Fritzholm Hammermill has been through many changes in his life. As a child he read avidly and yearned for a scholarly life, but he also enjoyed nature. He became a woodsman in his homeland of Lyonspire. A wise sage assured Fritzholm that careful dedication to the land and periodic excersizing of an open mind would allow him access to the full realm of spells later in life. Fritzholm became truly diverse in his abilities. His travels led him to become the head trader of a merchant caravan. He learned a lot about people and economics as well as training in both sword and magic, but despite his understanding of magic the ability to cast spells eluded him. The sage claimed that his advice had been true at the time, but that the world had changed and Fritzholm would be unable to cast spells now. Fritzholm was depressed, but not discouraged. After all he enjoyed combat, and was very good with the greatsword. He even felt a little quicker.
![]() Age 23 - Woodblock |
![]() Age 27 - Book cover |
The next change in Fritzholm's life came when he took to the seas. He rode the waves with a band of pirates until he had a falling out with the pirate captain on moral grounds. He spent a full year as a navigator for the navy of a small island nation before the Naval Association offered him a commission to map the far seas. The shipboard life agreed with Fritzholm. He got into the best shape of his life. His long wavy brown hair filled in, his tanned skin went from leathery to smooth, and he shed his extra fat. All this left Fritzholm looking as charming as he acts.
Somehow, The Hierarchy (a secret society Fritzholm had battled in the past) tracked him down and sunk the ship he was on. Undead agents of the Hierarchy ripped away many of his amazing skills and abilities before he was finally able to destroy them. Fritzholm made his way to the shore of a land he had only recently charted. There in that remote deserted area he met a man who claimed to be from another planet. Sure enough his claims turned out to be true. Fritzholm convinced the man to let him aboard. Fritzholm traveled aimlessly from planet to planet until he won a small Starjammer ship in a poker game on Spectre.
With a new sense of purpose Fritzholm gathered a small but mighty crew of intrepid adventures to travel space trading interplanetary cargo and perpetrate legendary heroic deeds.
Recently another change has come over all of creation. Many subtle, and not-so-subtle changes were detected by top mythophysicists. This change brought forth the spell casting abilities the sage had told Fritzholm so many years ago he'd learn. Now Fritzholm's morale is at an all time high.
Fritzholm is a large man at 5 foot 11 inches and 280 pounds. He is extremely solid and well muscled. Once known for wearing his gothic full plate armor at nearly every occasion, Fritzholm has now taken to wearing much lighter, more subtle protection, but he still insists on carrying his greatsword at all times. He has grown a small beard and handlebar mustache to give him a more care-free nautical look.
Fritzholm has a friendly and bavard manner. He is extremely talkative - lent to making light of nearly any situation. This disarming trait endears him to some and irritates others, but puts folks at ease and almost always causes them to underestimate his intellect and education. Fritzholm is driven to spread word of his deeds far and wide. He'll spin a tale to anyone who will listen and will even go so far as traveling to remote locations for the sole purpose of acquainting the people there with the name of Fritzholm Hammermill. This may seem egotistical, but Fritzholm sees it as a form a immortality and a reason for living.
Despite his impulsive and lighthearted nature Fritzholm has been known to be stubborn and fierce at times particularly when slighted or backed into a corner. This is reflected in his battle style where he presses the advantage at times and toys with his opponent at others.