Durg At’Morakh
Context
Durg At’Morakh is a minor character in the Wild Cards super-hero novels.
For full context, you can read the Wild Cards setting primer and the Doctor Tachyon character profile.
In this shared world, Durg is one of writer Melinda Snodgrass ’ creations (or Victor Milán’s, depending on source).
Background
- Alter ego: Doug Morkle.
- Marital Status: Single.
- Known Relatives: None.
- Group Affiliation: None.
- Base Of Operations: Usually mobile.
- Height: 5’ Weight: 300 lbs. Age: 200+
- Eyes: Purple Hair: Black
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Powers and Abilities
Like all Morakh, Durg has been genetically engineered for superhuman physical prowess and an almost-total immunity to mental powers.
All Morakh receive extensive martial training from birth and are also taught the ways of the Takisian court.
The time Durg spent on Earth away from Takisian society has taught him new ways of approaching obstacles. As a result, he is a bit more imaginative and subtle than most Morakh.
History
The planet Takis, located 27 light years from Earth, is ruled by a monarchical society of family Houses. Except for the ruling elite, who enjoy longevity and formidable telepathic abilities due to centuries of controlled breeding, Takisians are indistinguishable from Human beings.
The House of Vayawand, seeking an advantage over the others, created a genetically engineered warrior race as an offshoot of the noble families’ lineage. These warriors, known as Morakh, had superhuman physical abilities and effectively impenetrable mental shields.
They were also bred to obey their masters in all things. They will sacrifice themselves with no hesitation whatsoever. The only consideration that may give a Morakh pause is if their master’s orders lead to results that may ultimately harm said master or lead to a great atrocity.
The Morakh were not adopted by any of the other Houses. Their squat, bulky physiognomy and lack of any other telepathic ability marked them as disgusting abominations. The Houses had very demanding and rigid standards of physical beauty.
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My name is Durg
Durg was accidentally abandoned on a battlefield as a child. He was found and adopted by Zabb, a daring nobleman of the House of Ilkazam. Zabb was willing to brave the scorn of his family to have such a magnificent fighting machine by his side.
Durg served Zabb loyally for the next 200 years. But he suffered doubts because of Zabb’s willingness to do anything to gain power.
Durg accompanied Zabb and other members of House Ilkazam to Earth to forcibly return Dr. Tachyon, a renegade member of the House. Tachyon won his freedom and returned to Earth. Zabb needed Tachyon to die in order to assume the throne himself. So he allied with a dangerous alien hive-species called the Swarm and murdered the family members who protested this decision.
Durg felt betrayed by Zabb’s treasonous actions and by their alliance with the Swarm. When Durg returned to Earth and was subsequently defeated in unarmed combat by Mark Meadows’ alter ego Moonchild, he took the opportunity to shift his allegiance to Meadows’ in following with Morakh tradition.
Life on Earth
Durg took the alias Doug Morkle. He spent the next few years working at Meadows’ health food store and as a dockhand, making extra money on the side by making bets revolving around his tremendous physical strength.
Durg was confused by Meadows’ talk about concepts such as personal freedom, seeing service to another as the highest good. But he truly felt joy for the first time in his life as he became the guardian of Sprout, Meadows’ daughter.
During a custody dispute, Meadows’ alter egos were exposed. His ex-wife then had a nervous breakdown on the stand. As a result, their daughter was taken away and placed in a state facility. Durg and Meadows’ broke into the facility and rescued Sprout.
At that point Meadows’ ordered Durg to find another master. He didn’t want Durg to suffer a life on the run, and was uncomfortable giving another person orders. Durg was heartbroken, though he never questioned Meadows’ commands.
Blaise
Durg submitted his services to Blaise Andrieux, the grandson of Dr. Tachyon. Blaise was the leader of a violent superhuman gang known as the Jumpers. The Jumpers’ depredations became intolerable to the authorities. Durg then suggested that they leave Earth for Takis and use Blaise’s formidable mental abilities to find a place there.
Durg and Blaise arrived on Takis and made great progress in taking over the planet. But many of Blaise’s methods appalled Durg. He felt that he had allied himself with an evil master again and endangered his world. Yet he felt honor bound to continue serving Blaise.
Dr. Tachyon and Mark Meadows’ followed them to Takis, and lead the resistance against Blaise. During the final assault on Blaise’s stronghold Durg turned on Blaise’s guards. He then cleared the path for the assault team at the cost of his life. He died in the arms of Moonchild, happy that he had fulfilled his duty to the one master he truly loved.
Description
Durg At’morakh looks like a version of a young Jean Claude Van Damme that’s been compressed to a height of 5 feet, with an elfin cast to his features. This squat, powerful build is common to all Morakh.
Durg moves with swift, graceful economy.
Personality
Durg is perpetually calm. Even when he is concerned he keeps it to himself.
He does demonstrate a mild contempt for those he considers his lessers. Which is almost anyone other than a Takisian noble, a fellow Morakh, or one of his masters or their allies (unless the individual in question is particularly contemptible).
He serves his masters without question. But he suffers great guilt when his masters commit evil acts and will in such cases try to find an honorable means to transfer his loyalties.
Durg was at his happiest when he served Mark Meadows. It was the only time in his life when he was truly loved and respected as part of a family.
Quotes
“I care as much for human laws as humans would care for the laws of dogs.”
DC Universe History
The Morakh are a Dominion-engineered offshoot of the Khund, dating back to a time when the Khund still served the Dominion. Though the Khund have since won their independence, the Morakh remain Dominion servitors. They accompany Dominion representatives during meetings with other species with telepathic abilities.
A typical Morakh would have Durg’s stats, with a -1 AP to all Mental and Mystical Attributes and only 20 HPs due to their lesser range of experience. All Morakh have a given name (such as Durg) followed by the At’morakh family name.
Durg came to Earth during the Invasion. He harbored misgivings about the planned enslavement of the human species, whose resolve in combat greatly impressed Durg. Durg was defeated by Batman and subsequently joined the Justice League International.
He served as a security consultant, eventually sharing that responsibility with the ex-Green Lantern Kilowog. They built a profound friendship based on their mutual philosophies of loyalty and service.
When the Green Lantern Corp was reactivated Durg went to Oa with Kilowog. He assisted in training new Green Lanterns until he died alongside Kilowog during “Emerald Twilight.”
In the 30th century, Takis could be a long-lost colony of Titan, whose ruling class is accompanied by Morakh bodyguards. Or the Morakh could be encountered as Dominion servitors as discussed above.
Game Stats — DC Heroes RPG
Tell me more about the game stats
Durg At’morakh
Dex: 10 | Str: 07 | Bod: 08 | Motivation: Obey Master |
Int: 07 | Wil: 10 | Min: 12 | Occupation: Servant |
Inf: 04 | Aur: 05 | Spi: 11 | Resources {or Wealth}: 004 |
Init: 023 | HP: 035 |
Powers:
Density Increase: 01, Iron Will: 12, Mind Over Matter: 08, Mind Blank: 12, Mind Field: 12, Ultra Vision: 04
Bonuses and Limitations:
- Density Increase is Always On, but only alters weight (-5).
- Iron Will, Mind Blank, and Mind Field are Always On (-1).
- Mind Blank does not make Durg immune to detection by telepaths, who sense him as a lacuna or vacuum in the mental “landscape” (-1).
- Mind Field has a Range of Self Only (-2).
Skills:
Acrobatics (Dodging): 06, Martial Artist*: 10, Military Science (Danger Recognition)*: 07, Thief (Stealth): 08, Vehicles: 08, Weaponry*: 10
Advantages:
Ambidextrous, Intensive Training, Lightning Reflexes, Scholar (Takisian Court Customs), Sharp Eye.
Connections:
Mark Meadows a.k.a. Captain Trips (High).
Drawbacks:
CIA (Obey and Protect Master), Distinct Appearance (Squat Build, bobbed ears).
Equipment:
Durg is usually unarmed, but will sometimes carry a .44 Magnum revolver [BODY 04, Projectile weapons: 05, Ammo: 06, R#03].
Source of Character: Wild Cards series (novels and comics), character created by Melinda Snodgrass.
Helper(s): Vinnie.