Name: Maris (No last name. Nomads are known by their tribe’s name.)
Gender: Female
Age: 19
Appearance: 5’ 6”, stocky frame, with no feminine curves. She is strong and compact, built like a gymnast. She has sun-kissed skin, pin-straight, chin-length, sandy blonde hair, and gray-green eyes. She favors loose, cotton clothing in varying shades of tan and red. Normally, this consists of a long-sleeved undershirt, a short-sleeved tunic that reaches her knees, a pair of loose-fitting pants, and a long scarf that she wraps around her head and neck. Her shoes are crude, but sturdy, made of tough brown leather, and reach just above her ankles.
Titan: Locke
Origins: Nomadic tribe called the Sandmire
Personality: Adventurous and inquisitive, Maris is a restless spirit who is constantly on the lookout for something fun and interesting to do. She loves exploring new lands, especially those that are as different from a flat desert as possible. She values freedom, independence, and hard work. She is passionate in everything she does and can have unpredictable mood swings. Her emotions are intense, and she will unleash them on anyone, at any time, for any reason. But she can also reign them in whenever she feels like it. She may be angry at you one second and completely forgiving the next. Her changeability is her gift and her curse--it can win her friends easily, but rarely keeps them.
Likes: going for long, aimless walks; hiking; climbing trees and rock formations; meeting new people.
Dislikes: rules, limits, and constraints, both physical and nonphysical; making promises; routine; completely flat landscapes.
Backstory: Maris grew up a nomad, traveling the desert with her tribe, scavenging and stealing from small villages and other tribes. She hated her life: the same sights, the same plans, over and over ad nauseum. She dreamed of traveling to exotic places, discovering fascinating artifacts and socializing with entertaining people. She constantly got into trouble by wandering away from the temporary settlements and even trying to run away several times. She was notorious among her peers for her antics, and they often egged her on. Yet whenever she was caught and punished, the other kids laughed, told her it served her right for being so wild, and dutifully went back to their chores. She had three older brothers, and all were strong, obedient, and terribly dull. Her parents were exasperated by Maris, and often compared her unfavorably to her brothers. Her childhood consisted of being told “no!”, “be quiet!”, “stop that!” and “stay here!” By the time she was a teenager, her parents had completely given up on her and paid her little attention. She stopped participating in the tribe’s raids, and struck out on her own toward interesting sand dunes and the occasional tree, but still never leaving the tribe for longer than a few days. She was still afraid to leave her family, even though she wanted freedom more than anything. She lived for years with her internal conflict, until one day she was chosen...
Skills & Talents:
Living in the desert, where water is scarce and sacred, has given her an excellent talent for sensing when water is near--she can smell the moisture in the air, and knows how to dig a simple well.
Even though before pledging herself to Locke she had never been near a body of water larger than a tubful, she instinctively knows how to swim and can breathe underwater.
She has an uncanny sense for when someone is trying to sneak up on her--it feels like ripples in the air when they move.
She can move faster in the rain--nothing superhuman, but enough to give her a wicked edge.
She has basic survival skills--firemaking, making her own clothes, making a shelter, hunting, food preservation, and basic first aid. These are skills all nomads are brought up to have.
Equipment/weaponry:
Flint and steel for firemaking
A pouch of salt
100 feet of rope
A large brown leather knapsack that she keeps on her back. It has some small pockets attached to the inside of it for smaller items.
Swathes of extra cotton cloth
A bone needle
A few spools of strong thread made from various types of hair (human, horse, camel--whatever the nomads could find)
A large steel canteen with a leather strap
A simple wooden shortbow that she slings over one shoulder
A quiver of 20 arrows made of bone and fletched with vulture feathers
Reason for picking Titan/Branded: She felt instantly attracted to the power and mystery of water. Locke’s insistence on constant movement and goal-reaching also seemed completely in line with her own interests, which sealed the deal.
Gender: Female
Age: 19
Appearance: 5’ 6”, stocky frame, with no feminine curves. She is strong and compact, built like a gymnast. She has sun-kissed skin, pin-straight, chin-length, sandy blonde hair, and gray-green eyes. She favors loose, cotton clothing in varying shades of tan and red. Normally, this consists of a long-sleeved undershirt, a short-sleeved tunic that reaches her knees, a pair of loose-fitting pants, and a long scarf that she wraps around her head and neck. Her shoes are crude, but sturdy, made of tough brown leather, and reach just above her ankles.
Titan: Locke
Origins: Nomadic tribe called the Sandmire
Personality: Adventurous and inquisitive, Maris is a restless spirit who is constantly on the lookout for something fun and interesting to do. She loves exploring new lands, especially those that are as different from a flat desert as possible. She values freedom, independence, and hard work. She is passionate in everything she does and can have unpredictable mood swings. Her emotions are intense, and she will unleash them on anyone, at any time, for any reason. But she can also reign them in whenever she feels like it. She may be angry at you one second and completely forgiving the next. Her changeability is her gift and her curse--it can win her friends easily, but rarely keeps them.
Likes: going for long, aimless walks; hiking; climbing trees and rock formations; meeting new people.
Dislikes: rules, limits, and constraints, both physical and nonphysical; making promises; routine; completely flat landscapes.
Backstory: Maris grew up a nomad, traveling the desert with her tribe, scavenging and stealing from small villages and other tribes. She hated her life: the same sights, the same plans, over and over ad nauseum. She dreamed of traveling to exotic places, discovering fascinating artifacts and socializing with entertaining people. She constantly got into trouble by wandering away from the temporary settlements and even trying to run away several times. She was notorious among her peers for her antics, and they often egged her on. Yet whenever she was caught and punished, the other kids laughed, told her it served her right for being so wild, and dutifully went back to their chores. She had three older brothers, and all were strong, obedient, and terribly dull. Her parents were exasperated by Maris, and often compared her unfavorably to her brothers. Her childhood consisted of being told “no!”, “be quiet!”, “stop that!” and “stay here!” By the time she was a teenager, her parents had completely given up on her and paid her little attention. She stopped participating in the tribe’s raids, and struck out on her own toward interesting sand dunes and the occasional tree, but still never leaving the tribe for longer than a few days. She was still afraid to leave her family, even though she wanted freedom more than anything. She lived for years with her internal conflict, until one day she was chosen...
Skills & Talents:
Living in the desert, where water is scarce and sacred, has given her an excellent talent for sensing when water is near--she can smell the moisture in the air, and knows how to dig a simple well.
Even though before pledging herself to Locke she had never been near a body of water larger than a tubful, she instinctively knows how to swim and can breathe underwater.
She has an uncanny sense for when someone is trying to sneak up on her--it feels like ripples in the air when they move.
She can move faster in the rain--nothing superhuman, but enough to give her a wicked edge.
She has basic survival skills--firemaking, making her own clothes, making a shelter, hunting, food preservation, and basic first aid. These are skills all nomads are brought up to have.
Equipment/weaponry:
Flint and steel for firemaking
A pouch of salt
100 feet of rope
A large brown leather knapsack that she keeps on her back. It has some small pockets attached to the inside of it for smaller items.
Swathes of extra cotton cloth
A bone needle
A few spools of strong thread made from various types of hair (human, horse, camel--whatever the nomads could find)
A large steel canteen with a leather strap
A simple wooden shortbow that she slings over one shoulder
A quiver of 20 arrows made of bone and fletched with vulture feathers
Reason for picking Titan/Branded: She felt instantly attracted to the power and mystery of water. Locke’s insistence on constant movement and goal-reaching also seemed completely in line with her own interests, which sealed the deal.