Huk

*'Plotline TBD'*

A Travelling Orcish Mystic, Huk makes his means by providing services to those he meets along roads, in towns, and in cities. From performing different divinatory readings, crafting tinctures and wards, to even handling thugs, bandits, and untoward spirits. Huk plies a number of mystical disciplines in order to complete his contracted work.

(info about his story in relation to the campaign goes here)

## Early Life

Born and raised in a clan of highland orcs on the Etrearean landmass, Huk was raised alongside his fellow clutchmates. The structure of his clan places younger orcs in strict, but supportive environments - often breaking up into separate "clutches" (groups of orcs whose eggs were lain together). As he and the rest of his clutchmates continued to grow, they became old enough to take on different proficiencies - Having had a natural lean toward magic for most of his life, Huk was enrolled under the care of a number of the tribes mystics - along with a few other of his clutchmates. Under this instruction, the young orcs are given the basics of the more common types of magic. After clearing these basics, each student/apprentice is given the option to further specialise in one or two specific practices.

While Huk didn't struggle much with the basics across the different practices, he did show weaknesses in performing routine conjuration and illusion spells. Along with that, he did show particular promise with both abjuration, and transmutation. The disciplines Huk specialised into were abjuration and transmutation - though it seems he spent near equal time studying enchanting, as some unofficial third specialisation.

## Mid life

As Huk completed his training, he elected to travel. Leaving in a group made up of himself, and three other clutchmates, they travelled southward, crossing highlands, tundra, and forests. Eventually, going their separate ways, each travelling in a different direction. Huks journey would take him further south, toward the coast, and on his way to the fjord-bound city, Saidek. Having lived in his tribe since hatching, Huk felt a desperate need to immerse himself in new cultures and experiences. Saidek would be the city to do this, knowing for its trading ports, industrial advancements, culture, and even arcane knowledge. This city would be ideal for Huks need to expand his experiences.

However, even despite the distance travelled with his clutchmates, Huk would still have a long journey ahead of him. Moving from the cooler, northern highlands, down through central Fellsskogar. Moving through the changing landscape - cold, rocky tundra turning into mild plains, and shaded woods - Huk would use the skills he'd acquired in his tribe to make his means throughout his journey. Providing all kinds of aid to the wandering travellers, and huddled towns he'd pass through on his way.

It's in finally completing his journey, and arriving in Saidek, that Huk would find routine work in a small time guild - though still taking the odd freelance commission under his own name. He'd punctuate these jobs, along with the ones dealt out by the guild, with time spent in taverns, wandering the streets and alleys of Saidek in search for good hole-in-the-wall food spots, and even the occasional bit of time looking through tomes in the greater Saidek libraries.

## Appearance

Relatively tall, even for an Orc, Huk was thickly built. Maintaining a strong posture, with wide shoulders and a wide waist. That same thick build carries through to his arms and his legs. While his build is well muscled, he carries a good layer of fat, rounding out his belly, and providing support to his legs, arms, back, and sides. His body has a healthy coating hair. Huks face is strongly built, his jawline supported by the muttonchop styled facial hair he tends to sport. His muttonchop rides up into sideburns that end levelled with the tops of his pointed ears. They cut into the shaved back and sides of his head, the top of his head lined with a lopsided mohawk of thick, dark brown hair. His beard and body hair taking the same dark brown hue. His wideset chin acts as a base for his mouth, a wide smile - adorned with his tusks. Not particularly big for an orc of his size, but good nonetheless. His nose and bridge fairly wide as well. His eyebrows thick and laying heavy over his particularly vibrant yellow eyes.

## Skills & Abilities

Huks size and musculature gives him some standing in terms of his martial prowess, though it similarly is the cause of his weakness - his size leads to him being somewhat ungainly compared to smaller melee combatants. His true strengths lie in his magical abilities and reflexive response time.

### Magic

Abjuration. Huks first magical talent was in protective spells. Though, within abjuration, Huks specific abilities were in the apotropaic - casting reflective wards, and barriers. Becoming advanced enough during his training in his tribe that he is able to cast multiple protective "zones" at once. Though, with each new zone cast, they get smaller, and weaker as his concentration is split between them.

Transmutation. As with abjuration, Huk showed similar affinity with transmutation. Being able to perform simple transmutation without much strain or difficulty, and being able to perform more complex transmutations rather intuitively. With transmutation, Huk is able to manipulate the environment around him in both subtle and more dramatic ways.

Huk is able to combine the use of his abjuration and transmutation. When creating a zone, instead of focusing on making the boundary reflective, Huk is able to bring his attention to the inside of the field, applying transmutations to the inside area. An example of this would be Huk placing a field around a target, and giving him the freedom to perform more powerful transmutations within the highly defined space.

Enchanting. With his enchanting, Huk is able to bolster not only the weapons and armour of his friends, but can apply boons directly to their physicality - and can similarly apply weaknesses to foes and their equipment. Beyond just equipment, Huk can apply enchantments to a variety of surfaces to create traps.

Huk can also further strengthen his abjuration zones with enchanting, inlaying enchantments across their boundaries, and even applying supporting enchantments inside them. Alternatively, in conjunction with abjuration and transmutation, Huk can create incredibly damaging zones, and explosives. For example - by using his abjuration to create a small shielded sphere, he can apply his transmutation by restructuring the chemical makeup of the sphere's interior into highly volatile reactants, and then inlaying enchantments over its surface, instructing it to light when it comes in contact with a surface after being thrown.