
*General universe info found here. Read this first: http://www.furaffinity.net/view/15763132/
NAME: Malacath
TITLE: The Aspect of War
-Also represents: the Orkrim
SPECIES: Orkrim
SIGIL: The Orkrim symbol meaning "great horde" over two crossed battleaxes
HISTORY: Malacath himself is only one of a great number of Orkrim that have held the title of "Aspect of War" since the position was first established. In the beginning, there were only nine Aspects. Saetan, for reasons known only to himself, decided to increase the number to thirteen. The Aspects of Fear, of Justice, of the Elements, and War were born out of this decision. Beforehand the title of "Aspect of War" was unofficial, given to a Telmarine general for the widely considered atrocious deeds he committed to end a massive conflict. When Saetan made it official, it was scarce hours before the first Orkrim warrior stepped forward, and the new regime began.
Orkrim are powerful creatures, tribal in their ways and very much separate from the other populations of Stormhold. They are bloodthirsty in nature and crave war and combat, but very rarely in history has this desire ever put them at odds with their neighbors. They dwell in the harsher scrublands of the southern continent, a vastly unexplored territory separated from the southern coast of Telmarine lands by a narrow, shallow sea. There is occasional trading between them but no real treaties or agreements. Some small groups of Orkrim have chosen to leave their homeland and settle in Telmarine territory, and due to their great strength and combat skill they are usually welcomed and well paid for any services they provide those rich enough to afford them. Tales of the great battles between Orkrim tribes have grown legendary in some cases, and their thirst to continue to prove themselves the mightiest warriors of all was what led the first few candidates to attempt to join the Aspects. In their eyes, being the Aspect of War means that there is no greater warrior in all of Stormhold. The first Orkim to take the title held it for less than ten minutes before the first challenger managed to cleave his head from his shoulders. And he in turn was killed less than three days later. And so on and so forth. It is an acceptable right of passage for those Orkrim claiming to be the best to challenge the current Aspect, and there is no sign of the cycle breaking anytime soon. Malacath, the current Aspect, has held his position for an unusually long period of time, but the other Aspects know that it won't be much longer before he is overthrown. The Orkrim see dying in battle at the hands of a stronger opponent to be the most honorable way to die, and so Malacath does not fear his inevitable fate.
PERSONALITY: Malacath is not much different from other Orkrim. He loves to fight, and being the Aspect never stops him from returning to his homeland and joining in every time his clan clashes with another. But he is also fond of training, and never hesitates to pass on his knowledge to any who asks for it, Orkrim or otherwise. He is actually quite fond of children, and sometimes attends Telmarine youth tournaments to encourage his "future soldiers of war". Sheogorath loves him, and never fails to accompany him back to his clan for yet another display of Orkrim might, but this has been the same for almost all of the previous Orkrim Aspects. But his fondness for teaching children has also put him on Pandora's good side. However, as the Orkrim see Straxin as mighty opponents, and will usually try to prove themselves in combat with them, he is not on good terms with Garancia. He does not see the Straxin as an equal race, but merely as powerful animals who live only to die by the hands of stronger warriors, their exoskeletons existing only to armor the strongest Orkrim fighters. But he has no qualms against Bug-bloods--none of the Orkrim do--and so tries to be civil around her personally, and has made it a point to encourage his followers not to pick fights with the Straxin that are allied with Garancia directly.
POWERS: Malacath has his muscles, his strength, and his years of fighting experience. He can crush a human skull with one hand, and face a legion of Telmarine soldiers without batting an eye. And in a pinch, he has his clan to back him up. That's all he needs.
ARTIST'S COMMENTS: Oookay. So it should be obvious where the inspiration for the Orkrim come from. Malacath's name is directly borrowed from the Elder Scrolls, as is some of the ideas of how the Orkrim view their Aspect. But the bulk of it is entirely World of Warcraft inspired. I always picture the Orkrim strongholds to look exactly like Orgrimmar, and yes, I do sometimes call groups of them "hordes". The artwork itself...yeah. Huge fail. Malacath is supposed to be hugely muscled, like how Garrosh Hellscream is depicted. I did not do justice to this piece at all. It looks like he has a beer-belly for god's sake! His helmet is supposed to represent his home clan, but...nevermind. I will be getting a better artist to redraw him someday.
NAME: Malacath
TITLE: The Aspect of War
-Also represents: the Orkrim
SPECIES: Orkrim
SIGIL: The Orkrim symbol meaning "great horde" over two crossed battleaxes
HISTORY: Malacath himself is only one of a great number of Orkrim that have held the title of "Aspect of War" since the position was first established. In the beginning, there were only nine Aspects. Saetan, for reasons known only to himself, decided to increase the number to thirteen. The Aspects of Fear, of Justice, of the Elements, and War were born out of this decision. Beforehand the title of "Aspect of War" was unofficial, given to a Telmarine general for the widely considered atrocious deeds he committed to end a massive conflict. When Saetan made it official, it was scarce hours before the first Orkrim warrior stepped forward, and the new regime began.
Orkrim are powerful creatures, tribal in their ways and very much separate from the other populations of Stormhold. They are bloodthirsty in nature and crave war and combat, but very rarely in history has this desire ever put them at odds with their neighbors. They dwell in the harsher scrublands of the southern continent, a vastly unexplored territory separated from the southern coast of Telmarine lands by a narrow, shallow sea. There is occasional trading between them but no real treaties or agreements. Some small groups of Orkrim have chosen to leave their homeland and settle in Telmarine territory, and due to their great strength and combat skill they are usually welcomed and well paid for any services they provide those rich enough to afford them. Tales of the great battles between Orkrim tribes have grown legendary in some cases, and their thirst to continue to prove themselves the mightiest warriors of all was what led the first few candidates to attempt to join the Aspects. In their eyes, being the Aspect of War means that there is no greater warrior in all of Stormhold. The first Orkim to take the title held it for less than ten minutes before the first challenger managed to cleave his head from his shoulders. And he in turn was killed less than three days later. And so on and so forth. It is an acceptable right of passage for those Orkrim claiming to be the best to challenge the current Aspect, and there is no sign of the cycle breaking anytime soon. Malacath, the current Aspect, has held his position for an unusually long period of time, but the other Aspects know that it won't be much longer before he is overthrown. The Orkrim see dying in battle at the hands of a stronger opponent to be the most honorable way to die, and so Malacath does not fear his inevitable fate.
PERSONALITY: Malacath is not much different from other Orkrim. He loves to fight, and being the Aspect never stops him from returning to his homeland and joining in every time his clan clashes with another. But he is also fond of training, and never hesitates to pass on his knowledge to any who asks for it, Orkrim or otherwise. He is actually quite fond of children, and sometimes attends Telmarine youth tournaments to encourage his "future soldiers of war". Sheogorath loves him, and never fails to accompany him back to his clan for yet another display of Orkrim might, but this has been the same for almost all of the previous Orkrim Aspects. But his fondness for teaching children has also put him on Pandora's good side. However, as the Orkrim see Straxin as mighty opponents, and will usually try to prove themselves in combat with them, he is not on good terms with Garancia. He does not see the Straxin as an equal race, but merely as powerful animals who live only to die by the hands of stronger warriors, their exoskeletons existing only to armor the strongest Orkrim fighters. But he has no qualms against Bug-bloods--none of the Orkrim do--and so tries to be civil around her personally, and has made it a point to encourage his followers not to pick fights with the Straxin that are allied with Garancia directly.
POWERS: Malacath has his muscles, his strength, and his years of fighting experience. He can crush a human skull with one hand, and face a legion of Telmarine soldiers without batting an eye. And in a pinch, he has his clan to back him up. That's all he needs.
ARTIST'S COMMENTS: Oookay. So it should be obvious where the inspiration for the Orkrim come from. Malacath's name is directly borrowed from the Elder Scrolls, as is some of the ideas of how the Orkrim view their Aspect. But the bulk of it is entirely World of Warcraft inspired. I always picture the Orkrim strongholds to look exactly like Orgrimmar, and yes, I do sometimes call groups of them "hordes". The artwork itself...yeah. Huge fail. Malacath is supposed to be hugely muscled, like how Garrosh Hellscream is depicted. I did not do justice to this piece at all. It looks like he has a beer-belly for god's sake! His helmet is supposed to represent his home clan, but...nevermind. I will be getting a better artist to redraw him someday.
Category Artwork (Traditional) / Portraits
Species Unspecified / Any
Size 509 x 740px
File Size 83.1 kB
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