Abram of Sails-Over-Sand

Player Name: Abram

Age: 32

Gender: Male Species: Raccoon

Height and Weight: 5’10” 160 lbs.

Physical Description
Abram is a tough, hard-bitten creature, very much made of the grit and sand that comes from the Desert. His lean, wiry musculature is almost entirely covered by a full body suit of armored plate and environmental protection. It glows, dimly, in certain points with the barely functioning power cells that manage to keep it, and him, trudging along in the worst of the Desert’s conditions. The grey-white paint job is flaked almost completely off, leaving the dull metallic sheen of the actual suit beneath, and many of its parts are obviously grafted on from other suits and pieces of equipment. Though it is an improvisation that creates a ragtag look to his armor, it obviously functions well and somehow lends an air of utilitarian functionality to the sleek uniform. This too is shrouded by a long, ragged cloak and robe, both caked with so much grit that it is the color of the desert sands itself. A loose hanging vest of dark cloth finishes the ensemble. On his gauntlets and into the fur of his head are painted tattoos of the Sanghaim, consisting of harsh geometric shapes and overlapping, branching lines. They are a clear, pale white and red, covering his neck and under his chin, tracing his raccoon mask and swirling over the back of his head. If the intent is to make him appear more primitive and barbaric, the angular drawings accomplish it well.

Off all of these items of clothing, hidden under the cloak, hang long necklaces and carved figurines, talismans and fetishes that he has crafted himself out of wood and metal, twisting them into strange symbols of power and representations of old gods and spirits. All of them are clearly of great importance to the raccoon, given their prominence and the way they have all been crafted with care.

Mental Description
Violence, the shedding of blood, and the keeping of any and all promises. Abram’s mind demands that all insults be repaid, all evils be punished, and all bloodshed be met with an equal or greater amount of bloodshed in kind. He grew up in a society that had no qualms with using violence to achieve their ends. The tribe’s well-being is everything in his mind, and he has a firm belief that everyone outside of his tribe is corrupted, or lacking in moral fiber. There are some admirable qualities in the townies and other tribes, but everyone is best kept at a distance, as they will inevitably show their nasty sides. These days, Abram is especially contemptuous of those outside of the Sanghaim given the tribe’s recent and destructive history. He works to try and give them a place of strength in the world, at whatever cost may be necessary. He will kill anyone and go to any length to defend the remnants of his people.

Abram generally believes that he is more capable than most of the people he meets, and has a macabre, bloody view of the world as a nasty place that he is obligated to fix. He hears the call of innocent blood shed on the ground, and must quench its desire for vengeance. To do this he will often kill suddenly and without mercy if he sees someone committing a nasty deed, which includes everything from slavery to theft to a merchant fleecing his buyers. And for all that he does not have a positive view of the weak and downtrodden themselves, who choose to live in squalor instead of learning to be strong and casting off their shackles. If they are not willing to expend the effort to help themselves, Abram has only sneers instead of loose change for beggars. This universally hostile view of almost everyone and everything has earned him little friends, but he does not feel he needs to make friends of the degenerates that inhabit the rest of Sutekh.

History
Abram is a leading member of a now extinct Sanghaim clan known as the Comorrach. He grew up as the member of an influential family, and became a fearsome warrior dedicated to their tribe’s ideals, fiercely loyal to the clan. His thorough enjoyment of battle and his desire to see justice done to each and every lawbreaker made him a creature to be watched, and he likely would have been placed in the role of a warrior-monk or shaman for his people, such was his disdain for the labyrinthine politics that often accompany leadership roles. But such things are only dreams of what could have been.

After the Great Hunt that saw his people broken and scattered, he lost his power and influence and took to wandering the desert, lost and without purpose. His people have gone to the four winds and may even have moved beyond the Desert, bent on staying away from contact with the outside world for the last decade or so. Abram searches vainly for something, anything to hang onto as something to believe in apart from the endless grind of violence that his culture demands of him. His unwillingness to let go of a lifestyle that has led him on a path of loneliness has turned him into an eccentric, deadly man with a strange code of ethics that, more often than not, leads to someone somewhere getting killed quite violently.

Possessions
A long barreled semi-automatic rifle that looks like a consistently repaired and patched up version of a Dominion sniper rifle. The scope has been patched on from another gun, and the metal construction is scuffed and scratched. He bears a small semi-automatic pistol in the .45 caliber range as a sidearm. Abram also possesses a disturbing variety of knives. His favorite is a long, curved blade typical of the Sanghaim, alongside several straight blades designed purely for combat. Apart from these and the basic equipment needed to survive excursions in the desert, he is a pragmatic creature with few other possessions.