If it looks too easy, it usually is.
Really, Isengrim just wants people to be absolutely terrified of him.
: Isengrim was born Matthew Cameron in Edinburg, and lived the first thirty years of his life as a travelling automotive parts salesman. He travelled throughout Scotland and the north of England, keeping garages in stock with mufflers and transmissions and dashboard radios. It was a rootless, wandering sort of life, all flash and surface and nothing deep about it, but Cameron enjoyed it. He was also an avid amateur skier and mountain-climber, who managed to trek up half the mountains of Scotland as well as several of the Alps. It was while vacationing in Norway that the Others took him away, as Cameron walked through a ferocious snowstorm, out of one world and into the next.
Cameron's Durance was one of hard, brutal labor, serving the frost-bound giant he knew as the Rime-Jarl, but in some ways Cameron thinks he had it easy (he certainly thinks so when he looks upon his wife). The Rime-Jarl was an unsubtle creature, and so he took Cameron and he set him to watch the herds of strange black goats at the edge of his domains, and otherwise left him be. The monstrous Rime-Jarl cared only for his goats, which were the size of elephants, with twisted horns of black onyx and eyes that glowed with a burning light. Cameron was twisted not by the cruel, faerie whimsy of his Keeper, but by the battering elements of his labor. A healthy, powerful man before, Cameron twisted into a veritable ogre from the need to survive the blizzards and frozen moors and the attentions of the ill-tempered goats he watched over.
Cameron stayed out for all seasons, in so much as seasons meant anything in the eternal winter of the Rime-Jarl's domain. But sometimes the Jarl called his servants back, holding feasts and games as he displayed his prized beasts. Sometimes the feasts had flesh in them that came from no recognizable animal (when it came from an animal at all), when it came from any animal at all, and often the games devolved into brutal and bloody fights which left the losers broken upon the ground, but that was all the better for the Rime-Jarl, who cared only for his beautiful monsters. Cameron was just one more lowly karl
in the Other's employ, but he had an advantage over most of the others. He was smart, and he knew to keep a still tongue in his head, and speak only when he'd thought out all of his words with greatest care. It kept him alive when others were ripped apart, and maneuvered him to safer pastures and out of punishment. Until one day, Cameron challenged the Rime-Jarl to a riddle-game, with his freedom as the stakes.
He says he won. He didn't. He made a different deal then.
When Cameron emerged from the Thorns, he was the Rime-Jarl's thane, sent out to steal new prizes. He took up a place in the Winter Court of Trondheim, his taciturn and secretive demeanor well-fit for it, and grew in ranks. For some years, no one noticed anything amiss, not even when some secrets were hidden so well that they were never found again, and when some of the Lost stayed
lost for years at a time. But there's no such thing as a secret buried so deeply that it cannot be found, and Cameron was found out in time. He escaped, a few yards ahead of a band of ogres who would have loved nothing more than to rip his innards out and burn them while he was still alive.
Norway no longer a safe place, he returned to the British Isles, and instead of trying to join another Court, he took up Privateering full-time. He'd never cared for people all that much before, not when he'd sold them shabby parts, not when he'd watch fools bleed out on the Rime-Jarl's dirt floor. It was easy to disassociate oneself from the rest of humanity, live in comfort in the Hedge, protected by his Letter of Marque from the Rime-Jarl. He took the name Isengrim after a time, the old Wolf, while those from his past called him Matthias Bölverkr, the Bale-Worker. He was set to live so forever.
Then he fell in love. The young changeling who'd be known as Reynarde was to be just one more trophy in the Rime-Jarl's collection, beautiful and violent. Isengrim captured her, using sweet words and cunning lies, but then he changed his mind. She was just too useful, a mad, broken weapon to turn against any of his enemies. And then she was too beautiful, too useful as bait. Isengrim turned his clever lies against his own self, and before he quite realized what had happened, he was in love, or whatever passes in Isengrim for love.
In person, Isengrim's a liar. He’s a genial man, a bluff brute who seems dangerous, yet nevertheless oddly charming. He’s fun to be around, lavish with praise and jokes, a rough-hewn humor to words and a rustic etiquette in his manners. He’s friendly
, which people never expect of a Privateer. And that’s the point.
At his heart though, Isengrim just doesn't care much for people, with the one exception of Reynarde. He doesn't hate
, as that requires entirely too much emotional commitment from him, and he can be whimsical in his favors at times. But simply, other people are other people, and matter to Isengrim only a little. He sees nothing wrong with what he does, feels no remorse and doesn't see why he should. Conversely, he holds no grudges against people who've hurt him or Reynarde, and feels very little fear. He'd probably be diagnosed as a psychopath if anyone ever got him to sit for a psychiatric evaluation. He's overlaid this with a heavy dose of Norse mythology, a belief in fate (the Wyrd) and destiny, and he may be on to something.
That said, Isengrim's not wholly without relationships to others. Reynarde is the grand exception, of course, and he loves her as much as he can love anything. She's useful to him, and he cares for her, and he protects her and accepts her, and if anyone killed her he'd feel compelled to seek vengeance. He doesn't hurt children or people completely helpless either, into which category he's filed Erin Lamothe, despite any evidence to the contrary.
PMental Attributes: Intelligence 4, Wits 3, Resolve 3
SPhysical Attributes: Strength 3, Dexterity 3, Stamina 3
TSocial Attributes: Presence 3, Manipulation 4, Composure 3
TMental Skills: Academics 1, Computer 1, Occult 2, Politics (Freehold) 4
PPhysical Skills: Athletics 2, Brawl 1, Firearms (Rifle) 4, Stealth (Move Silently) 4, Survival 3, Weaponry 2,
SSocial Skills: Empathy 2, Intimidate 2, Persuasion 3, Socialize 1, Streetwise 2, Subterfuge (Disguise) 4
Merits: Giant 4, Mantle (Winter) 5, Token (Hedgespun Coat) 3, Token (Hungry Arrow) 4, Token (Trifles and Goblin Fruit; Hoarcotton, Brumebulb, Bilefruit) 1
Derangements: Narcissism, 4; Insomnia, 6
Defense: 2 (3, -1 Armor)
Armor: 2/3B (Hedgespun Coat)
Contracts: Eternal Winter 5, Goblin (Mantle Mask 1, Shooter's Bargain 1, Blood Binding 5), Mirror 2, Smoke 5, Stone 3, Vainglory 1
Hungry Blood Stick................5L/A...............14.............1B to fire Agg, 250/500/1000 range, 3+1 clip
Hungry Blood Stick (club)......3B/A...............8...............1B to use Agg