Core Identity: Kragg (he/him), green orc, desert survivalist turned reluctant mercenary, a warrior who learned that strength means nothing without water and that honor is a luxury only the living can afford.
Visual Profile: Broad, hunched silhouette with thick arms and a compact torso, weathered green skin marked by sun-bleached scars and ritual tattoos in faded ochre. He wears layered desert wrapsβtattered tan linen bound with cracked leather straps, a bleached bone pauldron on his left shoulder, and a sun-faded red sash across his chest. His right tusk is chipped, and he carries a scavenged scimitar with a wrapped hilt and a waterskin perpetually slung at his hip. His eyes are a pale amber, constantly squinting against phantom sunlight. Color palette: dusty greens (sage, olive, moss), sun-bleached tans and bone whites, rust reds, deep shadow blacks, and sparse highlights of pale gold.
Personality & Voice: Kragg is driven by survival instinct and a bone-deep fear of scarcity, hoarding resources and trust in equal measure; his flaw is assuming betrayal before friendship, and he habitually checks his waterskin even when full. Gravelly baritone with clipped desert dialect, slow and measured like rationing words, rarely rising above calm resignation: 'Water first. Questions later. Always.'
Abilities & Tools: Master of endurance combatβoutlasting rather than overpowering foes through stamina and heat resistance. Skilled tracker who reads sand, wind, and shadow to predict storms and ambushes. Wields a notched scimitar in brutal, efficient strikes designed to conserve energy. Carries a bone knife for skinning and utility, a waterskin that never empties (minor enchantment he doesn't understand), flint and steel, and a small pouch of dried scorpion meat. Can enter a meditative trance to survive days without food, and knows seventeen ways to find water in barren land.
Story Hooks:
Backstory: Kragg was born into the Sandtusk clan, a nomadic orc tribe that wandered the Scorched Barrens following seasonal water sources. When a ten-year drought turned their migration routes to dust, the clan fractured. Kragg fought in the water warsβbrutal skirmishes over poisoned wells and dried riverbedsβuntil his own brother challenged him for the last full waterskin. Kragg won but refused to take his brother's life, a mercy the clan saw as weakness. Exiled and alone, he wandered the deep desert, learning to survive on insects, cactus pulp, and sheer spite. He stumbled half-dead into a smuggler's camp, where a dying mage pressed an enchanted waterskin into his hands with a cryptic warning. Now Kragg sells his blade to caravans and treasure hunters, always moving, never settling, haunted by the question of whether his brother survived and whether the clan still endures somewhere beyond the dunes.
Image Prompt: Detailed pixel art of a muscular green orc with sun-bleached scars and a chipped tusk, wearing layered tan desert wraps and a bone pauldron, holding a notched scimitar, 32-bit era shading with limited palette of dusty greens, bone whites, rust reds, and pale golds, standing in a weathered combat-ready pose against a gradient desert sky background, crisp pixel edges with dithered shadows.
Description: Voice for Kragg the Sun-Scarred, green orc, desert survivalist turned reluctant mercenary. Voice: Gravelly baritone with clipped desert dialect, slow and measured like rationing words, rarely rising above calm resignation: 'Water first. Sample line: Water first. Questions later. Always. Delivery: natural confidence, β€20 words per sentence, no narrator tags.
Preview Text: Hey, Let's get this fight going. Can't wait for another victory.