Week 41: Character Background

Murlock

This is turning out to be an interesting week. Not only are we supposed to construct a character with a fully realized background, but also do a report on a second character’s references and visual style provided by a fellow student. The latter will be posted soon. For now, here’s the back story and setting of my own character Y’hrel. An adventurous Murloc!

 

Name

Y’hrel

Nickname

Dryskin, Air Dweller

Gender

Male

Age

Young Adult

Physical Characteristics

Not as shiny as his fellow kinsmen, due to his body having learned to conserve moisture to a greater extent as he’s made his way on land.

Movement

As a Murloc, few things could match him under water. More than capable of hunting down schools of fish armed with little more than a net or spear. On land his balance is somewhat off, forced to plod forward as his weight becomes more of an issue. This does not mean that he lacks agility however. Combined with his relatively small size, he is more than capable of keeping up a sprint faster than most humans. With practice of course.

Diet

Mainly fish and smaller amphibians, although he has learned the nutritional value of various things further inland such as insects, rodents and other critters as well as some vegetation (he’s fond of apples in particular).

Intelligence

More or less capable of abstract thinking and social reading much like humans. However he does have different priorities from mammals. While having acquired a more omnivorous diet he is still very much a predator, more willing to chase something down than having to conduct tedious endeavours such as digging and climbing to get a hold of roots or fruits.

Culture

Y’hrel’s tribe is for all intents and purposes hunter-gatherers, as they’ve lived for countless generations. While they do have certain traditions, nothing is set in stone. More keen on a practical mindset, as circumstances require them to shift their schedules more than once. A Killer Whale might disrupt their hunting routine, yet it is not something to be faced. You have a better chance of survival by keeping low and waiting for the danger to pass.

History

Hatched and raised on the coast of the northern wetlands, Y’hrel was always considered the odd one among his tribesmen. Rather than spending his time honing his diving or heading out to find precious clams and other valuables out at sea, Y’hrel’s restless feet often lead him further inland. To the arid hills and plains where the bizarre dry-skins dwelled who abhorred water in any form. His curiosity often getting the better of him, the young Murloc journeyed deeper into the woods and highlands each day much to his kin’s dismay. Yet through either sheer luck or resilience he managed to survive this alien world and began learning of it. While reluctant at first, his tribe eventually allowed him to continue his ventures as they recognised the various items and oddities he managed to bring with him. Despite his accomplishments he was always treated as the oddball, borderline stranger at times.

His folly, as it would turn out, would prove to be his saving grace.

Without warning, massive scaled creatures emerged from the deep, creatures that Y’hrel thought were just stories: The Serpent Men. Towering over the Murloc huts armed with tridents and nets. Whoever resisted was slain, the rest were bound and dragged back into the dark depths. None were spared except for Y’hrel, who had been away collecting various plants. When he returned he witnessed the last of his tribe being led into the water. Whatever madness gripped him at that moment is unknown, as he rushed towards his captured kin and freeing them before the giant serpents could react, urging them to follow him into the woods. Most of them succeeded, the Serpent Men unwilling to chase after a mere handful of survivors. Their apathy was not unfounded: No one survived the Drylands.

Now together with the remnants of his tribe, Y’hrel is forced to take up the mantle of leadership as he seeks to guide his kin through the unknown forests where your fins cannot help you in hopes of finding a new home, should they survive.

Faith

Living in a world that is overtly hostile both on land and sea has given Y’hrel’s people a mainly cynical if not outright atheistic perspective, as every powerful force they’ve encountered, be it Killer Whales or Serpent Men, has only done them harm. They’ve learned to rely on themselves and their wits rather than the favour of any god who would probably just see them as unimportant pests if not a tasty snack. Despite this, they still retain a spiritual mindset, seeing themselves as much a part of the world as any other creature. While rare, those who retain great age often become sages to help guide their younger kin, able to read the elements like you would discern drawings in the sand. Through their experience able to determine when it is best to venture out and hunt or scavenge.

Income

Lacking any real currency, Y’hrel and his people are more reliant on providing services over long-term periods. His tribe has a saying:

“A clam’s meat is tasty and fleeting, a favour lasts a lifetime.”

Education

Y’hrel’s tribe is illiterate, but by no means lacking any ability to learn. Their harsh lifestyle simply forces them to put finer arts further back on the priority list. Learning to swim and hunt is more important than writing and drawing. This does not stop them from sharing tales and letting their imaginations roam freely however.

Y’hrel’s World

A vast continent which few ever traverse in full. Whatever might lie beyond the nearest mountain range is the stuff of legend and myth. Attempting to explore this land is folly, for you never know what you might stumble upon. From vicious predators to treacherous landscapes which could be deadly to the unexperienced. Y’hrel has spent most of his life exploring the land, and he has only merely scratched the surface of what lies beyond the shoreline. The ocean is no stranger to them, but is no less dangerous – they simply know what to look out for beneath the waves. The reefs are excellent hunting grounds with a constant abundance of fish and clams (whenever sharks do not arrive) and with plenty of narrow spaces and crevices to hide from large predators.

 

 

Björn Erik Berndtsson. Graphics and Game Design.

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