Endrik Astennu

*This page is about the character from the Main Plotline.*

**Endrik Astennu** is a boy with a soft side to all witch-related things, such as rituals, stones, metals, amulets, and so on. The difference being, the amutels and stones that Endrik uses, unlike their real-life counterparts, actually work - meaning that such metals as iron actually do repel evil spirits, and the Nazar amulets do bring good luck to their wearers. This opens a completely new opportunity for Endrik to shine among other characters, as his equipment and skills provide significant advantage and support in all daily activities, including combat.

Despite being useful, Endrik is a shy person who looks after the group and will usually suffer for his own kindness.

## Characteristics

### Clothes

Endrik wears navy blue clothes. Usually it's a robe, but he enjoys wearing his gray-and-blue jacket.

### Personality

Endrik Astennu isn’t everyone’s cup of tea - a helpful, childish boy, he likes crystals more than certain people and explains most confusing phenomena with magic and coincidence, rather than digging further into the problem. He enjoys tea, crystals, planets, cosmos, astrology, candles, smudge sticks, meditating, relaxing, breathing, yoga, books, bones, gems, rocks, and instruments. However, Endrik doesn't like salty food, sea food, loud music, sharp sounds, death, metal, dense infrastructure, heavy industry, violence, apathy, shallowness, thick-headedness, diseases, and confusion.

## Backstory

Endrik was born and grew up on Boreas, a faltering planet with a deteriorating moon. Conformity and efficiency were necessities there, but that never suited Endrik. Instead, he was more at home with crystals growing naturally in the grass and caves of the planet, exploring its continents and finding out the true reality of physics of his home that he called magic. Rituals and personal witchery was not only frowned upon in the society he got to live in, but also banned in his household - that forced him to run away as soon as he got the chance, finding shelter on the planet’s only moon, Cleo.

When the heat on Boreas died down, Endrik came back home and brought along some of his new friends, continuing his journey across the planet’s home-star system.

## Proficiencies

Endrik’s charming magic allows him to enchant various dead objects, spellbinding a whole table of enchantments to them, at the cost of his own, personal form of mana - the blue crystals he collects and stores. The color blue itself is working like a source of raw energy that Endrik can absorb and turn into a mystical, twilight energy that only he can touch and manipulate at will. That energy can be molded into enchantments, which have to be applied to the nearest item the plasma-like energy touches, giving it various, unique abilities - some items are set aflame, while some turn dull and heavy. Endrik can predict which enchantment he’s about to cast, but only depending on the level of the ritual. Once a spell has been casted, Endrik needs to perform another ritual to take it off the item that was enchanted. It allows him to recover a small portion of the energy that was needed to cast the spell in the first place.

The rituals require blue objects of very specific size, shape and shade. The best resource for that are the crystals Endrik is most familiar with. One of them is enough for a low-level enchant - that spell can be predicted, but is still generated randomly. It’s usually a low-level bewitchment that requires little to no effort to cast at all.

Two shards of the crystals are enough for a medium-level enchant. It consists of two spells which can be casted at once, but there’s a small chance that the ritual would result in only one, powerful enchantment.

Three shards are the maximum Endrik can work with. That amount is enough for a draining, time-consuming ritual meant to cast the most powerful spells that are at his disposal. However, there is a small chance that between those three spells, a curse will slip in and apply to the item. The chances for that are low, but never zero.

Curses are disastrous jinxes that Endrik can willingly cast upon certain items with the usage of his mana. The ritual is exactly the same as that of a regular enchantment, although the results are fully predictable and purposeful. With the anger building up in his soul, Endrik can curse objects upon his will and give them mischievous, annoying and/or hideous aspects.

If Endrik’s magic doesn’t latch onto a dead object, he can shape it into a form of plasma and control its motion. It takes the form of a levitating, liquified, consistent mass that treats his own skin as if it was hydrophobic against it. The mass itself possesses its own enchantments that, under normal conditions, should’ve been applied to an item and absorbed by its solid matter. However, if that doesn’t happen, the mass becomes the enchantments and takes their properties.

### Enchantments & Curses

 • 6 • **Curse of Disclosure** - max level 1 - Causes an object to shine through walls. However, only Endrik can see it.

Rolling for choosing your enchantment consists of throwing a D66. To do this, roll two D6’s one after the other: the first dice result determines your ‘tens’ and the second your ‘units.’ For example, if you roll two D6’s and the first result was a 2 and the second was a 1, then the D66 result is a 21. Numbers between 64 and 66 are disregarded and require you to roll again. (For this example, according to the list, the 21st enchantment was Efficiency.)

### Levels

On the level 1 of your ritual, given only one shard was spent for Endrik to use, you can only roll one D66. The result of your enchantment will always be level 1.

On the level 2 of your ritual, you must roll a D6 first to determine whether you’re going to pass the double-enchantment test. By rolling 3 or lower, you are locked to only one enchantment - its level will automatically be 2nd. However, by scoring a 4+ you are allowed to roll for two enchantments and their levels.

Rolling for levels consists of throwing a D3 until either the result shows 1 or 2.

Natural 3’s are disregarded for a ritual of this level.

On the level 3 of your ritual, you must roll a D6 to determine whether you’ll pass the triple-enchantment test. By rolling for 1 or 2, you are locked to only one, maximum-level spell. By scoring between 3 and 4, you are allowed to roll for 2 spells and their levels each. However, by scoring 5+, you can roll for up to 3 spells and their levels.

### Curses

However, you must also roll for a curse - to do this, roll a D6. Upon scoring a natural 6, you must roll a D6 to determine the ‘digits’ of your score - the tens will always remain as 1. In this case, none of the enchantments can have a lower level than 2, unless the datasheets tell otherwise.

When rolling for a curse, nat 6’s are disregarded.

### Example

Endrik was given two shards to enchant a sword of his friend. That allows him to cast a ritual of level 1 or 2, but he decides to go for the level 2. Rolling a D6 first, you determine how many enchantments you are allowed to cast. In this case, you’ve rolled a natural 5 - that lets you roll for two enchantments respectively.

First, you’re rolling your D6 - the result was 6. Then, your D6 rolled a 4. That means that your final score is 64. According to the rules, that score is disregarded and you must roll again.

Rolling two D6’s one after each other, your results give **3** and **1** - that makes it **31**. The 31’st enchantment is **Impaling**. It has 3 maximum levels, therefore you must now roll for its level. Luckily, the result of throwing your D3 was a natural **2**, therefore the sword has been enchanted with **Impaling 2**.

Since we’ve rolled for two enchantments, we can roll one more time for a new spell: throwing two D6’s and counting their scores respectively, we come up with **25**. The enchantment of that level is **Flame**. However, since **Flame** isn’t fitted for a purely melee weapon, we are free to disregard our score and roll again. The second throw resulted in throwing the dice is **62**, **Unbreaking**. Rolling for a level with another D3, you come up with the score of **1**, therefore the tool now has the following enchantments:
*☄. \*. ⋆ Impaling 2, Unbreaking 1 •°. \*࿐*

## Trivia

* Endrik Astennu's name has a meaning.
	+ Endrik is Estonian form of Hendrik. It means ruler of the home.
	+ The meaning of this Egyptian name is ‘God of the moon.’
* Endrik's favorite biome is temperate broadleaf forests.