Atzar
06-28-10, 04:54 PM
Changes in Cyan.
Name: Atzar Kellon
Age: 22
Race: Human
Hair Color: Black
Eye Color: Varies randomly from light to deep blue.
Height: 6’3”
Weight: 195 lbs.
Occupation: Mage, Tribesman of Menka
Personality: Atzar is a tough-minded, courageous man who will not back down from a fight. He is usually quiet – especially around people he doesn’t know - but he’s also opinionated. Sometimes his argumentative side overwhelms his reserved nature. In general, he’s an upbeat, optimistic person.
In battle, the mage shelves his emotions. He becomes cold and calculating, aware of his surroundings at all times. His mind has been hardened to the bloodshed, and he has no problem killing an enemy.
Appearance: In the eyes of a stranger, Atzar is a tall, youthful man. While he isn’t exactly a physical specimen, he is thin and in decent shape. His eyes are the most memorable part of his visage. They morph endlessly between shades of blue, from chilly ice blue to nearly purple and all of the shades in between. His hair hangs to his shoulders and is usually kept in a ponytail. In the custom of his tribe, two short blue lines are painted just below his right eye.
On a normal day, Atzar wears unassuming clothes, usually consisting of a brown, loose-fitting shirt and pants.
Background:
If one wishes to understand Atzar’s past, one must understand Menka. And by extension, one must understand Mahar.
Mahar is a country, well south of any of the lands documented in Althanas’ history. ‘Country’ is also a very inaccurate term. ‘Tribal lands’ might fit better, for the people who inhabit Mahar live a tribal lifestyle. The tribes are about as friendly to each other as so many male tigers, fighting over a female in mating season. Each tribe constantly tries to establish dominance over its neighbors. Alliances are made only to be broken later. The tribes look down upon sword and shield as a means of warfare, instead taking up something far more destructive: magic.
As a result, Mahar’s land is blasted, ravaged by fire and lightning and wind from countless battles. Only around villages is it hospitable, where magicians practice their craft to restore the land and grow crops. The bones of all manner of beasts can be found strewn over the landscape. These are not beasts native to the land; rather, mages conjure these animals to attack their enemies and then let them roam free to live or die once their purpose has been served. These bones are commonly found in great abundance around the outskirt of villages, where they are cut down by alert mages before they can do significant damage to the people or crops. Many tribes are attempting to clean up the landscape now, disposing of this wealth of animal remains around their homes, but this practice is still somewhat rare and has yet to make a visible difference out in the wilds.
Goblin-like creatures rule the lands where no human tribes reside. They, too, are tribal. They are usually somewhat more tolerant of their own kind in comparison to the humans, preferring instead to make raids on nearby human tribes.
Menka is just one of the many tribes in Mahar. Currently, they are in a temporary lull in fighting with their neighbors. Their numbers approach two hundred in all, and they are led by Galla, the aging Elder. They are very much an average Mahar tribe; and as such, their peace likely will not live much longer.
For his part, Atzar is a Menka tribesman. He has taken part in many battles, and he yet lives to fight another day. While survival is certainly an accomplishment in itself, the mage has done little else to establish himself as anything more than an average warrior.
Skills:
Reflexes: Through continued exposure to combat, Atzar has honed his reflexes. He reacts about twice as fast as most humans.
Tough: The mage has developed a tolerance for pain one might not expect from a man of his profession. He can fight through some wounds when most would not.
Elemental Magic:
Fire: Recent heavy usage of fire magic in combat has greatly increased Atzar’s skill with the element. He can create fire now; a head-sized fireball takes about a second to conjure, and he can manipulate it at a respectable speed (greater amounts of flame will move at slower speeds). These projectiles can deliver kinetic force or can consist of simple gouts of flame with no knockback; Kellon has the ability to switch between them at will.
Water: Atzar has yet to find a truly useful, consistent application for this magic in battle (although there are instances where it is effective). He can now create water at a slow pace.
Ice: This magic continues to reach ever more impressive heights. The mage can now create ice at a high rate; projectiles are fast enough to cause severe wounds or death with direct hits.
Air: While creating gusts of wind or tornadoes is still impossible, Atzar has found that small quantities traveling at high speeds make a good substitute for blades. A trade-off is involved with the use of this magic in battle – while blades of wind are nearly invisible, their destructive power is somewhat limited (it’s still only air, after all) and they will dissipate after contact with a solid object. The blasts are now powerful enough to dent iron, and multiple shots concentrated on one area could break through it.
Plant: This form of magic is still very rudimentary. He cannot yet accelerate the growth of plants, at least not to any noticeable degree. He can manipulate more pliable plants (vines, for instance). While he can move more rigid vegetation, like branches, he cannot maintain them in a different position for more than a second or two.
Lightning: Atzar is learning to control electricity. In its current form, the power is slow to gather and inaccurate. Only in the most ideal of circumstances is it lethal (read: it might kill a person standing knee-deep in a pool holding a metal rod aloft). Usually it will deliver a painful but generally harmless shock, although it can stun on occasion.
In addition to the uses mentioned above, elemental magic is quite versatile and can be used in unexpected ways.
Atzar is beginning to believe that his mind and his magic are linked - that using any given branch of magic can change the way he thinks. However, he has yet to test this theory...
Equipment:
Simple clothing. No weapons.
Name: Zirkan
Age: Unknown
Race: Pygmy Dragon
Scale Color: Azure Blue
Eye Color: Azure Blue
Height: 2’ 6”
Weight: 75 lbs.
Personality: Zirkan has shown himself to be highly intelligent, aiding Atzar in his escape of the horde of goblins in the caves to the south of Menka. Despite this intelligence, the creature has no qualms whatsoever about engaging in a petty war of words. Whether it’s witty or not, the dragon has an insult or comment for all but the most serious of situations. Despite this most irritating shortcoming, Zirkan has a good heart.
Appearance: Zirkan is a dragon. His scales are a lustrous blue. He has thick, sturdy legs and shorter arms, and both sport long claws. He has strong, leathery wings on his back, and a thick tail. His eyes are piercing blue, and he has a maw full of long, sharp teeth.
History: At the moment, Atzar knows nearly nothing about Zirkan’s past. As near as he could tell, Zirkan was asleep in a small underground chamber when Ceran Tumultos ran in to escape from the goblins and accidentally collapsed the entrance, trapping them both there. The mage hasn’t learned anything else of the dragon’s story before that.
Skills:
He can fly, and can lift and take to the air with around 100 pounds despite his diminutive size. He has no magic - his only form of attack is his teeth and claws. He is immortal in the sense that he cannot ever completely die. However, he can be wounded, even to the point of death, and wounds must be "slept off" in order to heal - he doesn't heal on his own. Small cuts can be fixed in only a few hours, but a wound that might normally be considered 'lethal' would take days or even weeks to recover.
Name: Atzar Kellon
Age: 22
Race: Human
Hair Color: Black
Eye Color: Varies randomly from light to deep blue.
Height: 6’3”
Weight: 195 lbs.
Occupation: Mage, Tribesman of Menka
Personality: Atzar is a tough-minded, courageous man who will not back down from a fight. He is usually quiet – especially around people he doesn’t know - but he’s also opinionated. Sometimes his argumentative side overwhelms his reserved nature. In general, he’s an upbeat, optimistic person.
In battle, the mage shelves his emotions. He becomes cold and calculating, aware of his surroundings at all times. His mind has been hardened to the bloodshed, and he has no problem killing an enemy.
Appearance: In the eyes of a stranger, Atzar is a tall, youthful man. While he isn’t exactly a physical specimen, he is thin and in decent shape. His eyes are the most memorable part of his visage. They morph endlessly between shades of blue, from chilly ice blue to nearly purple and all of the shades in between. His hair hangs to his shoulders and is usually kept in a ponytail. In the custom of his tribe, two short blue lines are painted just below his right eye.
On a normal day, Atzar wears unassuming clothes, usually consisting of a brown, loose-fitting shirt and pants.
Background:
If one wishes to understand Atzar’s past, one must understand Menka. And by extension, one must understand Mahar.
Mahar is a country, well south of any of the lands documented in Althanas’ history. ‘Country’ is also a very inaccurate term. ‘Tribal lands’ might fit better, for the people who inhabit Mahar live a tribal lifestyle. The tribes are about as friendly to each other as so many male tigers, fighting over a female in mating season. Each tribe constantly tries to establish dominance over its neighbors. Alliances are made only to be broken later. The tribes look down upon sword and shield as a means of warfare, instead taking up something far more destructive: magic.
As a result, Mahar’s land is blasted, ravaged by fire and lightning and wind from countless battles. Only around villages is it hospitable, where magicians practice their craft to restore the land and grow crops. The bones of all manner of beasts can be found strewn over the landscape. These are not beasts native to the land; rather, mages conjure these animals to attack their enemies and then let them roam free to live or die once their purpose has been served. These bones are commonly found in great abundance around the outskirt of villages, where they are cut down by alert mages before they can do significant damage to the people or crops. Many tribes are attempting to clean up the landscape now, disposing of this wealth of animal remains around their homes, but this practice is still somewhat rare and has yet to make a visible difference out in the wilds.
Goblin-like creatures rule the lands where no human tribes reside. They, too, are tribal. They are usually somewhat more tolerant of their own kind in comparison to the humans, preferring instead to make raids on nearby human tribes.
Menka is just one of the many tribes in Mahar. Currently, they are in a temporary lull in fighting with their neighbors. Their numbers approach two hundred in all, and they are led by Galla, the aging Elder. They are very much an average Mahar tribe; and as such, their peace likely will not live much longer.
For his part, Atzar is a Menka tribesman. He has taken part in many battles, and he yet lives to fight another day. While survival is certainly an accomplishment in itself, the mage has done little else to establish himself as anything more than an average warrior.
Skills:
Reflexes: Through continued exposure to combat, Atzar has honed his reflexes. He reacts about twice as fast as most humans.
Tough: The mage has developed a tolerance for pain one might not expect from a man of his profession. He can fight through some wounds when most would not.
Elemental Magic:
Fire: Recent heavy usage of fire magic in combat has greatly increased Atzar’s skill with the element. He can create fire now; a head-sized fireball takes about a second to conjure, and he can manipulate it at a respectable speed (greater amounts of flame will move at slower speeds). These projectiles can deliver kinetic force or can consist of simple gouts of flame with no knockback; Kellon has the ability to switch between them at will.
Water: Atzar has yet to find a truly useful, consistent application for this magic in battle (although there are instances where it is effective). He can now create water at a slow pace.
Ice: This magic continues to reach ever more impressive heights. The mage can now create ice at a high rate; projectiles are fast enough to cause severe wounds or death with direct hits.
Air: While creating gusts of wind or tornadoes is still impossible, Atzar has found that small quantities traveling at high speeds make a good substitute for blades. A trade-off is involved with the use of this magic in battle – while blades of wind are nearly invisible, their destructive power is somewhat limited (it’s still only air, after all) and they will dissipate after contact with a solid object. The blasts are now powerful enough to dent iron, and multiple shots concentrated on one area could break through it.
Plant: This form of magic is still very rudimentary. He cannot yet accelerate the growth of plants, at least not to any noticeable degree. He can manipulate more pliable plants (vines, for instance). While he can move more rigid vegetation, like branches, he cannot maintain them in a different position for more than a second or two.
Lightning: Atzar is learning to control electricity. In its current form, the power is slow to gather and inaccurate. Only in the most ideal of circumstances is it lethal (read: it might kill a person standing knee-deep in a pool holding a metal rod aloft). Usually it will deliver a painful but generally harmless shock, although it can stun on occasion.
In addition to the uses mentioned above, elemental magic is quite versatile and can be used in unexpected ways.
Atzar is beginning to believe that his mind and his magic are linked - that using any given branch of magic can change the way he thinks. However, he has yet to test this theory...
Equipment:
Simple clothing. No weapons.
Name: Zirkan
Age: Unknown
Race: Pygmy Dragon
Scale Color: Azure Blue
Eye Color: Azure Blue
Height: 2’ 6”
Weight: 75 lbs.
Personality: Zirkan has shown himself to be highly intelligent, aiding Atzar in his escape of the horde of goblins in the caves to the south of Menka. Despite this intelligence, the creature has no qualms whatsoever about engaging in a petty war of words. Whether it’s witty or not, the dragon has an insult or comment for all but the most serious of situations. Despite this most irritating shortcoming, Zirkan has a good heart.
Appearance: Zirkan is a dragon. His scales are a lustrous blue. He has thick, sturdy legs and shorter arms, and both sport long claws. He has strong, leathery wings on his back, and a thick tail. His eyes are piercing blue, and he has a maw full of long, sharp teeth.
History: At the moment, Atzar knows nearly nothing about Zirkan’s past. As near as he could tell, Zirkan was asleep in a small underground chamber when Ceran Tumultos ran in to escape from the goblins and accidentally collapsed the entrance, trapping them both there. The mage hasn’t learned anything else of the dragon’s story before that.
Skills:
He can fly, and can lift and take to the air with around 100 pounds despite his diminutive size. He has no magic - his only form of attack is his teeth and claws. He is immortal in the sense that he cannot ever completely die. However, he can be wounded, even to the point of death, and wounds must be "slept off" in order to heal - he doesn't heal on his own. Small cuts can be fixed in only a few hours, but a wound that might normally be considered 'lethal' would take days or even weeks to recover.