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The Player
Player Name/Handle: Scott
Player Contact: [plurk.com profile] zicak
Characters Currently Played: None
Are you 18 or older?: What even is age
Who invited you into Bardsong?: Prof

The Character
Name: Velofnir Hraesvelgr
Canon: Original Character (D&D)
Canon Point: Level 13 During a big orc party
Age: 25
History:
  • Grew up in a sizable tribe of dragonborn. Her father was a blacksmith, who taught her the basics of metallurgy. Velo was never strong enough to take on big projects, but she did have a knack for smaller, detailed work.
  • Awakened to magical power at a young age, but was never able to control it completely, becoming a Wild Magic sorceress.
  • At age 16, the nearby empire took notice that her tribe was sitting on a rich mine of valuable metals. They attempted to organize trade relations, but the tribe refused, resulting in a military campaign instead, headed by a clan of dwarves loyal to the Empire. The tribe was routed. Many were killed, including Velo's father, and the rest were scattered and sold into servitude.
  • Velo was sent to work at the Emet Ironworks, an artificing workshop in the heart of the Empire that primarily served as a manufacturing plant for war golems; large, hulking monstrosities of metal and magic that serve as siege weapons.
  • She was taught the details of the craft by a gnome, Garbo Twizzlefix, who had also come to the Ironworks as an indentured servant. The two got along very well.
  • Over the course of several years, Garbo and Velo recruited more and more engineers to the common cause of trying to escape their situation. They would hijack one of the war golems and use it to bust out. The plan almost worked, but the programming on the golem went haywire and it started destroying indiscriminately. Velo survived the chaos, but was arrested, and sent off to the Antipodes, a prison colony on a large island south of the Empire. (Basically Fantasy Australia)
  • She met a group of other convicts on the boat ride over. They all teamed up, escaped their prison, and ended up befriending the captain of the ship, starting their streak of always taking the friendship option over the murder option.
  • They landed on the Antipodes and came into contact with a group resisting the local authority. With them, Velo and her group became a party of adventurers.
  • Discovered that the purpose of the colony is to mine Sunstones, a mineral that can serve as a very potent source of power. It gets the energy by absorbing souls. Fun times.
  • After some time, the group met Portia, a strange, otherworldly entity who took the guise of an old woman. She told them of the Dreamer, an entity that is waking and, should it wake up completely, will destroy creation in its entirety. The party needs to make sure that doesn't happen. She sends them on a couple quests to get things that she requires to find and stop the Dreamer.
  • More adventures happen, with more and more contact from unknowable eldrich abominations of various sorts. The party learns that Portia's been playing them for fools. The Dreamer is one half of a whole, and the other half is Portia. If the two combine, the whole Dreamer wakes up and it's Game Over.
  • The party manages to throw a wrench into Portia's operations by more or less exiling her out of her base of operations: the Archive, a metaphysical place that contains copies of anything and everything that has been written down ever. It's now their base.
  • In order to get to the Dreamer and put it to sleep permanently, they're gonna need an army, and they're going to need to stop the Empire, who has been their primary obstacle. Fortunately, they were invited to a giant orc party, and have been tasked with unifying the orc tribes under one banner, because the Empire is looking at their territory, and if they don't unify they're going to be taken over just like Velo's old tribe.

    And this point is where she's being taken from. Right in the middle of what is essentially Orc Woodstock.

    Personality: Velo is, in short, a force of chaos. Her powers are only barely controllable, and while she has taken some measures to control them through training as an artificer, she often instead opts to embrace the chaos she creates, disrupting systems and working quickly to put the pieces back together in a more favorable position before others can process what happened. She understands that her methods usually cause collateral damage, and though she tries to avoid that when possible, it doesn't stop her from doing what she wants to be done.
    If anything, her training as an artificer has honed her sense of disruption. Velo has a talent for working around problems rather than through them, and coming up with the most unorthodox solutions which often work solely because no one else can ever see it coming. For example, when her party was being hunted a la Most Dangerous Game by a pissed of Fae queen, Velo managed to suss out that they would win if they managed to get to a certain point before they died. Rather than spending days on the trail covering their tracks and hoping they could outrun hunting dogs, she just asked her druid friend to turn one of the group into a dragon and just take the group and fly. Quiet? No. Subtle? Not in the least. But, the fae was not expecting to be dealing with anything airborne, so they got away with it.
    Of course, this can and has backfired on her multiple times. These sorts of actions often require a whole-hearted investment into its execution, so failure is costly, and sometimes one can succeed too well. The golem she used to break out of the Ironworks was one such incident. She could have just told it to break things to cause a ruckus, but instead she completely wiped its IFF systems, leaving it to view everything as a target. It was effective, but it caused a lot of damage to both her friends and her overseers. She does nothing by halves, even if it means overlooking some of the consequences.
    This drive extends to her hobbies, as well. Even though she was more or less a slave at the Ironworks, she proved to be very good at the job. She is a creative person, always coming up with ideas for things to make, whether or not they serve any practical purpose. If they don't serve a purpose, she will find one. More often than not, her old, unused projects will find new life in another application, be it a useful endeavor or just to mess with her friends. To her, any idea or object can have a use, it's just a matter of finding it.
    Perhaps because of this mindset, or perhaps because of her draconic nature, Velo has a slight problem with hoarding. She tends to keep useless things in hope that it could be useful later, and has a habit of picking things up even when looting is not the best of ideas at that moment. Granted, she does often find uses for just about everything, but that only justifies to her that she should keep the rusty showerhead that was lying on the ground in the abandoned mine, or disturb the obviously-trapped chest in the corner. It only got worse when she managed to make a Bag of Holding. To her friends, it's kleptomania. To her, it's being prepared.

    Inventory:
  • Notebook and several pens
  • Set of artificer tools (wrenches, pliers, foreceps, etc)
  • Bottle of orcish akvavit
  • 6-ft length of copper pipe inlaid with an oak core
  • Various bits of scrap cloth, metal, and string
  • A single glass marble

    Link one or two roleplay samples featuring your character from within the past year: Fresh form the TDM
    Name two short term goals and one long term goal you have for your character in this game: Honestly, I don't really have any concrete goals in mind other than "let's do things and see what comes out of it." Exposure to people from other worlds will definitely broaden Velo's horizons and introduce her to ideas she has never considered in her homeworld. Maybe that will lead her to temper her drive and make her not come up with overkill solutions 99% of the time, maybe she'll go hog wild and become a mad scientist with zero regard to anything but the pursuit of knowledge. Who knows?
    Given the scope of the game, however, she may have to learn to take things more head-on than she usually does. Normally, she has five other people to stand there and take damage for her while she casts spells from the back and avoids direct conflict, but there is a good chance she won't have that luxury here.
    The other consequence of this game is the strict class structure. Velo has something of an aversion to being limited in such a manner, and may seek to do what she can to break convention, whether it be for her convenience or simply because it's there. If there is a way to cross-class abilities, she'll want a way to find it. Whether or not that will be feasible, I don't know, but that's there.
    For the short-term, Velo will want to pursue the Alchemist class route with her, and possibly later branch off to a scout / treasure hunter. To get there, though, she'll need to find friends who can take hits for her, and to do that she needs to find people who can stand her particular brand of contrarianism and snark.
    Aside from that, She'll also want to establish a workshop of sorts, either for herself or shared with others. If she's going to be operating out of Concord long-term, she wants a place to keep all her tools until she can reconstruct some manner of extradimentional storage space.
    (Optional)Specify up to three starting character classes for your character: Scholar, Expert
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    Velofnir Hraesvelgr

    May 2025

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