt down several roaming beaver behemoths. Days of downtime: 0&lt;br /&gt;
*[[The Gnasher&#039;s Den]], 11/21/23, hunt down the roaming beaver behemoth. Days of downtime: 7&lt;br /&gt;
*[[Kelek, Remastered 1]], 11/20/23, associates have a weird dream. Days of downtime: 0&lt;br /&gt;
*[[The Pun Session | The Pun Session™]], 11/20/23, associates save Gnome Ann, retrieve a potion, and restore Ogre Confidence to his former glory. Days of downtime: 4&lt;br /&gt;
*[[The Original Rune]], 11/17/23, the associates humble the runelord of pride. Days of downtime: 7&lt;br /&gt;
*[[The Miracle of Fertilization]], 11/12/23, the associates go on a magical wagon adventure. Days of downtime: 0&lt;br /&gt;
*[[Whispers Which Weep]], 11/10/23, The council received a letter asking for assistance in dealing with an evil witch. Days of downtime: 8&lt;br /&gt;
*[[Further Investigation 2 (Blighted City 14)]], 11/10/23, Associates clear out and loot the library at Lancaster. It&#039;s the best day ever for [[Kali]] and [[Cyrus Leyvald|Cyrus]]. Days of downtime: 6&lt;br /&gt;
*[[The Lost Soul]], 11/6/23, Associates help Illiam find their long-lost great great aunt Ruetha Elro. Days of downtime: 8&lt;br /&gt;
*[[Chestnuts Magic Flower]], 11/3/23, Associates find a flower for the poppet Chestnut. Days of downtime: 7&lt;br /&gt;
*[[Graveknight Knockdown: The Final Chapter]], 11/02/23 - 11/12/23, Associates finally deal with the Graveknight problem once and for all. Days of downtime: 0&lt;br /&gt;
*[[Component Collection 8]], 11/2/23, Associates venture out to a Willow tree to collect samples. Days of downtime: 6&lt;br /&gt;
&lt;br /&gt;
==October - Winter 224==&lt;br /&gt;
*[[Graveknight Knockdown 4]], 10/31/23, Associates tend to Graveknights, again, again, again. Days of downtime: 0&lt;br /&gt;
*[[An Unclean Kill]], 10/30/23, Associates poke at a dead animal. Days of downtime: 2&lt;br /&gt;
*[[Call of the Wild 5]], 10/29/23, Associates hunt down the wereroc Hark near frozen ruins. Days of downtime: 7&lt;br /&gt;
*[[Let the Music Move You]], 10/3/23 - 10/26/23, A concert has come to Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[The Dark Side of the Moon]], 10/26/23, Associates set out to free Kit from their mother&#039;s influence. Days of downtime: 29&lt;br /&gt;
*[[When a Man loves a Woman]], 10/23/23, Help Sir Egg with his latest client. Days of Downtime: 13&lt;br /&gt;
*[[Spirit Night Horror]], 10/21/23, Associates make sure nobody gets hurt at the Spirit Night festival in Rommack. Days of downtime: 1&lt;br /&gt;
*[[Hate Like Rune]], 10/20/23, Associates return to the lost lands and learn of Wrath. Days of Downtime: 7&lt;br /&gt;
*[[Broken Hearts]], 10/20/23, Associates look into disappearing couples at Rivergrove. Days of downtime: 1&lt;br /&gt;
*[[Eclipsing the Night 2]], 10/19/23, Associates head into the Umbral Grotto to hunt down the night hag that has been attacking Onadbyr. Days of downtime: 4&lt;br /&gt;
*[[A Coup Against Aku]], 10/12/23, Associates gear up to finally take down Aku and the Oni incursion of The Grove. Days of downtime: 6&lt;br /&gt;
*[[Call of the Wild 4]], 10/11/23, Associates assassinate Hoggins the were-whale. Days of downtime: 8&lt;br /&gt;
*[[Component Collection 7]], 10/9/23, Associates save Wrigley from some Gathlain. Days of downtime: 2&lt;br /&gt;
*[[The Statue Garden]], 10/9/23, Associates deal with a flooded restaurant full of fish. Days of downtime: 1&lt;br /&gt;
*[[Pestilence]], 10/7/23, Associates investigate a sickness in nearby town. Days of downtime: 4&lt;br /&gt;
*[[The Bandit&#039;s King]], 10/7/23, Three Associates infiltrate a bandit camp to investigate them. Days of downtime: 14&lt;br /&gt;
*[[Malicious Intent: Target Sighted]], 10/6/23, Associates clear a goblin outpost and gain more information about the goblin big boss. Days of downtime: 7&lt;br /&gt;
*[[Journey to the West 2]], 10/6/23, Associates travel to the Old Country to assist with Maki&#039;s trials. Days of downtime: 60&lt;br /&gt;
*[[Are you Telling me Dr. Acula was a Vampire the Whole Time?!?]], 10/4/23, Associates try to get rid of Dr. Acula. Days of downtime: 0&lt;br /&gt;
*[[Eclipsing the Night]], 10/2/23, Associates investigate the lack of fae in the area. Days of downtime: 2&lt;br /&gt;
&lt;br /&gt;
==September - Autumn 224==&lt;br /&gt;
*[[Return to Sane Sorik]], 9/29/2023, Associates exterminated a Gnagrif infestation from the Sane Sorik Library. Days of downtime: 1&lt;br /&gt;
*[[Please don&#039;t be spiders...]], 9/29/2023, Associates went to Pettyport to investigate a strange cart covered in webs and loaded with magic. Days of downtime: 0 &lt;br /&gt;
*[[Call of the Wild 3]], 9/26/2023, Associates meet with the daughter of &amp;quot;the Father&amp;quot; for a diplomatic meeting. Days of downtime: 4&lt;br /&gt;
*[[Last Stand of the Forgotten Pirate]], 9/25/23. Associates look for a missing person. Day of downtime: 1&lt;br /&gt;
*[[Spa Spies II]], 9/23/23. Associates return for a second spa day. Days of downtime: 0&lt;br /&gt;
*[[Return to the Spirit Bottle]], 9/22/23. Associates make an exchange for Absinthe at the Spirit Bottle. Days of downtime: 2&lt;br /&gt;
*[[It Was all a Dream?]] 9/21/23, Associates have some bad nightmare-inducing lasagna. Days of downtime: 0&lt;br /&gt;
*[[Besetting Rune]], 9/21/23. Associate take another plunge into the runelord&#039;s grave shaped portal. Days of downtime: 7&lt;br /&gt;
*[[Further Investigation 1 (Blighted City 13)]], 9/19/23. Associates decide to investigate a lead gotten from the Paravicar&#039;s journals. Days of Downtime: 3&lt;br /&gt;
*[[Runes of Flesh]], 9/15/23. Associate further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
*[[The Lady and Her Knight (Blighted City 12)]], 9/14/23. Associates gear up to take the graveyard for real this time. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild 2.5]] 9/13/23. Associates find a missing person in Under Bright. Days of downtime: 1&lt;br /&gt;
*[[Band of Poachers]] 9/12/23. Associates investigate overhunting outside of Onadbyr. Days of downtime: 2&lt;br /&gt;
*[[Escort Mission]]. 9/11/23. Associates escort LOC to Desperate Hope 2 days away. Days of downtime: 11&lt;br /&gt;
*[[Journey to the West]]. 9/11/23. Associates accompany Maki to the Old Country. Days of downtime: 60&lt;br /&gt;
*[[Graveknight Knockdown 3]], 9/10/23. Associates go down to deal with the Graveknights AGAIN. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: In the Wind]], 9/10/23. Associates cleared a goblin ambush site that had been disrupting trade. Days of downtime: 2.&lt;br /&gt;
*[[The Oviposit Episode]], 9/8/23. The associates get together to experience oviposition. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough No&#039;s]] The master is defeated, the people of Velborough freed, and the demiplane destroyed. Maybe? 9/8/23.&lt;br /&gt;
*[[Onadbyr Arson Investigation|Onadbyr Arson Investigation Redux]] 9/7/23. The associates finally put an end to the arsons and Kasumi makes two new friends. Days of downtime: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Knows]] The first part of the assault on Velboroughs&#039; Statehouse to finally take down the master and free the people of Velborough. 9/6/23.&lt;br /&gt;
*[[Component Collection 6]] 9/6/23. Associates head back to Parmi&#039;s cave to clean it up. Days of downtime: 1&lt;br /&gt;
*[[Cows on Ice]] 9/5/23. Associates save some cows from dragons. Days of downtime: 3&lt;br /&gt;
*[[The Stone that Cuts]] 9/4/23. Associates cleared out an abandoned mine full of dangerous creatures. Days of downtime: 4 &lt;br /&gt;
*[[Pay for One&#039;s Runes]] 9/1/23. Associates further investigate the portal in the mausoleum. Days of downtime: 7&lt;br /&gt;
&lt;br /&gt;
==August - Summer 224==&lt;br /&gt;
*[[Shaking Earth]] 8/31/23. Associates investigate giant sightings outside of Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Fall Into Rune]] 8/31/23. Associates investigate the portal previously found in a coffin. Days of downtime: 7&lt;br /&gt;
*[[The Walls are Closing In]] 8/30/23. Associates defend the city guard from being culled by extraplanar saboteurs. Days of downtime: 1&lt;br /&gt;
*[[Call of the Wild 2]] 8/29/23. Associates participate in a diplomatic encounter with the werecreatures in the woods. Days of downtime: 3&lt;br /&gt;
*[[Down and Drowned]] 8/28/23. Associates are called to deal with an aquatic creature. Days of Downtime: 3&lt;br /&gt;
*[[Spa Spies]] 8/27/23. Associates have a spa day. Days of downtime: 0&lt;br /&gt;
*[[Malicious Intent: Armed and Dangerous]] 8/26/23. Associates confronted the goblins who robbed the smithy. Days of downtime: 1&lt;br /&gt;
*[[The Slums (Blighted City 11)]] 8/25/23. Associated continue to move through Lancaster clearing out a burned neighborhood. Days of downtime: 1&lt;br /&gt;
*[[Runes of the Father]] 8/25/23. Associates investigated a corpse hung from a tree emanating an ominous aura. Days of downtime: 7&lt;br /&gt;
*[[The Treasure Map 2]], 8/23/23. Associates solved a poetic puzzle and recovered the treasure of an old wizard not far out from Pettyport. Days of downtime: 3&lt;br /&gt;
*[[Call of the Wild]], 8/22/23. Associates battled a group of werecreatures in the woods, rescued three hunters, and learned of a mysterious cult. Days of downtime: 5&lt;br /&gt;
*[[Mushroom Massacre]], 8/21/23. Associates ventured deep into the mushroom caves for supplies, death followed soon after. Days of downtime: 2&lt;br /&gt;
*[[Butter Cave]], 8/19/23. Associates cleared out dangerous creatures in a cave full of butter. Days of Downtime: 1&lt;br /&gt;
*[[Fear and Faith]], 8/18/23. Associates return to Tilfel and unravel the source behind the disease plaguing Horsk Meste. Days of downtime: 2&lt;br /&gt;
*[[The Beat of Kelek]], 8/17/23, Associates get the Beat. Days of Downtime: 0 or 7 (for alumini of Sutton&#039;s class)&lt;br /&gt;
*[[A Grave Affair]], 8/15/2023, We Associates investigate a nearby site reported to house one Necromancer. Days of Downtime: 4&lt;br /&gt;
*[[Underground Outpost]], 8/12/23 - 8/17/23, a large group of associates set out to the ruins found in [[Buried Treasure]] to begin establishing the land known as Desperate Hope. Days of downtime: 4&lt;br /&gt;
*[[Beyond the Palace Gates (Blighted City 10)]], 8/17/23, Associates infiltrate the palace of Lancaster to see just how bad it can get. Days of downtime: 1&lt;br /&gt;
*[[Graveknight Knockdown 2]], 8/11/23. Two experienced associates show newer associates the dangers of cursed items. Days of downtime: 0&lt;br /&gt;
*[[Aulrics Peak Hunting Grounds|Aulrics Peak Hunting Grounds I(PBP)]], 8/1/23-8/11/23, Associates head to Aulrics Peak to discover information on a behemoth known as the Shrike. Days of Downtime: 7&lt;br /&gt;
*[[Iron Falls Hunting Grounds 1]], 8/1/23-8/11/23.  Associates head out to search for signs of a giant beaver known as a gnasher. Days of downtime: 6&lt;br /&gt;
*[[Revelation Rock Hunting Grounds]], 8/1/23 - 8/11/23 (PBP). Associates search for information on a mutant porcupine known as the quillshot. Days of Downtime: 5&lt;br /&gt;
*[[First Last Steps]], 8/9/2023, Associates scout various locations within Little Monarch for Cutter Black to find one suitable for barracks. Days of Downtime: 0&lt;br /&gt;
*[[Component Collection 5]], 8/7/2023, Associates collect various mushrooms for Isabella de la Lune in the Mycelial Mines. Days of downtime: 5&lt;br /&gt;
*[[Malicious Intent: The Search]], 8/6/2023, Associates capture a gang of goblin thieves led by a bugbear in Onadbyr. Days of downtime: 1&lt;br /&gt;
*[[Buried Treasure 5]], 8/5/2023, Associates finish clearing out the sunken village a day outside town. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 15]], 8/4/23, Associates head back into Rommack, this time to clear out a gnoll stronghold. Days of downtime: 2&lt;br /&gt;
*[[The Spirit Bottle]], 8/4/23, deliver Absinthe’s payment to Lady Sielu at the Spirit Bottle Tavern. Days of downtime: 2&lt;br /&gt;
*[[In the mouth of Cultists]], 8/2/23, associates destroy the remaining ooze cultists and their leader, Simon. Days of downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 14]], 8/1/23, the associates cleared out a gnoll fort and made contact with the leshy camp. Days of downtime: 3&lt;br /&gt;
&lt;br /&gt;
==July - Spring 224==&lt;br /&gt;
*[[The Treasure Map 1]], 7/31/23, Associates scoured Onadbyr for the location of a lost set of swords. Days of downtime: 1&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 13]], 7/30/23, Associates venture again to explore the area beneath Rommack and clear a cave of cave giants. Days of downtime: 2&lt;br /&gt;
*[[The Cabin]], 7/30/23, Associates venture up into the mountains to check on an inventor. Days of downtime: 4&lt;br /&gt;
*[[A Collector&#039;s Quarry]], 7/28/23, Associates help Collector Jericho recover a hidden stash of sixty-nine books. Days of Downtime: 4&lt;br /&gt;
*[[Heroic Gambit IV]], 7/26/23 Associates hurry to deal with an Erinys and her group looking for revenge. Days of Downtime: 4&lt;br /&gt;
*[[Descent into Rommack|Descent into Rommack 12]], 7/25/23, Associates venture again to explore the area beneath Rommack. Days of downtime: 3&lt;br /&gt;
*[[The Citadel part 3 (Blighted City 9)]], 7/24/23, Associates return to the citadel once more to check for ways to deal with the Graveknights. Days of Downtime: 1&lt;br /&gt;
*[[Onadbyr Arson Investigation]], 7/22/2023, Associates investigate a string of arsons in the Upper Sacks. Days of Downtime: 1&lt;br /&gt;
*[[The Lost Library]], 7/22/2023, Associates look for a book in The Lost Library.  Days of Downtime: 0&lt;br /&gt;
*[[Buried Treasure 4]], 7/21/2023, Associates clear out a portion of the sunken village a day outside town. Days of downtime: 2&lt;br /&gt;
*[[Heroic Gambits III]], 7/20/23, Associates gather to reenact the historical founding of Clayfjord. Days of downtime: 4&lt;br /&gt;
*[[That Solemn Conquerer]], 7/19/2023, Associates dreams are invaded by a night hag. Days of downtime: 1&lt;br /&gt;
*[[Associate Meeting]], 7/11/23 - 7/20/23, The Associates are called together to discuss two major problems. Days of downtime: 0&lt;br /&gt;
*[[Heroic Gambits Reinvitation]], 7/17/2023, Associates put a nightmarish show at the Heroic Gambit. Days of downtime: 4&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes Redux]], 7/15/23, Associates finally capture Lady Maria at the cost of a party member. Days of downtime: 3&lt;br /&gt;
*[[Graveknight Knockdown]], 7/14/23, Associates head to the city storage to put them back down for a time. Days of downtime: 0&lt;br /&gt;
*[[Tifel: Journey into Horsk Meste]], 7/14/23, Associates try and find a shortcut through the mountains to reach Minzelwood. Days of downtime: 6&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Grows]], 7/13/23, Associates cut down living incubator trees in Velborough. Days of downtime: 3&lt;br /&gt;
*[[Curtains and Candles 2]], 7/13/23, Associates return to the Bently Manor to finish the job started in [[Curtains and Candles]]. Days of Downtime: 1&lt;br /&gt;
*[[The Citadel part 2 (Blighted City)]], 7/10/23, Associates clear out the Hellknight Citadel of Lancaster and the adjacent graveyard. Days of Downtime: 1&lt;br /&gt;
*[[Component Collection 4]], 7/7/23, Associates accept a bounty to get dragon scales for the apothecary. Days of Downtime required: 2&lt;br /&gt;
*[[A Falling Son]], 7/6/23, A team of associates return to finish what was started in [[House of the Rising Son]]. Days of downtime required: 3&lt;br /&gt;
*[[The Wolf who Cried Boy]], 7/5/23, Four Associates hunt down wolves of abnormal intellect. Days of downtime required: 4&lt;br /&gt;
*[[The Longer Night]], 7/5/23, Associates fight when fey forces that seem to be connected to [[Enemies at the Gates]] return to once again assault the city. Days of downtime required: -&lt;br /&gt;
*[[The Graveyard (Blighted City 7)]], 7/3/23, Associates meet a powerful guardian in a Lancaster graveyard and choose to retreat rather than risk death. Days of downtime required: 1&lt;br /&gt;
&lt;br /&gt;
==June - Winter 223==&lt;br /&gt;
*[[Frogs, Frogs? Frogs! Frogs.]], 6/30/23, Associates head into the hunting grounds to clear out a frog infestation. Days of downtime: 2&lt;br /&gt;
*[[The Streets (Blighted City 6)]], 6/26/23, Associates venture back to Lancaster to clear out some undead. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Throes]], 6/22/23, Days of downtime required: 3&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lowest Lows]], 6/22/23, The associates return to Velborough once again, this time to collect The Tender of Space Below. Days of downtime required: 3&lt;br /&gt;
*[[House of the Rising Son]], 6/21/23, The associates attempt to take an outpost in the Grove. Days of downtime required: 6&lt;br /&gt;
*[[The Ninth Day]], 6/19/23, Clan Ashenforge is torn apart by Graveknights brought into the city by Sade. Days of downtime required: 0&lt;br /&gt;
*[[The Heroic Gambit]], 6/18/23, Associates from Onadbyr are hired to travel to the Heroic Gambit and put on a show. Days of downtime required: 4&lt;br /&gt;
*[[You&#039;ll Be in My Heart]], 6/17/23 - 6/23/23, Associates learn how marriage works. Days of downtime: 0?&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/16/23, Associates finish scouting out the underground shortcut to Horsk Meste. Days of downtime required: -&lt;br /&gt;
*[[The Citadel part 1 (Blighted City)]], 6/16/23, Five associates assist Zeal in becoming a Hellknight. Days of downtime required: 1&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Necrose]], 6/15/23, The Associates return to Velborough to collect the soul of Poinsetia, Wrending Rot and Regrowth. Days of downtime required: 3&lt;br /&gt;
*[[Flying High &amp;amp; Crashing Hard]], 6/12/23, Three Trainee and three Expert&#039;s head back to the grove to collect and repair some vehicles. Days of downtime required: 5&lt;br /&gt;
*[[Finder of Paths Unseen]], 6/9/23, Associates journey to Tilfel to begin scouting out an underground shortcut to Horsk Meste. Days of downtime required: 4&lt;br /&gt;
*[[Component Collection 3]], 6/08/23, [[Isabella de la Lune]] hires associates to collect samples from diseased or poisoned animals. Days of downtime required: 0&lt;br /&gt;
*[[Survival Training]], 6/08/23, The guard captain and an experienced associate teach fledgling associates how to survive in the wilderness. Days of downtime required: 7&lt;br /&gt;
*[[Screaming in Agony]], 6/07/23, The Associates investigate constant screaming from within the grove. Days of downtime required: 3.&lt;br /&gt;
*[[The Jail (Blighted City 4)]], 6/05/23, Associates delve further into Lancaster, exploring the long-forgotten jail. Days of downtime required: 1.&lt;br /&gt;
*[[Cleaning Up]], 6/01/23, A group of associates hurry to clear the trimarket of undead before sunrise. Days of downtime required: 0&lt;br /&gt;
&lt;br /&gt;
==May - Autumn 223==&lt;br /&gt;
*[[Behold a Black Sky]], 5/31/23, Associates finish the work of clearing the sewers, as begun in [[Beneath the Town]].&lt;br /&gt;
*[[Unbroken]], 5/29/23, A few open-minded Associates attempt to restore a Kodama.&lt;br /&gt;
*[[Beneath the Town]], 5/28/23, The Associates Attempt to clear a path through the sewers.&lt;br /&gt;
*[[The Hospital|The Hospital (Blighted City 3)]], 5/22/23, The Associates clear the hospital of Lancaster. Days of downtime required: 1.&lt;br /&gt;
*[[The Cat in the Hat]], 5/21/23, The Associates handle a hairy situation.&lt;br /&gt;
*[[Mongrels in the Streets]], 5/20/23, The Associates handle a stray problem.&lt;br /&gt;
*[[The Music of the Night]], 5/18/23, Four Associates investigate the Markmuse theater&#039;s ghost sightings.&lt;br /&gt;
*[[Black Snow in Snehov]], 5/12/23, Days of downtime required: 5.&lt;br /&gt;
*[[The Farmhouse (Blighted City 2)]], 5/16/23, The Associates return to the city of Lancaster to secure a forward base for future expeditions. Days of downtime required: 1.&lt;br /&gt;
*[[The Root of Our Problems]], 5/15/23, The Associates venture back to the grove to assist the local spirits.&lt;br /&gt;
*[[Descent into Rommack 11]], 5/13/23, The Associates descend back into the Underdark to explore the underground space.&lt;br /&gt;
*[[The Gates (Blighted City 1)]], 5/12/23, The Associates go to Lancaster to secure a path into the city. Days of downtime required: 1.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Droves]], 5/12/23, Days of downtime required: 3.&lt;br /&gt;
*[[Down the Rabbit Hole]], 5/11/23, The Associates return back to the Rat Mines to learn what remains&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Shows]], 5/11/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doughs]], 5/10/23, Days of downtime required: 3.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Doe&#039;s]], 5/8/23, Days of downtime required: 3.&lt;br /&gt;
*[[Cleanup Crew]], 5/7/23, The Associates fill in a sinkhole that is mutating the wildlife with its waters. Days of downtime required: 2.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Lows]], 5/6/23, Days of downtime required: 3.&lt;br /&gt;
*[[Component Collection 2]], 5/5/23, The Associates collect mudvines for The Apothecary. Days of downtime required: 1.&lt;br /&gt;
*[[Step 4: Ending this Devil tune]], 5/4/23, Associates descended once more into the caverns to end the banjo rat menace once and for all.&lt;br /&gt;
*[[Velborough O&#039;s|Velborough Woes]], 5/3/23, Days of downtime required: 3.&lt;br /&gt;
&lt;br /&gt;
==April - Summer 223==&lt;br /&gt;
*[[The King Must Fall]], 4/30/23, Associates go into the Underdark/Darktown/Shadesville/The Big Unseen/The Darkzone 2 to defeat the duergar king&lt;br /&gt;
*[[Buried Treasure 2]], 4/28/23, Associates delve back into the sunken village, seeking to explore further.&lt;br /&gt;
*[[Into the Snowscape]], 4/26/23, 4/28/23, Associates travel to the mysterious land of Tilfel.&lt;br /&gt;
*[[Storming the Fortress|Storming the Fortress II]], 4/25/23, Associates lead troops on behalf of Kind Frederick. &lt;br /&gt;
*[[Step 3: Live Bait]], 4/24/23, Associates serve as a distraction in the rat infested banjo mines to ease the way for the final assault team.&lt;br /&gt;
*[[Demons, Devils, and More 2]], 4/23/23, Associates wipe out the biloko remnants along with the devils that seem to be leading them.&lt;br /&gt;
*[[Buried Treasure]], 4/21/23, Associates investigate a sunken village, looking for supplies.&lt;br /&gt;
*[[The Burnt Leaf Festival]], 4/20/23, Associates get lit.&lt;br /&gt;
*[[Storming the Fortress]], 4/19/23, clearing out the second level of the WMMC&lt;br /&gt;
*[[Awaken in Ash (JtA 3)]], 4/17/23, the associates continued travelling far south and found missles and sand creatures.&lt;br /&gt;
*[[Demons, Devils And More]], 4/15/23, Associates clean up a temple of Pharasma.&lt;br /&gt;
*[[Pettyport Annual Fishing Competition!]], 4/14/23, A fishing contest to see who could catch the greatest fish.&lt;br /&gt;
*[[Icicle&#039;s in the Deep]], 4/13/23, associates finish clearing Melty&#039;s Basement and open a portal to the mysterious land &amp;quot;Tilfel&amp;quot;. &lt;br /&gt;
*[[Magic Surge]], 4/12/23, associates found the source of the magic surges seen in [[The Beat]].&lt;br /&gt;
*[[Far From Home (JtA 2)]], 4/11/23, associates continued travelling far south and found undead, and then more undead.&lt;br /&gt;
*[[Into the deep]], 4/11/23, associates finished clearing the first level of the White Mountain Mining Company.&lt;br /&gt;
*[[Wellspring of Wrath]], 4/10/23, associates located the source of the mutated animals.&lt;br /&gt;
*[[Descent into Rommack 8]], 4/8/23, associates cleared most of the top floor of the Rommack Mines.&lt;br /&gt;
*[[Component Collection 1]], 4/7/23, associates acquired components for [[Isabella de la Lune|Isabella]].&lt;br /&gt;
*[[Step 1: Getting the Band back Together ]], 4/6/23, Billy Bob has requested the assistance of the Associates in finding and recruiting his old bandmates.&lt;br /&gt;
*[[Melty&#039;s Mark Basement]], 4/5/23&lt;br /&gt;
*[[Mutant Hunt]], 4/4/23, the associates hunt down more mutant specimins for Councilwoman [[Sideun Ae-Geom]] to study.&lt;br /&gt;
*[[At the Edges of the Stoneblight Forest]], 4/3/23-4/10/23, Associates investigate petrified trees that have begun appearing on the edges of the Stoneblight.&lt;br /&gt;
*[[Romance Dawn (JtA 1)]], 4/3/23, Associates begin the long trek to uncover the mysteries behind Voml and the core, and to see if, perhaps, he could be resurrected.&lt;br /&gt;
*[[The Halfling]], 4/3/23, Associates sought to capture a halfling who may or may not have assisted in the murder of Clan Ashenforge.&lt;br /&gt;
*[[The Temple of Urgathoa Part 2]], 4/2/23, Associates returned to the temple, to slay the undead and necromancer.&lt;br /&gt;
*[[Descent into Rommack 7]], 4/1/23, Associates continued through the gnoll dungeon.&lt;br /&gt;
*[[Biloko Camp]], 4/1/23, Associates eliminated a small encampment of biloko that was threatening hunters from Onadbyr.&lt;br /&gt;
&lt;br /&gt;
==March - Spring 223==&lt;br /&gt;
March 2023 was the first month of Kelek.&lt;br /&gt;
*[[The Beat]], 3/31/23, Associates had an entirely boring guard duty in the Laybarons.&lt;br /&gt;
*[[The House that Dwarves Built]], 3/27/23, coming soon.&lt;br /&gt;
*[[The Temple of Urgathoa]], 3/26/23, Associates ventured into the 2nd layer of an Urgathoan Temple.&lt;br /&gt;
*[[Descent Into Rommack 5]], 3/25/23, associates continued through the gnoll dungeon. &lt;br /&gt;
*[[Trollhunt]], 3/25/23, associates cleared a troll lair.&lt;br /&gt;
*[[Descent Into Rommack 4]], 3/24/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 5&lt;br /&gt;
*[[Bear Season]], 3/24/23 Associates travel outside the walls, hunt some animals and take out mutated ones.&lt;br /&gt;
*[[The Church and The Steeple]], 3/23/23, Associates travel back to the Temple of Urgaotha to uncover more of its secrets&lt;br /&gt;
*[[The Digsite 1]], 3/22/23, associates traveled to the ruins of SUSS, and found maps to more locations of interest.&lt;br /&gt;
*[[Ruins in the woods|Ruins in the Woods]], 3/22/23, associates discovered a temple to Urgathoa, and cleared it. The temple contains large amounts of Basalt.&lt;br /&gt;
*[[Descent Into Rommack 3]], 3/20/23, associates continued through the gnoll dungeon. This session led into Descent into Rommack 4.&lt;br /&gt;
*[[Into the Den]], 3/20/23, associates killed some mutated animals nearby.&lt;br /&gt;
*[[Secure the Sewers]], 3/19/23, associates located the creatures responsible for dead sewer workers.&lt;br /&gt;
*[[Descent Into Rommack 2]], 3/17/23, associates cleared out more of the large underground gnoll encampment. This session led into Descent into Rommack 3.&lt;br /&gt;
*[[Bells in the Dark]], 3/17/23, associates clear out an encampment of crocodilian humanoids that attacked a caravan.&lt;br /&gt;
*[[The Beast]], 3/16/23-3/24/23, associates are dispatched to investigate a small cult investigating [[Rovagug|the Beast]].&lt;br /&gt;
*[[Of Mice and Men]], 3/15/23, associates explored a rat-filled cavern, and discovered a new threat.&lt;br /&gt;
*[[Descent Into Rommack 1]], 3/13/23, associates began clearing the large underground gnoll encampment. This session led into Descent into Rommack 2.&lt;br /&gt;
*[[Curtains and Candles]], 3/13/23, associates rescued an elven child from a haunted house.&lt;br /&gt;
*[[Onadbyr Cult Investigation]], 3/12/23, associates began investigating an old cult, and fought a local criminal gang.&lt;br /&gt;
*[[The Caravan]], 3/10/23, associates rescued a caravan from an orc ambush, and betrayal.&lt;br /&gt;
*[[Hunting Party]], 3/10/23, associates gathered food in the nearby woods for the town.&lt;br /&gt;
*[[Tainted Lands Guarding Spoiled Hands]], 3/9/23, associates traveled to a magical disturbance and cleared it.&lt;br /&gt;
*[[Infestation]], 3/8/23, associates destroyed several undead that had broken into the [[Hunter&#039;s Guild]].&lt;br /&gt;
*[[Condemned Clean-up]], 3/8/23, associates cleared out an old butcher&#039;s shop. This session led into Onadbyr Cult Investigations.&lt;br /&gt;
*[[Tiny Paws Taking Tiny Morsels]], 3/7/23, associates tracked down the source of city rats and began their investigation of it. This session led into Of Mice and Men.&lt;br /&gt;
*[[Rommack Defends]], 3/4/23, associates worked with other adventurers to stop a gnoll offensive. This session led into Descent Into Rommack 1.&lt;br /&gt;
*[[Rommack In Need]], 3/3/23, associates cleared a small group of gnolls from a cave that had attacked a nearby town. This session led into Rommack Defends.&lt;br /&gt;
*[[The Long Night]], 3/3/23, associates prevented marauders from coming in to town through a breach in the wall.&lt;br /&gt;
*[[Enemies at the Gates]], 3/1/23, associates defended the laybaron gates against a fey attack.&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7264</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7264"/>
		<updated>2026-06-05T20:01:59Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair 1&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = 200xp and 30 gold for each attendee.&lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Augus&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the first time. Isgram asks them both their reasons for participating in the career fair and both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of their order. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not at least check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped with poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this caused the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions. The first to make an appearance was Zeal, The stoic Lictor of the Order of the Goldclaw. After Zeal, was the imposing leader of the Order of the Gate, Sanguine. Soon to follow was Atticus, Lictor of the Order of the Torrent followed swiftly by Mutt, Lictor of the Order of the Chain. And finally was Radari, Lictor of the Order of the Scourge, arriving in a particularly theatrical display. Each order discuss their ideals and goals as well as where each could be located and how top sign up.&lt;br /&gt;
&lt;br /&gt;
===Finishing Ceremony===&lt;br /&gt;
After the introductions were complete, attendees were free to ask questions or talk amongst themselves. Eventually ending with a grand dismissal.&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7263</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7263"/>
		<updated>2026-06-05T19:58:33Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = 200xp and 30 gold for each attendee.&lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Augus&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the first time. Isgram asks them both their reasons for participating in the career fair and both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of their order. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not at least check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this caused the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions. The first to make an appearance was Zeal, The stoic Lictor of the Order of the Goldclaw. After Zeal, was the imposing leader of the Order of the Gate, Sanguine. Soon to follow was Atticus, Lictor of the Order of the Torrent followed swiftly by Mutt, Lictor of the Order of the Chain. And finally was Radari, Lictor of the Order of the Scourge, arriving in a particularly theatrical display. Each order discuss their ideals and goals as well as where each could be located and how top sign up.&lt;br /&gt;
&lt;br /&gt;
===Finishing Ceremony===&lt;br /&gt;
After the introductions were complete, attendees were free to ask questions or talk amongst themselves. Eventually ending with a grand dismissal.&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7262</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7262"/>
		<updated>2026-06-05T19:53:41Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = 200xp and 30 gold for each attendee.&lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Augus&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions. The first to make an appearance was Zeal, The stoic Lictor of the Order of the Goldclaw. After Zeal, was the imposing leader of the Order of the Gate, Sanguine. Soon to follow was Atticus, Lictor of the Order of the Torrent followed swiftly by Mutt, Lictor of the Order of the Chain. And finally was Radari, Lictor of the Order of the Scourge, arriving in a particularly theatrical display. Each order discuss their ideals and goals as well as where each could be located and how top sign up.&lt;br /&gt;
&lt;br /&gt;
===Finishing Ceremony===&lt;br /&gt;
After the introductions were complete, attendees were free to ask questions or talk amongst themselves. Eventually ending with a grand dismissal.&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7261</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7261"/>
		<updated>2026-06-04T03:07:24Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive(Currently absent due to personal matter.)&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 200 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 12 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 4 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;br /&gt;
&lt;br /&gt;
*[[Enter Sandman]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7254</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7254"/>
		<updated>2026-05-23T16:28:46Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 200 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 12 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 4 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;br /&gt;
&lt;br /&gt;
*[[Enter Sandman]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7223</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7223"/>
		<updated>2026-05-18T04:23:20Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order.&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7222</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7222"/>
		<updated>2026-05-18T04:22:35Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order.&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7221</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7221"/>
		<updated>2026-05-18T04:22:08Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:.&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order.&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7220</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7220"/>
		<updated>2026-05-18T04:21:39Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order:&amp;lt;br&amp;gt;&lt;br /&gt;
* = &amp;quot;Hello everyone, I am Zeal, Lictor of the Godclaw Hellknights and reformer of the Hellknight orders of Onadbyr. I founded the Godclaw order because I believe in their creed, righteousness by obedience, and in the depictions of the Five Hellknight Gods found within the holy texts. These being Iomedae and Torag, the hellknights of offense and defense respectively, Irori, the epitome of emotionless discipline, Abadar, keeper of laws, and Asmodeus, the strategist king. To be a member of the Godclaw you need not follow the Five as a whole, but you must strive to be worthy of the Five. An exemplar of order, someone your community can trust to be a fair and righteous judge when you are needed most. You must eliminate chaos at its root, not sow further chaos by indiscriminately destroying until the problem is solved. To that end, you must always be ready to fight lawlessness, no matter the hour or the foe. You must seek the universal laws that transcend the faith of any individual god and hold all accountable to them.  And above all else, show temperance in all things. Do not believe you know better than the Five, do not think weaseling around the rules will be tolerated by us, or the Gods. Be disciplined. Be strategic, be worthy of representing the Five. I have proven myself worthy before the eyes of the Gods personally, and this weapon at my side is proof. I was no better than any of you when I first started my training, a teenager with worn texts and even worse equipment. To be a Godclaw is to know your place as an arbiter of law and righteousness, and prove it before the Gods.For those of you who wish to prioritize your community, a recent shift in the will of the Five has led to a recent division among the order. A second, slightly different pantheon stands for you.  The Talons of the Godclaw are a subsect of our order that trade out Torag for Uirch, in a deal only the Gods themselves are privy to. The Bulwark, a god of protecting the weak, thus brings a slight shift in the edicts. Divine order and balance are your namesake, and your faith is proven by shielding others from chaos. You are a proselytizer, sent out to find the worthy and train them in the ways of the order. All else remains the same,  the Five are still your guiding star to find understanding, and chaos is still to be stopped wherever it is found. If you seek to join our order, think wisely on which side you fall on. You will still be my Hellknights regardless, but you will function differently from some of your brothers and sisters.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7219</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7219"/>
		<updated>2026-05-18T04:21:27Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order:&amp;lt;br&amp;gt;&lt;br /&gt;
*=&amp;quot;Hello everyone, I am Zeal, Lictor of the Godclaw Hellknights and reformer of the Hellknight orders of Onadbyr. I founded the Godclaw order because I believe in their creed, righteousness by obedience, and in the depictions of the Five Hellknight Gods found within the holy texts. These being Iomedae and Torag, the hellknights of offense and defense respectively, Irori, the epitome of emotionless discipline, Abadar, keeper of laws, and Asmodeus, the strategist king. To be a member of the Godclaw you need not follow the Five as a whole, but you must strive to be worthy of the Five. An exemplar of order, someone your community can trust to be a fair and righteous judge when you are needed most. You must eliminate chaos at its root, not sow further chaos by indiscriminately destroying until the problem is solved. To that end, you must always be ready to fight lawlessness, no matter the hour or the foe. You must seek the universal laws that transcend the faith of any individual god and hold all accountable to them.  And above all else, show temperance in all things. Do not believe you know better than the Five, do not think weaseling around the rules will be tolerated by us, or the Gods. Be disciplined. Be strategic, be worthy of representing the Five. I have proven myself worthy before the eyes of the Gods personally, and this weapon at my side is proof. I was no better than any of you when I first started my training, a teenager with worn texts and even worse equipment. To be a Godclaw is to know your place as an arbiter of law and righteousness, and prove it before the Gods.For those of you who wish to prioritize your community, a recent shift in the will of the Five has led to a recent division among the order. A second, slightly different pantheon stands for you.  The Talons of the Godclaw are a subsect of our order that trade out Torag for Uirch, in a deal only the Gods themselves are privy to. The Bulwark, a god of protecting the weak, thus brings a slight shift in the edicts. Divine order and balance are your namesake, and your faith is proven by shielding others from chaos. You are a proselytizer, sent out to find the worthy and train them in the ways of the order. All else remains the same,  the Five are still your guiding star to find understanding, and chaos is still to be stopped wherever it is found. If you seek to join our order, think wisely on which side you fall on. You will still be my Hellknights regardless, but you will function differently from some of your brothers and sisters.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7218</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7218"/>
		<updated>2026-05-18T04:17:12Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;quot;Hello everyone, I am Zeal, Lictor of the Godclaw Hellknights and reformer of the Hellknight orders of Onadbyr. I founded the Godclaw order because I believe in their creed, righteousness by obedience, and in the depictions of the Five Hellknight Gods found within the holy texts. These being Iomedae and Torag, the hellknights of offense and defense respectively, Irori, the epitome of emotionless discipline, Abadar, keeper of laws, and Asmodeus, the strategist king. To be a member of the Godclaw you need not follow the Five as a whole, but you must strive to be worthy of the Five. An exemplar of order, someone your community can trust to be a fair and righteous judge when you are needed most. You must eliminate chaos at its root, not sow further chaos by indiscriminately destroying until the problem is solved. To that end, you must always be ready to fight lawlessness, no matter the hour or the foe. You must seek the universal laws that transcend the faith of any individual god and hold all accountable to them.  And above all else, show temperance in all things. Do not believe you know better than the Five, do not think weaseling around the rules will be tolerated by us, or the Gods. Be disciplined. Be strategic, be worthy of representing the Five. I have proven myself worthy before the eyes of the Gods personally, and this weapon at my side is proof. I was no better than any of you when I first started my training, a teenager with worn texts and even worse equipment. To be a Godclaw is to know your place as an arbiter of law and righteousness, and prove it before the Gods.For those of you who wish to prioritize your community, a recent shift in the will of the Five has led to a recent division among the order. A second, slightly different pantheon stands for you.  The Talons of the Godclaw are a subsect of our order that trade out Torag for Uirch, in a deal only the Gods themselves are privy to. The Bulwark, a god of protecting the weak, thus brings a slight shift in the edicts. Divine order and balance are your namesake, and your faith is proven by shielding others from chaos. You are a proselytizer, sent out to find the worthy and train them in the ways of the order. All else remains the same,  the Five are still your guiding star to find understanding, and chaos is still to be stopped wherever it is found. If you seek to join our order, think wisely on which side you fall on. You will still be my Hellknights regardless, but you will function differently from some of your brothers and sisters.&amp;quot;&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7217</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7217"/>
		<updated>2026-05-18T04:16:21Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;quot;Hello everyone, I am Zeal, Lictor of the Godclaw Hellknights and reformer of the Hellknight orders of Onadbyr. I founded the Godclaw order because I believe in their creed, righteousness by obedience, and in the depictions of the Five Hellknight Gods found within the holy texts. These being Iomedae and Torag, the hellknights of offense and defense respectively, Irori, the epitome of emotionless discipline, Abadar, keeper of laws, and Asmodeus, the strategist king. To be a member of the Godclaw you need not follow the Five as a whole, but you must strive to be worthy of the Five. An exemplar of order, someone your community can trust to be a fair and righteous judge when you are needed most. You must eliminate chaos at its root, not sow further chaos by indiscriminately destroying until the problem is solved. To that end, you must always be ready to fight lawlessness, no matter the hour or the foe. You must seek the universal laws that transcend the faith of any individual god and hold all accountable to them.  And above all else, show temperance in all things. Do not believe you know better than the Five, do not think weaseling around the rules will be tolerated by us, or the Gods. Be disciplined. Be strategic, be worthy of representing the Five. I have proven myself worthy before the eyes of the Gods personally, and this weapon at my side is proof. I was no better than any of you when I first started my training, a teenager with worn texts and even worse equipment. To be a Godclaw is to know your place as an arbiter of law and righteousness, and prove it before the Gods.For those of you who wish to prioritize your community, a recent shift in the will of the Five has led to a recent division among the order. A second, slightly different pantheon stands for you.  The Talons of the Godclaw are a subsect of our order that trade out Torag for Uirch, in a deal only the Gods themselves are privy to. The Bulwark, a god of protecting the weak, thus brings a slight shift in the edicts. Divine order and balance are your namesake, and your faith is proven by shielding others from chaos. You are a proselytizer, sent out to find the worthy and train them in the ways of the order. All else remains the same,  the Five are still your guiding star to find understanding, and chaos is still to be stopped wherever it is found. If you seek to join our order, think wisely on which side you fall on. You will still be my Hellknights regardless, but you will function differently from some of your brothers and sisters.&amp;quot;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7216</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7216"/>
		<updated>2026-05-18T04:14:29Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
===The Applicants Gather===&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
===Sparring Session===&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
===Order Introductions===&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order:&lt;br /&gt;
&amp;quot;Hello everyone, I am Zeal, Lictor of the Godclaw Hellknights and reformer of the Hellknight orders of Onadbyr. I founded the Godclaw order because I believe in their creed, righteousness by obedience, and in the depictions of the Five Hellknight Gods found within the holy texts. These being Iomedae and Torag, the hellknights of offense and defense respectively, Irori, the epitome of emotionless discipline, Abadar, keeper of laws, and Asmodeus, the strategist king. To be a member of the Godclaw you need not follow the Five as a whole, but you must strive to be worthy of the Five. An exemplar of order, someone your community can trust to be a fair and righteous judge when you are needed most. You must eliminate chaos at its root, not sow further chaos by indiscriminately destroying until the problem is solved. To that end, you must always be ready to fight lawlessness, no matter the hour or the foe. You must seek the universal laws that transcend the faith of any individual god and hold all accountable to them.  And above all else, show temperance in all things. Do not believe you know better than the Five, do not think weaseling around the rules will be tolerated by us, or the Gods. Be disciplined. Be strategic, be worthy of representing the Five. I have proven myself worthy before the eyes of the Gods personally, and this weapon at my side is proof. I was no better than any of you when I first started my training, a teenager with worn texts and even worse equipment. To be a Godclaw is to know your place as an arbiter of law and righteousness, and prove it before the Gods.For those of you who wish to prioritize your community, a recent shift in the will of the Five has led to a recent division among the order. A second, slightly different pantheon stands for you.  The Talons of the Godclaw are a subsect of our order that trade out Torag for Uirch, in a deal only the Gods themselves are privy to. The Bulwark, a god of protecting the weak, thus brings a slight shift in the edicts. Divine order and balance are your namesake, and your faith is proven by shielding others from chaos. You are a proselytizer, sent out to find the worthy and train them in the ways of the order. All else remains the same,  the Five are still your guiding star to find understanding, and chaos is still to be stopped wherever it is found. If you seek to join our order, think wisely on which side you fall on. You will still be my Hellknights regardless, but you will function differently from some of your brothers and sisters.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7215</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7215"/>
		<updated>2026-05-18T04:12:01Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox expedition log&lt;br /&gt;
| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order:&lt;br /&gt;
&amp;quot;Hello everyone, I am Zeal, Lictor of the Godclaw Hellknights and reformer of the Hellknight orders of Onadbyr. I founded the Godclaw order because I believe in their creed, righteousness by obedience, and in the depictions of the Five Hellknight Gods found within the holy texts. These being Iomedae and Torag, the hellknights of offense and defense respectively, Irori, the epitome of emotionless discipline, Abadar, keeper of laws, and Asmodeus, the strategist king. To be a member of the Godclaw you need not follow the Five as a whole, but you must strive to be worthy of the Five. An exemplar of order, someone your community can trust to be a fair and righteous judge when you are needed most. You must eliminate chaos at its root, not sow further chaos by indiscriminately destroying until the problem is solved. To that end, you must always be ready to fight lawlessness, no matter the hour or the foe. You must seek the universal laws that transcend the faith of any individual god and hold all accountable to them.  And above all else, show temperance in all things. Do not believe you know better than the Five, do not think weaseling around the rules will be tolerated by us, or the Gods. Be disciplined. Be strategic, be worthy of representing the Five. I have proven myself worthy before the eyes of the Gods personally, and this weapon at my side is proof. I was no better than any of you when I first started my training, a teenager with worn texts and even worse equipment. To be a Godclaw is to know your place as an arbiter of law and righteousness, and prove it before the Gods.For those of you who wish to prioritize your community, a recent shift in the will of the Five has led to a recent division among the order. A second, slightly different pantheon stands for you.  The Talons of the Godclaw are a subsect of our order that trade out Torag for Uirch, in a deal only the Gods themselves are privy to. The Bulwark, a god of protecting the weak, thus brings a slight shift in the edicts. Divine order and balance are your namesake, and your faith is proven by shielding others from chaos. You are a proselytizer, sent out to find the worthy and train them in the ways of the order. All else remains the same,  the Five are still your guiding star to find understanding, and chaos is still to be stopped wherever it is found. If you seek to join our order, think wisely on which side you fall on. You will still be my Hellknights regardless, but you will function differently from some of your brothers and sisters.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7214</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7214"/>
		<updated>2026-05-18T04:11:19Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle was second. Her opponent was a Dwarf magus using a pole arm to try and keep their opponent at a distance. It didn&#039;t work. Briselle quickly grappled the dwarf, pinning them to the ground and unleashed and earth shattering strike with her fist on the unfortunate magus&#039; face.&lt;br /&gt;
&lt;br /&gt;
Lastly, Thoedore walked forward and was put face to face against an orc warrior. Ingesting a quicksilver mutagen and preparing a goo grenade, the halfling charged at the orc with zeal. But misfortune would befall the alchemist when his pet rat on his shoulder would sneeze and cause him to loose focus and even worse, his grip. The goo grenade locks his leg in place and as he prepare another grenade, the orc swings a ball and chain. Theodore hurls the grenade, getting a direct hit on the orc. Unfortunately, this cause the orc to loose grip of the ball and chain. They too, would strike a direct hit on Theodore. The orc stumbled forward and readied to charge the unconscious halfling but was quickly stopped by the hostess.&lt;br /&gt;
&lt;br /&gt;
After all the sparring sessions were settled. Next came the order introductions and the first to make an appearance was Zeal, Lictor of the Goldclaw Order:&lt;br /&gt;
&amp;quot;Hello everyone, I am Zeal, Lictor of the Godclaw Hellknights and reformer of the Hellknight orders of Onadbyr. I founded the Godclaw order because I believe in their creed, righteousness by obedience, and in the depictions of the Five Hellknight Gods found within the holy texts. These being Iomedae and Torag, the hellknights of offense and defense respectively, Irori, the epitome of emotionless discipline, Abadar, keeper of laws, and Asmodeus, the strategist king. To be a member of the Godclaw you need not follow the Five as a whole, but you must strive to be worthy of the Five. An exemplar of order, someone your community can trust to be a fair and righteous judge when you are needed most. You must eliminate chaos at its root, not sow further chaos by indiscriminately destroying until the problem is solved. To that end, you must always be ready to fight lawlessness, no matter the hour or the foe. You must seek the universal laws that transcend the faith of any individual god and hold all accountable to them.  And above all else, show temperance in all things. Do not believe you know better than the Five, do not think weaseling around the rules will be tolerated by us, or the Gods. Be disciplined. Be strategic, be worthy of representing the Five. I have proven myself worthy before the eyes of the Gods personally, and this weapon at my side is proof. I was no better than any of you when I first started my training, a teenager with worn texts and even worse equipment. To be a Godclaw is to know your place as an arbiter of law and righteousness, and prove it before the Gods.For those of you who wish to prioritize your community, a recent shift in the will of the Five has led to a recent division among the order. A second, slightly different pantheon stands for you.  The Talons of the Godclaw are a subsect of our order that trade out Torag for Uirch, in a deal only the Gods themselves are privy to. The Bulwark, a god of protecting the weak, thus brings a slight shift in the edicts. Divine order and balance are your namesake, and your faith is proven by shielding others from chaos. You are a proselytizer, sent out to find the worthy and train them in the ways of the order. All else remains the same,  the Five are still your guiding star to find understanding, and chaos is still to be stopped wherever it is found. If you seek to join our order, think wisely on which side you fall on. You will still be my Hellknights regardless, but you will function differently from some of your brothers and sisters.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7213</id>
		<title>Hellknight Career Fair 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Hellknight_Career_Fair_1&amp;diff=7213"/>
		<updated>2026-05-18T03:46:21Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: Created page with &amp;quot;| title = Hellknight Career Fair | date = 5/8/2026 -  | storyteller = Doug | tier_of_play = All players welcome | player_characters = Isgram Frostcrown, Theodore Leafchewer, Sanguine, Briselle Boarmantle | rewards =  | result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill | author = Doug | downtime_days = 0 }} Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;| title = Hellknight Career Fair&lt;br /&gt;
| date = 5/8/2026 - &lt;br /&gt;
| storyteller = Doug&lt;br /&gt;
| tier_of_play = All players welcome&lt;br /&gt;
| player_characters = [[Isgram Frostcrown]], [[Theodore Leafchewer]], [[Sanguine]], [[Briselle Boarmantle]]&lt;br /&gt;
| rewards = &lt;br /&gt;
| result = Learn the various Orders of the Hellknights of Desperate Hope and show your skill&lt;br /&gt;
| author = Doug&lt;br /&gt;
| downtime_days = 0&lt;br /&gt;
}}&lt;br /&gt;
Lictor Radari is holding an open sparring session for new Associates to come and learn more of the Hellknight faction, the various Orders that are available, and how to join as an Armiger.&lt;br /&gt;
== Log ==&lt;br /&gt;
The Hellknight Arena located in the settlement of Desperate Hope decided to host a sparring session and demonstration of their orders in the hopes of helping newer associates understand what they stand for and hopefully garner some new recruits in the process. Thanks to the efforts of Lictor [[Radari]], the stadium is packed with many new potential recruits hoping to prove their worth to the multiple Hellknight orders. The participates of this event are made up of a diverse collection of people from multiple background and professions, from the craftiest mages to the sturdiest of fighters. Among these individuals are Isgram Frostcrown, Theodore Leafchewer, Briselle Boarmantle.&lt;br /&gt;
&lt;br /&gt;
Having met in a previous expedition involving the powerful being known as Sir Egg, Theodore and Isgram get quickly re-antiquated while also meeting Briselle for the for time. Isgram asks them both their reasons for participating in the career fair nad both respond. Briselle, a devoted follower of the Goldclaw wishes to join as a member of the Order of Goldclaw. Isgram heard from Radari that there would be sparring sessions and being a devoted Gorumite, he thought it would be a waist to not atleast check it out. Finally, Theodore had heard about prizes being handed out at the event, not realizing there would be fight involved but alas, he is no position be picky on how he makes his income at the moment.&lt;br /&gt;
&lt;br /&gt;
Shortly after their introductions, the hostess of the event calls all of the associates to attention and orders them to stand against the wall. Once all are accounted for and preparations are finished, she begins requesting volunteers to come out and face each other in the introductory sparring sessions. Among the many different sparring sessions the three that stood out were as follows:&lt;br /&gt;
&lt;br /&gt;
Isgrams was the first of the three to volunteer. His opponent was an elven assassin equipped poison daggers. Isgram charged the assassin head on and landed a forceful strike, missing the second and taking a direct hit. However, he used the opening to land a finishing blow. &lt;br /&gt;
&lt;br /&gt;
Briselle&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7210</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7210"/>
		<updated>2026-05-08T00:05:45Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 200 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 12 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 4 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7209</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7209"/>
		<updated>2026-05-08T00:05:31Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
       &#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 200 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 12 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 4 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7207</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7207"/>
		<updated>2026-05-07T23:50:15Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 200 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 12 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 4 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7206</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7206"/>
		<updated>2026-05-07T23:32:27Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 200 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 12 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 4 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7205</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7205"/>
		<updated>2026-05-07T23:30:46Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 30&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 202 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 10 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 4 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7204</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7204"/>
		<updated>2026-05-07T23:29:48Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 202 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 10 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 3 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7203</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7203"/>
		<updated>2026-05-07T03:12:21Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 3 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7202</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7202"/>
		<updated>2026-05-07T03:09:11Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 3 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Wine_and_Mead_with_Illiam_and_Melfyra&amp;diff=7201</id>
		<title>Wine and Mead with Illiam and Melfyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Wine_and_Mead_with_Illiam_and_Melfyra&amp;diff=7201"/>
		<updated>2026-05-07T02:39:46Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7197</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7197"/>
		<updated>2026-05-06T00:50:44Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 3 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to lean more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind, Isgram will not perform any action he deems against his own ideals or philosophies unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself while writing in his memoirs or composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton, a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers and warriors.  &lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7196</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7196"/>
		<updated>2026-05-06T00:47:08Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasingly dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the very &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had died out. In the present day, the clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant conquest and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of two to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their grandfather&#039;s rule. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until one day during an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a strike for his cousin&#039;s while Ralof took the opportunity to kill the enemy soldier. A short time after the battle had ended, Logiram approached his injured grandson with a disappointed scowl. He decided to leave him there, telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however, when a roaming band of warriors came to see the aftermath of the battle. Isgram noticed their leader approach him before he passed out. When he woke up, he found himself in the camp of those same warriors. While he was tied up, he did notice his wounds had been treated. He tried to break his bindings and get away but the same leader from before spoke up. This leader, a Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened and that he was abandoned by his family for his supposed weakness. She then told Isgram that he was lucky she felt bad for him or she would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum. Either they leave him there and he could fend for himself, or he can join them and learn what it means to be a true Gorumite. He decided to take their offer. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it, completely forgetting what Gorum taught them in the first place. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went on, Isgram enjoyed his life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful. But in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Sigrun knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight. The tide would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to make him and his aliies pay for the death of Talos. But with some help from a few allies, Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violently and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe alike. Sigrund, having suffered a direct hit, realized how much they underestimated Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face, ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told him that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of her strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included, did vow that should any of them reach out in need, they would all be happy to answer that call. Isgram left and although mournful of his losses, he reflected on Sigrund&#039;s final words to him and vowed to continue her work to try and change the world for the better by embracing the true ideals and teachings of Gorum, hoping to be a guide for other lost or desperate warriors looking for meaning much like Sigrund was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
Over the next 3 years,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he needed to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039;, which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his own skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there, he was attacked by a group of undead. While Isgram was able to fight them off, he had still suffered substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors there. Isgram offered his own services as payment for saving his life. The Holdfasts said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to leans more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind. Isgram will not perform any action he deems against his own ideals or philosophies without unless an extremely convincing argument is made. But even then it is no guarantee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword he named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements thanks to his ancient Jotun ancestors allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself, while composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton with a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers on the road.  &lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7188</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7188"/>
		<updated>2026-05-06T00:08:33Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, an Orcish Gorumite named &#039;&#039;&#039;Sigrun Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Eska. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Eska on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more. This would all come to an end on the day of a fated confrontation, when the Ironbloods were intercepted and confronted by the Frostcrowns.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The Ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful in the southeastern region of the Land of Linnorm Kings their band would come face to face with the Frostcrown Clan, and Isgram would see his family once more after 8 long years. While the Ironbloods had run into Frostcrown scouting parties before and dealt with them, this this time was different. Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Eska knew this would be their toughest fight to date. Despite that doubt however, Eska held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight for what seemed liked hours. The tide of the battle would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to kill him and then the rest of their band for killing Talos, but with some help Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violent and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe a like. Eska, having suffered a direct hit, realized how much they underestimated her Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face and ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told Isgram that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of here strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included did vow though that they should any reach out in need they would be happy to answer that call. Isgram left and although mournful of his losses, he reflected on the words of Eska to find comfort. From their Isgram vowed to continue her work and try to change the world for the better by embracing growth and change, hoping to be a guide for other lost or desperate warriors looking for meaning much like Eska was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
4 years later,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he need to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039; which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his onwn skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there he was attacked by multiple undead on the way. While Isgram was able to fight them off, he had still substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors here. Isgram offered his own services as payment for saving his laugh. The holdfasts, said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
==Personality Traits and Skills==&lt;br /&gt;
===Outlook===&lt;br /&gt;
Isgram tends to leans more towards a pragmatic, or at least what a Gorumite views as pragmatic, but still optimistic outlook on life despite the many challenges it can bring. He faces conflict with a smile and the determination to overcome any obstacle in his or his allies way. He always tries to be merciful if he can to any opponent, but he is not naive enough to believe that all will accept his mercy and that some will often take advantage of it. With this in mind he is always cautious when the choice is proposed. Isgram does not wish to dole out judgement to others as he feels he has no right. Instead he chooses to offer advice should anyone wish to hear it. Otherwise he will usually butt out on most issues of morality. With this in mind. Isgram will not perform any action he deems against his own ideals or philosophies without unless an extremely convincing argument is made. But even then it is no garuntee.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram prides himself on his skill with his personal great sword he named &#039;&#039;&#039;Gramr&#039;&#039;&#039;. While his sword skills are already dangerous on his own, his skill in manipulating the elements thanks to his ancient Jotun ancestors allows him to enhance his attacks. Able to switch between fire and ice at will, he coast himself in an aura of his choosing, becoming a deadly force for any who choose face him. Isgram can also use his elemental magic for ranged combat and team utility like protective auras as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbies and Interests===&lt;br /&gt;
When not fighting, dueling, wrestling, sparring, or so on, Isgram can be often found either relaxing by himself, while composing some Gorumite poretry(also known as &#039;&#039;&#039;Gorumskagat&#039;&#039;&#039;), wandering around the city or just outside it for a bit of sight seeing, or he will be in the nearest pub enjoying his favorite mead with a leg of mutton with a side of caramelized onions, and if he&#039;s feeling extra celebratory, a sweet roll. He&#039;ll also most likely be sitting with any group that will join him in some old fashioned drinking songs and swapping stories with fellow travelers on the road.  &lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7187</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7187"/>
		<updated>2026-05-05T23:16:44Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, an Orcish Gorumite named &#039;&#039;&#039;Eska Tel&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Eska. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Eska on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more. This would all come to an end on the day of a fated confrontation, when the Ironbloods where intercepted and cofronted by the Frostcrowns.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful in the southeastern region of the Land of Linnorm Kings the Ironblood&#039;s forces would come face to face with the Frostcrown Clan, and Isgram would see his family again after 8 long years. The Ironbloods had run into Frostcrown scouting parties before and dealt with them, but this time, Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Eska knew this would be their toughest fight to date. Despite that doubt however, Eska held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight for what seemed liked hours. The tide of the battle would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to kill him and then the rest of their band for killing Talos, but with some help Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violent and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe a like. Eska, having suffered a direct hit, realized how much they underestimated her Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face and ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told Isgram that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of here strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included did vow though that they should any reach out in need they would be happy to answer that call. Isgram left and although mournful of his losses, he reflected on the words of Eska to find comfort. From their Isgram vowed to continue her work and try to change the world for the better by embracing growth and change, hoping to be a guide for other lost or desperate warriors looking for meaning much like Eska was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
4 years later,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he need to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039; which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his onwn skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there he was attacked by multiple undead on the way. While Isgram was able to fight them off, he had still substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors here. Isgram offered his own services as payment for saving his laugh. The holdfasts, said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7186</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7186"/>
		<updated>2026-05-05T23:15:13Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, an Orcish Gorumite named &#039;&#039;&#039;Eska Tel&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Eska. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Eska on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more. This would all come to an end on the day of a fated confrontation, when the Ironbloods where intercepted and cofronted by the Frostcrowns.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful in the southeastern region of the Land of Linnorm Kings the Ironblood&#039;s forces would come face to face with the Frostcrown Clan, and Isgram would see his family again after 8 long years. The Ironbloods had run into Frostcrown scouting parties before and dealt with them, but this time, Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Eska knew this would be their toughest fight to date. Despite that doubt however, Eska held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight for what seemed liked hours. The tide of the battle would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to kill him and then the rest of their band for killing Talos, but with some help Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violent and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe a like. Eska, having suffered a direct hit, realized how much they underestimated her Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he killed everyone left on the battlefield. She stood her ground and with a smile on her face and ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told Isgram that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of here strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included did vow though that they should any reach out in need they would be happy to answer that call. Isgram left and although mournful of his losses, he reflected on the words of Eska to find comfort. From their Isgram vowed to continue her work and try to change the world for the better by embracing growth and change, hoping to be a guide for other lost or desperate warriors looking for meaning much like Eska was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
4 years later,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he need to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039; which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his onwn skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there he was attacked by multiple undead on the way. While Isgram was able to fight them off, he had still substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors here. Isgram offered his own services as payment for saving his laugh. The holdfasts, said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7185</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7185"/>
		<updated>2026-05-05T23:14:09Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, an Orcish Gorumite named &#039;&#039;&#039;Eska Tel&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Eska. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Eska on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more. This would all come to an end on the day of a fated confrontation, when the Ironbloods where intercepted and cofronted by the Frostcrowns.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful in the southeastern region of the Land of Linnorm Kings the Ironblood&#039;s forces would come face to face with the Frostcrown Clan, and Isgram would see his family again after 8 long years. The Ironbloods had run into Frostcrown scouting parties before and dealt with them, but this time, Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Eska knew this would be their toughest fight to date. Despite that doubt however, Eska held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight for what seemed liked hours. The tide of the battle would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to kill him and then the rest of their band for killing Talos, but with some help Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violent and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe a like. Eska, having suffered a direct hit, realized how much they underestimated her Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he just killed every one in the battlefield. She stood her ground and with a smile on her face and ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told Isgram that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of here strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included did vow though that they should any reach out in need they would be happy to answer that call. Isgram left and although mournful of his losses, he reflected on the words of Eska to find comfort. From their Isgram vowed to continue her work and try to change the world for the better by embracing growth and change, hoping to be a guide for other lost or desperate warriors looking for meaning much like Eska was to him. He also vowed that he would use these teachings and philosophies to grow stronger and one day overthrow his grandfather with the hope to bring honor and dignity back to the name Frostcrown.    &lt;br /&gt;
&lt;br /&gt;
=== Arriving at Onadbyr===&lt;br /&gt;
4 years later,  Isgram traveled and honed his skills, but he was still far from ready to enact his true motives. For that, he need to find a more permanent place to settle. On his travels he heard of a town called &#039;&#039;&#039;Onadbyr&#039;&#039;&#039; which was populated by a plethora of different peoples from all over. Seeing this as an oppurtunity to not only enhance his onwn skills, but possibly learn new skills and techniques he had never heard of before, he decided that would be his destination. On his way there he was attacked by multiple undead on the way. While Isgram was able to fight them off, he had still substantial damage due to his inexperience in fighting undead. Fortunately, he wasn&#039;t to far from &#039;&#039;&#039;Holdfast Manor&#039;&#039;&#039;, and some tourniquets saw him and were able to treat him. Moved by their selflessness and upon seeing the other warriors here. Isgram offered his own services as payment for saving his laugh. The holdfasts, said they would be glad to enlist him but he would need to meet the &#039;&#039;&#039;Round Table Council&#039;&#039;&#039; before hand. From their Isgram was taken to Onadbyr where his journey as an associate could truly begin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7184</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7184"/>
		<updated>2026-05-05T22:58:13Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 27&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under the leadership of the current war chief, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;, the clan has even now adopted the ambitious goal of conquering all of the Land of Linnorm Kings in a bid to control the entire region.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 205 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, an Orcish Gorumite named &#039;&#039;&#039;Eska Tel&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan. After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. &lt;br /&gt;
&lt;br /&gt;
Over the next 8 years Isgram would grow quite fond of his new found family, especially the student mentor relationship he formed with Eska. Under her tutelage, Isgram learned the old stories of his clan&#039;s past, how to refine his fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Eska on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons, she ingrained into Isgram the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more. This would all come to an end on the day of a fated confrontation, when the Ironbloods where intercepted and cofronted by the Frostcrowns.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 229, in the wake of Gorum&#039;s death. Conflict in the northern lands skyrocketed and chaos ran rampant. The ironbloods did what they could to try and fight back against the new upsurge of foes and were for most part successful in the southeastern region of the Land of Linnorm Kings the Ironblood&#039;s forces would come face to face with the Frostcrown Clan, and Isgram would see his family again after 8 long years. The Ironbloods had run into Frostcrown scouting parties before and dealt with them, but this time, Logiram, the rest of the family, and the most elite soldiers in the clan&#039;s army joined them. Even with the Ironbloods own combined power and teamwork, Eska knew this would be their toughest fight to date. Despite that doubt however, Eska held her head high, raised her axe, and with a smile on her face, lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began. &lt;br /&gt;
&lt;br /&gt;
The fight was intense, with no victor in sight for what seemed liked hours. The tide of the battle would change when Isgram&#039;s father, Talos, was slain. Shocked to see his father fall, Isgram was quickly attacked by Ralof and Frijosa. The two vowed to kill him and then the rest of their band for killing Talos, but with some help Isgram overpowered the two and ended up killing Ralof, much to Frijosa&#039;s horror. Before she could retaliate, frozen winds began to stir more violent and gather around Logirim. Upon witnessing the deaths of Talos and Ralof, he decided to end this skirmish as quickly as possible, consequnces be damned. An eruption of cold magic swept across the battlefield, killing and injuring friend and foe a like. Eska, having suffered a direct hit, realized how much they underestimated her Logirim&#039;s heartlessness and disregard for his own people and knew she needed to stop him before he just killed every one in the battlefield. She stood her ground and with a smile on her face and ensured Isgram that as long as she is remembered she will never truly die and that she believed it would be the same for Gorum. She told Isgram that she and everyone else who fell that day would be waiting for him in Elysium, arms wide open. With that she charged Logiram and unleashed a powerful strike with the last of here strength, greviously wounding the powerful war chief. In the end, the Frostcrowns retreated and the battle ended with no true victor that day.&lt;br /&gt;
&lt;br /&gt;
Isgram and the remaining members of the Ironbloods rested and recovered, then swiftly began burning and honoring their fallen comrades. After they were finished they felt it was only right to disband and go their own separate ways given the circumstances. The few survivors, Isgram included did vow though that they should any reach out in need they would be happy to answer that call. Isgram left and although mournful of his losses, he reflected on the words of Eska to find comfort. From their Isgram vowed to continue her work and try to change the world for the better by embracing growth and change, hoping to be a guide for other lost or desperate warriors looking for meaning much like Eska was to him.     &lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7178</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7178"/>
		<updated>2026-05-05T05:37:45Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under Logiram&#039;s leadership the clan has now adopted the ambitious goal of conquering all of the Land of Linnorm Kings.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of the clan&#039;s patriarch and feared warlord, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, another Gorumite who went by the name of &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan.&lt;br /&gt;
&lt;br /&gt;
After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. Over the next 8 years Isgram would grow attached to this new found family. Especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of the Frostcrown clan of ages past, refined fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. Sigrund believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Sigrund on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons,she ingrained into Isgram, the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more. This would all come to an end on the day of a fated confrontation between the Ironbloods and the Frostcrowns.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228 in the Southeastern region of the Land of Linnorm Kings the Ironblood&#039;s forces would come face to face with the Frostcrown Clan, and Isgram would see his family again after 8 long years. The Ironbloods had run into Frostcrown scouting parties before and swiftly dealt with them, but this time, Logiram, the rest of the family, and a toatl of 30 elite  soldiers joined them. Even with the Ironbloods outnumbering with a total of 50 heads strong, Sigrund and Isgram both knew this would be their toughest fight to date. Despite that doubt however, Sigrund held her head high, raised her axe and lead her warriors to battle, Isgram close beside her. Logiram did the same and the battle began.&lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7177</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7177"/>
		<updated>2026-05-05T05:30:24Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under Logiram&#039;s leadership the clan has now adopted the ambitious goal of conquering all of the Land of Linnorm Kings.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of the clan&#039;s patriarch and feared warlord, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, another Gorumite who went by the name of &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan.&lt;br /&gt;
&lt;br /&gt;
After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. Over the next 8 years Isgram would grow attached to this new found family. Especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of the Frostcrown clan of ages past, refined fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. Sigrund believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Sigrund on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons,she ingrained into Isgram, the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. Between fights, the group would recite poetry, sing ballads, tell stories, and much more. This would all come to an end on the day of a fated confrontation between the Ironbloods and the Frostcrowns.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
In the Year 228 in the Southeastern region of the Land of Linnorm Kings&lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7176</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7176"/>
		<updated>2026-05-05T05:07:56Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under Logiram&#039;s leadership the clan has now adopted the ambitious goal of conquering all of the Land of Linnorm Kings.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to &#039;&#039;&#039;Talos&#039;&#039;&#039;, second child of the clan&#039;s patriarch and feared warlord, &#039;&#039;&#039;Logiram Frostcrown&#039;&#039;&#039;. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors about 20 strong riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, another Gorumite who went by the name of &#039;&#039;&#039;Sigrund Ironheart&#039;&#039;&#039;, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan.&lt;br /&gt;
&lt;br /&gt;
After a while of introducing her group known as the &#039;&#039;&#039;Ironbloods&#039;&#039;&#039;, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. Over the next 8 years Isgram would grow attached to this new found family. Especially the student mentor relationship he formed with Sigrund. Under her tutelage, Isgram learned the old stories of the Frostcrown clan of ages past, refined fighting techniques, and many other things. But the most important thing she imparted on to him was what she believed to be the true path to becoming a warrior worthy of Gorum&#039;s favor. Sigrund believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram&#039;s grandfather due to the world&#039;s fall into chaos. That in their despair, they adopted an ideal that would be most beneficial to their survival and stuck to it. Sigrund on the other hand, denied this outlook, claiming it to be antithetical to the very thing Gorum teaches his followers. Through her lessons,she ingrained into Isgram, the importance of growth and change and why both are needed when on the path to becoming a true warrior.&lt;br /&gt;
 &lt;br /&gt;
As time went by, Isgram enjoyed his newfound life with the Ironbloods. The group would travel the land challenging armies and after defeating them, trying to get them to see their point of view and join their cause. This cycle would repeat day in and day out, their numbers growing stronger by the month. This would all come to head on the day of a fated confrontation with Isgram&#039;s formor family.&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7175</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7175"/>
		<updated>2026-05-05T04:34:29Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under Logiram&#039;s leadership the clan has now adopted the ambitious goal of conquering all of the Land of Linnorm Kings.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to Talos, second child of the clan&#039;s patriarch and feared warlord, Logiram Frostcrown. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a roaming band of warriors riding in to see the aftermath of the battle. Isgram noticed their leader start to approach him before he passed out. When he woke up he found himself in the camp of those same warriors, while he was tied up, he did notice his wounds had been treated. The group&#039;s leader, another Gorumite who went by the name of Sigrund Ironheart, explained that based on what she found on the remnants of the battlefield, she was able to piece together what had happened, telling Isgram that he was lucky she felt bad for him or he would have left him to a punishment befitting the crimes of the Frostcrown clan.&lt;br /&gt;
&lt;br /&gt;
After a while of introducing her group known as the Ironbloods, she gave Isgram an ultimatum, either they leave him there and he could fend for himself, or he can join them and learn what it means to actually be a true Gorumite. Isgram decided to take their offer and join them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7171</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7171"/>
		<updated>2026-05-05T01:46:02Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under Logiram&#039;s leadership the clan has now adopted the ambitious goal of conquering all of the Land of Linnorm Kings.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to Talos, second child of the clan&#039;s patriarch and feared warlord, Logiram Frostcrown. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
Isgram did everything he could to to hold on as he continued to succumb to his wounds. His fortune changed however when a roaming group of what looked to be a group of roaming nomadic warriors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7170</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7170"/>
		<updated>2026-05-05T00:56:29Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and bloodshed. Under Logiram&#039;s leadership the clan has now adopted the ambitious goal of conquering all of the Land of Linnorm Kings.&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to Talos, second child of the clan&#039;s patriarch and feared warlord, Logiram Frostcrown. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. From a young age Isgram was trained to face the enemies of the clan without hesitation or mercy. It was much the same for the rest of the family under their patriarchs fist. Once they were able, Ralof, Frijosa, and Isgram all joined the battlefield without delay. The clan fought throughout the north, challenging other clans and armies to assert control of their territories. This would continue on for a couple years until a particular battle.&lt;br /&gt;
&lt;br /&gt;
During an intense skirmish, Isgram, now 16, was fighting off enemy soldiers when he noticed that his cousin was surrounded and about to be ambushed. In an attempt to save Ralof, Isgram took a slew the warrior about to kill him but suffered a grave wound in the process. A short time after the battle had ended, Logiram&lt;br /&gt;
approached his injured grandson with a disappointed scowl. He decided to leave him there telling him he should have prioritized killing the threat rather than saving the flawed. No one objected and Isgram was left to die.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7167</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7167"/>
		<updated>2026-05-04T23:38:40Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Legend of the Frostcrown Clan===&lt;br /&gt;
It is said in local folklore that the &#039;&#039;&#039;Frostcrowns&#039;&#039;&#039; hail from a lineage of ancient &#039;&#039;&#039;frost giants&#039;&#039;&#039; who defected from their god, &#039;&#039;&#039;Thremyr&#039;&#039;&#039;, and instead decided to follow the teachings of Gorum. Under the Lord of Iron&#039;s guidance, these giants became warriors of legend and were respected by many. For their dedication to Gorum and in earning his favor, the battle god gifted them a small spark of the &#039;&#039;&#039;Flames of Conflict&#039;&#039;&#039; that brought him into being. This boon gave them the ability to use the element of fire alongside their frost abilities. This blessing would continue to be passed down to their descendants long after the Jotun family members had long died out. In the present day, the Clan is still a force to be reckoned with, but now that respect has turned to fear. With the advent of the apocalypses, the clan embraced a might makes right philosophy driven by constant war and blood shed. Under Logiram&#039;s leadership the clan has now adopted the ambitious goal of conquering all of the Land of Linnorm Kings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Early Life===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to Talos, second child of the clan&#039;s patriarch and feared warlord, Logiram Frostcrown. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries.&lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7166</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7166"/>
		<updated>2026-05-04T22:48:36Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the Land of Linnorm Kings. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Frostcrown Clan===&lt;br /&gt;
Isgram was born in the Winter of 204 as the youngest of three to Talos, second child of the clan&#039;s patriarch and feared warlord, Logiram Frostcrown. Isgram is preceded by his sister, Frijosa. Along with Logiram&#039;s first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren&#039;t just soldiers or mercenaries. &lt;br /&gt;
 &lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===Joining the Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7165</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7165"/>
		<updated>2026-05-04T22:37:57Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the Land of Linnorm Kings. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Frostcrown Clan===&lt;br /&gt;
&lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===The Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7164</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7164"/>
		<updated>2026-05-04T22:37:41Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the Land of Linnorm Kings. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Frostcrown Clan===&lt;br /&gt;
&lt;br /&gt;
===The Ironbloods===&lt;br /&gt;
&lt;br /&gt;
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            &lt;br /&gt;
&lt;br /&gt;
===Buried Comrades and Newfound Resolve===&lt;br /&gt;
&lt;br /&gt;
===The Holdfasts and Arriving at Onadbyr===&lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
==Notable Interactions==&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7163</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7163"/>
		<updated>2026-05-04T22:29:08Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the Land of Linnorm Kings. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===Early Life===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           &lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Personality &amp;amp; Hobbies===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram is a hardy and stubborn warrior. Often needing a lot to be truly taken down. His skill with a weapon is also nothing to scoff at. Sporting a large frame, his sword, &#039;&#039;&#039;Gramr&#039;&#039;&#039; strikes true and comes down with the strength of even the mightiest berserkers. This fighting style is amplified thanks to his elemental connections to Ice and Fire or as he says in his own tongue, &#039;&#039;&#039;Frost&#039;&#039;&#039; and &#039;&#039;&#039;Logi&#039;&#039;&#039;. Able to switch at will, he fights with a versatile style and a determined resolve to face any challenge or obstacle that comes his way.&lt;br /&gt;
&lt;br /&gt;
===Personal Mantras===&lt;br /&gt;
* &amp;quot;The decision we make and the actions that follow are a reflection of who we are. No one can hide from their true self.&amp;quot;&lt;br /&gt;
* &amp;quot;War never changes, but people do. Through the roads that they walk.&amp;quot;&lt;br /&gt;
* &amp;quot;Everything&#039;s a 50/50 when you really think about it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Notable Interactions===&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
===Expeditions===&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7162</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7162"/>
		<updated>2026-05-04T22:28:42Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 28&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram Frostcrown&#039;&#039;&#039; is a &#039;&#039;&#039;Gorumite&#039;&#039;&#039; warrior who hails from the northern province of the Land of Linnorm Kings. A stubborn and towering barbarian kineticist, Isgram uses his martial skill with a great sword alongside the elemental abilities that he can wield thanks to his ancient &#039;&#039;&#039;Jotun&#039;&#039;&#039; ancestors. A knight of the &#039;&#039;&#039;Holdfasts&#039;&#039;&#039;, Isgram uses his position as an opportunity to grow and face increasing dangerous challenges in combat. Using these experiences to improve his mind, body, and spirit, he hopes to one day truly embody what he believes to be the ideals and tenets of a proper follower of &#039;&#039;&#039;Gorum&#039;&#039;&#039;, even after the god&#039;s death.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
==Early Life==                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           &lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Personality &amp;amp; Hobbies===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram is a hardy and stubborn warrior. Often needing a lot to be truly taken down. His skill with a weapon is also nothing to scoff at. Sporting a large frame, his sword, &#039;&#039;&#039;Gramr&#039;&#039;&#039; strikes true and comes down with the strength of even the mightiest berserkers. This fighting style is amplified thanks to his elemental connections to Ice and Fire or as he says in his own tongue, &#039;&#039;&#039;Frost&#039;&#039;&#039; and &#039;&#039;&#039;Logi&#039;&#039;&#039;. Able to switch at will, he fights with a versatile style and a determined resolve to face any challenge or obstacle that comes his way.&lt;br /&gt;
&lt;br /&gt;
===Personal Mantras===&lt;br /&gt;
* &amp;quot;The decision we make and the actions that follow are a reflection of who we are. No one can hide from their true self.&amp;quot;&lt;br /&gt;
* &amp;quot;War never changes, but people do. Through the roads that they walk.&amp;quot;&lt;br /&gt;
* &amp;quot;Everything&#039;s a 50/50 when you really think about it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Notable Interactions===&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
===Expeditions===&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7159</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7159"/>
		<updated>2026-05-03T14:25:25Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian(Prefers the term &amp;quot;Warrior&amp;quot;)&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| relatives = Logiram (Grandfather)(Alive)/Ysmir (Uncle)(Alive)/Talos (Father)(Dead)/Frijosa (Sister)(Alive)/Ralof (Cousin)(Dead)&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram&#039;&#039;&#039; is an &#039;&#039;&#039;Gorumite&#039;&#039;&#039; barbarian kineticist. He can be described as a stalwart, stubborn, and towering warrior with elemental powers, a gift passed down to him and his clan by their ancient &#039;&#039;&#039;Jötnar&#039;&#039;&#039; ancestors.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Isgram comes from a family of hardened &#039;&#039;&#039;Ulfen&#039;&#039;&#039; Gorumites who are descended from a long dead ancient clan of &#039;&#039;&#039;Giant&#039;&#039;&#039; warriors. Whatever his clans goals of the past maybe are irrelevant as the clan is currently led by Isgram&#039;s grandfather, &#039;&#039;&#039;Logiram&#039;&#039;&#039;, an experienced and ruthless warlord. Logiram is a devout follower of the &amp;quot;might makes right&amp;quot; philosophy. A phrase he believes is the only way that the clan will triumph through the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039;. This mantra he would ingrain into his sons, &#039;&#039;&#039;Ysmir&#039;&#039;&#039; and &#039;&#039;&#039;Talos&#039;&#039;&#039; who in turn pass it on to their own children, Isgram&#039;s cousin &#039;&#039;&#039;Ralof&#039;&#039;&#039;, his sister &#039;&#039;&#039;Frijosa&#039;&#039;&#039;, and Isgram himself. From a young age, he was trained to slay the enemies of his clan without hesitation or mercy. However over the years, he felt no sense of satisfaction or accomplishment in this approach to combat, seeing it nothing but as mindless bloodshed and believing that there had to be something more to being a Gorumite. This would often lead to arguments with his clan, much to his grandfather&#039;s dismay. The arguments would reach a new level on the day of Gorum&#039;s death.&lt;br /&gt;
&lt;br /&gt;
After the Lord in Iron&#039;s death, Logiram became determined to lead his clan to glory in a new age of violent conquest, intending to become a symbol of might and fear to all warriors of all lands. In the aftermath, Isgram&#039;s father had succumbed to nihilism and was swiftly killed by Frijosa for his weakness. In that moment, Isgram abandoned his grandfather&#039;s philosophy and began studying more about his ancient ancestors. In doing so he learned that they were a clan that once held prided themselves on their honor, dignity, and wisdom gained through noble and meaningful combat, rather than just violence and conquest. With this knowledge, Isgram pleaded to his remaining clan members that they should instead use their skills to help guide other warriors on a more positive trajectory based on self-growth through honing the mind, body, and spirit. Ralof scoffed and challenged him for his supposed betrayal. The duel commenced and despite showing mercy to his cousin, Isgram was forced to kill him. Outraged, Logiram banished his grandson and gave him the shunned title of &#039;&#039;&#039;&amp;quot;Múspel&amp;quot;&#039;&#039;&#039;, destroyer in the &#039;&#039;&#039;Jötun&#039;&#039;&#039; language, believing that his way would destroy the clan&#039;s entire history. Since Isgram had won the duel, his grandfather begrudgingly gave him a disgraced exile but also told him that should any &#039;&#039;&#039;Frostcrown&#039;&#039;&#039; soldiers or clan members see him out in the world, he is to be seen as an enemy.&lt;br /&gt;
&lt;br /&gt;
With newfound resolve, Isgram left his clan behind, aiming to improve himself and atone for his past action, he hopes to one day challenge his grandfather and change his clan for the better.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      &lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Isgram&#039;s grand ambition is to prove his philosophy to himself and others by living his life with the same honor and dignity his ancestors lived by. He travels to new lands on a journey of self-improvement and atonement, as he aims to help misguided or lost souls seek purpose by teaching them of what he believes to be the positive aspects of Gorum&#039;s teachings he has come to hold close. He believes it is this way of thinking that will see people to victory in these trying times of the apocalypse, hoping that one day, when the dust settles he can be seen as, or at the very least be remembered as, a warrior that truly honors Gorum&#039;s memory. Alongside his main goals, Isgram seeks what all Gorumites seek, worthy challenges, deadly foes, and the chance for growth in both strength and wisdom.&lt;br /&gt;
&lt;br /&gt;
===Personality &amp;amp; Hobbies===&lt;br /&gt;
Despite his violent upbringing, Isgram tends to approach things with a pragmatic but still optimistic point of few, often using the phrase &amp;quot;Everything&#039;s a 50/50 when you think about it.&amp;quot; when faced with difficult decisions and/or challenges as it helps calm his nerves. He&#039;s not too talkative so he typically isn&#039;t one to start conversations, but he will gladly engage if anyone brings him in or asks him anything. Especially if its to discuss tales of heroics and/or past battles. In his downtime, when hes not busy performing upkeep on his gear and preparing for jobs, he is relaxing and killing time by composing &#039;&#039;&#039;Dróttkvætt&#039;&#039;&#039;, a form of Ulfen warrior poetry particularly popular with Gorumites who hail from the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. He can also be found writing in his personal memoirs. Isgram enjoys games of strategy like chess. His favorite pass time however, is to train alongside his fellow adventurers, seeing it as an opportunity to both teach and learn. It also provides an opportunity to discuss cultures and philosophy of other people, particularly when it comes to the definition of honorable combat person to person.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram is a hardy and stubborn warrior. Often needing a lot to be truly taken down. His skill with a weapon is also nothing to scoff at. Sporting a large frame, his sword, &#039;&#039;&#039;Gramr&#039;&#039;&#039; strikes true and comes down with the strength of even the mightiest berserkers. This fighting style is amplified thanks to his elemental connections to Ice and Fire or as he says in his own tongue, &#039;&#039;&#039;Frost&#039;&#039;&#039; and &#039;&#039;&#039;Logi&#039;&#039;&#039;. Able to switch at will, he fights with a versatile style and a determined resolve to face any challenge or obstacle that comes his way.&lt;br /&gt;
&lt;br /&gt;
===Personal Mantras===&lt;br /&gt;
* &amp;quot;The decision we make and the actions that follow are a reflection of who we are. No one can hide from their true self.&amp;quot;&lt;br /&gt;
* &amp;quot;War never changes, but people do. Through the roads that they walk.&amp;quot;&lt;br /&gt;
* &amp;quot;Everything&#039;s a 50/50 when you really think about it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Views of Specific Gods===&lt;br /&gt;
*&#039;&#039;&#039;[[Gorum]]&#039;&#039;&#039;: Before Gorum&#039;s death, Isgram often had nightmares in his youth he believed were ominous warnings sent by the Lord in Iron to show him his views of honor and dignity were not misplaced. Isgram sees these dreams now as a boon that gave him his purpose. To this day he believes he owes Gorum his life. Even in death, Gorum inspires Isgram everyday of his live. He worships the Lord of Iron everyday, evoking his name with zeal and determination in any fight. His goal being to keep his and what he believes to be his true ideals alive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Torag]]&#039;&#039;&#039;: Isgram is as devout to Torag almost as much as he is to Gorum. He praises him every time he dons his armor or cleans his weapon, for without the forge fathers guidance, these tools would not exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Pharsma]]&#039;&#039;&#039;: Death is not something to fear, it is simply a natural part of life, especially for followers of Gorum. As such, Isgram has great reverence for Pharasma, for she is the one that will guide his soul to the afterlife and hopefully to Elysium.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sarenrae]] and [[Desna]]&#039;&#039;&#039;: Isgram does not actively pray to Sarenrae, or Sister Cinder as many Ulfen call her. He does see her as a comforting presence and guiding light of hope and reminder that everyday is a new adventure. He views Desna much in the same way, seeing her as many do. The light of hope in the darkest of nights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Irori]]&#039;&#039;&#039;: Having heard of him in his travels, Isgram sees Irori as the prime example of the peace of mind all warriors should strive to obtain. Isgram will sometimes try to meditate, hoping it will help him on with his own growth. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Iomedae]], [[Cayden Cailean]], and [[Arazni]]&#039;&#039;&#039;: Isgram does not actively worship these gods, but he respects them none the less. Seeing them as a true symbol of the boundless potential of mortals and how anyone can overcome the impossible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archdevils and Demon Lords&#039;&#039;&#039;: While Isgram believes that all beings are capable of change, atonement, or redemption, he is not so naive to assume that devils or demons are to be taken lightly. Often seeing most as enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Rider of War&#039;&#039;&#039;: Isgram has a very negative and often outright antagonistic view of the Rider of War, regardless of current rider. While he understands death and destruction is an unavoidable part of combat and war, it&#039;s the Rider&#039;s indulgence of said destruction that disgusts him. To Isgram, the Rider of War is the antithesis to all of his beliefs and the ideals bestowed to him by Gorum. As such he will do everything he can to hinder their machinations.&lt;br /&gt;
&lt;br /&gt;
===Quirks and Trivia===&lt;br /&gt;
* Isgram can sing but is very shy about it.&lt;br /&gt;
&lt;br /&gt;
* Isgram will always try to compose at least one poem per expedition.&lt;br /&gt;
&lt;br /&gt;
* Isgram&#039;s favorite drink is &#039;&#039;&#039;mead&#039;&#039;&#039; and his favorite meal is a &#039;&#039;&#039;leg of mutton&#039;&#039;&#039; with a side of &#039;&#039;&#039;crispy potatoes&#039;&#039;&#039; and &#039;&#039;&#039;caramelized onions&#039;&#039;&#039;. His favorite desert is a &#039;&#039;&#039;sweet roll&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Many assume Isgram is descended from frost or &#039;&#039;&#039;fire giants&#039;&#039;&#039;. This is false. While Isgram is descendant from giants, it wasn&#039;t a family of one specific giant type. Instead, they were multiple giants of different types who abandoned their old homes and came together to form an outcast clan and became Gorumites. &lt;br /&gt;
&lt;br /&gt;
* Despite his last name being Frostcrown, some may notice he has fire powers. This is because his clan became famous for mastering an energy known as the &#039;&#039;&#039;&amp;quot;Rímkysstur Logi&amp;quot;&#039;&#039;&#039; or Rime-kissed Flame, allowing them to cast flames that are cold to the touch.&lt;br /&gt;
&lt;br /&gt;
* Isgram is very slow to deal out judgement against others misdeeds, as he believes he has no right given his past sins he continues to atone for. Instead he will usually offer his opinion in the hopes it will serve as some form of guidance.&lt;br /&gt;
&lt;br /&gt;
* A particular rune Isgram carved onto his greatsword says &amp;quot;Gramr&amp;quot;. This was done in protest to his grandfather, whose axe is adorned with the rune &#039;&#039;&#039;&amp;quot;Grammr&amp;quot;&#039;&#039;&#039;. Grammr is Jotun for wrath or cruel. Isgram chose Gramr to represent the removal of his family&#039;s corrupted influence changing the word&#039;s meaning to warrior or king.&lt;br /&gt;
&lt;br /&gt;
===Notable Interactions===&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
===Expeditions===&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
* [[New Associate Orientation 1]]&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7158</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7158"/>
		<updated>2026-05-03T14:24:19Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian(Prefers the term &amp;quot;Warrior&amp;quot;)&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| relatives = Logiram (Grandfather)(Alive)/Ysmir (Uncle)(Alive)/Talos (Father)(Dead)/Frijosa (Sister)(Alive)/Ralof (Cousin)(Dead)&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram&#039;&#039;&#039; is an &#039;&#039;&#039;Gorumite&#039;&#039;&#039; barbarian kineticist. He can be described as a stalwart, stubborn, and towering warrior with elemental powers, a gift passed down to him and his clan by their ancient &#039;&#039;&#039;Jötnar&#039;&#039;&#039; ancestors.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Isgram comes from a family of hardened &#039;&#039;&#039;Ulfen&#039;&#039;&#039; Gorumites who are descended from a long dead ancient clan of &#039;&#039;&#039;Giant&#039;&#039;&#039; warriors. Whatever his clans goals of the past maybe are irrelevant as the clan is currently led by Isgram&#039;s grandfather, &#039;&#039;&#039;Logiram&#039;&#039;&#039;, an experienced and ruthless warlord. Logiram is a devout follower of the &amp;quot;might makes right&amp;quot; philosophy. A phrase he believes is the only way that the clan will triumph through the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039;. This mantra he would ingrain into his sons, &#039;&#039;&#039;Ysmir&#039;&#039;&#039; and &#039;&#039;&#039;Talos&#039;&#039;&#039; who in turn pass it on to their own children, Isgram&#039;s cousin &#039;&#039;&#039;Ralof&#039;&#039;&#039;, his sister &#039;&#039;&#039;Frijosa&#039;&#039;&#039;, and Isgram himself. From a young age, he was trained to slay the enemies of his clan without hesitation or mercy. However over the years, he felt no sense of satisfaction or accomplishment in this approach to combat, seeing it nothing but as mindless bloodshed and believing that there had to be something more to being a Gorumite. This would often lead to arguments with his clan, much to his grandfather&#039;s dismay. The arguments would reach a new level on the day of Gorum&#039;s death.&lt;br /&gt;
&lt;br /&gt;
After the Lord in Iron&#039;s death, Logiram became determined to lead his clan to glory in a new age of violent conquest, intending to become a symbol of might and fear to all warriors of all lands. In the aftermath, Isgram&#039;s father had succumbed to nihilism and was swiftly killed by Frijosa for his weakness. In that moment, Isgram abandoned his grandfather&#039;s philosophy and began studying more about his ancient ancestors. In doing so he learned that they were a clan that once held prided themselves on their honor, dignity, and wisdom gained through noble and meaningful combat, rather than just violence and conquest. With this knowledge, Isgram pleaded to his remaining clan members that they should instead use their skills to help guide other warriors on a more positive trajectory based on self-growth through honing the mind, body, and spirit. Ralof scoffed and challenged him for his supposed betrayal. The duel commenced and despite showing mercy to his cousin, Isgram was forced to kill him. Outraged, Logiram banished his grandson and gave him the shunned title of &#039;&#039;&#039;&amp;quot;Múspel&amp;quot;&#039;&#039;&#039;, destroyer in the &#039;&#039;&#039;Jötun&#039;&#039;&#039; language, believing that his way would destroy the clan&#039;s entire history. Since Isgram had won the duel, his grandfather begrudgingly gave him a disgraced exile but also told him that should any &#039;&#039;&#039;Frostcrown&#039;&#039;&#039; soldiers or clan members see him out in the world, he is to be seen as an enemy.&lt;br /&gt;
&lt;br /&gt;
With newfound resolve, Isgram left his clan behind, aiming to improve himself and atone for his past action, he hopes to one day challenge his grandfather and change his clan for the better.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      &lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Isgram&#039;s grand ambition is to prove his philosophy to himself and others by living his life with the same honor and dignity his ancestors lived by. He travels to new lands on a journey of self-improvement and atonement, as he aims to help misguided or lost souls seek purpose by teaching them of what he believes to be the positive aspects of Gorum&#039;s teachings he has come to hold close. He believes it is this way of thinking that will see people to victory in these trying times of the apocalypse, hoping that one day, when the dust settles he can be seen as, or at the very least be remembered as, a warrior that truly honors Gorum&#039;s memory. Alongside his main goals, Isgram seeks what all Gorumites seek, worthy challenges, deadly foes, and the chance for growth in both strength and wisdom.&lt;br /&gt;
&lt;br /&gt;
===Personality &amp;amp; Hobbies===&lt;br /&gt;
Despite his violent upbringing, Isgram tends to approach things with a pragmatic but still optimistic point of few, often using the phrase &amp;quot;Everything&#039;s a 50/50 when you think about it.&amp;quot; when faced with difficult decisions and/or challenges as it helps calm his nerves. He&#039;s not too talkative so he typically isn&#039;t one to start conversations, but he will gladly engage if anyone brings him in or asks him anything. Especially if its to discuss tales of heroics and/or past battles. In his downtime, when hes not busy performing upkeep on his gear and preparing for jobs, he is relaxing and killing time by composing &#039;&#039;&#039;Dróttkvætt&#039;&#039;&#039;, a form of Ulfen warrior poetry particularly popular with Gorumites who hail from the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. He can also be found writing in his personal memoirs. Isgram enjoys games of strategy like chess. His favorite pass time however, is to train alongside his fellow adventurers, seeing it as an opportunity to both teach and learn. It also provides an opportunity to discuss cultures and philosophy of other people, particularly when it comes to the definition of honorable combat person to person.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram is a hardy and stubborn warrior. Often needing a lot to be truly taken down. His skill with a weapon is also nothing to scoff at. Sporting a large frame, his sword, &#039;&#039;&#039;Gramr&#039;&#039;&#039; strikes true and comes down with the strength of even the mightiest berserkers. This fighting style is amplified thanks to his elemental connections to Ice and Fire or as he says in his own tongue, &#039;&#039;&#039;Frost&#039;&#039;&#039; and &#039;&#039;&#039;Logi&#039;&#039;&#039;. Able to switch at will, he fights with a versatile style and a determined resolve to face any challenge or obstacle that comes his way.&lt;br /&gt;
&lt;br /&gt;
===Personal Mantras===&lt;br /&gt;
* &amp;quot;The decision we make and the actions that follow are a reflection of who we are. No one can hide from their true self.&amp;quot;&lt;br /&gt;
* &amp;quot;War never changes, but people do. Through the roads that they walk.&amp;quot;&lt;br /&gt;
* &amp;quot;Everything&#039;s a 50/50 when you really think about it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Views of Specific Gods===&lt;br /&gt;
*&#039;&#039;&#039;[[Gorum]]&#039;&#039;&#039;: Before Gorum&#039;s death, Isgram often had nightmares in his youth he believed were ominous warnings sent by the Lord in Iron to show him his views of honor and dignity were not misplaced. Isgram sees these dreams now as a boon that gave him his purpose. To this day he believes he owes Gorum his life. Even in death, Gorum inspires Isgram everyday of his live. He worships the Lord of Iron everyday, evoking his name with zeal and determination in any fight. His goal being to keep his and what he believes to be his true ideals alive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Torag]]&#039;&#039;&#039;: Isgram is as devout to Torag almost as much as he is to Gorum. He praises him every time he dons his armor or cleans his weapon, for without the forge fathers guidance, these tools would not exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Pharsma]]&#039;&#039;&#039;: Death is not something to fear, it is simply a natural part of life, especially for followers of Gorum. As such, Isgram has great reverence for Pharasma, for she is the one that will guide his soul to the afterlife and hopefully to Elysium.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sarenrae]] and [[Desna]]&#039;&#039;&#039;: Isgram does not actively pray to Sarenrae, or Sister Cinder as many Ulfen call her. He does see her as a comforting presence and guiding light of hope and reminder that everyday is a new adventure. He views Desna much in the same way, seeing her as many do. The light of hope in the darkest of nights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Irori]]&#039;&#039;&#039;: Having heard of him in his travels, Isgram sees Irori as the prime example of the peace of mind all warriors should strive to obtain. Isgram will sometimes try to meditate, hoping it will help him on with his own growth. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Iomedae]], [[Cayden Cailean]], and [[Arazni]]&#039;&#039;&#039;: Isgram does not actively worship these gods, but he respects them none the less. Seeing them as a true symbol of the boundless potential of mortals and how anyone can overcome the impossible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archdevils and Demon Lords&#039;&#039;&#039;: While Isgram believes that all beings are capable of change, atonement, or redemption, he is not so naive to assume that devils or demons are to be taken lightly. Often seeing most as enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Rider of War&#039;&#039;&#039;: Isgram has a very negative and often outright antagonistic view of the Rider of War, regardless of current rider. While he understands death and destruction is an unavoidable part of combat and war, it&#039;s the Rider&#039;s indulgence of said destruction that disgusts him. To Isgram, the Rider of War is the antithesis to all of his beliefs and the ideals bestowed to him by Gorum. As such he will do everything he can to hinder their machinations.&lt;br /&gt;
&lt;br /&gt;
===Quirks and Trivia===&lt;br /&gt;
* Isgram can sing but is very shy about it.&lt;br /&gt;
&lt;br /&gt;
* Isgram will always try to compose at least one poem per expedition.&lt;br /&gt;
&lt;br /&gt;
* Isgram&#039;s favorite drink is &#039;&#039;&#039;mead&#039;&#039;&#039; and his favorite meal is a &#039;&#039;&#039;leg of mutton&#039;&#039;&#039; with a side of &#039;&#039;&#039;crispy potatoes&#039;&#039;&#039; and &#039;&#039;&#039;caramelized onions&#039;&#039;&#039;. His favorite desert is a &#039;&#039;&#039;sweet roll&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Many assume Isgram is descended from frost or &#039;&#039;&#039;fire giants&#039;&#039;&#039;. This is false. While Isgram is descendant from giants, it wasn&#039;t a family of one specific giant type. Instead, they were multiple giants of different types who abandoned their old homes and came together to form an outcast clan and became Gorumites. &lt;br /&gt;
&lt;br /&gt;
* Despite his last name being Frostcrown, some may notice he has fire powers. This is because his clan became famous for mastering an energy known as the &#039;&#039;&#039;&amp;quot;Rímkysstur Logi&amp;quot;&#039;&#039;&#039; or Rime-kissed Flame, allowing them to cast flames that are cold to the touch.&lt;br /&gt;
&lt;br /&gt;
* Isgram is very slow to deal out judgement against others misdeeds, as he believes he has no right given his past sins he continues to atone for. Instead he will usually offer his opinion in the hopes it will serve as some form of guidance.&lt;br /&gt;
&lt;br /&gt;
* A particular rune Isgram carved onto his greatsword says &amp;quot;Gramr&amp;quot;. This was done in protest to his grandfather, whose axe is adorned with the rune &#039;&#039;&#039;&amp;quot;Grammr&amp;quot;&#039;&#039;&#039;. Grammr is Jotun for wrath or cruel. Isgram chose Gramr to represent the removal of his family&#039;s corrupted influence changing the word&#039;s meaning to warrior or king.&lt;br /&gt;
&lt;br /&gt;
===Notable Interactions===&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
===Expeditions===&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
https://wiki.kelek.online/index.php/New_Associate_Orientation&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7157</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7157"/>
		<updated>2026-05-03T14:23:34Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian(Prefers the term &amp;quot;Warrior&amp;quot;)&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| relatives = Logiram (Grandfather)(Alive)/Ysmir (Uncle)(Alive)/Talos (Father)(Dead)/Frijosa (Sister)(Alive)/Ralof (Cousin)(Dead)&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram&#039;&#039;&#039; is an &#039;&#039;&#039;Gorumite&#039;&#039;&#039; barbarian kineticist. He can be described as a stalwart, stubborn, and towering warrior with elemental powers, a gift passed down to him and his clan by their ancient &#039;&#039;&#039;Jötnar&#039;&#039;&#039; ancestors.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Isgram comes from a family of hardened &#039;&#039;&#039;Ulfen&#039;&#039;&#039; Gorumites who are descended from a long dead ancient clan of &#039;&#039;&#039;Giant&#039;&#039;&#039; warriors. Whatever his clans goals of the past maybe are irrelevant as the clan is currently led by Isgram&#039;s grandfather, &#039;&#039;&#039;Logiram&#039;&#039;&#039;, an experienced and ruthless warlord. Logiram is a devout follower of the &amp;quot;might makes right&amp;quot; philosophy. A phrase he believes is the only way that the clan will triumph through the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039;. This mantra he would ingrain into his sons, &#039;&#039;&#039;Ysmir&#039;&#039;&#039; and &#039;&#039;&#039;Talos&#039;&#039;&#039; who in turn pass it on to their own children, Isgram&#039;s cousin &#039;&#039;&#039;Ralof&#039;&#039;&#039;, his sister &#039;&#039;&#039;Frijosa&#039;&#039;&#039;, and Isgram himself. From a young age, he was trained to slay the enemies of his clan without hesitation or mercy. However over the years, he felt no sense of satisfaction or accomplishment in this approach to combat, seeing it nothing but as mindless bloodshed and believing that there had to be something more to being a Gorumite. This would often lead to arguments with his clan, much to his grandfather&#039;s dismay. The arguments would reach a new level on the day of Gorum&#039;s death.&lt;br /&gt;
&lt;br /&gt;
After the Lord in Iron&#039;s death, Logiram became determined to lead his clan to glory in a new age of violent conquest, intending to become a symbol of might and fear to all warriors of all lands. In the aftermath, Isgram&#039;s father had succumbed to nihilism and was swiftly killed by Frijosa for his weakness. In that moment, Isgram abandoned his grandfather&#039;s philosophy and began studying more about his ancient ancestors. In doing so he learned that they were a clan that once held prided themselves on their honor, dignity, and wisdom gained through noble and meaningful combat, rather than just violence and conquest. With this knowledge, Isgram pleaded to his remaining clan members that they should instead use their skills to help guide other warriors on a more positive trajectory based on self-growth through honing the mind, body, and spirit. Ralof scoffed and challenged him for his supposed betrayal. The duel commenced and despite showing mercy to his cousin, Isgram was forced to kill him. Outraged, Logiram banished his grandson and gave him the shunned title of &#039;&#039;&#039;&amp;quot;Múspel&amp;quot;&#039;&#039;&#039;, destroyer in the &#039;&#039;&#039;Jötun&#039;&#039;&#039; language, believing that his way would destroy the clan&#039;s entire history. Since Isgram had won the duel, his grandfather begrudgingly gave him a disgraced exile but also told him that should any &#039;&#039;&#039;Frostcrown&#039;&#039;&#039; soldiers or clan members see him out in the world, he is to be seen as an enemy.&lt;br /&gt;
&lt;br /&gt;
With newfound resolve, Isgram left his clan behind, aiming to improve himself and atone for his past action, he hopes to one day challenge his grandfather and change his clan for the better.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      &lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Isgram&#039;s grand ambition is to prove his philosophy to himself and others by living his life with the same honor and dignity his ancestors lived by. He travels to new lands on a journey of self-improvement and atonement, as he aims to help misguided or lost souls seek purpose by teaching them of what he believes to be the positive aspects of Gorum&#039;s teachings he has come to hold close. He believes it is this way of thinking that will see people to victory in these trying times of the apocalypse, hoping that one day, when the dust settles he can be seen as, or at the very least be remembered as, a warrior that truly honors Gorum&#039;s memory. Alongside his main goals, Isgram seeks what all Gorumites seek, worthy challenges, deadly foes, and the chance for growth in both strength and wisdom.&lt;br /&gt;
&lt;br /&gt;
===Personality &amp;amp; Hobbies===&lt;br /&gt;
Despite his violent upbringing, Isgram tends to approach things with a pragmatic but still optimistic point of few, often using the phrase &amp;quot;Everything&#039;s a 50/50 when you think about it.&amp;quot; when faced with difficult decisions and/or challenges as it helps calm his nerves. He&#039;s not too talkative so he typically isn&#039;t one to start conversations, but he will gladly engage if anyone brings him in or asks him anything. Especially if its to discuss tales of heroics and/or past battles. In his downtime, when hes not busy performing upkeep on his gear and preparing for jobs, he is relaxing and killing time by composing &#039;&#039;&#039;Dróttkvætt&#039;&#039;&#039;, a form of Ulfen warrior poetry particularly popular with Gorumites who hail from the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. He can also be found writing in his personal memoirs. Isgram enjoys games of strategy like chess. His favorite pass time however, is to train alongside his fellow adventurers, seeing it as an opportunity to both teach and learn. It also provides an opportunity to discuss cultures and philosophy of other people, particularly when it comes to the definition of honorable combat person to person.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram is a hardy and stubborn warrior. Often needing a lot to be truly taken down. His skill with a weapon is also nothing to scoff at. Sporting a large frame, his sword, &#039;&#039;&#039;Gramr&#039;&#039;&#039; strikes true and comes down with the strength of even the mightiest berserkers. This fighting style is amplified thanks to his elemental connections to Ice and Fire or as he says in his own tongue, &#039;&#039;&#039;Frost&#039;&#039;&#039; and &#039;&#039;&#039;Logi&#039;&#039;&#039;. Able to switch at will, he fights with a versatile style and a determined resolve to face any challenge or obstacle that comes his way.&lt;br /&gt;
&lt;br /&gt;
===Personal Mantras===&lt;br /&gt;
* &amp;quot;The decision we make and the actions that follow are a reflection of who we are. No one can hide from their true self.&amp;quot;&lt;br /&gt;
* &amp;quot;War never changes, but people do. Through the roads that they walk.&amp;quot;&lt;br /&gt;
* &amp;quot;Everything&#039;s a 50/50 when you really think about it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Views of Specific Gods===&lt;br /&gt;
&#039;&#039;&#039;[[Gorum]]&#039;&#039;&#039;: Before Gorum&#039;s death, Isgram often had nightmares in his youth he believed were ominous warnings sent by the Lord in Iron to show him his views of honor and dignity were not misplaced. Isgram sees these dreams now as a boon that gave him his purpose. To this day he believes he owes Gorum his life. Even in death, Gorum inspires Isgram everyday of his live. He worships the Lord of Iron everyday, evoking his name with zeal and determination in any fight. His goal being to keep his and what he believes to be his true ideals alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Torag]]&#039;&#039;&#039;: Isgram is as devout to Torag almost as much as he is to Gorum. He praises him every time he dons his armor or cleans his weapon, for without the forge fathers guidance, these tools would not exist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Pharsma]]&#039;&#039;&#039;: Death is not something to fear, it is simply a natural part of life, especially for followers of Gorum. As such, Isgram has great reverence for Pharasma, for she is the one that will guide his soul to the afterlife and hopefully to Elysium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sarenrae]] and [[Desna]]&#039;&#039;&#039;: Isgram does not actively pray to Sarenrae, or Sister Cinder as many Ulfen call her. He does see her as a comforting presence and guiding light of hope and reminder that everyday is a new adventure. He views Desna much in the same way, seeing her as many do. The light of hope in the darkest of nights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Irori]]&#039;&#039;&#039;: Having heard of him in his travels, Isgram sees Irori as the prime example of the peace of mind all warriors should strive to obtain. Isgram will sometimes try to meditate, hoping it will help him on with his own growth. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Iomedae]], [[Cayden Cailean]], and [[Arazni]]&#039;&#039;&#039;: Isgram does not actively worship these gods, but he respects them none the less. Seeing them as a true symbol of the boundless potential of mortals and how anyone can overcome the impossible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archdevils and Demon Lords&#039;&#039;&#039;: While Isgram believes that all beings are capable of change, atonement, or redemption, he is not so naive to assume that devils or demons are to be taken lightly. Often seeing most as enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rider of War&#039;&#039;&#039;: Isgram has a very negative and often outright antagonistic view of the Rider of War, regardless of current rider. While he understands death and destruction is an unavoidable part of combat and war, it&#039;s the Rider&#039;s indulgence of said destruction that disgusts him. To Isgram, the Rider of War is the antithesis to all of his beliefs and the ideals bestowed to him by Gorum. As such he will do everything he can to hinder their machinations.&lt;br /&gt;
&lt;br /&gt;
===Quirks and Trivia===&lt;br /&gt;
* Isgram can sing but is very shy about it.&lt;br /&gt;
&lt;br /&gt;
* Isgram will always try to compose at least one poem per expedition.&lt;br /&gt;
&lt;br /&gt;
* Isgram&#039;s favorite drink is &#039;&#039;&#039;mead&#039;&#039;&#039; and his favorite meal is a &#039;&#039;&#039;leg of mutton&#039;&#039;&#039; with a side of &#039;&#039;&#039;crispy potatoes&#039;&#039;&#039; and &#039;&#039;&#039;caramelized onions&#039;&#039;&#039;. His favorite desert is a &#039;&#039;&#039;sweet roll&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Many assume Isgram is descended from frost or &#039;&#039;&#039;fire giants&#039;&#039;&#039;. This is false. While Isgram is descendant from giants, it wasn&#039;t a family of one specific giant type. Instead, they were multiple giants of different types who abandoned their old homes and came together to form an outcast clan and became Gorumites. &lt;br /&gt;
&lt;br /&gt;
* Despite his last name being Frostcrown, some may notice he has fire powers. This is because his clan became famous for mastering an energy known as the &#039;&#039;&#039;&amp;quot;Rímkysstur Logi&amp;quot;&#039;&#039;&#039; or Rime-kissed Flame, allowing them to cast flames that are cold to the touch.&lt;br /&gt;
&lt;br /&gt;
* Isgram is very slow to deal out judgement against others misdeeds, as he believes he has no right given his past sins he continues to atone for. Instead he will usually offer his opinion in the hopes it will serve as some form of guidance.&lt;br /&gt;
&lt;br /&gt;
* A particular rune Isgram carved onto his greatsword says &amp;quot;Gramr&amp;quot;. This was done in protest to his grandfather, whose axe is adorned with the rune &#039;&#039;&#039;&amp;quot;Grammr&amp;quot;&#039;&#039;&#039;. Grammr is Jotun for wrath or cruel. Isgram chose Gramr to represent the removal of his family&#039;s corrupted influence changing the word&#039;s meaning to warrior or king.&lt;br /&gt;
&lt;br /&gt;
===Notable Interactions===&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
&lt;br /&gt;
*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
&lt;br /&gt;
===Expeditions===&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
&lt;br /&gt;
https://wiki.kelek.online/index.php/New_Associate_Orientation&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
	</entry>
	<entry>
		<id>https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7155</id>
		<title>Isgram Frostcrown</title>
		<link rel="alternate" type="text/html" href="https://wiki.kelek.online/index.php?title=Isgram_Frostcrown&amp;diff=7155"/>
		<updated>2026-05-02T23:06:53Z</updated>

		<summary type="html">&lt;p&gt;Augus Zeppeli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Associate&lt;br /&gt;
| name = Isgram Frostcrown&lt;br /&gt;
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]&lt;br /&gt;
| class = Barbarian(Prefers the term &amp;quot;Warrior&amp;quot;)&lt;br /&gt;
| occupation = Mercenary/Duelist&lt;br /&gt;
| tier_of_play = Trainee&lt;br /&gt;
| adopting_storyteller = None&lt;br /&gt;
| ancestry = Winter-touched Human&lt;br /&gt;
| heritage =Land of Linnorm Kings&lt;br /&gt;
| aliases = Muspel&lt;br /&gt;
| pronouns = he/him&lt;br /&gt;
| age = 32&lt;br /&gt;
| height = 7&#039;2&amp;quot;&lt;br /&gt;
| partner = none&lt;br /&gt;
| relatives = Logiram (Grandfather)(Alive)/Ysmir (Uncle)(Alive)/Talos (Father)(Dead)/Frijosa (Sister)(Alive)/Ralof (Cousin)(Dead)&lt;br /&gt;
| status = Alive&lt;br /&gt;
| player = Augus Zeppeli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isgram&#039;&#039;&#039; is an &#039;&#039;&#039;Gorumite&#039;&#039;&#039; barbarian kineticist. He can be described as a stalwart, stubborn, and towering warrior with elemental powers, a gift passed down to him and his clan by their ancient &#039;&#039;&#039;Jötnar&#039;&#039;&#039; ancestors.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Isgram comes from a family of hardened &#039;&#039;&#039;Ulfen&#039;&#039;&#039; Gorumites who are descended from a long dead ancient clan of &#039;&#039;&#039;Giant&#039;&#039;&#039; warriors. Whatever his clans goals of the past maybe are irrelevant as the clan is currently led by Isgram&#039;s grandfather, &#039;&#039;&#039;Logiram&#039;&#039;&#039;, an experienced and ruthless warlord. Logiram is a devout follower of the &amp;quot;might makes right&amp;quot; philosophy. A phrase he believes is the only way that the clan will triumph through the &#039;&#039;&#039;Apocalypse&#039;&#039;&#039;. This mantra he would ingrain into his sons, &#039;&#039;&#039;Ysmir&#039;&#039;&#039; and &#039;&#039;&#039;Talos&#039;&#039;&#039; who in turn pass it on to their own children, Isgram&#039;s cousin &#039;&#039;&#039;Ralof&#039;&#039;&#039;, his sister &#039;&#039;&#039;Frijosa&#039;&#039;&#039;, and Isgram himself. From a young age, he was trained to slay the enemies of his clan without hesitation or mercy. However over the years, he felt no sense of satisfaction or accomplishment in this approach to combat, seeing it nothing but as mindless bloodshed and believing that there had to be something more to being a Gorumite. This would often lead to arguments with his clan, much to his grandfather&#039;s dismay. The arguments would reach a new level on the day of Gorum&#039;s death.&lt;br /&gt;
&lt;br /&gt;
After the Lord in Iron&#039;s death, Logiram became determined to lead his clan to glory in a new age of violent conquest, intending to become a symbol of might and fear to all warriors of all lands. In the aftermath, Isgram&#039;s father had succumbed to nihilism and was swiftly killed by Frijosa for his weakness. In that moment, Isgram abandoned his grandfather&#039;s philosophy and began studying more about his ancient ancestors. In doing so he learned that they were a clan that once held prided themselves on their honor, dignity, and wisdom gained through noble and meaningful combat, rather than just violence and conquest. With this knowledge, Isgram pleaded to his remaining clan members that they should instead use their skills to help guide other warriors on a more positive trajectory based on self-growth through honing the mind, body, and spirit. Ralof scoffed and challenged him for his supposed betrayal. The duel commenced and despite showing mercy to his cousin, Isgram was forced to kill him. Outraged, Logiram banished his grandson and gave him the shunned title of &#039;&#039;&#039;&amp;quot;Múspel&amp;quot;&#039;&#039;&#039;, destroyer in the &#039;&#039;&#039;Jötun&#039;&#039;&#039; language, believing that his way would destroy the clan&#039;s entire history. Since Isgram had won the duel, his grandfather begrudgingly gave him a disgraced exile but also told him that should any &#039;&#039;&#039;Frostcrown&#039;&#039;&#039; soldiers or clan members see him out in the world, he is to be seen as an enemy.&lt;br /&gt;
&lt;br /&gt;
With newfound resolve, Isgram left his clan behind, aiming to improve himself and atone for his past action, he hopes to one day challenge his grandfather and change his clan for the better.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      &lt;br /&gt;
&lt;br /&gt;
===Goals===&lt;br /&gt;
Isgram&#039;s grand ambition is to prove his philosophy to himself and others by living his life with the same honor and dignity his ancestors lived by. He travels to new lands on a journey of self-improvement and atonement, as he aims to help misguided or lost souls seek purpose by teaching them of what he believes to be the positive aspects of Gorum&#039;s teachings he has come to hold close. He believes it is this way of thinking that will see people to victory in these trying times of the apocalypse, hoping that one day, when the dust settles he can be seen as, or at the very least be remembered as, a warrior that truly honors Gorum&#039;s memory. Alongside his main goals, Isgram seeks what all Gorumites seek, worthy challenges, deadly foes, and the chance for growth in both strength and wisdom.&lt;br /&gt;
&lt;br /&gt;
===Personality &amp;amp; Hobbies===&lt;br /&gt;
Despite his violent upbringing, Isgram tends to approach things with a pragmatic but still optimistic point of few, often using the phrase &amp;quot;Everything&#039;s a 50/50 when you think about it.&amp;quot; when faced with difficult decisions and/or challenges as it helps calm his nerves. He&#039;s not too talkative so he typically isn&#039;t one to start conversations, but he will gladly engage if anyone brings him in or asks him anything. Especially if its to discuss tales of heroics and/or past battles. In his downtime, when hes not busy performing upkeep on his gear and preparing for jobs, he is relaxing and killing time by composing &#039;&#039;&#039;Dróttkvætt&#039;&#039;&#039;, a form of Ulfen warrior poetry particularly popular with Gorumites who hail from the &#039;&#039;&#039;Land of Linnorm Kings&#039;&#039;&#039;. He can also be found writing in his personal memoirs. Isgram enjoys games of strategy like chess. His favorite pass time however, is to train alongside his fellow adventurers, seeing it as an opportunity to both teach and learn. It also provides an opportunity to discuss cultures and philosophy of other people, particularly when it comes to the definition of honorable combat person to person.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Isgram is a hardy and stubborn warrior. Often needing a lot to be truly taken down. His skill with a weapon is also nothing to scoff at. Sporting a large frame, his sword, &#039;&#039;&#039;Gramr&#039;&#039;&#039; strikes true and comes down with the strength of even the mightiest berserkers. This fighting style is amplified thanks to his elemental connections to Ice and Fire or as he says in his own tongue, &#039;&#039;&#039;Frost&#039;&#039;&#039; and &#039;&#039;&#039;Logi&#039;&#039;&#039;. Able to switch at will, he fights with a versatile style and a determined resolve to face any challenge or obstacle that comes his way.&lt;br /&gt;
&lt;br /&gt;
===Views of Specific Gods===&lt;br /&gt;
&#039;&#039;&#039;[[Gorum]]&#039;&#039;&#039;: Before Gorum&#039;s death, Isgram often had nightmares in his youth he believed were ominous warnings sent by the Lord in Iron to show him his views of honor and dignity were not misplaced. Isgram sees these dreams now as a boon that gave him his purpose. To this day he believes he owes Gorum his life. Even in death, Gorum inspires Isgram everyday of his live. He worships the Lord of Iron everyday, evoking his name with zeal and determination in any fight. His goal being to keep his and what he believes to be his true ideals alive.&lt;br /&gt;
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&#039;&#039;&#039;[[Torag]]&#039;&#039;&#039;: Isgram is as devout to Torag almost as much as he is to Gorum. He praises him every time he dons his armor or cleans his weapon, for without the forge fathers guidance, these tools would not exist.&lt;br /&gt;
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&#039;&#039;&#039;[[Pharsma]]&#039;&#039;&#039;: Death is not something to fear, it is simply a natural part of life, especially for followers of Gorum. As such, Isgram has great reverence for Pharasma, for she is the one that will guide his soul to the afterlife and hopefully to Elysium.&lt;br /&gt;
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&#039;&#039;&#039;[[Sarenrae]] and [[Desna]]&#039;&#039;&#039;: Isgram does not actively pray to Sarenrae, or Sister Cinder as many Ulfen call her. He does see her as a comforting presence and guiding light of hope and reminder that everyday is a new adventure. He views Desna much in the same way, seeing her as many do. The light of hope in the darkest of nights.&lt;br /&gt;
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&#039;&#039;&#039;[[Irori]]&#039;&#039;&#039;: Having heard of him in his travels, Isgram sees Irori as the prime example of the peace of mind all warriors should strive to obtain. Isgram will sometimes try to meditate, hoping it will help him on with his own growth. &lt;br /&gt;
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&#039;&#039;&#039;[[Iomedae]], [[Cayden Cailean]], and [[Arazni]]&#039;&#039;&#039;: Isgram does not actively worship these gods, but he respects them none the less. Seeing them as a true symbol of the boundless potential of mortals and how anyone can overcome the impossible.&lt;br /&gt;
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&#039;&#039;&#039;Archdevils and Demon Lords&#039;&#039;&#039;: While Isgram believes that all beings are capable of change, atonement, or redemption, he is not so naive to assume that devils or demons are to be taken lightly. Often seeing most as enemies.&lt;br /&gt;
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&#039;&#039;&#039;The Rider of War&#039;&#039;&#039;: Isgram has a very negative and often outright antagonistic view of the Rider of War, regardless of current rider. While he understands death and destruction is an unavoidable part of combat and war, it&#039;s the Rider&#039;s indulgence of said destruction that disgusts him. To Isgram, the Rider of War is the antithesis to all of his beliefs and the ideals bestowed to him by Gorum. As such he will do everything he can to hinder their machinations.&lt;br /&gt;
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===Quirks and Trivia===&lt;br /&gt;
* Isgram can sing but is very shy about it.&lt;br /&gt;
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* Isgram will always try to compose at least one poem per expedition.&lt;br /&gt;
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* Isgram&#039;s favorite drink is &#039;&#039;&#039;mead&#039;&#039;&#039; and his favorite meal is a &#039;&#039;&#039;leg of mutton&#039;&#039;&#039; with a side of &#039;&#039;&#039;crispy potatoes&#039;&#039;&#039; and &#039;&#039;&#039;caramelized onions&#039;&#039;&#039;. His favorite desert is a &#039;&#039;&#039;sweet roll&#039;&#039;&#039;.&lt;br /&gt;
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* Many assume Isgram is descended from frost or &#039;&#039;&#039;fire giants&#039;&#039;&#039;. This is false. While Isgram is descendant from giants, it wasn&#039;t a family of one specific giant type. Instead, they were multiple giants of different types who abandoned their old homes and came together to form an outcast clan and became Gorumites. &lt;br /&gt;
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* Despite his last name being Frostcrown, some may notice he has fire powers. This is because his clan became famous for mastering an energy known as the &#039;&#039;&#039;&amp;quot;Rímkysstur Logi&amp;quot;&#039;&#039;&#039; or Rime-kissed Flame, allowing them to cast flames that are cold to the touch.&lt;br /&gt;
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* Isgram is very slow to deal out judgement against others misdeeds, as he believes he has no right given his past sins he continues to atone for. Instead he will usually offer his opinion in the hopes it will serve as some form of guidance.&lt;br /&gt;
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* A particular rune Isgram carved onto his greatsword says &amp;quot;Gramr&amp;quot;. This was done in protest to his grandfather, whose axe is adorned with the rune &#039;&#039;&#039;&amp;quot;Grammr&amp;quot;&#039;&#039;&#039;. Grammr is Jotun for wrath or cruel. Isgram chose Gramr to represent the removal of his family&#039;s corrupted influence changing the word&#039;s meaning to warrior or king.&lt;br /&gt;
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===Notable Interactions===&lt;br /&gt;
*[[Wine and Mead with Illiam and Melfyra]]&lt;br /&gt;
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*[[Isgram&#039;s Nightmare encounter]]&lt;br /&gt;
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===Expeditions===&lt;br /&gt;
* [[Kiss the girl]]&lt;br /&gt;
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https://wiki.kelek.online/index.php/New_Associate_Orientation&lt;/div&gt;</summary>
		<author><name>Augus Zeppeli</name></author>
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