Ahmar Aezil
"Blades, spears, and maces, are nothing more than tools. Implements to be used in a craft. They are not the true weapons of this world. The primal arsenal of man is composed of terror, rage, love. These emotions are the things to be weaponized, and are far more potent than any sword. To be kill in anger, yes, that is murder. But to kill while unarmed...is to be free."
Character Summary:
Name: Ahmar Aezil
Aliases: The Weaponless
Age: 44
Birthday: August 15th
Race/Species: Pruulish
Gender: Male
Birhtplace: Pruul
Jewel Color (Birthright and Offering): Birthright: Blood Opal Offering: Red
Class/Caste: Prince
Languages: Pruulish, Common
Occupation: Mercenary Company Leader
Appearance
Height: 5'11
Weight: 200lbs
Body Type: Strong
Eye Color: Brown
Hair Color: Black
Skin Tone: Brown
Character psychology
Sexuality: Asexual
Relationship Status: Single
Personality: Ahmar is a quiet and reserved individual, slow to passion. He is polite, cordial, and authoritative in his presence. When he speaks, his words are like a honeypart, entrancing, but dangerous to the wise. While on a surface level he may seem like he lacks emotion, this isn't the case. He cares for those he commands and has a respect for all living creatures. He can be witty, and inspiring, and almost always leads from the front. However the extremes of emotion, he has purposefully cut himself off to. One will never seem him truly enraged, or utterly terrified. Like any person he was born with the capability to be whisked away by these feelings, but through training and philosophy has made himself immune to the whims of the primal parts of his mind and soul. He is a very likeable person in social interactions. He is a good listener, and he is humble and considerate. When he needs to be, he can be very assertive. He also greatly dislikes social niceties and double speak, and will cut right to the crux of the issue, loud and clear.
The most intoxicating and interesting thing about him is his philosophy. He is extremely self-assured of it. Nothing could ever convince him that he is wrong. He walks what he calls the Path of the Weaponless. According to him, in this world, killing and violence and entirely natural. Not only are they natural, but they are the proper way of things. Death is a necessary step into the worlds beyond this fleeting mortal life. The distractions of society and civility are just that- distractions. Lies told to surpress and control the people. Bigotry and classism and rules, all of these things are Weapons in an arsenal used to restrict the freedom of all people. The freedom to express themselves, the freedom to have good friends and good times, the freedom to exert their own will upon the world. The freedom to die proud, and in the knowledge that one died on the never-ending path of self improvement. The perfect world will come about when the Great Dialogue has come to an end, and only the strongest remain alive. The Great Dialogue is not one of words, but of steel and blood, and not one of hate and love, but of reason. Force is the only currency that matters, but that is not a savage and nasty thing, it is beautiful.
However, he is no revolutionary. He will not fight fervently for them, for that would go against them. He is content to stay on the outskirts of society, building his own connections. Careful not to step on too many powerful toes and simply fulfill a roll, knowing that he and his people are free, while those within society are blinded to the truth.
Habits: - Closing his eyes and listening while sitting down somewhere.
- Interlocking his fingers in philosopher's cradles while speaking.
Hobbies: - Taking care of his horse.
- Taking care of his pet raven.
- Singing and writing songs.
- Playing card games
Fears: - Losing his mind and memories. He would rather die then forget himself.
Likes: - Animals.
- Sparring with trustworthy friends.
- Battle.
- Humble people with good sense of humor.
- Well-made tools of warfare.
- Money, for security and pleasure.
- Being free, and in control.
Dislikes: - Doublespeak, liars, and dishonesty.
- Arrogance, and the weakness therein.
- Cowards.
- Addiction to drugs or alcohol.
- Those who are prone to emotional outbursts.
Skills
General Skills: - Singing.
- Animal care.
- Tracking.
- Gambling.
- Leadership.
Combat Skills: - Mastery over pole-arms.
- Mastery over mounted combat.
- Skilled tactician and strategist.
- Sling usage.
- Hand-to-hand, unarmed combat.
Craft Skills: - Powerful- His craft exceeds his Jewel in terms of strength and stamina.
- Surfing- Ahmar can skim above the ground using a whirlwind centered around his legs. It makes him very mobile and maneuverable when he uses it. It can also be expulsed in a blast for defensive or offensive purposes. The floating nature of this ability makes it very easy for him to deflect the force of blows or avoid attacks, and then center himself to maintain the effectiveness of his own strikes.
- Witchfire- Ahmar is skilled at manifesting searing red flames to fire from his hands or coat his glaive with.
What they carry on them: - His Glaive, a medium-length polearm of fine make, for cutting, thrusting and slashing. A refined weapon for a patient man.
- Sling. The often underestimated, humble sling. Effective in long and medium ranges, able to split skulls and burst internal organs with well placed, high velocity rocks.
- The armor underneath his cloak, often enhanced with Craft, is resistant to slashes and arrows.
- A large water canteen that is always full of water.
- A pouch of grain.
History
Background: Ahmar was born an ambitious boy. His mother and father were decently wealthy, at least, he wasn't poor. He quickly formed a small inner circle of friends. Even as a child he couldn't help but accrue power and influence, and segregate his community from that of the greater whole. It was this natural inclination that, in another life, could have faded away. But upon reading history books and seeing the truth of Queen Dorothea, Ahmar decided that society as he knew it was fundamentally broken. Counter to the Blood and even Landen spirit to be free.
It was then his little circle of friends became a gang, a gang that developed it's own rituals, and those rituals developed into a culture. A culture that would soon become a group named the Crimson Sunrise. During his teenage years he and his group would scrap with other boys for "territory". Some of them took it quite seriously, but Ahmar knew this was only the beginning. He upped his training until he became skilled at several forms of combat. He hasn't stopped training since, and his scraps and fights gave him experience. He sees his short life as an advantage. He has never become rusty, his life has been full of conflict. His body is always warm with energy, his fingers always frosty and dexterous. Ahmar is a healthy person brimming with life, and no doubt will live a long life if he does not die in battle. Which, Ahmar imagines will most likely happen.
The Crimson Sunrise grew in influence and power. Eventually they became a well known mercenary core. Unlike many other sellswords, who Ahmar viewed as merely paid brutes, the Crimson Sunrise was more refined, cultural, philosophical. They did not fight just for money, they were practicing a superior way of life. Participating in the Great Dialogue. The more people joined their cause, the better. But the corrupt and ineffectual society of Queen Dorothea was all they had to draw resources on. Though there is no doubt in Ahmar's mind that she is cruel and evil, in the current structure of society there would never be a leader of any other kind. There is no point in attempting to unseat her, or resisting her rule. Any potentially kinder leader would have their work undone in the future by yet another cruel tyrant. The people of the world have brought their suffering on themselves for being too afraid to participate in the Great Dialogue.
So, he and his mercenary core took contracts from Dorothea and began hunting down their enemies and enforcing her rule. They were always open to those strong enough to join them. If they did not do their work, then someone else would. If there was perhaps one thing that Ahmar imagined he and Dorothea agreed on, it was that power was the only currency that mattered.
Ahmar realised he had never accepted a woman into his ranks. It was not on purpose. But the ineffectual "society" gave people roles based on how they were born, instead of who they wanted to be, or what strength they had to give. Dareen, to Ahmar, was interesting. She was softer of heart, but still strong of spirit. He wanted to see how she would fair in the Great Dialogue, if a person like her could survive. He took a liking to her, for she was not as loyal as his other followers. The men of his group often followed his word without question, but she was not afraid to speak up. They trained together, but ultimately Ahmar wanted to cure her of her weaker qualities. Refine her into a free-thinking leader, like himself. When she vanished several months ago, he was not surprised. Ahmar waits, expectantly, to see what she will do next.
Ahmar and the Crimson Sunrise have killed many people. Killing is the natural way of things, and death is nothing to fear. All life is short, and brutal. The people he hunted down spent most of their lives hiding, afraid to stand face the light. They deserved what they got, because they got what they deserved. That is the nature of his perfect philosophy, the Path of the Weaponless. That is what he believes, in his heart. Some call it cruel, heartless, nonsensical. But those that do have nothing to use against him in the Great Dialogue. They are all servants, all peasants, or dying at his feet. Who, then, could bring up a valid point? How could one say he is wrong when those who oppose him lead futile lives, and are always in search of meaning? They cannot.
Additional Information
Other: I was wondering if his raven could be a skeltie like Dunny, a talking, magical animal companion.
Theme Song: Extra: Still red!
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