AEFENGLOM DOSSIER
Aug. 2nd, 2019 11:49 pmSTATISTICS
Myrobalan Shivana
FULL NAME
29AGE
Male SEX
5'4" (163cm) HEIGHT
Blond HAIR
None (Hazel) EYES
Faun (White Fallow Deer) MONSTER
L Lawliet (Witch); Viren (Dragon) BONDS
PERSONALITY
Outwardly, Myrobalan is friendly, curious, more than a little contrarian--and very, very dedicated to Andraste and the Maker. He's built his life around the twin pillars of faith and magic, believing wholly in the truth of the Chant and its authority to guide his life--including the tenet that magic was made to serve man rather than rule over him. There's no question, when talking to him, that mages were part of the Maker's plan and placed on Thedas that they might benefit others with their gifts. Neither does he doubt for a moment that every single soul on Thedas is there to take the raw grist they've been given in life--every event that happens to them, for good or evil--and make something bright and strong out of it and themselves. It makes him relentless in his pursuit to be better and bolster those around them so they, in turn, can meet their full potential.Inwardly, Myr is a man of deep feeling who has learned to channel and repress those emotions so he can fit into the shape he ought to have. His faith is not born from a lack of doubt but forged in the fires of that doubt; it's the product of a restless, active mind that won't shy from the truth even when it's ugly: The text of the Chant and the practice of its followers don't often match up; the Circles have been the deaths of more mages than they've saved; to all appearances the Maker may never turn His face to the world again; and southern Chantry orthodoxy condemns him, and every other mage, as an irredeemable monster from birth. He clings to what he believes so ardently because there must be a way to redress all the evil in the world, even if that means fighting inch by inch to fix it himself, by fixing himself.
Somewhere, down under everything, that need to believe gives way to a bitter furious resentment at the injustice of the world, the recognition that things really aren't the way they ought to be. Because he can't do anything about it with main force he squashes it and focuses on mending what he can. He's had years of practice at swallowing his anger and despair in the face of provocation--contesting regularly with body-snatching demons in his dreams gives him many opportunities to learn--but he's still not perfect at it. His native stubbornness stands him in good stead here: If his usual solutions to something that's angering him won't work, he'll keep prying away at the problem from all angles until he fixes it (or can come to grips with it being unfixable).
Though up until he blinded himself with his own hands, he hadn't yet come up against anything he'd give up on as unfixable. While he will not--or cannot--yet acknowledge it, (thinking in his own bluff way that not being miserable about simply existing as blind means he's recovered entirely from what happened) he carries deep psychic scarring from the trauma of the event itself and his Circlemates' subsequent reaction to his injuries. Part of this lack of insight is that he hasn't yet encountered any situation that will reawaken his trauma; part of it is his disregard for his own feelings of injury and despair. He knows, without looking it straight in the face, that his relationship to the people he loves the most has been ruptured; he does not know how to fix it any more than he knows how to regrow his own eyes. Both hurt deeply and both are something he has absolutely no foundation for dealing with unsupported by those around him--so he chooses to ignore them as somehow unreal (and pray that the same suicidal depression that nearly swallowed him once doesn't come for him again).
Despite all of this, he loves freely--both in the sense he's been very giving of his romantic attentions and the sense he genuinely, affectionately cares about most people he meets. Even if every other part of his faith is subject to hidden internal doubt and revision, he takes the tenet that the Chant must be sung from all corners of Thedas before the Maker will return very seriously. As he's never seen anyone truly convert to the faith out of fear--in fact it seems to have exactly the opposite of the effect desired--that leaves gentle persuasion as the only option, which requires getting to know people and love them enough that they can be convinced of the rightness of Andrastianism.
At least, that's the goal; in practice, he's as prey to anyone else to failures of patience and petty annoyances and prejudices and misunderstandings. Nevertheless, he tries his damnedest; it's what he's here to do.
Mental changes:
- Arrival (1 Aguril): Instinctive revulsion toward fire; feeling of sacrilege/violation at burning of forests or other untouched nature.
- First full moon (15 Aguril): Agitation, restlessness, risk-taking during full moon; increase in prey instincts ongoing.
- Second month (1 Septeril): Enhanced responsiveness to being startled, increased caution in open spaces. Increased receptiveness to seductive stimuli.
- Second full moon (14 Septeril): No change.
- Third month (1 Octeuril): More vegetarian tastes in food..
- Third full moon (13 Octeuril): Wilder behavior during the full moon; a pull to be in wild places.
- Fourth month (1 Noveuer): Prone to uncontrollable fury and fight response when suddenly exposed to flame.
- Fourth full moon (12 Noveuer): Increased emotional lability and more pronounced temper (though he keeps it under good wraps). Increased inclination to drink alcohol.
- Fifth month (1 Deceuer): Increased inclination to be with and protect his "herd". Slightly hornier on Main. Emotional and mental changes complete.
APPEARANCE

Insofar as he can, he favors the colors red and gold in clothing; his most typical outfit is the split-skirted flowing linen robes common to Hasmal Circle. His are covered in subtle motifs of foliage and flowers, the mark of rank for a Harrowed Hasmali mage who specializes in Creation. Now that he's completed his physical changes, he's taken to wearing kilts instead of pants, and eschews anything that has to be pulled on over his head lest it get caught on his antlers. Whether he's in plain homespun for gardening, his uniform for DiplomaTea, or dress robes, his antlers are typically decorated with colorful ribbons and small charms with bee and plum-blossom motifs.
In dreams, Myr appears much as he was before his injuries; his eyes are hazel and his long hair pulled back in a tidy plait. His manner is visibly more assured, his movements quicker and more fluid.
As a fully changed Faun, Myr has an impressive rack of palmate antlers for much of the year (Aguril-Aereuer), a fallow deer's large mobile ears, and deer-like hooved legs from the hips down. White fur with faint traces of spotting covers his arms, legs, back, and neck, blending in with his hair.
Physical changes:
- Arrival (1 Aguril): No change.
- First full moon (15 Aguril): Fur growth on arms and back in the days preceding; antler buds on full moon. In dreams, full antlers.
- Second month (1 Septeril): Fur up to neck, antlers half-grown and still in velvet.
- Second full moon (14 Septeril): Antlers at full growth, velvet shed started. Temporarily much fluffier during the full moon. In dreams, slotted pupils and sharper eyesight.
- Third month (1 Octeuril): Full extent of fur coverage on back, neck, arms, legs. Fur on his back and neck is continuous with his hair.
- Third full moon (13 Octeuril): Fright Night form: terror deer!! Following the full moon, a tail.
- Fourth month (1 Noveuer): No change.
- Fourth full moon (12 Noveuer): No change.
- Fifth month (1 Deceuer): No change.
- Fifth full moon (11 Deceuer): Kick that deer leggy out; digitigrade deer legs from the hip down, complete with hooves. Frustratingly, this doesn't make him any taller.
- Sixth month (1 Ieneuer): Sturdier hands with rougher fingertips and thicker, more hooflike nails.
- Sixth full moon (10 Ieneuer): No change.
- Seventh month (1 Feoveuer): Faint fallow deer patterning on the few areas of skin not covered by fur.
- Seventh full moon (9 Feoveuer): Fallow deer ears! Physical changes finished.
ABILITIES & SKILLS
CIRCLE MAGE Not only is Myr a mage--blessed (or cursed) with the ability to touch the Fade and warp reality at a thought--he was born in the Free Marches and thus taken to and educated in a Circle of Magi after his magic manifested. Hasmal Circle provided a classical education on par with that of some of Thedas' better universities, shaping Myr's mind as well as his magical abilities. He is broadly read (though largely in areas of particular interest to him--theology, natural history, strategy & tactics) and capable of drawing on what he's learned to construct arguments or reason through problems. He also knows no small amount of Thedosian magical theory, albeit in a kind of scattershot way with a heavy focus on his own specialty, Creation magic.
LUCID DREAMER
Long experience with being lucid in the Fade has left Myr able to orient quickly in dreams and retain a firm hold of himself regardless of what he encounters while dreaming. His grip on his identity is so strong that he retains the ability to see in dreams and his appearance reverts to what it was before he blinded himself. Additionally, his own natural madcap fearlessness is amplified when dreaming, as he is used to injury and even death having no lasting consequences for him.
KNIGHT-ENCHANTER
A knight-enchanter is a mage trained to stand side-by-side with conventional troops in front-line combat, making use of magical barriers and zones of warped time to even the odds against other physical combatants while plying their skill with staff and spirit blade. Myr was only a few months' shy of completing his training and sitting his vigil to be named a knight-enchanter in full when he blinded himself; he has kept up his combat skills as best he can through arduous practice since then.
BEEKEEPER
Creation mages on Thedas can learn to summon swarms of stinging insects to afflict their foes. Some Creation mages take this ability a lot further, using their magical prowess to assist them in the care and keeping of swarms of honeybees. Myr was Hasmal Circle's junior beekeeper for several years, and has learned both the magical and conventional management of honeybees over that time.
FAUN
As a Faun, Myr has an inborn empathy for the natural world and its inhabitants. He possesses an inherent sense for direction and always knows which way he's facing, regardless of his blindness; he can encourage the growth of plants, even forcing them to grow when they otherwise wouldn't; and he can commune with animals to exchange information and request their help. Blows to the head, intoxication, and magical charms all have a reduced or negligible effect on him; but contrariwise, he's much more susceptible to seduction, prone to injuries to his legs and ankles, and has an instinctive revulsion for open flame.
Ability acquisition:
- Arrival (1 Aguril): Innate sense of direction.
- First full moon (15 Aguril): No change.
- Second month (1 Septeril): No change.
- Second full moon (14 Septeril): Charm resistance.
- Third month (1 Octeuril): Hard-headed.
- Third full moon (13 Octeuril): Temporarily: animal empathy, receding after the full moons. Permanently: Increased alcohol tolerance.
- Fourth to seventh month: NO CHANGE... WHERE IS HIS MAGIC, TALAM...
- Eighth full moon (9 Mareuer): PRAISE THE MAKER, animal empathy and plant magic in intense full force. Ability acquisition complete!
HISTORY

Worldstate:
[x] The Warden saved First Enchanter Irving and the mages of Kinloch Hold during Uldred's uprising; the mages in turn assisted at the battle of Denerim.
[x] Queen Anora rules Ferelden alone.
[x] A rogue Hawke sided with the mages of the Gallows in Kirkwall.
[x] The Inquisitor chose to recruit the templars.
[x] Celene proved victorious in the Orlesian civil war and elevated Briala to Marquise of the Dales.
[x] Though only the Maker could know it, Cassandra Pentaghast is on track to becoming Divine.
All remaining decisions can be assumed to have been those that leave the maximal number of companions (and interesting NPCs) alive and in play.