Orik Sternberger

Orik Sternberger (a.k.a. Rhunskazi)

Physical Description

General Physical Condition

Tall for a Dwarf, about as close to the size of an average man as one could get. Leaner than most Dwarfs as well, but still has a sizable amount of musculature.

Facial Features

Blue and black beard comes down to about the waist, defined curly mustache pokes out. Red, bulbous nose. Tired looking eyes.

Physical quirks

One of his legs is slightly longer than the other, giving him a strange gait.

Apparel & Accessories

Wears chainmail armor with simple leather clothes. An amulet is hidden under the armour, it hangs from his neck. A golden ring is on his left pinkie finger.

Mental characteristics

Personal history

He was found as a baby in the forest near Werder, an agricultural village near Altdorf, on the outskirts of Talabecland. Soon after, he was adopted by Lambert and Hilda Sternberger and given the name "Orik."   At the age of 10 he was sent to Priestlicheim, a Sigmarite monastery, to learn more about the Dwarfen people. While there he also studies history, Ancient Khazalid, Klinkarhun, the ancestor gods, the Sigmarite faith, and writings of various other religions.   Returning home to Werder when he was 18, he joined his adoptive parent's business of Thunderwater brewing. On a trip to Altdorf for supplies, he happens to run into a another Dwarf, Khulok Bouldersmith, who was shocked to see one of his people living among humans.   Khulok decides to test Orik, bringing him to a nearby forge and instructing him to craft a golden ring. After a few hours of work, he does so, recalling some texts on Dwarfen smithing techniques he had read once. Impressed at Orik's success, Khulok invites him to Karak Azgaraz to learn under him. He accepts, soon leaving Werder behind him at the age of 21.   After some time, he finds himself an apprentice runesmith in the Clan of Thunderstone. For many, many years, he studies the ancient inscriptions and markings of the Dwarfs, eventually being able to imbue them with magical power. Crafting brought him great pride, and earned his keep in the hold, despite many of the other Dwarfs distrusting of an outsider.   Reaching the Journeyman portion of his lessons, he also picked up work as a Runebearer, carrying important messages from the Masters of the Thunderstone Clan's runesmiths. They held not only well-wishings and grumblings of old grudges, but powerful runesmithing techniques and secrets as well. Orik, unable to keep his ambition contained, read many of the messages he was entrusted to deliver, considering them another source of study.   It is because of this that he began rapidly advancing in his mastery of runesmithing. Returning to Karak Azgaraz with clay molds of ancient runes he found in the decripet tunnels of Underway, as well as many sets of rune-inscribed weaponry and armor, he was granted the title of Master Runesmith, becoming one of the youngest to ever hold the honor.   Unfortunately, his ambition proved to be his downfall. Sneaking into the quarters of his Old Master, Khulok, he attempted to make a clay mold of a terribly powerful rune. He was, however, caught in the act by a group of Dwarfs who had grown suspicious of him since his grand return. They fought and scrambled for the weapon, resulting in the rune of (NAME) being heavily damaged in the scuffle.   All of the blame fell upon Orik, and he was immediately cast out of Karak Azgaraz. His Old Master was especially disappointed. Feeling that he had done no wrong, he refused to take the title of Slayer. So, instead of travelling to the Temple of Grimnir in Karak Kadrin, he now roams the Empire, exiled by his own people.

Education

First studying under Sigmarite priests, Orik has accrued knowledge of many religions and their customs, including those of the Dwarfs. In the great hold of Karak Azgaraz, he was taught the craft of Runesmithing, as well as many other necessities of Dwarfen life. He reads and writes both Reikspiel and Klinkarhun (written Dwarf language).

Employment

Growing up in the small town of Werder, he lived and worked with his parents brewing Thunderwater, powerful Talabecland moonshine. After this, he mainly lived as a studying Runesmith apprentice, being fed well as long as he kept producing weapons for the other Dwarfs to fight greenskins with. After reaching the Journeyman portion of his study, he also took up work as a Runebearer, delivering messages for other runesmiths. Now, he is exiled and unemployed.

Accomplishments & Achievements

To his knowledge, he is one of the youngest Runesmiths to ever be granted the title of "Master," mostly through technicality as he learnt a large number of Runes in a very short time.

Failures & Embarrassments

Attempts to make a clay mold of his Master's most prized rune. He is caught sneaking into his quarters, and the molding process is interrupted. In the scuffle, the weapon that held the rune was broken.

Taboos

Never break the rules of Runesmithing: RULE OF FORM
  • WEAPON RUNE ON WEAPON, ETC.
  • MUST BE METAL, WOOD, BONE, STONE
  • TEMPORARY ON GOOD/BEST CRAFTSMANSHIP, PERMANENT ON BEST ONLY
  • RULE OF THREE
  • ANY ITEM CAN ONLY HAVE THREE NORMAL RUNES
  • ONE RUNE CANNOT BE PUT ONTO A SINGLE ITEM MORE THAN ONCE
  • RULE OF MASTERY
  • ANY ITEM CAN ONLY HAVE ONE MASTER RUNE, AND NO OTHERS
  • RULE OF PRIDE
  • DO NOT CREATE COPIES OF ITEMS YOU'VE MADE BEFORE
  • RULE OF TIME
  • FOUR HOURS EACH DAY DEVOTED TO WORKING ON THE RUNE
  • IF NO WORK HAS BEEN DONE ON A RUNE FOR ONE MONTH, THE ATTEMPT FAILS
  • Personality Characteristics

    Motivation

    Wishes to bring Dwarfs back to the height of their prime, from before the War of the Beard and the Great Collapse. Specifically, wishes to reclaim one of the many lost holds and the knowledge within.

    Likes & Dislikes

    LIKES:
  • Study
  • Honesty
  • The clanging of metal
  • Getting blackout drunk
  • HATES:
  • Rushed/shoddy work
  • Cowards and Liars
  • Mages
  • Greenskins
  • Virtues & Personality perks

    Is quite reasonable when dealing with things a Dwarf would normally attack you for, comparatively. Seeks out knowledge and tries to share it with others. Would rather place burden upon himself than watch someone suffer, unless that someone really deserves it.

    Vices & Personality flaws

    Ambitious and overzealous. A Dwarf is still a Dwarf, will take great offense to some things and blow them out of proportion.

    Social

    Contacts & Relations

    MOTHER Hilda Sternberger   FATHER Lambert Sternberger   MASTER Khulok Bouldersmith

    Religious Views

    THUNGNI
  • Never reveal the secrets of magic runecraft to any other than a fellow runesmith or one's own carefully chosen apprentice.
  • Never allow a rune-weapon to fall into the hands of any Dwarf enemy, even if it must be lost or destroyed.
  • Always investigate any rumour of lost rune-weapons and recover them if possible.
  • Never allow any non-Dwarf who has somehow acquired some knowledge of runic magic to pass on their knowledge. This especially applies to humans who style themselves as "rune masters."
  • Never allow one's reputation to be sullied by poor craftsmanship.
  • GRUNGNI
  • Always strive to advance the clan’s reputation through solid workmanship.
  • Always ensure that tunnels and chambers are structurally sound.
  • Render repair upon any such structure when it becomes unsafe.
  • Always work a mine to extract all ore and valuable stone to enhance the well-being of the clan and race.
  • Never be wasteful of the earth’s mineral bounty.
  • Never surrender to Goblins or their kin.
  • Never refuse an opportunity to regain control of a Dwarfhold that has fallen to an enemy.
  • Never miss an opportunity to slay Chaos Dwarfs, as their continued existence brings dishonour and shame to the race.
  • VALAYA
  • Always provide aid to a wounded or ailing Dwarf.
  • Always assist a Dwarf-friend in need.
  • Always attend to the needs of the young.
  • Always protect fellow Dwarfs from harm, especially at the hands of a Dwarf enemy.
  • Never allow Dwarf ale to fall in the hands of enemies, unless to do so saves Dwarf lives.
  • Never knowingly sell or otherwise distribute spoiled ale.
  • SIGMAR (Selectively follow)
  • Obey your orders.
  • Aid Dwarf-folk.
  • Work to promote the unity of the Empire, even at the cost of individual liberty.
  • Bear true allegiance to His Imperial Majesty, the Emperor.
  • Root out and destroy Greenskins, the servants of Chaos, and those who use corrupt magic, wherever they may hide.
  • GRIMNIR (Selectively follow)
  • Always press home an attack whenever so ordered by a superior.
  • Remain steadfast in defence whenever the enemy vigorously attacks.
  • Always assist a fallen comrade-in-arms.
  • Keep possession of the battlefield no matter how the conflict resolves.
  • Slay as many Dwarf enemies as possible.
  • Social Aptitude

    Cannot get along with most people if they're not either a Dwarf or from the Empire and righteous, or at least not a blatant criminal or chaos worshipper.

    Wealth & Financial state

    Very little after being thrown out of Karak Azgaraz.

    Dwarf Runesmith raised in the Empire.

    View Character Profile
    Honorary & Occupational Titles
    Rhunskazi, Rhunbaraki, Umgaki, Unbaraki, Wattock
    Age
    65
    Birthplace
    Unknown
    Children
    Gender
    Male
    Eyes
    Dark Brown
    Hair
    Blue Black
    Height
    5'4"
    Weight
    95 Ibs
    Known Languages
    Khazalid Reikspiel

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