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Opgrum gro-Yul


Started by Lord Burl
Post #61010
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Likes Given: 55
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Faction & Race:
Daggerfall Covenant
Orc
Race - Orc

Firstname - Opgrum

Surname - gro-Yul

Title - none

Sex - male

Age - approximately 32

Occupation - mercenary/bodyguard/thug

Faction - Daggerfall Covenant

Appearance - Average height and medium build with a slight gut protruding from his love of ale and meat. Grey-green skin, grey eyes, black hair (with just a hint of grey starting to appear), a single overlapping lower-left canine, a series of rings in his right nostril, right side of his lower lip, and right ear. Slight limp on cold days due to an inexperienced healer's flub on fixing a dislocated left knee. No visible scars or tattoos. He does however have a tattoo on his chest of a bear and a minotaur locked in combat, but few have ever seen it due to clothing/armor always covering it.

Personality - Intelligent, selfish, and has little trust or faith in others or their words. Makes sure to cover his own back first, then his partner's. Although he is very distrustful of others, once he has given his word he will honor it, until the deed is done or others break their word first. Usually tries to stay within the realm of legality, but doesn't mind toying with the line between legal/illegal. He is not an assassin and does not take such jobs, unless it is a legal bounty posted by an official.

Social Background/Backstory - Opgrum grew up in a communal family. His mother had died during child birth, and his father had been gone his entire life, sailing off with a Breton businessman as his bodyguard and never returning home, whether because he was dead or drunk, no one knew. He lived with a cousin and his extended family in a backwater stronghold far from Orsinium, but further still from the cities of the other races. They lived off the land, hunting, mining ore, and making raids on thieves' dens whenever they were foolish enough to setup near them. Like all Orcs, Opgrum had a natural affinity for smithing, however his true passion lay elsewhere. Enchanting the armor and weapons made by the members of his stronghold is where Opgrum truly shined, and what he enjoyed the most. Learning the incantations, letters, and glyphs to place potent boons on the fine crafts of the blacksmiths helped the stronghold make money when they sold their crafts to traveling merchants, and protected them in battle. He even had the honor of enchanting the chiefs new axe, Grin-Mah, when the stronghold master blacksmith crafted it. Grin-Mah allowed the chieftain to laugh in the face of his adversaries, at it sucked the very life from then and bestowed it upon the chief.

He also learned a little of Alchemy from one of his aunts, and rather enjoyed the work. It was not as physically demanding as the smithy, but he felt like it required a more cunning mind and gentle, precise hands that many from his race did not possess. So it went, by day he hammered away at the iron, steel, and malachite ore; by night he learned potions and poisons from the ancient woman.

This continued until around his 18th year of life. On a cold midwinter's morn he awoke to the screams of his kinsmen and a horrible cacophony of shrieks, bellows, and other guttural sounds. Grabbing his axe, he rushed out of his home to find the stronghold under attack by a group of Daedra worshipers and the daedra that they had summoned. A hulking Ogrim was ripping one of the huts apart to get at the inhabitants, while a reptile he was not familiar with was destroying the smithy and nearby dwellings. Scamps and other various creatures were attacking the stronghold inhabitants all over the encampment. He ducked back in the door and tried to help his family understand that they needed to move and move quickly if they wanted to live. He ran back to the door to help secure the stronghold when a blast ripped through the entire house, shearing apart beams and shattering the very earth it was built upon.

When he awoke, he gathered upon his wits and surveyed his surroundings. He was pinned by a rafter and completely covered up by debris, but because of the rafter, the debris had not crushed him. He listened intensely for what felt like hours, wondering if the horrors from earlier were still lurking nearby or had left looking for more souls to torment and kill. Finally he heard a voice calling out, an Orcish voice. He did not dare to call out to it at first, but then realized it was several voices, and they were calling out the names of stronghold members as they searched for survivors. He began calling out, and soon 4 strong hands were pulling him out from underneath the rubble. One pair belonged to Gra'Muh, and the other to Ruglum, brothers who had been out hunting when the attack happened. After 2 days of digging, weeping, and anger, the entire stronghold was accounted for. Out of 73 souls, only 19 remained, and none of them were Opgrum's family. The stronghold leader, Dulgu, raged about how this tragedy had come to pass. Where had the daedra and their masters come from? Why had they even attacked them? No answers were to be found however.

Opgrum, alone except for a few friends, did not know what to do. After several days of contemplation, he searched through the ruins of his family's home, and managed to find his aunt's mortar & pestle, along with an intact alembic. He rummaged around for a few more items, gathering an iron breastplate, some sturdy boots and bracers made from wolf hides, and his trusty glass axe. He then bid the other survivors farewell, stating that with all of his kin now dead, he was going to explore the world, and continue his life far away from the pain and grief of his memories. Opgrum traveled far and wide, from High Rock, to the city of Markarth in Skyrim. He worked as a sword for hire, bodyguard, deputy lawman, and even performed a few burglaries with a Khajiit named Raksovar, until Raksovar used him as a fall man on a botched job. After a 7 month stint in a hard labor camp, Opgrum decided no more Khajiit partners would be a good idea, as well as giving up the life of a thief.

Fallouts with other 'business' partners over the years, and being cheated by wealthy men looking for a cheap bodyguard, took their toll on Opgrum, turning him into a distrustful and somewhat taciturn fellow. He made his way through life on strength, wit, and talent. When coin ran low and jobs were scarce, he would pick up a hammer at a local smithy and work as an apprentice, or pick wild plants and make healing potions and salves that he peddled on the street. After some 12 or 13 years, he wasn't even sure how many, war seemed to be on the horizon. The Bretons had convinced the Redguards and Orcs of Orsinium to band together, while at the same time 2 other factions were gathering members and combining their military strength. Cyrodil was the prize, with the throne the center piece. Opgrum made his way to High Rock, for during times such as these, there were certain to be wealthy businessmen looking for a good sword arm to keep them company.

Best Memory - During one of his adventures, Opgrum met a young female Orc, Snagamul, who worked as a servant for a noble in the Colovian Highlands. He and the young maiden shared a happy and lustful 2 weeks together. There was a hill between the inn where he was staying, and her master's house, where they would meet. The hill possessed a ruined house, where they would lay and look up at the stars, embrace one another and make love until the hour was so late that the maiden didn't know if she would get any sleep before her shift began. Although he never saw her again, he often thinks of Snagamul, and hopes that some day, he might meet her again and renew their love.

Worst Memory - The slaughter of his family and stronghold kinsmen by the daedra stands out as his worst memory. The only memory that comes close to this one is the loss of one of his best friends during a raid on a vampire den, where he watched as his friend was torn apart.

Skills - Excellent warrior in heavy or medium armor. Prefers a 2 handed axe and a crossbow, but is knowledgeable with 1 handed axes and maces as well and knows the basics of a shield. Is a fine smith and a decent alchemist as well. Picked up a few handy spells on his travels, but knows little of magic and feels most comfortable in the thick of melee combat. Is not a sneak or pick pocket, but learned how to use a lockpick for those stubborn dungeon doors and chests that never seem to have a key nearby.

Challenges for the Character - Opgrum still holds onto the memory of the daedra attack on his previous home. If he had rushed into the fray instead of rousing his family, would it have made a difference? Was his axe enough that it would have turned the tide of battle that day and allowed more of his brethren to survive? Haunted by his memories and questions, he wanders the land in search of coin and good ale.

Since the daedra attack, Opgrum has not been able to bring himself to worship Malacath, as Opgrum now finds all daedra distasteful. However, many Orcs consider it turning ones back on their own people not to worship Malacath. Opgrum tries to avoid the subject, as he would be uneasy trying to answer questions about his loyalty to the Orcs patron deity.

Also, Opgrum does not work well in large groups. Opgrum must work on his social skills and his ability, or lack there of, to trust others. Rarely does an adventurer make it alone, so this is not only a challenge, but a necessity as well.

Opgrum has always wondered about his father, never knowing whether his father was alive or not. He has often thought of attempting to track down his father's whereabouts, or learn of how he died, if indeed he did. Should his father's trail turn up during the coming war, it would prove a troubling time for the Orc, as he would be torn between duty, and discovering the fate of his absent father. Worse still would be what would happen if he found his father, for even Opgrum was uncertain whether it would be a happy occasion, or an angry one.

Birthsign - The Lady

Religious Views - Hates the daedra and daedra worshippers. He hates the daedra so much that he has even turned his back on Malacath and no longer prays at his shrines. During his travels, he was introduced to the divines, and occasionally offers up prayers to them as the need arises, but claims no official religion.

Politics Views - Doesn't trouble himself with politics too much. He does like the notion of the Orcs finally having their own kingdom, which will happen if the Daggerfall Covenant is successful, but worries that the Orcs will simply get used in this conflict.

Goals - Opgrum left the only place he had ever known, the stronghold of his birth and the place where all his hopes and desires died. He wandered for a couple of years, little more than a beggar, just exploring the world and living off the land as much as possible.

He finally made some peace with the death of his family and friends when he ran into a familiar face while traveling in the city of Bravil. It was none other than Gra'Muh, one of the brothers who had pulled him from the rubble after the daedra attack. Gra'Muh invited Opgrum to a local tavern, where they proceeded to drain mug after mug of ale, catching up on what had happened since he left the stronghold.

All of the other survivors traveled to a nearby stronghold and gained acceptance. There the survivors learned that the attack had been one of several on Orc strongholds in the past 2 months. The leaders of 4 separate strongholds held a meeting, and decided that it was in their best interest to band together and find the daedra worshipers and deal with them once and for all.

It took several more months, but they were finally located, and a war party of 250 Orcs descended on the caves where the daedra worshipers were making their home. Although it turned out that there were only 16 of the vermin, they were all experienced mages and summoners, and the fighting was intense. The war party lost 60 members, and many more were maimed, but they slaughtered the daedra and their masters down to the last one. They then sealed the evil cave so that none could ever reuse it for daedra worship. Gra'Muh lost his brother during the battle, and afterwards decided to try his luck at mercenary work.

He told Opgrum of one of his journeys, a 6 month trip into the outskirts of Skyrim, protecting a caravan from bandits and wild animals. Opgrum, upon hearing of the excitement and exotic locations, realized that he would enjoy becoming a sell sword, and earn his fortune through his axe. He now saw the path that lay ahead of him, although he had little idea how winding that path would become before his journey was complete. The next day, he joined Gra'Muh and signed on for a bodyguard job, escorting a merchant. He and Gra'Muh would go on to have many adventures together, and for the first time since leaving his home, Opgrum knew what he wanted and was happier than he could remember for some time.
This post was last modified: March 20th 2014, 03:12 PM by Lord Burl
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Horizon Seeker, quib, Triskele
Post #61014
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Interesting and believable, well done.


Tyrvan Southpaw - a Nordic Skaal hunter
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Lord Burl
Post #61027
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Oh my goodness! wow! brilliant! erm let my introduce myself!
Hail Lord Brul and hail Opgrum gro-yul and welcome to the RP forums! i'm Quib and you probably find me lurking in the character bio section of this site. as you probably could tell by my first line I LOVE THIS CHARACTER!!! i mean really! i dare say this is one of the best i've read! his appearence was brilliantly detailed, and a character that puts himself before his friends! we dont have enough of them! your back story was simply fantastic! you didn't make him the greatest blacksmith to ever of lived nor did you make him take all the daedra head on! you made him cower instead. which i love. You have discribed skills the way i love! rather than going :one handed (expert), smithing (master), you have made your character seem more human ... er i mean orcish.

Ok enough praise or i'll be here all day XP, i have a little niggle, warrior type characters being born under the warrior, i know it makes sense but i don't like the feeling that the stars tell your character how they are going to act you know? anyway it's only a niggle. You maybe want to expand on challenges? orc society are about the strong ruling the strong! there isn't a place for the weak in there ranks! now im not saying that your orc is weak! no. not by any means! but your character hiding from the daedra rather than seeking a good death! would that be a moment of shame for your orc? or maybe he is like f*ck tradition! i'm not going to die for a 'good death'! and sees his action as the right choice!
lastly what is your characters goals? what does he want to achieve in his life?

Overall a brilliant character! i mean wow! thank you so much for uploading Opgrum. i look forward to reading any improvement you give him.
I have made a thread, solely on helping add more depth to peoples characters http://www.tesof.com/topic-character-scenarios basically you answer a bunch of questions in your characters shoes. i would really like to see your input ^-^
This post was last modified: April 19th 2013, 02:50 AM by quib


Quib - Argonian Adventurer
Garce Tilvvan - Dunmer Witch Hunter
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Lord Burl
Post #61158
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Likes Given: 55
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Daggerfall Covenant
Orc
Thanks so much for the comments and input. I will take into consideration your points, although I would like to say that he did not cower at first. He was headed back outside to confront the daedra when the house was blown down around him by an unseen force (perhaps powerful magic, or an even more powerful daedra arrived while he was trying to rouse his family). After coming too, I believe even the most steadfast Orc would question the wisdom of crying out and alerting his enemies if he were pinned under the rubble. Perhaps I will add a segment where he questions whether he should have fought first, rather than trying to rouse his family. He may come to think that if he had fought immediately that things would have turned out differently, and not so many Orcs would have died that day. As far as the warrior sign, I simply went with what I would have chosen in the game, but did not really give it any thought. I may re-evaluate the birthsigns and give him something a little more compelling. Again, thanks for the feedback, I did not expect to get anything that fast :)
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Post #61217
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Good to hear! i'm always lurking in the character bio section so i tend to see characters as they pop up! XP, so what are you planning to do with Opgrum? RP with him on these forums? or is this just the back story of your character for the upcoming game? :)
This post was last modified: April 20th 2013, 10:01 AM by quib


Quib - Argonian Adventurer
Garce Tilvvan - Dunmer Witch Hunter
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Post #61337
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(April 20th 2013, 03:53 AM)quib Wrote: Good to hear! i'm always lurking in the character bio section so i tend to see characters as they pop up! XP, so what are you planning to do with Opgrum? RP with him on these forums? or is this just the back story of your character for the upcoming game? :)

I am thinking of doing both. I originally developed this as the back story for my game character, but have really enjoyed the stories of other people here on this forum, so I may do a little RP here as well.
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quib
Post #61338
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Fantastic! there are many on going Open RPs out there so you are free to join them at your leisure, if your feeling daring you could create your own! well good luck and maybe i might be RPing with you soon ^-^


Quib - Argonian Adventurer
Garce Tilvvan - Dunmer Witch Hunter
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Post #162462
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Updated my character slightly based on what I intend to do with him when TESO launches, nothing big though.


The fires burn. Our supplies are spent. Axes are dull, and armor is rent. The enemy approaches, our doom, they seek. We are Daggerfall Covenant. We are Orcs. Our comrades, they come, for glory they seek, at the side of our iron and steel. We will not fall.
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