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| name = Isgram Frostcrown
| name = Isgram Frostcrown
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]
| image = [[File:Isgram Frostcrown.jpg|300px|frameless|center]] [[File:Isgram w- Mead.jpg|300px|frameless|center]]
| class = Barbarian(Prefers the term "Warrior")
| class = Barbarian
| occupation = Mercenary/Duelist
| occupation = Mercenary/Duelist
| tier_of_play = Trained
| tier_of_play = Trainee
| adopting_storyteller = None
| adopting_storyteller = None
| ancestry = Winter-touched Human
| ancestry = Winter-touched Human
Line 10: Line 10:
| aliases = Muspel
| aliases = Muspel
| pronouns = he/him
| pronouns = he/him
| age = 27
| age = 32
| height = 7'2"
| height = 7'2"
| partner = none
| partner = none
| relatives = Logiram (Grandfather)(Alive)/Ysmir (Uncle)(Alive)/Talos (Father)(Dead)/Frijosa (Sister)(Alive)/Ralof (Cousin)(Dead)
| status = Alive(Currently absent due to personal matter.)
| status = Alive
| player = Augus Zeppeli
| player = Augus Zeppeli
}}
}}


'''Isgram''' is an '''Gorumite''' barbarian and member of the '''Holdfasts''', Though he will ally himself with any faction that will lead him to a challenging fight. 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 '''Jotun''' ancestors.
'''Isgram Frostcrown''' is a '''Gorumite''' 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 '''Jotun''' ancestors. A knight of the '''Holdfasts''', 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 '''Gorum''', even after the god's death.


===Background===
==Background==
Isgram comes from a family of hardened '''Ulfen''' Gorumites who are descended from a long dead ancient clan of '''Giant''' warriors. Whatever his clans goals of the past maybe are irrelevant as the clan is currently led by Isgram's grandfather, '''Logiram''', an experienced and ruthless warlord. Logiram is a devout follower of the "might makes right" philosophy. A phrase he believes is the only way that the clan will triumph through the '''Apocalypse'''. This mantra he would ingrain into his sons, '''Ysmir''' and '''Talos''' who in turn pass it on to their own children, Isgram's cousin '''Ralof''', his sister '''Frijosa''', 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's dismay. The arguments would reach a new level on the day of Gorum's death.
===The Legend of the Frostcrown Clan===
It is said in local folklore that the '''Frostcrowns''' hail from a lineage of ancient '''frost giants''' who defected from their god, '''Thremyr''', and instead decided to follow the teachings of Gorum. Under the Lord of Iron'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 '''Flames of Conflict''' 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, '''Logiram Frostcrown''', 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.


After the Lord in Iron'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's father had succumbed to nihilism and was swiftly killed by Frijosa for his weakness. In that moment, Isgram abandoned his grandfather'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 '''"Muspel"''', destroyer in the Jotun language, believing that his way would destroy the clan's entire history. Since Isgram had won the duel, his grandfather begrudgingly gave him a disgraced exile but also told him that should any '''Frostcrown''' soldiers or clan members see him out in the world, he is to be seen as an enemy.
===Early Life===
Isgram was born in the Winter of 200 as the youngest of two to '''Talos''', second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram's first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren'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'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'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.
===The Ironbloods===
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 '''Sigrund Ironheart''', 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 '''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 be a true Gorumite. He decided to take their offer.  


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.
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'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's favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram's grandfather due to the world'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.
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.


===Post Onadbyr Arrival===
===The Frost-Iron Clash===                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          
Four Years after his departure from his family, Isgram arrived at the city of Onadbyr. He had heard rumors of the area and thought it would be a good place to set some roots and start again. They began but doing some simple odd jobs and expeditions here and there, but their true resolve to stay came after an encounter with his family inside his dreams. With the help of Illriam, the Dream Witch, they deduced that his nightmares were being used as a tracking catalyst to find Isgram's location and spy on him. Illriam used their powerful magic to break the spell and thus the connection, but not before his grandfather vowed that once the family had won control of the northern lands, they would gladly pay Onadbyr a visit. Afterwards, Isgram's resolve was tempered after that. He pledged to grow stronger so he could face his family and prove to them the folly of their ways.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        
In the Year 228, in the wake of Gorum'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'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.  


===Goals===
The fight was intense, with no victor in sight. The tide would change when Isgram'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'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'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.
Isgram'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'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'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.


===Personality & Hobbies===
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'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.  
Despite his violent upbringing, Isgram tends to approach things with a pragmatic but still optimistic point of few, often using the phrase "Everything's a 50/50 when you think about it." when faced with difficult decisions and/or challenges as it helps calm his nerves. He's not too talkative so he typically isn'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 '''Dróttkvætt''', a form of Ulfen warrior poetry particularly popular with Gorumites who hail from the '''Land of Linnorm Kings'''. 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.


===Views of Specific Gods===
=== Arriving at Onadbyr===
'''Gorum''': Before Gorum'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.
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 '''Onadbyr''', 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't to far from '''Holdfast Manor''', 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 '''Round Table Council''' before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin.  


'''Torag''': 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.
==Personality Traits and Skills==
===Outlook===
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.


'''Pharasma''': 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.
===Skills===
Isgram prides himself on his skill with his personal great sword named '''Gramr'''. 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.


'''Sarenrae and Desna''': 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.
===Hobbies and Interests===
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 '''Gorumskagat'''), 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's feeling extra celebratory, a sweet roll. He'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.


'''Irori''': 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.
==Expeditions==
* [[Kiss the girl]]


'''Iomedae, Cayden Cailean, and Arazni''': 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.
* [[New Associate Orientation 1]]


'''Archdevils and Demon Lords''': 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.
*[[Enter Sandman]]
 
'''The Rider of War''': 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's the Rider'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.
 
===Quirks and Trivia===
* Isgram can sing but is very shy about it.
 
* Isgram will always try to compose at least one poem per expedition.
 
* Isgram's favorite drink is '''mead''' and his favorite meal is a '''leg of mutton''' with a side of '''crispy potatoes''' and '''caramelized onions'''. His favorite desert is a '''sweet roll'''.
 
* Many assume Isgram is descended from frost or '''fire giants'''. This is false. While Isgram is descendant from giants, it wasn'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.
 
* 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 '''"Rímkysstur Logi"''' or Rime-kissed Flame, allowing them to cast flames that are cold to the touch.
 
* 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.
 
* A particular rune Isgram carved onto his greatsword says '''"Gramr"'''. This was done in protest to his grandfather, whose axe is adorned with the rune '''"Grammr"'''. Grammr is Jotun for wrath or cruel. Isgram chose Gramr to represent the removal of his family's corrupted influence changing the word's meaning to warrior or king.
 
===Expeditions===
https://wiki.kelek.online/index.php/Kiss_the_girl

Latest revision as of 03:07, 4 June 2026

Isgram Frostcrown
Isgram Frostcrown.jpg
Isgram w- Mead.jpg
ClassBarbarian
OccupationMercenary/Duelist
TierTrainee
AncestryWinter-touched Human
HeritageLand of Linnorm Kings
Alias(es)Muspel
Pronounshe/him
Age32
Height7'2"
Partnernone
StatusAlive(Currently absent due to personal matter.)
PlayerAugus Zeppeli
StorytellerNone


Isgram Frostcrown is a Gorumite 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 Jotun ancestors. A knight of the Holdfasts, 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 Gorum, even after the god's death.

Background

The Legend of the Frostcrown Clan

It is said in local folklore that the Frostcrowns hail from a lineage of ancient frost giants who defected from their god, Thremyr, and instead decided to follow the teachings of Gorum. Under the Lord of Iron'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 Flames of Conflict 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, Logiram Frostcrown, 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.

Early Life

Isgram was born in the Winter of 200 as the youngest of two to Talos, second child of Logiram. Isgram is preceded by his sister, Frijosa. Along with Logiram's first son, Ysmir, and his son, Ralof, all make up the main Frostcrown family members that aren'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'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'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.

The Ironbloods

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 Sigrund Ironheart, 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 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 be a true Gorumite. He decided to take their offer.

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'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's favor. She believed that in the wake of the apocalypse, many Gorumites fell to the mentality similar to Isgram's grandfather due to the world'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.

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.

The Frost-Iron Clash

In the Year 228, in the wake of Gorum'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'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.

The fight was intense, with no victor in sight. The tide would change when Isgram'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'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'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.

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'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.

Arriving at Onadbyr

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 Onadbyr, 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't to far from Holdfast Manor, 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 Round Table Council before hand. From their Isgram was taken to Onadbyr by cart, where his journey as an associate could truly begin.

Personality Traits and Skills

Outlook

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.

Skills

Isgram prides himself on his skill with his personal great sword named Gramr. 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.

Hobbies and Interests

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 Gorumskagat), 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's feeling extra celebratory, a sweet roll. He'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.

Expeditions