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07-03-2012, 08:10 PM | #34 |
Sent to the cornfield
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I took a little bit of time off to clear my head.
I've decided to go with your version, since it'll most likely be easier for me to expand upon. I've come up with a sort of expansion to the notes section to include stuff from the tribe and why Nasir turns out the way he does in the beginning, but I'll hold off on that until things are certain.
Name: Nasir Alfarsi Race: Branded One (Demon) Gender: Male Aura: Amber (Yellow-Orange) Age: 18 [18] Appearance: 6'1"(182.5cm or 1.83m), shoulder length black hair, dark skin, eyes that are gold during the day and silver at night, tattoo under his right eye(Mark of The Wanderer, not an actual tattoo, but might look like one to people who don't know what it actually is). Wears his desert/religious clothing, which includes the light billowy clothing all in varying desert hues which include sand and how it appears during the day and the night, a white cloak with a hood, a carved stone mask that bears a design of the Wanderer's Mark(painted on) and is kept strapped to the hood of his cloak when not in use and last but not least, the sandals on his feet. Spells: Power of Wind, Orange Elemental On his left hand, Nasir wears a cloth with script written in the palm with dye. By activating the talisman, the air in front of him erupts in a short burst of gale force wind causing his opponent to stagger. Staff-Fighting Mastery, Orange Elemental With spell script carved down the middle of the staff, Nasir can supplement his staff strikes with small bursts of wind by investing a small amount of will before each strike. At least one hand must be in contact with the script for it to activate. Deny the Infidel, Orange Elemental By touching the stone necklace looped through the top of the staff and feeding it will, Nasir creates repelling force around his body to cushion oncoming physical blows. The unfortunate side effect from this is the fact it also repels the air around him, suffocating him until he loses concentration or stops feeding will to the necklace. It also costs more to keep it going as long the barrier keeps opposing blows. Warding off the Cold, Yellow Elemental By touching The Wanderer's Brand on his cheek and expending will, Nasir creates a bubble of warm air around himself that pushes away cold air. Healing Heart, Green Elemental By touching the wounded area and reciting the Prayer of Healing written down in his prayer book, Nasir can heal very minor wounds. Background: From the young age of 6, Nasir's life was filled with religious teachings. This included the origin of their tribe, those they fled and the evils of the city-dwellers. The Wanderer was not the only deity he came to learn about, but many others and which families were dedicated to them. At the age of 12, he was starting to be groomed for his place as a warrior priest, to help protect the tribe where others could not. During this period of time, he was not only taught martial combat, but also about magic. With no hinderance from any organized body of people, this was not a problem. It encompassed fighting with not just his walking stick, but taking advantage of inclement weather. Four years of grueling desert travel and harsh training, he finally came to bear the mark of his family's dedicated deity. The circumstances behind The Wanderer's choice of chosen were baffling at best, but there was still more to come. As he still hadn't completed training, he had some skill to be noted. His finer manipulation of the wind and his ability to call lightning from a clear sky. Spells inherited from his own blood. Lesser abilities were confirmed to be the minor ability to heal, a very useful ability on a battlefield and the ability to harden his body against attacks on his person. Despite the fact The Wanderer only takes one priest every lifetime and constantly putting himself on the battlefield would be a danger, Nasir continued his training regardless. It happened all at once. In a dream, The Wanderer walked to him over an oasis lit silver by the hanging moon. While honored by the presence of his worshiped deity, The Wanderer spoke to him. "You must go to this place," they said, showing him a vision of Amaranth, "But first..." The Wanderer told him, showing him people he had never seen before, "You must meet these people. They are from an organization called 'The Witch's Guild'. They will teach you new things and how to speak the language of the natives in your final destination. The other figures vanished, leaving one behind. "This is the first one you will meet. Go to her. She will understand you and point you in the right direction. Once this has been done, I will show you to your next destination. Your fellow priests will understand this journey. Leave by sunrise and you will reach your first destination in two weeks. Take only what you need for the first part of this journey." With all this information, Nasir's head was almost spinning. To leave his tribe and go out into the world. One which he had never seen before, but how could he question the orders of his deity. As The Wanderer had ordered, Nasir set off at sunrise, taking a couple waterskins, jerky, bread, his religious clothing/tools which was his priest mask and walking stick and changes of clothing with him on his journey. On his way on the path that had been laid out, the Witch's Guild members had been as helpful as they could be, giving him extra food, something to drink, washing his clothing and even help getting across the ocean. He had taken cargo freighters from one country to the next, where the others The Wanderer told him about would take him. With his skill, he would help prevent storms from overcoming the freighters, using advice from the guild members not to use magic around the workers. The last leg of his journey rested when a freighter stopped in Alaska. While cold weather was no longer a mystery to Nasir, he insisted upon learning one last spell from his deity's repetoir of elements, fire. Meeting the last Witch's Guild member was easy enough. They secured not only an ID, but also a passport to get him through the border into Canada. Then for days and nights, he trekked through the Alaskan wilderness and finally found his way in. His ignition spell to light wood was incredibly helpful for surviving the freezing nights. Upon passing into Canada, that night, Nasir had one last vision from The Wanderer. He was shown his direct route to Amaranth, including to the building he needed to go to. 2 years of journey finally see him to his destination. Even the school was oddly accepting and the English lessons along the way had paid off. Clubs:
Notes:
Veehr Jawab: Roughly translated as the Wanderer, Veehr Jawab is a deity of Chaos, associated with fire, wind, spirit, travel and movement. The Wanderer is a god of the desert and patron of Nasir's tribe, who calls all to abandon the corrupt and weak lifestyle of the city dwellers, and return to the old and pure nomadic ways. The Wanderer has no temple, and only one priest - the one who bears their brand. Despising kings, the Wanderer's Brand passes without regard for blood to the most worthy - age and gender are irrelevant. It is said that the Wanderer walks through time and witnesses the deeds we will do, when selecting the mortal who shall bear the Brand as its voice. If the bearer of the Brand seeks to abuse its power, the Brand shall pass from them - and they will be cast out; if the Wanderer does not slay them personally. The Wanderer appears as a masked and veiled figure, clad in a cloak of shifting desert hues. As a god of Chaos, the gender, height, clothes, skin tone and build of the Wanderer shifts without warning - it is rarely the same twice. Only its eyes are predictable - gold in the day, silver at night. |
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