Malark

From BelegarthWiki

Revision as of 11:10, 6 April 2013 by Malark (Talk | contribs)

Jump to: navigation, search

Full Name: Yaga Malarque Shal'a'quey Kei'uptik

Metal malark.jpg

Units: Forsaken , DGMA

Tribe: Kei'uptik (Keepers of the Pines)

Religion: Dread Gods Worship

Realms: Stygia

Fighting Since: 2003

Race: Forest Troll

Style of Choice: Riotbreaker or Raider

Real Name: Nicholas Brouillard

Events Attended: Chaos Wars IX, XII, XIII, XIV, XV, and XVI; Battle for the Ring V; Thaw Brawl 2012; Yestare 2012

Paramour of Kvothe

Lord of The Great Hunt

Witch Doctor General of the DGMA

Shal'a'quey of the Olag-Hai

Abbot of the Sacred Orders of the Sun


Background

Malark is what you get when you have a tribe of monsters living in relative isolation from the rest of the world, faithful to the Dread Gods. In the small vale where Malark spent his youth hunting and learning the trades of war, his family was in continual peaceful contact with the Hat Troll and Gnoll tribes that likewise inhabited the area. A blending of cultures commenced leading to a very unique style of mindset for a troll. From the Gnolls, Malark learned the vicious and awe-spiring hatred for all things civilized. He also adopted their custom of wearing collars as a sign of their honour. From the Hat Trolls, Malark learned respect for those taller then him and also an appreciation for a finely crafted hat.

An old travelling priest, Yaga Xoshawv, taught Malark priest-craft and introduced him to the philosophy of a war prophet. Upon completion of his religious instruction, Malark killed Xoshawv and unwittingly inherited the title of Yaga. Compelled by the Dread Gods to carry out their mysterious agenda, Malark left the vale. The People of the Vale never had the weaponsmithing technology to make advanced arms, so Malark used in war what he learned for hunting in the forest: sticks, stones, simple spears, and archery. This reliance on Stone Age tech put Malark at a slight disadvantage at first, but with his troll ingenuity figured out techniques for getting around the more well-equipped fighters: such as rock throwing, long-range archery, and deceptive spear work.

Malark wandered until he found the expansive area of Stygia, complete with hunting grounds and a small pinkie settlement for trading called Hell's Gate. The territory was controlled by the Uruk-Hai and their masters, the White Skull. Malark joined a mercenary unit (headed by Valas Hune) upon his arrival, but the mercenaries were soon absorbed by the Uruk-Hai. After living in Stygia for awhile, Malark became impressed by the power of the Uruk-Hai and enlisted in their ranks. Their blood-lust and might were an awesome sight, and he enjoyed touring with them.

During his time with the Uruk-Hai, Malark also founded a Gladiator's School in the Hell's Gate Village. It was a great success and continues to produce skilled fighters to this day.

Malark soon became tired of the hierarchical structure of the Uruk-Hai and the brutality internal politics. He dreamed of a unit based on democratic principals and tribal unity, not fear and oppression. Then, at Chaos Wars XII, he conspired with like-minded warriors and created the AU. He did not realize at the time that an enlightened oligarchy is the key to success in social endeavours.

The next year at Chaos Wars XIII, Malark fell victim to treachery. While wandering about in drunken stupor, the malicious Breaker stole the collar he wears as a sign of his honour. The collar was put in the possession of Lady Lillith, who then struck a bargain with Malark: the symbol of his honour would be returned if he would just pledge his undying loyalty to the Uruk-Hai banner once again, but specifically to Lady Lillith. Under complusion of personal duty, Malark swore the oath, and now has returned to his previous occupation of barbarous blood-letting.

Always at the mercy of his Dread Gods, Malark was forced under pain of insanity to become the prophet for a monstrous religious organization called The Great Hunt. He is currently High Priest and always looking for members.

During Chaos Wars XIV, Malark proudly accepted membership into the illustrious Forsaken. However, due to internal politics, he was able to find a loophole in his Oath and left the Uruk-Hai and the Forsaken to devote himself fully to his Gods. However, his Oath to Lady Lillith still holds firm, and he serves her in whatever capacity she should require.

Years of constant contest with superior armed foes forced Malark to adapt his style. He has slowly evolved from a simple sniper and skirmish fighter to a style he simply calls "Riotbreaking". This style combines the speed of a skirmisher with the equipment and ferocity of a line fighter.

Knowing the chances of survival drop significantly in war for those without allies, Malark trained for Chaos XV with a group of fighters known as the Stygian Alliance: a strange conglomerate of the DGMA, the Templars, and Malark himself. Some monsters questioned this decision because it involves working directly with lesser races, but the potential this cooperation posed outweighed his age-old hatred of the younger kind. Besides, many of the young ones in the Stygian Alliance were also members of The Great Hunt, and had proven themselves worthy in the eyes of his Dread Gods.

After working extensively with the DGMA, Malark decided that these mercenaries were his kind of scum. He socialized with them often and took up residence with members of their High Council, finding comraderie with his troll brother Turkeyfeathers and transforming his old friend, the air gensai Thiadric Thumbs, into a storm elemental with the use of strange herbs, dark magicks, and the Miasma. Following a lengthy and heated contract negotiation (which ended up including political power, a sub-unit of trolls, and a personal masseuse), Malark signed on as the DGMA's official Witch Doctor and general health care provider. He attained membership and a seat on the high council within 18 hours.

Expanding his horizons, at Battle for the Ring V Malark once again became a member of the Forsaken.

Personal tools
For Fighters
For Craftsman
Leadership