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The Quelmar Wiki
Askeladd
Player Name Syamil (Mel)
Languages Common,Giant
Marital Status Single
Species Goliath
Gender Male (He/Him)
Height 6'7


Askeladd is a Level 5 Goliath Fighter (Echo Knight). He is inspired by Norse myth and have a kind but too trusting nature. His goal is to find the serpent that give him his Echo Knight power to find answer (why) or cure.

Character Trait[edit | edit source]

Personality: Soft spoken and kind

Ideals: "I hope I can find the truth of what happen that day"

Bonds: "Everyone is my friend until they do something that piss me off"

Flaws: Gullible. He trust people and their intention too easily.

Family[edit | edit source]

Askeladd of Stone Wall lives in near the west bank of Stone Wall. This place is high up in the mountain and the weather is cold. It has a big lake that is not frozen where the inhabitant use it for fishing or going down the mountain. He lives with his father (Lauf), mother (Frey), 2 brothers (Loks & Thors) and 1 sister (Canut); He's the 3rd child

Life[edit | edit source]

He lives an ordinary life as a fisher in Stone Wall. Due to his huge stature, many townsfolk try to befriend him and use his name as a guarantee and protection. "You better not mess with me, Askeladd is my homie" says his 'friend'. However, he doesn't know that people are taking advantage of him. He treats them with utmost respect.

Power Origin[edit | edit source]

One day, Askeladd caught a massive serpent using an ox head as bait. He pulled and tugged at the fishing line for hours, but it wouldn’t budge. Desperate, he called his family for help, and together they hauled the line with all their strength. Suddenly, the serpent, stretching over a mile long, burst from the lake. Its eyes locked onto Askeladd, who still clutched the fishing rod, and it struck. The serpent coiled around him and swallowed him whole.

Inside, the air was freezing, and burning acid seared his skin. It was dark and lonely, an inescapable void. In desperation, Askeladd clawed his way through the serpent’s insides, tearing and eating his way out until he emerged from its stomach. As he did, the serpent seemed to glitch, flickering out of existence. It completely disappeared and left Askeladd and his family in confusion. Weeks passed by, and the ordeal left him gravely ill.

Now, his body sometimes splits into two, creating a haunting echo of himself. He feels every sensation this echo experiences, every tear and rift. Every vision and smell. Every touch and pain. The thought haunts him—each time he uses this strange power, is he slowly destroying and harming himself? What if he, too, is just an echo, a mere copy that hasn’t yet realized its own illusion? He wonders, if he were in the position of his echo, how would it feel to be just a copy, to throw oneself into danger for the sake of another? He has not been injured hard enough to know that, and he does not want to find out.

Goals[edit | edit source]

After gaining his power and noticing that people had grown more fearful of him. He decided to prepare and leave town, decided to seek out the serpent once more. Despite his family's concerns (the only people who support him with his new power), they say they farewell and hope he succeeds on his journey to the West or East. He is actually lost and finds himself being lost here.

Powers and Abilities[edit | edit source]

He has 23 in passive perception and very observant to his surrounding. No doubt because he has twice as many sense because of his echo. Despite being a fisherman, he carry a greataxe that he swings to chop down log or enemy.

Currently in Story[edit | edit source]

Journey to the Well of Souls

Askeladd received a mission from Elowen of the Grand Library Warukami to capture a corrupted creature near the Well of Souls. She believed this would help them dispel the dark mist looming over the well. Askeladd, along with his companions Finny Warbler, Karma, Hummer, Zarial, Dr. Weedus, and Elowen, boarded a skyship piloted by Skippy and set off toward the forest. Upon arrival, they were greeted by the Harengon tribe, who were dressed in Native American-inspired clothing and wore cloaks that rendered them invisible. The Harengon acted like energetic children who had just consumed a lot of candy. Then, the group the tribe's chief, a senior woman, who pointed them in the direction of a corrupted dryad.

The party climbed a waterfall and discovered an ancient druid Enclave's ritual circle, resembling Stonehenge, with magical carvings on the ground. When Zariel touched a rock infused with necromantic magic, it crumbled to dust. Suddenly, a piercing scream echoed through the air, and a beautiful dryad appeared, summoning four greater elementals—fire, water, wind, and earth. The dryad then vanished, splitting herself into three parts. A fierce battle ensued, and the party successfully defeated the elementals. They destroyed two of the dryad's forms, captured the last, and made their escape.

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