They have always been here.
They are the wanderers, the sand spirits, the only creatures who never have -and never will- fear the desert.
The life of a wanderer is thought to be tough, and it can be.
Those chosen from the nameless, sedentary tribe of plumerians, and are often chosen before they have the chance to open their eyes.
Once chosen, a kit is raised by all the wanderers in the caves hidden in the rock outcroppings strewn across the desert. They are taught several of the many languages used in the border settlements. They are also taught math, science, history and basic finance. Less on the scholastic side, they also learn where and how to find food and water in the desert, what can be eaten and what shouldn't be, how to fight -with or without weapons- how to throw knives, and how to shoot arrows accurately -even in a sandstorm. And, if course; how to read the desert's mood, predict the weather, and survive a sandstorm without shelter.
At the age of seven -ready or not- they are left stranded in the desert and must survive until the wanderers think they are capable, or they perish. Some kits were only out for two weeks, some for almost a year.
While every test is different, some things are the same. The kit is told they may not hide in the caves nor leave the desert, so they come up with a way to survive the brutal sandstorms. Most find something to cover themselves with and shelter in a shallow scoop in the sand, some seek some other kind of shelter, others build one, few cover their mouths eyes and continue on during the storms. Once they survive their first storm, they feel more confident, and begin to read the desert's clues and predict -to a minor extent- the weather, they hunt at night and drink water whenever they find it. Next they decide they need a weapon of some kind, and they'll either fashion one, steal one, or earn one.
If a kit survives and is deemed a capable wanderer, they are outfitted with some clothes to protect themselves from the sand. For the next few years, they do more hardcore schooling, and they are allowed to -well, wander the desert.
Wanderer's info
They are the wanderers, the sand spirits, the only creatures who never have -and never will- fear the desert.
The life of a wanderer is thought to be tough, and it can be.
Those chosen from the nameless, sedentary tribe of plumerians, and are often chosen before they have the chance to open their eyes.
Once chosen, a kit is raised by all the wanderers in the caves hidden in the rock outcroppings strewn across the desert. They are taught several of the many languages used in the border settlements. They are also taught math, science, history and basic finance. Less on the scholastic side, they also learn where and how to find food and water in the desert, what can be eaten and what shouldn't be, how to fight -with or without weapons- how to throw knives, and how to shoot arrows accurately -even in a sandstorm. And, if course; how to read the desert's mood, predict the weather, and survive a sandstorm without shelter.
At the age of seven -ready or not- they are left stranded in the desert and must survive until the wanderers think they are capable, or they perish. Some kits were only out for two weeks, some for almost a year.
While every test is different, some things are the same. The kit is told they may not hide in the caves nor leave the desert, so they come up with a way to survive the brutal sandstorms. Most find something to cover themselves with and shelter in a shallow scoop in the sand, some seek some other kind of shelter, others build one, few cover their mouths eyes and continue on during the storms. Once they survive their first storm, they feel more confident, and begin to read the desert's clues and predict -to a minor extent- the weather, they hunt at night and drink water whenever they find it. Next they decide they need a weapon of some kind, and they'll either fashion one, steal one, or earn one.
If a kit survives and is deemed a capable wanderer, they are outfitted with some clothes to protect themselves from the sand. For the next few years, they do more hardcore schooling, and they are allowed to -well, wander the desert.
Wanderer's info
basic info wrote:
Given name: Rafale de vent
Meaning: gust of wind (French)
Also called: Rafale, Gold, Dust, Sandspirit, and "Wanderer"
Sex: female
Gender: female
Sexuality: has never thought about it
Birthday: ???
Age: ??? (It is assumed that she is around 17)
Personality traits: solitary, anti-social, quiet, confident, cold,
aloof, haughty, mysterious - has a heart of gold
- Wanderer
Details- attempt to keep natural order, jealously protect the desert from threats, warn tribes and settlements of coming weather, guide visitors through the desert to their destinations.
- English, French, sign language and several of the differing dialects of mashed together languages all of the border settlers seem to know.
- 11 months (they kept losing track of her, and had to start their assessment from scratch each time they found her)
Desert:
- constantly moving, doesn't have anyone to warn, spends most of her time guiding or exploring the desert.
- -> sandstorms; unlike most sane creatures, Rafale enjoys being out and about during the sandstorms. Really, the only time she can be found sheltering during the gales is if she is exhausted, sick or injured.
Settlements:
- is on good terms with most tribes and villages, despite not warning them of coming weather. She is owed many favors for guiding small groups across the desert.
Sandstorms:
- Rafale wears dark red-orange wraps to protect her paws and legs from sharp things buried in the sand, and a cloak to protect her from these things when the wind is whipping them around at high speed. Her tinted goggles keeps the sun and sand from her eyes, and her mask keeps sand from getting in her mouth, and the "hood" on her cloak keeps sand from getting in her ears. Though, Rafale's secret to keeping the sand from bugging her while it's being flung at her is her short, dense fur -sand and dust clings to her and keeps the minuscule flying grains from stinging when they are blown at her. She also ties silver ribbons to her tail, the ribbons reflect any light that touches them, and she pull ls the free and let's them trail behind her as a signal when she needs help.
She does carry a tent -the pieces of one- tied to her back. She only uses this tent when those she is guiding don't have adequate shelter.
Rafale also caries a switchblade, two daggers, more than several throwing knives, a bow and a quiver filled with arrows to protect herself from the other dangers in the desert.