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Zelrik

Zelrik Profile.png

One of the four protagonists of Crooked Wings, along with VeezalKaiyara, and Tawnette

Birthday: 13-4-533 in V'sher of the Vyerakh Empire

Brief timeline: 
Age 0-16, attending secondary education. Independent research into the industrial applications of Violet Fulgurite leaves Zelrik disfigured. He is exiled from his family.  
Age 16-29, scrambling to survive without his family's financial and social aid. 
Age 29, present day, shows up in Cordann. The 'Crooked Wings' story begins.  

Zelrik, out of the 4 protagonists of Birdsong: Crooked Wings, is the only birb who actually wanted the job that they have. However, when he was young, Violet Fulgurite was nowhere near as important as it has become. As a young aristocrat, he was enthralled with the substance, which his family dismissed as unwholesome demon magic. So he had to pursue his dreams on his own, without support. And in his own private laboratories, a mishap resulted in him being physically malformed: his entire right side is blighted, with his leg being misshapen and his eye now dimly lit with a baleful purple hue. 

Zelrik's parents view him as a disgrace, and blame him for bringing shame on them. He returns their negative feelings, feeling that if he had always had their support, he wouldn't be as handicapped as he now is

Zelrik is comfortable with interpersonal conflict. At his best, he is a fierce ally to the downtrodden and oppressed. At his worst, he gets caught up in his outrage and bitterness. 

REPERTOIRE:
    Pyrecall 
    Bitterblaze 
    Hearth's Shelter 
    Incendiary Outburst

1. Role in the Story
Narrative Purpose: One of four protagonists in Crooked Wings. 
Character Arc: He begins the story with a stubborn refusal to admit fault. This is also a problem for him, as he subconsciously does carry some self-blame for his current condition. 
Conflict and Resolution: With the help of his new found family, he eventually comes to reflect on the great folly of his adolescence, and view it with empathy. Empathy for both himself, and those around him. 

2. Personality
Traits: Zelrik is passionate, and witty, but bitter. 
Likes and Dislikes: Interests, hobbies, preferences, and aversions.
Fears and Aspirations: Deep-seated fears, ambitions, dreams, and goals.

3. Background
Family and Ancestry: Parents, siblings, significant relatives, and their influence or legacy.
Place of Origin: Where they were born and raised, and how this place has shaped them.
Education and Training: Schools attended, mentors, and key skills acquired.

4. Experiences and Milestones
Historical Context: Significant historical events they were part of or witnessed.
Personal History: Key events in their life that shaped their personality and path.
Career and Achievements: Professional journey, major accomplishments, and failures.

5. Relationships
Allies and Enemies: Key relationships with other characters and factions.
Romantic Involvements: Past and present romantic relationships, if any.
Mentorships and Rivalries: People who guided them or competed with them.

6. Unique Attributes
Skills and Talents: Special abilities, skills, or talents unique to them.
Magical Abilities: If applicable, detail their magical powers or connections to the world's magic system.

7. Physical and Mental Health
Health Issues: Ever since his disastrous accident during his adolescence, Zelrik has been physically malformed and walks with a limp. His right eye is now colorblind. These problems, and the social stigma around them, are not as debilitating as the voices he now hears. At varying frequencies and intensities, Zelrik hears entities from beyond the Blight. They whisper advice to him and implore him to call on them for aid. 
Coping Mechanisms: How they deal with stress, adversity, and trauma.

8. Quotes and Dialogues
Memorable Quotes: Key phrases or dialogues that capture their essence.
Voice: How they speak or communicate, including accents or unique speech patterns.

9. Visual Elements
Images or Illustrations: If available, include visual representations.
Style and Fashion: Clothing preferences, armor, or significant accessories.



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