Anyways, I should have my post up either tonight or tomorrow. Looks like the other squads are all filled up, but I pegged Orakh for a frontline kinda' Orc anyway.
Name: Orakh gro-Borug Race: Orsimer Age: 54 Gender: Male Birthsign: The Lord Place of Origin: Mors Yalgrond, a medium-sized Orcish Stronghold close to the coast of Iliac Bay, between Orsinium and Wayrest
Appearance: Somewhat above average for an Orc, Orakh stands in the farther ranges of six feet. Under the pale green skin that seems to become more leathery and wrinkly each sunrise, it isn't hard to see the vestiges of a mighty Chieftain. The Orc is in remarkable shape for his age, and is well built and visibly muscled. He walks with heavy steps and a determined gait, but looks to have the flexibility of stone. His hair is a light-grey tone, and pulled back into a "shaved except for a ponytail" style. His jaw is very square, with deep-set, pale brown eyes above drooping cheekbones. More than once his nose has been described as 'pig-like'.
His attire is often simple, consisting of blandly colored breeches and boots with white or black shirts. He'll only wear fur if it's cold, but always likes to be wearing some sort of armor, even to sleep.
Background: Orakh gro-Borug was born the child of Chief Mogrash and his forgewife Borghka on the 30th of First Seed. Much to the young Orc's behest, much of his childhood was spent around a forge and in a mine, with bits of physical training interspersed between. Borgkha taught him the basics of blacksmithing, while Mogrash's favored wife Yel taught the boy to read, write, and in some cases, fight; In most cases it was his half-brother Ulgak or Mogrash himself that trained him in combat. Sharog, the Stronghold's Wise Woman and Mogrash's mother, taught Orakh the teachings of Malacath, as well as explaining the Code of Malacath to the boy.
When he was able to hold a shield and swing a sword effectively, like quickly became a contest to be better than the other males. Orakh recalls making flimsy excuses to fight his own brothers, and used the fights as a way of judging self worth. If he lost, he was quick to get back up and start training once more, and it seemed his driving force behind living entirely was to grow ever stronger.
His first experience witnessing Blood Price came when he was reaching the end of adolescence- a disagreement in the local mine had grown physical, and one man struck another unprovoked. This erupted into a fight, where the instigator lost. As per the Code of Malacath, the instigator was then forced to spill his blood until the other was satisfied, having no substantial possessions to give- needless to say, Orakh was surprised the orc was able to stand after losing so much blood.
When Orakh was just eighteen years of age Ulgak challenged his father for the position of Chief. The fight lasted for what seemed like hours, but Ulgak was ultimately bested and killed. In a fit of rage, Orakh lashed out at his father, swinging at the Chief's head with his pickax. His father took it as a second consecutive challenge, one that Orakh would ultimately win. Slaying his father, Orakh was now the Chieftain of Mors Yalgrond.
He took new wives and designated a new Wise Woman. Initially under Orakh, the Stronghold remained relatively unchanged and stable as it ever was. However, it was but two years into his reign when the Aldmeri invaded Hammerfell in what was the start of the Great War. It wasn't long before refugees fleeing north across the Bay arrived at the Stronghold's threshold seeking refuge- reluctantly, Orakh decline them, wishing to not get involved in the war in any way. However, when the outsiders began to get aggressive Orakh responded with force, but that didn't sate his bloodlust. Soon, he was organizing raids on refugee caravans and camps in an effort to better provide for his people, who were struggling now that the mines were quickly drying. Orakh frequently told lies to justify the attacks and make it seem like he was upholding the Code of Malakath, which otherwise strongly prohibited unprovoked combat. At the same time, he was taking in Legion deserters of Orcish descent who wished to escape the war. The Stronghold once again prospered, with a semi-steady supply of men and being located in prime raiding territory between Wayrest and Orsinium. More than once was Orakh forced to defend the Stronghold against mercenaries hired to root out the "barbarians", but he ultimately managed, and became somewhat notorious in the region.
When the war ended, Orakh once again closed the Stronghold's gates to outsiders as adopting Orcish deserters had led to a bit of a population surplus, and that meant more possible challengers to his reign. It was around this time that the mines found a new vein, and Orakh and the populace rejoiced. The Stronghold ceased its raids and laid low for several years, peacefully mining and generally sustaining itself while allowing a comfortable lifestyle for its denizens. After a few more years, the surrounding cities stopped viewing them as common bandit rabble.
It then became prime time for other males to challenge Orakh for the position of Chief, but one by one the contenders buckled under Orakh's might. Save for one- an ex-Legion Orc by the name of Lurbuk. He had been a warrior that had won Orakh's personal respect- his skills with a blade were keen, and he had even saved Orakh's life in battle once. But now, Lurbuk wanted to leave the Stronghold. Orakh declined, but when Lurbuk moved to leave anyway Orakh struck him. Things escalated into a full-blown fight until Lurbuk bested Orakh in his own longhouse. However, Orakh's foe did not deal the killing blow. Instead, he intended to simply leave. In both an act of revenge and personal creed of following the Code of Malacath, he announced to the Stronghold that Lurbuk was now Chief Lurbuk, preventing the Orc from leaving but absolving himself of all power.
In reality, Lurbuk spared Orakh's life and banished him, though as Orakh would recall he left willingly and began serving as a sellsword as a personal way to play Blood Price to Lurbuk and atone himself to Malacath for misleading his people. He followed the Bjoulsae River and traveled into Skyrim, where he had heard the Orc population had been boosted when Orsinium was sacked again over a century ago. Along the way he took any bodyguard work that he found on the road, usually making enough coin that he could at least afford a room at the nearest inn. Eventually he had found his way to Dushnikh Yal in Skyrim, though they were unwilling to accept him as Blood-Kin. Disheartened but not defeated, Orakh continued his life as a sellsword as the land around him was gripped in civil war. When the Dragonborn took the throne Orakh considered travelling back into High Rock, but decided against it. The general unrest in the area would eventually mean more work would come his way.
Personality: Being a Stronghold-born Orc has led to Orakh pertaining a very Orcish traditionalist outlook on a lot of things- his age and travels have largely reinforced these to the point that Orakh is a bit hard to budge on them. As such, Orakh lives by the Orcish Code of Malacath, despite his fluctuations with it in his youth. Strength, honor, and independence are creeds that Orakh holds dear; this translates into a gruffly passionate and rigid old Orc warrior who likes to make his own decisions, or at least believe he is doing so, and voice his opinions. However, losing his position as Chieftain decades ago softened him towards accepting and respecting authority, a trait he thought he had lost whilst he led Mors Yalgrond.
Like many Orcs, Orakh isn't slow to anger, but his age and experiences have certainly dimmed his fires. Don't be mistaken, however, for if Orakh feels insulted by anyone or anything he will confront them, often threatening physical altercation. To him, a being is capable of worth and this worth is measured through strength in hardships and their willingness to follow personal ethics- he'd frown upon a warrior fighting only for glory and fame, but respect a warrior fighting as a way of life. Because of this, Orakh is distrustful of much of his own kin, as he believes many tend to misinterpret the Code of Malacath.
He'd never admit it, but the aging Orc has a developed fear of weakness, or otherwise feeling helpless in some way, shape, or form. Throughout his life, Orakh has gotten used to tackling his problems head-on, and feeling unable to do so is a feeling he actively avoids at all costs.
Weaknesses: While Orakh is very strong, even for an orc, his age is quickly catching up to him. He strikes hard with his axe and can carry his weight when travelling, but he tires rather easily, and extended lengths in combat can spell trouble for him. He has a distrust of magic and many of its users, often seeing it as cowardly. Orakh may have contracted a case of Helljoint, though he is quick to blame it on his age and refuses examination or medicine, under the belief he'll tough it out as an Orc.
Combat Style: Orakh's style is careful but surprisingly offensive- even his shield techniques, where he prefers punch blocks, presses, and hooks. He swings his axe hard but slow, and tries to make each swipe meaningful, since he certainly won't make as many as the others. He's as brave and confident as an orc can be, but he won't hesitate to take a back seat to younger allies, if need be, while he tries to get a throwing axe in.
Other Capabilities: The 'Berserker Rage' Orsimer are infamous for is still present to a degree in Orakh. Though he's not as quick to anger as he was in his youth, given some time, Orakh wagers he could work himself up into one. Though it wouldn't make him stronger or tougher, it would at least put his stamina troubles out of mind, albeit with the strong potential to push himself too far.
From his time as Warchief, where he organized raids, Orakh also has a basic understanding of military logistics. Nothing too complex, and nothing pertaining to a massive scale, but perhaps a bit more knowledge than the average sword-for-hire.
Orakh is also versed in the morbid process of creating Orc Warpaints.
Cash: 40 Septims
Clothing and Armor: Being and Orc, Orakh feels the most comfortable in heavy armor. He's almost always seen wearing the same steel plated boots and gauntlets, though the rest depends on the occasion. If he knows a fight is coming, he will don the steel breastplate; when travelling, Orakh likes to remove the cuirass and wear a simple white shirt and fur vest instead.
Weapon and Ammunition: Orakh's Orcish axe, the only other possession he was allowed to take with him when he was banished from Mors Yalgrond, other than a few days' worth of provisions. He also carries two smaller steel throwing axes on either hip, which he would go out of his way to retrieve after a fight. Finally, Orakh's shield is of tough and thick steel-reinforced wood. The shield's boss is heavily dented.
Potion and Arcane Supplies: Two potions of stamina, and a potion of healing.
Jewelry and Novelty Items: N/A
Books and Documents: A copy of his contract, and a pamphlet, almost a year old, urging Orcs to return to their true home in Orsinium. The pamphlet was given to Orakh by another wayfaring orc when the two met on the road.
Food, Drinks, Provisions: Loaf of bread, ration of venison, canteen of water, skin of cheap ale, small repair hammer.
Bags, Pouches, Packs: Small pouch on his belt for his potions, and a leather pack on which he can hang his breastplate while they travel. The pauldrons are often kept in the back while the chestpiece itself is attached to a hook. Said hook also makes for a convenient place for Ograkh to hang his shield, as well. Unfortunately, the pack is Ograkh's only place to keep food, as well, so the old Orsimer has gotten used to eating crushed cheese and flattened bread.
Other: N/A
Affiliation(s): Currently, none; Formerly Chief of the Stronghold Mors Yalgrond
Name: Orakh gro-Borug Race: Orsimer Age: 54 Gender: Male Birthsign: The Lord Place of Origin: Mors Yalgrond, a medium-sized Orcish Stronghold close to the coast of Iliac Bay, between Orsinium and Wayrest
Appearance: Somewhat above average for an Orc, Orakh stands in the farther ranges of six feet. Under the pale green skin that seems to become more leathery and wrinkly each sunrise, it isn't hard to see the vestiges of a mighty Chieftain. The Orc is in remarkable shape for his age, and is well built and visibly muscled. He walks with heavy steps and a determined gait, but looks to have the flexibility of stone. His hair is a light-grey tone, and pulled back into a "shaved except for a ponytail" style. His jaw is very square, with deep-set, pale brown eyes above drooping cheekbones. More than once his nose has been described as 'pig-like'.
His attire is often simple, consisting of blandly colored breeches and boots with white or black shirts. He'll only wear fur if it's cold, but always likes to be wearing some sort of armor, even to sleep.
Background: Orakh gro-Borug was born the child of Chief Mogrash and his forgewife Borghka on the 30th of First Seed. Much to the young Orc's behest, much of his childhood was spent around a forge and in a mine, with bits of physical training interspersed between. Borgkha taught him the basics of blacksmithing, while Mogrash's favored wife Yel taught the boy to read, write, and in some cases, fight; In most cases it was his half-brother Ulgak or Mogrash himself that trained him in combat. Sharog, the Stronghold's Wise Woman and Mogrash's mother, taught Orakh the teachings of Malacath, as well as explaining the Code of Malacath to the boy.
When he was able to hold a shield and swing a sword effectively, like quickly became a contest to be better than the other males. Orakh recalls making flimsy excuses to fight his own brothers, and used the fights as a way of judging self worth. If he lost, he was quick to get back up and start training once more, and it seemed his driving force behind living entirely was to grow ever stronger.
His first experience witnessing Blood Price came when he was reaching the end of adolescence- a disagreement in the local mine had grown physical, and one man struck another unprovoked. This erupted into a fight, where the instigator lost. As per the Code of Malacath, the instigator was then forced to spill his blood until the other was satisfied, having no substantial possessions to give- needless to say, Orakh was surprised the orc was able to stand after losing so much blood.
When Orakh was just eighteen years of age Ulgak challenged his father for the position of Chief. The fight lasted for what seemed like hours, but Ulgak was ultimately bested and killed. In a fit of rage, Orakh lashed out at his father, swinging at the Chief's head with his pickax. His father took it as a second consecutive challenge, one that Orakh would ultimately win. Slaying his father, Orakh was now the Chieftain of Mors Yalgrond.
He took new wives and designated a new Wise Woman. Initially under Orakh, the Stronghold remained relatively unchanged and stable as it ever was. However, it was but two years into his reign when the Aldmeri invaded Hammerfell in what was the start of the Great War. It wasn't long before refugees fleeing north across the Bay arrived at the Stronghold's threshold seeking refuge- reluctantly, Orakh decline them, wishing to not get involved in the war in any way. However, when the outsiders began to get aggressive Orakh responded with force, but that didn't sate his bloodlust. Soon, he was organizing raids on refugee caravans and camps in an effort to better provide for his people, who were struggling now that the mines were quickly drying. Orakh frequently told lies to justify the attacks and make it seem like he was upholding the Code of Malakath, which otherwise strongly prohibited unprovoked combat. At the same time, he was taking in Legion deserters of Orcish descent who wished to escape the war. The Stronghold once again prospered, with a semi-steady supply of men and being located in prime raiding territory between Wayrest and Orsinium. More than once was Orakh forced to defend the Stronghold against mercenaries hired to root out the "barbarians", but he ultimately managed, and became somewhat notorious in the region.
When the war ended, Orakh once again closed the Stronghold's gates to outsiders as adopting Orcish deserters had led to a bit of a population surplus, and that meant more possible challengers to his reign. It was around this time that the mines found a new vein, and Orakh and the populace rejoiced. The Stronghold ceased its raids and laid low for several years, peacefully mining and generally sustaining itself while allowing a comfortable lifestyle for its denizens. After a few more years, the surrounding cities stopped viewing them as common bandit rabble.
It then became prime time for other males to challenge Orakh for the position of Chief, but one by one the contenders buckled under Orakh's might. Save for one- an ex-Legion Orc by the name of Lurbuk. He had been a warrior that had won Orakh's personal respect- his skills with a blade were keen, and he had even saved Orakh's life in battle once. But now, Lurbuk wanted to leave the Stronghold. Orakh declined, but when Lurbuk moved to leave anyway Orakh struck him. Things escalated into a full-blown fight until Lurbuk bested Orakh in his own longhouse. However, Orakh's foe did not deal the killing blow. Instead, he intended to simply leave. In both an act of revenge and personal creed of following the Code of Malacath, he announced to the Stronghold that Lurbuk was now Chief Lurbuk, preventing the Orc from leaving but absolving himself of all power.
In reality, Lurbuk spared Orakh's life and banished him, though as Orakh would recall he left willingly and began serving as a sellsword as a personal way to play Blood Price to Lurbuk and atone himself to Malacath for misleading his people. He followed the Bjoulsae River and traveled into Skyrim, where he had heard the Orc population had been boosted when Orsinium was sacked again over a century ago. Along the way he took any bodyguard work that he found on the road, usually making enough coin that he could at least afford a room at the nearest inn. Eventually he had found his way to Dushnikh Yal in Skyrim, though they were unwilling to accept him as Blood-Kin. Disheartened but not defeated, Orakh continued his life as a sellsword as the land around him was gripped in civil war. When the Dragonborn took the throne Orakh considered travelling back into High Rock, but decided against it. The general unrest in the area would eventually mean more work would come his way.
Personality: Being a Stronghold-born Orc has led to Orakh pertaining a very Orcish traditionalist outlook on a lot of things- his age and travels have largely reinforced these to the point that Orakh is a bit hard to budge on them. As such, Orakh lives by the Orcish Code of Malacath, despite his fluctuations with it in his youth. Strength, honor, and independence are creeds that Orakh holds dear; this translates into a gruffly passionate and rigid old Orc warrior who likes to make his own decisions, or at least believe he is doing so, and voice his opinions. However, losing his position as Chieftain decades ago softened him towards accepting and respecting authority, a trait he thought he had lost whilst he led Mors Yalgrond.
Like many Orcs, Orakh isn't slow to anger, but his age and experiences have certainly dimmed his fires. Don't be mistaken, however, for if Orakh feels insulted by anyone or anything he will confront them, often threatening physical altercation. To him, a being is capable of worth and this worth is measured through strength in hardships and their willingness to follow personal ethics- he'd frown upon a warrior fighting only for glory and fame, but respect a warrior fighting as a way of life. Because of this, Orakh is distrustful of much of his own kin, as he believes many tend to misinterpret the Code of Malacath.
He'd never admit it, but the aging Orc has a developed fear of weakness, or otherwise feeling helpless in some way, shape, or form. Throughout his life, Orakh has gotten used to tackling his problems head-on, and feeling unable to do so is a feeling he actively avoids at all costs.
Weaknesses: While Orakh is very strong, even for an orc, his age is quickly catching up to him. He strikes hard with his axe and can carry his weight when travelling, but he tires rather easily, and extended lengths in combat can spell trouble for him. He has a distrust of magic and many of its users, often seeing it as cowardly. Orakh may have contracted a case of Helljoint, though he is quick to blame it on his age and refuses examination or medicine, under the belief he'll tough it out as an Orc.
Combat Style: Orakh's style is careful but surprisingly offensive- even his shield techniques, where he prefers punch blocks, presses, and hooks. He swings his axe hard but slow, and tries to make each swipe meaningful, since he certainly won't make as many as the others. He's as brave and confident as an orc can be, but he won't hesitate to take a back seat to younger allies, if need be, while he tries to get a throwing axe in.
Other Capabilities: The 'Berserker Rage' Orsimer are infamous for is still present to a degree in Orakh. Though he's not as quick to anger as he was in his youth, given some time, Orakh wagers he could work himself up into one. Though it wouldn't make him stronger or tougher, it would at least put his stamina troubles out of mind, albeit with the strong potential to push himself too far.
From his time as Warchief, where he organized raids, Orakh also has a basic understanding of military logistics. Nothing too complex, and nothing pertaining to a massive scale, but perhaps a bit more knowledge than the average sword-for-hire.
Orakh is also versed in the morbid process of creating Orc Warpaints.
Cash: 40 Septims
Clothing and Armor: Being and Orc, Orakh feels the most comfortable in heavy armor. He's almost always seen wearing the same steel plated boots and gauntlets, though the rest depends on the occasion. If he knows a fight is coming, he will don the steel breastplate; when travelling, Orakh likes to remove the cuirass and wear a simple white shirt and fur vest instead.
Weapon and Ammunition: Orakh's Orcish axe, the only other possession he was allowed to take with him when he was banished from Mors Yalgrond, other than a few days' worth of provisions. He also carries two smaller steel throwing axes on either hip, which he would go out of his way to retrieve after a fight. Finally, Orakh's shield is of tough and thick steel-reinforced wood. The shield's boss is heavily dented.
Potion and Arcane Supplies: Two potions of stamina, and a potion of healing.
Jewelry and Novelty Items: N/A
Books and Documents: A copy of his contract, and a pamphlet, almost a year old, urging Orcs to return to their true home in Orsinium. The pamphlet was given to Orakh by another wayfaring orc when the two met on the road.
Food, Drinks, Provisions: Loaf of bread, ration of venison, canteen of water, skin of cheap ale, small repair hammer.
Bags, Pouches, Packs: Small pouch on his belt for his potions, and a leather pack on which he can hang his breastplate while they travel. The pauldrons are often kept in the back while the chestpiece itself is attached to a hook. Said hook also makes for a convenient place for Ograkh to hang his shield, as well. Unfortunately, the pack is Ograkh's only place to keep food, as well, so the old Orsimer has gotten used to eating crushed cheese and flattened bread.
Other: N/A
Affiliation(s): Currently, none; Formerly Chief of the Stronghold Mors Yalgrond
Haha, yeah. And there could be some internal conflicts where he wonders if fighting them would even be worth it, all things considered. Or even if they were to fight, if his old tribe would be accepting of him since he sort of "left".
Thinking the tribe was rather peaceful and was on the eve of being assimilated by a bigger neighbor who the character didn't particularly like. Moved into Broacien and joined up with the Black Shields more as an 'out of desperation' thing, maybe thinking they'd one day clash with the tribe if it got big and confident enough. Or try and convince them to.
Hmm, yeah, that'd be a hassle. Well the idea was that he was a translator for a very old (and very traditionalist, hence the language barrier) tribe in the North, and since he had to be present for most meetings between leaders or what have you, he sort of picked up skills in diplomacy from that.
My post will be up tonight. Got an idea for a second character, too.
@Partisan Since you mentioned the courts specifically in the OP, I'm assuming you'd be cool with a more political character? Would there be positions in the Black Shields / elsewhere that would make that concept work?
Hmhm. Yeah, the current layout of characters worries me. I had not intended for there to be so many warrior types, but I suppose that is really unavoidable when you play these kind of RP's. Dreamingflowers' character makes a nice contrast, but I fear she'd RP very lonely compared to these other warrior type characters. I suppose I might create a 2nd character.
If it helps, I could take away Brant's combat ability. Kind of put it on there last minute, anyway. Could change him into more of a doctor-y type, for lack of a better word? Fenwalkers could have brought bunches of medicinal flora native to Murkran with them.