Name – Mardrin Age – Approximately forty years old Gender – Male Sexuality – Heterosexual Appearance – [img]http://media-cache-ak0.pinimg.com/736x/06/7b/53/067b53bf2c46c3aaafda41a93c478d68.jpg[/img] Land of Origin – Zena/The Painted World of Ariamis Covenant – None, serves the desires of the yellow garb Personality – In part to his near-hollowing and possession by the yellow garb, Mardrin has a very paranoid, defensive persona. His ambitions to both serve the yellow garb and fulfill the prophecy of the Chosen Undead drive him, and he may exhibit great hostility if his goals are obstructed. While harboring an innate distrust of strangers, he may cooperate with adventurers if the situation merits it. Arsenal – Carries an estus flask in the shape of a goat's horn, several enchanted rings, a satchel of mosses and alchemical items Magical Traits – The yellow garb provides a mystical foundation that is debased and unlike the known soul arts or miracles. It allows its host to summon bizarre, otherworldly tentacles, and change the physical state of things that touch the garb. Excessive use of robe's powers causes a strain on Mardin's sanity. Biography – Mardrin is the current host to the mad yellow garb, an item of malignant occult power that has fluctuated in and out of history for ages, and may have been a product of Seath's vile experiments. Mardrin has been in Lordran for several years, having been imprisoned in the Undead Asylum for most of them. After escaping, he was drawn into the Painted World of Ariamis by accident, already in a half-hollowed state. It was there he encountered the cursed yellow garb amongst the other grotesque creations hidden there, and accepted its offer of power in order to escape the Painted World with his life, but not with his sanity. Having defeated the Painted World's guardian, he has escaped, and the threat of the yellow garb has been renewed. Mardrin now seeks to uncover the Bells of Awakening, while also being lead along by the twisted desires of the maddening yellow robe. Miscellaneous – The yellow garb offers its bizarre powers to hosts of potential; typically ambitious, mystically-inclined individuals. The robe uses the sanity and free will of the host as a well to draw power from, ultimately leaving them vulnerable to the persuasion of the robe. While not enslaving them, it manipulates its wearer to achieve its own obscure ends. In this way, the more often the robe's power is called upon, the more influence the garb has on its host. While the worldly host may be destroyed, the robes themselves cannot. Morbidly, the robe grafts itself to the host's skin, making the evil contract permanent.