Dunkan Orlok
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Character History
| Please remember that events described in this article are roleplay and acting. Actions done in-character do not reflect on the actual person portraying the character! |
Dunkan Orlok – his very name carries an ominous yet noble aura, suggesting secrets of the arcane and a lineage that straddles the line between mortality and the mystic.
On the windswept shores of the Sword Coast, within the shadows of the Mere of Dead Men, Dunkan’s childhood met its dreary beginnings. Known for its marshy grounds and fog-enshrouded nights, the place was one of curses and unrest. It was a land where the cries of seagulls struggled against the ceaseless roar of the waves, and the divide between the living and the dead seemed to blur.
In this place, Dunkan grew up in the shadow of a crumbling manor, surrounded by the sad remnants of shattered dreams and past splendor. His father, a human immersed in the secrets of death and life, and his mother, a woodland elf marked by an aloof, sorrowful beauty, sought refuge in the seclusion of this death to pursue their forbidden studies, away from the world’s wary eyes.
In this venerable yet uncanny setting, Dunkan’s destiny was shaped; a journey began, destined to lead him through the darkest corners of magic. As a child wandering alone in the mists, he first heard the whispering voices from beyond and the gentle stories of the wind that whistled through the mansion’s salt-corroded pillars.
Rooted deep within the foggy moors of the Mere of Dead Men lay the seed of Dunkan’s paranoia – borne from a traumatic event in his childhood. On a night when the moon shone with an eerie glow, as his parents bartered with dark forces to shield their family from the harsh rejection and dangers of the moorland, Dunkan entered a forbidden chamber. He found them amid an occult ritual, and on that night, something dark seemed to cast its gaze upon him – a gaze that clung to his soul and has never since released its hold.
Ever after, Dunkan was haunted by the feeling that this entity was omnipresent, watching him from beyond the veil of reality, meeting him with a whisper in the quietest moments. This profound trauma later motivated him to walk the path of necromancy, striving to understand, control, and liberate himself from the burden that marked him as the "Haunted One."
Yet, the Mere of Dead Men held secrets not only of a dark nature but also of knowledge that Dunkan would yearn to uncover in his later years. Insights into the transience of being and the power to call the dead to the world of the living were granted to him despite the constant feeling of being watched.
In the ruins of his home, against the backdrop of the tumultuous sea, Dunkan Orlok, the half-elf caught between worlds, began his journey. This voyage led him through solitude and study, loss and the finding of companionship, to Neverwinter – a city as rich in history and as filled with dark corners as his own soul. This city promised ancient necromancy laying hidden, waiting to be revealed by one worthy and capable of unraveling its secrets.
By Dunkan’s side traveled Kaida, a companion of few words, whose own story was veiled in mysteries. Her dragon-like nature, hinted at by subtly shimmering scales in the moonlight, made her a loyal friend and protective companion. Their happenstance meeting, perhaps guided by fate when Dunkan wandered too deep into the forests of his youth, created an unbreakable bond, their paths intertwined ever since, her fire complementing his intellect and shadow.
Dunkan’s eyes, a piercing silver reminiscent of the soft glow of the moon, hinted at the vast depth of his otherworldly communion. Though young, he carried the weight of his craft and heritage with a stringent pride and a subtle melancholy understood only by those who have conversed with spirits.
In the bustling streets of Neverwinter, filled with the prospect of new discoveries and perhaps even healing, Dunkan and Kaida unexpectedly parted ways. Dunkan found himself alone again, haunted by souls and the whispers growing louder once again. In the ancient libraries, he continued his search for knowledge to conquer his demons, filling his days with the study of magical theories and his nights with the search for spirits.
As fate would have it, his path crossed with a group of companions: Asta Steelmane, a sturdy dwarf; Krowhan, an intimidating dragon-like bounty hunter; and Niamh Griiam, an elf deeply connected to magic. In this new fellowship, Dunkan found a place where he might come to understand and possibly master his curse.
| The following Part is still a Draft and needs reworking or additional context to be finished. please be patient until this "DraftBox" is gone! |
This is a list of things that happened after that and will be expanded
- Getting the quest of finding a Trader-Goblin in Phandalin
- Meetup in Cragmaw Hideout
- Traveling to phandalin
- Interrogated by the Red-Band-Crew
- Break in to their hideout to search the Goblin from the Quest
- well, nothing happened
- In need of searching a cave in the forest
- a Boy from a farm brought us to the forest, asta insisted that the boy waited, but he wanted to show us the way
- the boy still brought us to the cave
- went into the cave, rescued an owlbear and got a goblin-companion called "Droop the Goblin"
- raided the Cave
- found notes but no Trader-Goblin
- found hints that lead to the Wave Echo cave
- went to the cave with our companion
- Sick session with a big ass map
- went into the cave, found the another trader in the beginning
- went into the cave, fought an ancient lich that wanted us to persuate an Beholder that defended some magic tools, lied to him and got in hold of the tools
- found some peole from a different group (Kaida and 'Lea's Character)
- cleared the mines after fighting a Spider-Like-Climbing Wizard
- Dunkan got the fancy Spider-Wand from him
- went back to phandalin
- told everyone about our win
- Got told, that the village is attacked by a big ass dragon
- went to the icespire hold
- fought the way up there
- found some mercenaries to fight with us
- at the dragon-fight, nearly every mercenary died
- Droop landed last hit but died
- Got back and much of WOOW
- Party, an idiotic name and lot of drinking happened
- Now we get money from the Mines of Phandalin and a home
- Asta decided to stay back in Phandalin to care about the boy that lost his mother due Dragon attack
End of Phandalin Arc
- Traveled to Neverwinter
- Went in there
- Krowhan got mugged in the Chasm because he tried to be friendly
- Did some backstory stuff and met the Sketchy "Sky" an active but mysterious Catlike creature :-P
- went to castle Never, and met lord Neverebmer for a quest to cleanse a library
- we cleansed the haunted library (with infinity floors and a Shadow Fiend)
- I got a book with very strange symbols but somehow I know them
- Got a second Quest to fight some pirates on an Island near Neverwinter
- Engaged the quest, and lost the Airship of Lord Neverember in a big fire
- defeated the enemy pirates and the dragon
- got back from there
- Lord Neverember wanted us to meet somebody in the northn that might bring us to Ebberon where we need to search for a Gnome (Sasar Marmorblech)
- During some Downtime, Krowhan and his newly found companion Leeroy, thought it was a good idea to haunt for some money (a Headhunter mission) and got captured
- We went for search, and got intel for a camp in near the forest
- Dunkan nearly killed them with Thunderclap (unknowingly)
- rescued them, went back to neverwinter and chilled at a home of sky's fam.
End of Neverwinter Arc
- we started our journey to Mirabar
- In the forest, we encountered a bandit camp
- Some of us tried to negotiate to get a place to sleep
- got invited
- they tried to rob us in that way
- Dunkan "smelled" the combat and misty stepped on a nearby watchtower
- fight started, boss got hit some times, dunkan obliterated him, while Krowhan was aboslute comedy with intriguing him
- fight engaged further, dead boss got revived by dunkan and scared all other peoples away
- We found nothing from value but a note with a map and a X
- It lead us to a Gate at the mountain, which we tried to open, but failed hardcore
- journey to Mirabar continued where we had to meet Oriali
- Restocked some stuff in mirabar
- Found Oriali, Started Teleportation ritual to Ebberon
- Partially failed due an Attack from a mysterious person
- landed in the Mournland
- Got engaged in a big ass fight
- Niahm died by getting pierced up from a corpse collector
- we managed to get the collector killed and revived Niahm with a ressurection scroll (close call)
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