Dahsma Duhaas

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9bdyFwu.pngDahsma Duhaas 


Name

Age

D.O.B

Gender

Species

Height

Weight

Marital STA

P.O.B

Citizenship

Occupation                                                        Theme

Dahsma Daniah.

204 yrs.

1294th Jener.

Male.

Nahrs Hybrid.

5'11.

175 lbs.

Single.

Eastern Territory.

Eastern.

Alchemist.
                                 The Other Side- Woodkid
"And on the surface of the waters
Will dance reflections of the fire in the night."

Physical Description

        Tall, thin athletic, straight light brown/tawny hair, sharp pale green eyes, smooth fair Caucasian skin, with                   pointed facial features/no facial hair (or other bodily hair apart from head) Irises a pale florescent green                  eyes are reflective in the dark and emit a dim glow), sharp cupid's bow, pretty lips. His ears are pointed at                 the tips. His actual beating heart is made out of metal gears and bolts. His body is infused with Enchanter's             magik.


 Mental + Emotional


Being born into war and growing up in a tortured land, Dahsma is no stranger to pain or loss. Though he is strong willed and stubborn, sometimes the conditions of the world get under his skin. He's proven himself to be one of the only people willing to lead a revolution. 

Speech


Smooth, has a British/English-type accent.
Speaks Hèrlandic (mother tongue/nearly extinct language), Enjasian, and Ardlin Standard (or 'English'); all of which he speaks with perfect fluency.

Abilities


Dahsma is magik born, so he is capable of utilizing the powerful spell casting method of Nahrs Word Weaving from the Enjasian language. (Spells all based on high and low energy.) He also possesses Metal Heart's Magik/Grey Energy; an internal power source that makes him capable of channeling great force to a pin prick when his energy reaches the fever-pitch. But that would consume some serious energy. He uses his magik wisely, often not wasting it in battles that can be fought with a sword. He is also at a physical advantage over Ardlin folk, with similar body structure to the Enjas, but stronger.

Relationships


Viserith Vinn- friend/herbalist hermit; being one of the only Ardlin people to grant Dahsma any hospitality; Viserith has become one of his closest friends and knows many secrets about him that no one else ever would.
Harthen Feyn - friend; although they've spent less and less time together as the war with the Southern Territory has gone on, Dahsma's opinion and fondness for Harthen hasn't changed. Harthen would disagree.


History


Dahsma was born to his single mother, Nirah, in the woodlands of the Eastern Territory shortly after his father was killed in the War of Rights: a war between the Enchanters/Enchantresses and the then Ardlin foreigners who are now called 'common folk.' The patch of mankind from the continent called 'The Motherlands,' who sailed across the ocean to take what wasn't theirs. Ultimately, mankind won- with their slave warriors, crudely called 'Metal Hearts.' Beings born from magik, to fight magik. Dahsma's father was such a being, and his mother an Enchantress, he became the world's first hybrid of magiks (who is called a 'Nahrs' respectively). He grew up in both the foothills of the continent's mountain ranges, and on battlefields to fight for his birth place. When the war ended, the land was cursed and disjointed. Its natural way, corrupted by the barrage of spells full of hatred and murderous intent. He became estranged to his mother for years when he found out he couldn't be near her without severe pains; curses from war, unable to be mended. Over the years, the Metal Hearts became sparse, nomadic people who were sometimes abused or murdered by Enchanters for their part in the war, or more often times by men who feared what their ancestors created. Generations passed, and the Enchanters became even fewer than the Metal Hearts. By the 1400th Jener, it was thought that only four remained, including Nirah. Dahsma stayed with one clan of Metal Hearts for many years, before a misunderstanding with the Eastern Territory caused the slaughter of all but he and a child named Vahviel Menach (whom he came to view as his daughter later on). Dahsma found a safe place for Vahviel in the Cold Water Mountains when he accidentally befriended Viserith Vinn, a troubled isolationist, who felt for the young man and his daughter. This allowed Dahsma to fight in several battles and engage in many political affairs concerning the just treatment of all beings, which earned him the name 'Duhaas' among his people, meaning 'brave one.' However, for their efforts, they received a truce of sorts from each territory, and were only allowed passage on the trade routes; banned from entering any cities or villages with a considerable population, unless granted permission by the crown. Presently, Dahsma continues to fight the injustice against magik beings before mankind sweeps their bloody history under the rug for good.
As the 1500th Jener has rolled into view, the Southern Territory has attempted to take the East for what it's worth. Dahsma and the Royal Court of Eldador have not made it easy. Although they've lost parts of Low Sovyn to the South, they haven't lost yet. The East is brimming with magik. Something the South had forgotten could be an ally, in addition to their frightening military forces. But the South still has the upper hand for a mysterious reason. Dahsma has had to give up Vahviel to the safety of a Haeveth couple within the walls of Eldador to keep her out of harm's way. It breaks his heart. But time and time again, he does what must be done.
As both the Royal Alchemist and the Head of the Knights of the Garden, Dhasma's responsibilities are endless. His spell potions and elixirs are useful not just to King Emyre (who asks for them most often), but gives their military a great advantage in many ways.


Beliefs


Dahsma holds some very strong and unmoving views on equality, but especially magik beings and natives of the land; where prejudice and racism fester under classist rulers. He does everything he can to put balance to the scale, but even with magik on his side, corruption often wins, and not everyone who is magik born is kind hearted and even the land itself is cursed. It's a difficult battle that he may never rival in his lifetime, but he will certainly try. 

Loyalty Mission


Dahsma's approval is difficult to get. He's a very serious person and shoulders much of the responsibility of the East's political movements. It isn't often that he has time for anyone outside of his circle. Should you push your way into his chaotic life, he won't be gentle with you. You must learn to keep up or be left behind. The qualities he cherishes in others include: loyalty, kindness, outspokenness, courage, and tenacity. All meshed together, those traits make a fine individual.

Trivia


His most treasured possession is an old, silver locket in the shape of a tear. It holds a broken shard of the crystal in the pommel of his father's sword. The necklace once belonged to his mother, who passed it down. He won't let himself forget the past. 
Some of his many aliases are: Duhaas (honorific title meaning "Brave One" in Enjasian), Metal Heart, Enchanter, White Bastard, and simply The Alchemist. 

"There is no potion, no power, that can cure a sick mind."




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