The search for the Cothica is the means to an end. But finding it may mean the endNajarin
Najarin, in Hindi (नाजरीन) means, literally, Nazarene. While it obviously doesn’t denote an actual birthplace nor it has any religious relations, it does hint the nature of the city/village from where he came from or the physical aspects of his people, especially evidenced in his youth’s appearance.
Najarin is depicted with many of the aspects of Merlin, the Wizard of the Legend of Arthur.
He’s tall and very thin, with a slightly greyish light blue skin, hands with long fingers and sharp nails. On his stern face with sunken cheeks, triangle-shaped eyes with a small light azure iris, a large, thick nose from which a very long moustache grows, extending to a very subtle platinum grey beard. He wears a sleeveless, high collared blue shirt with prominent shoulder pads that holds a long Persian blue cape discretely ornamented with deep blue lines at the bottom. A long black hat, decorated with violet and purplish-blue zigzagged wide bands pattern, dark-violet trousers long up to his calves, revealing bandaged legs, and pointy shoes, common to fantasy or mythological magical creatures, finish his clothing.
Najarin uses heavy navy blue makeup around the eyes, dark purplish-grey all-over the eyelids and dark violetish-blue on the eyebrows. Ostentatious golden bracelets, ruby and emerald-like rings in both his index and middle fingers of both hands, give him an air of an Egyptian Pharaoh.
In the Animation, starting with the M’arrillian Invasion, Najarin’s overall appearance became softer but without losing the sternness. His cheeks are now less sunken, a better shaped nose and the iris of his eyes now have a sea-green tonality. His makeup is softer, with only simpler navy and medium-blue contours, his clothing less pompous, without the many rings and having the old opulent bracelets replaced by more simpler ones, and a delicate infinite-wave shaped golden armband added to his left arm.
Personality & Behaviour
Najarin is probably one of the oldest Creatures alive in Perim and one of the wisest among the OverWorlders and as such he’s a superb Strategist, having served the rulers of his Tribe as Counsellor since the early days of Kiru City.
Though hurt by time, Najarin has an enormous heart, but earning his trust is something extremely difficult because, although respectful and courteous, he’s not very kind, rarely interacts with other Creatures (or people) and severely punishes those who trespass the limits of his Castle where he lives in seclusion or attempts to invade the nearby lands in Lake Ken-I-Po.
Intellectual by nature, he was one of the first Creatures to understand the basic concepts of Chaotic. As seen during the events of Maze of Menace, he already knew that the “devices” — referring to Tom Majors’ scanner — used by the players allowed them to quickly transport themselves across Perim. Later, during the events of Eye of the Maelstrom, when Tom questioned him why he wouldn’t let anyone ever scan him, he explains that by capturing the Creatures’ “Code”, besides their bodies and abilities, their memories and knowledge are captured as well. And knowing many secrets as he does, allowing that to happen could endanger both Perim and the players involved.
Having no Elemental affinities, on the rare occasions Najarin needs to battle by himself, instead of solely relying on Discipline Attacks, he must be a real Strategist and make the most out of his intellect. By preparing himself with Attacks like Flame Breach or Fluid Flame, or by using his knowledge of Mugics as the Muge he is, with Howl of the Wind or Anthem of Stone, Najarin becomes able to perform powerful Elemental Attacks, allowing boosting Battlegears like Torwegg or Torrent Krinth to simply further extend his battle proficiency.
On the other hand, as a master of the Mugicians, Najarin’s skills are also of imperative importance in battle, be it by healing his squadmates with Mugics like Battlesong of Renewal, boosting their Disciplines with an Ecstatic Fanfare or even negating his opponents’ Mugics and abilities with a Dissonance of Will or Refrain of Denial. And by pre-emptively casting a Chorus of Cothica or having a Muge’s Tuningfork equipped, this support can be extended even further with Mugics of other Tribes, like the Intertwined Melody or a Song of Revival that certainly can turn the tide.
Last but not least, the supportive role of being an OverWorlder, allows Najarin returning already played Mugics to the fray to be cast again.
In the Animation, during the M’arrillian Invasion, really powerful Creatures entered the fray, some with much stronger innate abilities than most of the Creatures of any other Tribe. Putting his knowledge on Mugicians to the test, comes into play the Fluidmorphers’ Foe, who learns to effectively counter-attack the ability of the Fluidmorphers’, M’arrillians that absorb the essence of a Mugician whenever successfully performing a Water Attack.
At first glance, the Fluidmorphers’ Foe seems to be a terrible Creature. Less resilient, less wise and significantly less courageous, Najarin definitely isn’t physically fit for direct combat anymore; however, this OverWorld Hero is now capable of receiving Mugicians whenever opposing Creatures receive them. From Locations like The Rao’Pa Sahkk Chimegrid, Battlegears like Mipedian Balladeers’ Flute and even Attacks like Heptagon Hail to battles against Fluidmorphers themselves, Najarin can easily accumulate enormous amounts of Mugicians.
With all this Mugical firepower, he’s able not only of increasing his squadmates’ Energy virtually indefinitely and completely negate M’arrillians’ Mugics, but also, availing himself of a Muge’s Tuningfork, with a couple of Dissonances of Distraction, destroy drained Creatures using M’arrillians’ Mugics like the Requiem of Lost Minds or the Requiem of Fear, to his own benefit. Overloading the M’arrillian Heat Cannon at Glacier Plains is also a possibility, allowing Najarin to single-handedly finish everything off.
After all the marvels I've seen him perform, I still don't know the limits of Najarin's power... or if there are any!Maxxor
On a cloudless and starry night the culmination of more than a year of preparation occurred, as the four Muges of Perim, Enre-hep, High Muge of the Desert; Kopond, High Muge of the Hearth, Lore, High Muge of the Hive, and Najarin, convened on the deck of the Ezoa, Captain Arrthoa’s ship, slowly sailing the moonlit surface of placid waters at Lake Ken-I-Po. After they performed the hour-long ritual, tones of an unworldly beauty rang out all throughout the skies ultimately followed by a thundering rumble and the ascension of a levitating island, erupting from the deeps of the Lake. Comes into play, the High Muge of the Lake.
With the Ascension of Kaizeph, the magnificent Citadel of the Elements with its four towers, each one attuned to one of the Four Elements of Perim and represented by one of the Elemental Servants, even though Najarin remains a loyal advisor to the OverWorld whenever he’s needed, he officially gives up his role as Strategist to devote himself to the life of a Muge and, thus, be the link of his Tribe to the Servant of Water, Unda.
The High Muge of the Lake returns to his disciplinary roots, only wiser, becoming one of few Creatures naturally capable of performing a Glacial Balls Attack. Because of his effectiveness in quickly adapt to the M’arrillian threat, he now masters the Water Element himself and the improved Mugical knowledge acquired allows him to reduce the cost of any Mugics he cast, allowing Mugics like Fluid Fugue to be used almost indefinitely.
Little did he know then that his name would become synonymous with history itself
During the Secrets of the Lost City, after winning seven matches in the Hotekk Drome, Major Tom wins the challenge issued by the CodeMaster Hotekk himself and is rewarded with a scan of the Dranakis Threshold. An apparently unfair and useless reward that he and his friends soon discover that, in fact, was a hint to a time-portal to Ancient Perim.
After the shocking discovering that the village to which Abohon had taken them after they escaped from the enraged Voorx was actually the early days of Kiru City, a few days later Tom meets with Najarin for the first time. With a softer expression, normal cheeks and no makeup, with a robust but small dark-brown moustache instead of the long beard and a slightly shaggy shoulder-length hair, often partially hidden by the hood of his much humble blue clothes, without all the ornaments and jewellery, comes into play the Younger Najarin.
At that time, Najarin already was a wise Muge serving as the Counsellor of the OverWorld Tribe Leader, Kiru, while mentoring his young and impatient protégé, Afjak. As a seeker of the mysteries of the Mugics, after braving the Six Eyes of the Maelstrom in the Maelstrom Lands and continuous pursuit to create new Mugics, eventually, Najarin became well versed in the matter, capable of offering unplayed Mugics as a sacrifice in return for others already played. An interesting ability in a squad of parallel paradoxes of properly equipped Fluidmorphers’ Foe or High Muge of the Lake, optionally allied to Dibanni, casting as many Song of Deflection and/or Fighters’ Fanfare as needed or possible.
In the Animation, for several times Najarin played a critical role in the future of both the OverWorld and Perim.
Along with Intress and Tom Majors, he helped Maxxor to recover from the Decomposition Mugic cast by Lord Van Bloot in the arch of the Fallen Hero that was draining all of his Disciplines. He also helped Sobtjek, Zhade, Ubliqun and Ario to fulfil their mission on the Maelstrom Lands during the events of Eye of the Maelstrom which, if failed, could distune their Mugics as well as of the other Tribes’ indefinitely.
During the M’arrillian Invasion, Najarin saved a group of OverWorld fighters after Tangath Toborn trusted an overconfident — and egocentric — Hune Marquard and his overestimated knowledge on Mugics during the events of Putting the Muge in Mugic. He also was responsible to expose the brainwashed Tartarek and the bluff of his infiltration plan to the City of M’arr to kidnap Aa’une that almost doomed everyone.
In Secrets of the Lost City, Najarin hosted the Perithon, the huge racing event across all of Perim through different territories of all Allied Tribes, to celebrate the victory over the M’arrillians. He heartbreakingly had to give up any chance of reuniting with Afjak again by destroying the Dranakis Threshold in order to prevent Lord Van Bloot and his army of rebels from rewriting the whole history of Perim. And in the season’s apex, along with the High Muges of the other Tribes, he performed the ritual for the Ascension of Kaizeph, the City of the Elements.
Najarin appears, in Perim or in Chaotic, in the following episodes: