Zarin Al-Awani
Basic Information
Bloodline Ability
This Bloodline ability has not yet been unveiled to you.
Physical Description
Zarin is lithe in the specific way of someone who has spent a lifetime needing to be faster than whoever she's facing rather than stronger, all long lines and coiled economy of movement, with sun-warmed olive skin and a waterfall of black hair that moves like something separately alive whenever she does. Her eyes are a sharp hazel-brown, heavily lined in the old Uiran style, watchful in a way that rarely blinks first. She wears a wrapped cloth mask patterned with a faded twin-serpent sigil across the lower half of her face more often than not, a habit left over from a career that depended on nobody being able to describe her afterward. Beneath it, when she chooses to lower it, is a face that gives away considerably less than most people expect.
She dresses for speed and reach rather than protection: a fitted leather-and-bronze halter guard, wrapped cloth at her hips over close-bound leg wraps, bracers built to catch a blade rather than stop one outright. She carries a matched pair of curved blades, worn with the ease of someone who has never once had to think about where her hands were, and a faint red tattoo winds visibly along one forearm, a mark from a life she doesn't explain to strangers.
Zarin's stillness is the first thing most people notice and the thing that unsettles them most. She can stand in a room for an hour without a single unnecessary motion, and then close the distance on someone in less time than it takes to finish a sentence, a whirling, unbroken flow of blade-work that reads more like the temple dances of her homeland than combat. When she's genuinely idle, which is rare, her fingers sometimes tap a small, precise rhythm against her thigh or a table's edge, an old dancer's counting habit that has outlived every other part of the identity she used to perform under.
Personality & Temperament
Zarin does not feel very much anymore, and she stopped apologizing for that a long time ago. She gave up the luxury of remorse roughly a decade into a career that required her to be, by turns, a dancer, a bandit, an assassin, and whatever else paid, and she has found, on balance, that the absence is easier to carry than the alternative would have been. She is not cruel. Cruelty requires a kind of engagement she simply doesn't spend anymore. She is precise, unhurried, and almost entirely unreadable, and she has learned that most people fill that silence with whatever they're most afraid of, which usually does her work for her before she has to.
What's changed, in the last ten months, is that she has started noticing the absence instead of just living inside it. Silmarithil's green, its quiet, its lack of anyone who knows her name or her old ones, has given her something she didn't expect: enough stillness to actually hear herself think about what she wants next, rather than what the next contract requires. She has not enjoyed everything that thinking has turned up. She is, cautiously and without much confidence in her own follow-through, trying to become someone who doesn't go back to the only trade she's ever been excellent at.
- Utterly composed under almost any pressure
- Reads a room's exits and threats instantly
- Fiercely disciplined in body, mind, and blade
- Capable of real loyalty, once it's actually earned
- Quietly trying to become someone worth trusting
- Genuinely feels very little, and rarely explains it
- Views most people as marks, obstacles, or neither
- Struggles to trust any offer that isn't payment
- Ten months of dwindling coin are wearing her down
- Keeps everyone at exactly a blade's length away
I stopped feeling bad about it about a decade ago. Somewhere around the fortieth job, I think. It gets easier once you stop counting which ones deserved it.
He killed a fifth of my city in under a minute. I've had time to think about it since, and the honest truth is most of who died needed to. I won't pretend otherwise to make you comfortable.
I have maybe a few months of gold left and about a thousand ways to solve that problem. I am trying very hard to only consider the boring ones.
- Silmarithil's green, after a life spent in sand
- Being paid fully, promptly, and without conversation
- Rhythm: dance, blade-work, footsteps, anything counted
- Quiet rooms with more than one way out
- Not being recognized
- Being asked what she used to do for coin
- People who assume dancers are automatically harmless
- The particular arithmetic of dwindling gold
- Sudden, unexplained kindness from strangers
- Talking about Uir, in either direction