Dakir Sadens
As you finally begin to approach the caravan, a bright ray suddenly shines out into the fields, and there is a hellish screaming as the light hits its target. Looking at the source of the blast, you see a very short young man of Gratic descent, locked in combat with a shambling figure. His long black hair streams behind him and you can see that he is carrying a morningstar. Along his arm, you can see a large tattoo of arcane symbols that shines blue and gold in the afternoon sun.
The man's morningstar slams into the figure, but the figure still tries to take a swipe at him. As he blocks the attack, he turns and sees you coming up the road. A glimmer of golden light shines in his eyes as he takes a look at you, determining whether or not you are a threat. "WE NEED HELP OVER HERE!" he shouts out at you as he prepares some kind of pink energy in his hands.
Physical Description
General Physical Condition
His short stature is the first thing that a person notices about him. He isn't particularly fit, as much of his time is spent recovering his magical energy and learning about religion and magic.
Facial Features
He rarely has a beard, although whiskers may be visible if he has been travelling for a long time.
Identifying Characteristics
He has many tattoos that adorn his arms and chest. These tattoos change colour depending on his Affinity that day (see below), and they are mostly made up of Enigmatic symbols.
Special abilities
He has a special kind of magic born from years of travel in Enigma. This magic is different than most mages of the multiverse in that his Affinities change from day to day, and he has recently learned how to change them at will. This makes him very flexible in terms of spell-casting ability.
Specialized Equipment
He carries around a morningstar in case of bandits and enemies that are too close for spells.
Mental characteristics
Personal history
Dakir was born among the nobility of Dúrmi, the capital of the province of Domiel. He grew up in relative comfort until he went through The Change at the age of eleven. When he tried using his abilities for the first time, he got locked into a coma for nearly two years as his soul travelled through the strange halls of Enigma. His travels warped his mind and his fledgling magical abilities, making him into more of a sorcerer than a mage according to many.
After returning from his coma, he was sent to attend The Green Garden Academy, the main magical academy in the province. His teachers were astounded at his abilities, and he learned about the magic of other people. Due to the rarity of his particular case, though, he didn't do as well at his studies as his peers, and when the time came for him to graduate, he barely passed many of the exams.
Then, his time to join the army for a year-long service came up, and he disappointed his noble parents by choosing to work for the local temple instead. Very quickly, he was hired to help guard pilgrims on the main road to the capital, and he jumped at the chance to use his abilities for such a good cause. By now, he's made the trip a dozen times, and he's still got a few more months before he is free to travel the rest of the world as he pleases.
Mental Trauma
Long exposure to the Enigma energy that has given him his powers has rendered him a little bit crazy, as he may be very happy at one moment and depressed in the next.
Intellectual Characteristics
He has a very complex mind, full of broken paths and roundabout ways of reaching answers. It makes it very difficult to follow his train of thought and he has significant difficulty explaining his ideas.
Morality & Philosophy
His time in Enigma taught him that good and evil are just a matter of perspective, and his own perspective is very difficult to interpret. He does what he considers to be good by helping the pilgrims and doing good deeds along the way, but he also flies into a rage and becomes sullen and unhelpful too.
Personality Characteristics
Motivation
He plans on travelling around the Empire once his time with the caravans is over in a few months, using his magic for good and joining an adventuring party.
Savvies & Ineptitudes
Likes & Dislikes
Virtues & Personality perks
Vices & Personality flaws
Hygiene
He doesn't keep himself very clean, although the amount of rain that comes down in Domiel is enough to do the trick.
Social
Contacts & Relations
Family Ties
His family still live in Dúrmi to the best of his knowledge, although he hasn't seen them since he left the Green Garden Academy.
Religious Views
He is a fervent worshipper of Kiral, as he styles himself a bit like the heroes of religious scripture. He prays only to Kiral, even though this kind of direct worship is frowned upon in many circles.
Social Aptitude
He is quite shy, as his powers and his short appearance make him a social outcast to begin with. He can be very brave and confident when he needs to be, but this is usually in times of crisis and not in social interactions. He may think highly of himself and his abilities, but he isn't a show-off, and he has very good manners.
Mannerisms
He has a very shy laugh that he uses when he's nervous, and he commonly peppers his speech with "sir" and "miss" so that he doesn't come across as impolite.
Hobbies & Pets
Speech
He stutters pretty bad when he talks, but he has a clear voice.
Wealth & Financial state
Besides what money he needs for his travels and the little money that he gets from tips or generous pilgrims, Dakir has very little. His clothing hasn't been replaced in three or four years, he doesn't own a house or very many possessions, and he rarely buys anything expensive unless it is completely necessary.
Current Location
Species
Ethnicity
Year of Birth
1994 CE
Birthplace
Dúrmi
Children
Gender
Male
Eyes
Hazel with golden flecks.
Hair
Long, straight, and black.
Height
5' 2" (5 and a half handspans).
Weight
109 lbs. (330 IS's).
Aligned Organization
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