Dakir Sadens Character in The Magic Multiverse | World Anvil
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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

  • He is very skilled with his wild magic, and he has spent many hours perfecting it and too many times using against those who would attack the caravans.
  • He is a bit social awkward, preferring to stick to his own company if at all possible.
  • Likes & Dislikes

  • A fervent love for religion and those who are knowledgeable about it.
  • He doesn't like talking about his past and will actively avoid the subject if possible.
  • Virtues & Personality perks

  • A generous spirit
  • A need to protect his charges.
  • Vices & Personality flaws

  • A very changeable mood which makes it difficult for him to make friends.
  • 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

  • He is aware of a few adventuring parties that he would be interested in joining once he's done with his year of servitude.
  • He knows several of the other caravan protectors that travel Domiel Road.
  • 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

  • He collects little trophies of monsters and animals that he has slain, commonly a tooth or a bit of hide from each.
  • 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
    Known Languages
    He speaks Common Gratic and the more dialectical Gratic of his homeland.
    Art Credit: emperorcharlesii (me!)

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    Dakir Sadens

    A sorcerer in the hire of the Imperial Temple and charged with defending pilgrims.


    Level 2 Human (Gratic) SorcererXP: 250
    Initiative: +3
    Hit Points: 32Bloodied: 16Healing Surges: 1Surge Value: 8
    Armour Class
    Reflex
    Fortitude
    Will
    14
    15
    15
    18
    Resistances: Cold 5 (changes daily)
    Speed: 6
    Action Points: 1
    Powers:
    Standard ActionsMinor ActionsTriggered Actions
    Morningstar (melee basic attack, at-will): +5 vs. AC; d10 +2 damage.Elemental Shift (daily) (X): Dakir can change his COLD resistance to another type from the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder. Also, an ally adjacent to him gets resist 5 of that type as well until the end of the encounter. This new resistance lasts until the end of the encounter.Chaos Burst: Trigger: Dakir rolls an attack. Effect: Check the roll number. If the number is even, he gets +1 to AC until the start of his next turn. If the number is odd, he makes a free saving throw.
    Acid Orb (ranged basic attack, at-will): Ranged 20; +6 vs. Reflex; d10 +6 acid damage.Unfettered Power: Trigger: Dakir rolls a natural 1 or a natural 20 for an arcane power. Effect: If Dakir rolls a natural 1, all creatures within 5 squares are pushed one square. If Dakir rolls a natural 20, the targeted creature is slid 1 square and knocked prone after the attack is resolved.
    Chaos Bolt (at-will): Ranged 10; +6 vs. Will; d10 + 6 psychic damage. If Dakir rolled an even number for this attack, choose a creature within 5 squares of the target and attack it. +5 vs. Will; d6 +3 psychic damage, and if Dakir rolls another even number, you can do this secondary attack again as long as he doesn’t target the same creature twice at any point.Wild Soul: Trigger: Dakir does COLD damage (changes daily). Effect: He ignores cold resistance for up to 5 points.
    Bedeviling Burst (encounter) (X): Close Burst 3; +6 vs. Will against one or two enemies in burst; d10 +5 psychic damage and the targets are pushed 2 squares. If Dakir rolled an even number for his attack roll, the targets are slid instead of pushed.
    Dazzling Ray (daily): Ranged 10; +6 vs. Will; 6d6 +6 radiant damage and if Dakir rolled an even number on his attack roll, the target takes a -2 to attack rolls (save ends).
    Second Wind (encounter): Dakir can spend his healing surge and gets +1 to all defences until the end of his next turn.
    Alignment: Neutral GoodLanguages: Common Gratic, Common Dwarvish
    Skills: Arcana +6, Bluff +9, Religion +6
    Strength
    Constitution
    Dexterity
    Intelligence
    Wisdom
    Charisma
    13 (+2)
    14 (+3)
    14 (+3)
    11 (+1)
    10 (+1)
    16 (+4)
    Special/Equipment: morningstar, common clothes, 5gpTactics: Dakir will stay out of melee as much as possible, using his acid orb and chaos bolt powers to attack from afar. If he gets attacked in melee by two enemies, he will use bedevilling burst and make his escape. If there is clearly a leader or a brutish enemy and he hasn’t already used it, he’ll use dazzling ray on it. He’ll use elemental shift if the enemies tend to use specific elemental attacks. He won’t allow harm to come to the pilgrims in the carts if he can help it.

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