Character Summaries
|
Ulfrik Ulfrik's gift was revealed at his first Summer Games, when by the time his mother caught up with him, he had already blended effortlessly into the tumbler's act, his natural agility indistinguishable from that of skilled performers. He earned his choice of posting in the Challenge Ring in his thirteenth year and, whilst stationed at the Fort at Land's Edge, accepted a dare to walk the Path of Flame. Ulfrik's ordeals on the Path of Flame greatly enhanced his extraordinary natural agility, creating a warrior with a unique skill. Utilising daggers, spikes, knives and short blades, Ulfrik has developed a whirlwind fighting style of lethal beauty; unpredictable, irresistible and deadly. |
|
Haltaf As well known for his humour as for his skill with a sword, Haltaf won the title of Champion of the Games in the same year as he entered the Challenge Ring. For his prize, he claimed the chance to walk the Path of Flame. The trials Haltaf endured while traversing the Path of Flame transformed him, enabling him to channel his energy through his sword, which he named Fengyr in his father's honour.Whilst serving in the Council Guard, Haltaf volunteered for the expedition to the Scorched Lands. Although Haltaf managed to escape the hazards on dry land, he was lost at sea for more than a week when the launch boat he used to escape was wrecked on an off-shore reef. |
|
Ingimar Ingimar's natural talent for woodcraft, tracking and hunting earned him an apprenticeship with the Gamekeeper for the Summer Palace, following his success in the Challenge in his fifteenth year. As hier to his family's title, Ingimar was granted the opportunity to try the Path of Flame. Ingimar's journey through the Path of Flame granted him knowlege of the ancient tongue, so that through the use of power words, he can enhance his natural talent. Ingimar retains the position of Gamekeeper for the Summer Palace and serves as Advisor to the Council with respect to the wilderness which lies beyond the Summer Palace and to the far north. |
|
Wulfgar Wulfgar first displayed his talent for archery during his tenth year when, whilst not old enough to enter the Challenge Ring, he claimed the title of Champion Archer at the Summer Games. When Wulfgar entered the Challenge Ring in his fourteenth year, he was offered the opportunity to try the Path of Flame, as well as a choice of posting or apprenticeship. Wulfgar's trials on the Path of Flame granted him knowlege of the ancient tongue, so that through the use of power words, he can enhance his natural talent. As undefeated Champion Archer, Wulfgar was awarded the title of Master of the Bow, and now attends the Summer Games to identify and train others with a natural talent for archery. |
|
Valgard A gifted young warrior, Valgard entered the Challenge Ring in his fourteenth year. Instead of choosing between a posting or apprenticeship, he asked for the opportunity to undertake the trials to join the Order of the Flame. On completion of his training with the Order, when Valgard attempted the Path of Flame, he disappeared. Many years passed and Valgard was presumed dead until he was picked up by a patrol on the outskirts of Land's Edge. Valgard's journey through the Path of Flame granted him the ability to conjure and control elemental forces but had transferred him to the Lost Lands. Valgard is credited by the Order of the Flame as the first survivor of the Lost Lands and with the discovery of Tirfrost, a magical pathway between Ambgard and the Lost Lands. |
|
Folkmar From a very early age, Folkmar displayed an innate bond with all animals and his success in the Challenge Ring in his fourteenth year earned him an apprenticeship to the Ruling Council Stables. After six years in service, whilst riding out with Councilman Herger, Folkmar managed to turn aside an enraged wyvern yearling that the Councilman's horse had startled. When asked what he would accept as a reward for saving the Councilman's life, he asked the opportunity to try the Path of Flame. His ordeal granted him the ability to conjure and control animal spirits and enhanced his innate bond with all animals so that he can communicate and impose his will on any natural creature. |
|
Ragnar Ragnar entered the Challenge Ring in his seventeenth year. He won a hammer from Giermund and a posting to the Fort at Land's Edge. Ragnar earned respect and recognition and promotion to Garrison Captain. When the expedition to the Scorched Lands returned without Asvjork, Ragnar's father, Ragnar was recalled from Land's Edge. As hier to his family's title and lands he was granted the opportunity to try the Path of Flame. The trials Ragnar endured while traversing the Path of Flame transformed him, enabling him to channel his energy through his hammer. At the following Summer Games, he won the title of Champion of the Games and claimed service in the Council Guard as his prize. |
|
Osvald Osvald first distinguished himself in the Challenge Ring the age of five. Having broken away from his mother and entered the Challenge Ring to stand with his older brother, Kaugthar, Giermund wrestled with the youngster to reward his courage. Impressed by Osvald's strength and spirit, Giermund approached the Council. When Osvald entered the Challenge Ring in his own right, it was on the condition that if Osvald could defeat all the other Challengers that year, he could try the Path of Flame. Osvald's extraordinary natural strength was greatly enhanced by his journey through the Path of Flame leaving him capable of astonishing feats and able to wield a sword and shield too heavy for any other person to use. |
