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Abarath Mobaru

The Trade Prince. "The sinews of war, is gold and silver."

0 · 294 views · located in Illumine

a character in “Even Gods Bleed”, as played by RolePlayGateway

Description

Physical Description


Appearance
Hair: He got short croppy black hair. It's smoothed and washed every morning, and got a weak fragrance of perfume to it. He also have a small beard.
Eyes: He got dark brown eyes, they are keen and witty, a man with a certain idea of where he's going, and how he'll do it.
Build: He's short and fat.
Skin Tone: He got dark skin, imediatly enstranging him from a crowd.
Height: 164 CM.
Weight: 87 Kiloes.
Voice: A soft and friendly voice, a strong indian-like accent to it.
Handed: Left handed, due to the ways they write in his homeland.
Body Markings: No Markings, other than the caste spot he got on his forehead.
Scar Tissue: A scar runs over his face, it is clear to be seen that it's from an animal.
Unique Body Features: He got a beautiful small beard, neatly trimmed and well maintained.

Name
Abarath Mobaru Toku Neraama Dabazu.

Nickname
Abarath.

Title
The Merchant Prince.

Race
Akkasian [Nationality, no a race.]

Visual Age
30 - 35 years.

Factual Age
26 years.

Gender
Male.

Sexual Orientation
Bisexual.

Mage Ranking
Master. Within his own category of magic.

Class
Merchant / Mage.

Specialization
Psychicism / Arcane.

PERSONALITY


Moral Alignment
Abarath is alligned: Neutral - Neutral.
He will only do, what can profit him, or those who are under him.
Morals is just a word to him, he will follow his own ways.


Quirks
He talks rather much with himself, discussing or just chatting. It can be rather obscure at times.


Fears
To fail his family.
Assassination.
Being robbed.



Goal
To make tons of money on the uprising conflict between the rebellion and the god-king.
He doesn't want to take side, but to make profit. After all, that's the only way he can live up to his nickname.



Likes
Wine, spicy food, His steed.


Dislikes
Snakes, tomatoes, barbarians.


Strengths
At times, his perception and psychic abilities can get him an advantage over an opponent.
He's riding on an elephant.



Weaknesses
The elephant might run amok.
He's... Ok, I admit he's actually rather fat.



EQUIPMENT

Abilities & Skill & Combat Rating

[Perfect] - [Excellent] - [Good] - [Above Average] - [Average] - [Below Average] - [Poor] - [Very Poor]

Clothing/Armor
[Below Average] His clothing is fine silk, or at least embroided cloth. He never wears much armour at all, and only once have he needed to.
The clothing is a gentle white color, and is loosely hanging on him. His turban is embroided, and got a sky blue saphire in it.


Combat Prowess
[Good] Even though he looks rather fat, he's an excellent elephant rider. He can charge and devastate entire groups of attackers, as long as they don't get him pinned down of course. He only use it at uttermost emergencies. He does not like to fight, and would rather not.


Abilities
- Psychicism.
Psychicism, allows the caster to use Psychic powers, such as: Telepathy, telekinese, meditation, levitation, hypnotizing and mind manipulation.
Psychicism is the knowledge of the soul and mind, and how to connect and use these. Psychicism is an ability that cannot be taught, as it is different from person to person, but the ability is easily learned and used.

- Meditation.
Meditation is the ability to get into contact with the higher planes. When meditating, you are not psychically at the place. Meditation is the step before you can leave your body, allowing your soul to enter the astral plane. This is not a possibility for anyone but a highly skilled mage, as the astral plane is a plane between heaven and hell, a place that is created out of pure magic.
Meditation also allows more thoughts to occur. Some mages actually study while in a meditation trance. That way, they'll be able to rest their bodies, while their minds work. Too long meditation may make it harder to return to ones body. Therefore it is not a good idea to stay in meditative trance for more than 3 hours.

Spells

-Mind reading. [Excellent]
When reading minds, you have to have a firm grasp of the head of your victim. Then he will be able to attack the mental walls in a person.
There is normally about 7 walls in peoples heads, breaking 5 will enable mind reading, breaking all of them, will make the victim a vegetable, AKA no thought ever again.

-Levitation. [Perfect]
Levitation requires, that he can see the object he's going to move, and that he is within 25M of the object.
The object can be lifted up for about 2M and he can take a weight of approximately; 730 Kiloes.

-Hypnosis. [Excellent]
Hypnosis means that he can hypnotize an opponent, or a victim, and impliment any kind of message or order.
It requires that he can capture the victims attention, which he does with the saphire in his turban.
A victim will wake up from a hypnosis without remembering what have happened, and will only wake up, when ordered to, or attacked.
No sound can awake a victim from the hypnosis meditation.

-Translation Spell. [Good]
The caster uses his/hers psychic abilities, to translate what they say, so that the victim understands.
This requires eye contact or physical contact with the victim.
The spell can't speak to animals, only humanoid languages.


Skills
-Elephant Riding. [Good]
-Charisma. [Perfect]
-Linguism. [Good]
-Mathmatics. [Good]
-Writing & Reading. [Excellent]


Weapon

Weapon Name: Kayoon.

Weapon Type: Haleberd.

Material: Strengthened Adamantium.

Length: 4M 30CM

Weight: 17.8 Kiloes.

Weapon Description/Info: A lengthy haleberd, ornamented with golden streaks, down its naturally blue shaft.
The adamantium is very strong, nearly indestructible, but there is few dents in the spear, although it's been into battle thrice or so. These dents are after battles against other elephant riders.
In the back end of the weapon, there is a ball of adamantium, which can be used as a club, should anyone get too close, or should the shaft snap. The shaft is made of hardened oak, with a core of adamantium.



Equipment
-Kayoon, the haleberd.
-Many sets of clothes, the next even better than the last. Most of them made out of silk.
-A monocle with a golden rim. Used to see the quality of gems.
-A purse filled with gold, silver and amathysts.
-His caravan. With the guards, hired and trained by his family's empire.

Accessories
-His turban, with the blue saphire.
-Golden rings and armbands.
-His silken clothes.
-A small ornamented sword, not sharpened for battle, only for decoration.


[hr]HISTORY[/hr]

Group Affiliation
Neutral. Near mercenary status. Highest price got this man.


Faction
Kalahai Trading Empire / Dark Hand Mercenaries.

The Kalahai Trading Empire is owned by Abarath's family. It's associated with the Dark Hand mercenaries, who are hardened veterans.
The Kalahai supports only those who pay, and the more the stronger loyalti.
The Dark Hand Mercenaries are a part of the trading Cartel, and follow only the Princes / Princesses orders.
The Maharaja of the cartel is of course the one pulling the strings, but the princes and princesses are also quite powerful.
Abarath is the 5th son of the Maharaja Zul'Emanab Tuhalo Ed'Narom. Who is ruling the cartel at the moment.



Marital Status
His parents have not arranged a marriage yet, so he uis free to choose. As long as he's faster than them.
Also, he's allowed to have more wives, his religion actually bides him to do that.
He also have a harem of concubines.



Relatives

Maharaja Zul'Emanab Tuhalo Ed'Narom (Father)
Amire Doo'nana Zulleima Khavii (Mother)
Essi Nomoor Dakaim (Brother)
I'vaan Zoolethi Darkia (Sister)
- Many more, if anyone is interested in playing them ;D -



Residence

Travelling merchants, but the Maharaja resides in the capital, where his power also is as strong as most generals.
But of course not even near the god-kings'.


Social Rank

Rich merhant / Minor Nobleman.

Occupation

Travelling Merhant / Merchant Lord.

Blood Pact

No bloodpacts... At least not now.

Bio/History

The cartel came in from the faraway lands, where Abarath's father was a maharaja son, but he was the 7th son, so he didn't have much chance of getting the throne.
He took his wife and childrenn and travelled to these new lands, where he is selling wares that he import from his homeland.
The family settled down, and the childrenn began travelling the lands, becoming richer and richer, expanding their fathers trading empire.
They are infamous, as they are the only ones with elephants in these lands. Many envy them for their battle abilities, although most of them are merchants.

Abarath is the 5th son of the Maharaja, thus having his own funds to travel and and drive business.
But Abarath is also a Psychic and he is renowned in his family, as the one to inherit the throne, although nothing is sure yet.
Abarath travels constantly, trying to snoop up political allies, for when the battles with his own family is to be. He WILL become the next Maharaja.


MOUNT


Appearance

Hair:

The elephant is mostly bald, but got a little hair on the back.

Eyes:

The elephant got green emerald-like eyes. Making it a very beautiful sight up close.

Build:

It's a big and forceful elephant, with a strong build and many muscles under its thick skin.
Its bulging muscles are rather intimidating on other riders, or foes.


Height:

3 Metres tall, this elephant is a giant, even by it's own kind.
It can mowe through enemy forces like a sledgehammer through bricks.
The weakness is that the master does not like battle, and loves the elephant too much to use it as a weapon.


Weight:

4 Tons, is the weight of this massive monster, and it eats massive amounts of food.

Body Markings:

It got a tatoo on it's forehead, resembling Abarath's family mark.

Scar Tissue:

It got a long scar down the right side, where a knight once slashed it with a sword... before he was trampled and killed.

Name

Boha'Nokumo.

Nickname

The elephant was called Ai'Nomuu at it's birth. Translated that means Bright Light.
But it was later known as Boha'Nokumo, which is translated to God's Hammer.


Race

Elephant.

Age

16 Years old.

Gender

Male.

Abilities

-Charge: The giant animal charges the opponent/s and tramples as many as possible, using its tusks to devastate any mounted foe.

-Run amok: The elephant runs amok, either scared or driven to a frenzy by its rider. It will ignore most attacks, and flee or attack. The animal is out of control when this happens, and it takes at least 30 minutes for it to calm, and that requires a calm enviroment, or a LOT of food.


Skills

Steed: This animal can be used as a steed, as long as you have the right training.
Battle Steed: This animal is trained for the heat and noise of battle, and is not easily chased away. Also it can be used as a weapon.



Equipment

A strong chainmail protects the elephant at all times, although much iron, it does not slow the massive animal at all.
It's decorated with red copper.


Accessories

A carpet covers the elephants back, and protects against the sun. It's embroided with pictures of the battles it has been in.
It got red copper jewelry, to add up to the over-all impressive state of the elephant.


Bio/History

The elephant was born in these new lands, by Abaraths mothers elephant, which is known as Gaishuun or Eternal Wind.
The elephant was raised as a war elephant, and was trained and equipped for so.
But the 1st brother dies of a bad case of internal bleeding, after getting kicked by a horse.
The elephant then went to Abarath, as he is one of the only magicians in his family.

So begins...

Abarath Mobaru's Story