Sorok Hamfael's page

400 posts. Alias of Patrick Bailey.

Full Name

Sorok Hamfael


Black Blood Dwarf


Fighter 5







Special Abilities

Darkvision 120 ft, Resiliant, Spell resistant, Hatred, Stability, Stonecunning


Neutral-Idealistic w/ bitter tendencies


Mother Moon


Clan Dialect(3), Old Dwarven(3), Orcish(3), Traders tongue(2), black tongue(1) High Elven (2), Shadar Tongue(2)

Strength 17
Dexterity 12
Constitution 21
Intelligence 12
Wisdom 16
Charisma 7

About Sorok Hamfael

XP: 15,000

Fate Points: 12
Story Points: 1

Fighter 5
Dwarven Champion Heroic Path
Favored Region: Northlands

AL NG Size Medium
Init +1; Senses; Perception +12/+14 vs. unusual stonework


Stocky and broad but powerfully built, the short figure in front of you stares with a wild look in his eyes. His upper body and ruddy cheeks are covered in scars, some from burns others from weapons. His dark brown eyes, long black hair and wild beard seem to always be surrounded in darkness as though the shadows are slowly pulling him in. The combination of his seemingly grim expression along with the shadows and scars leaves his mouth in a constant scowl. He doesn't speak much in conversation as his voice is as grating as two stones being ground together, he also speaks very bluntly and is generally unpleasant to be around. As he is generally very impersonal he prefers to be alone and will therefore spend much of his time alone and often will volunteer to go scout ahead.
In combat he is a terrifying and seemingly tireless adversary. Between metal armor and the thick scars covering his body he is a tower of defense that most attacks bounce off and even those that land he pays little attention to. Though he is not fast he is methodical with the mighty swings of his hammer sundering his way through metal, wood and bones alike.
They say that a Dwarfs heart is that of stone. In this case it's all true. Sorok has become as solid as the rocky foundation from which he stands. He is ever calm and collected. Stoic, stony, and mostly silent. His emotion changes little these days, just like the land around him. He is an embodiment of what the earth is, strong, tough, wise and covered in metal. He is slow to act on his own, but is nearly unstoppable in combat.



1 fp for figuring a way to get to the forge.
50 exp for finishing the shadow cat.
1 fp for surviving underground.
1 fp for mock combat with Duncan.
1 Fate Point for draining the nexus and destroying the Progenitor of the Black Blood dwarfs.
1,000 exp for fighting Thorg
1,000 exp + 1 fp for defeating the Librarian
2,050 exp fighting with Mushroom forces
2 fp for fighting Mushroom forces
1 FP for stopping the fell revival of the Dark Knight.
1 Story point for surviving the encounter with the Legate and tentacles.
1 FP for a "Great answer" to a "Good question"



===== Defense =====
AC: 28= (10 base, +8 armor, +1 dex, +3 shield, +2 deflection, +4 natural)
Touch AC: 13= (10 base, +1 dex, +2 deflection)
Flat Footed AC: 27= (10 base, +8 armor, +3 shield, +2 deflection, +4 natural)
CMD: 18(10 base, +5 Bab, +3 Str, +1 Dex)/27 vs. Bull rush/29 vs. trip/ 26 vs.overrun
Fort +9, Ref +2, Will +8 (+6 vs. spells/spell like abilities) (+2 vs. poison)(+1 will vs. Fear affects)
Damage Reduction: 4/-
Energy Resistance; Fire-, Ice-, Acid-, Electricity-, Sonic-



Base attack bonus: +5
Unarmed: 1d3+3(Sub-dual), Attack: +8, x2 crit,
M.W. Short-sword: 1d6+3, Attack: +9, 19/20 x2 crit
Umbra: 1d10+4/1d8 +3, Attack: +11, x3/x2 crit
CMB: +7/+8 (+4 Bab, +3 str,)(+1 with axe group weapons)




Str 17 +3, Dex 12 +1, Con 21 +5, Int 12 +1, Wis 16 +3, Cha 7 -2
Base Attack +5, CMB +9, CMD 20,
Speed: 20 ft. (In no armor, light armor, and medium armor)
Carrying Capacity: Light,1-173lbs./ Medium,174-346lbs./ Heavy,347-520lbs.
Armor Check Penalty: -5
HP: 98 currently: 83
(5d12=60(Class)+25(Fortitude)+5(Thoughness)+8(Tough as stone)
Death: -60
Sanity: 19 currently: 19

Advantage Traits


-Indomitable will: +1 will saves
-Shadow Traitor: +1 Knowledge Shadow, always class skill
-Child of the Mountains
You gain a +2 bonus to all Survival checks made in the mountains. In addition, you are steady on your feet from long hours spent walking along narrow paths. You gain a +2 bonus to any check or saving throw you make to keep yourself from being knocked prone. You may select one of the following trait abilities as well:
•Tough as Stone: The mountains have bred toughness and tenacity into you. You gain +3 hit points at 1st level and +1 hit point at each subsequent level
-Tough (Taken Twice) +2 to Constitution score.

Disadvantage traits




Endurance: ( 1st level)You gain a +4 bonus on the following checks and saves: Swim checks made to resist non-lethal damage, Constitution checks made to avoid non-lethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid non-lethal damage from starvation or thirst, Fortitude saves made to avoid non-lethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Great Fortitude(Fighter Bonus) You now receive good Fortitude progression on your Fortitude saving Throws.
Dwarven Craft: (Background bonus)
-Clouding: You have learned the secret of forging a less dense steel alloy. Steel armor, steel shields, and steel weapons (Including blades and metal-hafted weapons) that are crafted with this technique weigh half their normal weight without sacrificing hardness or hit points. Likewise, the amount of raw material needed to craft the weapon is halved. Additionally the range increments for such weapons, increases by ten feet. Alternatively, this technique allows a smith to use steel instead of wood to craft what are normally wood- hafted weapons or wooden shields. Items made of clouded steel instead of wood have the same hardness as their wooden counterparts but have hit points equal to the steel versions.
-Advanced Tempering: You have learned to improve the hardness of your weapon, armor, or other metal item using careful measurements of temperature and timing in the crafting process. Tempering an item increases its hardness by 1/5 (From 10 to 12, or from 5 to 6.)
Toughness: (3,000 posts) You gain +3 hit points. +1 for every level after 3rd.
Combat Expertise:-1 Attack for +1 ac. For every +4 base attack bonus you take an additional -1 to Attack for +1 AC.(Fighter bonus)
Shield Focus: (3rd level) +1 Shield bonus when using a Shield.
Power Attack: (Fighter Level 1) -1 attack for +2 on all damage rolls for the round. For every +4 base attack bonus you take an additional -1 to add +2 damage.
Master Craftsman:(Fighter Level 2) Choose one craft or Profession skill in which you possess at least 5 ranks.(Dwarven Craft) You receive a +2 on your chosen craft or Profession skill. Ranks in your chosen skill count as your caster level for the Craft Magic Arms and Armor and Craft Wondrous Items feats.
Additional Traits: (5th level)
Body Guard (Fighter Level 4): As an attack of opportunity You may now use the aid another action to increase an adjacent allies armor class.
Iron Will(Warriors way bonus-Fighter): You now receive good will save progression on your saving throws.



Skill points: Class+Int
+10/+10 Craft Weapon/armor smithing (4/4 ranks, +1 int, +3 class, +2 Feat) +12 w/stone or metal(+2 racial)
+7 Craft Alchemy (1 Rank, +1 int +3 class, +2 racial)
+6 Knowledge Shadow(1 Rank, +3 class, +1 trait, +1 int)
+6 Knowledge Dungeoneering (2 ranks, +1 int, +3 class)
+6 Linguistics(3 ranks, +1 int, +3 fluent bonus)
+12 Perception (5 ranks +3 wis, +3 class, +1 race,)/ +14 vs. unusual stonework.
+8 Survival (2 ranks +3 wis, +3 class)/+14 in mountains(+2 favored terrain, +2 trait)
+1 Stealth (2 Ranks, +1 Dex, +3 class, -5 a.c.p.)
+5 Persuasion (2 ranks, +3 class)(+Intimidate /+5Bluff/+9when lying.)
+8 Climb (1 rank, +3 str, +3 class, +4 equipment, +2 racial,-5 A.C.P.)

Racial Abilities


* +2 Constitution, +2 wisdom, -2 Charisma
* Medium-size
* Base land speed 20 feet. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than as exotic weapons.
* Favored Region: Northlands.
* Darkvision 120 feet.
* Resilient: +2 natural armor bonus and +2 racial bonus on saves against poison.
* Spell Resistant: +4 racial bonus on saves against spells and spell-like effects, but those with spell energy have four fewer points of spell energy than they otherwise would.
* +1 racial bonus on attack rolls against Dwarves.
*Favored Craft: All dark Dwarves start the game with 4 free
ranks in the Craft (Alchemy) skill and it is always
considered a class skill for them. In addition, due to their
long history in the art of alchemy, black blood Dwarves
receive a +2 racial bonus to Craft *Alchemy) checks.
*Paranoid: Black Blood Dwarves have developed a paranoid
habit of scanning their surroundings for threats, as a result
they gain a +1 racial bonus on Listen and Spot checks.
* Honeyed Lies (Sp): So adept are the black blood Dwarves at
lies and deceit that it has become second nature to them. They receive a +4 racial bonus to all saves or checks to avoid being caught out in a lie, even under magical scrutiny,
such as by a Discern Lie spell or similar effect.
*Light Sensitivity: Dark Dwarves are dazzled in bright
sunlight or within the radius of a daylight spell.
*Hidden Taint (Su): although thoroughly corrupted by
Izrador’s will, the insidious nature of the Black Bloods taint
is in its subtlety. As a result all Black Blood Dwarves
always fail to register as evil for spells and effects.
# Stability: A clan dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
# Stone-cunning: +2 bonus to notice unusual stonework, such as sliding walls, new or unsafe construction, and the like. A clan dwarf who comes within 10 feet of unusual stonework can make a check as if actively searching, and a clan dwarf can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
# Racial Enemy: Odrud Dwarves receive Dwarves, including half-Dwarves as a favored enemy, similar to the Wild-lander class feature. They gain a +2 bonus on Bluff, Intimidate, Knowledge, Perception, and Survival checks when using these skills against Dwarves. Likewise, they get a +2 bonus on attack rolls and damage against Dwarves and +2 AC dodge bonus when fighting against them. They may make Knowledge or related skill checks untrained when attempting to identify Dwarves and their weaknesses.
# [b]Craftsman:
+2 racial bonus on all craft or profession checks that create objects from metal or stone.

Class Abilities



Favored Class bonuses:Add +1 to the Dwarf's CMD for the purposes of resisting Trip or Bull Rush attempts. +5

Ant Haul When determining your carrying capacity you add your Fighter level to your Strength score +5. In addition you ignore effects of encumbrance from carrying medium and heavy loads.

Fighter Talents (3)

-Armor Training: +2 ac. Bonus while wearing armor, -2 Armor check penalty while wearing armor, -10% Arcane Spell failure Chance, +2 Maximum Dexterity bonus, D.R. 2/-
Special: When using a shield these bonuses stack.

-Armored Skin: Benefit: At first level you gain a +1 natural armor bonus to AC, or any existing natural armor bonus increases by +1. This bonus improves at 3rd level and by +1 per 3 class levels beyond that you possess, to a maximum bonus of +7 at 18th level

-Arcane Resistance: You gain a bonus equal to half your class level against Spells and spell like abilities, but not Supernatural abilities. +2

Shield Other (Stance):
Benefit: As a swift action, you can declare one ally within reach as the recipient of this ability. The subject gains a +1 Aid Another bonus to AC and a +1 Aid Another bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. If the warded ally moves out of reach, the effect ends instantly.

Bonus Feats (4):

-Combat Expertise
-Power Attack
-Master Craftsman

Combat Expertise:You gain Combat Expertise as a bonus feat at 1st level even if you do not meet the prerequisites.

Bravery:(Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training(Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Weapon Training(Ex): 1st-(Axes) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Warriors Way:
-Leader of Men: Iron Will

Path Abilities


1:Fighter Talent- Fortification- 25% chance to negate critical and sneak attack damage.
2:Fighter Talent- Resilient- Effects that would normally cause unconsciousness only cause you to becomed stunned for 1 round. (Note this does not render you immune to magical sleep, nor does it remover your need for normal sleep.) Effects that would normally stun you instead cause you to become dazed for 1 round; effcects that would daze you instead cause you to become staggered; effects that cause you to become staggered cause you to become flat footed but otherwise let you act normally.
3:Fighter Talent- Deflect blow- You gain a +1 deflection bonus to a.c., this bonus increases by +1 for every 5 Fighter levels you possess.
4:Fighter Talent- Punishing Stance- By taking a -2 to your a.c. you deal an additional +1d6 damage. You cannot use this stance while moving. For every 4 Fighter levels you possess you may subtract an additional -2 to your armor class to add +1d6 to damage.
5:+1 Constitution
Dwarven Champion Ability Descriptions

[b]Spells/Spell like abilities


none yet



The roll is again folded back revealing a massive battle axe. It's crescent-shaped head curves outward, sending the blades reaching out like fangs. The entire thing is tempered black, save for the silver dwarven pictographs that adorn it glorifying the moon and the thin silver edge along the concave curve of the wicked blade. The opposite side of the head is a massive, flat-headed hammer of immense proportions. On the face is a raised, perfectly circular silver ring, the dwarven symbol of the full moon. The leather-wrapped haft is thick and straight, ending in a heavy iron oval to counter balance the massive head.

Covenant Item:


Heart of Stone
1st: Your heart has turned to stone. You are slow to anger and you can never feel the true rage as berserkers do, but you are more difficult to kill. You gain Juggernaut Fighter Talent: You gain a D12 hit die for every Fighter level you possess.

2nd Skin of Stone: Your skin has turned grey and rough. You gain Armored Skin Fighter Talent.

3rd Grim Endurance: You cling to life with stuborness that is almost unbelievable. You gain Massive Damage Treshold Fighter Talent. Your Massive damage Thresh-hold increases by +10 h.p. for every Fighter level you possess. Currently- 40 Hit points

4th Blood Brothers: You are brother to all the dwarfs. You can choose one racial ability of the Clan Dwarves.- +1 Dodge bonus against Orcs.

5th Blood Brothers: You are brother to all the dwarfs. You can choose one racial ability of the Kurgun Dwarves.- Natural Mountaineer: +2 racial bonus on Climb checks, and may ignore difficult mountainous terrain that hampers movement, such as rubble or uneven cave flooring (but not thick undergrowth).



Umbra 7.5 lbs
/1d8/1d10 x3crit. S/B
M.W. Short sword, 2 lbs.
/1d6 19/20crit. S
M.W. clouded steel Breast Plate 15 lbs.
/+6 ac. -2 a.c.p. +3 m.d.b. Medium
M.W. Large Clouded steel shield lbs.
/+2 ac. -4 a.c.p.
M.W. Climbing gear,
50 ft. Hemp rope, 10 lbs.
Total Weight: 47 lbs.



During the last war he was a child. Born of the Black Blood clan, he was groomed for war like all dwarves, at this time he was called Hamfael. He was strong and tough so they had him do things like haul munitions for siege weapons and carry barrels full of tar, pitch, oil or water.

Though the war against the humans was essentially won, the war in the Kaladruns never really stopped. Over time they attempted to teach him the art of crafting tools for war. They found unfortunately that he was not a very quick learner. Again and again he would make some careless mistake, he paid for it every time by getting burn scars from the smithy's forge. Though he was often hot tempered and hasty he kept at it and through it learned patience and rythm. It was time consuming but eventually like all Dwarves he learned his craft.

As he grew older he went from doing manual labor do being trained as a scout after it was noticed by an upcoming priest of Izrador by the name of Dorzar, that he had a knack for staying quiet. His missions largely kept him away from the fighting and he was only taught the basics of combat, should he meet any resistance. He was ordered to hunt down other Dwarven scouts, find trails that would lead to holdfasts, groves of food and more specifically seek out the hidden places of worship and destroy them. Having found an abandoned dwarven temple in one of his missions, he was first introduced to the tales of reverence that the other clans held for Father Sun and Mother Moon. He destroyed the tablets to be sure that no doubt came upon him, but a seed of rebellion had been planted his belief in Izrador now had a crack. For the next several years his waning reverence of Izrador wrestled with his new found realization that maybe what he had been told to believe was wrong. Over the course of the next sixty or seventy years he took every opportunity to learn as much as he could about the lost religion of the other clans.

On one such occasion while scouting the ruins of a dwarven outpost on top of a mountain he came across a single oddly dressed dwarf kneeling if front of an altar with the symbol of Mother Moon emblazoned upon it. The ceiling had a large hole and the full moon shown through illuminating the dwarf and lighting the area surrounding him.

"Tonight is the Zenith of Sennach. Do you know what that means?" The dwarf at the alter said, quiet but forceful at the same time.

"Ye heard me!?" Asked a surprised Hamfael.

"It means the Arc of Battle, as the Sahi Astrologers call it. What is your name?" Asked the odd Dwarf

"Hamfael... What is your name?"

"Sorok, it means clanless." He says as he rises from his kneeling position. As he turns toward Hamfael he is now wielding a hammer of very impressive make. Made of metal on one side it has the symbol of Father Sun, and on the other it shows the symbol of Mother Moon. The Dwarf now looked old, his hair was snow white, and his right eye was blind with a large scar cutting across it. He looked to have once been a powerful figure but now his strength had waned and there seemed to be a heavy burden on his shoulders. "Your name means Anvil, which makes sense considering that poor quality hammer you have. What clan are you from?"


The expression on the old Dwarfs face hardened. "You and the rest of your clan are traitors to your people. The god you so blindly follow is false and will betray you before the end. I hereby envoke the right of Kogah. Only one of us will leave here tonight."

"I accept your challenge." Says Hamfael. With that Sorok launched into spellcasting.

Hamfael readies his hammer and moves in to swing at the Dwarf, only to stop and watch in awe as the Dwarf Sorok grew big enough to make an orc seem short. Sorok let out a battle cry and swung at Hamfael. Which he narrowly ducked under and then took a swing of his and smashed into the knee of Sorok. Letting out a grunt of pain Sorok feints a swing to Hamfaels left while taking a step back. Hamfael moves to block to his right, when Sorok quickly spins around and slams his hammer into Hamfaels unguarded side, dealing an impressive blow that sends him sailing 10 feet to the side.

Dazed, out of breath, and in a lot of pain from several cracked or broken ribs Hamfael
falls into his inner rage and pushes himself off the floor and charges at the large Dwarf managing to land a solid blow in the chest. Sorok staggers for a moment before finding his balance, and comes right back with a blow that knocks Hamfaels hammer to the ground shattering it. Hamfael tries reaching for a dagger he had hidden in his boot, but is knocked off his feet and pinned by the large Dwarf.

"Give it up lad, you've lost." After a long moment Hamfael stops struggling, and his rage subsides. The Dwarf continued. "Now by right of the law of my people you are now part of my clan. But since I no longer have a clan, neither do you. No longer shall you call yourself Odrud, now your name shall be Sorok. Now as your Dor I have one order for you to carry out. Help our people. Heh, clanless anvil. That suits you. Now remember what I said." With that the Dwarf slammed Hamfaels head into the concrete. The last thing Hamfael heard was the other Dwarf say "I suppose you'll need a new hammer."

He awoke to find himself laying on the alter the Moon still shining above. And next to him lay Soroks hammer. "Or rather my Hammer now." He looked around Sorok had gone. As he grasped the hammer he noticed that he felt different. It was nothing obvious just a strange feeling. A feeling of freedom. As though suddenly a weight he hadn't known he was carrying was lifted.

Later he returned to his former clan, and reported to Dorzar he had only found a ruin and nothing more other than the hammer he now carried. Dorzar eyed him suspiciously, but eventually sent him on his way. He continued on trying to forget what had happened but simply couldn't put it out of his mind. Everywhere he went he now saw the things that his clan did were wrong. Everything they did they did in Izradors name. They fought alongside Orcs and other shadow spawn, they fought their own kind ferreting them out one holdfast at a time. His faith for Izrador wavered and during his scouting missions he continued to learn more of his peoples faith in Father Sun and Mother Moon. He spent more and more time out in the open under the sun, although Father Suns light stung his eyes his warmth gave strength, while Mother Moon was more gentle, and he also found a sense of serenity while basking in her light. He watched the skies and learned the patterns of the arcs and seasons.

More and more he found himself not reporting trails he found, and even covering them up better. He left warnings in the stone where Orc encampments were, or where they might be moving. Eventually when he thought he could get away with it he would attack a lone orc scout, or lead orcs into a trap or ambush he had come across

Eventually, he returned to the temple where he had met the eccentric old Dwarf 30 seasons before on the same moonlit night. As he expected the old Dwarf was not there but not much had changed. The sky was clear again and the moon shown through the hole in the ceiling. After a time of waiting he went to the alter and kneeled in front of it. He contemplated all that had happened in his life, when his memory came to that night, he looked up at the moon staring down at him.

Eventually he came to the conclusion that Izrador's way was not right, and that he had been on the wrong side of the war for his entire life. He came to a decision. "I am Hamfael Odrud no more. I honor the Kogah that was set to me on that night, I am now Sorok Hamfael. I hereby renounce my faith in the Shadow, Mother Moon you are my witness and ally. Lend me your strength to aid in my war against the shadow."

A moment later he felt a strange sensation as though his spirit was touched by some other force he couldn't perceive. He felt different. His mind was opened. He had a new weapon now. His strength of spirit. Standing and turning slowly in the same manner that Sorok had when he had first encountered him, he decided it was time to fight. He set his gaze through the hall and marched into the night air. He never saw the blow coming.
Sorok staggered to the floor unable to react before being grabbed and held by several of his kinsman. A moment later a familiar dark robed figure walked into the room. Dorzar smiled as he looked down upon him.

"Hamfael, you are hereby charged with the betrayal of your clan and kinsman and blasphemy to the Dark Lord Izrador. You are hereby sentenced to death and will be made a sacrifice in Izradors name. You should have known your place. I will make sure you do." With that Dorzar made a gesture and the dwarves holding Sorok down began to beat him into unconciousness. "I want this temple turned to rubble now!" With that six more figures came into view.

He raged against the guards attempting to hold him down. He couldn't let this temple be destroyed. Sorok felt anger and remorse that he had led his captors to this sacred place. He threw one off and smashed his fist into anothers face. He had almost freed himself when he felt a chill run through his body and his muscles locked up. He tried to fight it but couldn't as the guards he had thrown off came back at him. He tried to scream in denial but could only do so in his mind. The last thing he saw was his own hammer coming down and then blackness.

7 years later:
Sorok had awakened on the slopes of the Kaladruns. He couldn't recall how he had come there only that the last thing he could recall was the night of the dinner. He was aware that some time had passed, but not how much. The cool air of the mountains reminded of the times he had spent his youth and the silence was refreshing. Once he had taken note that his belongings were still there he began to look for some sign of how he had arrived. Finding none, he began to looking for his companions spending well over two years searching for them but again to no avail. He watched as the Shadows minions moved ever deeper into the mountains slowly gaining foot hold after foot hold. Yet he was aware there was little he could do now. He had lost his opening to aid his race as a member of the shadow, and could no longer hide his contempt for them. He resigned himself to hunting down lone patrols of Orcs and leading them to traps his brethren had made. As time went on he realized that the blinding hatred he had for the Shadow had somehow been dulled, he still despised them but he could no longer channel his inner anger into the ferocious force he once was. He saw himself becoming numb to killing them, the constant fighting, somehow it had become all he knew and it was wearing him down. No longer was he the proud Dwarf he had once been, no longer did he strive towards a goal of aiding his dying race. He had become as dull as a barren mountain, no hidden ore, no gemstones glittering inside the caverns, just plain stone. He had become a beast, little more than a killer of the minions of Shadow, there was always more to kill and so he despaired.

As the passing Arcs turned to years, Sorok watched as the Orc hordes pressed ever further south and the hold-fasts of the Dwarves became fewer and farther between one another. After discovering the fifth destruction of a clan, something inside the stoic Dwarf stopped. A feeling he couldn't describe resonated within him, it shook him worse than the most powerful earthquake he had ever felt, and yet it was more serene than anything he had ever known. His consciousness slipped away and he fell to his knees, time seemed to stop for the Dwarf as the blackness closed in. He didn't know what would happen to those who died who were no longer part of a clan, he didn't know if he would rise as Fell or not, after that thought the darkness claimed his mind.

Some indeterminate amount of time passed before Sorok realized that he had been staring at a wall, he wondered what had happened and realized he was not breathing and more surprisingly, he did not need to. He spent a time in the mountainous cavern contemplating his next course of action as a Fell. He eventually decided that he would continue as he had until the madness took him. Eventually he discovered a shadow patrol that was engaging a hard pressed Dwarven patrol and attacked, both sides fought savagely against one another and the battle ended with Sorok and one other Dwarf who would shortly pass on. Sorok realized that the blood pouring from the wounds meant the Dwarf would not last long and there was nothing he could do. He was surprised the blood-lust had not taken him, in fact he had felt next to nothing at all. Not far away echoing through the light-less caverns, he heard the hobnailed boots of more Orcs marching towards the site of the battle. "Go, we're finished." They were the only words Sorok ever heard the nameless Dwarf speak before he succumbed to his wounds and died. He didn't have time to speak with the Dwarf or even offer a prayer to the other fallen Dwarves. Cold logic seeped into his thoughts and he knew he couldn't hope to win against those odds alone. He gave one last look at the dead and decided it was time for things to change then retreated.

He needed to remember who he was and why he fought. He needed to become something he had long ago forgotten he was, he needed to become a Dwarf. So he began to re-create himself from the ground up. He thought of the way he combated his enemies and the way they fought against him. He slowly re-forged himself into a controlled fighter, relying more on bodily reflexes and trained strokes rather than the wild yet powerful strikes he had used before. He used his armor and shield to their fullest extent. He lived off of the supplies from those he slew and repaired his armor and weapons by melting down theirs and reusing only the good metal left. Once he had retrained his body he decided it was time to find some allies.