Name:
Anark Orinstyr
Age:
Nine - IX - 9 - Nuin
Race:
Human.
However, through the strange predicaments of his birth, the lost text of the Orinstyr consider him a God among Men. In some Context, it refers instead to a 'Beast'. This has caused many differentiations of the Orinstyr Text some which calls him 'The End of Times' and others that call him 'Hope', in which the rays of sun on the Orinstyr Sigil are said to stand for. Only one of these Sigils remain however, burned into the chest of the Orinstyr Child of Ash.
Class:
Major:
Squire: Since the burning of the Mountain Village of Orikmal, he lived shortly as a slave to a nomadic group of Wolfen. Soon after, becoming a Squire to Bemavus, the leader of the pack who sensed his beastly spirit and decided it best to keep a close eye on the boy himself.
"Your flesh stinks of Human, youngling. However, your soul howls into the night like a beast. Does your soul mock me?"
Minor:
Beast: It isn't evident what Anark is capable of, though many that have seen the young boy has seen anger and rage in his eyes that could never truly belong to a boy of his age. Other than that, he has showed promise of outstanding strength in burst of outrage.
God:
Movius
As the Squire of Bemavus, Anark was forced to worship Movius in thanks for his life, wearing the crest of a wolf. Anark is unsure if he believes in Movius, though if there was any thanks to be directed at any God, it should be a Beast God.
"Bend your knees to Movius, youngling. His blood burns in you and that has spared your life this day. Once you stand again, you shall shed your human frailty. Today, you are a Cub."
Appearance:
Wears black and red garments embedded with a Wolf Crest, and the scarf of a squire. [See Image]
Personality:
Anark is most generally quiet, though known to have a temper. Emotionally, he is unstable, not unlike others his age. He has a silent hatred for the Wolfen that killed off his people, though refuses to act on it for fear of his life. However, nothing scares him more than his own nature. Mostly peaceful, he does not wish to become the beast the prophecies of his people, and the Wolfen admiration of him make him out to be.
Spirit Animal:
The Seal: Monito Del Monte
As firm believers of spirit animals and all sorts of other magics/spirits/ect, the Orinstyr people, in fear, carefully sealed Anark's true Spirit, sacrificing a rare Monito Del Monte and combining their spirits. Due to the nature of the seal, the Monito Del Monte remains actively manifested, though holds no power like a true Spirit Animal would.
True Form: The Shapeless Beast
A Beast that has no true Form. Truly odd among spirit animals. Though it has never been seen, the Spirit Animal of the Son of Ash is depicted in a variety of ways through the history of the Orinstyr. Some dark and filled with the aggression of anger and rage, while some old documents depict the beast in the form of the sun, a religious insignia, and mountains.
Spirit World:
Peak of Ash
A large mountain, much like that of the home of the Orinstyr people, covered in ash and ruin. Though the mountain runs dead, a stream of lively water runs down one side of the mountain.
Equipment:
A simple Long Sword. As Wolfen don't often carry such equipment, it was something picked up from raiding small villages specifically for Anark, as most of his belongings including his clothing. He isn't very skilled with the sword, however.
A variety of useful herbs and plants. Living with Wolfen, he has learned many of the ways of nature and that plants that are in it. He is no herbalist, but he has a basic idea how to use simple herbs to heal a variety of illnesses.
His other items include Squire material. A coin purse with a decent amount of Gold belonging to Bemavus, gathered from victims of the nomadic tribe. As his squire and a non-wolfen, he often does any in-town shopping for Bemavus. He also carried a small parchment and pen to write down anything he needs to do or notes for Bemavus.
Skills:
Minor Herbalist: Anark is familiar with specific herbs and flowers and is able to cure minor ailments and wounds with their use. Powerful ailments and large wounds are not curable through what he knows. Things he can cure include; Minor wounds/cuts, Weak poisons, Sleep depravity, sea sickness, Nausea (Not caused by magical influence), Minor Pain.
SpeechCraft: As Squire to Bemavus, he has learned to read and write decently and has had experience speaking as a spokesperson for Bemavus should needed in more rural areas of Allaria. He is no expert, as his sometimes temperamental behavior can get in the way. Much better in regards to Human and Wolfen.
Nature-Lore: Out of most of his skills, he is probably best when it comes to lore regarding Nature. This includes familiarity with Natural magics, and plants. He believes in a natural connection of all things through nature.
Magic:
Minor Nature Magic: He feels a connection with Nature, granting him the ability to make certain plants grow faster. (Not beyond natural size) When in heavily natural environments, he develops a kind of second sense to things around him as he feels nature's sway.
Orinstyr Bloodline: Magical properties unknown.
"Ash covers my dreams. The dark haze of an unforgiving legion has left the ground bitter, only spared in the streams of blood. Yet, there is hope. The Sun reigns and in it's light a vengeful spirit of anger with the strength of a thousand men protect the bloom of another day. Something beautiful and green sprouts among the Ash, but I'd be lying if I was to say I wasn't afraid. The Beast prowls." --Journal of an Orinstyr Philosopher.
Strength:
Berserker (Benefits): Much like that of the Dragonoid Race, Anark displays highly increased levels of strength through rage, also increasing strength based skills including jumping, swimming, ect. He is granted also an increased durability and physical resistance. (While sight may fade), he develops a heightened senses anywhere else.
Soul of a Beast: Wolfen and some Dragonoid are often attracted to him and consider him more of a friend than they would most Humans.
Religious Background: Orinstyr tend to be highly religious or aware of magical properties.
Weakness:
Beserker (Passive): Anark's temperamental behavior often results in increased aggression, even while the circumstance may be sensitive. This also causes him to sometimes lose focus.
Berserker (Active): While in an Active Berserk mode, Anark loses nearly all sense of himself and his concentration. Other objects/people tend to become more of a blur and thus his vision becomes faded. With the lack of concentration, magics and speechcraft become impossible.
(Note: He also tends to ignore physical pain in this position. Both Weakness, and Strength.)
Unskilled: (Non-Rage) Only understands basic weaponry and is not skilled with using them. (RAGE) Has no need or concentration to use weaponry.
History:
Scattered through CS.
Dialogue Color:
Spring Green
Post Sample:
Joe already has seen nearly every post I've written that I could possibly show. XD