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Mal “Malkin” Fjorunn
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Race:
Mixed Blood (Sev'ryn, Human)Gender:
MaleAge:
18Date of Birth:
12th of Saun, 698Birthplace:
Ne’haerBlessings:
NoneAssociations:
Naxos of the Coven of Ellasin (Deserter), The Etzori of Etzos (Deserter)Profession:
Jeger, ThiefAppearance
A Becomer, Mal's appearance varies wildly, and he's lost his original human appearance. His current favorite form is that of a young human with pleasantly tan skin, shady blue eyes, and a skinny, almost emaciated frame. His fingers are poorly trimmed - nails bitten off, almost jagged and pock-marked with white fungus stains underneath the wavy surface. The medium-length, brazenly brown hair stands stalwart and almost gives him an arrogant vibe. He's a little short - 5'5, and has a youthful complexion that most would equate to a fifteen or sixteen-year-old, with only the light stubble of facial hair above his lips. Usually, he can appear quite clean as changing forms between animals serves as a slightly effective bathing mechanism, and most parasites cannot tolerate the constantly changing environment of his body.
The body of a street urchin, his toes are gnarly and tough-looking, a thick skin underneath capable of walking bare-footed through most environments except for sharp debris and stones. Possessed of a loose gait with a slightly hunched posture, Mal habitually keeps his body to a low profile when walking, conditioned over time through bad experiences to appear meek and not worth the time of another to harass. He's very comfortable sitting on his knees, or crouching instead of sitting, more habits picked up from the outdoors. Despite his frequent periods of isolation, he has a strong, almost stoic and suave voice marred by flecks of youth.
In terms of clothing, he wears what he has access to that doesn't smell too foul. He often wears brown, earthy cloak riddled with tears and holes over a light tan sack-cloth shirt made from durable linen. He wears dark-brown braies that end a few inches beyond the knees, and wears simple sandals made from a soft wood and leather straps. The clothing typically reeks of body odor.
Witchbrands & Mutations
If I don't make use of visual mutations in our thread, feel free to point them out if you feel your character is observant enough. It might add a bit of flavor to our interaction!
Novice Becoming Witchbrand
Upon his skin are strange, grey tattoos lacking color that seem to travel from place to place. His favorite forms typically that of four-legged animals, they are often obscured by fur, but over Breaks they can travel across the body and even end up on the face on occasion. Brightly colored fur is the easiest to see this brand through, so Mal often prefers white, black, or grey, even brown palettes when choosing a suitable totem for city life. They resemble forest-like elements; trees, blades of grass, flowers and animals from memory. Always, there's a new shape to them with every passing trial, the brand of a Becomer that he had received since his initiation.
Competent Becoming Mutation - Approved by Plague
Ever since attaining competency in Becoming, Mal now has an appetite for raw meat. His body has adjusted in all forms to sustain this strange appetite, though he finds it to be a normal part of himself and embraces this change openly. Even human meat is not distasteful to him, so long as he wasn't friends to the previous owner of the meal. This comes with a consequence: vegetation and fruits can now make him ill. Cooked meat is not as satisfying as the stringy, runny variety, but sustains him.
Expert Becoming Mutation - Approved by Plague
Mal has reactive skin. It warps and shifts in whatever form he's in, as if on the brink of change. This mutation is often unnoticeable when the he is calm, but when excited, in danger, or frightened it reacts. Interestingly, it acts defensively as well. Although not projecting an immense defense, the skin tends to bunch around wounds to seal them off and even thicken when Mal is under the barrage of a beating to offer a small scant defense.
Master Becoming Mutation - Hyx Eyes, Approved by Plague
From overuse of the Hyx form, all of Mal's totems suffer from a totemic corruption, always giving the unique color and vibrancy of a Hyx's eyes to every form you take. The first transformation with a new totem will not carry this change, but subsequent ones, especially if the corrupted totem is used in between transformations, will carry this unique alteration. For those creatures without eyes, some of the Hyx coloration will inevitably taint the form.
Master Becoming Mutation - Self Sufficient, Approved by Plague
The Spark refuses to rely on any other and this manifests as a very specific kind of Bane. Mal cannot possess or take part in something that is given to him. In a hunt, he must participate if he wants to eat. If he wants a sword, he must steal it for himself or earn it in some contest. Essentially Mal's bane is charity, that he would ever be in a position to rely on the kindness of others. The Spark is strongly singular, which will sometimes make his familiar uncomfortable.
Personality
Mostly kind, if mischievous and fun-loving, Mal can be described as aloof, as well as thorough when the need arises. He prefers to avoid serious discussions, but he can be critical if there's a need for it. He prefers to live in his own little world, completely isolated from reality; often, if something saddens him he'll run away instead of confronting it. Also, he has a slight temper, often resorting to acts of passion should he feel morally violated.
Having grown up on the streets an orphan, the Becomer has a very peculiar set of morals and beliefs; he dislikes organized structure, and loves the outdoors, especially the wilderness - he does not tolerate authority figures, and tends to shirk away and avoid them when possible. Disenchanted by war, the rich, and conflict, he prefers to assist those in need who cannot afford to help themselves, frequently assisting and sheltering thieves, miscreants, beggars, and misogynists - but not always murderers, and never those who force themselves upon others. He's quite youthful, reckless, rambunctious, and opinionated - he will nearly always speak his mind when he wishes to do so, even to the point of interrupting others if he must.
A creature of the wilderness, Mal does not mind spending time outdoors. In fact, being indoors for too long can make him feel uncomfortable and cloistered. He can sleep pretty much anywhere, with his back propped up against a surface, or curled up comfortably as an animal he Became. Due to his ability to take forms, he often travels light - sometimes even completely naked in the wilderness when it’s not cold. Though not deeply spiritual, he often wonders about the glimpses and visions he receives on occasion, as if calling to him to venture out further into the wilderness. Currently, he sees it as a nonsensical idea, and does not yet heed the call as an Intended for his familiar... but nor does he truly believe nothing awaits him out there.
Ever since his world opened up to something new after meeting Vuhl'mathi, his Becoming mentor, Mal has had an interest in animals of all kinds. Particularly, he finds comfort in hunting them, the act of such well-instilled in the male, almost always driven by his desire to expand the ever-growing collection of totems he possesses. He feels no ill will about having lost his original form, and finds himself content with a changing face.
When it comes to Domain magic, Mal does not trust anything magical at all. Rather, he has an affinity for the mundane and although curious, it is difficult for him to ever truly have faith in someone who practices magic. Most of this stems from his complicated relationship with Vuhl’mathi, and how the mage treated him as a pet to be controlled upon initiating Mal into the discipline - he does not wish to be someone’s ‘pet’, as Vuhl insists he is, and finds the idea of having one disagreeable.
Character History
A city vagrant, Mal was born to a surprisingly wealthy couple though he would not know who. The family was in a dispute over inheritance, and as the one mixed-blooded newborn to a mostly human family, he was quickly targeted by those who sought to earn favor from their parents. In a dastardly plot, he was kidnapped and given to one of the poorest families in Ne'haer, and promptly grew into something of a street rat at a very young age, avoiding home due to the abuse inflicted upon him from drunkards, and those who would lose their temper or simply harbored ill will against him.
The boy spent much of his time in the shadows as a thief, but also performed odd jobs for coin. He never had much, and wasn't much of a homebody... regular employment was out of the question for someone like him. This often lead him out into the wilderness to carry the burden of supplies or to serve as another pair of hands that didn't need so much food for those carrying out expeditions. It was tough work, and it hardened his body to the elements, shaping him ever so slightly to live and breathe within the wild lands with some modicum of strength. He also learned a thing or two about surviving outside the city, feeling a call to the wild deep within himself that drew him ever-further out into the wilderness, occasionally even driven by strange visions. From that, he began a slightly nomadic lifestyle, moving between a cave he discovered and the city of Ne'haer.
This status as a nomad gave him the opportunity to smuggle people out of the city that needed to lay low. It was dangerous work that required secrecy and some amount of luck, but through this he was able to harbor all sorts of people within his domain at one point or another, at least until the military stopped looking for whomever it was. His interactions with the law of Ne'haer left him with a natural distaste for abiding by it fully - he'd spent the occasional handful of nights in a jail cell for disorderly conduct, although he was never caught stealing.
One night, a friend convinced him to hear out the story of a man from Etzos, to take him into the Wilderness. At this point in Mal's life, he was only thirteen - he looked inconspicuous, and often got jobs that a child could perform when an adult could not. Upon smuggling the man out of the city, Mal soon found out that this so-called man was actually a Becomer, who claimed his cave as his, and claimed Mal as a 'pet'. This mage, known as Vuhl'mathi, revealed his beastly nature and began conditioning him to accept this new reality. Having no other choice, with an inability to flee, he relented and begrudgingly began to do as he was told. With agonizing pain, he even cut off his finger when the monstrous man asked. Mal suspected his other choice was death.
Satisfied with the boy's obedience, Vuhl rewarded him by initiating him into Becoming and tutoring Mal on the subject. In addition to this, he was taught further survival techniques, as well as the basics of Vuhl's self-developed martial art which was comprised of combat theory for adapting to new forms. Just as Mal was beginning to accept his new life, Vuhl'mathi was called to Rynmere with haste by the Coven of Ellasin, which Mal was also taught the basics of, and that the fledgling Becomer was supposedly a Naxos of the faction now.
The mage warned him not to try and hide, but the very day Vuhl'mathi left him, he threw away the totem for his original form and picked up the totem of the next deceased vagrant he could find. With every subsequent transformation his tolerance for the all-consuming pain of such grew, an addiction forming to that midway point of nothingness, a relief between transformations that gave him a small sliver of space where the burdens of the world and society could no longer weigh upon him, if only for a moment.
Mal had decided to leave Ne'haer and move away to Etzos. His supposition was that whenever Vuhl one day returned, he would be impossible to find. He spent nearly an arc searching for a new cave to make his home so Vuhl'mathi would not find him at his last, venturing out for several trials at a time, and it was a shame to leave that place behind... Mal also gave up his smuggling business, realizing that his association with it would give his former mentor an avenue to find him. For now, he dreads the day Vuhl'mathi returns to seek him out, hoping that his former mentor might never find him to make use of his obligations.
Language
Fluent Languages:
CommonBroken Languages: Haltunga, Xan'thea, Thieves Cant