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 Oraam

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Benobo

Benobo


Posts : 101
Join date : 2021-06-15

Oraam Empty
PostSubject: Oraam   Oraam EmptyThu Jun 17, 2021 9:36 am

Concept Art: Oraam Oraam_13
DnD Beyond Link
Physical Description:
Speech Color
Alignment: Chaotic Good
Height: 5'10''/177.8cm
Weight: 170lb/77kg
Skin: Pale Red
Hair: a ruddy brown color, hints of red
Eyes: Brown
Quirks: Walks and stands with a slight slouch, not extremely noticeable, but it does bring his standing height down to around 5'9, as a result of long hours of study at the College of Wynarn and with his mentor Tarshaan

  Appearance:
 

  Oraam stands an intimidating figure, being taller than the average hobgoblin, a trident strapped to his back, and a ornate looking monocle over his right eye. Despite his appearance, Oraam speaks with a softer voice than would be expected from a man of his looks.  He is adorned with all sorts of tools and trinkets along his beltline and person, signs of his inventive nature on full display upon any glance. Though, if you were to ask him, most of them don't really work how they're supposed to.
 
  The trident he carries with him glows softly and hums with a faint energy, and Oraam seems extremely possessive over it, cleaning it multiple times per day, intensively sharpening the points, and overall maintaining a visage of perfection with the weapon. It is easy to tell that this is, by far, his favorite thing he has made.
 
After a misadventure in a silver mine, Oraam manifested an aberrant dragonmark that spread from his right cheek down to his mouth and portions of his nose, giving the area surrounding the mark a sickly and cracked visage, permanently scarring his once handsome face.
  Background:

   In the small aquacultural town of Khraalthun, young Oraam was born. In accordance with hobgoblin tradition, Oraam was removed from the custody of his parents and raised communally. Shortly into his childhood, a small war party from Breland seeking to further destabilize the political power of Darguun and the Ghaal'dar majority wiped out the town of Khraalthun, as well as many of the surrounding Ghaal'dar loyalist towns. A hobgoblin in a position of power within this small "special operations" unit of the Brelish military sought to pass on his knowledge of the ancient daashor artificers, particularly to a young and malleable hobgoblin, and it just so happened that Oraam fit the bill, and was also the first baby found. After this, with no concrete memory of his parents nor what happened to his town due to his young age, Oraam was raised by Tarshaan, the hobgoblin that mentored him throughout his childhood and young adult life in the way of the ancient daashor artificers.
 
  Once his training with Tarshaan was complete, Oraam was given the texts of the daashor artificers to continue his study independently, and decided of his own volition to continue his study of the arcane arts and daashor traditions at the College of Wynarn. Studying there for a few years, Oraam made a name for himself thanks to his cunning inventions as well as his intellect. It was only later in his studies when he learned about the Aundairian plight. Feeling a similarity between the "True Aundarians" and himself, Oraam joined them in their attempt to take back Thaliost.

  Personality:
 
  Despite being intelligent, Oraam tends to avoid spouting off knowledge, in fear of sounding like a know-it-all or a "nerd" as he was often called in college by his lesser-minded classmates. He takes great pride in his people's heritage, after all, his whole basis of magic is based on the traditions of the first rulers of Khorvaire. Despite this adherence to tradition, Oraam takes after his mentor in the belief that Khorvaire should stay how it is now, rather than the more extreme Dhakaani loyalists within Darguun who seek to reinstate the total empire as it once was. He is softspoken, and avoids direct confrontation if it can be avoided. However, if it comes to fighting, he is extremely capable in his own right.

  Goals:
Free Thaliost: ASAP
Continue his arcane studies: Long term
Permanently enchant a pair of sending stones so he can clear up an infusion slot as well as have constant communication with his contact in the House Sivis post office: Short term

Aberrant Dragonmark (Cantrip: Mind Sliver, 1st: Chaos Orb)
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