Kakariki




Has Adventured With
Calanthia Stonetrodden
Eylar - Elorion
Renaldine
Rudas
Tobias Prince
Session Reports
- 11.1 Swimmy Wizard Hits Hard, Kakariki Hits Harder
- 11.2 Ouchie Sandworm Tummy Ride (Do Not Recommend)
Character Backstory: Kakariki & Blaze
Overview
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Name: Kakariki (affectionately dubbed "Hellmo" by his allies)
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Race: Firbolg (Medium-sized, but exceptionally fuzzy, bright green, and compact)
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Class: Beastheart (with a 1-level dip in Druid)
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Companion: Blaze (a fiery Hellhound from the infernal plane)
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Factions: The Gilded Iron (Mercenary group led by Jorca Moran, operating on behalf of Supreme Patriarch Balthasar Gelt)
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Current Location: Praag, Kislev (Holding back the tides of Chaos)
Appearance & Vibe
If you were to wander into the dark, grim forests of the Old World, the last thing you would expect to see is a creature like Kakariki. Looking like a cheerful, neon-green escapee from a magical children's theater, Kakariki is covered in fluffy, vibrant moss-green fur, boasting giant, glassy emerald eyes and a constant, friendly grin. He speaks in an excited, high-pitched, hurried voice—sounding like an energetic kid who has too much energy and simply cannot wait to tell you everything that just happened.
By his side stands Blaze, a terrifying engine of smoke and hellfire. Blaze is a sleek, armored hellhound whose skin crackles with embers and whose jaws drip with sulfurous ash.
The contrast is absolute comedy: a cuddly, hyperactive green ball of joy holding the leash of a literal demon dog. But make no mistake—should anyone threaten "Kakariki’s friends," the little firbolg can instantly unleash a terrifying storm of violence, slinging magic-infused stones with horrifying velocity while Blaze shreds their foes to cinders.
Backstory: From the Woods to the Flames
1. The Forest Was Too Quiet
Kakariki was born in a secluded, ancient woodland bordering the Empire. While most firbolgs are quiet, slow-moving, and deeply solemn guardians of nature, Kakariki was... different. From the moment he grew his first patch of bright green fur, he was a chaotic ball of energy. He ran too fast, talked too loud, and had an insatiable curiosity for anything that was "shiny, sparkly, or went BOOM."
While he learned basic druidic magic—specifically how to imbue simple river pebbles with nature's wrath (the Magic Stones trick)—he found the slow pace of forest life incredibly boring. He wanted to see the world, make a million friends, and find the ultimate shiny treasure. So, with a cheery wave and a backpack full of snacks, he waved goodbye to his bewildered elders and set off into the grim, dangerous Warhammer world.
2. A Promise to Mama
Kakariki didn't just leave home for adventure; he left with a very important mission close to his heart. His sweet, giant Firbolg mother—whom Kakariki adores more than anything—loves gardening above all else. Unfortunately, her prized winter-melon patch and giant snapdragons are constantly threatened by the biting, magical frosts of the nearby mountains.
Before he left, Kakariki hugged his mama's knees and made a solemn, pinky-swear promise: he would find the legendary "Ever-Warm Hearth-Stone" (an ancient, warm dwarven relic rumored to radiate a permanent, gentle summer heat) and bring it home. With that magical stone, his mama's garden would never freeze again, and she could grow the biggest, happiest melons in the Old World. Every "shiny toy" Kakariki hunts for Gelt is just a stepping stone to finding his mama's hearth-stone.
3. The Best Worst Summoning
How does a bubbly green firbolg meet a terrifying hound of the underworld? Naturally, through a massive cultist blunder.
While wandering the ruins of an abandoned Imperial keep, Kakariki stumbled upon a dark ritual. A group of desperate Chaos cultists were trying to summon an apocalyptic terror. Instead, due to some misaligned runes, they managed to pull a fast, agile, and incredibly annoyed hellhound from the infernal planes: Blaze.
The cultists expected the beast to obey them. Blaze, radiating sulfur and fury, was ready to tear them apart, but they drew their weapons to put the hound down first. Kakariki leaped from the shadows. He didn't see a demon; he saw a puppy in trouble.
Kakariki threw a handful of his druidic Magic Stones into his trusty sling, loaded up a magical Haste spell, and turned the cultists into a fine red mist in a matter of seconds. Once the dust cleared, Kakariki slid over to the smoking, growling hellhound, completely ignoring the fire, and offered him a roasted marsh-nut.
Blaze, thoroughly baffled by this tiny green creature who showed absolutely zero fear, took the snack. When Kakariki babbled excited baby-talk directly into Blaze's mind, the hellhound responded with a single, slow, rumbling telepathic thought: "You are very strange, green one. But you fight well. I will stay."
The bond was forged. Since then, Blaze has been a creature of very few words, mostly responding to Kakariki's constant chatter with quiet, telepathic sighs, grunts, or a warm nudge of his smoky snout.
4. Golden Whispers and the Gilded Iron
A green fuzzball and a flaming dog make a very loud impression. It didn't take long for their exploits to reach the ears of Jorca Moran, leader of the Gilded Iron. The Gilded Iron is no ordinary mercenary company; they are the secret investigators, retrievers, and source of official deniability for Supreme Patriarch Balthasar Gelt. Gelt is always searching for powerful, ancient artifacts to grow his magical prowess, and he needs agents who can go where the Imperial colleges cannot.
When Moran saw Kakariki and Blaze in action, he realized they were the perfect deniable assets. Who would believe a cutesy, Elmo-looking creature and a hellhound were retrieving forbidden alchemical relics for the Supreme Patriarch of the Colleges of Magic?
To seal the deal, Gelt himself pulled strings to equip Kakariki for his dangerous missions. Kakariki was gifted a legendary weapon: a +3 Enspelled Vicious Sling (magically imbued to cast Haste on its wielder or allies) and a heavy +3 shield to keep his fuzzy hide safe. Blaze was fitted with enchanted brass badges on his harness to amplify his speed and fiery breath.
Kakariki was ecstatic. Not only did he get to look for "super shiny golden toys" for the "shiny metal-mask wizard man" (Balthasar Gelt), but he got paid in gold, got to go on adventures, and could search every ancient vault for his mama's Hearth-Stone!
5. The Siege of Praag
Their hunt for artifacts has brought the Gilded Iron to the frozen, grim north—specifically to the cursed city of Praag. As the horrific forces of Chaos wage war against the Kislevite stronghold, the city is a chaotic mess of shifting magic, hidden cults, and lost relics.
While the rest of the mercenaries focus on the grim reality of survival and war, Kakariki and Blaze are having the time of their lives. To Kakariki, the Chaos monsters are just "ugly bullies" who need a good bonk on the nose, and Praag is just a very cold, very wet playground filled with secret keys, elemental puzzles, and snowy, magical surprises.
They fight to protect their friends in the Gilded Iron, to keep the world safe enough for more naps, and to ensure that whatever magical treasures lie hidden in the ruins of Praag make their way back to Balthasar Gelt—after Kakariki checks to see if any of them can keep his mama's garden warm, of course.
In Their Own Words (A Journal Fragment)
Oh-ho-ho! Kakariki has himself a brand-new job!
The shiny metal-mask man with the golden face—Kakariki likes him a lot, so shiny!—says we must pack our bags and go to the cold, wet city of Praag! He says there are mean, ugly spike-people up there trying to break all the nice things. Kakariki does not like spike-people. They do not share toys!
So Mr. Jorca says, "Go blow them up, Kakariki!" And Kakariki says, "Yes, yes, boss! Let's go, Blaze!"
Kakariki told Blaze we will save Praag, find shiny keys, and maybe find the Ever-Warm Hearth-Stone for Mama! Blaze just grunted in Kakariki's head. That means he agrees! He is a dog of few words, but very good dog. Best dog! We are going to win, and then—nap time! Yes, yes!