Current
I was gone for a lot longer than I thought >.>"
2
likes
2 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
4
likes
2 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
2
likes
2 yrs ago
Sometimes we live in a society. Other times, a society lives in us. Occasionally, society.
3
likes
2 yrs ago
I am fucking screaming. Why are there so many fucking MLMs posing as actual marketing/advertising agencies. Just give me an actual fucking job reeeeeeeee
For everyone's sake, I decided to try and compile a list of all the claims thus far:
top green - clock white - willy red - monkeypants dark orange - noche hot pink - Ryo brown - Serpentine purple - MonkeyB yellow - Goldeagle lower green - spleen grey - sigma Teal - Ophidon? Blue - Volus
*The crimson island isn't actually claimed rn
Do take note that not everyone listed has come into the OOC. I will admit I've missed some people but that's because I can't find their claims. Also, do make your claim publicly first going forward and don't just spring it in, other wise you look like an ass, thx ^^
Large, strong beasts of people, the Ogryns lay the claim to being the largest race in the lands. They are an incredibly durable race, able to weather extreme cold as well as extreme heat and various other natural conditions with a large amount of natural stamina and the ability to eat literally anything.
As something of an oddity, Ogryns are by and wide considered to be a very stupid race by most of civilized races (not in ear shot of course) with a very limited vocabulary but are known for extraordinary mental math abilities. Even the most simple of ogryn can preform calculations and keep track of numbers at the same level of a well educated man.
The breeding of Ogryn and reproduction is also a thing of wonder as while they are sexual dimorphic, there are far more males than females. To get around this inconvenience, the Ogryns take advantage of another one of their incredible survival tools: Being able to literally breed with anyone. Of course, the health of the person on the receiving end of a male Ogryn is dubious, they are guaranteed to foster at least a single child.
The treatment of such women of other races varies as much as the treatment of normal slaves but all should take great caution during the “Birthing Season” where hormones run high in male Ogryn even more so than usual. This causes increased desire to procreate and even more aggression which can only be suppressed through sheer force of will (which usually means those with great power and skill and mental fortitude).
PROS: + Large, very strong, durable and good stamina + Able to weather some pretty extreme natural conditions (fantastic metabolism) + Excellent skill with numbers and mental math + Can breed with anyone of any race + Can eat just about anything
CONS: - Poor mental abilities beyond math with limited vocabulary - Have to eat a lot to keep up metabolism - Too fertile, do not have enough food for everyone, weakest become food for the strongest growing up - Clumsy hands meaning less fine motor skills - Go into heat which makes them perverse and aggressive which can only be suppressed by sheer force of will (so higher ups are unaffected)
TERRITORY
(The light green up top)
A strange mix of both being territorial and nomadic, the Ogryns live atop perhaps the most mineral rich and untapped mountains, the Khorhal Mountain Range. Even without the angry, hungry Ogryns, the Khorhal Mountains are a dangerous place filled with dozens of variety of deadly killer predators, sheer cliffs, epic mountains and scraggy roads as well as extreme cold and regular blizzards of ice that can cut exposed flesh. Despite of these numerous dangers, there are plenty who still seek to attempt to mine and exploit the mountains to limited success. Nearly everyone dies in the attempt one way or another, but the riches of those who have managed to "survive" are amazing indeed and only inspire more fools to go for the Lands of the Ogryns. The Ogryns themselves are not affected by their environment due to their biology and because they're used to it and the regular stream of jackasses and miners always provides good meat.
Below the mountains are rolling hills and plateaus which are home to redoubts and hill forts who in turn watch over vast areas of farmland. Such land is cultivated by slaves, watched by Ogryn patrols to ensure none of them take extended "breaks". Although one may think of these lands to be "safe", they would be woefully wrong as it is very prestigious for a Warlord from the mountains to own farmland but not for them to simply own farmland. Intense competition for such land means that those who do only have farm land protect it zealously and ferociously.
Their de factor capital sits atop the simply named "Three Mountains", the tallest trio of stone fangs of the already impressive Khorhal Mountains. which holds the fortress stronghold of the current War Master, Sogrot Brickfist II.
LEADERSHIP
The Ogryn Kingdom is comprised of several semi-unified tribes of Ogryn, all bound to the will of the War Master and his Great Tribe. Under him are the various other tribes lead by either brutal warriors known as Warlords or powerful mages known as Slaughtermasters. The lineage of leadership is hereditary and is dominated by males but should someone be able to slay the current leader in an honorable duel to the death, they will take the title for themselves.
The current War Master is one Sogrot Brickfist II.
CULTURE
The Ogryn Kingdom is made up of various smaller Ogryn tribes. The races as a whole is fairly homogenous barring the quirks and cultural nuances of each tribe. However, there is a large number of slaves at any given time in the Ogryn Kingdoms to do the jobs which the large, clumsy Ogryn cannot. The treatment of such slaves can vary greatly between tribes and even who own them but as a general rule of thumb, those who serve the higher ups and warlords will have a better time than those who serve the normal Ogryn.
Raiding is a crucial part of the Ogryn way of life as it is through the “Art of Raid” which one finds the easiest and quickest way up the social ladder. While many see their brutal raids as barbaric, there is actually a decent bit of honor and martial skill and pride involved. For example, while the Ogryns may burn your house down, they will only attack those who fight back for you see, it is seen as important that only warriors fight warriors. As such, very few Ogryns will ever go after civilians on purpose. In addition to martial honor, the Ogryn value oaths very much and once an oath is formed, it is rarely broken. Such oaths even extend to non-Ogryn which the race of giants can come across.
Driving home this point of sophistication beyond initial looks, the Ogryns take special note of purity and will often clean themselves to the best of their abilities whenever given a chance. Even some of the larger, more impressive keeps of Ogryn Warlords are on par with civilized castles in terms of hygiene. Interestingly enough, while their vocabulary is limited, the Ogre’s natural skill with numbers means that they tend to see things numerical and as such have created an advanced written language that goes beyond their vocal language.
While the Breeding Season is by far one of the most dangerous times of the year, there are Ogryn who can control and even completely suppress its effects. While many leaders can do it through force of will, all Ogryn mages and wizards (Slaughter Masters/Slaughter Shamans/Lavableachers) can do it naturally. This comes as a secondary effect of their mental training to become magic-users which tempers their minds and hardens their spirits. Many slaves will flock to these mages and leaders during the Breeding Season, taking their chances of not being eaten over that of suffering at the bone-breaking hands of an Ogryn in heat.
Despite living in the mountains, Ogryns are naturally a nomadic race and as such can be found all over the world. Some roam in warbands or set up strongholds in remote locations. Others have found work as mercenaries due to their massive strength and, provided the employer keeps them well fed and paid, are extremely loyal mercenaries. Some have even formed bonds of fellowship with charismatic and brave adventures and officers. These "Oath-Bound Ogryn" are incredibly popular bodyguards and companions due to their amazing strength and undying loyalty as well as being able to handle limited logistical roles given their natural ability with numbers.
HISTORY
Ogyrns are not native to the mountains they are in but in fact hail from a land in the far east. It is said that their ancestors were on the run from something, a desperate migration that shot fear even to the might Ogryns that they came barreling into the lands, literally throwing themselves at anything that stood in their parts until they came to settle the mountains they currently inhabit. Even now, the few Ogryn who know what was the thing which threatened them was absolutely refuse to speak of it. Even the great War Master is visible unnerved at the words and questions relating to it.
Ogryn raids or even full scale invasion-raids known as "Warpaths" have been a common and reoccurring event for many in the world. Although over the years, people have figured out how to either buy out the services of the brutes or trick them into fighting someone else. As such, the demand of Ogryn mercenaries has increased although there are still plenty of Ogryn raiders.
(Work in Progress)
MILITARY
Warlord - Chieftains of the Ogryn tribes who rule by defeating and devouring challengers in martial combat and reputation. They are veterans of dozens of raids and battles, their experience only making their bulking mass and muscle even more dangerous. They rule with iron fists but keep a close retinue of well paid Butchers and Warlooters to help keep their position. They understandably have the best weapons and gear, the largest dens, most amount of land and the best-kept slaves
Slaughtermaster - The senior most Slaughtershaman of a tribe and the strongest local mages. They are often covered in dried blood and viscera during their work of preparing holy food. They are both respected and feared by everyone and even Warlords tread carefully in their wake. The magic they cast is often result in a bloody, violent death for the enemy or the the toughening of the already frightening Ogryns.
Slaughtershamans - Magic users of the tribe and magical and spiritual advisors. They are less direct magic users than they are holy men. The magical training and mental fortifying they undergo allows them to stay level headed in the most frenzied of times and are not affected by the effects of the hormones of the Breeding Season. Their magics tend to draw upon the "Lore of Ogryns" although they will sometimes explore other areas of magical and arcane knowledge to the best of their (limited) knowledge.
Lavableacher - A unique kind of fanatical mage in Ogryn society who are always part of the Fire Mountain Cult and basically worship a giant volcano. There are three tests involved. The first is to eat super-hot chili (powerful enough that it's more or less a laxative, a substitute for boiling oil or both). Then one must eat a giant firebug that lives in volcanoes. The final test to join the cult is to be dipped into the volcano, eat a mouthful of magma and come out alive. Though, on the upside, they breathe fire. They are by far the craziest Ogryn and are seen as such by their kin, not necessarily because they are addicted to fire, but since they only eat charred meat.
Bonesmiths - The overseer workhorse of Ogryn society who watches over the slaves and does everything from forging weapons to fixing wounds and other jobs they tend to easily mix up with one another. Any high functioning, respectable tribe will always have a good number of Bonesmiths to look over the slaves and to act as skilled labor. They're also some of the more intelligent members of the species as well as the most dexterous. In battle, they are the ones who heal wounds and set bones and jury rig weapons.
Ogryn Brute - The average adult male Ogryn and a catch-all term for all fighting males which is more or less all males. Conscription is universal as all males are expected to fight so all males are Brutes at some point in their lives. They typically carry a shield and club/axe/bludgeon and make up the bulk of any army.
Fodder Mob - Poor bastards told to pick up whatever scrap they can to charge the enemy to tie them up or to take hits. Lead by a "Mob Driver" Ogryn who are generally very loud, terrifying and holding chain whips, this is mostly done with disobedient slaves when there's a number of them around although once one is in the Fodder Mob, the only way out is death. They're also the go-to food for the Ogryn when their supplies are running low in the field. While it may seem that they're charging in buck naked, there's plenty of scrap around an Ogryn camp or keep to make a decent shank or spear or shield with.
Butchers - Brutes who've seen plenty of battle and own a solid holding of loot and gear, Butchers are basically what most Brutes aspire to be. They're armed with heavy great weapons and pole axes and choppers that can cleave a man in two and armor which reflects where they're from and have fought. They are certainly high in status and it is at this point where many begin to have higher aspirations to become personal bodyguards of the Warlord should they be skilled enough for it or even become Warlord themselves.
Beastslayer - Of the many variety of deadly, killer animals with all sorts sharp claws, tough hides, spikey furs, killer breath and other nasty natural or not-so-natural evolutionary tool, it takes a particular level of bravery to actively go out and hunt the bastards. Or a level of foolish and luck not found amongst the average Ogryn. Such is the case of Beastslayers, those who throw large spears and use giant-sized "great bows" to hunt giant animals. They are often as key component of the Ogyrn army as they're the few ranged specialists in the army itself.
Warlooter - Best exemplifying the Ogryn's natural nomadic nature and mercenary tendencies, Warlooters are veteran Ogryn mercenaries who have fulfilled numerous contracts and partaken in hundreds of battles, skirmishes and duels as well as having interact with more civilized races. They're also extremely prideful and will not shut up about their often exaggerated deeds. They're very welcomed bodyguard units and advisors as they know the outside world the best and often act as translators and guides for merchant and diplomats who wish to engage the Ogryn in something besides fighting. They take their name from the act of looting bodies for potential armor and weapons to repurpose or to sell; many bear trophies from their countless adventures which they often blow up to Herculean proportions, gifted or otherwise.
Irontusker Cavalry - Basically an angry Ogryn mounted on the back of an even angrier Irontsuker, a cross between a boar, a wolf and an elephant with tusks that can pierce armor. It also can eat anything and shit out literal pig iron which the Ogryns use in their weapons and armors when they aren't looting it from someone else. Given the already bulking mass of the Irontusker, the addition of a weapon flailing Orgyn only means that they are more than capable of running through infantry units with zero shits given.
Slingshot - An incredibly basic artillery unit, it consists of two Ogryns, typically brothers or close friends, and a sturdy, tightly woven net. Stones and objects are loaded into the sling by slaves and using their strength (and otherwise unheard of coordination for Ogryns), the Ogryns fling the munitions with great strength at walls and enemy troops. While its a very simple and crude, one would be wise not to underestimate what a handful of veteran Slingshots and their rapid fire can do.
Longspear Launcher - What amounts to a large ballista on steroids, Longspear Launchers fire out long, deadly, spears the size of size of tree trunks with barbed spikes or dipped in pitch and set on fire. Mounted on the backs of pack animals who drag it along the ground on the machine's back wheels and crewed by the (relatively) brilliant Bonesmiths who made them, the Longspear Launchers can fire with accuracy actually worth noting. More than a few promising officers have had their future glory cut short by the business end of a Longspear Launcher.
Frozen Maulerfiend Riders - A specimen of a by-gone era when the world was covered in ice, the Frozen Maulerfiend is a has traits best summed up as a "wooly mammoth-sabertooth-ice dragon". These massive, prestigious beasts exude cold and even have a breath attack which is pure ice. How such a creature came to be, no one knows but the Ogryns aren't complaining. Often used as weapons platforms for a duo of Ogryns to lob spears and shoot cross bows from while the creature stomps around. Many Warlords also feature on as their personal mounts.
The most basic and widespread weapon of the Ogryn army is the club. Of course, what exactly entails a bludgeoning device differs as to your newly mature Ogryn Brute, it might just be a sturdy length of wood. For a Warlord or a Slaughtermaster on the other hand, it could be a richly engraved work of Ogryn art with shards, spikes, and bands made of metal or bone for increased killing potential and adorn with feathers, teeth and other trinkets.
Metal weapons are still a common sight, especially as you move up the hierarchy. Great hammers, picks, poleaxes, two handed falxes, hooks with spikes, barbed maces, and more can be found in the hands of Ogryns. Each one is personalized with trophies and trinkets, kill counts and battle numbers, ornaments and additions. That said, the weapons aren't exactly the sharpest, but the brute strength of the Ogryn can easily carry it through to punch through armor and tear flesh.
Shields are more uncommon, typically only the round shield is the "true" shield and is carried by the Brutes and seldom a few others. However, the "Iron Jaw" is far more common, carried and decorated in according to status. Its basically a buckler with a bear trap attacked whose jaws snap whenever it is punched forward leading to gruesome results as one might expect.
Ranged weapons are unquestionably limited for the Ogryns who use either large spear-like javalins called "Longspears" or great bows/crossbows. Longspears are carved right from tree trunks with each tree being able to produce 3-5 longspears. They have metal or stone tips with additional spikes and barbs past the head and can be wrapped in poison-soaked cloth or dipped in flammable pitch-tar. The giant Greatbows stand just a little taller than the Ogryns themselves and fire "arrows" the size of men. There is no grace or beauty to them, only raw impaling and gore.
Not being a particularly bright race, Ogryn tactics are simply at best usually. Charge head first into the enemy, maybe try to hit them with junk from afar first, try to surround and attack from everywhere, not exactly the most complicated of maneuvers. That said, certain Warlords and commanders are known to display some fairly ingenious (if not outright insane) cunning such as the time Warlord Balruck Gorehammer discovered he could make Lavableachers explode in fiery balls of flame and magma in the middle of the enemy's line by feeding them pitch and shooting them with flaming arrows, successfully incinerating half the enemy army in one fell swoop.
However, the true genius of the Ogryns is their logistical abilities surprisingly enough as well as their resistance to natural attrition. Orgyrn raiding parties and Warpaths have been known to be able to survive for months or even years out in the wild without ever coming home to the Mountains of Khorhal. Enforced rations and use of slave labor allows them to campaign even in the bitterest of winters much to the shock of the villages and towns they throw themselves at.
CHARACTERS
Sogrot Brickfist II
Born as the heir of the Brickfist dynasty, he proved his power and worthiness through an honor duel to the death with his father in which he proceeded to eat his father and former king in the traditional Ogryn custom of inheritance.
Even amongst the already large and tall Ogryn, Sogrot is considered a giant, standing nearly twice as tall as the average male. Thus, he’s incredibly strong and even tougher than normal, being able to take a full blast of magical ice breath from an Ice Dragon mostly naked and walk out unscathed. Incidentally, that dragon has since become one his most prized kills; its scales being used in his armor “Frost Flesh”, its skull and bones being used to adore Giggas the Frozen Maulerfiend and its essences put into his weapon, the Mountain Crusher.
However, what is the most interesting about Sogrot and makes him unique is that he’s actually smart by human standards. While most Ogryns can be cunning or crafty, Sogrot is actually intelligent which probably makes him more dangerous than all his equipment combined since he knows exactly how to use his brute strength. He can read a few different languages and can eloquently converse in them as well, albeit a bit rough around the edges.
He’s also quite fond of his own patented method of execution-finisher move which he named himself: “the Fist o’ Brickin’.” Works very well when applied to soft, squishy, sensitive bits.
Bonebleacher Grimface Stonecock
A strange mix of a Lavableacher and a Bonesmith, Grimface was inducted into the Cult of Fire Mountain far later in life than is normally acceptable. He was only really allowed in after he drowned the previous Ogryn who denied him his dreams in the volcano and threatened to turn “any other hater” into a Longspear Launcher.
Between him being a Bonesmith and having magical training, the Bonebleacher is quite smart and has been known to be able to make seemingly impossible shots with his specially crafted Longspear Launcher “Rainmaker”.
Beyond that, he’s famed for his stone-faced countenance and perfect poker face along with a constant never ending erection. Its said to have never been truly disarmed on the battlefield even after loosing his club.
Gitrekt Worldeater
While the word “Warlooter” is almost synonymous with “liar” in the language of the Ogryn, Gitrekt is the anthesis to that stereotype. Having been a mercenary and general adventurer for decades now, Gitrekt has built up an impressive reputation and plenty of outlandish stories which he actually did do.
Such tales include but are not limited to: learning how to play a living cow as a musical instrument, drowning someone above water, drinking a keg of flaming ale, shoulder charged a man through no less than five buildings, killing 15 people while asleep and being able to talk to a regular tree (but only oak trees, he claims they’re the nicest).
No longer a Warlooter, he still brings a very impressive resume, having conversational abilities and even basic understanding of social grace of other races. He has a wide network of contact and acquaintances he’s built up over the years and has learned the wonderful world of playing with influence.
Having spent so much time along side other non-Ogryn, he is known to be the kindest to his slaves and even going as far as to forcing anyone who uses Fodder Mobs in his pre scene to arm them properly. Its not hard to se why many slaves hope to work for Gitrekt and why those who do are envied by their compatriots.
Worogoro Spookums
The closest thing an Ogryn has gotten to be considered remotely “stealthy” (read: not immediately screaming as he breaks down a wall). Instead, Worogoro Spookums will only start shouting once he’s right behind you to ensure maximum “spookage”. After you breaks down your wall of course.
Legends say that he was once Beastslayer who got lost and died unceremoniously after he fell head first into a hand mirror he found while out hunting. The mirror apparently was finely crafted and decorated with gold but was apparently possessed according to “reliable sources” giving it its name “The Spooky Mirror” in a bout of clear Ogryn imagination.
The Spooky Mirror is what Worogoro uses to stay hidden in the shadows as people who try to look at him will only seem themselves instead, keeping the Ogryn hidden. Such an ability has results in many tales of him sneaking across the land to eat wary travelers, impale nobles in their own homes, terrify small children and generally do evil things.
RELATIONS
WIP but basically they Ogryn just raided and mercenary'd themselves out a lot to a lot of people. And maybe extorted/blackmailed a few hamlets and villages mafia-style.
TARKIMA CLANS:
Every year, without fail and barring full on conflict, a handful of Ogryn tribes and Carkima clans convene in a location in which to conduct a festival celebrated only by those who attend it. When the moon is highest in the sea of stars for the third time, the best warriors from both nations and their respective gatherings for a week long combat arena. Such is the festival known as the Seven Nights of Blood Moon, “Gahzva Machkaw” in the Ogryn tongue.
While no one knows the true origins of this gathering, some say it was originally an annual vengeance raid in remembrance of the battle between the legendary Ogryn hero Torkah Ripperjaw the Slayer and Prince Anthelis Schold of Tarkima long ago which is said to have lasted seven days and seven nights as the two heroes fought each other none stop. The point behind the raid eventually subsided and the two highly martial cultures continued to meet to do festive and ceremonial but lethal battle.
For the next seven days, ritualistic duels, combat and challenges is done in pits to prove each side’s mettle. The side who has the most warriors left alive is declared the “winner”, a largely ceremonial title but still a source of pride both sides fight tooth and nail over literally. Although, its not uncommon for the loosing side to collectively band together and attempt to kill the other side’s leading champion in an attempt to “take back the title”. This happens regularly without fail meaning that by the final day, its just one big bloody brawl. However, once the sun rises on the 8th day, both sides lick their wounds, gather their dead and supplies and simply leave only to convene once again but in the other’s land.
Beyond fighting, one may see more normal festival and circus events such as: betting and gambling, trading and bartering, “food and drink tasting”, various performances, story telling, and artisan and merchant shops. All in all, it has become a regular event which has only seen more and more people attend each year. Some select individuals who aren’t from the clans or the tribes have also been brave enough to attend the festival and while they often go home bruised and battered, will often exclaim how exciting and surprisingly well organized it is. All the more ironic when one discovers very little planning goes into the whole thing.
DOMINION OF DAKARRAGORD
Although not the closet location, the people of Dakarragord have been gaining favor and interest within the realm of the Ogryns. Their highly martial culture with their honor duels to the death and the emphasis on strength meshes very well with the ways of the Ogryns. Some have even likened the two races to be similar with their natural durably from their skills and potential for great physical strength.
As of recently, more and more who hail from the “land of shinny scales” have been spotted during Gahzva Machkaw. It is said that to some Dakarragordians, the ritualistic fights are nothing compared to the fights in their own homelands. To others they serve as worthy training fights and a general good time where they may duel and brawl with others as they see fit and maybe bring back some trinket. To others still, those rejected and branded failures, the Seven Nights of Blood Moon is a beacon of hope as they see it as a chance to prove themselves and hopefully rise through the ranks and prove their strength.
Such interest has been returned quite well by the Ogryns especially the more adventurous and combative types. For the Ogryns who love to fight, they find much in common with the traditionalists. A small handful are said to have taken part in Kasson-Style duels and while the Ogryns do not understand the nature or the importance of such fights, they certainly do enjoy it. It should come as little surprise that the lands of Dakarragord have seen a small upturn in the number of mercenaries and raiders coming to them, knowing that they’ll be able to find something to connect with and are in for a good fight or two.
Large, strong beasts of people, the Ogryns lay the claim to being the largest race in the lands. They are an incredibly durable race, able to weather extreme cold as well as extreme heat and various other natural conditions with a large amount of natural stamina and the ability to eat literally anything.
As something of an oddity, Ogryns are by and wide considered to be a very stupid race by most of civilized races (not in ear shot of course) with a very limited vocabulary but are known for extraordinary mental math abilities. Even the most simple of ogryn can preform calculations and keep track of numbers at the same level of a well educated man.
The breeding of Ogryn and reproduction is also a thing of wonder as while they are sexual dimorphic, there are far more males than females. To get around this inconvenience, the Ogryns take advantage of another one of their incredible survival tools: Being able to literally breed with anyone. Of course, the health of the person on the receiving end of a male Ogryn is dubious, they are guaranteed to foster at least a single child.
The treatment of such women of other races varies as much as the treatment of normal slaves but all should take great caution during the “Birthing Season” where hormones run high in male Ogryn even more so than usual. This causes increased desire to procreate and even more aggression which can only be suppressed through sheer force of will (which usually means those with great power and skill and mental fortitude).
PROS: + Large, very strong, durable and good stamina + Able to weather some pretty extreme natural conditions (fantastic metabolism) + Excellent skill with numbers and mental math + Can breed with anyone of any race + Can eat just about anything
CONS: - Poor mental abilities beyond math with limited vocabulary - Have to eat a lot to keep up metabolism - Too fertile, do not have enough food for everyone, weakest become food for the strongest growing up - Clumsy hands meaning less fine motor skills - Go into heat which makes them perverse and aggressive which can only be suppressed by sheer force of will (so higher ups are unaffected)
TERRITORY
(The light green up top)
A strange mix of both being territorial and nomadic, the Ogryns live atop perhaps the most mineral rich and untapped mountains, the Khorhal Mountain Range. Even without the angry, hungry Ogryns, the Khorhal Mountains are a dangerous place filled with dozens of variety of deadly killer predators, sheer cliffs, epic mountains and scraggy roads as well as extreme cold and regular blizzards of ice that can cut exposed flesh. Despite of these numerous dangers, there are plenty who still seek to attempt to mine and exploit the mountains to limited success. Nearly everyone dies in the attempt one way or another, but the riches of those who have managed to "survive" are amazing indeed and only inspire more fools to go for the Lands of the Ogryns. The Ogryns themselves are not affected by their environment due to their biology and because they're used to it and the regular stream of jackasses and miners always provides good meat.
Below the mountains are rolling hills and plateaus which are home to redoubts and hill forts who in turn watch over vast areas of farmland. Such land is cultivated by slaves, watched by Ogryn patrols to ensure none of them take extended "breaks". Although one may think of these lands to be "safe", they would be woefully wrong as it is very prestigious for a Warlord from the mountains to own farmland but not for them to simply own farmland. Intense competition for such land means that those who do only have farm land protect it zealously and ferociously.
Their de factor capital sits atop the simply named "Three Mountains", the tallest trio of stone fangs of the already impressive Khorhal Mountains. which holds the fortress stronghold of the current War Master, Sogrot Brickfist II.
LEADERSHIP
The Ogryn Kingdom is comprised of several semi-unified tribes of Ogryn, all bound to the will of the War Master and his Great Tribe. Under him are the various other tribes lead by either brutal warriors known as Warlords or powerful mages known as Slaughtermasters. The lineage of leadership is hereditary and is dominated by males but should someone be able to slay the current leader in an honorable duel to the death, they will take the title for themselves.
The current War Master is one Sogrot Brickfist II.
CULTURE
The Ogryn Kingdom is made up of various smaller Ogryn tribes. The races as a whole is fairly homogenous barring the quirks and cultural nuances of each tribe. However, there is a large number of slaves at any given time in the Ogryn Kingdoms to do the jobs which the large, clumsy Ogryn cannot. The treatment of such slaves can vary greatly between tribes and even who own them but as a general rule of thumb, those who serve the higher ups and warlords will have a better time than those who serve the normal Ogryn.
Raiding is a crucial part of the Ogryn way of life as it is through the “Art of Raid” which one finds the easiest and quickest way up the social ladder. While many see their brutal raids as barbaric, there is actually a decent bit of honor and martial skill and pride involved. For example, while the Ogryns may burn your house down, they will only attack those who fight back for you see, it is seen as important that only warriors fight warriors. As such, very few Ogryns will ever go after civilians on purpose. In addition to martial honor, the Ogryn value oaths very much and once an oath is formed, it is rarely broken. Such oaths even extend to non-Ogryn which the race of giants can come across.
Driving home this point of sophistication beyond initial looks, the Ogryns take special note of purity and will often clean themselves to the best of their abilities whenever given a chance. Even some of the larger, more impressive keeps of Ogryn Warlords are on par with civilized castles in terms of hygiene. Interestingly enough, while their vocabulary is limited, the Ogre’s natural skill with numbers means that they tend to see things numerical and as such have created an advanced written language that goes beyond their vocal language.
While the Breeding Season is by far one of the most dangerous times of the year, there are Ogryn who can control and even completely suppress its effects. While many leaders can do it through force of will, all Ogryn mages and wizards (Slaughter Masters/Slaughter Shamans/Lavableachers) can do it naturally. This comes as a secondary effect of their mental training to become magic-users which tempers their minds and hardens their spirits. Many slaves will flock to these mages and leaders during the Breeding Season, taking their chances of not being eaten over that of suffering at the bone-breaking hands of an Ogryn in heat.
Despite living in the mountains, Ogryns are naturally a nomadic race and as such can be found all over the world. Some roam in warbands or set up strongholds in remote locations. Others have found work as mercenaries due to their massive strength and, provided the employer keeps them well fed and paid, are extremely loyal mercenaries. Some have even formed bonds of fellowship with charismatic and brave adventures and officers. These "Oath-Bound Ogryn" are incredibly popular bodyguards and companions due to their amazing strength and undying loyalty as well as being able to handle limited logistical roles given their natural ability with numbers.
HISTORY
Ogyrns are not native to the mountains they are in but in fact hail from a land in the far east. It is said that their ancestors were on the run from something, a desperate migration that shot fear even to the might Ogryns that they came barreling into the lands, literally throwing themselves at anything that stood in their parts until they came to settle the mountains they currently inhabit. Even now, the few Ogryn who know what was the thing which threatened them was absolutely refuse to speak of it. Even the great War Master is visible unnerved at the words and questions relating to it.
Ogryn raids or even full scale invasion-raids known as "Warpaths" have been a common and reoccurring event for many in the world. Although over the years, people have figured out how to either buy out the services of the brutes or trick them into fighting someone else. As such, the demand of Ogryn mercenaries has increased although there are still plenty of Ogryn raiders.
Large, strong beasts of people, the Ogryns lay the claim to being the largest race in the lands. They are an incredibly durable race, able to weather extreme cold as well as extreme heat and various other natural conditions with a large amount of natural stamina and the ability to eat literally anything.
As something of an oddity, Ogryns are by and wide considered to be a very stupid race by most of civilized races (not in ear shot of course) with a very limited vocabulary but are known for extraordinary mental math abilities. Even the most simple of ogryn can preform calculations and keep track of numbers at the same level of a well educated man.
The breeding of Ogryn and reproduction is also a thing of wonder as while they are sexual dimorphic, there are far more males than females. To get around this inconvenience, the Ogryns take advantage of another one of their incredible survival tools: Being able to literally breed with anyone. Of course, the health of the person on the receiving end of a male Ogryn is dubious, they are guaranteed to foster at least a single child.
The treatment of such women of other races varies as much as the treatment of normal slaves but all should take great caution during the “Birthing Season” where hormones run high in male Ogryn even more so than usual. This causes increased desire to procreate and even more aggression which can only be suppressed through sheer force of will (which usually means those with great power and skill and mental fortitude).
PROS: + Large, very strong, durable and good stamina + Able to weather some pretty extreme natural conditions (fantastic metabolism) + Excellent skill with numbers and mental math + Can breed with anyone of any race + Can eat just about anything
CONS: - Poor mental abilities beyond math with limited vocabulary - Have to eat a lot to keep up metabolism - Too fertile, do not have enough food for everyone, weakest become food for the strongest growing up - Clumsy hands meaning less fine motor skills - Go into heat which makes them perverse and aggressive which can only be suppressed by sheer force of will (so higher ups are unaffected)
TERRITORY
(The light green up top)
A strange mix of both being territorial and nomadic, the Ogryns live atop perhaps the most mineral rich and untapped mountains, the Khorhal Mountain Range. Even without the angry, hungry Ogryns, the Khorhal Mountains are a dangerous place filled with dozens of variety of deadly killer predators, sheer cliffs, epic mountains and scraggy roads as well as extreme cold and regular blizzards of ice that can cut exposed flesh. Despite of these numerous dangers, there are plenty who still seek to attempt to mine and exploit the mountains to limited success. Nearly everyone dies in the attempt one way or another, but the riches of those who have managed to "survive" are amazing indeed and only inspire more fools to go for the Lands of the Ogryns. The Ogryns themselves are not affected by their environment due to their biology and because they're used to it and the regular stream of jackasses and miners always provides good meat.
Below the mountains are rolling hills and plateaus which are home to redoubts and hill forts who in turn watch over vast areas of farmland. Such land is cultivated by slaves, watched by Ogryn patrols to ensure none of them take extended "breaks". Although one may think of these lands to be "safe", they would be woefully wrong as it is very prestigious for a Warlord from the mountains to own farmland but not for them to simply own farmland. Intense competition for such land means that those who do only have farm land protect it zealously and ferociously.
Their de factor capital sits atop the simply named "Three Mountains", the tallest trio of stone fangs of the already impressive Khorhal Mountains. which holds the fortress stronghold of the current War Master, Sogrot Brickfist II.
LEADERSHIP
The Ogryn Kingdom is comprised of several semi-unified tribes of Ogryn, all bound to the will of the War Master and his Great Tribe. Under him are the various other tribes lead by either brutal warriors known as Warlords or powerful mages known as Slaughtermasters. The lineage of leadership is hereditary and is dominated by males but should someone be able to slay the current leader in an honorable duel to the death, they will take the title for themselves.
The current War Master is one Sogrot Brickfist II.
CULTURE
The Ogryn Kingdom is made up of various smaller Ogryn tribes. The races as a whole is fairly homogenous barring the quirks and cultural nuances of each tribe. However, there is a large number of slaves at any given time in the Ogryn Kingdoms to do the jobs which the large, clumsy Ogryn cannot. The treatment of such slaves can vary greatly between tribes and even who own them but as a general rule of thumb, those who serve the higher ups and warlords will have a better time than those who serve the normal Ogryn.
Raiding is a crucial part of the Ogryn way of life as it is through the “Art of Raid” which one finds the easiest and quickest way up the social ladder. While many see their brutal raids as barbaric, there is actually a decent bit of honor and martial skill and pride involved. For example, while the Ogryns may burn your house down, they will only attack those who fight back for you see, it is seen as important that only warriors fight warriors. As such, very few Ogryns will ever go after civilians on purpose. In addition to martial honor, the Ogryn value oaths very much and once an oath is formed, it is rarely broken. Such oaths even extend to non-Ogryn which the race of giants can come across.
Driving home this point of sophistication beyond initial looks, the Ogryns take special note of purity and will often clean themselves to the best of their abilities whenever given a chance. Even some of the larger, more impressive keeps of Ogryn Warlords are on par with civilized castles in terms of hygiene. Interestingly enough, while their vocabulary is limited, the Ogre’s natural skill with numbers means that they tend to see things numerical and as such have created an advanced written language that goes beyond their vocal language.
While the Breeding Season is by far one of the most dangerous times of the year, there are Ogryn who can control and even completely suppress its effects. While many leaders can do it through force of will, all Ogryn mages and wizards (Slaughter Masters/Slaughter Shamans/Lavableachers) can do it naturally. This comes as a secondary effect of their mental training to become magic-users which tempers their minds and hardens their spirits. Many slaves will flock to these mages and leaders during the Breeding Season, taking their chances of not being eaten over that of suffering at the bone-breaking hands of an Ogryn in heat.
Despite living in the mountains, Ogryns are naturally a nomadic race and as such can be found all over the world. Some roam in warbands or set up strongholds in remote locations. Others have found work as mercenaries due to their massive strength and, provided the employer keeps them well fed and paid, are extremely loyal mercenaries. Some have even formed bonds of fellowship with charismatic and brave adventures and officers. These "Oath-Bound Ogryn" are incredibly popular bodyguards and companions due to their amazing strength and undying loyalty as well as being able to handle limited logistical roles given their natural ability with numbers.
HISTORY
Ogyrns are not native to the mountains they are in but in fact hail from a land in the far east. It is said that their ancestors were on the run from something, a desperate migration that shot fear even to the might Ogryns that they came barreling into the lands, literally throwing themselves at anything that stood in their parts until they came to settle the mountains they currently inhabit. Even now, the few Ogryn who know what was the thing which threatened them was absolutely refuse to speak of it. Even the great War Master is visible unnerved at the words and questions relating to it.
Ogryn raids or even full scale invasion-raids known as "Warpaths" have been a common and reoccurring event for many in the world. Although over the years, people have figured out how to either buy out the services of the brutes or trick them into fighting someone else. As such, the demand of Ogryn mercenaries has increased although there are still plenty of Ogryn raiders.
(Work in Progress)
MILITARY
Warlord - Chieftains of the Ogryn tribes who rule by defeating and devouring challengers in martial combat and reputation. They are veterans of dozens of raids and battles, their experience only making their bulking mass and muscle even more dangerous. They rule with iron fists but keep a close retinue of well paid Butchers and Warlooters to help keep their position. They understandably have the best weapons and gear, the largest dens, most amount of land and the best-kept slaves
Slaughtermaster - The senior most Slaughtershaman of a tribe and the strongest local mages. They are often covered in dried blood and viscera during their work of preparing holy food. They are both respected and feared by everyone and even Warlords tread carefully in their wake. The magic they cast is often result in a bloody, violent death for the enemy or the the toughening of the already frightening Ogryns.
Slaughtershamans - Magic users of the tribe and magical and spiritual advisors. They are less direct magic users than they are holy men. The magical training and mental fortifying they undergo allows them to stay level headed in the most frenzied of times and are not affected by the effects of the hormones of the Breeding Season. Their magics tend to draw upon the "Lore of Ogryns" although they will sometimes explore other areas of magical and arcane knowledge to the best of their (limited) knowledge.
Lavableacher - A unique kind of fanatical mage in Ogryn society who are always part of the Fire Mountain Cult and basically worship a giant volcano. There are three tests involved. The first is to eat super-hot chili (powerful enough that it's more or less a laxative, a substitute for boiling oil or both). Then one must eat a giant firebug that lives in volcanoes. The final test to join the cult is to be dipped into the volcano, eat a mouthful of magma and come out alive. Though, on the upside, they breathe fire. They are by far the craziest Ogryn and are seen as such by their kin, not necessarily because they are addicted to fire, but since they only eat charred meat.
Bonesmiths - The overseer workhorse of Ogryn society who watches over the slaves and does everything from forging weapons to fixing wounds and other jobs they tend to easily mix up with one another. Any high functioning, respectable tribe will always have a good number of Bonesmiths to look over the slaves and to act as skilled labor. They're also some of the more intelligent members of the species as well as the most dexterous. In battle, they are the ones who heal wounds and set bones and jury rig weapons.
Ogryn Brute - The average adult male Ogryn and a catch-all term for all fighting males which is more or less all males. Conscription is universal as all males are expected to fight so all males are Brutes at some point in their lives. They typically carry a shield and club/axe/bludgeon and make up the bulk of any army.
Fodder Mob - Poor bastards told to pick up whatever scrap they can to charge the enemy to tie them up or to take hits. Lead by a "Mob Driver" Ogryn who are generally very loud, terrifying and holding chain whips, this is mostly done with disobedient slaves when there's a number of them around although once one is in the Fodder Mob, the only way out is death. They're also the go-to food for the Ogryn when their supplies are running low in the field. While it may seem that they're charging in buck naked, there's plenty of scrap around an Ogryn camp or keep to make a decent shank or spear or shield with.
Butchers - Brutes who've seen plenty of battle and own a solid holding of loot and gear, Butchers are basically what most Brutes aspire to be. They're armed with heavy great weapons and pole axes and choppers that can cleave a man in two and armor which reflects where they're from and have fought. They are certainly high in status and it is at this point where many begin to have higher aspirations to become personal bodyguards of the Warlord should they be skilled enough for it or even become Warlord themselves.
Beastslayer - Of the many variety of deadly, killer animals with all sorts sharp claws, tough hides, spikey furs, killer breath and other nasty natural or not-so-natural evolutionary tool, it takes a particular level of bravery to actively go out and hunt the bastards. Or a level of foolish and luck not found amongst the average Ogryn. Such is the case of Beastslayers, those who throw large spears and use giant-sized "great bows" to hunt giant animals. They are often as key component of the Ogyrn army as they're the few ranged specialists in the army itself.
Warlooter - Best exemplifying the Ogryn's natural nomadic nature and mercenary tendencies, Warlooters are veteran Ogryn mercenaries who have fulfilled numerous contracts and partaken in hundreds of battles, skirmishes and duels as well as having interact with more civilized races. They're also extremely prideful and will not shut up about their often exaggerated deeds. They're very welcomed bodyguard units and advisors as they know the outside world the best and often act as translators and guides for merchant and diplomats who wish to engage the Ogryn in something besides fighting. They take their name from the act of looting bodies for potential armor and weapons to repurpose or to sell; many bear trophies from their countless adventures which they often blow up to Herculean proportions, gifted or otherwise.
Irontusker Cavalry - Basically an angry Ogryn mounted on the back of an even angrier Irontsuker, a cross between a boar, a wolf and an elephant with tusks that can pierce armor. It also can eat anything and shit out literal pig iron which the Ogryns use in their weapons and armors when they aren't looting it from someone else. Given the already bulking mass of the Irontusker, the addition of a weapon flailing Orgyn only means that they are more than capable of running through infantry units with zero shits given.
Slingshot - An incredibly basic artillery unit, it consists of two Ogryns, typically brothers or close friends, and a sturdy, tightly woven net. Stones and objects are loaded into the sling by slaves and using their strength (and otherwise unheard of coordination for Ogryns), the Ogryns fling the munitions with great strength at walls and enemy troops. While its a very simple and crude, one would be wise not to underestimate what a handful of veteran Slingshots and their rapid fire can do.
Longspear Launcher - What amounts to a large ballista on steroids, Longspear Launchers fire out long, deadly, spears the size of size of tree trunks with barbed spikes or dipped in pitch and set on fire. Crewed by the (relatively) brilliant Bonesmiths who made them, the Longspear Launchers can fire with accuracy actually worth noting. More than a few promising officers have had their future glory cut short by the business end of a Longspear Launcher.
Frozen Maulerfiend Riders - A specimen of a by-gone era when the world was covered in ice, the Frozen Maulerfiend is a has traits best summed up as a "wooly mammoth-sabertooth-ice dragon". These massive, prestigious beasts exude cold and even have a breath attack which is pure ice. How such a creature came to be, no one knows but the Ogryns aren't complaining. Often used as weapons platforms for a duo of Ogryns to lob spears and shoot cross bows from while the creature stomps around. Many Warlords also feature on as their personal mounts.
The most basic and widespread weapon of the Ogryn army is the club. Of course, what exactly entails a bludgeoning device differs as to your newly mature Ogryn Brute, it might just be a sturdy length of wood. For a Warlord or a Slaughtermaster on the other hand, it could be a richly engraved work of Ogryn art with shards, spikes, and bands made of metal or bone for increased killing potential and adorn with feathers, teeth and other trinkets.
Metal weapons are still a common sight, especially as you move up the hierarchy. Great hammers, picks, poleaxes, two handed falxes, hooks with spikes, barbed maces, and more can be found in the hands of Ogryns. Each one is personalized with trophies and trinkets, kill counts and battle numbers, ornaments and additions. That said, the weapons aren't exactly the sharpest, but the brute strength of the Ogryn can easily carry it through to punch through armor and tear flesh.
Shields are more uncommon, typically only the round shield is the "true" shield and is carried by the Brutes and seldom a few others. However, the "Iron Jaw" is far more common, carried and decorated in according to status. Its basically a buckler with a bear trap attacked whose jaws snap whenever it is punched forward leading to gruesome results as one might expect.
Ranged weapons are unquestionably limited for the Ogryns who use either large spear-like javalins called "Longspears" or great bows/crossbows. Longspears are carved right from tree trunks with each tree being able to produce 3-5 longspears. They have metal or stone tips with additional spikes and barbs past the head and can be wrapped in poison-soaked cloth or dipped in flammable pitch-tar. The giant Greatbows stand just a little taller than the Ogryns themselves and fire "arrows" the size of men. There is no grace or beauty to them, only raw impaling and gore.
Not being a particularly bright race, Ogryn tactics are simply at best usually. Charge head first into the enemy, maybe try to hit them with junk from afar first, try to surround and attack from everywhere, not exactly the most complicated of maneuvers. That said, certain Warlords and commanders are known to display some fairly ingenious (if not outright insane) cunning such as the time Warlord Balruck Gorehammer discovered he could make Lavableachers explode in fiery balls of flame and magma in the middle of the enemy's line by feeding them pitch and shooting them with flaming arrows, successfully incinerating half the enemy army in one fell swoop.
However, the true genius of the Ogryns is their logistical abilities surprisingly enough as well as their resistance to natural attrition. Orgyrn raiding parties and Warpaths have been known to be able to survive for months or even years out in the wild without ever coming home to the Mountains of Khorhal. Enforced rations and use of slave labor allows them to campaign even in the bitterest of winters much to the shock of the villages and towns they throw themselves at.
CHARACTERS
Sogrot Brickfist II
The big boss around in these parts; you mess with him, you get the Fist o' Brickin' applied right to your tenders.
Bonesmith Grimface Stonecock
"Famed for his stone-faced countenance and perfect poker face along with a constant never ending erection. Said to have never been disarmed on the battlefield even after loosing his axe."
Gitrekt Kegseeker
Adventurer and veteran mercenary extraordinaire who has actually done most the crazy shit he says he's done.
Worogoro Spookums
Basically the ogryn version of the fucking boogeyman.
RELATIONS
WIP but basically they Ogryn just raided and mercenary'd themselves out a lot to a lot of people. And maybe extorted/blackmailed a few hamlets and villages mafia-style.
Sabal sighed a breath of relief as the other ship disappeared into the void. While not his predicted outcome, his gamble had worked in the end. Ideally the other ship would have tried to shoot down their own torpedoes or offer some sort of apology, but that might have been too optimistic for whatever those were. Clearly some people held grudges that could not be sated with anything less than blood, the myopic barbarians. Collectively, the bridge was still in panic mode, but after explaining his plan, they found comfort in knowing what Sabal had planned even if they doubted his exact actions.
"Have all point-defense batteries open up; targets are basically fast moving astroids." Sabal ordered to his crew, "Continue on current path however. Should one of the torpedoes get through, we'll have to use the ship and her shields to take the blow. I think that our shields should be able to take it at any rate."
The void lit up with fire from the point defense batteries to began to snipe the rockets at a distance. Once they got closer, they changed to more shotgun-like burst shells and managed to destroy them all. Cheers rang out in the ship once the torpedoes were confirmed to be eliminated. Sabal himself smiled as he got up from his commander chair, "Mission successful people, prepare excavation and survey teams for both the site and to recover anything that might be left of the missiles. Also, tell High Command I want at least one more ship here for protection and that I want to know everything of these people are, cross reference the language as a beginning. Seems like our first encounter hasn't been as friendly as we had hoped."
@mifune@Toshiro Itsuma Yeah I'm currently in a roleplay with her myself and she hasn't been active for a couple of months now :\ Or at least given me a response, her last login was 14 days ago. Shame she was probably the best roleplayer I've ever roleplayed with....
I can attest to this, she's a wonderful RP and without a doubt one of the finest but her irregularities and sporadic behaviors in regards to being on and posting leaves something to be desired. I know that she has something going on irl but that's about all I know :\
Guess tis best to just move on I guess as much I don't want to say it ¯\_(ツ)_/¯ I would love it if she came back though, that would be absolutely wonderful.
I am getting waaayyy to into these fluff posts for my own good >.> That said, I already have some more ideas c: Now only if Manatee would stop being a lazy butt and regularly work on our collab D<
The gears ticked a steady, consistent beat with the industrial sounds of the piston hydraulics pumping and the gentle arcing of electricity forming a melody. Hisses of steam accentuated notes while the static hums of a generator provided a bass line. Pitched beeps and boops filled in the gaps in regular sequences as data rolled in like a lulling tide of information across the screen. Shuffling about, the sevitors clanked and stomped about, their foot steps weighed down by the machinery they carried without fail in their augmented arms; criminals they once were, forced to become mindless machines that obeyed every order dutifully and made to see their bodies act against their own wills for possibly decades to come.
Orchestrating this concerto of machinery and tinkering was one Architeck Alpha Sayun, tapping his fleshy heels to the sounds of his workshop in progress. It provided a lovely sight and inspiring sound of business to compliment his subordinate architeks with their servitors and apprentices going about. Today was just as busy as any other even if the post-warp travel normalities where taking place. It just meant that instead of forging bolter shells and transforming wrought iron into a fine blade for a Praetorian, he was ordering for the repair of cables, checks of hull integrity and purification of the machines from any warp-born spirits that sought to weed their wicked tendrils into the holy machine spirits.
His workshop was blessed to be next to one of the dozens of transport terminals, allowing for rapid dispatch of architeks and delivery of materials to his forges from stockpiles elsewhere. He had a storage facility close to him but it was far smaller than his workshop and carried either the most mundane of metals and alloys or the most exotic of isotopes and minerals which rarely found use in a place like him dedicated to repairs and simpler constructions. Perhaps if he had been authorized by the Lord Artificer of the Officio Fabricus to specialize his workshop to circuitry or gadgets that could make use of the rarer materials he would use them. But, it was common knowledge that it was the great forges and factories made from the Mechanicus Forge Ships and their workshop offshoots located towards the core of the Ark Imperialis would get all of the attention and favoritism. He and his outlying workshop at the edge of the outer hull of the ship would get little attention by the higher ups unless he proved that he was worthy.
To this end, he had been feverishly working in his private chambers, surrounded teetering towers of tomes of ancient knowledge that threaten and neatly filed documents, notes and technical drawings that were now spread all over his chamber, and a small data bank that servoskulls zipped to and fro to bring the Architek Alpha for his study. It had been nearly 50 hours since Sayun had slept and 30 since he last ate. He could feel his organics begging for nourishment and his mental implants overclocking to heir breaking points but he couldn't rest now. He was on the cusp of something, he could feel it! Something kept his circuits stirring and his tired eyes fixated on his auto-quill in his hand. There was a bubble of inspiration just begging to be burst by a sharp enough mind and Sayun thought himself the one to do it as he felt tingling in his bionics. "Could this be?" Architek Alpha Sayun looked at his trembling left claw, "Could this be the blessings of the Machine God within me?"
Renewed with a zealous fervor, the ink bled on to the parchment faster than ever as data was reivewed, recorded and transcribed at fast as the limited amount of mental implants Sayun possessed allowed him. He was an architek of a more zealous variety, still believing very much in the Omnissiah despite what had become of Holy Mars. While much of the Ark's inhabitants believed the Emperor of Mankind to be one in the same as the Machine God, Sayun saw them as two separate entities like competing brothers. Needless to say, it had gotten him into more than enough ideological troubles with others (and perhaps all the commotion he once caused was the exact reason he was assigned to such a remote workshop).
The nuero-circuits in his mind began to make connections, links he previously thought obscure synapsed to fruition that formed new thoughts. He could feel it, inching ever closer and closer to enlightenment and greatne––
"AAaaAARRrrRRrHHhhhHHhHHGGGGGggGGGgGgggg!" the man's face twisted and contorted as pain wraught his mind, clutching his mind with his organic hand as he screamed in pain. His cry soon devolved into mindless blubbering and gibberish as his lack of respect for his own body and implants lashed out in revenge for Sayun's negligence. He had worked himself too hard, his soul and drive too great for his body to handle.
"Alpha Sayun, are you okay?" An architek kicked down the door to the messy chamber and waded through the swamp of papers and scrap metal to the Architek Alpha who was now bent over his desk, face drowning in the diagram his hand still attempted to scribble out, "You really must know your limits Alpha Sayun."
Quickly reciting an abbreviated Litany of Renewed Power, the architek picked up his Alpha and used a handful of delicate tools to fix Sayun's bionic eye which clearly had overloaded and possibly even exploded, "Can you see out of this eye Alpha Sayun?"
"I... know my limits..." Sayun groaned and moaned as his body recalibrate with all of his implants, "My body... just can't... meet them... I'm going... to need... a new eye..."
"Acknowledge." the architek apathetically grunted as he grabbed one of several datapads off of Architek Alpha Sayun's table and began to tap his fingers on its holographic surface, requisition not only a new eye, but also food and drink for the tired Alpha, "You have more duties than to simply wait in here and wait for ideas, Alpha."
"Yes yes, I am well aware. Its just that I was so close too–" Architek Alpha Sayun suddenly went silent, his eyes widening as he probed and scanned his mind before it hit him and he let loose with a bellowing roar: He forgot all the data and information he had created when his systems shut dow, "NO! NO! DAMMIT ALL, NO! WHYWHYWHYWHYWHYWHY??! I WAS THIS CLOSE DAMMIT!"
"Please refrain from screaming at such decibels Alpha, you are going to scare everyone else into thinking you are having a meltdown and can possibly kill us all." the Architek's words were backed up by a pair of Tau heads that popped into the door frame along with two Apprentice Architeks and their servo-skull.
Architek Alpha Sayun just fell over on to his incomplete, useless notes and sighed heavily, almost at the brink of tears over his loss as some rations found there way beside him. He was so close, but so far. If only just even a single second longer and he would have arrived at some new conclusion. Was a single second so much to ask for for such a humble man trying to expand his horizons and advance innovation?