[center] [hider=Korgath Ulverin] [img]https://s-media-cache-ak0.pinimg.com/originals/e1/d6/0e/e1d60e43f73a708afed30e268ba800aa.png [/img] [color=f26522][b]Name:[/b][/color] Korgath Ulverin [color=f26522]“I am large and hard to kill. You, less so. Stand back please.”[/color] [color=f26522][b]Alias(es):[/b][/color] Kor, Blueblood, Chip, Brick, Stormchild [color=f26522][b]Gender:[/b][/color] Male [color=f26522][b]Race:[/b][/color] Male [color=f26522] [b]Age:[/b][/color] 17 [color=f26522][b]Rank:[/b][/color] D [color=f26522][b]Personality:[/b][/color] The orcs believe in leading by example, and as such Korgath strives to be an exemplar in everything he does. He laughs louder, drinks more, cries harder and shoulders as much as any other man he has ever known. In a more charismatic person, this would lead to a natural leader. For Korgath, the results are… a little uncomfortable, to be honest. He’s trying too hard and everyone knows it, but calms down when in more wild settings. Spending most of his life traveling through the wilds to reach civilization, Kor has learned that he is, in truth, a hardcore introvert. If he had his druthers, he would live in the woods with Kitty, hunting and fishing without need for intervention from the outside world. This does not befit his station. Considering his past, Korgath is more than aware that sometimes it is rude to inquire into someone’s history, and is happy to remain quiet on such matters. [color=f26522][b]History:[/b][/color] Pack Ulverin was a not a special one, yet another Hunter Pack for the city. Korgath himself was the spawn of then-king, Garill Ul’kadosh. The king was a large, mighty man, strong in body and spirit. He was a man who cast a shadow miles long. For this reason, Korgath trained himself since he was a child, pushing himself to be the best of the best, stronger and faster than any other member of his or any other martial Pack. He led them in hunts, was first in and last out of dangerous areas, and in their training he found his most trustworthy companion in Kitty, a beast he found after his Pack slew her mother. He showed an unnatural affinity with creatures of the wild, and soon spent more and more time away from his Pack. It was… unhealthy. Unnatural, if the Priest was to be believed, but his father would have none of it. It served the Hunt well. Then, the Pack was sent on their Bloodquest. It was relatively simple. They were to find and kill a Cavebear, beasts as large as a house, having been dropped off naked in the taiga. Not easy, but simple. After two days, they had clothed themselves in furs, crafted primitive tools, and found their quarry. It was an aged male, old enough to be the size of a small house, but still young enough to be quick and dangerous. Worthy prey. They had found its den and were deep inside, the warmth of the slumbering beast’s breath practically slapping the six young orcs in the chest when they heard a powerful scream come from the entrance; a white drake had appeared, and was hungry. Kor was fast, but not as swift as an enraged cave bear with a predator knocking on its front door. The beast knocked him aside as it woke from its slumber, slamming the young orc into the wall of the tunnel and knocking him unconscious. What happened next he could not say, but when he awoke, there was blood and fur everywhere, along with the corpses of his Pack. The only one left was Kitty, who had drug him from the fray in order to keep him safe. Devastated, he returned to Kall, dragging the severed skull of the cave bear. Technically, his Pack had passed their proof. An orc with no Pack was a pitiful creature, and pity did not get one far in Kall-Luan. Korgath was given the option to stay, join the old Pack, and forget his comrades. Or, as his father spoke, there was another choice. He could leave. Exile was a punishment for most, but this was no exile. Korgath had never been the same as the others. He strove to leave the city, explore beyond their borders and the protection of the Storm. With his Pack gone, it was a tragedy, but a chance for the orcs of Kall-Luan to know the state of the world once more. The strike of the ancients had happened long ago, but who was to say it could not happen again? It was time for the orcs to branch out, make friends and allies amongst the other races. The king extolled the virtues of knowledge and unity, and presented the case before the Twelve. They agreed, with one condition. Korgath would not return without a new Pack. Lineage did not matter, but no orc was to be alone. It wasn’t right. Korgath left. [color=f26522][b]Magic:[/b][/color] -Due to a process he underwent before his right of travel, Korgath bears eyes able to see in complete darkness. Usually unnoticeable, in pitch conditions they let loose a gentle, dull green glow. -Korgath is not sure if it is magic or not, but he has always had an almost supernatural ability to connect with animals. This also translates as an ability to read body language damn near perfectly. -Korgath automatically knows if any of his original Packmates are within half a mile, and in what direction they lie. This would not matter because they are dead, except that it includes Kitty, and in theory anyone he grows close enough to. He’s not entirely positive. [color=f26522][b]Skills:[/b][/color] -Korgath is an experienced hunter, and knows how to track through rain, sleet, snow, or shine. Over time, he has managed to learn how to track by scent, though this is difficult and better suited for his big fluffy friend. -Korgath has spent his entire life hunting beasts larger than himself, and is a fair hand with a blade. The axe and knife he keeps at his side have both seen their fair share of use, and he boasts more than the strength necessary to use them. That being said, he is completely useless with a bow, as his clan does not believe in without the use of one’s hands. Additionally, he has only used weapons against wild creatures and abominations, as his people believe one should kill other men with their bare hands. His fist-fighting is rough and relies largely on grappling, but getting hit in the head by an enraged orc is still getting hit in the head by an enraged orc. Has traditional orcish practice of fighting unarmed-to-armed combat, largely revolving around getting in a good cheap shot, joint locks, eye-gouging, and disarming his opponent. He is infinitely better at fighting monsters than he is people. -Having lived his life outside almost entirely, Korgath is skilled at surviving in the wilderness. He knows many traps for small game, and if it has to do with camping there is a large chance he can get it done. -Korgath is tough as a brick wall, and has been gored, mauled, and bludgeoned throughout his life. None of it has left him too worse for wear. -Korgath is trained in the use of heavier weapons and armor, but prefers to go as light as a shirt of chain. Wears leathers when hunting. -Korgath is almost supernaturally able to commune with wild and domesticated beasts of all kinds. [color=f26522][b]Equipment:[/b][/color] -Cleaver: Korgath’s axe, forged by a close friend of his father’s. Steel, well-made, nonmagical. -Skinner-Gutter: Korgath’s knife, part of a pair with Hatchet. Steel, well-made, nonmagical. -Traveler’s cloak, weather resistant. -Rope: best tool in the business. -Backpack: Obvious reasons. -Pants: Reluctantly used -Leather armor: For hunting serious prey -Suit of Mail: Just in case -Iron Knuckles: a special pair of gauntlets made for slaying men, essentially normal gauntlets with a small ridge of spikes around the ridge of the knuckles and less armor around the articulations of the phalanges, allowing for grappling as well as powerful strikes.Think Alexander Armstrong and you’re in the neighborhood. -Iron Toeknuckles: See above, but for the feet/shins/knees. Essentially combat shinguards. -Heavy sandles: The most Korgath is willing to wear in these softer climes. -Winter clothes: Not in use. -Waterskin: For drankin’ -Clothes: Hated but necessary in polite company -Tinderbox: Man still needs to cook to eat meat -Mess kit: Seasoning makes everything better. [color=f26522][b]Anything Else:[/b][/color] -Kitty: a Tundra Wolf that Kor has raised since his Pack killed her family in the tundra north of Lake Kall, Kitty and Korgath are both the last remaining members of their family. Eight feet long and four feet tall at the shoulder, she can very reasonably carry a human on her back for long distances. Korgath, not so much. Additionally, she is well-trained as a hunting dog, her nose far more capable than her companion’s, and her teeth much sharper. She generally has a good sense of when someone is trustworthy, and more than once Kor has deferred to her judgement on strangers. Loves cats, thinks she is a lapdog. This is troublesome, as she is as large as an adult female lion. -Korgath is extremely well-adapted to the cold and extremely unadapted to the heat. He tends to wear very little when he is able to, as the Southlands are much hotter than his home in the distant North. In theory he is slightly resistant to cold magics and slightly vulnerable to fire spells. [/hider] [/center] [center] [hider=On Orcs] A frigid land north of the country of Sirris, Kall-Luan is the home of orcs. It is said that they originated from an isle far to the south, but after generations and generations of nomadism, this is where they have settled. The large, pale-skinned humanoids have spent centuries in the cold hunting, fishing from the great lake Kall, and farming when possible. It is a hard existence, but one they enjoy. Common politeness is odd to outsiders. If one you travel with is working, you work. If one you travel with is drinking while others work, slap them. If one you travel with is drinking and work is done, join them. It is not genuine to smile at strangers, and if you do so they will consider you untrustworthy. However, if you have risked your life with a stranger, they are then to be treated as a friend for as long as they do not prove themselves otherwise, assuming they are either courageous or capable. Those that travel with other races tend to view them in a condescending, protective sort of way, much as an elder sibling would to their younger kin. Physically, the orcs are an imposing people. On average, the men stand anywhere from 5’10 to seven feet tall, weighing up to 450lbs, while the women tend to be slightly taller, averaging six to seven and a half feet tall and weighing up to 500lbs. They all bear tusks of varied lengths for decoration and attracting mates, while their actual teeth are slightly more pointed than a human’s due to their largely carnivorous diets. Most bear pale, grey-white skin, but it is not extremely unusual for dull greens and browns to find their way into the mix, relics of their original, verdant home. All orcs’ skin becomes a bright red when they enter a truly intense situation, however, a state they affectionately refer to as a “Bloodrage.” They call it this due to an old belief that an orc’s own blood grows angry with them in dangerous situations. This is misleading, however, as their skin actually changes hue in response to serious emotion of any type. An embarrassed, or sorrowful orc will look the same as a bloodthirsty one, minus facial expression and presence of a murder weapon. Society is divided into Packs, chosen in adolescence to be trained and raised for common interests and talents. One Pack may be hunters, another Pack is devoted to farming the land, another to weaving, pottery, arcane development, and so on. When Pack members have children, they are raised by the Pack of the father until such a time as they would join their own, around age twelve. This new Pack is trained by the old one of the same nature, passing on the wisdom of elders. After training for six years, the new Pack sets off on a Journeyman project to demonstrate their competence in their respective fields, a showpiece of what they’re capable of after their training. If the old Pack approves, the youngsters are allowed to join. If not, they are cast from the city and into exile. The latter is extremely rare, but individuals have been thrown out from their packs if they are seen as not having contributed to the good work of the Pack as a whole. Two duties are not allowed to be chosen by a Pack, instead taking children and raising them into the purpose: Priesthood and Rule. Priests are chosen roughly once a generation, the orcs of Kall-Luan worshipping the constant Storm which swirls over the Great Lake Kall, what they believe to be the embodiment of their ancestors. When orcs are still children, they are taken to the lake and hold large, iron rods over their heads. Whosoever is struck by lightning is chosen as the next Priest, assuming long as they survive. If they do not, the Storm swiftly selects another soon after, and so on. The whole process takes, at most, fifteen minutes. So far the fatality rate is relatively low, with the most destructive year only taking three children before a sturdy enough Acolyte was chosen. Following the Choosing, the child is then taken to the Priest for training, becoming an Acolyte and learning tradition, magic, and how to convene with the spirits of old through the Storm. When the Priest perishes, their favored Acolyte takes up the job, while the other Acolytes continue duties of arbitrating disputes, issuing judgements, and tending to the Temple of Kall. Orcish morality is largely based around scarcity of necessary resources. If one cannot contribute in any way to the city, it is considered right and good to commit suicide. To be a beggar is the highest sin an orc can commit, equal to infanticide. Both ultimately will result in the end of a life more deserving than that of the one who lives. An ugly, mean, horrible bastard is still all of those, but so long as he does his job and doesn’t make life hell for his Pack, he is tolerated. He would not mind if you insulted him based on his intelligence, appearance, attitude or abilities with the opposite sex, but a backhanded comment on his Pack is fighting words. That being said, if one member of a Pack picks a fight with an individual, it is considered a private affair, and the Pack is to stay out of it. If one orc feels insulted beyond the point of recompense, they may challenge the defamer to a Blood Duel, wherein they fight to the surrender with their bare hands. It is not uncommon to kill in these duels. A duel within a Pack is never allowed, as this would be fratricide. There are no revenges for Blood-Duels. It is seen as horrifically disrespectful to fight with ranged weapons, and as such warriors are raised to close with their enemies as swiftly as possible, dispatching them with their bare hands and armor. Magic is the exception to this rule, as magical combat is always perilous for both the user and the target. Anyone who seeks to strike at Lake Kall is the other exception to this rule, however, as attacking the heart of Kall-Luan where children sleep is considered evil to the point of demonic. Weapons, magic, and dirty tricks all become valid in the face of war with such foes. Children are seen as little balls of potential, and as such are always fiercely protected. There are few worse wrongs in Kall-Luan’s culture than harming an able-bodied child. Crippled, disfigured, or disabled children are left beside the shore of Kall for a night at birth. If they have not perished by dawn, the Storm favors them, and they are taken in as Acolytes. While Priests are chosen of the Storm, the King is chosen by a coalition of the Twelve Eldest Packs. When the old King perishes, The Twelve convene and each nominate a new King. After nominations, there is a week of discussion, followed by another week of competitions between nominees. These are generally festive events, the competitions ranging from tests of Strength and Wisdom to Kindness and Patience. The entire city watches, judging. Then, finally, one month after the death of the old King, all Packs in the city vote between the nominees. The winner is then King until death. It is not uncommon for incompetent Kings to be… corrected. Permanently. With assassination. Despite their frigid home, the orcs are still a festive people, devoted to living in the moment while they still can live. This results in a great big number of parties and celebrations ranging everything from the election of a new King, the death of the old King, the Coming of Age of a generation’s Packs, harvest time, solstices, birth days, anniversaries, births, Blood Duels, half-anniversaries… you get the idea. [/hider] [/center]