Gardayn Pershâl Character in The Magic Multiverse | World Anvil
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Gardayn Pershâl

Looking up from the forge is a Red Dwarf of above-average height and unnaturally thin physique. If it wasn’t for the fact that he was hammering a spear tip into shape, one might believe him to be starving by dwarven standards. Dark clothing covers much of his body, and as he gets up from his work, he slips into the shadows, yelling in a gruff voice, “Intruders! I want them out of my sight just like I am out of theirs!” Despite his hidden nature, you think you catch a glimpse of a shortsword poking into the light...

Physical Description

General Physical Condition

He was rather lean for a dwarf of his age and because of that had a greater amount of agility than might have been expected.

Body Features

Like other Red Dwarves, he had burgundy-coloured skin that had small purplish veins in it, like veins in rock ore.

Identifying Characteristics

His nose was very crooked due to a fight he got into in one of the few times he ever visited civilization.

Special abilities

Like many of his kind, he has an innate fire resistance that helped him well in the forge.

Apparel & Accessories

He wore darker and lighter clothing as a principle; he preferred to travel undetected, after all.

Specialized Equipment

He kept a short sword and a suit of leather armour by him at all times in order to keep himself safe in the event of an attack.

Mental characteristics

Personal history

Living in the wilderness has always been the life that Gardayn has lived. Constantly searching for food in the Deranti Forest inured him to hardships of survival. Eventually, he began to come into contact with travelling bands of hunters and bandits; he would often sneak into their camps for food. One day, he found himself surprised in turn and brought back to Calteri to work for the Deranti Bandits as a smith. While nearly ineffectual at forging armour, he was very good at making spears which became the standard for the bandits’ guards. He was slain when the Drakeslayers invaded Calteri and put him and many of the other bandits to the sword.

Employment

  • What time he had lived had been serving himself; he only associated with the Deranti Bandits out of necessity and because they often brought him food.
  • Intellectual Characteristics

    Gardayn wouldn’t be described as smart by any stretch of the imagination, but cunning would suit him well. He was often setting traps or planning ambushes in the days before his capture, and many of them were quite inspired. He also became interested in words and wordplay once he began to contact people and developed a love of the art of well-crafted sentences.

    Morality & Philosophy

    Due to his upbringing, the idea of good and bad was very alien to him. This meant that he never really cared if his actions hurt anyone or left someone in a bad place; survival mattered more.

    Personality Characteristics

    Motivation

    Survival was his only goal, in whatever shape or form that came in. Anything else was unimportant.

    Savvies & Ineptitudes

  • He knew the paths of the forest like the back of his hand, including the locations of hunters’ caches, lakes, clearings, and hidden caves.
  • He had gotten decent at forging by the time of his death.
  • He never took well to civilized people and civilization in general.
  • Likes & Dislikes

  • He adored sleeping underneath the stars, counting each of them as best as he could.
  • He loved wordplay, especially puns.
  • He never enjoyed being around people, as they often misunderstood him or refused to help him.
  • Virtues & Personality perks

  • a love of the outdoors and a willingness to protect
  • a drive to survive that got him through his life.
  • Vices & Personality flaws

  • a need to put survival above people and morality
  • a love of swearing and cussing that made many dislike him
  • Hygiene

    He never bathed or washed regularly due to his view that such a thing was unnecessary. All the same, he did bathe occasionally.

    Social

    Social Aptitude

    Talking to strangers was a skill he never mastered, and his love of insults made that task even harder. He was still very confident in social interactions, maybe even borderline narcissistic. He was bad at manners and politesse, preferring loud words said often.

    Speech

    He was one of the only dwarfs on Endaman who never had the “typical dwarven accent”, meaning his speech seemed strangely proper and stilted in Dwarven. In Gratic, his voice came across as gravelly from disuse.

    Wealth & Financial state

    Besides the usual pay that every bandit received, Gardayn never received large sums of money, and he never really knew what to do with it. He often spent it on healing potions or better clothing, if he ever spent it at all.
    Species
    Ethnicity
    Life
    1955 CE 2012 CE
    Circumstances of Death
    Killed by the Drakeslayers.
    Birthplace
    The Deranti Forest.
    Children
    Gender
    Male
    Eyes
    Brown
    Hair
    Short and orange
    Height
    4' 9" (5 handspans)
    Weight
    155 lbs. (469 IS's)
    Aligned Organization
    Known Languages
    He began to speak Common Gratic and Endamian Dwarvish when he was found and eventually developed a strong language skill.
    Art Credit: emperorcharlesii (me!)

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    Gardayn Pershâl

    A clever rogue in the hire of the Deranti Bandits.


    Level 3 Dwarf (Red) RogueXP: 300
    Initiative: +4
    Hit Points: 38Bloodied: 19Healing Surges: 1Surge Value: 9
    Armour Class
    Reflex
    Fortitude
    Will
    17
    17
    14
    13
    Speed: 5
    Action Points: 1
    Powers:
    Standard ActionsMove ActionsMinor ActionsTriggered Actions
    Shortsword (at-will, melee basic): +5 vs. AC; d6 +2 damage.Fleeting Ghost (at-will): Gardayn moves his speed and makes a Stealth check without applying the penalty to the Stealth check for moving on his turn.Second Wind (encounter): Gardayn can spend his healing surge and gets +1 to all defences until the end of his next turn.Red Dwarf Resistance (at-will): Trigger: Gardayn has to make a saving throw against fire damage. Effect: Gardayn gets +5 to that saving throw.
    Hand Crossbow (at-will, ranged basic): Ranged 10/20; +7 vs. AC; d6 +3 damage.Stand Your Ground (at-will): Trigger: Gardayn is moved against his will or knocked prone by a power. Effect: He is moved one square less by those effects. He also gets a saving throw to avoid being knocked prone.
    Riposte Strike (at-will): +7 vs. AC; d6 +3 damage and if the target attacks you before the start of his next turn, Gardayn makes a secondary attack as an immediate interrupt: +5 vs. AC; d6 +2 damage.First Strike (at-will): Trigger: Gardayn is attacking an enemy that has not acted yet this encounter. Effect: He gets combat advantage against that enemy.
    Easy Target (daily): Melee or Ranged 10/20; +7 vs. AC; 2d6 +3 damage and the target grants combat advantage to Gardayn and is slowed (save ends both). Miss: half damage and the target grants combat advantage until the end of his next turn.Sneak Attack (once per round): Trigger: Gardayn has combat advantage against a target and hits. Effect: he does 2d6 additional damage to that target.
    Topple Over (encounter): +8 vs. AC; d6 +3 damage and the target is knocked prone.
    Alignment: Chaotic EvilLanguages: Commo Gratic, Common Dwarvish
    Skills: Endurance +5, Dungeoneering +4, Thievery +9, Stealth +9
    Strength
    Constitution
    Dexterity
    Intelligence
    Wisdom
    Charisma
    14 (+3)
    14 (+3)
    16 (+4)
    13 (+2)
    13 (+2)
    10 (+1)
    Special/Equipment: leather armour, shortsword, hand crossbow with 15 bolts, 2 potions of healing, 60gp.Tactics: Gardayn will open by firing at enemies from range if possible, using easy target to be able to make the most of his sneak attack. If he is getting attacked by mainly ranged attacks, he will use fleeting ghost to hide, fire, then hide again. If engaged in melee, he will use topple over and follow that up with a riposte strike by using his action point. If he becomes bloodied he will use the healing potion in his pack and use his second wind, although he will only heal from the potion. If he is becoming very injured, he will try and escape towards the fort to warn others and to bolster their strength.

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