((I will be having this character on my donator account, IGN: ForgivenFilth ) (Other characters, Ajax, S'Yuzu) Character Name: Fasiya Noorani
Race: Human
Age: 22
Gender: Female Character Description: Fasiya has a decent height at around a solid 5'6" and has a rather androgynous build with only a faint muscular tone. Possessing a sun-kissed skin tone that matches her brown eyes and brunette eyes. Her right eye shows a faint amount of damage to the skin around it and what sticks out the most obvious is that the eyeball itself is discolored to that of a light blueish glass nature. A set of tattoos covers her face, working from the sides to the chin and all the way up to the forehead. Clothing wise she often wears a loose set of brown and turquoise colored garbs. Wearing a shemagh can be brought up to conceal her head easily. Often hanging at her side or around her neck looks to be a leather face mask that mostly covers the mouth and nose. Along with that is a set of goggles that add a protective measure to her eyes from any nasty sandstorms.
Character Occupation: Blacksmithing initiate Character Personality/Traits: Fasiya is a high-energy individual who has a habit of keeping her hands busy with something. While engaged in conversation, she fidgets with toys or stones and uses hand gestures to help stay relaxed. An experienced businesswoman, Fasiya understands the structure of deals and haggling and is willing to put in the effort to make the sale. Lastly, she's very conscious about hygiene and can often be found taking preventive measures to avoid infection. She can spend hours taking something apart and then trying to put it back together again. Even if the thing is broken by the end of her tinkering, she doesn't mind. She gets a lot of satisfaction from the act of taking something apart and understanding how it works.
Character Biography: The sands of the eastern lands tended to be a rather difficult experience. Although much as the people of the land separated to live out the remainder of their lives in the cities, others stood strong and held onto their traditional roots. Fasiya’s family remained one of those groups that held onto their heritage. Her group consisted of Mawazin worshippers who traveled in a large trade caravan. Always wanting to stay mobile. Both family, friends of the family and even strangers who wished to join the nomadic trader life were more than welcome to accompany them. Each person with their trade skills, magic and traits to help expand the business.
Fasiya was born to a craftsman father and a magic-user mother. A lone child, she was cherished and loved by her parents. While she had a decent education from their teachings, she had to pick up everything else during her youth. However, she stayed close to the trades of her parents, who worked together to sell goods like glass figures to different tribes. Making friends was a difficult trial, as she only made them in passing tribes that they traded with.
Through a terrible combination of childlike curiosity in her early youth and the viciousness of a snake that practically emitted the aura of messing around and finding out. While her parents were distracted and the rest of the caravan remained occupied with trading. Fasiya broke away from the others and came across a serpent, deciding to poke away at the snake with a stick and childish energy until she was met with a venomous bite to the face. Her scream echoed out across the sands as the serpent slithered away and she was found by both family and villagers with a now nasty bite wound.
The days were difficult and painful for Fasiya. Her parents were delighted to have an uncle who was trained in both alchemy and medicine. Unfortunately, the venom and infection caused severe damage that led to the removal of her right eye. After the threat had passed, it was time for recovery. Her uncle taught her how to create medicines and identify herbs that could help keep her wound clean. Her parents provided a glass prosthetic to show Fasiya that she still had a chance at a normal life despite this loss. She took it as motivation to continue with the family trade and make something of herself despite the adversity she encountered. Even if it did take years to learn how to manage with only one working eye.
Over the years, members of the caravan began to spread apart and dissipate, intermingling with the other tribes they often traded with and parting ways from the group. At some point, it fell upon Fasiya and her uncle to fulfill an order of requisitions that would take them to the kingdom of Haraveth. With two wagons, drivers, guards for protection, and wisdom from a trusted guide, the journey was originally planned to only take a few months. As usual, they traveled under cover of night as they traversed the desert. But time constraints and wishing to pass through the border as quickly as possible forced their hand to travel by day. A mistake well learned as the forces known as the Ajulhaya sprung an ambush upon the underpowered caravan. Overwhelming the hired guards, causing panic and eventually scattering the group including Fasiya and her uncle. It ended with the bandits seizing control of the goods by the end of it. This left the family members ditching whatever goods they had left and making a foot bail across the sands that lingered along the border and away from the east. The guards who still put up a fight and the goods in the wagons provided an excellent distraction as the duo had made their continued escape towards the -hopefully- safer territory within the kingdom of Haraveth.
Other/Extra: There's three items that I like to bring in with my donator status that I will mention to the whitelister who takes up this app and give em more details. Her mask, the goggles and the prosthetic eyeball.
Magic Biography: Amongst the majority of her tribe and caravan, there were a few who found themselves blessed by Taqa’s gift. Fasiya’s mother was one of those lucky few, using her magic to create goods from alteration magic and even offering to clean the nastiest of stains from clothing through such magic alone. After recovering from her venom enriched bite from the serpent and years adapting to managing by with only one eye, Faisya was pulled aside by her parents during one night as the caravan had settled. Being praised by her parents for such bravery all these years. They had presented Faisya with a mere pile of sand upon the table. Much to her amusement, she could only watch as her mother held onto a strange necklace around her neck. The pile of sand began to form and with it, the land they walked upon soon shaped and solidified into a glass orb. Being told this was a gift that even Mawazin would be proud of as Fasiya’s father began to work on the prosthetic with his tools at hand. Carving a few interesting designs into the iris area, the most notable one being that of a scale. The symbol of Mawazin themselves. This was the same magic that her mother used to offer services to the travelers who were plagued with lingering detriments on their clothing and drying off clothing after the caravan had found the time to wash their garments. Joyful of her gift after it was finished. The eye was given a try and it fitted rather snuggly. Leaving Farisya with more questions as she began to ask her mother if she was too capable of such a blessing. With a smile, she was given the necklace for the moment by her mother. To which she was instructed to carefully clutch the necklace tightly, putting her thoughts and will into it as through some intense focusing, the sand that gathered onto Fasiya’s robes were cleaned off! Even that lingering stain from hours prior. It left Fasiya faintly exhausted as she was given more praise, presenting the necklace back to her mother and being told that when the time comes, she too will be handed down the magical artifact as per family custom.
Please describe the magic system, including its limitations in your own words: The magic system consists of that of an almost fitness like program. You're going to begin weak, barely struggling to cast the most basic of spells while you're also limited by trinket usage. Each race comes with their own limitation in terms of a number of aspects and some with even innate magic that varies in terms of race. Some people are born with it, some without, some you need to apply with magic for even if it is their innate magical aspect. All of this, no matter if you're picking up an aspect or simply using what your race is fixed with, you'll start off at the lowest level and be limited to the trinket itself or the fixed medium magic that other races have. Requiring your determination as a player to ensure the character trains their magic on a daily basis to further hone their ability. Turning what is a simple spark of flames into a deadly fireball as months or even years pass. That is if you can even see your target, as you can't shock someone with lightning without getting a good visual of them. Leaving even those without magic of their own but still blessed with tactics and ways to counter a magic user. You're not going to be able to run a solid mile without tiring yourself out the first few tries. This involves the exhaustion system, with each spell that you sling out. You'll find your overall magic energy continue to drain, leaving your character if they continue to push themselves with usage ranging from out of breath, exhausted, passing out or merely dropping dead on the floor from abusing their magical essence to the max. There are potions to this, none of them permanent. You'll need proper rest eventually. Please describe how you would use a weak trinket with your characters first/only aspect:
Being a daughter to an alterationist and living a majority of her life in the east. Water was one of the most important yet dull tools of survival. Using her trinket and magic upon the water she had in her canteen to give it a subtle taste and smell of something else. More sweeter like juice to make things much more bearable and change things up.
This application is Accepted. Thank you for making the appropriate edits! Everything now looks good to go with this character. Your items will be written up and added to your inventory shortly, along with starting funds and starting inventory. I hope you enjoy the new character!
Tweaks have been made! Hopefully they fit what you were looking for. If not, I can take another crack at it. @SYN
This application is Pending.
The majority of this application looks good, but there are a few key little details that will need to be adjusted first. The first of which is the description of the desert: the majority of the easterners remain in the desert, and have not migrated into the cities, hence their colloquial name. As well, for the profession, you will need ot be more specific given the number of crafts available in Saphriel. Is Fasiya only a tinkerer, or is she a carver, a blacksmith, a tailor? What kind of craftswoman or craft has she managed to learn in 22 years? The character biography has mention of a "nearby kingdom": there is only one kingdom on the mainland of Saphriel, that being the Kingdom of Haraveth, where only the Kingdom and those it sells to have access to cannons. Any cultists faced would not have access to such tools. Generally, there is no active cult presence in or upon the border between the desert and the kingdom, so they are not a particularly common blockade. For the magic application, I noticed mention of changing the taste and smell of medicine. This would only work on materials of an inorganic nature, and since most alchemy tends to have organic material, it would be life alteration and far beyond the ability to a mage with a weak trinket. A small detail, but worth noting for future reference! I will require the lore for your starting items, but know that starting items will be subject to change and disrepair so as to avoid any potentially unfair advantage. Thank you for your patience! Once the appropriate edits have been made, please ping me for another review.