~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Annakolia Players read Gyr's story on Annakolia here: http://jubilatores.com/forum/viewtopic.php?t=3208 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
General Desctipion:
Gyr was born in the Dwarven mountain kingdom of Karak Eryth.
Gyr's family-name is unpronounceable in the common tongue, so he uses a common name that was given to him for his propensity to settle arguments with his fists.
On account of his precocious insight, he was selected at an early age for a traditional vocation in the priesthood.
The gods worshipped by the Dwarves of Karak Eryth are many.
Due to his temperamental nature, he was encouraged to serve the goddess Badb.
Badb is capricious and mystical: bathing in the glory and sacrifice of conflict, she roams the battlefield bringing skill to the fortunate and despair to the hapless.
She weaves a complicated web of fates both good and bad, and hovering like a crow over the dead, delivers eternal release to the fallen.
The acolytes of Badb are battle-ready, and are often used as ambassadors, so Gyr has already seen something of the outside world.
When negotiations are required, the folk of Eryth perceive that a strong man with a hammer is to be taken more seriously than a bumbling bureaucrat.
The clerics of Badb also accompany the fighting men of Karak Eryth in combat.
Before being called to serve as ambassador and defender of Eryth, Gyr must improve his knowledge and experience of the world. With this in mind, he set out on his travels.
According to the faith of Badb: death is but a new beginning.
Life returns to the earth and - from the spirit world - is eventually reborn. In this way, death and battle are a natural solution for the abhorrent or unnaturally twisted denizens of the world.
Such a solution is not murder - in death all shall be reborn, with opportunity to make right their mistakes.
With such thoughts in his mind, and a sturdy hammer by his side, Gyr strides into the unknown...