Profile
Málmr
LET ME BE UNTO A SHIELD
Easy is it to know
for him who the Stalhúð
Comes and beholds the hall;
There hangs a wolf
by the western door,
And under it the war drums call.
Details
PERSONALITY
Don't be fooled by his scars. Málmr is incredibly soft at heart, despite the bloodshed he's seen. He's not interested in personal glory or the thrill of the fight - instead, he prefers making rounds on his favorite individuals, seeing how they fare, and is vastly comforted when they remain safe due to the efforts of the Order. He is a creature of habit, enjoying the feel of making a path in his rounds and being met with fond recognition. He likes predictability.
He views fighting itself as a necessity. From his years in the wilds, shield to shield with his brothers in arms, he understands the sanctity of walls, of rules and order, and the sacrifice it takes to build that wall stone by stone. Málmr is someone that needs a banner to defend, and he's found it in the gentle people he seeks to protect.
He also tends to have a lesser sense of self-worth and self-preservation due to his outlook. He simply views himself as a shield, nothing more. If something happens to him in the line of duty like his loss of an arm, he shrugs it off, and if someone cares for him, he doesn't know how to handle affection beyond being very shy. He doesn't expect anything in return for his efforts, and views each day as an opportunity to better his skills.
With the rise of Archon Miriam, he's found his duties under the Order much changed. He's received less gratitude for his self-sacrifice and more hatred for wearing the Order's colors. He's had to make the difficult decisions of arresting dangerous mages on the verge of corruption, tearing families apart in the process, and the guilt weighed heavily on him. He's found his resolution at the end of his remorse, and will do what it takes to protect those he cares for, even he has to pay the price.
WC: 232
NOTES
- He has a quiet fear of the sea after facing a corrupted mage-turned-Leviathan.
- He's lost an arm in the Hunt with Ravenous, and through his loyalty to the Order, tusks have grown in his mouth and he's become much burlier than he was before coming to Ivras- more beast-like. He doesn't speak of it often.
- He's an excellent singer with a rich, deep voice, and will gladly sing ballads of his homeland if the mood is right.
- He didn't start learning to read and write until coming to Ivras several years ago. He's been practicing by sending letters to those fond of him on his patrols and keeps their replies close to his heart tied with a ribbon.
- His birth sign is the steady Anchor.
HISTORY
Málmr was once part of the Stalhúð, of warriors who left their stories in carved stone and alongside the prow of battle-scarred ships. His tusks bear his own tale and that of his kin, of the screaming battles, the clashing of shields and wardrums, of the bright sun that pierced the clouds in the aftermath. His clan followed the ways of Geirr, the Son of Iron, god of the Hunt and glory of battle. Málmr followed his god like the rest of his clan, a fierce devotion in his heart for the god who not only sought to bring low the monsters of the wilds, but who also felt deeply for those lost to the fight, who still held empathy through his endless immortality.
When his magic emerged in the midst of battle, it saved not only the lives of his shield-kin, but also the ship they were all aboard, as the leviathan they faced was a brutal one, with many tendrils and fangs that sought to devour them all. It turned the tide, and though Málmr felt nothing but relief, his kin were not as close as before, not as free with their affection as they once were. He was apart, a mage that could one day be a beast to Hunt. He was no outcast, and to anyone else but him, there might've been no difference in how his kin treated him. But for Málmr's soft heart, it was enough. For a while, he was brought under the wing of a wise traveling mage and was taught how to reign in his strength to do what he wished, but when the elder departed on his journey, Málmr was left without direction. So when the King called for all mages to come and be part of the grand Order protecting the kingdom, he went. It broke his heart to bring even the slightest tinge of fear to those he loved, and he left for training gladly.
Málmr now finds himself in the beautiful city of Faline, a senior member of the Order and a well-established fighter under the kingdom's banner. He hopes to travel and meet as many people as he can in order to hold many more excellent friendships in his life. He's faced with many things he's come to regret in his service to the Order, since joining, but will never regret the lives he's saved through his work.
WC: 402
Updates
What has happened since then
Aesthetic
Defense and Offense
Málmr, as a Veteran Mage, has the ability to create shields and weapons, both of which are nearly indestructable, translucent, and often decorated with glowing runes.
His shields have always come at the cost of harming him when cast. The wider the surface area and the more damage his shields take, the more harm is inflicted on him. Most of his scars and the loss of his arm were not from monsters, but the price of his magic. If he draws blood with his weapons, he has the ability to heal himself through the harm of others, thus enabling him to go father in Hunts when his shield-making would inhibit him.
Cost: Magic use is painful for the caster. (2)
The stronger the ward he casts, the more it leaves its mark on him, from in nicks to bruises, to full-blown scars. If it saves a life, he will not hesitate. Now that he has more power, he can push the limits of his shields to encompass bigger surfaces without suffering extreme harm. Casting his offensive magic does not harm him by contrast, and heals whatever damage he inflicts on himself if he draws the blood of others.
USE & LIMITATIONS
Should Málmr be knocked unconscious, his shields will automatically dissapate. He also currently has difficulty created complex shapes with his shields, and can only summon as many weapons as he has discipline points at one time.
STAT & ITEM LOG
PURCHASE HISTORY & STAT CHANGES
- Summoning Circle (None, first character!) 04/02/2021.
- Stat Token. 04/08/2021. Won in a discord Raffle.
- Archmage Hagia Hunt. 05/23/2021. Earned 2 Stat Tokens from the Hagia Hunt.
- Outlander Event. 07/03/2021 In deciding to step forward and use his magic at the docks, Malmr has gained +1 Power.
- Familiar Scroll. 06/12/2021 To be used at a later date.
- Enhanced Familiar Amulet. 06/12/2021 To be used at a later date.
- Minor Healing Scroll. 06/12/2021 This dense scroll holds the secrets of healing magic; using this spell, a mage can close small cuts and scrapes, vanish bruises, or stop bleeding.
- +1 Corruption. 9/11/2021 Due to his guilt-ridden choice to accept Miriam's demands in forcefully bringing in mages to Namarast, he has gained a point of corruption. His tusks are now more prevalent, more dangerous.
- +1 Power 11/12/2021 In meeting with the Morgause Irving, the witch of the woods, he has gained +1 Power.
- +2 Discipline, +1 Corruption. 12/10/21. Malmr essentially kidnaps the daughter of a friend to Namarast, though through good intentions. The act, nontheless, corrupts him from guilt, and he never finds his friend again.
- +1 Corruption. 3/3/22. Accidentally captured a mage, and the guilt is eating him alive.
- +2 Discipline, +1 Corruption. 4/30/22. Fought Lasair, who had her own plans, and failed to stop her from burning Miriam's Effigy at the second Feast of Flowering.
- +2 Discipline. 5/20/22. After being caught by Lasair, he is blackmailed into searching for the mages he arrested, and fights the corrupted Ravenous, losing an arm in the process.
- Dented Helm - Veteran Mage. 8/28/22. Through the aid of a wandering mage, Juniya, Malmr has shed his heavy mantle of guilt and tapped into a new kind of magic, growing stronger in the face of adversity.
DESIGN NOTES
▸ Suid- Boar covered in scars, has a burn across one eye and three raking claw marks.
- Has a nose ring and gold rings around his tusks and earrings, made by blacksmiths of his home clan.
- Has a braid tattoo along his spine and his tusks are carved after the defeat of the Leviathan he faced.
▸ Human
- Is 5'10" as a human and carries most of the same scars as his feral form.
- Likes to put braids in his hair and pull his hair back in a half-up style.
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