TV-Series
Description
Dezel is a seraph, a spiritual being who typically remains invisible to ordinary humans, and he commands the power of wind. Towering at 185 centimeters, he has a dark complexion and a mop of pale green hair that darkens toward the tips, which usually hangs over his face. This hairstyle, combined with his black top hat, formal-looking black coat, and black overalls with dangling straps, gives him a distinctly outlaw-like and intimidating presence that matches his solitary nature.
A defining and hidden aspect of Dezel is that he is blind. He suffered an injury that took his sight, but he has circumvented this limitation by developing the ability to read the wind. The air currents provide him with detailed sensory information about his surroundings, allowing him to perceive shapes, movements, and spatial arrangements so effectively that his companions are often unaware of his blindness for a significant period. This technique gives him a unique perception of the world, though it prevents him from discerning details like colors or written text.
Dezel's personality is marked by a brooding, taciturn, and solitary disposition. He rarely speaks or exhibits emotion, preferring to observe from a distance. His demeanor is often abrasive, and he deliberately keeps others at arm's length. This guarded nature stems from a traumatic past spent around human mercenary bands. The core of his character, however, is driven by a deep-seated and consuming anger. He is on a personal quest for revenge against a hellion the game refers to as a Hyouma, a powerful malevolent being that killed a close friend of his. This thirst for vengeance defines his existence and actions for much of the story.
Before the events of the main narrative, Dezel spent a long period alongside a mercenary guild. This guild went by several names, including the Windriders, the Sparrowfeathers, and the Scattered Bones. It was during this time that he formed a crucial bond with a young human girl named Rose. Rose possessed a rare and high level of resonance, the spiritual sensitivity that allows humans to see and interact with seraphim. She became his anchor to humanity, and his secret motivation for following her was initially to use her as a vessel to help him find and destroy his friend's killer. He becomes her unseen guardian, watching over her and assisting her in her work as the leader of an assassin guild, even as she remains initially unaware of his constant presence.
In the story of Tales of Zestiria the X, Dezel's path converges with that of the Shepherd, Sorey. As Dezel's personal vendetta and volatile emotions threaten to consume him and generate malevolence that could turn him into a dangerous hellion, Sorey and his party intervene. In a significant confrontation, they are forced to battle Dezel to stop him from destroying a city in his rage. This event leads to a turning point where Dezel surrenders and begins traveling with Sorey's group, though his primary loyalty and focus remain on protecting Rose. His relationship with the other seraphim in the party, such as the water seraph Mikleo and the earth seraph Edna, is initially that of a reluctant and stern ally.
Dezel's character arc is defined by the revelation of his true nature and his ultimate sacrifice. It is eventually discovered that he is not merely a vengeful spirit but an Angel of Death, a type of seraph whose inherent nature brings misfortune and corruption to those around him. This tragic revelation reframes his past; the malevolence that consumed his friend and destroyed his mercenary company was not an external attack but an unintended consequence of his own being. Faced with this devastating truth and a situation where Rose is in mortal danger and being controlled by an enemy, Dezel makes a critical choice. To save her and atone for the suffering his presence has caused, he sacrifices his own life, giving it up to free her and ensure her safety. His final act transforms him from a character driven by personal revenge into one of selfless redemption, solidifying his role as a tragic hero.
In combat, Dezel is a formidable fighter who wields two pendulum weapons as if they were whips. These pendulums are rich in spiritual energy, allowing him to perform a variety of attacks that cover a wide area and overwhelm opponents. His wind seraphic artes are diverse, ranging from focused projectiles like Wind Lance to powerful area-of-effect storms like Horizon Storm and even abilities like Geostigma that create gravitational fields to immobilize enemies. His offensive style is complemented by his skill in using wind to enhance his mobility and control the flow of battle.
A defining and hidden aspect of Dezel is that he is blind. He suffered an injury that took his sight, but he has circumvented this limitation by developing the ability to read the wind. The air currents provide him with detailed sensory information about his surroundings, allowing him to perceive shapes, movements, and spatial arrangements so effectively that his companions are often unaware of his blindness for a significant period. This technique gives him a unique perception of the world, though it prevents him from discerning details like colors or written text.
Dezel's personality is marked by a brooding, taciturn, and solitary disposition. He rarely speaks or exhibits emotion, preferring to observe from a distance. His demeanor is often abrasive, and he deliberately keeps others at arm's length. This guarded nature stems from a traumatic past spent around human mercenary bands. The core of his character, however, is driven by a deep-seated and consuming anger. He is on a personal quest for revenge against a hellion the game refers to as a Hyouma, a powerful malevolent being that killed a close friend of his. This thirst for vengeance defines his existence and actions for much of the story.
Before the events of the main narrative, Dezel spent a long period alongside a mercenary guild. This guild went by several names, including the Windriders, the Sparrowfeathers, and the Scattered Bones. It was during this time that he formed a crucial bond with a young human girl named Rose. Rose possessed a rare and high level of resonance, the spiritual sensitivity that allows humans to see and interact with seraphim. She became his anchor to humanity, and his secret motivation for following her was initially to use her as a vessel to help him find and destroy his friend's killer. He becomes her unseen guardian, watching over her and assisting her in her work as the leader of an assassin guild, even as she remains initially unaware of his constant presence.
In the story of Tales of Zestiria the X, Dezel's path converges with that of the Shepherd, Sorey. As Dezel's personal vendetta and volatile emotions threaten to consume him and generate malevolence that could turn him into a dangerous hellion, Sorey and his party intervene. In a significant confrontation, they are forced to battle Dezel to stop him from destroying a city in his rage. This event leads to a turning point where Dezel surrenders and begins traveling with Sorey's group, though his primary loyalty and focus remain on protecting Rose. His relationship with the other seraphim in the party, such as the water seraph Mikleo and the earth seraph Edna, is initially that of a reluctant and stern ally.
Dezel's character arc is defined by the revelation of his true nature and his ultimate sacrifice. It is eventually discovered that he is not merely a vengeful spirit but an Angel of Death, a type of seraph whose inherent nature brings misfortune and corruption to those around him. This tragic revelation reframes his past; the malevolence that consumed his friend and destroyed his mercenary company was not an external attack but an unintended consequence of his own being. Faced with this devastating truth and a situation where Rose is in mortal danger and being controlled by an enemy, Dezel makes a critical choice. To save her and atone for the suffering his presence has caused, he sacrifices his own life, giving it up to free her and ensure her safety. His final act transforms him from a character driven by personal revenge into one of selfless redemption, solidifying his role as a tragic hero.
In combat, Dezel is a formidable fighter who wields two pendulum weapons as if they were whips. These pendulums are rich in spiritual energy, allowing him to perform a variety of attacks that cover a wide area and overwhelm opponents. His wind seraphic artes are diverse, ranging from focused projectiles like Wind Lance to powerful area-of-effect storms like Horizon Storm and even abilities like Geostigma that create gravitational fields to immobilize enemies. His offensive style is complemented by his skill in using wind to enhance his mobility and control the flow of battle.