Difference between revisions of "Zahra al-Nouri"

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'''Zahra al-Nouri, Hathari Mystic, 19 years old, played by Koren n'Rhys'''
+
'''Zahra al-Nouri, Hathari Mystic, 24 years old, played by Koren n'Rhys'''
*Class: ?? 1, XP: 0
+
*Class: Priest 1, XP: 0
 
*Action dice: 3d4
 
*Action dice: 3d4
 
*Recent changes to sheet:
 
*Recent changes to sheet:
Still the template page, natch.
 
 
''NB Pease don't alter the format too much; if we alter one, I want to alter all.''
 
  
 
=Stats=
 
=Stats=
 
*STR 10 (+0) / DEX 12 (+1) / CON 14 (+2)  
 
*STR 10 (+0) / DEX 12 (+1) / CON 14 (+2)  
*INT 16 (+3) / WIS 14 (+2) / CHA 13 (+1)
+
*INT 16 (+3) / WIS 14 (+2) / CHA 14 (+2)
  
 
'''Combat'''
 
'''Combat'''
*Init: +2 (0 Priest + 2 Dex)
+
*Init: +1 (0 Priest + 1 Dex)
*BAB: +1 /  Melee +2 /  Ranged +3
+
*BAB: +0 /  Melee +0 /  Ranged +1
  
*Defence: 13 (10 + 2 Priest + 2 DEX - 1 Leather Armor DP)
+
*Defense: 13 (10 + 2 Priest + 1 DEX)
*DR: 1 (Leather Armor)
+
*DR: 0
*Fort: +2 (1 +1 Con)  /  Ref: +2 (0 +2 Dex)  /  Will: +4 (1 +3 Wis)
+
*Fort: +3 (1 +2 Con)  /  Ref: +1 (0 +1 Dex)  /  Will: +3 (1 +2 Wis)
*Vitality Points: 10   /    Wound Points: 18
+
*Vitality Points: 11   /    Wound Points: 14
  
 
'''Common Attacks/Defences/Actions:'''
 
'''Common Attacks/Defences/Actions:'''
*Large Scale Glaive +3 To Hit; 1d10 + 1  Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
+
*Quarter Staff: 1d8 Subdual Damage; Threat 20;  Double, Trip; Hard 2
*Two
+
*Sling: +1 To Hit; 1d4 Subdual Damage; Threat 20; Range 60' x 6; Load 1; Soft 1
 +
*Mend: (Medicine DC 15 (1d20+7) Heals 2d6 (Crit Success Heals 4d6; Crit Failure does 1d6 Lethal Dam)
  
 
=Social, Interests & Religion=
 
=Social, Interests & Religion=
 
'''Social:'''
 
'''Social:'''
*Lifestyle: x (Panache x [+x Appearance; Income 0 silver]  /  Prudence 0 [15% savings])
+
*Lifestyle: 2 (Panache 1 [+0 Appearance; Income 10 silver]  /  Prudence 1 [20% savings])
*Legend: x
+
*Legend: +1
 
*Reputation: 10
 
*Reputation: 10
*Renown. Heroic: 0. Religious: 0. Temporal: 0.
+
*Renown: Heroic: 0. Religious: 0. Temporal: 0.
  
 
'''Interests:'''
 
'''Interests:'''
*Language: Donlar (the native tongue of Old Lil, though he speaks the archaic form)
+
*Language: Alayan
*Study: Stone
+
*Language: Sird
*Study: History of the First Empire
+
*Literate: Alayan
*Study: Unborn
+
*Study: Alayan Culture
*Alignment: For Kel Donlar! (Paths from Beauty, Earth, Knowledge & Strength)
+
*Study: History of the Saurian Domination
 +
*Study: Saurian Mystic Symbolism & Tattoo Magic
 +
*Alignment: Saurian Mysticism
  
 
'''Religion:'''
 
'''Religion:'''
*
+
*Saurian Mysticism
*
+
**''Initiates of the Saurian Mysteries seek to find Oneness with their Gods through rediscovery of the lost arts of the ancient Saurian overlords. They continually search for any clues which will further their knowledge and power. In particular, they strive to recreate the symbolic and tattoo-based sorceries of the Saurians, yet strive to keep these arts hidden from those who do not understand their work and would interfere in their quest for Illumination.''<br>
 +
**Skills: Crafting (Inscription), Disguise, Investigation, Search
 +
**Paths: Knowledge, Magic
 +
**Ritual Weapon: Quarter Staff
 +
**Avatar: Naga
 +
**Opposed Alignment: ??
  
 
=Abilities, Feats & Proficiencies=
 
=Abilities, Feats & Proficiencies=
*Gia: ''Large folk'': 2x2; Reach 2; Speed 50’
+
*Hum: Reach 1, Speed 30’
*Gia: ''Improved Stability'': If standing on firm ground, +1 size cat for CC, Trample attacks & resisting Bull rush/Trip
+
*Hum: ''Gifted'': +2 CHA, -2 STR
*Gia: ''Natural Attack'': Trample I
+
*Hum: ''Fearie Heritage'': +1 CHA, when ''target'' of Sense Motive checks, DC is increased by 4, always have enough food/water is within 10 mi of nature
*Gia: ''Sterner Stuff'': Defending against Keen atks, they reduce by 4
+
*Hum: ''Fey'': Natural animals refuse to attack and often flee, unless trained to hunt fey, does not age
*Ba: ''Well-rounded'':  
+
*Hum: ''Basic Skill Mastery (Investigator)'': +2 insight bonus & threat range of 19-20 with Investigate & Search
*Ba: ''Beguiling'': When taunt standard character, can change standard result for fixation for rounds =15 (Cha). Dmg interrupts
+
*Hum: ''Limited Proficiencies'': Begin play with 2 fewer proficiencies
*Ba: ''Encouragement'': 1/scene Talk to teammate 1 min +1 morale saves
+
*Hum: ''Origin Skill'': Choose 1 additional Origin skill
*Ba: ''Free Hint'': 1/session Free hint from GM or bonus action die
+
*Hum: ''Sharp Mind'': 1 additional skill point per level
*Ba: ''Practised Impress'': If use action die to boost Impress but fails, get it back
 
*SaC: ''Breadth of Experience:'' 4 bonus class skills with 2 free ranks
 
*Sa1: ''Wise counsel:'' 1 action die to boost ally’s skill/save or damage (p.47)
 
*Sa2: ''Assistance I:'' Half an ally’s skill check time (round up, min. 5 min.), but +1 error range (p.47)
 
*Lvl 1: ''Shield basics:'' +4 to Bull rush + Phalanx stance
 
*Stance: ''Phalanx stance:'' Allies have +1 Def+Ref; or +2 if I have guard +2 (i.e. shield)
 
*Proficiencies:  Hurled weapons  /  Edged weapons (forte)  /  Blunt weapons (forte)
 
  
 +
*Mys: ''Attribute Training'': +1 CHR
 +
*Mys: ''Inquisitive Mind'': 2 additional Interests
 +
*Mys: ''Paired Skills'': When gaining ranks in Investigate, Medicine increases the same amount, may not increase beyond max rank
 +
*Mys: ''Sharp Mind'': 1 additional skill point per level
 +
*Mys: ''The Gift'': May know and cast a number of Level 0 spells equal to INT modifier with a Casting Level of 1. Automatically cast these spells a number of times per scene equal to starting action dice
 +
*PrC: ''Devout'': When failing an attack check with ritual weapon, or skill check with a Priest skill and don't suffer an error, may spend an action die to re-roll
 +
*Pr1: ''Acolyte'': 1st step along an Alignment Path, gain Alignments ritual weapon at no cost, may not be sold, of lost/destroyed, is replaced at next Downtime lasting 1 day or more
 +
*Lvl 1: ''Literacy'': Able to read & write
 +
*Lvl 1: ''Blessed'': 1st step along the Alignment Path from birth month
 +
*Align(Curses I): ''Black Cat'': Once per scene as free action may raise a targets error range by 2 for rest of scene, may use number of times per session equal to number of Chance feats
 +
*Align(Magic I): ''Subtle and Quick to Anger'': May purchase skills in Spellcasting skill, learn spells from any School, and cast known Level 0 spells
 +
*Align(Magic I): ''Spell Points'': additional spell points equal to 4*magic step at start of each scene
 +
<br>
 +
*Proficiencies: Blunt Weapons, Hurled Weapons
  
 
=Skills (ranks/stat/misc)=
 
=Skills (ranks/stat/misc)=
''(6+Int 2 = 8/lvl) Max 5 Total (4x8)+8+8 bonus=48''
+
''(6+Int(3) = 9/lvl) Max 4 Total (9+1+1)*4 = 44''
*Acrobatics** 5 (5/0Dex/0)
+
*Acrobatics 1 (0/1Dex/0)
*Athletics** 5 (5/0Str/0)
+
*Athletics 0 (0/0Str/0)
 +
*Blend 2 (0/2Dex/0)
 
*Bluff* 5 (3/2Cha/0)
 
*Bluff* 5 (3/2Cha/0)
*Crafting (Masonry) 6 (4/2Int/0)
+
*Crafting (Inscription) 7 (4/3Int/0)
*Disguise 2 (0/2Cha/0)
+
*Disguise 4 (2/2Cha/0)
*Haggle 5 (3/2Wis/0)
+
*Haggle 2 (0/2Wis/0)
*Impress** 7 (5/2Cha/0)
+
*Impress 6 (4/2Cha/0)
*Intimidate** 7 (5/2Cha/0)
+
*Intimidate* 4 (2/2Cha/0)
*Investigate 7 (5/2Wis/0)
+
*Investigate 8 (4/2Wis/2 Threat 19-20)
*Medicine 5 (3/2Int/0)
+
*Medicine 7 (4/3Int/0)
*Notice 3 (1/2Wis/0)
+
*Notice 6 (4/2Wis/0)
*Resolve* 5 (3/2Con/0)
+
*Prestidigitation 1 (0/1Dex/0)
*Ride 0 (0/0Dex/0)
+
*Resolve  6 (4/2Con/0)
*Search 3 (1/2Int/0)
+
*Ride 1 (0/1Dex/0)
*Sense Motive 7 (5/2Wis/0)
+
*Search 9 (4/3Int/2 Threat 19-20)
*Tactics  2 (0/2Int/0)
+
*Sense Motive 6 (4/2Wis/0)
 +
*Sneak* 2 (1/1Dex/0)
 +
*Spellcasting 7 (4/3Int/0)
 +
*Survival 2 (0/2Wis/0)
 +
*Tactics  3 (0/3Int/0)
 +
 
 +
One asterisk = Origin skills<br>
 +
Paired Skills: Investigate/Medicine and Investigate/Search
 +
 
 +
=Spells=
 +
*'''Spell Points:''' 4 per scene
 +
 
 +
*0 Level
 +
**Detect Secret Doors
 +
**Expeditious Retreat
 +
**Glow I
 +
**Read Magic
  
One asterisk = Origin skills / Two = Bonus Sage class skills (gain 2 ranks)
+
*1st Level
 +
**Detect Magic
 +
**Magic Scribe I
 +
**Magic Missile
 +
**Natures Ally I
 +
**Ray of Enfeeblement
 +
**Unseen Servant
  
 +
*2nd Level
 +
**Hold Animal
 +
**Hold Person
 +
**Insanity I
 +
**knock
 +
**Locate Object
  
=Gear=
+
*3rd Level
Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb
+
**Bestow Curse
 +
**Fireball
 +
**Glyph of Protection I
 +
** Natures Ally II
 +
**Neutralize Poison
 +
**Quench
 +
**See Invisible
 +
**Tongues I
  
Stake 200s
+
*4th Level
 +
**Geas
 +
**Mage Scribe II
  
*Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
+
=Gear=
*Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
+
'''Base Loads:''' Light <50 lbs, Heavy 51-150 lbs, Overloaded 151+ lbs.
*Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s
+
'''Loads w/ Pack:''' Light <70 lbs, Heavy 71-210 lbs, Overloaded 211+ lbs.
= 120s
+
'''Carried:''' 44 lbs
*Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s
 
  
=40s
+
'''Stake:''' 110s (100 + 10 Panache)
  
*Blanket Cold res 4 5lb 4s
+
*'''Weapons:'''
*Canteen 1 lb 5s
+
**Quarter Staff - 7 lbs, Free (Ritual Weapon)
*Pouch (50 coins) 2s
+
**Sling - 1 lb, 1s
*100ft hemp rope 20 lb 12s
+
**Dagger - unskilled (-4 To Hit, Error Range Inc by 2) - 2 lbs, 15s
*Stonecutter’s kit 10 lb 15s
+
=10 lbs, 16s
*Doctor’s bag 2lb 20s
 
*Oil, 2 pints 2 lb 2s
 
*Torches 5 3 lb 2s
 
*Bandages 10 uses ½ lb 3s
 
*Rations 7 uses 5lb 5s
 
  
= 70s!
+
*'''Misc Gear:'''
 +
**Mage's Pouch - 4 lbs, 20s
 +
**Scribe's Kit - 2 lbs, 20s
 +
**Doctors Bag - 2 lbs, 20s
 +
**Backpack - +2 STR Carrying Capacity, 5 lbs, 10s (Actually a messenger/shoulder bag)
 +
**Pouch - 50 cn capacity, 2s
 +
**Bedroll - Cold Resistance 4, 5 lbs, 5s
 +
**Canteen - 5 lb(full), 5s
 +
**Rations(2) - 5 lb each, 5s each = 10 lbs, 10s
 +
**Candles(10) - 30'r Faint Light, .25 lbs per 5, 1s per 5 = .5 lbs, 2s
 +
**Firesteel/Tinderbox - .5 lb, 8s
 +
=34 lbs, 102s
  
*Coin: 10s
+
*'''Treasure and Loot:'''
 +
**Magical Staff w/ Shrunken Goblin Head-  it appears to carry within it a bound demon or spirit that is burning with hatred. Perhaps it is the spirit of the goblin whose head has been shrunk. Whether or not this is true, he concludes that the item was constructed for the sole purpose of beating goblins or, as was apparent earlier, ogres.
  
 +
*'''Coin:'''
 +
**8s
  
 
=History=
 
=History=
'''Born: Xth day of the month of **** and ****, Yth month of 475'''
+
'''Born: 7th day of the month of Malik and Miska, 11th month of 474'''
  
''Info''
+
From a very young age, odd things began to happen to those around Zahra al-Nouri - troubling things. By the age of eight, her parents, unable to control her and no longer able to protect her, gave Zahra into the care of the mystical Order of ???, renown for their knowledge of Saurian mysticism. Under their strict tutelage, she slowly found the keys to controlling the dark urges she felt and silencing the whispers which spoke to her in the darkest hours of the night. Zahra grew into the flower of her womanhood, embracing the teachings of the Order and when she finally came of age, eagerly underwent the Rites of Initiation. She proudly bears the Mark of the Order, a sunburst tattoo on her left temple, and continues her studies in earnest as she fights the darkness that still tugs at her soul and hopes to find salvation and peace through Enlightenment.
  
 
=Notes=
 
=Notes=
 +
 +
=Images=
 +
 +
[[Image:Zahra2.jpg|thumb|none|Young Zahra]][[Image:Zahra1.jpg|thumb|none|Future, Dark Zahra]]

Latest revision as of 20:33, 17 July 2010

Back to Heartstone Codex

Zahra al-Nouri, Hathari Mystic, 24 years old, played by Koren n'Rhys

  • Class: Priest 1, XP: 0
  • Action dice: 3d4
  • Recent changes to sheet:

Stats[edit]

  • STR 10 (+0) / DEX 12 (+1) / CON 14 (+2)
  • INT 16 (+3) / WIS 14 (+2) / CHA 14 (+2)

Combat

  • Init: +1 (0 Priest + 1 Dex)
  • BAB: +0 / Melee +0 / Ranged +1
  • Defense: 13 (10 + 2 Priest + 1 DEX)
  • DR: 0
  • Fort: +3 (1 +2 Con) / Ref: +1 (0 +1 Dex) / Will: +3 (1 +2 Wis)
  • Vitality Points: 11 / Wound Points: 14

Common Attacks/Defences/Actions:

  • Quarter Staff: 1d8 Subdual Damage; Threat 20; Double, Trip; Hard 2
  • Sling: +1 To Hit; 1d4 Subdual Damage; Threat 20; Range 60' x 6; Load 1; Soft 1
  • Mend: (Medicine DC 15 (1d20+7) Heals 2d6 (Crit Success Heals 4d6; Crit Failure does 1d6 Lethal Dam)

Social, Interests & Religion[edit]

Social:

  • Lifestyle: 2 (Panache 1 [+0 Appearance; Income 10 silver] / Prudence 1 [20% savings])
  • Legend: +1
  • Reputation: 10
  • Renown: Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Alayan
  • Language: Sird
  • Literate: Alayan
  • Study: Alayan Culture
  • Study: History of the Saurian Domination
  • Study: Saurian Mystic Symbolism & Tattoo Magic
  • Alignment: Saurian Mysticism

Religion:

  • Saurian Mysticism
    • Initiates of the Saurian Mysteries seek to find Oneness with their Gods through rediscovery of the lost arts of the ancient Saurian overlords. They continually search for any clues which will further their knowledge and power. In particular, they strive to recreate the symbolic and tattoo-based sorceries of the Saurians, yet strive to keep these arts hidden from those who do not understand their work and would interfere in their quest for Illumination.
    • Skills: Crafting (Inscription), Disguise, Investigation, Search
    • Paths: Knowledge, Magic
    • Ritual Weapon: Quarter Staff
    • Avatar: Naga
    • Opposed Alignment: ??

Abilities, Feats & Proficiencies[edit]

  • Hum: Reach 1, Speed 30’
  • Hum: Gifted: +2 CHA, -2 STR
  • Hum: Fearie Heritage: +1 CHA, when target of Sense Motive checks, DC is increased by 4, always have enough food/water is within 10 mi of nature
  • Hum: Fey: Natural animals refuse to attack and often flee, unless trained to hunt fey, does not age
  • Hum: Basic Skill Mastery (Investigator): +2 insight bonus & threat range of 19-20 with Investigate & Search
  • Hum: Limited Proficiencies: Begin play with 2 fewer proficiencies
  • Hum: Origin Skill: Choose 1 additional Origin skill
  • Hum: Sharp Mind: 1 additional skill point per level
  • Mys: Attribute Training: +1 CHR
  • Mys: Inquisitive Mind: 2 additional Interests
  • Mys: Paired Skills: When gaining ranks in Investigate, Medicine increases the same amount, may not increase beyond max rank
  • Mys: Sharp Mind: 1 additional skill point per level
  • Mys: The Gift: May know and cast a number of Level 0 spells equal to INT modifier with a Casting Level of 1. Automatically cast these spells a number of times per scene equal to starting action dice
  • PrC: Devout: When failing an attack check with ritual weapon, or skill check with a Priest skill and don't suffer an error, may spend an action die to re-roll
  • Pr1: Acolyte: 1st step along an Alignment Path, gain Alignments ritual weapon at no cost, may not be sold, of lost/destroyed, is replaced at next Downtime lasting 1 day or more
  • Lvl 1: Literacy: Able to read & write
  • Lvl 1: Blessed: 1st step along the Alignment Path from birth month
  • Align(Curses I): Black Cat: Once per scene as free action may raise a targets error range by 2 for rest of scene, may use number of times per session equal to number of Chance feats
  • Align(Magic I): Subtle and Quick to Anger: May purchase skills in Spellcasting skill, learn spells from any School, and cast known Level 0 spells
  • Align(Magic I): Spell Points: additional spell points equal to 4*magic step at start of each scene


  • Proficiencies: Blunt Weapons, Hurled Weapons

Skills (ranks/stat/misc)[edit]

(6+Int(3) = 9/lvl) Max 4 Total (9+1+1)*4 = 44

  • Acrobatics 1 (0/1Dex/0)
  • Athletics 0 (0/0Str/0)
  • Blend 2 (0/2Dex/0)
  • Bluff* 5 (3/2Cha/0)
  • Crafting (Inscription) 7 (4/3Int/0)
  • Disguise 4 (2/2Cha/0)
  • Haggle 2 (0/2Wis/0)
  • Impress 6 (4/2Cha/0)
  • Intimidate* 4 (2/2Cha/0)
  • Investigate 8 (4/2Wis/2 Threat 19-20)
  • Medicine 7 (4/3Int/0)
  • Notice 6 (4/2Wis/0)
  • Prestidigitation 1 (0/1Dex/0)
  • Resolve 6 (4/2Con/0)
  • Ride 1 (0/1Dex/0)
  • Search 9 (4/3Int/2 Threat 19-20)
  • Sense Motive 6 (4/2Wis/0)
  • Sneak* 2 (1/1Dex/0)
  • Spellcasting 7 (4/3Int/0)
  • Survival 2 (0/2Wis/0)
  • Tactics 3 (0/3Int/0)

One asterisk = Origin skills
Paired Skills: Investigate/Medicine and Investigate/Search

Spells[edit]

  • Spell Points: 4 per scene
  • 0 Level
    • Detect Secret Doors
    • Expeditious Retreat
    • Glow I
    • Read Magic
  • 1st Level
    • Detect Magic
    • Magic Scribe I
    • Magic Missile
    • Natures Ally I
    • Ray of Enfeeblement
    • Unseen Servant
  • 2nd Level
    • Hold Animal
    • Hold Person
    • Insanity I
    • knock
    • Locate Object
  • 3rd Level
    • Bestow Curse
    • Fireball
    • Glyph of Protection I
    • Natures Ally II
    • Neutralize Poison
    • Quench
    • See Invisible
    • Tongues I
  • 4th Level
    • Geas
    • Mage Scribe II

Gear[edit]

Base Loads: Light <50 lbs, Heavy 51-150 lbs, Overloaded 151+ lbs. Loads w/ Pack: Light <70 lbs, Heavy 71-210 lbs, Overloaded 211+ lbs. Carried: 44 lbs

Stake: 110s (100 + 10 Panache)

  • Weapons:
    • Quarter Staff - 7 lbs, Free (Ritual Weapon)
    • Sling - 1 lb, 1s
    • Dagger - unskilled (-4 To Hit, Error Range Inc by 2) - 2 lbs, 15s

=10 lbs, 16s

  • Misc Gear:
    • Mage's Pouch - 4 lbs, 20s
    • Scribe's Kit - 2 lbs, 20s
    • Doctors Bag - 2 lbs, 20s
    • Backpack - +2 STR Carrying Capacity, 5 lbs, 10s (Actually a messenger/shoulder bag)
    • Pouch - 50 cn capacity, 2s
    • Bedroll - Cold Resistance 4, 5 lbs, 5s
    • Canteen - 5 lb(full), 5s
    • Rations(2) - 5 lb each, 5s each = 10 lbs, 10s
    • Candles(10) - 30'r Faint Light, .25 lbs per 5, 1s per 5 = .5 lbs, 2s
    • Firesteel/Tinderbox - .5 lb, 8s

=34 lbs, 102s

  • Treasure and Loot:
    • Magical Staff w/ Shrunken Goblin Head- it appears to carry within it a bound demon or spirit that is burning with hatred. Perhaps it is the spirit of the goblin whose head has been shrunk. Whether or not this is true, he concludes that the item was constructed for the sole purpose of beating goblins or, as was apparent earlier, ogres.
  • Coin:
    • 8s

History[edit]

Born: 7th day of the month of Malik and Miska, 11th month of 474

From a very young age, odd things began to happen to those around Zahra al-Nouri - troubling things. By the age of eight, her parents, unable to control her and no longer able to protect her, gave Zahra into the care of the mystical Order of ???, renown for their knowledge of Saurian mysticism. Under their strict tutelage, she slowly found the keys to controlling the dark urges she felt and silencing the whispers which spoke to her in the darkest hours of the night. Zahra grew into the flower of her womanhood, embracing the teachings of the Order and when she finally came of age, eagerly underwent the Rites of Initiation. She proudly bears the Mark of the Order, a sunburst tattoo on her left temple, and continues her studies in earnest as she fights the darkness that still tugs at her soul and hopes to find salvation and peace through Enlightenment.

Notes[edit]

Images[edit]

Young Zahra
Future, Dark Zahra