Azhar Khal'drossi

THE HELLHOUND OF AL BHADIR

Fire rages, consuming everything in its path, indiscriminate in its hunger. Yet fire also dances, in the midst of darkness, with a defiant beauty.



CHARACTER APPLICATION FOR CONVERGENCE RP

General Information

Artist @toesthee

NAMEAzhar Khal'drossi
ALIASThe Hellhound of Al Bhadir
PRONOUNSHe/Him
AGEAround ~100
BIRTHDAYIustitia 28
SPECIESIfrit (Djinn)
BEAST HEIGHT13'1" (400 cm)
HUMAN HEIGHT6'5" (195 cm)
MAJOR ARCANAVII. The Chariot
PLACE OF ORIGINThe Al Ruwan Red Sands

Character Reference

Artist @meowmonsta


Personality


+ TENACIOUS, CONFIDENT, FORCE OF WILL
= WILD, UNINHIBITED, RAMBUNCTIOUS
– INSENSITIVE, OBTUSE, OBNOXIOUS

Azhar Khal'drossi can be summed up in three words: loud-mouthed idiot. He is brash, fearless, bold and perpetually talks like he's speaking in ALL-CAPS. He certainly can get on people's nerves with his rambunctious personality. Azhar is also wholly incapable of reading the room and frequently crosses invisible social boundaries. Because of this, he can come off as insensitive and rude, but he doesn't mean it. He's just an ignorant mongrel and if confronted about his behavior, he'll try to knock it back a peg or two. (He's a good boy at heart.)Because he was a beast living on primal instincts for most of his life, Azhar does not understand societal sensibilities. For example, he sees nothing wrong with eating human children. To him, they're just pesky little things anyways. Yet, despite his dubious principles, the hellhound is dependable and loyal to a fault. Once he considers someone as part of his "pack" he is forever a devoted friend and ally. However, the ifrit is terrible at remembering names, so he gives nicknames to the people that he is fond of. These names usually have to do with the diverse denizens of the Al Ruwan sands – monsters and desert critters both.Azhar's temperament can flip on the flick of a switch. It is as easy to provoke him into a rage as it is to placate him with a simple treat. His emotions vary widely and easily, making him quite unpredictable at times. However, his most notable trait is his indominable spirit. Regardless of how insurmountable of an obstacle, he will face it head on and with a fierce and wild determination. Even as the spears pierce his heart and the blades carve into his flesh, even when Death is all but greeting him in its cradle, the Hellhound of Al Bhadir will blaze ever onward.


Background


From the ashes of a wildfire the ifrit woke, his maw hungering for the taste of flesh. Devour, devour, devour, like how a wildfire consumes everything in its path. That was all the ifrit knew.The beast became an infamous name for travelers that would brave the desert of Al Ruwa, particuarly near the region of Al Bhadir. Thus known as the Hellhound of Al Bhadir, this monster born of fire terrorized the red sands for half a century. That was, until the Sultanate had had enough and put a bounty on the Hellhound's head, calling for mercenaries to rid them of the menace that threatened their trade routes. Thus, the hunter became the hunted.However, the Hellhound of Al Bhadir was a fierce and uncontrollable force of nature. He scorched, he burned, and he ate all of the foolhardy hunters that came for his head. However, of course, that could not last. The more he killed the more notorious his reputation became. Eventually, even the celebrated Pale Wolves answered the call and the Hellhound of Al Bhadir was bested by one of theirs – a pale unnamed hunter.As the Hellhound lay in the sands, heaving his final breaths, the pale hunter kneeled next to him and placed a hand on his bleeding hide. It was a gentleness that the ifrit was not accustomed to; after all, he only ever knew the harshness of the unforgiving dunes where the only rule was to eat or be eaten.The pale hunter said to him: "I was once a monster like you, desperate to survive in a desolate and bleak world. Yet even monsters like you and I deserve a chance at life."Then, the pale hunter left without severing his head to present to the Sultan. For an inconceivable reason, his life had been spared. The ifrit was left to ponder these words. This act of clemency sparked the embers of change within his heart. He questioned for the first time, why do I burn, why do I devour, why do I persist?Then as he lay, recovering from his wounds, a vision of a burning wheel came to him in his feverish state. Its words branded itself on the ifrit's soul: "Will is a beast of burden. Find your path and blaze forth, Hound of mine."When the ifrit woke, he was granted a brand upon his brow and the ability to take on a new human form. From then on, he wandered the lands of Nadir as a man and not a beast. He crossed the desert sands. He traveled across the continent. Eventually, he even took on a name, Azhar Khal'drossi, gifted to him by a dear companion on the road.After another half-century of walking the lands on two feet, Azhar came to a (belated) conclusion that he must find the pale hunter who had spared him. The beast inside him hungered to challenge him once more, but it was not only the thirst of battle that drove him. For Azhar owed this man a life's debt and an eternal gratitude for granting him this second life.However, the ifrit had no sense of a short-lived species' limited years. By the time he arrived in the capital of the Pale Wolves, the pale hunter had long since passed. Still, Azhar decided to stay with the Order. After all, the pale hunter had served in their ranks. Perhaps he too could blaze his path forward from here.And so the Hellhound of Al Bhadir, becomes a whelp of the Pale Wolves.


UNLOCKED LORE: A CAGED AND SHACKLED BEAST

Not long after he gained his human form, the ifrit found himself travelling to human settlements. He was a curious entity, eager to understand this new life he was given — to learn what it meant to walk on two legs instead of four. However, in the end, he was still only a beast parading around in the skin of a man. He did not understand the laws nor the cruelty of mankind.It was not long before he was embroiled in a little spat with a shopkeeper after he had unwittingly pilfered a date fruit off the stands. In a fit of confusion and rage, he burst out into his blazing ifrit form in the middle of the busy market street. This was not out in the wilds of the Red Sands, but the innermost circles of the second most populated city of Al Ruwa. Such beasts could not be left to wreak havoc and he was quickly restrained by the elite city guards. However, instead of being slain, the ifrit was sent to the underground Pits of Al Bhadir.He was bought by a wealthy diamond merchant as a fighting beast and for the next ten years, all he knew was blood — to kill or to be killed. The Hellhound of Al Bhadir was a prized Hound and his title rung in the fighting Pits with notoriety for his savagery, his brutality, and his ruthlessness. He killed and he killed endlessly, always pushed to the brink of death with every barbaric battle. Blood flowed freely in the Pits; the sands soaking up its crimson taint. Yet, no matter how lethal his wounds or how close to Death's domain, the Hound would relentlessly endure.Outside of the ring, he would be cooped up in a small cell, barely big enough to fit his size. When he was not the celebrated Champion of the Pits, he was merely a caged and shackled beast. All he knew was fear and pain and rage. Yet, collared though he may be, the Hellhound of Al Bhadir could never be tamed. No matter how beaten or whipped or starved, he would accept no master.That was until he met a young girl of barely a decade. A slave girl who was sent to attend him as all the others were too fearful of his savagery. He growled and snarled at her too, yet the little girl did not flinch. Her slender, willowy arms were bruised and welted, yet her eyes were sharp and fearless; unrelenting and unbroken. The beast saw himself reflected in those resolute eyes... and for the first time since the birth of his ember, the Hellhound of Al Bhadir bowed his head.


LOCKED LORE: THE IFRIT NAMED AZHAR

Additional lore to be unlocked.


LOCKED LORE: THE MAN NAMED AZHAR

Additional lore to be unlocked.


General Stats

LEVEL 3 | RACIAL POINTS: 4/5 | TOTAL MP: 10

STRSKLINTVIT
7 +2413 +2

* additional stats from Ifrit Form transformation

Combat Stats

HUMAN FORM STATS

HPACDRABDDTN
7523310189+½Lv

IFRIT FORM STATS

HPACDRABDDTN
1052848209+½Lv

Bonus Rewards Log

  • Level 2 Feat Slot Purchase | 9th & 10th 1st Level Slots

  • Level 3 Feat Slot Purchase | 11th, 12th & 13th 1st Level Slots

  • An Adaptable Beast Slot Purchase | Level 1 — 3 Slots

  • Pale Wolves Recruitment Quest | +10 Permanent HP Buff

  • Pale Wolves Recruitment Quest | Free Level 1 Spell Slot

  • The Banner of Conquest Quest | +5 Permanent HP Buff


Inventory

MARTIAL WEAPON | CURVED SHAMSHIR

Azhar wields a curved shamshir that he picked up during his travels through Al Ruwa. He's quite proficient at handling the martial weapon, but he still prefers to fight in his ifrit form when viable.

MARTIAL WEAPON | THE SILVER FANG

Weapon reward from Training Simulation - The Moon's Call quest and Enchantment reward from Event 5: The Reversed.A scimitar left at Azhar's bedside after a strange dream. There is a pale gleam to its blade and a lucent pearl inset in its pommel, resembling The Moon herself. This faithful blade can be summoned back into Azhar's hand once per Round as a Free Action, so long as it is within 120 feet of him, and adds a +1 bonus to his AB and DD when he attacks with it.It has an additional enchantment gifted by the Rime Diamond Trading Company that gives this weapon an additional +1 bonus to AB and DD.Text reflavored from the quest item, A Weapon of Recall.

ITEM | A SINGLE INVISIBILITY POTION

A reward for clearing out the moving granite statues at the Temple of Fools.On use, the drinker can turn invisible, becoming impossible for ordinary people to see without the aid of spellcraft. However, they can still be heard, and attacking or casting a spell ends the effect.Duration: 1 minute, one time use.

ITEM | CHARM OF DISPEL MINOR ILLUSION

A reward from the player run quest, The Rakshasa Redemption.A beautiful little wind charm that when rung, disrupts a minor illusion, or reverts a shapeshifter to its true form. After it has been used three times, it falls silent, never to be rung again.Usages: three uses remaining

ITEM | THREE DASH JUICES

A reward from the player run quest, The Rakshasa Redemption.A bright yellow concoction made from the adrenal glands of a fast monster. It’s thick and unpleasant tasting. Grants a temporary +2 to AC, +2 to SKL checks and saving throws, an extra attack, and doubled speed for 3 rounds. Does not stack with other spells. Consumed on use.Usages: three uses remaining

ITEM | EARRINGS OF BENEDICTION

A reward from The Pale Wolves Pinup Calendar quest.A mysterious pair of bangle earrings gifted to him by his Sheikha. His most treasured belonging. Azhar gains one additional use of The Beast's Fervor per day while wearing these earrings. The natural earthen magic within boosts the healing property of his own body and this magic replenishes each day at dawn.Text reflavored from the quest item, Adrenaline Booster.

ITEM | THREE HOT DRINKS

A reward from player run quest, Frosty.On use, the drinker is immune to extreme cold conditions and all cold damage is reduced by half.Duration: 1 minute, one time use.

ITEM | CHARM OF BRAVERY

A reward from player run quest, Part of the Pack.A small glass charm that prevents the "Frightened" condition one time if currently kept with Azhar. Shatters upon use.


Racial Traits

THE HELLHOUND OF AL BHADIR | POINT COST +6

Azhar uses his action to sear away the flesh and bones of his mortal form to become the Hellhound of Al Bhadir once more. In his ifrit shape, he gains +2 AC, +2 STR and +2 VIT, an additional 1d4 damage to melee attacks, and an additional attack using his tail that deals STRx1 damage. In this form, he is unable to use martial weapons.Transformations are limited by the environment and twice per day for one hour each in quests or events.

Transformation Points Breakdown

Ability Usage+1.5
Huge Size (13 ft)+0.5
+2 STR+1
+2 VIT+2
+2 AC+0.75
Additional Tail Attack+0.25

CAUTERIZE WOUNDS | POINT COST +3

As a beast born of flame, Azhar can cauterize his own wounds without harm to himself. At the start of his turn, the molten quality of his blood sears his wounds shut, healing 10 HP. Outside of combat, he recovers 1 HP per minute.

KEEN SENSES | POINT COST +1

The ifrit has keen senses, like that of a true canine. Azhar rolls Advantage on Perception (INT) checks that rely on hearing or smell.

FIRE MANE | POINT COST 0

Azhar's enkindled hair and tail has a natural illumination, creating light in a 30 ft radius that gives him and his allies vision in non-magical darkness. However, this prevents him from being able to hide in the dark. This trait becomes nullified if his fire is extinguished.

THE BANE OF FIRE | POINT COST -2

Azhar has an elemental weakness against water which can extinguish his flames. When dampened or wet, he loses the flaming quality of his hair while suffering a -2 penalty to Attribute Rolls and Feat/Spell Contests. He takes an additional 2 points of damage from spells which attack with water and on his next Turn, he cannot regenerate health via his racial trait, Cauterize Wounds.

RECKLESS NATURE | POINT COST -2

Largely driven by his instincts and thirst for battle, Azhar's reckless nature causes much trouble for himself and those around him. He suffers a -2 to INT Attribute Rolls, INT Contested Rolls, and INT Spell/Feat Contests.

PRIMAL NATURE | POINT COST -2

When Azhar hits 1 HP for the first time in combat, roll a 1d5. On a roll of 1, his Primal Rage will automatically trigger. However, this rage is uncontrollable. He will indiscriminately attack anyone — ally or foe — within range of his movement until he is knocked unconscious or put to sleep. His target is determined by dice roll.


Spells

MAGIA | THE ARSONIST'S LULLABYE

By singing the song of an ancient djinn tongue, Azhar can summon spectral motes of fire that can act as a light source, set things on fire, or deal 1d10+INT fire damage. Thanks to Yore's training, he can also make them into simple shapes such as a five-pointed star.

MAGIA | SCORCHING BLADE, SEARING TAIL

In Human Form, Azhar can enkindle his blade with fire. In Ifrit Form, Azhar can use his fiery whip-like tail as a weapon.Once per round, Azhar can add 1d10 fire damage to his melee slashing damage which is also converted to magical slashing damage. However, both the melee attack and bonus damage are considered magia casting and cannot be used with Double Attack without the additional feat, Quick Magic.

1ST LEVEL MAGIC | SMOKESCREEN

A roiling, black smoke billows from Azhar's mouth, covering an area with thick, black smoke in a 30 ft diameter. Any creatures within the smoke suffers from the Blinded Condition unless it has a method of vision that does not rely on eyesight. The smoke dissipates after 10 rounds or when a strong wind of at least 25 mph blows it away.Type — Instant | Range — 30 ft | Duration — Up to 10 Rounds 】

* Free Level 1 Spell Slot: does not count against total slots

2ND LEVEL MAGIC | THE WICKED LICK OF FIRE

Azhar can exhale a blistering, hot fire-breath in a 30 ft line in front of him. The width of the breath attack is dependent on his size (10 ft for humanoid and 15 ft for ifrit). All creatures within the area of effect must make a Spell Contest (DEX) roll, taking 6d6 fire damage on a failure, or half as much on a success.Type — Instant | Range — 30 ft | Duration — Instant 】


Feats

1ST LEVEL PHYSICAL FEAT | PRIMAL RAGE

In battle, Azhar fights with a primal ferocity. He can enter a rage as a Free Action. While raging, he gains the following benefits:- Advantage on STR Attribute Rolls and STR Contested Rolls.
- +2 Bonus to Damage Dealt
- Damage Reduction increases from 1/2 STR to STR
- Cannot cast or maintain spells while raging.
At the end of his rage, Azhar gains 1 stack of fatigue. Three uses per diem and activates with a Free Action. Azhar's rage ends early if he fails to make an Attack against a hostile creature during his Turn and he hasn't taken any damage since his last Turn.Duration: 1 minute (10 rounds)

1ST LEVEL PHYSICAL FEAT | THE BEAST'S FERVOR

The power of the fire element sears through his veins, invigorating the battle-worn ifrit with renewed fervor! Azhar can use a Free Action to recover 15 HP. Limited to two uses per diem. At Level 3, this increases to 3 uses per day.One additional usage supplied by quest item, Earrings of Benediction (Adrenaline Booster).At Level 5, this increases to 4 uses per day.

1ST LEVEL PHYSICAL FEAT | A DANGEROUS BEAST

A beast that lives for the glory of battle, he is a formidable and dangerous fighter. Azhar gains an additional +1 to his Attack Bonus.Prerequisite: 5 SKL or STR

1ST LEVEL PHYSICAL FEAT | AN INDOMITABLE SPIRIT

Azhar has grown more resilient with his training under the Pale Wolves. His AC increases by one at Level 1, two at Level 3, and three at Level 5.

1ST LEVEL PHYSICAL FEAT | A KEEN INSTINCT

Azhar has honed his battle senses with his experience fighting strong foes. His AB and DD increases by one at Level 1, two at Level 3, and three at Level 5.

1ST LEVEL PHYSICAL FEAT | RECKLESS ATTACK

At the start of his turn, Azhar can choose to attack fiercely with reckless abandon. When doing so he has advantage on the first attack using STR, but attack rolls against him also have advantage until his next turn. At Level 3, he has advantage on the first two attacks he rolls using STR.

1ST LEVEL PHYSICAL FEAT | THE CHARIOT'S BLESSING

Azhar is a hound blessed by The Chariot. He starts quests/events with 2 additional Arcane Blessings.At Level 3, if he begins combat without any Arcane Blessings remaining, he gains one Arcane Blessing.At Level 4, he starts with 3 additional Arcane Blessings. At Level 5, if he fails a Feat/Spell Contest, he can choose to use two Arcane Blessings to automatically succeed instead.

1ST LEVEL PHYSICAL FEAT | BRACE FOR ATTACK

When Azhar receives damage from a source that he can see, he can immediately use his Reaction to reduce the damage by half.

1ST LEVEL PHYSICAL FEAT | THE BEAST'S QUARRY

Once Azhar finds a worthy enemy, he will fixate on his quarry just like how a predator fixates on its prey. Choosing an opponent, he can add half his STR to the total damage for every successful attack. This is used in tandem with the Attack Action and does not cost additional Actions. Casting a Spell above Level 1 during combat loses the benefits of this Feat for the duration of the battle.At Level 3, the damage bonus equals Azhar's STR stat.

1ST LEVEL PHYSICAL FEAT | A CHALLENGING ROAR

Azhar lets out a challenging roar. He uses his Action to goad a number of creatures equal to half his STR Attribute into focusing on him for that Round. The enemy must make a Feat Contest (INT) against his Feat TN (STR).At Level 3, the targeted creatures receive a -1 penalty to their INT roll, he can target a number of creatures equal to his STR, and the Duration of the effect increases to 3 Rounds.At Level 5, this penalty increases to a -3.

1ST LEVEL PHYSICAL FEAT | UNARMED FIGHTER

Azhar is a fierce fighter even without armed weapons. His Unarmed Attack Damage Dealt increases to 2 x STR, and his fists, claws, and teeth are considered Weapons for the purposes of such things as Melee Weapon Attacks, and Spells/Feats which are used on Weapons. Exceptions to this, of course, are Abilities specifically intended to remove weapons such as Disarm; he cannot be considered disarmed unless his hands are bound.

2ND LEVEL PHYSICAL FEAT | THE BEAST'S RESILIENCE

When Azhar has less than half his maximum HP, he gains a bonus to Damage Dealt equal to his STR.At Level 4, this Feat activates whenever you have less than your maximum HP.

2ND LEVEL PHYSICAL FEAT | SAVAGE CRITICAL

The Hellhound of Al Bhadir has a keen eye for weak points. He is not above using them against his enemy. Azhar's Weapon Attacks are Critical Successes on a NAT19 or NAT20.

2ND LEVEL PHYSICAL FEAT | COUNTERATTACK

When an enemy misses him with a Melee Weapon Attack, Azhar can use his Reaction to make one Melee Weapon Attack against the creature who triggered the Reaction.

2ND LEVEL PHYSICAL FEAT | THE BEAST'S ENDURANCE

Once per battle encounter, when Azhar takes a hit that would knock him to 0 HP, through his own force of will, he can fall to 1 HP instead. At Level 3, this can activate twice per battle.

2ND LEVEL PHYSICAL FEAT | MOLTEN BLOOD

The blood that runs through Azhar's veins is scalding hot. When an enemy succeeds a piercing or slashing Melee Weapon Attack on him, they must make a Feat Contest Roll (SKL) to avoid being splattered by his molten blood. On a hit, it deals 1d10 fire damage.

2ND LEVEL PHYSICAL FEAT | DOGGED PURSUIT

Azhar can use the momentum from a miss to attack again. When he misses with a Weapon Attack, he can immediately make another Weapon Attack. Limit to once per Round.At Level 4, this Weapon Attack made after a miss receives a +2 bonus to the Attack Roll.

3RD LEVEL PHYSICAL FEAT | DOUBLE ATTACK

When making a Weapon Attack, Azhar attacks twice per turn. This does not grant two Actions.

3RD LEVEL PHYSICAL FEAT | HEATSENSE

As long as a creature is within 10 feet of him, Azhar can sense their presence. So long as he can hear the creature, feel the movement of the wind, or warmth of their body heat, he knows where they are and does not receive disadvantage on Weapon or Spell Attacks.At Level 4, the range of Heatsense increases to 30 ft. At Level 5, the range of Heatsense increases to 60 ft.

3RD LEVEL PHYSICAL FEAT | THE CHARIOT'S VITALITY

The Chariot gives him the will to blaze onward. Azhar's Hit Points increase by a number equal to 5 times his Vitality. If his Vitality increases after taking this Feat, adjust this Feat's effect accordingly.


Waiting List (TBD)

THE CHARIOT'S HOUND | POINT COST +2

The Chariot grants his Hound additional vitality so that he may blaze forth in victory. Azhar gains an additional +1 VIT.

AN ADAPTABLE BEAST | POINT COST +2

His years of fighting have made him quick to adapt to harsh situations. 1 additional Physical Feat or Magical Ability Slot per Level available for purchase at 75 EXP each.

BEAST OF FIRE | POINT COST +1

As a djinn born of flame, Azhar is unaffected by heat. When in an environment of high heat he receives a +1 bonus to Attribute Rolls and advantage on Attribute Rolls made for specific tasks relevant to his ifrit-kind. He is also resistant to fire elemental damage, receiving 2 less damage.

1ST LEVEL PHYSICAL FEAT | A PREDATORY BEAST

Azhar thrives off the thrill of the kill. For one Round after killing or incapacitating a hostile creature, Azhar gains the benefits of the Double Attack Feat. This Feat's bonus attack stacks with Double Attack and Triple Attack.At Level 3, this effect lasts two Rounds. At Level 5, this effect lasts three Rounds.

1ST LEVEL PHYSICAL FEAT | FORTITUDE AND STRENGTH

A beast of fortitude and willpower, Azhar gains a +2 bonus to STR Feat/Spell forced by another creature's Feats or Spells.At Level 3, this becomes a +3 bonus. At Level 5, this becomes a +4 bonus.

2ND LEVEL PHYSICAL FEAT | LOYAL PROTECTOR

No longer just fighting to become stronger; Azhar now has those he would protect at all costs. He has learned to better intercept attacks against his Chosen. When a creature within 10 feet of him makes a Weapon Attack against a creature within 5 feet of him, he can immediately use his Reaction and attempt to intercept the attack. Roll a 1d6 and subtract the total from the triggering attack's Attack Roll. If the total is lower than the original targeted creature's AC, the attack misses.This Feat can be used up to three times per day at Level 2, and up to six times per day at Level 4.At Level 3, the Intercept Die increases to a 1d8. At Level 4, the Intercept Die increases to a 1d10. At Level 5, the Intercept Die increases to a 1d12.

2ND LEVEL PHYSICAL FEAT | CORNERED PREDATOR

Being surrounded by foes, only makes the Hellhound of Al Bhadir blaze fiercer! Azhar can deal an additional +2 bonus to Damage Dealt per enemy within Melee Range so long as he is making Melee Weapon Attacks.At Level 3, this bonus increases to +3. At Level 5, this bonus increases to +4.

3RD LEVEL PHYSICAL FEAT | THE GIFT OF FIRE

Prerequisite: Double AttackWhen taking the Attack Action on Azhar's Turn, he can swap one of his Weapon Attacks for a Magia.

3RD LEVEL PHYSICAL FEAT | FORTITUDE AND VITALITY

A beast of fortitude and willpower, Azhar gains a +3 bonus to VIT Feat/Spell forced by another creature's Feats or Spells.At Level 5, this becomes a +4 bonus.

4TH LEVEL PHYSICAL FEAT | SAVAGE CRITICAL

The Hellhound of Al Bhadir has a keen eye for weak points. He is not above using them against his enemy. Azhar's Weapon Attacks are Critical Successes on a NAT17, NAT18, NAT19 or NAT20. Casting a Spell above Level 1 in combat loses the benefit of this Feat for the rest of the encounter.Prerequisite: Savage Critical

5TH LEVEL PHYSICAL FEAT | TRIPLE ATTACK

When making a Weapon Attack, Azhar attacks three times per turn. This does not grant three Actions. Casting a Spell above Level 1 in combat loses the benefit of this Feat for the rest of the encounter.Prerequisite: Double Attack


Misc. Info



Azemya Khal'drossi

A strong, self-assured woman. Even in her old age, she is fiercely hot-blooded, passionate and profound. Azemya definitely leaves an impression with her towering height and intense personality. She may look like she is all muscle no brawn, but the woman is actually quite shrewd and has years upon years of experience. Though she is fully human, it seems her lineage can be traced back to a tribe of humans that descended from Goliaths.Azhar's beloved Sheikha and the one who bestowed upon him his human name. She came to the Castrum along with Devin and is currently residing as a temporary guest. Her history is somewhat of a mystery. Azemya claims that she is but a retired gem trader from Al Ruwa, but it seems that's not all that she's involved in...Additional lore to be unlocked.


The Djinn of Nadir

The Nadiran Djinn are the manifestation of nature's harsh elements; they are terrestrial elementals created from the wild, untamable forces of nature in Nadir. (Not to be confused with the immortal Djinn of the Other Planes.) While it is well-known that the Djinn are oft born via a natural calamity, it is undetermined what causes this tethering of life. All Djinn are created by a storm or a fire or a quake, yet not all natural calamities will forge the life-spark of a Djinn and it is actually quite the rare event. The strength and life-span of a Djinn is often dependent on the severity of the calamity that birthed them. Those born from extreme natural disasters can persist for almost as long as dragons. However, those born of modest means and modest lifespan can grow stronger by consuming those more powerful than themselves.During the years of the Magician's absence, Djinn became scarce. The lack of their arcane element to sustain them caused many elementals to wither away and perish. The longer-lived Djinn went into dormancy deep underground. Even after the return of the Magician, many of these Old Age Djinn remain slumbering somewhere deep underneath the sands of Al Ruwa.The four well-known subspecies of Djinn are the Marids, the Ifreet, the Sakhans, and the Zaryan.The Marids are born of floods and monsoons. They are as fluid and dynamic as water itself. While they can freely change their shape, Marids tend to prefer a more humanoid form. They are fond of humans and will frequently consort with them. Some scholars even speculate that certain species of water genasi might be descendants of these Marids.The Ifreet are born of wildfires and eruptions. Compared to the other Djinn, they tend to take on more monstrous and beast-like forms as their ember will often tether to a carcass of an animal that their fire ravaged. This carcass will then become their first meal and the nebulous, intangible ember will take shape, growing flesh and bone to encapsulate its molten composition. Because the Ifreet tend to take on the characteristics of the creature that comprise their first meal, it is said that this burnt carcass ‘births’ them. Occassionally, there are Ifreet forged in the likeness of a humanoid, but these Ifreet are birthed from a much stronger calamity than your average wildfire. The Ifreet are often aggressive and always ravenous, devouring mindlessly and growing the more they eat — like a wildfire that consumes kindling.The Hellhound of Al Bhadir is an Ifrit born from a moderate wildfire that ravaged the Red Sands about a century ago. Thus, he is also of moderate strength and lifespan.The Sakhans are born of earthquakes and landslides. They represent the power of the bedrock and stone, strong and steadfast. They are — on average — the longest living of the Djinn. Much like the Madrid, the Sakhans can choose their shape and appearance but it takes time, unlike the instant fluidity of their water brethren. The Sakhan's appearance is a culmination of many long years of chiseling, eroding, and the accumulation of sediment. The rarest of Sakhans even have bodies made of precious gemstones and are much coveted by the gem-traders of Al Ruwa who seek to harvest their precious stones.The Zaryan are born of tornadoes and wind storms. They are the rarest of the Djinn and a Zar has not been seen in many centuries, since before the Magician's death by the hands of the Devil. There are little records remaining of the last Zar. Some of these records say that the Zaryan are made of wind itself, others proclaim they are adorned with many colored feathers. Only the Major Arcana and some long-lived species remember the truth.


The Merchant City, Al Bhadir

The Red Sands are a stretch of desert north of the mountains that border the capital Al Sihi. It is known for its deep, rust-colored dunes and its harsh arid clime. Despite its severe scorching environment, it is not a desolate, lifeless land. In fact, many Al Ruwan creatures call the Red Sands their home and there are even humanoid settlements in pockets of the desert as stop-pits for the many trade routes that cross its perilous terrain.In fact, in the very heart of the Red Sands is a prosperous merchant city named Al Bhadir, built upon an oasis that was allegedly gifted to the first Merchant-Sheikh of Al Bhadir by a powerful Marid (water djinn). Here, many influential merchants and diamond magnates convene. Because of its relative isolation, it is said that the Sultan's power is weaker in Al Bhadir, resulting in many unscrupulous businesses and rumors say that Al Bhadir's affluence is largely due to the blood diamond trade and trafficking that is quite common in this area.The underground world of beast-fighting is also a widely enjoyed sport in Al Bhadir. Though it is technically illegal by the laws of the Sultanate, it is an open-secret that the Pits are where the rich gather to see their strongest beasts — or even slaves — fight to the death.


Background Artist @RyanneileN


OOC Info.


  • NAME | ELY

  • PRONOUNS | Any pronouns are okay!

  • TIMEZONE | GMT-5/4 (EST/EDT)

  • RP PREFERENCES | I'm pretty flexible when it comes to RP and don't have any major squicks or triggers, but if you're uncertain, feel free to ask!

  • MISC. INFO | I have a singular braincell dedicated to my childhood personal OC's (Lorence & Laurel) whom I love with all my heart.