[hider=Cormag Ruunsten] [center][h1][color=lightblue]Cormag Ruunsten[/color] [/h1] [img]https://i.imgur.com/5ZSgU1o.jpeg[/img] [hr] [h2][color=lightblue]Basic Information[/color][/h2] [hr] [h3][color=lightblue]Age:[/color][/h3] [b]Late 30s[/b] [h3][color=lightblue]Race:[/color][/h3] [b]Ogre[/b] [hr] [img][/img] [hr] [h3][color=lightblue]Detailed Appearance:[/color][/h3] Large and hulking in size and stature, Cormag is hard not to notice. Standing in just under 8 feet in height, and weighing somewhere around the ballpark of 490 lbs, Cormag is built like a brick shit house of pure brawn and bone. Despite his stature, Cormag actually has a notably soft step and a surprising amount of deft for his size. His pale skin is hardened like leather, and his jet black hair is cut short, with a thick beard. His body is littered with a mosaic of scars, often interrupting the considerable amount of tattoo work done on his skin. Both arms are covered from wrist to shoulder in tattoos with motifs of mythical creatures of old, in the tradition of ogre shamans. [h3][color=lightblue]Class(es) (two max):[/color][/h3] Battle Smith Artificer - Forge Cleric [h2][color=lightblue]Alignment:[/color][/h2] Lawful Neutral [h2][color=lightblue]Likes:[/color][/h2][/center] [list] [*] Honest work [*] Mead, music and gold [*] Loyalty and integrity [*] Birds [*] Well made craftsmanship of any sort [/list] [center] [h2][color=lightblue]Dislikes:[/color][/h2][/center] [list] [*] Liars [*] Large bodies of water (He sinks like a rock) [*] Bad omens [*] Sitting (He often breaks furniture, which is embarrassing) [/list] [center] [h3][color=lightblue]Backstory:[/color][/h3] Cormag's biological parentage is unknown even to him, but his first memories were of the Ellezag Plains, in the ship sized wagons of an Ogrish nomad kingdom, in one of the few remaining nomadic Ogre war-tribes of Ellezag. His people were not unlike other Ogrish tribes- nomadic, warlike and traditionalist. The Ogrish tribe of the Nar Mat Kordh-Ishi were as much a military unit as they were clans and families. Newborns and younglings were provided all of the resources the clan had to offer, until they matured as adults at the age of 12. Afterwards, they were expected to provide 8 years of service to the Clan. After those 8 years, they were allowed to get married, leave, or stay on with the clan- which to little surprise, most stayed. Cormag was no exception to these rules. As a child, he learned the values of his clan, a combination of martial prowess and discipline, alongside shamanistic teachings and spirituality. Cormag's education focused primarily on the creation of weapons and armor- as the eldest son of the tribe's craftsclan. For years, Cormag would study under the tutelage of his adoptive father Garbade Ruunsten, forging weapons, tools and whatever else the tribe needed. As he reached adulthood, Cormag would join the ranks of the Nar Mat Kordh-Ishi and put those teachings into practice. The famed Nar Mat Kordh-Ishi made their way across Vradia- a brutally effective mercenary unit for hire, and would serve anyone with the resources to pay. Grudges were never held nor meted out, and they were never more brutal than they had to be- or were paid to be. Across their history, the Nar Mat-Kordh-Ishi had seen service with and against Imperial forces, and saw plenty of work with the city states of Regnad. The Nar Mat Kordh-Ishi's work would eventually bring them into direct conflict with the Empire as they were hired alongside a small budding army of Secessionists bent on carving their own corner of the Empire. Like the stories of old, the Nar Mat Kordh-Ishi and the secessionists met the Imperial army on the open plains of Ellezag. The ensuing battle was short, vicious, and laughably one-sided. Despite their training and skill, their size and brutality, the Nar Mat Kordh-Ishi were crushed under the sheer numerical might of the Imperial army. Reduced from a proud clan of landships and warriors to a shadow of their former selves, with their once proud clan ships in burning tatters, the famed Nar Mat Kordh-Ishi were effectively no more. Following their defeat, one particularly enterprising Imperial commander decided that instead of wiping ogres off the continent, showing the remaining Ogre tribes mercy might do better for the Empire than not. Thus began the decades long process of integrating the 'more civilized than average' Clan Ogres into imperial society. The integration process has been slow and is still within its infancy- and not without its own troubles. Humanfolk for the most part still distrust Ogres- and Ogres humans. For their part, Ogres have proven surprisingly industrious- their large size meant they excelled in construction and labor, but several of their number- such as Cormag, also made for surprisingly excellent craftsmen. Cormag and his clan would eventually make their home in Volenstul- its large size and presence as a trade hub meant there was always plentiful work. Though their presence in the city remains tenuous at best, relegated mostly to the Harbor district, or otherwise kept out of sight. The vast majority of Clan ogres have slowly been integrated into the Imperial army as heavy shock infantry, the old clan resurfacing as the Nar Ir-Har, Imperial Auxiliaries. Others- like Cormag's father, found themselves in direct service to the Emperor, as a royal artisan. Surprisingly, Cormag took well to the new adjustments, working regularly alongside the Royal Guard with increasing frequency as the Plague began to become more and more widespread. It is widely believed (though entirely unfounded) that Ogres are immune to the Plague on account of their robust physiology and immune system- this belief is entirely untrue, but many in the Empire still believe it, and as the Empire finds itself spread thin containing the plague, more and more of the Nar Ir-Har find themselves called to service on behalf of the Empire. After returning to Volenstul after a season away, Cormag found that his father has gone missing- his workshop a mess and vandalized. With nothing but cryptic notes and burnt letters left, Cormag set off- to find his father, or what he left behind. [h3][color=lightblue]Personal Characteristics:[/color][/h3] Despite his imposing stature and natural grimace, Cormag can be surprisingly easy to get along with. Earnest and honest, if somewhat hard headed, Cormag is the type who prefers ale and song to politics and trickery. Blunt, straightforward and to the point, Cormag is seemingly unable to lie, and is rarely afraid to speak his mind and tell things exactly as he sees it. Cormag possesses a seemingly limitless amount of patience- though the few to have seen his temper flare up have vowed to never witness it in their lives again. Not as simple minded as many believe his kind to be, Cormag is logical, with a very solid understanding of physics, and warfare, and a strict code of honor. Cormag fights with a cold and calm efficiency, like a professional soldier. Cormag finds himself most at home sitting inside a suit of heavy steel, and either firing a heavy musket from a fixed position or methodically advancing with his musket before switching to poleaxe. A precise and durable marksman, Cormag has considerable staying power in a fight, and has surprising amounts of dexterity and deft despite his size. Cormag is no slouch in a melee either, be it using his with poleaxe, fists or fighting alongside his steel companion with sheer bulk. [h3][color=lightblue]Allies?[/color][/h3][list] [*]The Ogrekin of the Nar Ir-Har. [*]The Empire's Royal Guard.[/list] [h3][color=lightblue]Enemies?[/color][/h3] [list] [*] Commonfolk that fear Ogrekin. [*] Old enemies from wars and battles past. [*] Imperial secessionists who view the Nar Mat Kordh-Ishi as traitors.[/list] [h3][color=lightblue]Are they a part of an organization?[/color][/h3] The Nar Ir-Har, formerly Nar Mat Kordh-Ishi, Imperial Auxiliaries who serve the Emperor alongside their smaller comrades. [/center] [center] [h3][color=lightblue]Inventory[/color][/h3][/center][list] [*] [b]Fusilaxe [/b]- A Ogre sized version of the dwarven hatchet flintlock, the Fusilaxe is a massive 10-foot long poleaxe with a blunderbuss barrel in line with the spike at the foot of the weapon. Loud, conspicuous, and the signature weapon of the Nar Ir-Har Auxiliaries. [*] [b]Pavise[/b] - An Ogre sized pavise shield, it is little more than a painted slab of wood. The edges are capped with steel, and the upper corner has a cutout for the Fusilaxe to be rested on. [*] [b]Half-Plate Armor[/b] - A breastplate, gauntlets, greaves and helmet over a thick gambeson. The helmet is traded for a beret when not in combat. [*] [b]Rucksack[/b] - A massive pack carrying supplies and ammunition [*] [b]Mobile Forge[/b] - 'Mobile' is an exaggeration, but a relatively portable set of tools and supplies- everything Cormag might need to set up a rudimentary forge. [*] [b]Gomie[/b] - A massive, mild mannered Ox that carries Cormag's gear when not in use- notably his mobile forge. Unsuited to fighting, but calm and difficult to startle. [/list] [center] [hr] [h2][color=lightblue]Skills and Abilities:[/color][/h2] [h3][color=lightblue]Abilities:[/color][/h3][/center] [list] [*] [b]Runecrafting[/b] - Using his mobile forge and arcane runes, Cormag can enchant and enhance weapons and armor. His Fusilaxe is currently enchanted to launch bolts of lightning in place of ammunition. [*] [b]Searing Smite[/b] - Cormag imbues a weapon of choice in fire, enhancing its strikes. [*] [b]Steel Defender[/b] - A magical construct of steel and wood, in the shape of a war mastiff named Ferrus. Agreeable to pats. [/list] [center][h3][color=lightblue]Drawbacks:[/color][/h3][/center] [list] [*] [b]Runecrafting[/b] - Cormag is limited in the number of pieces of equipment he can enhance at any given time. Applying or removing enhancements require an adequate amount of time, as Cormag must set up his forge to apply them. [*] [b]Searing Smite[/b] - Can only applied to a single weapon at a time, and reduces in efficacy as time goes on, requiring reapplication (effectively once per battle). [*] [b]Steel Defender[/b] - Ferrus cannot heal from injuries naturally or with magic, and must be repaired via Cormag's forge. [/list] [center][h3][color=lightblue]Skills:[/color][/h3] [list] [*] [b]Equipment Maintenance[/b] - A skilled craftsman, Cormag is capable of repairing, maintaining and creating equipment of all kinds given access to the right materials. [*] [b]Intimidation [/b]- Mostly on account of his massive stature and resting grimace, Cormag is naturally intimidating, which can be used to the party's advantage in certain social situations. [*] [b]Ogre's honor[/b] - It is widely thought that Ogres are unable to lie- either because they don't know how to or because of their innate nature. Their word is [i]typically[/i] worth its weight in gold. [/list] [/center] [/hider]