Sigurd
Sigurd
At the table
Voice
His voice has dropped into a resonant, slightly rough register, with a dry catch at the back of the throat from travel and too little sleep. He enunciates carefully, as if the right word might keep a situation manageable. Under strain, breath comes faster and his consonants sharpen; the sound carries the startling weight of a body he is still learning to inhabit.
He speaks in complete, carefully qualified sentences, often arranging thoughts like observations in a lab report. He uses modern American English, occasionally reaching for a historical analogy when nervous. When startled, his words become blunt and short; when relaxed, a dry Minnesota humor emerges.
Speech patterns
How to play them
Treat him as an adult and use his name without making his transformation the center of every conversation. Offer practical choices rather than pressing for disclosure. He trusts people who respect his boundaries, share useful information, and include him in decisions; patient directness works better than pity.
Goal
Understand the Firedrake inheritance well enough to keep his agency, help the Seven survive, and eventually decide whether returning home is possible.
Motivation
To preserve the self he remembers while learning what the Firedrake is doing to him, and to make sure his friends do not have to carry the danger alone.
Appearance
Sigurd looks like a storybook Saxon hero abruptly dropped into the wrong century: tall, broad through the shoulders, and handsome in a clean-cut, earnest way. His pale blond hair carries an auburn cast in lamplight and is brushed firmly back, though loose strands spring forward when he moves. His posture is careful and upright until a threat corners him; then his spine bends with startling, catlike fluidity, as if his joints have learned a second way to turn. His practical clothes are repeatedly adjusted and re-tied to fit a body still changing. He keeps his modern notebook and pens arranged with laboratory precision, but his socks are mismatched and one cuff is always rolled higher than the other. The effect is both heroic and unmistakably unsettled: a young man trying to make an unfamiliar body follow familiar rules.
Clothing
Travel-worn layers chosen for coverage and practicality: a plain tunic, fitted trousers, a weathered outer coat, and sturdy boots. He keeps the garments tidy and repeatedly adjusts their fit as his body changes. One cuff is habitually rolled higher than the other, and his mismatched socks are a small, accidental reminder of home.
Body language
He squares his shoulders as if holding himself to a remembered outline, often clasping his hands behind his back while thinking. His gaze tracks exits, tools, and other people's hands. Under stress, he lowers his center of gravity and turns with liquid, almost serpentine precision; when he notices someone watching, he straightens abruptly and rubs his thumb over the edge of his journal.
- Height
- Tall, approximately 6 feet 2 inches.
- Build
- Tall, broad-shouldered, and noticeably stronger than he remembers being, with a lean athletic frame.
- Eyes
- Blue, with an ember-orange flare during distress or dragon-sickness.
- Hair
- Pale blond with an auburn tint.
- Skin
- Pale, with a natural flush that becomes pronounced after exertion or when the Firedrake's heat rises.
- Age
- 18
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
16 traits and drivesAnalytical and observant, but not emotionally detached: he notices small changes in a room because uncertainty frightens him. With friends he can be dryly funny and quietly helpful; with strangers he is guarded and formal. When afraid, he retreats into notes and routines. When angered or cornered, the new heat in his body can outrun his careful reasoning, and he dislikes how natural that feels. He wants to behave as he did before, yet is slowly learning that adapting is not the same as surrendering.
- Alignment
- Neutral good, though fear and dragon-sickness can make him possessive or reckless.
Quirks
Habits
Traits · 4
Flaws · 4
Fears · 4
Wants and needs · 4
Combat
AC 12 · HP 8 · 30 ft.Avoids fights and looks for a way to escape or protect an ally. If trapped, he uses his reach and new flexibility to make space, strikes with whatever is at hand, and calls out observations that help the more experienced members of the Seven. His Firedrake flare is a warning sign, not a reliable power he can summon at will.
Sigurd
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Phone (personal item)A modern phone from Minnesota, currently without dependable service; he protects it from weather and checks it out of habit.
- Science journal (research gear)A science journal filled with observations about the crossing, his changing body, local plants, and the group's route.
- Writing kit (tools)Several sharpened pencils, modern pens, and a pocket notebook for quick field notes.
- Thermos (personal item)A sturdy thermos, an old piece of ordinary life he refuses to abandon.
- Walking staff (weapon)A plain walking staff that can serve as a brace or improvised weapon.
- Travel kit (adventuring gear)Weathered travel clothes, boots, and a small food ration.
Possessions
Background
Before the crossing, Sigurd was a laboratory assistant in Minnesota who spent his free hours reading about migration, burial customs, and the ordinary details that make history feel inhabited. He was one of the Seven at the Fire, a displaced fellowship drawn into a world whose dangers do not care that he has never trained for battle. The crossing left him in a male body shaped by the Firedrake, a custom draconic bloodline tied to an ever-burning, greedy black dragon. The first night, he shared a bed with the fellowship's only woman. He woke to a body he did not recognize, panicked, and left before his unfamiliar physical response could become another source of distress. Later, at a hot spring, the situation began awkwardly; it became comforting when his companions treated him as Sigurd rather than as a spectacle. His voice has deepened, hair has begun to grow across his face and body, and unfamiliar hunger, anger, libido, and physical needs arrive without warning. He is embarrassed by discovering attraction to women where he expected none, and privately worries that even his desires are being rewritten. His dreams recur: returning home to his mother's, father's, older brother's, and older sister's horror; flying on black wings; and coiling around treasure as its guardian. He remembers two nephews through his brother and three nieces and nephews through his sister by their faces and family stories, and fears the children would recognize him before his parents did. One intimate dream involving a friend troubled him; it happened only once, and he has not told anyone. He is trying to document the transformation as if it were a research problem, while the fellowship's urgent needs leave him little time to understand it.
Role in the story
A displaced young researcher whose physical transformation makes him both a vulnerable companion and an uncertain clue to the world's draconic powers. His family's absence gives the group a personal stake in finding a way home, while his careful observations can turn strange details into useful evidence.
“He was one of the Seven at the Fire, a displaced fellowship drawn into a world whose dangers do not care that he has never trained for battle.”
- Faction
- The Seven at the Fire, a displaced adventuring fellowship; no formal local allegiance.
Known connections
Media
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