Aziz al Tha'Hal (ɑːziːz ɑːl θa hɔl)

Symbols:

Bird perched on a cactus, Jerboa on a scale  

Physical Form Appearance:

Can assume the form of any desert entity ranging from a small sand flea to a raging sand storm. When in his humanoid form, he appears as a tall human, with eyes the color of the desert sands, his hair is sun-bleached yellow/white and his skin appears a deep rich brown. His clothing is that of any passing Bedouin, long flowing white and yellow striped tob and sand yellow kufeya held in place with a white igal of camel wool. Tied at the waist is an ever-full water skin and a very plain-looking jambiya. The handle is unadorned and appears to be made of what appears to be a tarrasque horn, the blade appears to be some form of highly polished metal with wave-like patterns in it. The sheath appears to be made from the carapace of a desert scorpion. The scimitar at his side is bejeweled and inlaid with gems and gold. The blade has the same wave-like patterns in it and when it is drawn very few actually see the blade as I moves through the air, only feeling a hot blast of hot wind as it moves. When in the form of a sand storm (this happens when he's angered or just wants to make his presence known to those that forget) it normally covers an area of no less than 50 sq. miles. When in the form of any desert denizen, he appears in the creature's best form, always has max HD/HP, and will always do maximum damage. All other creatures of the same type immediately recognized him as the leader and will follow him even unto death.    

Personality/Demeanor:

Aziz spends most of his time in the open deserts and traveling with the wandering tribes of the desert, so he is one to help those in need and to always be hospitable to those who trust their lives to this unforgiving landscape. Those not of the desert realms, he tolerates as long as they are willing to listen and abide by his word. He is quick to laugh and will treat people as a grandfather treats his grandchildren. Those that show arrogance and hubris about surviving in their homeland risk 'tempting fate' and having themselves lost or worse in the desert they travel. He will only give them two chances for redemption and forgiveness, after that, he will simply resign from the discussion saying, “You have chosen your fate and path, so be it.” If he is tested his anger rides the hot winds of the desert, the angrier he becomes the hotter the winds that will blow seemingly out of nowhere. He doesn't speak he will change into the shape of a desert lion, roaring at his adversary, if they leave or run he will not chase them, but let them go. If they should press him further, he will avoid all attacks but will continue to make the hot winds continue to blow, making his adversary(ies) work harder trying to attack him. Once they have become heated and winded, he will change back to humanoid form draw his scimitar, and attack them without mercy or remorse. When in the company of the other immortals of Pandoria, he continues to act as a grandfather figure, giving advice and suggestions, listening, and even at times making merry at the expense of others, but will at all times protect his beloved sands with a vicious fury if he feels that an action will threaten them.  

History/Ascension:

Distant ancestor to Habil Al-Barüt. It is believed that Aziz lived 1 year 8 months alone in the desert and survived. This is why the number 18 and it's derivatives are so sacred to them. 2 groups of 9, 3 groups of 6, etc.    

Divine Powers:

  • Perfect direction sense in any desert
  • Create Sandstorm
  • Desert Friend – all desert-born creatures and denizens cannot attack Aziz
  • Find water
  • Create Oasis – can create a 2500' sq. oasis with running water, trees and fruit
  •   Priests:
  • Duties
  • Bless
  • Divination
  • Herbalism
  • Teaching desert survival
  • Requirements
  • Ability Score(s)
  • Wisdom – 12
  • Constitution – 14
  •  
  • Alignment - Neutral
  • Bonus Proficiencies
  • Survival, Desert (free)
  • Endurance, Desert (free)
  • Direction Sense (at level 5)
  • Spellcraft (desert based at level 10)
  •  
  • Bonus/Bestowed Abilities
  • Level 6 – Cast 'conjure sand lion' 2/day
  • Level 10
  • 0% surprised in desert
  • 99% surprise in desert
  • Level 16 – Immune to all jambiya attacks
  • Level 17 – Immune to sand/wind/desert based attacks
  • Level 18
  • Immune to dehydration
  • Immune to Skriaxit attacks
  •  
  • Restrictions
  • Armor
  • Hide armor or desert creature carapace
  • Weapon
  • Jambiya (ceremonial only)
  • Staff
  • • Sphere(s) (M=major / m = minor)      
    All M Creation m Plant m
    Animal M Divination M Protection m
    Astral Elemental m Summoning
    Charm Healing M Sun M
    Combat Necromantic Weather M
      • Turning: No priest of Aziz is able to turn undead as they are seen as fated to become what they are, this however does not mean that they may not find some means to dispatch these creatures if they are threatened by them.         Omens:
  • Getting lost (B)
  • Finding unknown oasis (G)
  • Sand storm (B)
  • Being born at the height of the sun (G)
  • Being born at the height of the moon/no moon(B)
  • Scorpion/Snake crawl across one without being bitten or stung(G)
  •   Followers Alignment: Any.     Notes & Remarks: Believed to be the personification of Fate itself, priests must spend at some before reaching specific levels in the open desert. And at least one time every 3 years minimum make a pilgrimage to the city of Tha'Hal and pray that the cathedral. If one cannot make it to Tha'Hal, they can fast for 1 week facing the direction of Tha'Hal if they are in a desert clime, and for 2 weeks if they are not.
  • Level 1-3 – must spend at least 3 full days in the open desert without taking food or water
  • 4-6 – must spend at least 6 full days in the open desert without taking food or water
  • 7-9 – must spend at least 9 full days in the open desert without taking food or water
  • 10-12 – must spend at least 12 full days in the open desert without taking food or water
  • 13-15 – must spend at least 15 full days in the open desert without taking food or water
  • 16-18 – must spend at least 18 full days in the open desert without taking food or water
  • A priest must accomplish this before being able to advance to the next level group.   Supposedly a clothing gift from a djinn to Aziz after he granted him his freedom, an unblemished white thoab, a matching serwal, and shemagh. These are believed to completely protect the wearer from the most blistering of heat and sun and will keep the wearer comfortable in even a full-on sand storm. It is also rumored to protect the wearer from all but the largest of poisonous denizens of the desert. The entire outfit gives an AC of 3, provides a +3 to saving throws against poisonous desert creatures of 5HD or less and a +1 to saving throws of creatures with 6HD or more. If the right magic word is spoken after the shemagh is spread out over the sand, will transform into a 10’x10’ tent, once per day. The tent will protect the occupant(s) from winds of all but the most devastating sandstorms. At night the tent will maintain a comfortable temperature inside. The tent will close up after the last occupant has left and the magic word is spoken.

    Divine Symbols & Sigils

    Relationships

    Habil al Barüt

    20th Great Grandson (Vital)

    Towards Aziz al Tha'Hal

    3
    3

    Honest


    Aziz al Tha'Hal

    20th Great Grandfather (Vital)

    Towards Habil al Barüt

    2
    2

    Frank


    Divine Classification
    Lesser Deity
    Spouses
    Siblings
    Children
    ...and Aria, pleased with her creations, clapped her hands, and a thousand stars, crushed between her palms, fell upon the newborn lands. Where they landed the deserts were born, and the gleaming of Aria's bright smile became the sun..."- excerpt from the 'Songs of Sand'

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