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Carpitma

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Carpitma’s CrossingDon "Major Deej" Finger
00:00 / 02:07

INFO

REAL NAME: 

IDENTITY: 

AFFILIATION: 

REGISTERED?: 

​RELATIVE AGE: 

MARITAL STATUS: 

Tulum Savas

Known

Türkiye,Conglomerate

No

19

Single

ALIAS(ES):

CURRENT TEAM:

FIRST APPEARANCE:

APPEARANCE DATE:

CREATED BY:

 CREATION DATE:

None

None

N/A

N/A

Don "Major Deej" Finger

22 May 2022

 RELATIONS:

Salim Savas — Father

Shalla Savas — Mother

Carpitma, real name Tulum Savas, is a gifted young Turkish conjurer born into one of the Conglomerate’s most respected magical families. Though raised with privilege and prepared for a traditional academic life, his first real encounter with danger drew him into the wider world and changed the course of his future. Through repeated adventures alongside Chay, Elemental, Strider, and other allies, Tulum proved himself courageous, adaptable, and far more capable than his age suggested. His achievements earned him the ancient title of Alexandrite, making him the youngest known bearer of the role and guardian of the Conglomerate’s Vault of Magical Weapons, Relics, and Tomes. Armed with the legendary Sword of Aladdin, Carpitma now stands between the traditions of the old order and the growing need for change within the Conglomerate.

HISTORY

Tulum Savas was born into one of the Conglomerate’s most respected magical families. His parents, Salim and Shalla Savas, held senior academic positions within the Conjuration Academy in Ankara, Türkiye. Their reputation gave Tulum access to wealth, influence, education, and opportunity from an early age.

He grew up surrounded by magical scholarship, ancient traditions, and the expectations that came with his family name. His future appeared carefully planned. He would enter the academy, continue the Savas legacy, and eventually assume a respected position within the Conglomerate’s magical society.

That plan changed before his formal education had even begun.

While preparing to enter the academy, Tulum encountered a magical crisis unfolding beyond the protected routines of his privileged upbringing. Rather than leave the matter to senior mages, he intervened. The decision placed him in real danger, but it also exposed him to a world he had previously understood only through lessons, reports, and family stories.

For the first time, Tulum saw the surface world directly. He encountered ordinary people living without knowledge of the magical society beneath them and discovered that courage, loyalty, and heroism were not limited to established families or trained magicians.

During this period, he met another young magic user named Chay. The two formed an unlikely but enduring friendship. Tulum was disciplined, confident, and deeply connected to Conglomerate tradition, while Chay was impulsive, rebellious, and openly critical of the institution. Their differences often created friction, but they also made them an effective team.

Together, they became involved in a growing series of magical incidents, hidden-world conflicts, and surface-world adventures. They fought beside Elemental, Strider, the original Alexandrite, Nimi the lion, and several senior Conglomerate figures. They also crossed paths with unconventional surface heroes, including Major Invader, and became allies with a brother-and-sister team that had escaped the criminal 40 Thieves guild.

Tulum’s experiences forced him to mature quickly. He learned that magical knowledge alone was not enough. Real leadership required judgment, restraint, personal courage, and the willingness to act without waiting for permission.

He also discovered that the Conglomerate was far more complicated than the noble institution described in academy lessons. It protected humanity from dangerous magical threats, but it was also burdened by secrecy, rigid traditions, internal politics, and leaders who did not always understand the younger generation.

Despite these growing doubts, Tulum continued to prove himself.

His skill in Conjuration, natural leadership, tactical judgment, and repeated acts of service eventually brought him to the attention of the Stone leadership. Following the death or departure of the previous titleholder, Tulum was selected to become the newest bearer of the ancient title Alexandrite.

The appointment made him the youngest known person ever entrusted with the position.

As Alexandrite, Tulum became more than a promising student or adventurer. He became a guardian of some of the most dangerous objects in the magical world. His duties include oversight of the Conglomerate Vault of Magical Weapons, Relics, and Tomes, including restricted S-Class artifacts.

Among the treasures placed in his care is the Sword of Aladdin, one of the Conglomerate’s most powerful known magical weapons.

The title has brought prestige, but it has also placed enormous responsibility on someone still finding his place in the world. Tulum must now balance the expectations of his family, the traditions of the Conglomerate, the concerns of his friends, and the growing realization that the magical society he serves may need to change.

Carpitma remains proud of his heritage, but he is no longer protected by privilege or innocence. He has seen the consequences of magical power used carelessly, selfishly, and cruelly.

Now, as Alexandrite, he must decide what kind of leader he intends to become—and whether his role is to preserve the Conglomerate exactly as it is or help shape what it may one day become.

Powers

Alteration Magic: Conjuration

Summoning

Carpitma can magically summon a known non-living object or weapon weighing up to approximately 60 pounds from a location within six miles.

The object’s location must be known to him. He cannot summon an item from an unknown, concealed, or merely suspected location.

A successfully summoned object appears directly in his hands.

With exceptional concentration and favorable conditions, he may attempt to summon two objects during the same effort, provided their combined weight does not exceed approximately 120 pounds.

Once summoned, an object cannot be magically returned to its original location through this ability.

Self-Teleportation

Carpitma can teleport himself across distances of up to approximately 250 miles.

He must possess a reasonable understanding of the intended destination. Unfamiliar or poorly visualized destinations may increase the risk of error or prevent the teleportation entirely.

Passenger Teleportation

Carpitma may teleport one additional person or being weighing no more than approximately 250 pounds.

The passenger must remain in direct physical contact with him throughout the teleportation.

When carrying another person, his maximum range is reduced to approximately six miles per teleportation jump.

Nature Magic: Water Manipulation

Carpitma possesses limited water-manipulation ability.

He can control up to approximately four pounds of water at one time from a short distance. The ability requires significant concentration and is far less developed than his Conjuration magic.

He may use the water to create brief distractions, move small quantities, extinguish minor flames, or perform simple controlled motions.

Large-scale attacks, shields, waves, or sustained water constructs remain beyond his current capability.

Druidic Magic: Animal Communication

With intense concentration, Carpitma can understand and communicate with ordinary Earth animals.

The communication is conceptual rather than identical to human speech. Animals interpret the world through instinct, emotion, memory, scent, sound, and immediate experience.

This ability does not normally apply to:

  • Earth insects

  • Alien animals

  • Alien insects

  • Magical hybrids

  • Artificial creatures

  • Creatures without recognizable animal intelligence

WEAKNESS

Peanut Allergy

Carpitma has a serious allergy to peanuts and peanut-based products.

Exposure may temporarily incapacitate him and significantly reduce his coordination, concentration, physical effectiveness, and ability to cast magic.

The severity of the reaction depends on the amount and form of exposure.

Equipment

Sword of Aladdin

Classification: S-Class Magical Weapon
Material: Unknown; believed to possess Unearthly-grade properties pending complete analysis

The Sword of Aladdin is one of the Conglomerate’s most treasured and dangerous artifacts. It was awarded to Carpitma following his appointment as Alexandrite.

Known Properties

Magical Defense
The sword can neutralize, deflect, or bypass magical attacks directed against either itself or its bearer at an extremely high level.

Physical Protection
The sword provides substantial protection against physical attacks while carried or actively wielded.

Fire and Heat Protection
The weapon provides strong resistance against flames, heat, and similar environmental hazards.

Sandstorm Generation
Once per day, the sword can create a powerful localized sandstorm.

The storm may last for up to approximately three minutes and can obscure vision, disrupt movement, interfere with ranged attacks, and create hazardous battlefield conditions.

Combat Advantage
The sword appears to guide its bearer’s movements, improving Carpitma’s ability to react to attacks and defend himself during combat.

Second Wind Effect
The weapon may restore Carpitma’s stamina and fighting capability up to two times during a major battle.

The exact mechanism remains unknown and may involve stored magical vitality, temporal correction, or restorative enchantment.

Bag of Holding

A magical storage bag capable of carrying up to approximately 200 pounds of equipment without displaying its full internal volume.

The bag possesses Typical-grade magical durability.

Stored Equipment

  • Teleportation tome originally supplied by Iolite

  • Ten Turkish-style knives

  • Two khanjar fighting knives

  • Four Turkish-style swords

  • Two combat batons

  • One polearm

  • Two sets of brass knuckles

  • Two explosive grenades

  • One 100-foot rope and grappling hook

  • One techno-magical video camera with approximately four hours of recording capacity

Conglomerate Chain-Mesh Armor

Carpitma’s costume incorporates enchanted Conglomerate chain mesh beneath its decorative outer layers.

Protection

  • Good protection against magical attacks

  • Typical protection against physical attacks

  • Poor protection against heat, cold, and energy attacks

Orange Tippet

An official orange magical-school tippet worn as part of Carpitma’s academic and ceremonial clothing.

The tippet identifies his magical training, school association, and standing within Conglomerate society.

Dueling Booklets

A collection of official Conglomerate instructional manuals covering formal magical dueling, weapon etiquette, defensive positioning, and regulated academy combat.

Conglomerate Good Deed Medal

A rare Conglomerate service medal awarded for exceptional acts of public service, courage, and assistance to others.

The medal carries significant prestige within Conglomerate academic and civic circles.

Talents

Sayokan

Carpitma is professionally trained in Sayokan, a modern Turkish martial art emphasizing practical combat, grappling, counters, and rapid tactical assessment.

His training provides:

  • Improved grappling ability

  • Greater effectiveness after briefly studying an opponent

  • Better recognition of combat habits, balance, and movement patterns

Knife Fighting

Carpitma is professionally trained in close-quarters knife combat.

He is particularly effective with Turkish knives, khanjars, and other short-bladed weapons.

His training includes:

  • Rapid deployment

  • Dual-weapon use

  • Defensive blade work

  • Disarming techniques

  • Close-range precision attacks

Hot Dog Vending and Small-Business Operations

Carpitma is proficient in hot dog preparation, vending, supply management, customer service, and small-business operations.

What began as a youthful diversion with Chay and Elemental became a recognizable and surprisingly successful business within the Conglomerate, where hot dogs had previously been largely unknown.

His experience includes:

  • Food preparation

  • Inventory control

  • Pricing and sales

  • Customer relations

  • Event vending

  • Business promotion

  • Working with difficult partners, especially Chay

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© 2026 Don Finger. Major Deej Universe, Major Deej Studios, Major Deej Comics, MDU, all original characters, logos, stories, artwork, concepts, and related materials are owned by Don Finger. All rights reserved.

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