Crimson Age

Geldin

Race: Human
Gender: Male
Age: 22
Alignment: True Neutral
Class: Sorcerer
Deity: Kalum
Language: Galinian, Arcane Language (actual Arcane, not inner magic)
Lore Specialty: Arcane Technology and Items, Philosophy
Background:
Geldin hails from the twin kingdoms, Palma, to be precise. During the strife in the twin kingdoms, Geldin's parents were killed leaving him orphaned. It was then, running into the wilderness, that he was confronted by a Raven. This Raven, though he didn't know it, was a manifestation of the God Kalum. Kalum persuaded the young Geldin to accompany him, and, confused and tired of life itself, the young boy followed him. Thus began his initiation as Kalum's disciple. Over time, the deity began to show Geldin his "potential", the power that resided within him. It was all rather simple really, the way in which all Geldin had to do was reach out with his will, and… poof. Magic. Under the gaze of a God, Geldin studied philosophy, and history. Kalum, having stayed withdrawn for so long, had missed the world's development, and now, having a loyal disciple, Kalum tasked Geldin with learning more of how the world had evolved, and reached its current state. Geldin accepted the task, and set out, as he had often done on various little tasks and errands, into the wide world, to seek what he could.
Appearance:
Geldin is just under six foot tall, with dark brown hair, a ponytail, and a carefully trimmed beard. His eyes are a dusky green colour, with little "veins" of gold running across the irises if you look closely. He is fit, but not overly-muscular, very much fitness gained from a fair amount of walking over rough ground. His normal dress code seems to be a worn, dirty, dark-brown travelling robe.
Personality:
Geldin is a student in history, philosophy, and magic. One may suspect him of being dry, and dusty. He is not however; rather, he has quite the roguish slant to him. He will hardly ever say no to a drink, and his behaviour can often be somewhat lecherous. However, above all things, he can play a part. He is just as comfortable – or appears as such – in a royal court as in a brothel, or an ancient ruin, or a run-down inn.
Behaviour:
Varies depending on his mood and situation, while serious he is often withdrawn and thoughtful, but when threatened he will instantly "be-in-control". He is also roguish, and while tricks are mostly below him, he is – to put it frankly – something of a lecher (though he does try his best to douse this).
Quirks:
Bites his lower lip when he’s worried or considering something
Fiddles his mother’s signet-ring when he’s bored
His eyes turn red when he uses his demon abilities or when he is aggravated
Picks his (unnervingly sharp) teeth with his nails after eating
Sleeps in his clothes and/or armour as an old habit from his army days
Tends to grumble when something displeases him
Likes:
Philosophy
Anything ancient (especially that which is arcane or magical)
Anthropology
Women (he's something of a lecher)
A good ale
Dislikes:
Having to do something somebody else tells him to do (except for those he respects, i.e. his Master)
Those who get in his way
Being forced off-course to do that which he believes "insignificant"
Fears:
Geldin doesn't really "fear" many things – mainly because he doesn't know what to fear, having led a fairly sound and safe life with Kalum. However, he does fear losing his master's respect, and he also fears what his life would be like without his power.
Short Term Goals:
Due to his Long Term Goals, Geldin has no particular short-term goals when he joins the campaign. Rather, he is searching for a lead into his long-term goal. An on-going goal is his desire to improve himself, and hone his abilities.
Long Term Goals:
Kalum tasked Geldin with discovering anything he could about that which was lost to the world – as Kalum understands the "distrust" of magic, and wishes to know a) how it came about, and b) why. He also, as part of that, wants Geldin to hone his own abilities, as he knows that the more powerful Geldin becomes, the more useful he is to him; also, Kalum genuinely feels some attachment towards his one and only follower.
Abilities:
STR – 8 (he's not the world's strongest man)
DEX – 12 (to reflect his reaction times, which are quite good);
CON – 15 (his body is pretty well-made, and his touring of the earth keeps him in shape)
WIS – 10 (strong willed, and with common sense, but lechery – and other habits – aren't wise at all);
INT – 16 (of all things, Geldin is an intelligent person, and no doubt his master hones this attribute to perfection);
CHA – 14 (Geldin can really turn on the charm when he needs to)
Skills:
Concentration – Geldin's tendency to focus itself on one thing does pay off when he needs to concentrate hard
Heal – Geldin learnt some healing techniques from his mother when he was young, but no longer continues his study of them
Lore – as a student of both philosophy and history, Geldin's knowledge of Lore is very high
Move Silently – Geldin does find himself in sticky situations sometimes, and finds that moving silently really does aid in getting out of them
Persuade – Geldin is fairly good at persuading people over to his point of view, both with his charisma (when being lecherous), and with his intelligent, well-structured arguments (when debating philosophy).
Spellcraft – Geldin's control over his own powers is always improving
Feats:
Skill Focus: Lore – To represent his studies in-game
Skill Focus: Persuade – Geldin's lecherous activities do have longer-lasting pay-offs
Spells:
Cantrips – Daze; Electric Jolt; Flare; Light
Level One – Charm Person (see below); Burning Hands
Full List of Possessions:
Amulet of Kalum – This decorative amulet offers no special powers to Geldin, but does allow Kalum to sense where Geldin is in the world
Travelling Clothes – Dirty, worn brown travelling clothes, which Geldin likes to wear, as they give him a fairly non-descript appearance
Dagger – Geldin's chosen melee weapon, his dagger offers protection when using his powers is not an option
Extra Info:

Kalum – The God Kalum is mainly a philosopher and thinker, though he is something of a master of "Inner Magic", using one's pure thought to affect the world. He took in the orphaned Geldin, and in teaching and protecting the boy, created his disciple.