Bursk
A half orc who was knocked out during a fight (Session 29). He was tied up until he came around, and then told his tale of woe to the group at large (Session 31).
Saf took on responsibility for his future actions as the person who spared his life, but Bursk doesn't seem to have much drive of his own at this point.
In Session 46:
- Saf provided Bursk with a +1 maul of solid copper (The Clapper).
- Kolvonnin gave the half-orc a letter (in Draconic) in case he needs to leave Sohmweyr:
The man before you like so many we've known walks a difficult path. His past may be darkened, though one whom I trust has granted him a second chance. He's been true to the opportunity thus far... see that he continues to earn his place in a just society. -Kolvonnin
Bursk CR: 1/8 (25 XP)
Medium humanoid, unaligned
Armor Class: 12
Hit Points: 11 (2d8+2)
Speed:
30 ft
STR
12 +1
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Senses: Passive Perception 10
Languages: Common, Orcish
Challenge Rating: 1/8 (25 XP)
Actions
Scimitar. Melee Weapon Attack: ( 1d20+3 ) to hit, reach 5 ft., one target. Hit: 4 ( 1d6+1 ) slashing damage. Light Crossbow. Ranged Weapon Attack: 1d20+3 to hit, range 80 ft./320 ft., one target. Hit: 5 ( 1d8+1 ) piercing damage.
Physical Description
General Physical Condition
A bit lean and underfed, as most of his bandit gang had run on hard times. For all that, fairly muscular and in good fighting condition, just not a lot of spare meat on him.
Body Features
Several old scars from a rough life lived among hard folk.
Identifying Characteristics
One of his tusks has been chipped, and it looks like he tried to sharpen it after.
Mental characteristics
Personal history
Bursk was raised by his mother among a tribe of orcs. He seems to have a great respect for his mother, but left the tribe in his early teens due to some conflicts with the full-blood orcs.
He worked fetch and carry for a workshop in Hillfort, and the folks there didn't look twice at him for being a half-orc, but town life didn't suit him.
He got hired as muscle on a caravan to Grayhill before his 20th year and crewed a fishing ship for a while, but they boat went down in a storm and he doesn't know what happened to the others that were on it.
He has been with the bandits for the last ten years or so. They mostly worked west of the Gulf of Brine and picked out flotsam once in a while, but the lycanthropes got really bad a year or so back.
He worked fetch and carry for a workshop in Hillfort, and the folks there didn't look twice at him for being a half-orc, but town life didn't suit him.
He got hired as muscle on a caravan to Grayhill before his 20th year and crewed a fishing ship for a while, but they boat went down in a storm and he doesn't know what happened to the others that were on it.
He has been with the bandits for the last ten years or so. They mostly worked west of the Gulf of Brine and picked out flotsam once in a while, but the lycanthropes got really bad a year or so back.
Mental Trauma
Bursk spent time as a plaything of Ogremoch, doing the bidding of those higher in the cult. Under this influence, he directly caused the capture and enslavement of his bandit gang, the sacrifice of the captains to a devil, and the eventual death of everyone in the gang but himself.
On top of that, his link to Ogremoch also included contact with a powerful unnamed devil that Bursk still fears greatly.
In most of the ways that count, he considers his life over. He feels like he has nothing that can repair the damage he has done and that his attempts to do so may make things worse. He also fears death, as he thinks it may result in his being given over to the voice that threatened him.
Personality Characteristics
Vices & Personality flaws
Bursk likes a good gamble, but he doesn't have the skill for it. One of the captains used to play Liar's Dice with the lads, and Bursk lost many a coin on those games.
Comments