Asmundr

**Overview** ⬩ Gallery ⬩ Relationships ⬩ Synopsis

**Asmundr** is a Human Fighter coming from a world very similar to Fracture, in a place that mirrors it. A man of a few words but plenty to say, he is the de-facto leader of The Clawbreakers regardless of how much he denies it. He is played by E-Tech51.

## **Appearance**

Asmundr is a human with pale skin, dark hair, and dark eyes. He is of larger stature and build than the average human. His hair is very long, but is kept groomed to prevent it from obstructing his vision. Both of Asmundr’s arms are heavily scarred from both hands to both shoulder blades, and consist of a variety of scarring such as punctures and slashes. Due to the scaring, the skin on the back of his hands and arms are rough to the touch.

Having been magically aged at one point, Asmundr has slightly older features than he should have

### **Attire**

Asmundr takes a more practical view on clothing, preferring comfort and usage over most other characteristics. His usual attire is simple, with leathers and chain mail for protection. He often wears a cloak fashioned from the pelt of a large boar. The idea of owning several different outfits, especially if they are uncomfortable, for fashion is alien.

During the time spent in Neridan, he’s had much more clothing options presented to him. He was given a new set of clothing that he tries to keep well maintained.

### **Other Appearance**

#### **Glitch Effect**

Asmundr has not undergone many glitch effects as he has remained relatively calm and level headed throughout everything. In some cases, effects related to glitches and corruption manifest ice or otherwise involve extreme cold. In those cases, frost may accumulate on his person but it seems to be temporary. How far the glitch effects reach with him is as yet unknown.

#### **Corrupted Form**

His corrupted form is yet unknown however Milly has used Onomancy to uncover the name **Cernunnos** from Asmundr.

## **Personality**

Asmundr is the most pragmatic, logical, and reserved member of the group, being the one to sensibly think of all options and ask as many questions as he can to find a solution to a problem. His dogged nature in wanting answers can raise the frustrations of the rest of the group, however when it comes to keeping people safe, Asmundr knows that prioritizing knowledge far outweighs irritating people.

Asmundr comes from a nomadic culture with strong values in family, nature, and duty. In addition, his family are closer to the tribe’s religion, their elder being the religious leader. A life of traveling exposed him to the varieties of values a person could have. By a young age, Asmundr would have experienced and learned much of the world around him that most could not from a sedentary life. Such a lifestyle created a pragmatic and contemplative personality, highly motivated in protecting the things he cares for.

Because of his role in the tribe, Asmundr would go spend most of his time alone with very few people for company. During this time, he was quite happy to hold long and often profound conversations with the animals of his herd or any which approached him peacefully. When he would return to camp however, there was little time away from his people, and each moment that passed until it was time for him to set out again was treasured.

When presented with outsiders to his tribe, Asmundr is standoffish. Making sure to  treat them with a degree of politeness and professionalism, but no more than that. An outsider, especially one he has never known, will have difficulty garnering any sort of favor from him. The one thing Asmundr cannot stand is an insult, to him or to the things he cares for. Should anyone, even a friend do so, Asmundr takes care to remember it. While he often tries to do the right thing when possible, he makes sure to weigh the insults passed when making a judgement.

Asmundr often looks at situations from multiple perspectives, considering the consequences of one’s actions. While there is often an outcome he desires that upholds his values, he will commit to whatever he’s chosen, or forced, to do. In many cases, Asmundr has done things he would have normally tried to avoid, and in some cases betrayed his values. Asmundr acknowledges these stains in his life, but does not seek forgiveness for what he has done. To him, it is more important to hold the value again, even higher, now having another experience to show why he believes it to be the right thing to do.

## **Abilities**

 DEX
 CON
 INT

### **Proficiencies**

* Animal Handling +5
* Athletics +7
* Perception +5
* Stealth +4
* Survival +8

### **Racial**

Human (Variant) Feat: Practiced Expert, (Cook's Tools Proficiency, Survival Expertise)

## **Companions**

### **Other**

* **Pumpkin** - Milly's familiar who takes on the form of a bat or cat.

## **Quotes**

* "I win!" *- Said before nearly dying via Ever Clear*
* "Map."
* "If you harm Pumpkin you will reap consequence. He is a good conversationalist, and I would like him unharmed."
* "Nature fades and grows, what has been taken just needs time to return. It's sad at first, but that fades when you get to see the beauty of new blossoms and growth again."
* “Names to my people describe a person and who they are. Nicknames can be names formed from endearment or to make fun of the person.”
* "Stories can have meaning. There are many stories of people intruding on our home. It doesn't mean we must distrust the outsiders. Some were lost, some sought to hurt our home, some wanted to learn. The meaning behind one story may be a good example of one person's actions, but it can be twisted. Used against any who resembles the villain. What is the meaning to this one?"

## **Trivia**

* Asmundr was designated the role of the group's Dad early on in game.
* His tribe does not have a formal name. They will just refer to themselves as "the tribe," or use general plural terms (we, us, our, etc.) to denote the tribe.
* To outsiders, there are many names for his tribe. Such names include: Deer Watchers, Forest Wardens, Palekin, Mistwalkers, and all other combination and variation of these or similar words. Many are terms are made to formally address the tribe, many are made from superstition, and many are made to be derogatory.
* Giant is both As's and his Tribe's native language.
* His name is pronounced differently depending on the language. In Giant it sounds true to his real name, Asmundr. In Common it sounds more like Osmond.
* Asmundr's surname depends on who he is interacting with. To outsiders and tribe members outside of his immediate family, it is Berakind. If the person he is interacting with knows his father, it can be Sigutharson. If the person he is interacting with knows his mother, it can be Ingifritharson. Bjarkanarmr is a byname.
* He has a tendency to talk to animals. He often treats them with respect, interacting with them as though they were people with simple personalities and desires.
* He tries to connect what he experiences to something he is familiar with. Colors being a good example, where he attempts to attach a memory, meaning, or sense to it before accepting it.
* Asmundr tries to attach all he senses to what he experiences. If given something, he tends to interact with it in a few ways first.
* As is from Galacia, an arctic country in the far north of the world; however, his Galacia is very different to the one of this world