Sonka Character in Telek'Mil | World Anvil
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Sonka

Sonka Farkash

Small, cunning and inconspicous. Sonka is a dwarf⁣, born in a human settlement. Her family came from the foreign continent of Telek Al Mara⁣ and formerly was member of the clans of the dwarven kingdom of Gilthung⁣. Sonka was never told the reason, why they left, but her father, a sturdy blacksmith focused on creating stunning jewelry, reassured her there wasn't anything to worry about.   Soon Sonka discovered her fascination for tinkering and would love to work with mechanism she didn't understand. After years of tinkering and the one, or other "aquisition" Sonka was quite talented and after a little while she ventured out to either go adventuring, or to find a master to teach her more about enchantments, runes and the like.   This rogueish tinkerer would get what she needed, with or without payment.  

Current teammates:

  Visandar⁣ - Leonora⁣ - Meleran⁣ - Sulfuur

Physical Description

General Physical Condition

Sonka is in good health ans could be described as chubby. Her short legs make escapes, as well as running more difficult, than for other races, but thankfully she is fairly well trained and could outrun an average human without training. For a dwarf Sonka is surprisingly agile and fast, though she isn't very strong, it isn't neccessary as straight hand to hand combat is fairly easy when the target is distracted.

Body Features

Sonkas body is outwardly robust, sports healthy amounts of bodyfast and her skin is a greyish brown. Her hands are rough from all the tinkering.

Facial Features

Sonka has a rather round face with dark brown freckles. Her light sideburns as well as her hair are red and well kept.

Identifying Characteristics

One of her gadgets is hidden in her hair and disguised as an ornament, her thiefs-tools. Together with her striking red hair and green eyes, most will recognize her when seeing her.

Physical quirks

Sonka likes to either fidget with her sidburns, or strands of hair. Subconciously checking her equipment is also imprtant for her. She alsways has an assortment of emergency daggers on her person at all times, remembering their position is vital for their effectiveness. Her gait is something one would describe as confident with a bit of hidden slyness. Always watching her step and keeping very good balance Sonka manages to keep her footing no matter how distracted she is.

Special abilities

While Sonka does not have any magical abilities, she is able to slink her way out of most encounters by hiding, blending in, or incapacitating her enemies via elaborate traps. Her glove of runeplacing also allows her to set up massive enivornmental advantages, while her immovable daggers can hinder an enemy, or keep her from falling to her doom.

Apparel & Accessories

Sonka wears a short leather jacket, a pair of nnormal pants, as well as a dark green shirt and a light-green scarf and fabric around her waist. Her boots are heavy, with metal plating and leather-covored soles to minimize the noise they make, while keeping most of the effectiveness.

Specialized Equipment

This is what Sonka focuses most on, having a wide range of possibilities is crucial for her to correctly adjust to changes in her plan. Firstly in her hair are three tubs, housing her equipment for lockpicking, followed by a harness of leather straps Sonka wears beneath her jacket. This harness houses about 6 individual daggers at various reachable locations. Inside her jacket are pockets filled with small equipment for repairs, as well as caltrops and other easy to hide gadgets, like wire and the like. On her waist an fastened on her belt are two normal daggers, wich seem to be larger, than her other daggers and could be described as a cross between dagger and sword. next to either dagger is a steel housing, wich contains a high-quality metal rope connected to her two immovable daggers, wich can be used to stop a fall apruptly and supend her for a few seconds at a time. Last, but not least Sonka has a glove of runeplace, able to place runes, wich can be activated by snapping. It looks like a green, fingerless glove with metal ornaments.

Mental characteristics

Personal history

Born in a human settlement far from the fortress her parents came from, Sonka grew up in a household together with her father, a blacksmith creating awe-inspiring jewelry, her mother , who stayed at home and watched the kids and her three siblings, of wich two were older than her. Growing up it was difficult to socialize with other, but with time Sonka became better and actually rather witted and charming, managing to wiggle her way out of difficult circumstances. As Sonka helped her father in the forge from time to time, something normally reserved for her elder sibling, she discovered her love for tinkering, not forging immaculate objects from solid metal, but arranging crystals to focus light, or making little gadgets like chains and hooks.   All changed when she got her hands on her first magic item, it was something an adventurer seemed to have left behind, or a caravan had lost, but she was ecstatic, having conquered this tresure for herself. It was a small item, a ring, but she did her best to persevre the enchantment, while trying to manipulate, shift and distort the runes, that held the magic bound to the object. Of course there were many failure, but her hunger was woken, this was what Sonka wanted. Along the way Onka also tried herself in the arcen arts, but it was just a bit too much words and not enough practice, not to mention her lck of talent. This however didn't stop her from devouring tomes about the intecracies of runes and their placement on objects, something she could understand more, than abstract thoughts, auras and gestures.   Magic items, as many will know, are extremely expensive and as her parents refused to spend so much just for her to tinker with it and ultimatly ruining the enchantment, Sonka knew she had to earn them herself. Shortly after Sonka became an assistant to a local jeweler, a friend of her father and started working hard to earn her coveted items. The progress however was slow and unsatisfying. While she had a small supply of magic rings, that would still work after her tinkering, she would need more enchanted objects to experiment on. So Sonka held her eyes peeled for other items, that weren't used and began sporadically "aquiring" new and more diverse items. Of course Sonkas caution was always something she practiced with precision, but one or two times still ended with her being dragged back to her parents house.   After the third time Sonka was captured, something due to a slip up in her usually immaculate planning, her parents, especially her father were of the opinion, that taking responsibility upon herself, even for her actions would be best and sent her off to find her luck adventuring. What should have been a terrible punishment was like finding a full set of enchanted armor. Faster than anyone really expected, Sonka went on her way, bid her family farewell and travelled onwards with her backpack and her armaments for the way, a lot of knives she planned to enchant once she was good enough. Being only 35 at the time and barely out of puberty, Sonka decided to search for a master, who would teach her more about enchantment, the craft she so desperatly wanted to master.   Sadly enchanters are not exactly open personalities and so Sonka instead resided to adveturing in the hopes of collecting powerful, magic items. She holds the friends she made along the way very dear.

Gender Identity

Female, she

Education

While having common education, meaning some common knowledge, writing and reading, Sonka also knows the basics in goldsmithing and some fundamentals in the art of enchantment, well more it's manipulation. On top of that Sonka also has a lot of knowledge regarding the worth of jewelry.

Employment

While having worked for the local jewelier for a few months, her exploits became apparant and very soon she would just do whatever she could to find a job for her funds. Her current employment is at the adventurers guild with her group.

Accomplishments & Achievements

The first transfer of  an enchantment was a truly extatic moment for Sonka, having managed to move over the enchantment from an immovable rod she actually bought, all be it to a reduced price, to two of her daggers, alleit extremely weakened. The enchantment would effectively lock the daggers in place, but only for a limited amount of time per day. This however was useful enough for Sonka and so she attached these daggers to a drum full of a high-quality chain each and use them as her specialized equipment ever since.   After a particulary tricky heist, Sonka managed to liberate a fascinating artifact from it's neglectful owner. Having found an ancient dwarven glove, Sonka started to pour weeks of work into this item and eventually managed to make it functional again. What she found was a glovve of runeplacing, something actually quite rare and as one would expect it became Sonkas prime achievement, especially since she got a lot of experience from understanding and studying its mechanics.

Failures & Embarrassments

While Sonka knows, that failure in testing and studying is inevitable, it was still difficult for her to see one item after another extinguish themselves. The timmes her plans failer her were also a proof to her, that she had much to learn.

Intellectual Characteristics

Sonka is rather talented when it comes to three-dimensional thinking, combined with her dedication to understand mechanisms of every sort, she is able to fix and sometime seven enhance items, or machines without big problems.   Her intellect is also underestimated, as she learns from her mistakes and manages to strategize at the blink of an eye, keeping calm in very stressful situations.

Morality & Philosophy

Sonka beliefs, that magical items, especially artifacts, no matter how useless are treasures and people, who don't appreciate them should not be allowed to call themselves owner of these items.

Taboos

Selling magic items is something Sonka highly disapproves of as tinkering with them is everything to her and parting with them is almost painful. She would rather buy magic items from her own party, than sell them to any merchant to make a profit.

Personality Characteristics

Motivation

Collecting magical items, as well as refining her ability to manipulate enchantments is one of the driving factors of Sonas action. It could be said it is an obsession of hers. Sonka also took a great deal of liking to her adventuring activities.

Savvies & Ineptitudes

While she might be incredibly talented in strategizing, quick decision-making and tinkering, Sonka is practically incapable of producing her own food, cooking is a nightmare for her and she thinks the food actively fights against her.   She can also juggle quite well.

Likes & Dislikes

Sonka absolutely loves magical items, the intecracies of mechanism of any sort and to collect knives. She also loves playing and joking around.   What she can't stand are neglectful owners of magical items and others taking away her items, it makes her feel unsafe.

Virtues & Personality perks

Sonka excels in strategizing, is quick to decide, knows her equipment and knows how to avoid and escape almost any situation.

Vices & Personality flaws

She has a striking weakness for magical items and is sometimes a bit too enthusiastic.

Personality Quirks

While lying Sonka tends to scrath her face nonchalantly and while drunk she tends to use the worst puns imaginable.

Hygiene

While Sonka sometimes ignores her hygiene in favor of testing and working on a new item she found, she almost compulsively checks and maintains her gear to points, wich seems almost disturbing.

Social

Contacts & Relations

Sonka has various contacts, writes periodically with her family and once in a while even visits them.

Family Ties

Sonka still has rather good relations with her family, especially her father and her younger sibling. She is also very fond of her friends she made in her group.

Religious Views

As everyone in her family, Sonka is a strong believer in Karak⁣, the god of the forge, but prayrs aren'T really her thing and she thinks of him more of a patron.

Social Aptitude

Sonka is actually very charismatic and is really apt in haggeling prices down. She has a rather open attitude and can get along with most people. Leading, or influencing conversations is also one of her strengths.

Mannerisms

When Sonka speaks, she sometimes tends to juggle a knife, play around with her hair and always has her eyes on her surroundings, some might see it as rude, but Sonka is quick to correct her mannerisms, should the situation require it.

Hobbies & Pets

Sonka spends her free time tinkering, studying, or sometimes juggling. A good drink at the bar is also something Sonka is one to appreciate.

Speech

Sonka has a high voice, and ends most of her sentences with "..., eh".

Wealth & Financial state

While Sonka always tries to accumulate money, it either gets  swollowed up by repairs or her tinkering. However, when it comes to her friends and magic items they collectively found, she always tries to reimburse everyone, when she sneaks them out of the bag. Otherwise Sonka could be called almost broke most of the time.
Combat abilities
 

Arcane understanding (passive):

the individual is able to analyze arcane circuits, therefore getting a grip on their function, more careful study leads to improved results  

Gone into hiding (passive):

allows the user to avoid being detected more easily, also increases acrobatic skill  

Improved attunement (passive):

user is able to attune to multiple magic items      

Shortsword-daggers (melee):

a basic attack withone or both shortsword daggers  

Immovable daggers (gadget)(5 minutes per day each):

each of the two daggers can be locked into place by a mental command of the user for five minutes per day, both daggers are attached to chains, wich in turn is attached to a leather harness on the user  

Glove of runeplacing (gadget)(20 runes per day):

an ancient dwarvish glove, wich allows the user to place several runes, currently barely functioning this item allows for placing three kinds of runes, wich can be triggered by snapping the gloved hands fingers
  • siege rune: a rune, wich detonates in a blaze of fire and deals extra damage to structures close by
  • concussion rune: detonates and sends creatures around it flying due to immense pressure, can easily shatter glas
  • Shock rune: upon activation three arcs of electrical energy dart off from the rune and strike any nearby enemy targets
  • Emergency blade (gadget):

    the user has access to various knives wich can be enchanted, thrown, or simply used in certain emergencies  

    Dagger whip (melee, long range):

    the user is able to use the chains, wich are attached to the two immovable daggers as whips with a particulary pointy end  

    Sleight of hand (special)(10 times per long rest):

    allows the user to unlock doors, pick pockets, or disarm traps  

    Transfer enchantment (special):

    allows he user under expense of time and a magic item to have a chance of transferring the effect of the magic item onto an object the user desire, though most time to a diminshed effect  

    Dodge (defense)(6 times per long rest):

    allows the user to dodge an incoming attack and therefore avoiding the damage  

    Retract chain (gadget, movement):

    due to special winds within the barrels for the chains, the user is able to retract the chains attached to the immovable daggers and even be dragged upward, should the daggers be locked in place
    Alignment
    Chaotic Neutral
    Species
    Year of Birth
    194 ND 41 Years old
    Circumstances of Birth
    Sonka was born as the third of four children in her family. She never knew her home clan and fortress, but took a liking to her new environment too.
    Children
    Gender
    Female
    Eyes
    Sonkas big, bright eyes have black eyewhites, an almost emerald/malachit iris and have an almost constant interest flickering within them.
    Hair
    Her hair is long, red and thick, like good, dwarvish hair should be. He also has a "fluff" of beard on her cheeks, wich normal humans would definitly call a real beard.
    Skin Tone/Pigmentation
    Sonkas skin is a brownish grey, with freckles here and there.
    Height
    1.26 m
    Weight
    72 kg
    Known Languages
    Growing up in a human settlement, Sonka is both proficient in common⁣ and dwarvish⁣ to equal extent. Learning other languages wasn't really neccessary for her, but she tries to understand runes and their understanding more, to expand her basics further.

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