5+ points that capture the concept and story of the character:
Averaka is home, a welcoming and inviting place. It is here Darmok was raised, and he has known little of the outside world.
A whole new world: Much as Averaka is home, the rest of the world is a mystery, leading to a wealth of new experiences.
Loyal: To his people, loyalty is everything. Loyalty to race and to friend. The crew are his surrogate family, and he would do almost anything for them.
Brawny: While not stupid, Darmok isn't the sharpest tool in the shed, and he doesn't tend to make decisions on his own. He's quite strong, and lets that get him where he needs to go.
Devout: A faithful of Apsu, Darmok believes in balance as well as justice. He knows much of what goes on below decks isn't proper, but it is for the place and the crew.
Two goals that you'd like the character to accomplish in-game:
I'd like to broaden the character's experience. He's fairly young (still adult), but hasn't had the wealth and breadth of experience one might hope.
Two secrets, one the PC keeps to himself, and one kept from the PC:
He honestly doesn't have any secrets that he keeps. I know that's sort of a cop-out, but he's just a nice individual.
The secret kept from him is that he is in fact not the child of his parents, he was rescued from an orc camp by his parents who raised him as their own but he's not their son. This could lead to something interesting by meeting his father, or mother, in the world.
3-5 people that are tied to your PC by blood, love, rivalry, honor, etc:
Jalad and Gratana, his parents (so far as he knows), are sailors much as he is. They bring supplies to Averaka from elsewhere, and perform other jobs as suitable to their
profession.
Drobu, a childhood friend and fellow half-orc, who is also on the ship and deals much with the rigging. He has a good-natured competitive streak with Darmok, and the two fight only in jest and not for any actual reasons.
Ezrik, a human man from a previous voyage. He took umbrage at Darmok's being friendly, and also to the greenskin's interest in his daughter (which was purely innocent, as he was not used to paler young ladies).
Three key memories that define your character as the person they are at the time of submission:
1) Darmok's first voyage without his parents. He enjoyed the freedom it offered, thrilled in the new ship and its differences and similarities to what he had always known. The knowledge that came from exploring new waters and new experiences has left him thirsty for more.
2) His first encounter with actual orcs, leading him to understand where some half-orcs came from. He can understand some of the prejudice, but not having been deeply exposed to it he still has that bit of naivete that children tend to have regarding racism before it has become ingrained.
3) One night in a man overboard situation they could not get lights out fast enough to locate the man, and Darmok leapt over with only rope tied to him, rescuing the man and likely saving his life. While many aboard were thankful and Darmok was proud to have done right, the man was unappreciative of being rescued by a filthy lower being. It instilled in Darmok not only the knowledge that what is right is always right, but also that others may not always appreciate you for doing it.
Crunch:
Darmok
Half-orc unchained monk (scaled fist) 1 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder Unchained 14)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 15, flat-footed 12 (+2 Cha, +2 Dex, +1 dodge)
hp 16 (1d10+6)
Fort +5, Ref +5, Will +1; +2 trait bonus against charms and compulsions
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee unarmed strike +4/+4 (1d6+3)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 12)
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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 19
Feats Dodge, Endurance, Improved Unarmed Strike, Stunning Fist, Toughness
Traits stolen fury, whole-hearted (averaka)
Skills Acrobatics +6, Knowledge (arcana) +3, Knowledge (planes) +3, Knowledge (religion) +6, Perception +4, Profession (astronomer) +4, Profession (sailor) +4, Survival +1
Languages Abyssal, Common, Draconic, Orc
SQ orc blood
Other Gear basic maps (major landmarks only), flint and steel, knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], monk's outfit, waterskin (2)
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.