Hidden 9 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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<OOC>
<Chat>


Instructions:
- Using the provided template, please create a character sheet.
- Post only character sheets here. All other talk goes to the OOC.


Character Sheet (Template Here)

Name::
Age:: Orcs are fully mature by 14, and die at around 50-ish. 70 is considered ancient.
Sex:: In tribal orcish society, females are subordinate. In the Company, it's a different story, though the old sexist attitudes do sometimes find expression.
Breed:: The company accepts anything with orcish blood, including 'halfies.'

Appearance:

Skills/Abilities:
- Please list with most potent skills first.
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-
-
-


Equipment:
- Typical company equipment includes half-plate, heavy, and chainmail with a helmet, either open-faced with a nasal or visored, a falchion and/or an axe (one or two handed) and some sort of dagger. The plate may involve spikes, fur, skulls and other 'decoration' keeping in with the orcish tradition and the helmets are often also embellished. Your characters, however, are elites within the organization, so the standards are different and they have a lot of discretion about what they carry/wear into battle.
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-
-
-


History:
(You can invent a tribe, name regions and countries and cities and so forth to pull this one off, but most important is how they came to Nar Mat Kordh-Ishi and where they served in the unit.)


Personality and Psychological profile:
Be sure to relate this to the character's history; the history ought to explain the character's outlook anyway.


Relationships and Acquaintances:
Perhaps some of the characters know one another, list those acquaintances here. Talk to each other in the OOC about it.
Hidden 9 yrs ago Post by TTwoThumbsUp
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TTwoThumbsUp Oh God Why

Member Seen 8 yrs ago

Name: Armauk
Age: 38
Sex: Male
Breed: Halfie (Majority Orc, Ogre/Human)

Appearance:


Skills/Abilities:

  1. Tracking

  2. Trapping

  3. Scavenging

  4. Bladed combat specialist

  5. Steel Stomach

  6. Blacksmithing

  7. Herbology

  8. Reading


Equipment:






History:




Personality and Psychological profile: Despite orc and ogre blood running through his veins, Armauk's temperament is much more moderate than his peers, often causing him to be labeled as a soft-skin, coward, pansy, and other unpleasant names. Despite this, Armauk knows what he is capable of and few things faze him. He also has a rather pious viewpoint toward life, revering all things living for everything is where it should be in life, including him.

Relationships and Acquaintances: Leaving this open for anyone who wish to collaborate.
Hidden 9 yrs ago Post by Lotrix Molick
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Lotrix Molick

Member Seen 1 yr ago

Name:: Gaelel (means pale woman in elven) Nwalmaer (Tormented one in elven)
Age:: 30
Sex:: Hermaphrodite (Fully functioning, resulted from curse, tends to be feminine in behavior)
Breed:: Spring Child (Orc/Dryad pairing, lives for 1000 years and never visibly ages past maturity)

Appearance: Standing shorter than most orcs, she is about 5'10" and sports a very lithe, compared to normal orcs, frame. She overall seems elvish in body shape and appearance save for a few rather defining characterisitcs. She has very minor tusks poking a quarter inch from her lower lip and is overall much broader than other spring children. Her features are a bit harsher than normal, having a slightly more angular face. Despite the orcish blood in her, she still maintains a very pleasing appearance overall. Her voice takes from her mother and makes her sound like she is singing no matter what. The style of singing can vary, going from a loving lilt to a dark dirge depending upon her mood. Her features take enough from her mother to make her appear delicate. Despite this, once one makes physical contact with her, they feel the veritible wall of muscle rippling beneath her skin. She is more toned than other spring children. her hair is long and flowing. She sports blood red tattoos all over her body. They form intricate natural patterns that follow the curvature of her body. Her dryad blood makes her rather buxom. Her gait is quite delicate, often falling into a sort of personal dance. Her skin color draws from her orcish heritage and is pale with a slight gray tint. Her ears are elven in shape. Her eyes are a fiery red in color. Her hair does not have a set shade and alters depending upon season. Spring draws in a dark, moss green. Winter causes it to transition to ice blue. It is brown in summer, turning slowly to a striking auburn for fall.

Skills/Abilities:
- Druidic magic (Most spells deal with plants, has healing and destructive magic too)
- Plant shaping (Can form plants into personal arms and armor for herself. The plants are magically imbued to be strong as steel. To form plants, she needs plants and time equal to a blacksmith forging the same item)
- Animal Bonding (Functions exactly as a druid's animal companion. Can communicate telepathically with bonded animal and may only have one bonded at a time)
- Martial arts (to proficiently use her weapons of choice, striking art and focuses upon capoeira styled techniques when unmounted)
- Warg riding (Went into cavalry after pikes)
- Herbalism and botany
- Animal handling/rearing
- Disguises/Infiltration
- Stealth
- Assassination

Equipment:
- Plant shaped brigandine made of Ipe wood over mail armor of leaves with plated gauntlets, cuisses, great helm, and boots of Ipe (Similar to teak but is as fire resistant as steel and concrete)
- Arming Doublet under mail armor
- Plant shaped hand and foot claws also made of Ipe (Can be used to climb)
- Black Tabard with blood red trim and long, black, hooded cloak with inner side blood red
- Composite recurve bow and quiver of arrows (Barbed arrows to cause more damage if removed)
- Adventuring gear (Backpack, bedroll, rope, spellcasting materials, etc.)
- dried fairy bell berries, fresh fairy bell berries for drinks

History: Umartempla was a dryad within a secluded clearing. Her forest was temperate and normally cool. One day, a male orc stumbled into the clearing. Using her curse spells, she tried to repel him, but he seemed to shrug off the effects. Setting his sight upon the woman in front of him, he surprisingly cast his own spell. It locked the dryad's body in one position. The male orc proceeded to have his way with the dryad until the spell wore off, a whole night later. The orc disappeared and the dryad was left with the trauma of feeling the repulsive creature rape her. Assuming she couldn't breed with an orc, she was unpleasantly surprised by a developing pregnancy. Not wanting the child, she cursed it. She did not know what the curse would produce, but she knew it would haunt the child forever.

A decade later, the child was born. She was not a dryad as expected. In addition, she was also entirely abnormal. Rather than being a male or female, she was a hermaphrodite, a fully functioning one. The curse also manifested by making her saliva, tears, and sweat blood red. Another added effect is a painful reaction to alcohol. She cannot imbibe it at all or else she will have painful cramps, nausea that leads to vomiting, and finally will lapse into a siezure if alcohol is administered after the symptoms manifest. Metal weapons and armor cause her minor pain along her entire body as long as she wields the weapon or armor and for a day afterward. The allergy to metal and alcohol can be reversed by her drinking the juice of or eating fairy bell berries.

Her mother was distraught over the ordeal and raised her as lovingly as she could. However, Gaelel could not sit still and often wandered into the forest to explore. On one foray, she encountered an orc raiding band. They saw her and attacked. She killed one and fled into the woods. Her mother chided her for going to the edge of the forest and she argued taht she couldn't handle living in the forest much longer. At the age of 16, she had fully matured into an adult. Her mother began to prepare to help her leave, despite not understanding why one would like to leave the peaceful clearing. The orc war band from years before came again, this time searching the forest for the one who killed their comrade. They rather easily found thh clearing in the heart of the forest and set to attacking it. Gaelel fought fiercely beside her mother and they were able to kill the men, but the damage was done. Much of the forest surrounding them was destroyed. Gaelel knew she could not stay and left that night to give her mother a chance at peace again. She left the forest and tracked down the orc tribe that the war band came from. She found out it was the Dead Hand tribe and that they sought to expand. The tribe did not know of the war band's destruction, so she set out for human lands. By batting her eyelashes, wearing her pretty dresses, and occasionally singing for money, she secured lodgings and began to look for a place more suited to her capacity for violence.

That place ended up in the Nar Mat Kordh-Ishi mercenary band. She was at first called a coward and pretty girl, but after training, fighting, and working within the ranks of the pikemen, she was eventually accepted as a full member. She displayed a supernatural attunement to animals which landed her in the warg cavalry. Her warg, named Ottanosse (Warkin), became her bonded animal companion. The female warg was a runt of the litter, only saved from execution by Gaelel's own intervention. The warg grew up well trained, groomed, and cared for. This loving care translated into a ferocity in battle surpassing her litter mates. She fiercely defends Gaelel and works in tandem with her. Sparring matches with Gaelel inevitably include Ottanosse.

Eventually, after 12 years in the group, Gaelel was selected as a special unit. She was subversive and subtle. She could pass through groups much easier than others. Her beauty in the eyes of elves and humans often worked in her favor. Thus, she trained to become and assassin and infiltrator. She learned how to act as a courtesan, bard, dancer, and jester. All the while, she honed her combat skills and refined her manners.

Personality and Psychological profile:
Due to her upbringing by a dryad, Gaelel tends to act in non-orc manners. She is gentle and calm. Her temper is great but restricted to combat. Her voice is always carefully measured. She acts very feminine and wears fine dresses outside of jobs. Her time in the forest has led to her avoiding footwear any time it is not needed for protection. She is also practical in outlook. Jewelry, gems, extravangant embroidery, and other opulent things annoy her and her fine dresses are always loose and simple. She will meditate nightly, preferring to be near plantlife. Much to some orcs' annoyance, she enjoys fine music, singing, and dancing from elves. Her mother taught her to braid her hair in intricate sylvan patterns. She does this daily as a memento of her time with her mother.

Her tattoos are a result of her time with the mercenaries. She wanted to prove her toughness and thus went through magically binding each tattoo to herself. The method chosen was painful agony that she had to endure while applying the tattoos to herself. She finished the process in a single night. When she left her quarters the next day, she had tattoos. The orcs around her looked dumbfounded at the speed of which she obtained them, but they recognized that she was far tougher than she looked. She has adapted to the relatively coarse and rowdy mercenary life, though she is always gentle, kind, and polite.

She often has to endure jeers from her peers due to her sylvan appearance. She has grown used to them and holds her head high. In private, she occasionally reacts to the jeers with sadness and feelings of not belonging. She fears the day that any of the others learn of her curse and its full effects on her.

Unlike most orcs, she is not overly promiscuous. Sex is a scary thing to her indeed. She avoids it as she fears her partner hating her status as a hermaphrodite. Her fear of discovery also leads her to hold people at arm's length. Even those she would consider a friend always know that there is much more to her than she lets them know.

Relationships and Acquaintances:
None currently
Hidden 9 yrs ago Post by knighthawk
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knighthawk Djinn Jedi

Member Seen 4 mos ago

Name:: Shar Skyscar
Age:: 18
Sex:: "Gather and breed, and your numbers shall flourish." (Male)
Breed:: Orc gifted with the blood of Cyclops
Appearance:

Skills/Abilities:

- Jumping
- Intimidation/leadership
- Melee combat
- Religion/law

Equipment:
-
- Full plate (bottom half)
- Chain shirt
- Greatbow (diaku style)
- Falchion
-Spiked small shield
-Holy symbol
-Sickle

History:

"One Eyed Overseer Of All!"
"Hail Gruumsh! Hail he whose blood drips to the mud to spring forth new orcs. Hail the cyclops, a titan made in Gruumsh likeness, hail the strength, hail the power. Gather the power, gather the divine seed of our gods creation, hail the studding to bring down such power to orc flesh, hail those who died trying to contain such power. Hail those that survived, the gifts of gruumsh to lead us to victory, HAIL GRUUMSH!"

These were the words that Shar skyscar came into the world hearing over and over. Born to a particularly reverent tribe known as the Strongblood tribe and born of the priestess in the tribe. The Strongbloods indeed can trace the bloodlines back to cyclops by only a few generations and use this to claim divine right of heritage to their actions. There is something to be said for the questionable tribe whose mountain niche is a long abandoned (greek) temple, they might almost be mistaken for civilized folk if not for their zealous ways of worship and war. Others claim it is far more likely the limited contact of the niche folk has resulted in some inbreeding, resulting in the physical deformities. Either way, most Strongbloods are born with great physical might and fewer eyes than most. But for shar, he was born with something far more divine.

"Orcs can fly?!?"
"No, jump good."

While most others developed great upper body strength, it was Shars lower half that was blessed by the gods with thick columns of flesh that initially made it difficult to run with the other children. But when games came around to jumping about, he left them all behind. As the years rolled on, his divine purpose grew with his size, forming not as the way of a cleric like his mother, and not the way of a raging barbarian as his father, but rather as a(n) (un)holy paladin of the one eyed god. It was odd being the only lawful one to a chaotic god, but his orcish ways were strong enough to overlook the laws he set forth to himself as a sort of challenge to make himself even stronger.

He received a vision once in brutal meditation, he sensed a sickening beacon of good approaching through the mountain pass guarded by pitiful clerics of a weak god but their numbers made up for their weakness to a true challenge worthy of battle. He lead the raiding party who would crush these wrong-believers with their usual cunning tactics of raining rocks from above then charge the softened targets for slaughter. Sadly it would be a Pyhrric victory as the clerics all worshiped the god of the ground and when one hundred clerics all call at once for help, the answer was a rock-slide that buried them all in a great kairn. All but shar whose skill at leaping greatened into a gift of levitation that sent him flying out of harm.

Sadly, he could not return home after such a crushing victory, so he instead picked through the cairn to loot all he could of both forces and drug them all away to see what fate Gruumsh had for him. After some weeks he and his loot of a hundred corpses found themselves in a new orc camp, he gladly paid for his entrance to the new army with what he had brought with him and took his place with the pikes, knowing his godly gifts would promote him soon enough if that was Gruumsh' plan.

His leadership and divine abilities soon put him into a place of specialists when he was able to enter a small city under the lawful cloak of a paladin to negotiate for supplies. The guards may have bristled and swore harm for his radiant evil aura, but as long as he obeyed the laws, there was nothing to be done from being treated different than any other to garner a fair price for what the company needed. Many of the shops were convinced to pay a fair price for getting the orc, his 'halfies' entourage of various camper specalists, and the city guard, as far away as possible as soon as possible rather than barter and negotiate while loosing customers by the second.


Personality and Psychological profile:
Anyone can fight with flank and poisons, show me the orc that stands in the middle of the fight and lets his prowess do the talking. I wont stop you from flanking and poisoning them or even the one I am distracting by fighting them, but your victory is a hollow one. Let all be cowed by my wrathful might and divine mandate, I wear red, but do not bear the read on my arm, no. Instead, I bear my red on my legs, my gift from gruumsh. Boot to greave, greave to belt, belt to breast. This is how I shall wear my red, rising up as I wade ever deeper into the rivers of blood that flow.
Gather and breed, and your numbers shall flourish.- Bear the blessing and bloodlines.
Rise up in hordes and seize that which is rightfully yours.- Earn your keep, earn your kill, keep what you kill
Raid. Kill. Conquer.- Bring forth the light of gruumsh and blind all in its radiance, those who can not stand the light must look to the ground as the cowards they are.
A paladin of tyranny's code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).


Relationships and Acquaintances:[indent][/indent]
Hidden 9 yrs ago Post by Diabolicalrhapsody
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Diabolicalrhapsody

Member Seen 8 yrs ago

Name:: Orgen Burningmaw
Age:: 28
Sex:: Male
Breed:: Halfie (Orc, Giantess)

Appearance: He is around 8'5" in height and 510lbs.

Skills/Abilities:
- Bladed Combat
- Alchemy
- Tracking
- Trapping
- Smithing
- Survivalist

Equipment:
- Mismatched Plate Armor
- Giant Two-Handed Waraxe
- 2 Heavy Barbed Clubs made from Mammoth Femur.
- Sharpening Stone and Shaping Knife.



Personality and Psychological profile:
He is crazier than orcs and always hungry for battle. Some will say, he embodies war and the fear that death brings. Usually quite reserved and busy by himself, he is a being well-respected on the battlefield.

Relationships and Acquaintances:
Depends on whether he gets accepted.
Hidden 9 yrs ago Post by GreivousKhan
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GreivousKhan Deus Vult

Member Seen 3 yrs ago

Name:: Nargesh "Tall Shadow" gra-Gonhamph, Shadow of Death
Age:: 28
Sex:: Female
Breed:: Half-ogre (part Orc and ogre)

Appearance: Perhaps unsurprising of someone of Nargesh unique background, she is a veritable giantess. Nargesh possesses a heavyset yet athletic and muscled frame, she stands freakishly tall at nearly 9 feet in height and well over 40 stones in weight (534 lbs./242 kg). Her features are crude, intimidating with large lower tusk some 6 inches long, her imposing visage befitting her great size, underlying a fierce personality- with slightly larger lower lips and an almost flat nose. She possessess dark green if almost ebony skin with the rare patches of white scattered across her body. One such patch of white covers her left eye and reaches as far back as her left ear. Lithoderms—coin-sized bone-and-skin growths as hard as pebbles—speckle her arms, shoulders, and torso. Her hair is midnight black and is braided in long locks (dreads) that reach as far as the small of her back. Narges's eyes are a brilliant green, her skull having a slightly jutting eyebrow ridge, wide jaw, and the occasional lithoderms as well, with a few running above the eyebrows of each eye. Her form is rather voluptuous, given her large size, but rippling with muscle, as well as countless faded lines of healed scars that all reveal a hard life lived at the edge of a sword. Her eyes reveal an inner light that betrays some intelligence that is at odds with her seemingly dimwitted visage. Her knuckles are edge with the hard bone of lithoderms, so even unarmed her hands would serve to bloody ones face if she so minded to. Her ears are slightly angled like that of most orcs, but is slightly longer, as those found on a Goliath Ogre.


Skills/Abilities:
- Mastery of the blade. Nargesh's clan descended from a long line of blademasters of an almost lost martial art of the Orcish people. The Iron Heart discipline focuses on pure weapon skill. Its students learn to complete fighting maneuvers that border on the supernatural. Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves extraordinary skill with her weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse. The key skill is balance, because body control, good footing, and impeccable timing are important to completing Iron Heart maneuvers. Nargesh training was sadly abandoned before she could ever become close to a true master, what she has kept and perfected, she passes on to new blade recruits.
- Nargesh managed to pick up skills in forging and tempering steel, as was her tribes tradition. While no master of the art, she reveals competent skill.
-Physical strength and stamina; being half orc and half Goliathian Ogre, Nargesh possess extraordinary physical might, as well as stamina. She could run for hours at roughly 30mph- as fast as a horse, though, not for as long- and can crush the head of an elf with on hand.
-Embrace Pain; while gripped by bloodlust, Nargesh can shrug off wounds that would fell lesser orcs, and has a incredible tolerance to physical pain.
-Heightened hearing

Equipment:
- The Battered and well used armor worn by Nargesh is a collection of war trophies and melted down iron plates fitted for her overgrown size. Lined with fur as well as well decorated for her many kills and victories.
The Greatsword wielded by Nargesh is nearly larger then she is, at an easy 9 feet in length, several inches across. Her strength and skill allow her to easily cut down several lesser foes with but a single swing.
- Nargesh also keeps a longer dagger, nearly the length of a sword for smaller individuals, at the small of her back within easy reach should she need it.
- She is also known to carry throwing axes as her only ranged option.
- Whip, used when training new recruits of the blades.



Personality and Psychological profile:
Nargesh carries herself with a stoic resolute attitude, being quick to anger and slow to forgive slits- imagined or not. Having sprung from two races not known for their intelligence, it should perhaps come as little surprise Nargesh is not on possessing much quickness of the mind. Her method of solving a problem is often direct, if not painfully obvious or predictable. She has little in the ways of humour and the subtlety of sarcasm are lost on her more than not. Brutish though brilliant in martial matters, she understands little beyond fighting. Combined with her dull wit and the vaunted libido of a Goliath Ogre, makes for an individual who approaches almost everything in a direct and open matter. She cares little for accolades, false gestures, or praise. Actions speak loudest to her, not words.

Relationships and Acquaintances:
To be done.
Hidden 9 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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Name:: Dakgu Elf-Scalper
Age:: 24
Sex::Male
Breed:: Full-blooded orc, mother was an outcast from the Cha-yesh tribe, father unknown warrior of the Graldak.

Appearance: Flat-nosed and high forehead, green-gray skin. He wears his hair in a topknot, and otherwise remains dressed in a cuirass of leather with metal plates riveted the inside, though his is decorated with furs and spikes of bone, which serve a further purpose besides decoration. Most of the time, he goes bare-armed into the fight, while wearing a pair of ratty brown trousers and fur boots, not being much a worrier after fashion. Notably, Dakgu has a cleft palate, which makes him even less attractive to the humans. It splits his upper lip. His ears are the typical pointed and splayed-out arrangement of orcish ears, though he wears an intricately wrought golden ring through one-- that being a battlefield trophy of his most infamous hunt. Dakgu is of only average height and build for an orc.

Skills/Abilities:
- Animal empathy, specifically with wargs – Dakgu was raised with a pack of wargs, and they consider him one of them and he considers them family; his pack is the part of the breeding stock for Nar Mat Kordh-Ishi . He might not speak tongues very well, but he can growlingly communicate with wargs.
- Tracking. Dakgu is an infamously talented tracker.
- Archery – as many a human with a price on their head, as well as the ranger Myrmith Tinuviel, found out, Dakgu is surprisingly good with a bow. See below for details
- Stealth and movement in the wild – Dakgu is a master of camouflage, able to paint himself or decorate himself with grasses, bark, mud and leaves. He crawls like a snake, climbs like a squirrel and...well, all that.
- Poultices, herbs and natural cures – He is the go-to veterinarian of the Company, as he knows ways to bring down swelling and cure fevers with natural remedies.
- Damn good forager – Dakgu learned to feed himself and a pack of hungry wargs with his bow. He knows lures, bait, traps and the whole shebang. Knowing what mushrooms can be eaten and which frogs aren't poisonous is always an asset among voracious eaters like orcs.
- Fletching – Dakgu learned a long time ago to make his own arrows. He's picky.
- Speech impediment – Dagku has a hard time speaking.
- Visible deformity – Cleft palate.


Equipment:
- Leather with metal plates riveted to the inside of the armor. He wears padding under that to keep it from chafing. It has bone spikes attached to parts of it which allow him to attach strips of cloth or wildlife to it to further break himself up against the foliage.
- Longbow, orcish. That means it's thicker than a human or elven bow, with a considerable draw power. Most orcs are indifferent shots, but Dakgu is an exception to that rule. While some orcs consider bows to be 'fairy weapons' the Tuskers of Nar Mat Kordh-Ishi are generally well trained...and that is partially due to the likes of Dakgu in the ranks.
- Axe; Dakgu prefers a bearded axe for fighting, something that can smash through shields or doors or whatever. A sword only has one use, but an axe has many.
- Knives; he keeps a couple of these handy.
- Belt pouches and the like; he wears a couple belts wrapped around his waist with his survival needs attached – dried food, fishhooks, rope, line, climbing claws, etc, etc. He manages to keep it fairly light, and doesn't tote around some silly backpack like others do.

 
History:
Dakgu was born to Virda Wargkeeper of the Cha-Yesh, a tribe destroyed by the Graldak tribe some years ago. His mother bore him after the surviving the rape and being left for dead, and raised him among the pack of wargs she cared for. They made a living on the outskirts of human and orcish society as Virda plied her folk cures and skills with curing animals to those few humans that would let an orc near their livestock or orc tribes that would pay her a pittance for her considerable skills.

Dakgu was probably better off that way – he was born with a deformity, a cleft palate, that would have seen him killed in among the tribes of the orcs, whereas Virda raised him lovingly enough, for an orc, and the wargs didn't care if he couldn't speak the tongues very well. As he grew older, he became an accomplished hunter and trapper, supplementing his mother's gathering efforts, by bringing meat to the table as they moved from place to place, preferring not to stay in one area too long lest the locals decide that the local orcs and their unnatural monster-wolf pack were the cause of every deformed calf birth and bad crop in the area.

Despite these precautions, his mother was killed by humans bandits; they got her and her warg when they were foraging in the badlands between tribal lands of the Graldak and the city of Urkesh, a human settlement.

In Urkesh, no one was willing to bestir themselves for one dead orc wench and her monster-wolf, but they were willing to pay gold for the bandits, who were a plague on the area. It was Dakgu's first blood and his way into bounty hunting. While a fourteen year old human boy would be considered too young, at fourteen, an orc was all grown up, and Graldak spent several years hunting scalps and moving from place to place with the warg pack that he now cared for by himself – they assisted in trailing the quarry and were fed their horse, whereas he took their scalps and equipment and sold both back to humans in varying settlements. He was good at his job, able to track quarry, move silently and kill precisely, using his warg pack when it became necessary. As an orc, he always worked alone, for none would partner with him, a state of affairs that only honed his self-reliance. Despite his abilities, he was often mocked for his speech impediments and his employers often tried to cheat him, assuming him simple in the head. Betimes, he had to kill or maim a local mayor or sheriff to make his point about being paid fully for work done.

The most notorious bounty he ever pursued was no human, but the mad, renegade elven ranger Myrmith Tinuviel, a renowned warrior of centuries worth of experience who had decided to wage war on the human towns of the Veldaron reach, starting with the killing of poachers, but moving onto merchants, travelers and any that strayed into his range.

The hunt lasted three months wherein the two skirmished constantly; the ranger Myrmith would strike, and then Dakgu would track. Eventually, Dakgu gave up on chasing the man and laid bait of his own, trailing a caravan of loggers into the forests in secrecy, waiting for the elf to strike.

But when the elf struck, he didn't trail him. He let the ranger and his animal companions strike, slaughter the human loggers and plunder them for supplies. He trailed the ranger from a distance, learning his habits and his methods and what he did when he wasn't waging a one-knife-ear war against anything that came into his forest. By the time Dakgu had a very good idea of how the elven ranger operated, the human baron of Veldaron added a considerable bounty onto the head of Myrmith Tinuviel. A number of hunters were drawn into the region.

Dakgu hired himself as a guide and took them into the forest. These men scorned the orc with the speech impediment, ignored his advice and were brash, all of which made them very good bait. When Myrmith came for them, Dakgu managed to disappear. Using his knowledge of the elf's methods, he tracked down the elf and fought a running battle where one might assume that the orc might get the worst of it, being a stupid orc. Days of moving, ambushing and fighting, of laying traps and killing the animals and spirits the elf sent against Dakgu and his pack were not enough to finish the fight. In the end, the Orc had to rely on something else: the unexpected.

The orcish bounty hunter surprised even the elf with the last possible ploy that any haughty knife-ear would expect from a brute orc – the orc used his intelligence and knowledge to get the better of the elf and trapped him in a snare, shot him through the chest thrice, and took his ears and scalp for proof, along with all his possessions. When he presented these things to the Baron of Veldaron, he was promptly paid and promptly banished.

But by then, Nar Mat Kordh-Ishi, along with many others, had heard of Dakgu Elf-Scalper.

He served in the pikes for a time, as all do, in order to learn the new way of war, but it came easily to Dakgu. He'd worked with his pack for so long that he understood that he had a job within a larger framework. It seemed surprising that a formerly independent, hardscrabble hunter-gatherer would easily integrate into the company, but he seemed to find a niche – he was quickly moved into the Wargs as the head keeper of the beasts, the one that knew their needs and habits the best of any in the company, and the one that a tusker had to answer to if there was anything amiss in the treatment of the warg. A couple times in the Pikes he was given shit for his deformity and speech problems, but a knife to the balls and a promise to take their scalps was enough to settle a couple of the young, dumb ones out.


Personality and Psychological profile:
Dakgu doesn't have much use for society, but he was tired of being alone with old Radush Eye-Drinker sought him out as a recruit into the company; he joined in the first year and has been with the unit for for four years total. His experiences of civilization have left him with a bitter taste in his mouth and he considers himself an outcast, and the Company a band of such. But within the company, he tends to watch people carefully and say little, since he can't speak all that well anyway. As a result, he seems calm, but the reality is that he's easily as angry as any orc – but he burns cold and mean, taking bloody and final vengeance on things that mess with him or his wargs, who are what he considers his actual family. He puts his blankets in the pen with them every night and trims claws and digs out ticks. He relished being a bounty hunter, because he got paid to kill bunnies, and now he's part of a mercenary unit being paid even more gold to kill even more bunnies.


Relationships and Acquaintances:
Perhaps some of the characters know one another, list those acquaintances here. Talk to each other in the OOC about it.
Hidden 9 yrs ago Post by CallMeMisterSmith
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CallMeMisterSmith

Member Seen 6 yrs ago

Name:: Hrok Dar'Vik
Age:: 15 Often refered to as "Whelp"
Sex:: Male
Breed:: Full Blooded Male Orc,
Appearance:

Skills/Abilities:
1. Exceptional Speed, (can move quickly between ranks and easily flanks much larger, more encumbered enemies.)
2. Competent Bladesmen/ Man-at-arms (well versed with a sword and a fierce warrior in one on one combat)
3. Above Average Eyesight (allows him to track and sight enemies at substantial distances)
4. Charming (his silver tongue allows him to talk his way out of situations, often without bloodshed.)
5. Excellent Athlete (allowing for an increase in stamina as well as jumping ability)
6. Stealth (difficult for enemies to detect.)
7. Tracking (both types of prey; enemies and food)
8.Lock picking (on a moderate level)
9.Fletcher
10. The best cook any Orc has ever met. Ever.


Equipment:
Usually a crafted leather adorned with fur and small animal bones. His armor is less for a full on assault and more to allow freedom of movement and provide a less cumbersome form of protection
(2x Dual Wield)

(standard)
Cooking Utensils (small pots and pans that he prefers to use, as well as his own personal "Chef Knife")

History:
With no real family to know of, Hrok grew up in a militarized clan that forced even the youngest of Orcs to train to be fierce warriors. The idea of family is almost non-existent to him. He has only known battle his entire life and it has controlled his existence. Seen as a weakling due to his abandonment at birth and "slight" build, he feels he always has something to prove. It's unknown who his parents are or were, less is known why he was left for dead but all he knows now is his company,

At the age of twelve he was out scouting a path ahead for his clan, after being gone all day and returning to camp at dusk nothing was left. The entire clan had disappeared. No sign of struggle, or even a sign that any life had inhabited the camp at all. After wandering for days, alone and unsure of his future he stumbled across a small scout team from the Nar Mat Kordh-Ishi. After attempting to and finally being able to subdue him the company quickly realized he was a competent and proficient warrior. Upon bringing their captive back to camp it was decided he could be proven useful and was spared his life should he swear allegiance to the company and its men. It was agreeable enough terms, and after they learned of his excellent hunting and cooking skills they have never regretted the decision they made to spare him.


Personality and Psychological profile:
Although young and somewhat immature Hrok follows orders with unflinching loyalty and has proven his mettle both on the battlefield and in camp. Known to be a bit of a loner due to his upbringing and personal nature, however he has been known to be fond of strong male personalities seeing as he has no real male role model. He hates talking in front of large crowds and has a terrible fear of rejection. Still known to make mistakes due to his young age and tries to "act older" than he truly is.

Relationships and Acquaintances: Will add more here if cs is accepted
Hidden 9 yrs ago Post by drallinix
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drallinix

Member Seen 3 yrs ago

Name:: Gnarl Gul'Zhur
Age:: 17
Sex:: male.
Breed:: orc
Appearance:
Standing at 6'2 and weighing around 350 pounds Gnarl is a decent sized orc.

Skills/Abilities:
- Warg riding and taming
- Archery (both mounted and on foot)
- bladed combat (he is skilled with the use of his greatsword and some knives)
- hunting and tracking

Equipment:
-
- Heavy armor (as shown in the picture)
- Hieldran (a five foot long straight greatsword)
- Mieldar (an enormous longbow)
- quiver full of arrows (heavy,flaming,and poisoned-ten of each type)

History:


Personality and Psychological profile: He is arrogant and brash. He is also extremely intelligent for an orc and caring when it comes to his warg. He is not a leader, but can function quite well independently.

Relationships and Acquaintances: open to suggestions if im accepted.
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