Name: Darmond Kragg
Rank: Bronze
Status: In Good Status
Focus: Dwarven-centric Quests and Jobs. Darmond typically takes "grunt work" jobs that simply require fixing a problem, but doesn't shy away from dwarven jobs.
Talents: A martial fighting specialist who is also a skilled smith. Darmond also has a very small amount of sway in dwarven communities as he is, by all technicalities, king of a dwarfhold. This doesn't tend to mean much beyond a free couch to sleep on from time to time or advice on where he might find help with something.
Notable Service History: Darmond was integral to retaking one of the smaller dwarf settlements near Mount Ash once the local clan had lost their land to goblins in the area. He rallied a small group of fighters and cleared the settlement out in it's entirety, taking two days and two nights to thoroughly eliminate every goblin that dared to stand it's ground against the group. The settlement swore to uphold his claim as king, but then the oath was swiftly lost to time as the leadership was replaced by Bronzeknob expansion in the coming years.
Guild Quest History:
Darmond Kragg, known by few as the King of the Nornvar Clan or King of The Steel Halls, and more known by other dwarves as "The Vagrant King", is the last living blood relative of Barriz-Dur, the final king of Clan Nornvar. He is a young dwarven warrior and enlisted adventurer of the Adventurers Guild . Darmond is not well known by any stretch of the imagination, living most of his life in obscurity as he bounced from dwarfhold to dwarfhold attempting to find his way, this culminated in the nickname "Vagrant King" as many of the dwarven families and clans of today were once a part of Clan Nornvar and to see the King of that clan now without a home brings no greater shame, or amusement, to certain dwarves.
Description
Darmond is, as far as dwarves go, of average height with a build suited for the road. His dark brown hair is typically messy with hastily thrown together braids, and his beard is well kept and short, to the amusement of some. He's typically found wearing thrown together armor with patchwork pieces of metal sewn on to regular leather, and carries a small assortment of weapons around. His primary weapon is a large maul, but a warhammer and shield are available as backups just in case.

Darmond wielding his family's hammer and wearing some scrapped together dwarven armor.
Personality
Depending on the circumstances, Darmond displays any range of arrogance, serious, good-natured humour, or charm. While not an actor by any stretch, he's learned how to carry himself appropriately and humbly when in the company of others, and as he's lived most of his life at the behest and charity of others, humble heads tend to prevail. Still, he is a King by bloodline and knows it well enough not to lower himself too far lest he risk his own worth as such.
Darmond was a dwarf first and foremost, and whether he was a vagrant king or not, he had his pride and confidence in abundance when the time came. He is not a shy man, nor a meek or timid one either. He'd never shy from a fight much as he'd never shy from a good drink or a long story. He revels in good company which he finds often enough, and tends to frequent the roads often travelled by his kin or travellers of Falanar, trading worldly stories and tales of adventure. A finder of fortune and adventure, he also has a tendency to drag others into those adventures whether he means to or not.
Darmond also extols the ideas of personal freedoms, the freedom of speech, and the ability to live one's life free of shackles. Such is that his virtues steer his manner of thinking, and the very idea of most of the common atrocities on Falanar do not go unpunished by him. While he himself has no strong taste for magic much as his ancestors did not care for it, Darmond is no stranger to how the modern world works and how commonplace magic is. He does not entirely spurn the idea of it, but he does not partake in magic that he does not trust.
Abilities
It is said that Darmond is haunted by the spirits of his ancestors, aiding him in combat and urging him on a quest to settle an ages old grudge unfulfilled. The echoes of his ancestors materialize to aid Darmond in combat, enhancing his already impressive martial talents. Being a dwarf of the Nornvar clan also means that Darmond has inherited his people's talent for smithing as well. Though he lacks any magical talent, the spirits of his ancestors sometimes whisper secrets and suggestions to him when they aren't actively chastising him for his endless wandering or dwarven couch-surfing.
Possessions
Darmond's only real possession and his most cherished one is his family's maul. The long shafted, heavy-headed hammer inscribed with old runes with scant amounts of admantine used as decoration. The weapon itself is merely ceremonial, a relic hung up long ago in The Steel Hall long, long before he was even born, but a symbol passed down through generations of dwarves, entirely mundane though.