The Mercy of Inhalla - Dragon Riders of Partheus

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Mowkie

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Online availability depends entirely on what is going on in life. I have a kindergartener, a baby on the way, and I'm the spouse to an officer, meaning without me, the house becomes a fallout warzone. On top of all of that, I write for work as well as for fun...so work tends to come first.
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Primarily Prefer Female
Genres
Fantasy and Sci-Fi are my two major favorites. However, I tend to be quite the picky player. I prefer an RP with a great deal of development...the world, the lore, everything. And for those GMs looking for help with lore, I love to world build!
  • Mercy20of20Inhalla20Banner.png

    In Character Currently on hold. Expected Re-Vamp Date: 11/07/2015

    Kabola is not a world of peace and tranquility.

    It is a world divided by corruption, loss, and pain.

    In the Mainland, a war is brewing, the tension so hot that it’s beginning to bubble over. The silence before the storm has begun, and it won’t be long before that silence ends.

    On one side of this war are the great dragons, backed by their most holy Inhalla, the Mother of All, who want nothing more than to be able to fly through the skies without the fear of being hunted down and killed.

    On the other side are the humans, backed by the corrupted Father of the Gold Dragon Family, whose mind has been swollen by the cruel power of Varon, the God Killer and creator of all mankind.
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    There has been a war like this before, known only as the Great War. Only a few thousand years after the creation of man, when the dragons still roamed freely, Varon placed as much of his hatred for Kallydrana, Queen of the Gods and Creator of Dragons, into the minds of his creations, driving them to desire only one thing – the death of all dragons. So, backed by their Almighty God, the humans attacked and killed hundreds – even thousands – of precious dragons. This war lasted almost a century before Kallydrana finally found a way to help her children.

    By the time the Great War ended, all of the Kallydran Dragons, the rulers of all dragons and the first children of Kallydrana, were wiped away from existence. All but one, the great Allara, the first and oldest of all beautiful Onyx creatures. With most of the other dragons now hiding from the rage and greed of the humans, and Allara’s task done, she hid herself away for almost a thousand years, hoping that with time humans would begin to see the beauty of peace.


    She watched as some dragons lost themselves to their hatred, though, growing in anger and finding themselves to be almost as cruel as humans. These dragons would never return to their benevolent roots. But she saw that others found pity for the senseless beings who could not witness the true power of their Inhalla and the Kalidyrre, the Council of the Gods. Allara saw with horror that the surface of Kabola would forever be scarred by this war, and the skies were no longer filled with dragons.

    Humans became detached from the rest of the Mainland, separating themselves into a single half, coming to be known as the Plains of Varon. The rest of the continent was taken over by those who revered the great Kalidyrre, the original ten gods and their queen, Kallydrana. Bracchus Elves ruled the Plains of the Pilgrim on the other side of the mountain ranges and the massive Lake Waconiba to the north. The Verian Forest was forever closed off to the humans by the Dalin Elves and the Ksiux Dragons. Only the Plains of Varon were controlled by Mankind, who built cities and farms all across the expanse in hopes of better taming the land.

    woem9.jpg
    It’s been well over a thousand years, now. Since then, humans have settled down, and the dragon population has been given a chance to grow once more. Unfortunately for the Kallydran Dragon, Allara was never able to find a mate of the same noble breed. Now, even she has perished, leaving her only child, the Kallydran half-blood, to watch over the Mainland. Her rider, a woman of silver hair and striking eyes by the name of Akihanna Lyrial, has always kept a special hatred of human kind. After all, it was humans who took her first and even second family away from her, trapped her in the depths of a dungeon, and forced her to bear unspeakable torment. However, having been forced through destiny and duty to travel with a man by the name of Mauras and his High Dragon, Xanras, for the past ten years, Aki’s anger towards mankind has slowly begin to wan.


    WORKING ON EDIT NOW
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    Hello!


    I'm Mowkie, and you're looking at the first ever full Partheus Role Play!

    Partheus is my world, and it has been a work in progress for the past nine years. The story you see above is the overall intro to The Mercy of Inhalla, the true war of Kabola, the largest of the three continents of Partheus. It is the setting for the final book of the trilogy I'm currently working on. Because of the amount of characters and separate personalities needed, I thought it would be awesome to have a group role play involving the ten chosen that I can later use as inspiration for the book.

    This role play will require a great deal of dedication from all players.

    It will have moments that are somewhat slow.

    It will also have moments that are rather fast.

    But most importantly, it will be a full dive story that will allow you, the player, to affect a world previously unknown to you. Your character will meet fantastic creatures, possibly fall in love, and find a power within them that they never knew was possible.

    There will be drama.

    Suspense.

    Awesomesauceness.

    All we need are ten Chosen whose players are ready for a full-scale adventure RP!


    So, let me know if you're interested, what you'd like to see, and your thoughts on various aspects of this interest check. Questions are encouraged, and I will be sure to answer any and all of them to the best of my ability. Soon, we can get started on an adventure you'll never forget. <3
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    Now for some Information on Kabola!


    Kabola20Map.jpg


    Kabola, first of the three continents of Partheus, is the largest and least advanced continent with humans ruling as tyrant leaders over the dragons. Having been through the Great War between humans and dragons, which lasted nearly a century, Kabola is well known as the continent on which dragons remain hidden and dormant. The land, itself, is filled with fertile fields and plains as well as raging mountains that stretch down the western side and reach for the North-East to the Temple of the White Woman. The largest of the plains is completely inhabited by humans, who have built many farms, villages, and even towns across the great soils. The humans have adapted well enough to fight against the harsh winds and blinding rains of the plains, and some farmers have even been able to maintain great orchards that are large enough to build cities with. The continent only contains one forest, the Verian Forest, which is heavily protected by the Dalin Elves and the Emerald Dragons. There is also the Black Bog, which contains nothing but Black Dragons in their natural habitat. Beneath the two mountain ranges reside the Myzra Elves and the Thortoni Dwarves. The greatest and most noticeable landmark is the lake that takes most of the space behind the two mountain ranges known as Lake Waconiba. In the center is Silver Tail Island, the home of the Silver Haired Rider.

    The actual size of the continent is somewhat hard to interpret. However, to give a basic description to the general length of travel, one would have to ride a Syntiba (can run at maximum speed of 60 mph with average speed of 45 mph) for two months straight from Gareth to the mountain town of Lortania. Due to this, there is a sort of train station set up using great beasts called Bendrines. These creatures can carry anywhere from 20 to 70 people at a time (depending on the size of the beast) as well as shipments of basic supplies from town to town, farm to farm, at an average speed of 250 mph, greatly lessening the trip time.

    Of the 67% of Partheus’s water, Kabola contains approximately 3% fresh water within the continent in the lake as well as all rivers. Of the 33% of land on Partheus, Kabola takes up approximately 12%, stretching to be much larger than the other two continents. To human residents of this continent, the land is known as the Mainland, while they refer to the planet as Kabola, perhaps because they do not know that there are other lands in the sea.

    For More Information ~ http://partheus.webs.com/partheus

    Silver Tail Island ~
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    I take absolutely no credit for these beautiful images. All credit goes to their due artists, who I cannot find. T_T
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    Silver Tail Island, though small when compared to the rest of Kabola, is an island large enough to hold two of the continent's largest mountains atop it as well as the entire Silver Dragon Family beneath it. Hundreds of full grown dragons were able to comfortably live and raise their young on this island, and though the family lived in two different lairs, all woven into the stony ground beneath each of the mountains, they were all one Family. The landscape is rough in most parts, covered with sharp mountains of varying sizes and spikes that reach for the skies almost angrily, providing the perfect flight training for young dragons. In certain areas, these spiked growths give way to full connections that stretch over deep canyons filled with bio-luminescent fungi and steep ledges.

    In other areas, there are only hills covered with thick, dense forests the almost completely block out the light from the suns or moons. On the floor of the thick wood are the same bio-luminescent fungi left with decaying plants which don't get enough sun. Various wildlife live within these forests, able to eat and digest much of those which live on the ground beneath the canopies. This life is the source of a dragon's diet, and it was plentiful enough many years ago to feed the entire Silver Family every day. Now, it is almost overflowing with the population of such creatures.

    The second lair built by the Silver Dragons has since fallen to ruin, the stone unable to bear the weight of the mountain above. However, the lair that remains intact is that which is home to the only dragon riders in the known world.

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    1. Silver Lair Main Entrance (Above Ground)
    2. Silver Lair Underwater Entrance
    3. Silver Lair Emergency Exit (Underwater)
    4. Allara’s Resting Place

    There are 10 Chosen Dragons for this particular story.
    Silver (girlabot)
    Emerald (Mowkie)
    Amethyst (Glaciercold)

    Turquoise
    Amber (Azula)
    Ammolite (Silver)
    Bloodstone (Ananfal)

    Obsidian
    Ruby (Soulserenity20)
    Pietersite
    For all Dragon Information ~ http://partheus.webs.com/dragons

    Age
    There really is no telling just how long a dragon can live. Some believe the great beasts could survive millions of years, others believing merely hundreds. But for all dragons, there is truly no age limit. There are simply age classifications, which are listed below.

    Hatchling...............0 to 2 Years
    Youth....................2 to 16 Years
    Adolescent.............16 to 20 Years
    Young Adult...........20 to 30 Years
    Adult.....................30 to 500 Years
    Young Wyrm..........500 to 1,000 Years
    Wyrm....................1,000 to 2,500 Years
    Great Wyrm............2,500 to 5,000 Years
    Old Wyrm...............5,000 to 10,000 Years
    Ancient..................10,000 Years and Up
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    Finally, some Rules. Applies to Everything.
    I know. You didn't want to see this.

    • All Iwaku Rules Apply
      No trolling! Serious inquiries only!


      If you have questions, ASK. This is my world completely by my design, so if I can't answer your questions, I shouldn't be GMing. I DO NOT want to see completely personalized characters that have nothing to do with the world. If you want particular lore, let me know, and we can work something out.

      I welcome CREATIVITY. So go and personalize your characters, create your own stories, do whatever. However, you must keep within the limits of the ten dragons, and only HUMANS are allowed to be riders. My elves, dwarves, etc. are just too complicated of races to be playable.

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  • Name: Cora Taylor Morgan
    Age: 20
    Gender: Female
    Place of Origin: Port Syren

    Height:
    5'5"
    Weight: 140lbs
    Hair: A wiry mess of curly dark curls that falls just past her chin.
    Eyes: Bright green
    Appearance: Past [URL]http://img00.deviantart.net/ab92/i/2015/032/6/b/ty_luh_her_by_pheberoni-d8g8i6r.jpg[x][/URL], Current [URL]https://s-media-cache-ak0.pinimg.com/736x/7c/92/51/7c92511afe361d4bf543fccf3632ccec.jpg[x][/URL], Future [URL]https://s-media-cache-ak0.pinimg.com/736x/ff/a9/6b/ffa96b22b47b87abf2b1c14e57ac9918.jpg[x][/URL]. BONUS: Expressions [URL]http://41.media.tumblr.com/261259e28f2df80b36aada2794c34270/tumblr_nowgu1QAFz1rp3vxko1_500.jpg[x][/URL]
    (images taken from DA user [URL]http://pheberoni.deviantart.com/pheberoni[/URL])
    Although she stands at an average height and has few feminine curves to attract the eye, Cora poses a somewhat commanding figure due to her constantly aggressive stance and intense green eyes. Born into a clan of fishermen, she was built to do work: lean and hardy, with large, calloused hands and feet, and silvery scars on her face and arms. Despite the rough edges, Cora has some conventional beauty to her. A tangle of dark curls frames her freckled cheeks, wide eyes, and full, rosy lips. If her face ever strayed from its usual sour expression to something more pleasant, Cora might even be considered pretty, or at least not terrible to look at. She usually wears dark, loose clothing to accommodate her simple fishing lifestyle, as well as a pair of worn leather boots and a light knapsack.
  • Personality
    Reserved. Years of emotional and physical abuse have shaped Cora into a reserved, mistrustful young woman. She tends not to speak unless spoken to, and even then keeps her replies curt. It takes persistence and time to break through her thick outer crust, though she would probably not show any indication of it.
    Adaptable. After being thrown around by people with power for so long, Cora is very skilled at adapting her strategy for survival based on her surroundings. She has the intelligence and persistence to thrive in any environment, and get along with almost anyone without causing herself physical or emotional strain.
    Defensive. If Cora is attacked in any way- verbally or physically- she will leap to defend herself against her assailant. This is a tactic that she had to learn over time, and one that kept her alive during her short but tumultuous marriage. That being said, any criticism or even genuine concerns must be extremely gently put in order to have any lasting effect.
    Sympathetic. Although Cora may seem crass at first glance, she has a tremendous soft spot for other victims of abuse, especially children. She is always willing to lend an ear to anyone in need, even if she doesn't immediately acknowledge them- and often internalizes others' conflict, thinking and worrying about them for days after.
    Loyal. If by some miracle someone managed to break through Cora's defenses, they would earn her unending trust. She forms close attachments with people who treat her well, and would do anything to protect them, anything to bring them satisfaction.

  • Skills
    Knife Play. Cora is very good with knives and blades of all kinds. Very good.
    Bookworm. After spending days and days reading in her ramshackle home by the harbor, Cora has become well-versed in a broad range of topics, including literature and foreign languages.
    People Person. Cora is not one for idle conversation, but she has learned to 'read' others by their body language and expressions, a common ability shared by victims of abuse.
    Aye Aye, Capt. Having grown up in a harbor town, Cora knows how to safely operate and manage a small sea vessel on her own. She has a deep, healthy respect for the ocean, and can predict its movements to a fairly accurate degree.


    Abilities
    Lung capacity. Eventually Cora will be able to withstand extreme changes in pressure, allowing her to breathe both in high and low altitudes. Her enhanced lungs can also sift some oxygen from water, allowing her to "breathe" for short periods underwater.
    Ice manipulation. Perhaps stemming from her natural affinity for the sea, Cora is able to create and manipulate ice. Though the strength of her ability is dependent on humidity levels, she can draw moisture out of the air and cool it to form all manners of weapons and shapes. This ability can also be used to cool air, though manipulating it is a little tricky.


    Strengths Cora's main strength lies in her dependability; she will find a way to finish whatever needs to be done without questions and without complaint. Her knife skills come into play during battle, as does her agility and well-muscled body. She is cautious where caution is due, but isn't afraid to get into the thick of things if the situation demands it. .
    Weaknesses Although she can be relied upon in battle and in other scenarios, the lady is careful to distance herself emotionally from others' more personal affairs, choosing instead to keep to herself and hide any emotions she may be feeling. This is a defense mechanism that often hurts more than it helps, as she tends to build stress with no means of release until she is literally incapable of functioning. Due to the events of her past, the fisherwoman has PTSD, and will develop sudden panic attacks when reminded of her corrupted marriage. Cora will also do almost anything to avoid conflict, often stretching the truth or faking an emotion in order to please others. In terms of battle, the lady is not well-trained in more complicated instruments like the bow-and-arrow, and lacks finesse in her sword and dagger technique. If overused, her cooling abilities can also lower her body temperature drastically, usually causing sleepiness (she also feels sleepy when she gets too warm), and, at worst, hypothermia and burns.
  • Brief History
    Port Syren is unofficially structured around five main familial factions, lines of hardy seamen and women whose trade was passed on by their parents, grandparents, great-grandparents, etc... over the course of hundreds of years, eventually forming institution-like families who now unofficially control the city. The original families were the first settlers of the coastal town, each coming to build a mansion about the size of a town hall for their own particular faction- mansions that now serve as the general meeting place of each family. These five enormous buildings are surrounded by communities of people associated with that particular faction, forming distinct territories whose borders no man should cross without reasonable caution. The five families are very loyal to their own, and have a strong distrust for one another, disagreeing on all but two things: one, mutual contempt for Tarjan soldiers and governmental control, and two, the dragons that plague their fishing boats. They function very independently from one another, with each even having a different name for their port town; years after the families had established themselves on the coast, the government of Gareth assigned them the name "Port Syren" as the city began to grow around the five mansions. To this day, the patriarch of each family will insist that their ancestors alone were the original inhabitants of the seaside city.

    Patriarchs of each family form marriage alliances with wealthy merchants from the plains, to uphold their power in the trading community, but rarely marry their children to the children of other "clans." The families compete with one another over fishing space, forming territories in the water- especially since safe water is a resource. They also have influences in the taverns and trading posts along the main streets of the town, with each shop usually being associated with one family or another (even if not explicitly stated). Of course, traveling merchants or visitors are completely unaware of this political tension when they first enter the city, and after accidentally showing a preference in some way (ie choosing to stay at an affiliated inn, or trading with the husband of some fishlord's granddaughter), are surprised to find that a good chunk of the city locals are now somewhat frosty to them. It takes a skilled trader to remain on good terms with every faction, especially since, as the trader grows in wealth, they will be more sought-after as a potential husband for some patriarch's children or grandchildren.

    Factions:
    Morgan. Devoted to fishing.
    Blackfish. Talented ship-builders and cartographers.
    Abney. Coral dragon hunters.
    Fairburn. Harvesters of seaweed and other aquatic plantlife, as well as pearls and rare ocean resources.
    Clark. Raise and trade Bendrines.
    Cora was born a Morgan, a name belonging to a very large and wealthy family of fishermen rooted in Port Syren (or, as they call it, Salt Haven). Unlike other, lesser members of the family, Cora was born to Jasper Morgan, the firstborn son of the Patriarch, an old, white-bearded fishlord by the name of Bernard Morgan. Despite her elevated status, Cora was put to work on the docks at the age of eight just like the other port children, and eventually earned the right to a boat of her own at age 16. The small two-man scouting vessel was hardly a ship, but Cora treasured her little boat over any other physical possession, spending her days out on the water or polishing its hull on the docks, making sure that its paint never cracked or collected grime.

    As Cora soon found, however, her greatest asset to the Morgan family was not her love of sailing- it was her hand in marriage, a valuable bargaining tool to Bernard and his political plans. Not six months after receving her boat, Cora was informed that she was engaged to marry an incredibly wealthy tradesman by the name of Florence Greene, who had finally agreed to break his neutrality after having done business in Port Syren for over a decade. Florence was a little over thirty, considerably older than 16-year-old Cora, but she had been taught to put the needs of her house over her own ambitions, and thus married the powerful merchant without protest. The marriage alliance with Florence was huge for the Morgan family, bringing in a wealth of new business partners and trading outlets through which to extend their influence. Everyone was thrilled at the prosperous union; everyone, that is, but Cora.

    In the months following her marriage, Cora discovered why Florence had never married before- the man was intolerable. His temper was ferocious, his sexual appetite insatiable, and his desire for power legendary. He was cruel to almost everyone who displeased him, and his mother (who lived with the newlywed couple), was even worse. She constantly berated Cora for even the most well-intentioned mistakes, and never ceased her mocking and tormenting. If Cora spoke out about her feelings or concerns, she would be smacked down -both literally and figuratively- at the hands of the Greenes. After about a year, the young woman grew so miserable that she met with her father and begged him to annul her marriage. However, after consulting with Bernard for approval, Jasper Morgan refused; although Cora was dying, the Morgan family was enjoying great success from their union with Florence.

    Despite her growing depression, Cora grew strong. The beatings, rape, and general abuse never let down, but Cora grew a skin of steel to survive. She adapted, she changed into something harder and more bitter than the spirited 16-year-old who had entered the marriage, so that by the time she forcefully ended it at 18 years old, she was almost a completely different person.

    The hardest part about ending her corrupted marriage was garnering the courage to do so, as there were dozens of priests allied with rival factions who were eager to divorce her. As expected, Florence was furious, and dropped all connections with the Morgan family, even going so far as to ally himself with the Blackfish clan instead. Although Jasper was secretly relieved that his daughter had gotten out of the poisonous relationship, Bernard Morgan was absolutely enraged at the actions of his granddaughter, and wasted no time in excommunicating her from the family. After being exiled from her own clan, no others would touch her- and so Cora Morgan reclaimed her little boat, which had since fallen into disuse, and adopted a solitary lifestyle in a dusty corner of the city. She caught fish and sold them for dirt prices, collected seashells and other pretty artifacts, and generally struggled to stay afloat- but it was worth it. Even if she saw the contemptuous faces of her former family in the streets, even if she occasionally caught a glimpse of Florence himself ... It was preferable to the hell she had endured for over two years. Cora may have been broken, but she was free.

    After two additional years of this new and lonely lifestyle, a stranger came to Cora in the night and offered to buy her a decent meal. Too hungry to refuse, Cora accepted, and in that one night her entire life changed. The stranger, whose name was Maurus, offered her a chance to be worth something once again- to have purpose, meaning, and importance in the world. Though she refused him at first, Cora changed her mind after about a week of heavy thought, and began her journey to Silver Tail Island.

  • Name: Cassius
    Species: Silver dragon

    Gender: Male
    Appearance: Hatchling/early youth [URL]https://daotyr.files.wordpress.com/2013/06/littleprince_blog.png[x][/URL], Adolescent/young adult [URL]http://i200.photobucket.com/albums/aa316/amberdragonrose/whitedragon1.jpg[x][/URL], Adult + [URL]http://i.imgur.com/4xhUp8Z.jpg[x][/URL]

    As an albino dragon, Cassius drew the short end of the genetic stick. When he first hatches, the Silver has milky white, dull scales that are somewhat brittle to the touch, with wide pink eyes and an overall scrawny build. As he matures, however, Cass begins to shed his dull scales and grow new, metallic ones (only in appearance- they still remain somewhat brittle); although considerably lighter in color than the average male of his species, the albino does start to appear silvery as per the namesake of his kind. Over time he changes from a runt to a large and healthy male youth: strong, fast, and capable. He retains his light pink eyes throughout youth and adulthood.
  • Personality
    Shy. Cassius is very friendly, but has trouble approaching new people and dragons due to self-consciousness about his atypical appearance. Although reluctant to make first contact, he is very open and welcoming to those who approach him.
    Courteous. As expected from a Silver dragon, Cass is very polite and warm to everyone he meets, even if he is a little timid at first. He is not easily angered, and will keep a level head around friends and enemies alike. However, the albino does have trouble speaking out when his opinions go against the norm, preferring to stay silent and avoid conflict if possible.
    Empathetic. When he senses that someone is under emotional or physical distress, Cassius will do his best to alleviate the pain. He is increasingly patient with Cora and her fellow dragon-riders, and takes great care in giving advice and encouragement.
    Uncertain. Being an albino dragon creates huge self-confidence issues in Cassius, which affect his battle skills and interpersonal relations. He is often reassured by Cora, but still maintains a measure of doubt in his own skill and worth.
    Curious. Cassius was blessed with an enormous curiosity for the world around him. Combined with a naturally quick wit, he is nearly unstoppable in his quest for knowledge, always trying to get to know the other riders and dragons, and constantly attempting to explore new places without Cora noticing.

  • Abilities
    Ice manipulation. Much like his rider, Cassius is able to create ice from moisture in the air, and can use it to his own end. Unlike Cora, however, Cassius also has the ability to breathe fire on his ice to generate steam, which can be useful in situations where stealth is required.
    Swimming. Cassius has a knack for the water, and is capable of holding his breath for around fifteen minutes at a time. His fire breath heats water to boiling temperatures, killing and cooking prey even when underwater.
    Endurance. Given his ample wingspan, Cassius has an incredible endurance that allows him to fly for hours at a time. This ability is ideal for long flights across large bodies of water.


    Strengths Much like his rider, Cassius is a dependable character. Unlike his rider, however, Cass's reliability encompasses emotional support; he is a likeable, sweet dragon who tries his best to improve the lives of those around him. In a more physical sense, Cassius is an adept swimmer, and has slender, long wings that allow him greater flight endurance than some of his peers. His white, flaming breath is a fearsome weapon should he choose to engage in combat, but his true strength lies in mediating conflict instead of adding to it.
    Weaknesses
    Although Cass is a generally charismatic figure, he has a hard time seeing himself as anything more than a genetic mutation. He suffers from a great fear of losing the people who love him, because he worries that no other individuals will be able to see past his albinism. The young dragon is also a natural pacifist, and is somewhat uncertain in battle without Cora there to guide him. Cassius is also not a particularly agile flyer, having large wings more suited for endurance flights across the sea. His brittle scales are vulnerable to direct attacks, and the skin beneath is sensitive to extreme sunlight.


MoI GM Encounters

A New Sheet

Now, of course you all were to give strengths and weaknesses for your characters as well as abilities, etc. I certainly want those to come into play on this. So, here's what we're going to do. We're going to fill out a character sheet. And once all of them are filled out, I'll use Photoshop to ACTUALLY fill them in and then put each character sheet at the top of each profile on the second post of the OOC. I know that we already created characters and filled out the necessary sheet, but this one is for me to use to give random encounters and opportunities of all sorts as well as judge whether or not you're all playing true to char. This keeps things a bit more fair.

For those of you who have played the legendary Dungeons and Dragons by Wizards of the Coast, you'll really love what I've cooked up for you today!

Our very own character sheet!

URL]


For those who have never seen one of these, here's what everything means.

URL]


So, now for a BASIC breakdown.

Attributes

These six traits are the most important part of the ENTIRE character sheet and the basis of your character. For traditional Dungeons and Dragons, you would roll for such things. But, seeing as we've all already established our characters, let's choose, eh? Pick a number between 3 and 18 (equivalent to rolling three six-siders) for each attribute (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). The lower the number, the worse the attribute; the higher the number, the better the attribute. For example, a 16 Dexterity is significantly better than a 10 Dexterity. Please be reasonable. Everyone gets 80 points to place among these six attributes, and once again, NO HIGHER than 18 on any one Attribute unless I say otherwise and accept it here in the OOC.

For those of you who place an 18 on strength (ONLY on Strength), roll a 90 sider (since Iwaku can’t do 100), and if you get that 90, I’ll give you the “Double Zero,” which means your stats go WAY up. Absolutely ALL rolls must be done here on Iwaku for me to see, though. If posts are deleted, then the action is null and void, and I'll roll for you at half.

Based on these Attributes, I will fill in your THAC0 (we're gonna modify this so that everyone has a THAC0 based more on attributes than weapons, etc.) For those of you who do not know what THAC0 is, it's short for "To Hit Armor Class 0." This is just a fancy term for how high of a roll you need (on a d20) to do damage. The better the armor, the lower the AC (Armor Class). For example, studded leather armor usually has an AC of 3, while dragon scales can have a -5 or so. If you were to aim for the leather armor, you can add 3 to your roll (base roll is an 11, so add 3 and get 14). If you were to aim for the dragon scales, you take 5 away from your roll (base roll is an 11, so take away 5 and get a 6).

Your Saving Throws (Spells, Breath Weapon, Magical Items, etc.) are also based on your Attributes. These are for when you're being attacked by something such as poison or a dragon's breath weapon. In order for its effects to kick in, you have to miss your saving throw (for the sake of this, we'll say you have to roll within the number on your character sheet - for example, saving throw for poison is a 6, and you roll a 7, you "miss" the saving throw, and your character is poisoned).

Saving Throws also count in your Attributes. For example, you write a maneuver out for your character that involves a great deal of dexterity, and I tell you to "Dex Check." This mean you must roll within your character's Dexterity (for example, if your Dexterity is a 14, and you roll a 12, you pass, and your character makes it across the pit of spikes).

Dragon Symbol Here

Oh, look! You get to find an image to customize your character sheet. If you can't find a black and white image that you're satisfied with, give me one to make black and white for you. ^^

Armor Class (AC) and Hit Points (HP)

Your Armor Class (AC) depends on what your character is wearing. For example, a character with simple clothing and no modifiers would have an AC of 10...which means that an enemy would require a roll of ten maximum (d20 minus 10) in order to hit your character. Modifiers such as armor and Dexterity lower this number. The lower, the better. For anyone who might use a shield, there may also be a bonus for that.

Hit Points are kind of self-explanatory...you may choose to roll for them (we'll say a d50 here on Iwaku) or stick with 30 HP to start with. You must roll this on Iwaku for everyone to see so I know you're not cheating. Any bonuses to your roll are automatic. Once you have your number, you add your Constitution modifier. Once it's added, you have your max HP.

Strengths & Weaknesses

We're going to go a bit more in depth with our abilities. What I'd like to see is simple bonuses based on skills. For example, those with sword training might get a +2 to attack or a +3 to damage, etc. Weaknesses might include a lack of training forcing a -5 to attack, but strength allows for a +2 to damage. I'll give you leeway on this...to see what you come up with.

Abilities, particularly the magical ones, are going to give the kind of damage (for example, Cora's Ice Manipulation can cause cold damage) and the bonuses to specific enemies (Ice Manip would be a +5 damage to fire enemies). You can also add things like paralyzing enemies for a certain amount of time (if you guys want, we can do this in rounds). Be creative. Show me what these powers can do!

Proficiencies

There are 26 total Proficiencies to choose from, each a unique bonus that can either help or hinder your character. This allows for more diverse opportunities without making everyone all angry and such over the lack of fairness. Below, I’ll give an explanation of each.

Each proficiency will help or hinder a specific roll (such as Dexterity, Strength, Attack, Damage, etc.) based on the event that is happening. For example, Theolyn has a 5 Proficiency in Healing, adding a +5 modifier to his Intelligence check when trying to heal someone and adding a +50% healing bonus to the HP roll. However, he has a -5 Proficiency in Valor, giving him a -5 to attack (which means instead of his THAC0 being a 15, he must now roll a 20) when attacking a large and frightening enemy. However, he has a 20% chance to do double damage if the dice is on his side.

Now, to explain each of the 26 Proficiencies. Read through these THOROUGHLY, as they will determine what your character can and cannot do.

  • Acrobatics – The ability to move one’s body with speed, strength, and grace. Never does the Acrobat make a mistake in how he or she controls the body. The higher this proficiency, the faster the rider is able to learn to fly on a dragon, climb a tree, or hold a position. Dice checks will include Strength and Dexterity, the primary being Dexterity.
  • Animal Handling – The ability to communicate and handle wild and domesticated beasts, be it through body language, verbal, or mindspeak. The higher this proficiency, the more likely the rider is able to deter beasts of lower intelligence, call prey forth, or communicate with wildlife as a whole. Dice checks will include Intelligence, Strength, and Charisma, the primary being Intelligence. Any boost in this proficiency automatically raises the Charisma of the rider by the amount shown when communicating with any animal, no matter the intelligence.
  • Arcana – The ability to learn and study the art of Aura Magic and apply it to real life situations. The higher this proficiency, the higher the chance the rider is able to learn a spell (10% more likely with every two points), dodge or counter a spell (5% more likely with every two points), and grow an immunity to a spell (10% more likely with every point). Dice checks will be percentile, meaning two d10, involving things such as the rider learning new Aura Magic outside of their unique abilities and how often their unique abilities grow stronger.
  • Athletics – The ability to run faster, climb higher, and swim deeper. The higher this proficiency, the faster/higher/deeper the rider can go in one sitting. If the rider has this proficiency, they must also have the Stamina proficiency. This can also play into bonuses to attack and defend and how well the rider does in a battle. Dice checks will include Strength, Dexterity, and Constitution as well as attack and damage adjustments, and the primary check will be Strength.
  • Aura Stamina – The ability to use any and all magic for longer periods of time. The higher the proficiency, the longer the rider is able to hold a spell without becoming tired. This is for any kind of magic, including unique abilities and calling upon Elements. The larger and more complicated the spell, the less time it can be held, while smaller and simpler spells can last longer. Dice checks will include Constitution and Intelligence.
  • Close Combat – The ability to use any specific weapon (weapon classification required in Strengths & Weaknesses table) in close-ranged combat. This means anything within the reach of a medium to short ranged weapon, from halberds to whips to swords and hammers. The higher this proficiency, the higher an attack modifier and damage booster. The rider is also more likely to learn a new skill or maneuver with this particular weapon (10% more likely every two points). Dice checks will always be during attack, the primary check being the THAC0, but Strength checks can also be used for the possibility of extra damage.
  • Deception – The ability to easily lie to someone. Plain and simple, this ability allows for riders to keep special and important secrets, be they personal or applying to the whereabouts of their comrades or other important, possibly classified information. The higher this proficiency, the more likely and more creatively the rider can get away with lying to someone, be they a stranger or a friend. This can mean the rider is able to maintain a perfectly normal facial expression while lying to someone’s face. Dice checks will include Intelligence, Wisdom, and Charisma, the primary being Charisma.
  • Hand to Hand – The unique styles of combat without the use of weaponry. This proficiency gives bonuses towards any style of hand to hand, including forms of martial arts or the simple ability to keep an enemy from wrestling the weapon from one’s grasp. Riders with this proficiency are anywhere from adept to experts in the art of combat without weapons, able to find pressure points or even knock an enemy out with nothing more than their fists. Dice checks will include Strength and Dexterity, equal in both parts, and will require called shots with well-explained maneuvers.
  • Healing – The ability to use any form of magic, be it unique or simple spells, to heal minor to major wounds on any creature, from human to dragon. The higher this proficiency, the better the rider is able to heal. Higher numbers allow for larger wounds to be healed, while negatives have a possibility in making the injuries worse. Dice checks will include Wisdom and Intelligence, primarily Intelligence, as well as percentiles when the healing has succeeded.
  • History – The ability to absorb information on the history of Kabola, including, but not limited to the Kalidyrre, dragons, and human kind. This proficiency can also allow the rider to learn about the history of other races, how they came to be and why they are there. This, teamed with the Persuasion proficiency, can give a boost in persuading possible allies to join the force against the bad guys. Dice checks include Intelligence and Wisdom as well as percentile for how much information is gathered.
  • Intimidation – The air around a rider with this proficiency casts a wave of fear or awe, depending on the situation or environment. The higher this proficiency, the more easily the rider can get others to do what they want and the more likely enemies will run away in fear. Dice checks will include Charisma and percentile depending on the situation. Charisma will always be used when attempting to get another person or creature to do what is wanted.
  • Investigation – The ability to observe and survey the area and ask questions in order to solve a puzzle or mystery. The higher this proficiency, the more likely the rider will be able to get answers out of what is asked or observed. If this proficiency is chosen, Perception would add extra bonuses on top. Dice checks will include Intelligence, Wisdom, and Charisma, the primary being Intelligence. Percentile might also be played on depending on the situation.
  • Leadership – The ability to properly lead and encourage a group of comrades and friends into any situation. This proficiency covers many situations, including battle and politics as well as the occasional social situation, such as breaking up a fight. The leader calls all to attention at his or her mere presence, and the higher the proficiency, the more likely others are going to follow him or her. The player must also be able to write out proper leadership techniques in order to be effective. Dice checks will include Charisma, Strength, Intelligence, and Wisdom, the primaries being Wisdom and Charisma. Percentiles may also be rolled depending on the situation.
  • Medicine – The ability to use basic First Aid remedies and bandages, make potions, and determine what might help a specific ailment. The higher the proficiency, the more knowledge the rider has in the use of medicinal properties and applications. While this is not used for major healing or magical healing, it is a good remedy for quick bandaging before being taken to a proper healer and the perfect use for illnesses. Dice checks will primarily be Intelligence as well as percentiles for how well the ailment was covered.
  • Nature – The knowledge and understanding of plant and wildlife. This proficiency allows for better growing of plants and the knowledge of wild herbs to be used in medicine. The higher the proficiency, the better the rider is able to distinguish healing plants from poisonous ones and the better the outcome of raising plants will be. Dice checks are primarily Intelligence, but can also be Wisdom.
  • Perception – The ability to realize or notice something ahead of time. Observation skills. This can be either mental or physical, but never both. You will be required to specify which one you have chosen. Mental Perception gives the rider the ability to sense upcoming minds or entities using his or her own mind. The higher the perception skill, the farther out the rider can search. Physical Perception is noticing, seeing, hearing, or smelling something in the area. While Mental Perception leans towards living beings and objects containing some sort of magic, Physical Perception can be anything, from something as small as a piece of paper to something as big as a corpse or something along those lines. Mental Perception goes much, much farther than Physical Perception, which must be within the line of sight or hearing in order to work. Dice checks will include Intelligence and Wisdom as well as some percentile based on how much they hear/see/smell/sense.
  • Persuasion – Like Deception, Persuasion involves Charisma, Intelligence, and Wisdom. It is the ability to make a good argument and show people the other side of things. It can be used to change another person’s opinion, get them on your side, buy something (must have Trading Proficiency), or try out something new. Persuasion can make a very good side proficiency to Leadership or even Deception. Also, in order for this proficiency to work in the first place, the rider must make a good argument. For example, one cannot simply say that pigs can fly. One must explain how pigs fly and why.
  • Ranged Combat – See Close Combat for description. This proficiency is for ranged weapons, including crossbows, all bows, spears (thrown), knives (thrown), and other such weapons. Dice checks include Dexterity as well as rolls to attack and THAC0. Weapon of choice must be explained in Strengths & Weaknesses table. The Sleight of Hand proficiency can improve upon this ability.
  • Shield – The ability to effectively use a shield in both defense and offense. The higher this proficiency, the lower the rider’s Armor Class (you want it as low as possible) and the more damage can be inflicted. Shield of choice must be listed in Strengths & Weaknesses table. Also note that the larger the shield, the slower the character. For example, a warrior with a kite shield will have a -2 to movement speed, while one with a round shield may only have a -1. These kinds of negatives will only be removed during an attack roll. Dice checks will include Strength, attack, damage, and defense.
  • Sleight of Hand – The ability to move quickly to grab something. This can be used for pickpocketing, thieving, and grabbing ammunition (Ranged Combat proficiency required) such as arrows or throwing knives. The higher the proficiency, the faster the hands move and the less detectable the movement becomes. Dice checks include Dexterity and Intelligence, primarily Dexterity.
  • Stamina – The ability to run/climb/fly/swim/fight for longer periods of time. The higher this proficiency, the longer the rider is able to do any (choose three out of the five) of these skills. List the chosen skills in the Strengths & Weaknesses table. The rider is less likely to faint in battle when taking significant damage (percentile roll will be required if such happens) and less likely to falter when performing the feats chosen. Dice checks include Strength, Constitution, and percentile, depending on the situation.
  • Stealth – The ability to sneak in the shadows undetected. The higher this proficiency, the less likely the rider will be detected by others unless the Perception proficiencies are used against them. However, the rider can also practice a mental stealth to make them a shadow not only to the physical world, but also the mental. This proficiency fits in quite well with the Sleight of Hand proficiency, allowing for a boost when using both proficiencies. Dice checks will include Dexterity and percentile based on the situation.
  • Survival – The ability to survive with little to nothing. The higher this proficiency, the more likely the rider is able to survive and hunt, gather, stay safe from predators, etc. This can include building fires, fetching water, and keeping a steady body temperature. This proficiency works well with the Nature and Medicine proficiencies to allow the rider to survive with injuries sustained for whatever reason. It can also be used for reaction time when involved in random encounters alone. This proficiency is boosted when the rider is alone (meaning the rider and dragon or just the rider). The Stamina proficiency is needed to survive for longer than one week alone. Dice checks include Intelligence, Strength, Dexterity, and Constitution and may also involve some percentile based on the situation.
  • Trading – The ability to haggle and trade effectively with others, be they friend, foe, or stranger. The higher the proficiency, the more the rider will get out of the trade. Trades can include knowledge, goods, currency, and services. This proficiency can also be used with Persuasion to help gain allies in the upcoming war. Persuasion adds a boost to this proficiency. Dice checks include Charisma, Intelligence, and Wisdom as well as percentiles.
  • Valor – The courage of a rider’s heart when facing great enemies or fears. The higher this proficiency, the more likely the rider is able to successfully accomplish great feats of heroism, particularly when facing bosses of any sort. When paired with the Leadership proficiency, the rider is able to grant morale to his or her comrades and gain a boost when leading a charge towards a boss or great source of fear. Dice checks include Charisma and Strength as well as percentiles based on the situation.
  • Zeal – The enthusiasm and morale within the heart of a rider. The higher this proficiency, the harder it is for this rider to feel down about something. The rider is more likely to do something, be it a chore, battle, or seemingly impossible feat. The rider is also able to instill morale into the hearts of his or her comrades and even help keep their spirits high in a time of strife. Riders with this proficiency oftentimes have high Charisma and create relationships faster. Dice checks will be primarily Charisma, but percentiles will be given depending on the situation.
Assigning Proficiencies

You will choose five proficiencies to grant bonus points towards. They will count down from five. One will have five, one four, one three, and so on. You cannot go above five at this point, as it is the start of the RP. However, to my discretion and according to what you have your character focus and practice on, you can get up to a +10 in any proficiency, even those you did not initially choose.

For example:

Theolyn's Pluses:

Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2 (Run, Fly, & Fight)
Intimidation: +1

But if I have him focus on Arcana (studying his magic), he can slowly gain bonuses towards this. +10 is the maximum and a near guarantee to pass a dice check.

Once that is complete, you will choose five proficiencies to grant negatives towards. Like the bonuses, they will count, but in the negatives. From -5 to -4 to -3, and so on. Unlike the bonuses, you may pool these negatives together and divide them among more or fewer proficiencies with a maximum of -10 and a minimum of -1 to any one. You are also allowed to add more points if that is what you desire, but that is not necessary.

Theolyn's Negatives:

Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2

You CAN raise these numbers, but they will rise at a much slower rate than Proficiencies without negatives.


Proficiencies Usage

Proficiencies can be used in any given situation depending on the desire of the player or the need of the GM. They will play heavier rolls in GM Encounters, whether they be opportunities or battles or anything else we can think of. In order to add numbers to proficiencies after the original set is placed, the rider must actively practice, be it in collaboration with another player, a training session, or even solo. It must be written out and played to be granted any experience to the rider. This mean that time skips will be perfect for you all to use for gaining bonuses in proficiencies. Also note that, after we've gotten the hang of it with our characters, we'll be filling something out for the dragons as well, and some of their proficiencies will coincide with their riders.

Below is an example of a proficiency use:

[fieldbox=GM ENCOUNTER - Wolf in the Woods, red, solid]
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A Wolf in the Woods
AC: 9 INT: 3 HP: 5
ROUND ONE
As the group came into the forest just outside of the clearing, movement stirred among the trees and vines, howls echoing from all over. Their songs were haunting and beautiful, calling out to each other like lonely souls. But it was quite obvious that these creatures weren't calling for mates. They were calling for battle. After a moment of howling, all went silent, and the forest stopped moving. Tension filled the air as everyone waited for something to happen.

Finally, a lone wolf stepped forward, directly centered before the group, his eyes gleaming a fired amber color, his fur a ghostly white. He was easily the size of the few-month-old baby dragons, twice the size of a large dog. His ears were forward, his teeth bared, and he stood as tall as he could, ready for any kind of reaction.​
[/fieldbox]


[fieldbox=Theolyn to GM, green, dashed]
At the sounds of the wolves' lonely howls, Theolyn made a shushing noise towards the group. "Everyone, stay still, and keep close together. They're less likely to hunt us then." He stepped forward slowly then, looking over at Aki with firm, gentle eyes before surveying the area. Just as the alpha stepped from the shadows, he stood straight up, showing the full height of his massive body. He showed that he was alpha, the tallest, meanest one there. His body language screamed his intent, his eyes averting to the feet of the beast before him. This said that he wanted no trouble, but if the pack were to attack, he would fight back.[/fieldbox]

So, Theolyn did two actions in this post: telling the group to keep close together and speaking to the wolf. So, that means the player (me in this instance) would possibly have to roll twice: one for Intelligence using his Nature proficiency (could also say a roll for Leadership, meaning Charisma, depending on the preference), and one for Charisma using his Animal Handling proficiency.

If he were to win both rolls, the group would likely follow his order, and the wolf would depart.

If he wins the second roll but not the first, the group may not tighten up, but the wolf would still back down.

If he were to win the first roll, but not the second, the wolf pack would attack, but the group would have an advantage due to being so close to each other.

Finally, if he were to lose both rolls, the pack would attack, and the group would be at a disadvantage because of how spread out they are.

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WHAT'S IN THE BOXES?!

1. NAMES – On the left is the dragon’s name, the font of which will somewhat fit the personality of the dragon based on the description in the character sheets already put up. In the middle is the level of the rider, which will rise as we do events. All levels of the main characters will remain relatively the same, only rising higher than characters whose players aren’t putting forth as much effort. On the right in the bold box is the rider’s FULL NAME. Middle isn’t required, but first and last are.

2. SYMBOL – Choose one offline, have a friend make it, or make it yourself! Find an image that fits your dragon/rider (or, in the case of Theo’s sheet, just the dragon), preferably in black and white and easy to transfer, and put it up for me to save. It MUST be at least 700x700 px large, which I know is a bit big…but alas, I can’t resize tiny images and make them look good. I’m just…not that good at graphic art.

3. ATTRIBUTES – You get 80 points to use here. Assign them among the six attributes based on the strengths YOU think your character has. THIS DOES NOT HAVE TO BE 100% according to your characters. I mean, seriously…does anyone here think Theolyn REALLY has that low of Charisma? It’s just for opportunity checks. Not that big of a deal! I will count points, though…so keep it within that pool. ALSO, if you give your character a Strength of 18 (REMEMBER, don’t go above 18 on ANYTHING unless given permission), roll a 90-sided dice here in the OOC. If you roll a 90, I’ll give you a double 0, which is GOOD. Anything below, I’ll assign strengths accordingly.

4. PROFICIENCIES – Here’s where that long and somewhat complicated list comes into play. Read up on what I’ve given, ask questions, and choose ten. FIVE GOOD, FIVE BAD. Here is a reminder of how I want the points assigned:
Mowkie said:
You will choose five proficiencies to grant bonus points towards. They will count down from five. One will have five, one four, one three, and so on. You cannot go above five at this point, as it is the start of the RP. However, to my discretion and according to what you have your character focus and practice on, you can get up to a +10 in any proficiency, even those you did not initially choose.

For example:

Theolyn has the following Proficiencies:

Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2
Intimidation: +1

But if I have him focus on Arcana (studying his magic), he can slowly gain bonuses towards this. +10 is the maximum and a near guarantee to pass a dice check.

Once that is complete, you will choose five proficiencies to grant negatives towards. Like the bonuses, they will count, but in the negatives. From -5 to -4 to -3, and so on. Unlike the bonuses, you may pool these negatives together and divide them among more or fewer proficiencies with a maximum of -10 and a minimum of -1 to any one. You are also allowed to add more points if that is what you desire, but that is not necessary.

Theolyn's Negatives:

Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2

EDIT: You CAN raise these numbers, but they will rise at a much slower rate than proficiencies without negatives.
5. HEALTH POINTS (HP) – You have two choices here…either your character starts out with 30 HP, OR your roll here on Iwaku (as I had done earlier in the OOC) for a possible 50 HP (roll a 50-sided dice), and WHATEVER NUMBER YOU GET, YOU STICK WITH. If I don’t see it, you don’t get credit. So be sure I see it.

6. THAC0 & ATTRIBUTE TABLE – All of this will be assigned by me. Your THAC0 is based on your level and start at a base of 20, but it will later be modified by your strengths (including weapons) to become lower. With THAC0, you’ll roll a 20-sider to attack an enemy, and based on their AC, you must roll above the number displayed here. For example, Theolyn’s is the basic list, and he attacks the wolf earlier described, who has an AC of 9. If I roll an 11 or higher, he hits. If I roll below an 11, he misses. IF I ROLL A ONE, HE HURTS HIMSELF. This will further be explained in the Battle System. Your Attribute Table is all assigned by me, based on the numbers your have given me for your Attributes. These will come in handy in simple situations, such as opening barred doors, gaining renown, learning spells, etc.

7. SAVING THROWS – Like 6, these are assigned by me. I have my own, rather simple system of halving your Attributes for each Saving Throw. And like 6, these will be used in things like what is said. For example, Theo’s Poison Save is an 8, and he’s been attacked with poison darts. Before I know how much damage he takes, I try to roll under that 8. If I roll above it, he takes poison damage and is poisoned for a certain number of rounds. If below, he isn’t poisoned. ^^ The ST are determined based on the following attributes:
  • Paralyze/Poison – Constitution
  • Magical Items – Intelligence
  • Petrify/Polymorph – Strength
  • Breath Weapon – Dexterity
  • Spells/Basic Magic – Wisdom
8. ARMOR CLASS – This is the tricky one…if anyone has ideas on how we should determine AC, let me know. What I was planning was base it on the basic level of humans (D&D), which is ten without any armor) and lower it according to what armor the rider is wearing. For example, thicker leather clothing lowers Theo’s AC down to an 8, but without his duster, it would rise to a 9, and without his shirt, gloves, and boots, it’s a 10. Skolas, however, who wears plate armor, would have an AC of up to -2.


Form to Fill Out

DRAGON NAME
Desired Font (only if you have a preference - Provide a Link so I can download it)

RIDER NAME
Desired Font (preference only - LINK PLEASE :3)

SYMBOL (Image or Link - MUST BE AT LEAST 700x700)

ATTRIBUTES (80 Points)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

PROFICIENCIES (Choose 5 Good, and 5 Bad (unless assigning more points to fewer))

HP (Either Put here the number your roll here in the OOC or just 30)

DRAGON NAME: Nyteria
Desired Font: Palace Script MT (Provide a Link if Possible)

RIDER NAME: Theolyn Bevirus Khumar
Desired Font: Marathon (Provide a Link if Possible)

SYMBOL - (I already saved the image, so I'm going to trust that you guys know what this means)

ATTRIBUTES
Strength: 18 (73)
Dexterity: 8
Constitution: 16
Intelligence: 12
Wisdom: 14
Charisma: 10

PROFICIENCIES
Healing: +5
Animal Handling: +4
Nature: +3
Stamina: +2
Intimidation: +1

Valor: -5
Acrobatics: -5
Stealth: -4
Sleight of Hand: -3
Deception: -2

DRAGON NAME:
Desired Font:

RIDER NAME:
Desired Font:

SYMBOL:

ATTRIBUTES
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

PROFICIENCIES

Strengths & Weaknesses

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1. Strengths and Weaknesses - Since there really isn’t a sure-fire way to do this, I’m going to give you guys a bit of free reign on this. Try to somewhat stick to your Proficiencies, but mix it up a bit…make your char more interesting. Be creative. But I have to approve it before it goes on the actual sheet…so keep in mind that I’ll probably ask for a few changes to be made…it’s no biggie. Go through your list of Strengths and Weaknesses on your actual char sheet and list them one by one…if you want to add any more, now is the time to do so. For Theolyn, I didn’t. I just kept to the script. Also, this is for your magical abilities.

The strengths and weaknesses are individual traits, not something I've written up for you. Go into your character sheet (the one you built for your character when you started), open your strengths and weaknesses tabs, and go through them one-by-one. You'll give pluses and minuses to your character's Proficiencies depending on the strength or weakness. This is at YOUR discretion, and I will either accept it or work with you on it.

THIS IS JUST FOR POINTS ON YOUR ROLLS, NOT WHAT THE SKILL DOES!!!!

That just means that something like, for example, Leatrix’s Sand Shield, she may get a +3 to the Shield proficiency when it’s being used. It doesn’t actually explain WHAT the Sand Shield does.
2. ELEMENTS – That’s right…Elements. Based on your dragon, your character, and their personalities, a specific Element, each with its down strengths and weaknesses, will be assigned to your character at my discretion. More information to be provided in the Elements tab.


That's right! Elements. As I've said before, each of you get one. Whether it's because of your character's bond with their dragon or their personality or what they do in life, for some reason, an Element has chosen each character and dragon. Below, you will find an explanation of each Element that has been assigned (I'm not explaining those that have not been assigned because I don't want you guys asking for Elements that are too powerful for this RP). Because of the amount of characters (and the fact that I didn't want doubles), I've decided to create THREE circles instead of two. One character (possibly two if you guys decide to add the Moonstone Dragon) will get to introduce this new circle. After the explanations, you can see what Element you got. You may ask for a different one or offer to trade, but like I said...no doubles. So get ready to make some deals. ^^ Hopefully, though, you'll like what I've given you.

Tardas - The Circle of Bases

Earth (Ihnora) - This is one of the four very basic Elements. But keep in mind that it is the bases that are the backbone to everything else. They are not to be underestimated! Earth is the strongest, wielder of dirt, sands, and stones. Those blessed with this Element can create walls, stepping stones, shields, and much, much more. They can make the soil more or less fertile, and if strong enough, can even ask great trees to do their bidding. This Element is very mellow and stable, a good support when you need it.

Air (Thuus) - The second of the four bases, Air controls the winds that fly beneath their dragon's wings. They may find themselves caressed by a light breeze or awaken to find themselves floating above their beds. Wind is a whimsical Element, happy and free. It is harder to tame than Earth and has a lighter spirit, but its friendship is an unbreakable bond.

Fire
(Xhaken) - The third and most volatile of the four bases, Fire is a life force that brings warmth and light to the world. It can burn away fears and corruption, bring back the light of memories, and chase away the cold of the night. By contrast, it can take away life, harm the world, cause devastation. It can cause death as much as it brings about life. It takes stability to maintain a bond with Fire. Unfortunately, this Element seems to enjoy choosing the most volatile of creatures.

Water (Kxara) - The cool and the cold, Water washes away what Fire burns. It soothes and relaxes, freezes and sears. This Element shifts much like Air, and though it is not as whimsical, it changes its shape to fit its environment. It is mysterious and beautiful, but it can be harsh and terrifying if the one chosen by it is not careful.

Spirit
(Ynxir) - Spirit is the Element that carries the souls of all living things to their physical forms, pulls them into the Next World, and keeps them lifted during times of great duress. Spirit is the most free of all Elements, the hardest of the first Circle to control. But its bonds are the strongest.


Tedra - The Circle of Life

Life (Ihkari) - Life is the breath that animates the shell containing a soul. It allows the body movement and functionality. But it is so much more than that. Life is what grows the trees and all plants that graces the surface of Partheus. It is the child of the god's Life Force, creating a cycle the flows up from the ground into the shells of all living creatures and then back down. Life is the gift that ends with Death. It is the gift that all creatures must, sooner or later, give back. This Element is easily hurt, requiring a tenderness few possess. It is a demanding Element, but it is also very giving.

Death
(Ihnthar) - Death is there when Life is breathed from the shell that contains the Soul. It is there when Spirit takes the Soul back to the Next World. It is there when the body decays and becomes new Life. Though associated with evil, it is not an evil Element. In fact, it is a peaceful, serene Element. Very misunderstood.

Light (Uhdyr) - Light comes from many things. The suns, the moons, the stars...it is what lets the world be seen in all its glory. It glitters from the scales of dragons and helps many see what they could not see before. It is a lighthearted and warm Element, easy to "talk" to and befriend. But sometimes, it is hard to see through all the Darkness.

Darkness
(Dhanor) - The overbearing Element of Darkness is a heavy burden to bear sometimes. But like Earth, it is a strong backbone that will always be there, lurking, but not always upfront. It is the creator of many things in the shadows, and there are a great deal that have grown accustomed to its thick cloud. It is deceitful and sly, and it loves to play tricks. But it is, like all Elements, a strong friend.


Chaos (Inortia) - The first Child of Chaos, the Goddess who became Kallydrana, this Element is completely uncontrollable. At least, that is what is believed.


Below is the MOST RECENT list of characters that have been assigned a specific Element. If you wish to dispute what you have been given, please PM me as well as the player you wish to trade with.


Earth - Eolo
Air - POSSIBLE MOONSTONE
Fire - Skolas
Water - Cora
Spirit - Aiyana
Life - Theolyn
Death - Boo
Light - Shirin
Darkness - Khajju



UNASSIGNED/UNCONTROLLABLE
Chaos



Battle Systems – An In-Depth Guide on MoI Encounters

Attacking

Rounds
  • A single round in a battle scenario lasts for one turn for each character. This simply means that every play can post a SINGLE TIME in a single round. All other actions do not count until the second round.
Turns
  • Each character is allowed ONE TURN per round. A turn is a post the player makes responding to the GM Encounter, and it should say in the header something along these lines: “[Character’s Name] to GM – [GM Encounter Title]” For example: “Theolyn to GM – A Wolf in the Woods.”
  • Each character is allowed a MAXIMUM of 3 Actions per turn/round, and only one action can be a major action. This simply means an attack or defend. The two minor actions can be persuasion, running towards the target, or something else along those lines. THE DRAGON IS A SEPARATE CHARACTER, which means the rider can have up to three, and so can the dragon.
Roll for Initiative
  • This roll will be the first in any GM Encounter - at the discretion of the GM and certainly not for EVERY Encounter - be it for a possible battle or for who is the fastest in reacting to their surroundings. Each player will roll one ten-sided dice. The highest number is the character who says or does something first, determining how events will play out. If there are two tied for a place, they will reroll until their numbers are different, and then the one with the highest will take the next action, the lower taking the action right after that.
  • EXAMPLE: Skolas rolls a 10, and Theolyn and Leatrix both roll 8’s. Skolas will go first, and Theolyn and Leatrix will be re-rolled. Theolyn gets a 4, while Leatrix gets a 7. This means Leatrix’s actions will happen right after Skolas’s, and Theolyn’s actions will happen right after Leatrix’s. Then, whoever rolled the next lowest number on the original list goes.
  • THIS IS ONLY DONE IN GM ENCOUNTERS!!! There is no posting order! The "Roll for Initiative" will be placed in the Encounter posts that require them.
  • Modifiers will include Perception (mental or physical, depending on the situation) and Investigation. Dependent upon the situation given, these modifiers will either raise or lower your character’s initiative. For example, say Khajju had been searching a mysterious room and realized that there was some sort of timer. His +2 to Investigation would add 2 to his initiative roll, giving him an advantage to reaction time.
Roll to Attack
  • This roll will be the roll after initiative if a battle starts, and it involves one 20-sided dice posted on the same post in the IC. If the player decides their character is going to attack, they will choose what attack they will use (close, ranged, h-h, or magic), which may or may not modify their THAC0. Refer to individual character sheets for possible THAC0’s. If the dice roll is that number or higher, the attack hits. If below that number, it misses.
  • Enemy THAC0 will modify this number – refer to the chart provided in the character sheet and match up the numbers. For example: Theolyn attacks the wolf in previous example. The wolf has an AC of 9, and Theolyn’s basic THAC0 is 20. If you subtract 9 from 20, you get 11, meaning he must roll an 11 or higher (including modifiers) to hit the wolf. Negative ACs get ADDED, meaning a -2 AC will take Theolyn’s THAC0 to a 22, which is an impossible roll.
  • Rolling a 1 causes damage to the character making the attack.
  • Rolling a 2 causes damage to a character around the character making the attack.
  • Proficiencies, Strengths, and Weaknesses will modify your THAC0. For example, Skolas’s +2 to Close Combat will take two away from his THAC0 when using a close-ranged weapon. This means instead of having to hit, for example, a 17, he has to roll a 15 or higher, making his chances rise.
Roll for Damage
  • Depending on the weapon or spell the character uses, they will choose either a 12-, 8-, 6-, or 4-sided dice for each landing hit. Below is a basic list of how many sides each attack will need.
  • 12 – Great Swords, Battle Axes, Hammers – slow-moving, heavy-hitting, close-combat items
  • 8 – Swords and smaller, faster close-combat weapons (Medium-ranged as well)
  • 6 – Arrows and large projectile spells
  • 4 – Throwing knives, smaller projectile spells, and hand-to-hand.
Saving Throws
  • These are important particularly when hitting traps or being attacked with poison or magic or something along those lines. These won't necessarily involve GM Encounters, but usually do. For example, say the group is fighting a Dusthuro (Black) Dragon, and it uses its acid breath weapon on them...those it aimed at would have to roll a Saving Throw against Breath Weapons.
  • For Saving Throws, instead of rolling above the number on the character sheet, we roll a 20-sider and must roll BELOW the provided number. For example, Theolyn's Saving Throw for Breath Weapon is a 4, and I roll a 3 - he passes, and he doesn't take acid damage. If I roll a 5 or higher, he takes acid damage. Pretty cut and dry. See the Character Sheet Breakdown for how Saving Throws are processed.

Battle Proficiencies

Close Combat | Ranged Combat | Hand to Hand

  • Each of these proficiencies will add or take away (depending on whether or not it's a + or -) from both the character's attack roll and damage roll. For damage, every two points gives one point extra (or less) damage if the attack lands. Example: Skolas has the +2 close combat, so while he's using his prefered combat method, he takes two away from the number he must hit to land the attack (base roll of 17 becomes a 15), and he gets an extra point of damage.
Shield
  • With the Shield Proficiency, the character's AC rises with the use of the shield. For every two points added to the Shield, one AC will be granted to the character when using a shield. If magical, this only happens when the magic is being used. For example, Leatrix can have a +2 to her Shield Proficiency when using her Sand Shield, and her basic AC could be a 5...so she would now have an AC of 4, which makes her harder to hit.
Stamina
  • The basic rider can last for TEN ROUNDS before they begin to take minuses to combat rolls, etc. Those with bonuses in Stamina (for fighting, mostly) will be able to fight more rounds (one round per Stamina point). Those with minuses in Stamina lose rounds per point.
Valor
  • Against large foes that have high Intimidation factors (will be marked in the necessary information beneath the GM Encounter image), Valor will nullify possible minuses to attack and even lower the possibility of that character running away. For example, with a monster that has a 10 Intimidation (10 % per point), Shirin's +2 Valor would give her a 20% chance of staying, meaning if she rolled an 85%, she would stay and attack the target. Meanwhile, Theolyn would be long gone. XD
Zeal
  • Against large groups of enemies, the zeal of a character can raise the moral of those around them, adding bonuses to anyone within 5 feet to every point added, including bonuses to attack, damage, and defense. This can also play into magical characters, and their zeal may even play into other Encounters, such as Persuasion and renown encounters.

Healing Allies

Medicine

  • Medicine rolls determine how successful applying First Aid is. First, the character must roll an Intelligence check (with whatever bonuses the character has to the Medicine Proficiency), and if passed, the character does what the player explains. The player must explain exactly what their character is doing (if knowledge is limited, your best bet is Google it - I'm not taking away points if you get something wrong...that's just silly), and then roll two ten siders (explained in Percentile) to see how well the wounds were bandaged. This means when applying a tourniquet, the player must explain how their character does it, and then the percentile shows how well the bleeding stopped. Based on the Percentile and the situation, this can possibly grant a certain amount of HP - to the discretion of the GM.
Healing
  • Healing will require either an Intelligence or Wisdom check depending on the situation (player will be informed by the GM of which they must roll), and if passed, the actions the player explained (as great of detail as possible) will happen to the character, and then Percentile can be rolled to how well the healing worked. Once percentile is rolled, the player will then roll for however many possible HP the healed character can receive (for 80%, the character can get up to 8 points back).
  • NOTE: During Theolyn's "Rebirth" ability, all HP is returned to the revived character, but Theolyn will lose up to half his HP.

Dice Checks

Attributes
  • Like rolling for Saving Throws, the player will roll for whatever the GM has specified (Strength Check, Dex Check, Const. Check, etc. - may be abbreviated), and the aim is to roll UNDER the number listed beneath that specific Attribute. For example, Theolyn's Constitution is a 16, and I roll a 12, he passed.
  • The Attributes Table mostly adds bonuses to specific rolls, which are written over each number (for example, Theolyn's Dmg (Damage) Adj (Adjustment) is a +3, meaning whatever attack he makes (except magic) will give a +3 to his damage). Be sure to give these modifiers when rolling, or they won't be applied.
Percentile
  • Roll two 10-sided dice. The first number is the high number (meaning the first number in a two-digit number - 10's are automatic 0's), and the second number is the low number (meaning the second number in the two-digit number - 10's become 100's if the first roll was a 10).
  • Example: First ten-sider rolled an 8, and the second a 10 - my roll is 80%.
 
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Characters
PLOT BUNNIES

NOTE
Plot Bunny Characters will be over-powerful. They've already been at this for TEN+ YEARS, which means they already know a thing or two. As the story progresses, more plot bunnies might be added.


WIP
Akihanna Oriel Lyrial
Female | 31 | Dragon Rider

Height 5' 4"
Weight 95 lb
Hair Silver
Eyes Ocean Blue (Silver when using magic)

Appearance
Aki is a beautiful maiden whose silver hair cascades in straight wisps past her waist to frame her lean, narrow body. She is well-built to appear feminine while still containing an air of deadly prowess, lean muscles decorating narrow bones to give her only a few small curves. Her chest rounds out from her slender, sloping shoulders to show her womanhood, curving into a narrow abdomen before once more filling out at the waist to give her a beautiful hourglass shape. Her fair skin, decorated with strawberry freckles, particularly across the tops of her shoulders and lightly along her arms, shows the wear of a woman who survives with only a dragon for a friend. Her hands are long and narrow, almost elf-like, with narrow fingers long enough to hold the thick hilt of her scimitar or to shield the starting of a magic projectile.​


Scars from various hunts-gone-wrong mark her left shoulder, collar bone, waist, and back. Other scars, perhaps from whips and human weapons, also cover a good portion of her arms, back, and legs, one even marking the flesh just beneath her left eye in a strange, crescent moon shape.​

Her eyes are a swirling blue, deeper than the deepest waters, flecked with tiny bits of gold and silver. They never seem to stop moving, always darting about, watching and observing every corner of her area. When calm, the blue deepens, growing softer and more accepting. When angered or frightened, the blue is almost completely overtaken by a strange, swirling silver that oddly matches the swirling of her dragon's scales.​

Adorning her feminine frame is one of two outfits. Her typical hunter's garb is built of various pelts sewn together with leather string, hemmed well enough to fit her body closely to both keep her warm on cold nights in the sky and keep her scent hidden by the noses of wild prey. This outfit comes in three pieces: a vested top to cover her chest, keeping her heart and lungs warm while being cut off at the shoulders for the ease of slipping it on; simple bottoms, stripped of fur to leave only the leather for the ease of pulling them up, complete with a thick leather throng to tighten around her waist; and a large, white pelt that strangely resembles that of a bear to throw over her shoulders on the coldest of nights. As shoes typically get in the way, this rider is never seen wearing anything to cover her feet.​

The second outfit is rarely seen, used only on ceremonial occasions such as the anniversary of her Dragon Mother's death. This little black dress falls over her frame perfectly, as if designed specifically for her, falling just over her knees to allow for a great deal of movement. The folds of the skirt, itself, spread enough for Aki to ride her dragon if need be while still maintaining the general shape and appearance of silky beauty. As it rises from her waist, it tightens across her narrow abdomen before once more stretching out to allow room for her breasts to sit naturally. This dress is built to be held by only one shoulder, the left, with a long sleeve the stretches down to the wrist, leaving the right shoulder and arm completely bare. Attached to the threads are a web-work of delicate silver chains designed to dance with her every movement, hanging loosely from the top of her left shoulder all the way to the edges of the skirt.​
Personality

Hardheaded//Determined//Stubborn
If there is one notable trait that truly shows in Aki’s personality, it’s her stubbornness. In everything she does, she has the determination and ferocity of the greatest of dragons. Her heart is strong and pure, and her head is harder than the hardest dragon’s scale. She cannot and will not ever back down from a fight, be it a fight of wit, strength, or even simple opinion. She loves fiercely, hates ferociously, and is tempered only by her beloved dragon. Her hardheaded nature blinds her to many aspects of herself and the humanity that has grown around her, and it could easily be the death of her one day, be it the will of Inhalla, Mother of All.​

Confident//Assertive//Poised
In everything she does, Aki is confident. Whether she is hunting wildlife, speaking her opinion, or simply walking into a room, she shows the grace and dominant attitude of a wild dragon. With this attitude comes an air of great prowess that could easily scare a man senseless should he pick a fight with her. Though her manners are lacking, her trust in herself keeps her grace in all things to a higher point than a lower. She might as well have a message on her forehead daring you to say something.​

Angry//Temperamental//Volatile
WIP

Loyal//Devoted//Steadfast
WIP

Leaderly//Authoritative//Boundless
WIP

Skills & Abilities
Spirit
~
Of the two Elements that Aki is able to call upon, Spirit is the one she is closest with. Because her dragon is the daughter of Allara, the last Kallydran Dragon to have lived on Kabola, Aki has come to know through the Pact the special power that Spirit holds. Through the element, she is able to see and even speak to the souls left to wander the lands. She can tell when a soul is about to leave its body or if it longs to stay. But most importantly, she is able to keep her own spirit lifted as well as the souls of those around her with the aid of this kind and helpful Element.​

Her bond with the element is so strong, in fact, that she is even able to call upon the physical manifestation of the element to guide her and potentially her group to their next destination. There is only one physical manifestation of each of the ten Elements on each continent, so this power is the highest honor granted by the Element, itself.​

Light ~
Like Spirit, Aki has a natural affinity with the Element of Light through her Pact with Xaria, who is the daughter of a Mercury Dragon, the dragons most well-known to enjoy the presence of Light. Her left scimitar can almost always be seen shimmering with the playful Element, even through its scabbard, and by using the blade as a conduit, Aki is able to harness the power of Light to provide some light to dark areas, blind enemies, and even light fires. When her weapon is not the conduit for Light, Aki can even manage to pull energy from the light of the moons of Partheus, which can keep her going a little longer than usual.​

Aura Sight ~
Being born with the natural talent to see the Auras of every living creature, Aki is plagued with the daily routine of sifting through colors as to keep her from going blind. With this power, she is able to determine a creature’s basic personality, mood, and mind set. It’s kind of like being able to know a person’s emotions and what they’re thinking without actually feeling the emotions or hearing the words from their head.​

Ambidextrous ~
From a very young age, Aki was trained in the art of two-handed fighting. Even after the death of her human parents, she continued her training under the watchful eye of Allara, who had seen thousands of years of war. Her body is as fast as lightning and as graceful as a cat, moving through the air with two blades that act as powerful extensions of her arms.​

In her left hand is Ihnkani, or Child’s Light, a shimmering scimitar that acts as a conduit for the Element, Light. In her right hand is Ihnxini, or Child’s Fire, an identical version of the first, which will light with a silvery blue flame when used in combat.​

Archery ~
Though Aki only uses a bow when hunting, she has become quite skilled in ranged combat, able to hit a deer from the back of her dragon. She typically doesn’t waste her energy on her humbly made bow, however, so it’s quite obvious she doesn’t plan to use this skill for combat purposes.​

Strengths
  • Survival – Having lived discreetly most of her life, Aki is well-versed in what’s poisonous and what’s not, how to build a fire without the use of magic, and how to tell if the weather might get bad. She knows when to expend her energy and when to save it, and she can navigate by the map written in the stars.
  • Multi-Lingual – Because Aki has traveled through a great deal of Kabola already, she has come to learn many languages, both through basic use and the knowledge of her dragon. She is most skilled in Common Tongue, and the dragon language, Ihnaxas.
  • Knowledge – Aki has traveled through Gareth, the Verian Forest, to the Temple of the White Woman, and even the Ruins of the City of Ranas. In each area, she has learned of the brewing war as well as the destiny that lies before her and the group of new riders. She has a great deal of knowledge when it comes to dragons and the beasts of the Mainland, and she knows and worships each of the Kalidyrre, able to teach those who do not yet know of them.
  • Dragons – Being raised by dragons has its perks when it comes to dragon riders. Aki and Xaria grew up in the hierarchy of a Silver Dragon Family, learning at a young age how to feed, care for, and raise baby dragons. They know all there is when it comes to dragons, and Aki especially knows the dangers that lie in untrained minds.
Weaknesses
  • Awkward – Though Aki has been at this a long time and knows her duty to Kabola and the dragons, her lack of social skills doesn’t really make her the greatest to be around. She has a natural hatred of humans, and though she’s been able to handle Mauras, she’s obviously uncomfortable around any group of people, so being able to command a group will be a little hard for her at first.
  • Aura Sight – Though Aura Sight is a gift bestowed only upon those who truly need it, Aki oftentimes finds herself overwhelmed by the amount of color that bombards her vision. This can lead to headaches and short losses of vision. Even with all of her training on how to sift through it, she still seems to have a hard time with this ability.
  • Tormented Past – Having already been through so much, Aki is often tormented with dreams of her past, and her mind can frequently wonder to various parts of her life. Sleep is a luxury for her.
  • Volatile Emotions – Though Aki’s anger has gotten better through the years, she is still known to be a woman with a fiery temper and a tongue that stings like a whip. She can often and easily lash out before realizing how harsh she is being, but like most other problems she deals with, she will learn.
  • Magic – Despite the leaps and bounds Aki and Xaria have made together to unlock the rider’s Aura Magic, she still has not come to realize her full potential. For Aki, this internal struggle is a hard one to bear, especially now that she is to become the leader of a full scale army.

Brief History
WIP

Xaria
Female | Mercury/Onyx Dragon

Appearance

Xaria, being a half blood, has certain attributes of both parents. Her body is built mostly like that of a Mercury, long and very serpentine with a whip-like tail and long, elegant neck. There are many things about this dragon that can be considered elegant. Her pencil-tip head shimmers in the odd, ever-moving mercury color with shadows that can only be explained by her Onyx lineage, smooth scales moving back progressively to reach a small crown of horns, two sets that are the mercury color stretching in a slight curve backwards with a single set from her mother coiling around the largest pair directly on the back of her head in an odd duet. Her eyes, like the eyes of many dragons, shimmer with a unique nebula pattern broken up only by her slitted pupil. They are a deep shade of blue that seems to match Aki’s rather well. From her head stretches a slender neck, which curves down towards her crest elegantly, the same advancement of scales seen on her face continuing down towards her crest, swirling with strange silvers and a shadow of shimmering black. Her back is smooth but for a prominent scar of a bite mark from another dragon leaving the scales beneath her left wing forever damaged. Various other scars mark and hitch her otherwise flawless, flexible scales, and her left wing is slightly torn close to her shoulder. Her tail is as long as her body and neck combined, a narrow whip that always moves as though it has a mind of its own. Everything about this dragon seems to give an air of majesty and grace.

Length 25 ft
  • Body 8 ft
  • Neck & Head 6 ft
  • Tail 11 ft
Height 8 ft
Wingspan 30 ft

Personality

Kind//Caring//Compassionate
WIP

Patient//Understanding//Composed
WIP

Determined//Resolute//Unwavering
WIP

Bold//Courageous//Spirited
WIP

Wise//Rational//Discerning
WIP

Strengths
  • Flight Maneuverability – Xaria is a dragon of the skies. Her wings are slightly larger than normal so that they catch more air beneath them, allowing her to glide for longer periods of time without having to flap and waste valuable energy. Her ancestors on her father’s side oftentimes never see the ground, and their lineage has given her an extra lightweight frame so that she can carry herself and her rider farther for longer.
  • Dexterity – Being a small dragon has its perks. In flight, Xaria is quick to move and hard to catch. While on the ground, she is almost as quick on her feet, able to dodge and evade quite well. This also makes her a fast hunter, able to catch prey before they even understand what’s going on.
  • Survival – Having lived with only her rider and one other dragon, Xaria has become very skilled in surviving the world as a dragon. She is a great hunter, and she is as good at swimming as a Silver Dragon. She can fish, gather, hunt, and navigate. She can sometimes even speak to the souls of the wildlife, given they are willing to listen.
  • Maternal Instinct – When a dragon is raised with the job of caring for hatchlings, a natural maternal instinct oftentimes grows. With this instinct, Xaria knows what to do when it comes to almost anything that a baby dragon needs. She knows how to teach a baby discipline and how to speak and communicate, how to hunt and eat without choking, and most importantly how to survive.
  • Battle-Hardened – Through years of battles with various creatures, including other dragons, Xaria is a warrior of the dragon class. She is scarred, but with her scars come better ways of fighting. Even though she almost never uses her destructive breath weapon, she has claws, teeth, and a tail, not to mention a very strong Aura.

Weaknesses
  • Small – Due to Xaria’s size, when she does take a hit, she feels it, and so does Aki. Her scales are not rock hard like some gemstone dragons, instead flimsy and easily scraped through by another dragon. She is not a strong dragon, built for lifting or close combat. She is instead built for speed and maneuverability. She scars easy, and those scars often hinder movement.
  • Protective – With maternal instinct comes a need to protect those around you, especially the young. She places all lives before her own and will protect those around her fiercely. This has oftentimes gotten the young dragoness into trouble, causing a great deal of pain to her and her rider.
  • Young – Though Xaria expresses a wisdom that is not typically seen in a dragon her age, she is still very young for a dragon, just barely an Adult. There are a great many things she has yet to learn, and sometimes her youth can slip.
  • Tormented – Like Aki, Xaria has survived through great tragedies, which she still feels the loss for. She is tormented by nightmares of her mother’s death and the slaughter of dragons, and this torment has led her to vow to never let another dragon die.

Abilities
Spirit
~
Through her lineage from her mother, the Kallydran Dragon, Xaria has a direct connection with the element, Spirit. Like Aki, she is closest to this Element, having been raised to call upon it. She can call upon the aid of wandering spirits, be they mortal or immortal, speak to the dead or ignore them, and guide those who died tragically into the Heart of Industrin, where they can rest in peace in the arms of Inhalla.​

Her connection with Spirit is strengthened by her bond with her sister and rider, Aki, who can call upon the physical manifestation of the Element. Though Elements do not communicate by words, she has learned the language of Spirit and can oftentimes be seen speaking to the air, lifting the souls of those around her in a small moment of bliss.​

Light ~
On the other side of Xaria’s lineage is Light, a playful element that keeps the darkness at bay. Like Spirit, Xaria is very close with Light and has learned of the Element’s language. Because of her bond with this particular Element, she is able to make her scales sparkle at almost all times of the day. Where Aki can use her blade as a conduit for Light, lighting tunnels and blinding enemies, Xaria uses her body of shimmering mercury scales as a beacon. If in direct sunlight or even moonlight, so long as at least two moons are full, the air around Xaria seems to sparkle. The only hindrance of this ability is her shadowy coloring from her mother.​

Though Xaria cannot call upon the physical manifestation of Light, she is able to speak to wisps through the Element, which can be found in certain parts of Kabola and aid the group through guiding them on certain paths. However, this ability will be used only when Nero isn’t around.​

Dual Breath Weapon ~
The blood of the Kallydran, or Onyx Dragon, is very powerful, gifting the half-blood with the sacred dual breath weapon. These two flames, silver and black, are polar opposites.​
  • Silver Flame – This flame, as its name suggests, glimmers a beautiful silver color and casts a moon-like glow around it. Unlike most flames, however, this flame is very special. It has woven within it the power of Spirit and beats like a heart to guide wandering souls, acting like a portal directly to the Heart of Industrin. Only souls that are worthy to travel there can hear its call, but some say this flame can be heard by the living. So far, it’s only ever been heard by Aki.
    • On top of being able to call upon the souls of the dead, the silver flame can also heal minor wounds. This can only be done once or twice per day, but with practice can be built upon.
  • Black Flame – The deadly, destructive black flame is so dark that it sucks in the light around it and so powerful that it eats and destroys everything in its path. Young Onyx Dragons are unable to control this flame, but with practice can learn to do so. However, because Xaria lost her mother, the only dragons who could teach her control, at a young age, she still has trouble controlling this flame. Due to this, she almost never uses it.
WIP
This pair is a very special pair that will be played only by me (and sometimes, my husband might play Tal). They were originally created on a whim as a joke when playing tabletop, and we fell so deeply in love with them that we had to have them on Partheus. They inevitably became the guides in any and all stories on the planet, including this one. They are the plot bunnies, but most importantly, they are the comical relief.




Neroth’na
- The Guide -
[spoili]
[/spoili]
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Race Pseudodragon
Gender Male
Age Ageless
Place of Origin Cylardia – Capital City of Una, Third Moon of Partheus
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Length 2’ 9”
Tail 10”
Body 16”
Wingspan 3’

Appearance
Nero is an odd creature, from his personality to his appearance. Being the only known Pseudodragon in existence, his body takes more a ferret-like appearance from his head to his tail with four slender legs stretching to end with paw-like feet. His belly has long scales that stretch all the way across it, starting from beneath his chin and stretching to the tip of his tail in a matte golden color. His head is short and narrow, and instead of horns stretching from the back like other dragons, he has a head full of silvery feathers that starts a line of thick, soft fur that stretches down the length of his spine, ending in a plume of beautiful feathers that give him up to another foot of length. The entirety of his wings are feathered, the coloring taking ranges of both silver and gold, having the same metallic sheen of everything else on the little dragon. The same feathers as those on his head also stretch from his elbows (all four of them), curling up and around and shimmering in the same silver color. The rest of his body, which isn’t covered in fur or feathers, is protected by a layer of golden scales that seem to be immune to his fireballs, even if his feathers aren’t.

Around his neck or in his mouth is a simple beaded chain ended with one of his smaller silver feathers. At the other end is a little lantern-like piece that holds a glowing wisp, sometimes varying in color. This wisp is the most important thing the little dragon has.
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Personality

Whimsical
Come, let’s all be friends! I’ll play us a tune.”​
Nero is a very whimsical creature with varying moods and fancies that change often. He can often break out in song or decide to do something that’s out of the ordinary. Sometimes this can simply be for a laugh, while other times, it’s out of his basic desire to make people feel comfortable.​

Chaotic
Oh, a button that says ‘Don’t Push.’ I wonder what it does!”​
Nero is the definition of “Chaotic Good.” While his intentions are always for the better, his outcome rarely is. He is intensely curious and drawn to treasures of any kind, even in strange rooms that seem too good to be true, when they’re actually filled with evil jelly monsters out to eat you. (Yes, that actually happened.)​

Light-Hearted
Now, now! No need for fighting, here.”​
Nero hates fighting and any form of confrontation. He is a happy creature, and rarely will you see him without a smile on his face. He is overly dramatic, as though he thinks he’s born to be on stage (or a greeter at Wal Mart), and his love of music will show more during a fight between comrades than any other point in the story.​

Loyal
I will always be there for you, friend. Even in your strangest moments.”​
Though Neroth’na is not always one to trust as easily as you might think, he is a truly devoted soul when you have earned his trust. His loyalty is best shown through his intense bond with Tal, who is bonded to his soul much like a dragon’s is to a rider. Anything that creature wants, Nero will get. It’s a symbiotic relationship, as Tal cares just as deeply for Nero. In his own way. Another good example of Nero’s loyalty is through his devotion to his cause – to continue the story he is in. He has a strong relationship with Kallydrana, who he calls Inhalla like all other dragons.​

Hyperactive
Oh, shiny! I must take this to Inhalla at once!”​
If Nero finds something shiny, pretty, or anything that might even remotely please his goddess (or himself and Tal), he stops whatever he’s doing to get to it. He is very energetic, and he has a hard time focusing on one thing at a time, but his intentions are pure. However, he has been known to find something he thinks Kallydrana will like and randomly disappearing.​
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Skills & Abilities
Prophet ~
Neroth’na is the main plot bunny in this story, as he is able to speak directly to Kallydrana (only when she speaks to him, of course) and find out what needs to be done next. This power does not always come in visions, but it has been known to happen. When he does have this effect, his eyes will begin to glow golden instead of their usual deep blue color, and he’ll stop whatever he is doing – even flying – until the vision is done. If it’s not this intense, he is given simple instructions from the goddess, and through his wisp, he can take the group where they need to go.​

Teleportation ~
Nero has a very special power that allows him to control (to a very minor degree) the Wicker – the weave of the universe, time, and space. This allows him to flicker in and out of existence, poofing from place to place or even carrying random items from home in split seconds. His lute is the largest subject of this power, and it often appears at his side at random. It is also what allows him to travel to different worlds in the universe, which is why he knows so much about Earth.​

However, this ability is limited and has a cooldown of 12 hours. Some worlds have different ways that the Wicker is controlled, which forces Nero to remain in them for certain amounts of time before being able to get out again. Also, when Kallydrana is angry at him, he loses this power. Luckily for him, he seems pretty lovable.​

Fireball ~
Despite being small and not a real dragon, Nero still has a breath weapon. His is a simple blue ball of fire that he can spit up to 25 feet away. Of course, he has terrible aim.​

Strengths
  • Amusing – Whether he means to be or not, Nero is undoubtedly a funny character.
  • Magical Ability – Because of what he is, Nero is very powerful. His magic, though requiring a great deal of energy, does not seem to tire him out. It’s almost as though he has an endless power source.
  • Social – Nero seems to be very good at making friends. Perhaps it’s his laid back personality. Or maybe his lute. Of course, where he’s good at making good friends with some, he’s very good at annoying others.
  • Fast & Agile – While Nero may not be a big dragon, he is the fastest no doubt. When put to the test, Nero can fly at the same rate that a dragonfly can to his body mass. Which means, he’d be gone in seconds. And if he doesn’t want you to grab him, you probably won’t.

Weaknesses
  • Can’t Sing – While Nero thinks he’s the greatest singer in all of Partheus – and will oftentimes express that thought through music – he’s really very bad at singing. Think of an average tone-deaf person singing at the top of their lungs.
  • Flammable – Despite the fact that Nero has a fireball breath weapon, his feathers and fur are very flammable, which means he often finds himself without the ability to fly. Good thing he can teleport.
  • Aim – Nero has no ability to aim whatsoever, so if he decides it’s time to shoot a ball of flame, it’s best to duck.
  • Luck – When it comes to the story at hand, Nero’s luck never fails. But when it comes to personal luck, he seems to be on a very bad streak. In fact, he can’t seem to count how many times he’s gotten himself and his friend, Tal, into bad situations.
  • Flying – For some reason, Nero has always found flying to be a tiring endeavor. Hovering in place is especially tiring, always having to flap his wings and keep himself in the air. Generally, he won’t be seen flying very often. In fact, when it comes to battle, he may not be seen at all.

Nero's Thoughts
I find myself in the darkness of this odd cave with my good friend, Tal. We’ve been here for quite some time now, waiting for these humans that will call themselves dragon riders. I, personally, find such a term offensive. Not all dragons are big enough for those lumbering creatures to climb on. But, the ones I have met aren’t too bad, and Inhalla has already assured me that this batch should be more my style. I sure hope she’s right.

...

I haven’t been to Earth in a long time now. Tal is starting to get bored, and my ability to bring music to Partheus is slowly beginning to wan. In fact, I think I’ll only have enough for a good entrance. Tal will like that, I think. Especially if I shower him with purple jelly first.

...

My wisp is tired. I’ll have to find a new one soon. The anti-social one with silver hair says there are some on this island. I hope she is right. Maybe I’ll be able to recruit some of the newbies. That’ll be a fun adventure.

...

Ugh. These pillows aren’t soft enough. I’ll need to conjure more.

...

Are the suns down yet? I’m ready to get this started already. Tal really looks bored. Maybe we should have a little fun before they come in. Perhaps a slip ‘n slide?

...

I should light these fires…no…wait…I need it dark for my entrance song. I want to make an impression.

...

Hurry up, humans!

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Talthoros
- The Slug -
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Race Giant Purple Slug
Gender Male
Age Ageless

Appearance
Talthoros, or Tal for short, is a giant flat slug that is entirely purple in color. His belly is bright and vivid, while his back is slightly darker, and he leaves a trail of translucent purple goop in his wake. His “head” is adorned with four antennae, the back pair longer than the front pair. When especially offended, this creature has the unique ability to pull all four antennae in and push a fifth one, located in the very center of his head, out in his obscene gesture. He is roughly six feet long and extremely heavy, but seemingly just right for Nero, who sits between his four antennae whenever tired.

He can sometimes be seen with a simple red fez stuck to his belly via the goop. No one but him and Nero know what this strange hat is or does.​
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Personality
Hungry
"Squeak! Squeaker squeak."​
Talthoros is so hungry all of the time that it has become a part of his personality. If he's not eating, he's complaining about the lack of food or looking for any random goodies about the area.​

Obscene
"SQUEAK!"​
If offended, Tal is known to give obscene gestures and speak rather loudly. He is a very obnoxious creature, and he often finds himself to enjoy being the center of attention.​

Trustworthy
"Squeaker squeakin."​
Like Nero, Talthoros is a very loyal creature, and when it comes to personal secrets, he's very good at listening. He won't tell secrets that don't need telling, and he can become quite the shoulder to cry on if given the chance.​

Spontaneous
"Squeaken!"​
Like Nero, Tal is a creature of random fancies. If he sees something he likes, he's known to drop what he's doing to investigate. His greatest weakness is anything that looks like food.​

Volatile
"SQUEAK SQUEAKER!"​
Talthoros is very easily offended, and through an offense, he can be quick to anger. While he's generally pretty easy going, try not to call him a slug. It's offensive. Instead, refer to him as a "steed." He likes that.
Favorite Food
Purple Jelly - doesn't necessarily have to be flavored like grapes, but he prefers it.​
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Abilities
Spit Ball ~
Like Nero's fireball ability, Tal is able to spit a ball of goop much like the slime he leaves behind. This goop is extremely flammable, and it can be toxic to some creatures, causing them to "melt." This toxicity seems to have no effect on humanoids or dragons. However, the goop is able to stay in a ball because of how thick it is, which means its thickness is enough to slow down anyone caught by it. Tal typically spits in three-round bursts.​


Range ~
By placing one's hand in the center of Tal's head, any creature with a telepathic ability can expand their range of mental "vision" at least twice as far for a short amount of time. With practice and training, this range can be increased to an upwards of ten times the normal range, equaling to a twenty mile diameter or ten miles in any one direction. However, use of this ability causes a great deal of exhaustion, and maximum capabilities should never be used for more than a few minutes per day.​
Polymorph ~
When the fez that usually stays on the slug's belly is placed on his head, Tal transforms into any random living creature, all of that creature's abilities in tact. However, he doesn't know what any of the abilities are and must test the form out in order to learn them. This ability is completely random, and Tal has no control over the shape he takes. These shapes can be from any planet in the universe, even creatures deemed to not exist. His inability to communicate remains the same no matter the shape he takes.
Strenths
  • Hardy - It is practically impossible to kill this slug. Cut him with a sword? He's pretty quick to heal. Poke him with a spear? It tickles. Burn him with fire? Okay, so that one hurts....almost as bad as salt.
  • Poker Face - More like slug face. No one can tell what Tal is thinking. At least, no one but Nero. Does he even sleep?
Weaknesses
  • Always Hungry - That slug will eat a world's worth of purple slime/ooze/jelly and still be hungry. It's almost as though he has an endless pit for a stomach. Though he has made himself sick before. It wasn't very pretty.
  • Picky - Tal can only handle purple jelly. Anything else eaten will immediately make him sick, and that is not an experience anyone wants to have. He tried it one time with the rotten flesh of a giant's arm. Nero had to bathe for a month to get the smell off.
  • Slow - Though strong, Tal is not known to be very fast. In fact, he's quite the opposite.
  • Communication - Tal has minimal intelligence, and thus has poor communication skills. He cannot speak, having little way to form words. He does, however, squeak. A lot.
  • Easily Offended - Seriously. Don't call him a slug.
MAIN CHARACTERS


Theolyn Bevirus Khumar
The Druid
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Age 28
Gender Male
Place of Origin Lortania

Height 6’ 7”
Weight 162 lb
Hair Dark Brown/Black
Eyes Dark Brown
Appearance

Theolyn is a very tall man with a thick, honed build and bedraggled appearance. His hair is a mess of loose curls that fall just past his shoulders, often left for the wind to grab. His skin is of a darker tone, his face bronzed somewhat despite the climate where he lives. Along his jaw and around his thin lips grows dark stubble that, while maintained with simple metal clippers, is left to grow without being cleanly shaven. Dark brows hover over even darker eyes tormented with past pains that are never spoken of. Though he holds himself in a slouched position, he has about him an air of determination, though no one knows what he’s actually determined to do.​

His bronzed skin is decorated with all sorts of various scars from fighting off wild beasts and raising Windlarks, whose talons are almost as sharp as a dragon’s. One particular scar runs across the top of his right shoulder and across his spine before dipping down to trail across his left side. This scar is of a deep gash given to him by none other than his own Windlark, Tonlyn, when the bird was still a young age.​

Theolyn is a man of layers, and what he wears is no different. The first layer of clothing is the basic off-white tunic tucked into leather breeches held up by a finely crafted belt complete with various pouches containing the fruits of his labor. His feet are snug within well-worn leather boots that reach halfway up his shins of a dark color. If he’s farming, he can often be seen in just his pants and boots, preferring to feel the wind and sun on his back. His wrists are always covered with leather guards that reach down to his knuckles and wrap almost completely around to be tied off with a leather throng. When he’s not working outside and simply traveling or going about the day, he will often wear a worn down leather duster that falls to meet the tops of his boots.
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Personality

Honorable || Virtuous || Loyal
There is honor in honest work. Theolyn holds himself with high moral standards and sees himself as a man of honesty, integrity, and responsibility. He will not stop until the job is done and done right, and he feels that all men should follow the same principles. Though he is not a very social person, he is loyal to those he deems friend, and his loyalty is almost boundless.​

Silent || Mysterious || Closed-Off
Theolyn is not one to talk about his feelings. In fact, he’s not really one to talk at all. He prefers actions over words, and while he is the perfect listener, he rarely speaks for himself. It takes years for him to begin to open up as he’s just begun to do with his friend, Haern. He closes off all of his emotions and puts them to the side in hopes that they will go away. Unfortunately for Theo, these emotions just seem to sit there and boil.​

Calm || Collected || Even-Tempered
After years of dealing with picky merchants and angry guards who didn’t get exactly what they wanted, Theolyn has learned that it’s always best to stay calm and solve the problems with a steady head and cool temper. It is very hard to make him angry if one does not know anything about him, and even when he begins to feel anger, he is typically able to control himself.​

Cowardly || Timid || Anxious
Though Theolyn is good at hiding his feelings of anxiety, the thought of violence or confrontation scares him. Adventure has never been something on his mind, and after the death of his sister, it is something that makes him quake with fear. He is timid when it comes to traveling and going outside of routine. However, with his determination and the encouragement of his Element, he has been able to slowly fight off his fears and do the things he needs to do.​

Soft-Hearted || Considerate || Empathetic
Life is sacred. Theolyn can’t say that enough. His soft, kind heart is the forefront of everything he does, and he can’t bear to see anyone suffer. He always considers the other person’s emotions and constraints when doing something, which makes him an easy person to be around. He loves Life, and his passion through that love somehow makes it through his somewhat cowardly, bedraggled demeanor.​
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Skills & Abilities
Life
~
Through most of Theolyn’s life, he has heard a small voice speak in whispers without words. This voice fills his body and mind as well as the air around him, always present, always persistent. He has learned to speak back and understand this strange entity, and in return, it has nurtured him and given him the strength he needs to face the day. Though he has yet to understand what, exactly, this little voice is, he will soon find out that it’s the precious Element of Life. As the days, weeks, months, and even years pass, Theolyn’s bond with this Element will grow stronger and stronger.​

With the help of this Element, Theolyn is a healer and a nurturer. The Pact with his dragon will only strengthen this development. At first, regular healing will only allow for minor wounds such as scrapes, small burns, and minor concussions and rare use of it will allow for more major wounds such as a single large gash or whiplash. As he is trained and learns on his own, his bond growing ever stronger with the Element, he will become a stronger conduit for Life to flow through and help those in need.​

Theolyn will also gain other various abilities, such as growing plantlife in impossible places, much like his dragon. He will have a deeper sense of the world beneath his feet and begin to question whether or not it’s just a big rock with life growing on top of it, and as the story continues, he will learn that through Life, he can tap into the very essence of the world, itself and feel its energy flow through him much like it does with Emerald Dragons. However, his connection with the world will come at a much slower rate than his dragon, and his ability to grow plants will not blossom as easily as hers.​

Rebirth ~
In times of extreme duress, such as the time with Tonlyn, Theolyn is able to give a piece of his own life to bring back a dying creature. Life will fight with its opposite Element and course through the body of the dying being, healing any and all injuries and give them the chance they need to survive. With every time this ability is used, Theolyn gives up a piece of his own life, sacrificing his body’s energy, endurance, and natural ability to heal itself. Each piece that chips away never returns to him, and if it is used too often, it can and will easily kill both Theolyn and his dragon. However, the usage of this ability is not physically painful and, in fact, it is hard to notice the effects after one or two uses.​

After ten uses, minor wounds take three times as long to heal, and daily tasks require a great deal more sleep than usual. The body begins to slow down and age, despite his natural immortality granted to him by his dragon.​

After fifteen uses, major wounds bleed more and take twice as long to heal. The brain begins to slow down, and focusing is practically impossible.​

After twenty uses, wounds cease to heal, brain function is almost non-existent, and the body shuts down. This will effectively kill the rider, and in turn kill the dragon.​

Strengths
  • Farming – Theolyn was raised on a plantation where raising crops was his main task from day to day. He has a knack for planting and nurturing life to grow green and beautiful. As his ability with Life grows, he will even be able to speed up the rate at which the plants grow so that everyone always has enough to eat.
  • Work Ethic – In order to live a proper, prosperous life, one must work for it. Theolyn understands this completely and pushes himself from dawn to dusk to get everything that needs to be done finished before his time is up.
  • Beast Tamer – Having lived around animals his entire life, Theolyn has learned that he can somewhat communicate with wild beasts through his connection with Life. Though he cannot make a wild animal suddenly domesticate itself, he can deter that animal from attacking him and those around him. However, he has to be in the vicinity and aware of what’s going on in order to do this. He can’t sense when a beast is stalking him or anything like that. At least, not yet.
  • Calm of Mind – Being raised where the constant stresses of the market could break a man, Theolyn has learned that being calm when around others is the best strategy. It helps him remain cool and collected when speaking to another, particularly to get himself or a comrade out of trouble.

Weaknesses
  • Coward – When it comes to fighting, adventuring, or doing anything that is morally wrong, Theolyn is a coward. He would rather run from the fight or even stay at home than go out and journey through the world. Yet, he has at least adventured for the past three years in hopes of stopping this fear.
  • Pacifist – Theolyn sees no point in war or violence and does not condone any sort of killing. He does not eat meat, and he won’t even pick up a weapon. What he doesn’t yet realize is his destiny is one for the ultimate war.
  • Untrained – While Theolyn is a strong, burly man whose muscles are honed from the daily tasks of farming, he has absolutely no use for it outside of that. He is unskilled and untrained in the art of self-defense, and he certainly doesn’t know how to fight. If anything, this man is only good at running.
  • Life is Sacred – All life is sacred to Theolyn, and his mind is attuned to the will of never killing a living creature. Even eating the plants he grows can be hard for him. Having Life as a companion is a hard task to bear, but Theolyn must learn that there must always be a balance between Life and Death.
  • Scarred – Mentally, Theolyn is deeply scarred by the deaths of each family member except his grandmother, who went in peace. His deepest scar is the one left by his sweet baby sister, whose death still haunts his dreams. Physically, he is almost as scarred as he is mentally. His body is littered with thick scar tissue, some even located in the joints, making it harder to move them. However, the biggest and most weakening scar for Theolyn was the one given to him by Tonlyn, his Windlark. His right shoulder is slightly weakened, and he has a constant pain in his neck that he can’t seem to get rid of, even with Life’s help. Perhaps this will go away one day, but it’s hard to tell at such an early stage in his life.
  • Fear of Cats – Though cats are a myth, the kuelo is oddly much like the face of the creatures told in stories of old. The face of the white kuelo plagues every dream he has, tormenting him even to this day.
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Brief History

Born and raised in the northern outskirts of Lortania, Theolyn lived a simple life with his mother, who was born and raised in the same home, and father as well as his grandmother on his mother’s side. The house, which was built by the original family a hundred years before, stood three stories tall on a plantation built to grow hardy winter crops and breed Windlarks, a special mount typically found only in the northern area of the Plains of Varon. Every day, Theolyn woke early to feed the animals and care for the younglings, water the plants and, when summer and winter came, harvest them. His schedule from day to day depended on the season and the mood of his grandmother, a kind woman with a heart of gold, who would often give him random tasks that sometimes even sent him into the city.

Once per season, Theolyn would take the newest batch into Lortania to trade. At first, when he was only four, he would go with his father. But by the time he was ten, the only other person to go with him was his grandmother, who always seemed to have a bit of shopping to do, herself. A part of him hated breeding and selling animals like property, always feeling as though it wasn’t right. And yet, he knew that in order for his family to stay afloat, it was a necessary evil.

This thought changed one day, however. At the age of twelve, just one week before his little sister was born, his mother fell deathly ill, trapped in a body that seemed to be shutting down slowly. Fear filled the young Theolyn – fear he had never felt before. For a week, the young boy sat by his mother in desperation, holding her hand through sleepless nights. A part of him changed through those nights. A strange voice spoke to him in whispers that never gave words, and a power coursed through him that he couldn’t explain. It made his fingers tingle and his head ache, but it was the only thing, he realized, that kept his mother alive, if only just.

Childbirth proved to be too much for the woman, though, and upon the first cries of the baby girl that would be known as Nymeria, the last breath sounded from the tired lips of the woman who had raised him. Despite the great loss the family suffered, no work ended. The first nights of Nymeria’s life were hard, and Theolyn’s grandmother became the babe’s full caretaker. A part of Theo wanted to hate the child for taking his mother away, much like his father had grown to do. But the strange whispers that never formed words compelled him to love her, just as he loved all things living. Unwilling to live, Theolyn’s father wasted away in his hatred and loss, starving himself slowly and perishing in a matter of weeks. Life, to Theo, had become sacred then. So sacred, in fact, that after only a month of Nymeria being alive, Theolyn began to care for her so deeply that he couldn’t imagine a world without her. Taking over from his sweet grandmother, Theolyn began to raise the girl, carrying her about the plantation as he did his daily chores.

She grew quickly, becoming a curious child with a heart of steel and a mind of wonder. Through her daily adventures, from her first walk to her trips through the endless fields on the back of a windlark, Nymeria became the source of the typically timid Theolyn’s courage.

Eight years went by, and through those years, Theolyn learned about the strange voice that spoke without words. He learned that if he nurtured the voice, speaking back in the same whispers, it would give him energy and fill him with joy. His body became stronger, thicker, and healthier. His mind grew more focused and alert. And with every part of him, Theolyn focused this energy on the life around him. The lives of the windlarks and the plants slowly began to get more comfortable, and every new batch since the introduction of this odd voice was successfully sold at a higher price. More travelers came to buy his goods, and word quickly spread. Lortania was a city of fresh, healthy crop and beautiful, exotic creatures of the north.

Nymeria also grew. With bright blue eyes and thick, dark curls, the girl was precious in every manner. And Theolyn loved her with all his heart. He cherished her in a way he could never explain, and more than anything the man dreamed that she would grow to be the strongest woman she could be.

But this was not meant to be.

Death swooped in on the claws of a wild kuelo, a beast of solid muscle and powerful magic.

She was found beside her beloved Windlark, Tonlyn, a creature once thought to not be able to survive being born. Had Theolyn not saved the poor creature using the whispering voice that gave him power, it would have died shortly after. When Theo saved the creature, Nymeria pleaded to keep him and raise him on her own. He agreed and watched as Life had become precious to his sister – as precious as it was to him.

As the kuelo walked away from its finished meal, full and content, Theolyn saw the tragedy before him. The beast flashed its bright blue eyes at him, its whiskers connecting in a flash of lightning before it shot away, a blur of white with black stripes.

It was clear to Theolyn that the great bird, now barely breathing and covered with gashes, did everything it could to save his precious sister. But the kuelo had an appetite for the child, and all that was left were her bones. With a cry of agony and desperation, Theolyn turned to the windlark and put all of his efforts towards saving the creature. He begged to the voice that had nurtured him for so long to help him at least save this one creature, and his prayers were answered with a rush of green light, which coursed through his fingers and into the body of the bird. The wounds quickly healed, and the feathers even began to grow back. Life had returned to the creature.

Tonlyn sat up then, giving a saddened cry at the bones left by the wild beast, and turned to look at Theolyn with sad, intelligent eyes. The man cried then, letting his tears fall as he buried his face into the soft white feathers of the creature. It was there that he would sit for the rest of the night before finally taking the bones of his tiny sister back to the plantation to be buried beside his parents.

All that was left for Theolyn was his grandmother, who had grown old and begun to wither away. The man found himself more tired, and the relationship he had with the whispering voice seemed to be harder to hold onto. But the voice remained diligent in his hour of need and never left his presence, giving him something to hold close.

When his grandmother finally passed, Theolyn was four years older. The healthy harvests had long since gone back to their normal state, and the windlarks were no longer bred and sold like livestock by the Khumar name. Soon after, Theolyn shut the plantation down and sold it for a decent price, giving him enough money to live on his own. With Tonlyn and a single female windlark in tow, Theolyn set out on his quest to find the purpose the voice pushed him towards.

On his way out of the city, Theolyn met another kindred spirit. The man was open about his pain, but not about what had happened. To Theo, this was just fine. With an extra mount and a desire to face his fears, he decided to travel wherever the winds took him. For three years, Theolyn traveled with the man named Haern, quickly learning that he, too, had an interesting talent. His calm nature kept Haern from getting arrested, and his ability to calm wild beasts with his affinity to Life kept them alive through the hardest times. Haern was his only friend, and to Theo, that was enough.

Until the pair came across a woman of silver hair and deep blue eyes, who showed them their destiny by the shimmering scales of her dragon. Dreams began to plague Theolyn, and the whispering voice encouraged him to go. With a driving force, Theolyn made his way with Haern to Silver Tail Island, where they would both learn of their true fate.


Nyteria
Female | Emerald Dragon
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Appearance
Upon hatching, Nyteria will be a milky white color with patches of pale green, only the size of a medium-sized dog. Her skin will be thick, but there will only be a few scales to start out with. Over the first few weeks of life outside the shell, pale green scales will begin to appear all across her body until she is completely covered by them. Her bright, golden eyes are like looking into a beautiful nebula of dying stars with large round pupils in the center. As she ages and grows larger, getting to be the size of a small pony by the age of six months, her pale scales will slowly grow brighter and more vibrant. Her tiny wings will be little more than the basic bone structures for the first three months before finally beginning the process of growing the webbing, and they'll be relatively small compared to her. Even at a young age, she'll have a long, whip-like tail that she can't control. From the back of her head grow two tiny horns, which will be the primary set of two.​

By the time she reaches two years, she will have grown to be around ten feet long, total, the second largest dragon in the wing, as even female Emeralds grow fast in their early stages of life. Her originally bulky body will have narrowed out quite a bit, becoming more slender and serpentine. Her jaw will lengthen, her nose slowly coming to a point as her eyes become more oblong and her pupils begin to narrow, revealing more of the beautiful golden nebulae in her irises. All down her back grow the roots that are always dancing, the ones sprouting from her tail always connecting themselves to the ground or some form of plantlife. She will be elegant by this point, much like a female Emerald should be.​

Personality

Bold || Adventurous || Ambitious
The world is hers for the taking! Nyteria is not one to sit still and be idle, instead preferring to go out and explore the world around her. She wants to know what’s out there beyond the deep blue of the lake that surrounds the island, climb the tallest mountain in the distance, and see the forest of her ancestors. She is very determined to accomplish everything first, and her competitive nature can oftentimes leave the little dragon just a bit butthurt.​

Stubborn || Headstrong || Tenacious
In Nyteria’s eyes, it’s her way or the highway. When she wants something, she’ll do everything she can to get it, and her ideas and opinions take a lot of coaxing to change. She is a rash creature, and it will take time to teach her that sometimes, one must sometimes give up what they want for those they love. However, her stubbornness in battle will give her a leg up when it comes to fighting and protecting those she has grown to care for.​

Fun-Loving || Childish || Energetic
Even as Nyteria grows, she will almost always seem to have energy. She loves to have fun and enjoy life to its fullest. If that means that she’s trying to fly at only two months when her wings haven’t yet developed well enough, she will. Her attitude will be the source of great stress for her rider, but at heart, Nyteria knows the difference between play time and…well…not play time.​

Empathetic || Thoughtful || Intuitive
Instinct reigns supreme in the heart of the Emerald Dragon, and Nyteria is no different. She is a very intuitive creature and often follows her gut. However, she learns at a young age that being thoughtful towards others will help her strengthen her intuition. She is observant, and she often connects to the emotions of others. This can be both a gift and a curse for the little dragon.​

Loyal || Trusting || Devoted
Making a friend of Nyteria is ensuring one has a friend for life. She is easy to trust others and somewhat naïve, but when she connects – truly connects – with other dragons and people, she does everything she can to be there for them. She devotes much of her “not play time” to helping those around her, and her bonds will quickly grow into that which cannot be broken.​

Abilities
Life ~
Almost every Emerald Dragon born in Partheus is born with an affinity to either Life or Earth. Their bodies are built specifically to harbor the stream of life that flows through the planet and maintain that life that grows on the surface. The secret to the Emerald Dragon’s dormant state is Life and Earth, and while not all of them can actually communicate with either Element, their noble breed is still able to become a host for one or both Elements to utilize as they see fit.​

Nyteria hatches with the gift of Life, hearing the song of the Element even as she pushes her way out of her egg and into the world she wants to see. As she grows, her bond with this Element will become almost as strong as the one she has with her rider. She will sing Life’s song and nurture everyone’s love for the living. Unlike her rider, though, Nyteria understand that Life has a cycle that mixes perfectly with Death, so seeing death doesn’t cause her as much distress.​

Her particular talents are more attuned to plants, however. Nyteria has a knack for making things grow, even in some of the darkest parts of the world. Oftentimes, flowers will miraculously grow at her feet or where her tail touches the ground, as though her body is the seed, and Life is the rain. Unlike her rider, who is able to heal with the Element, Nyteria can help plants grow big and strong provided that someone has the seed.​

Charge ~
Through the use of Life as well as the root-like tendrils that stretch down her back and spread from her whip-like tail and the ends of her small horns, Nyteria is able to recharge her body at an escalated rate. Her energy can be refreshed, and even minor wounds will heal so that her body can once more reach its peak of health. However, Nyteria must be connected to the ground in order to use this ability, and it only works when she rests and isn’t moving. Her scales will even begin to change color, especially if she’s asleep, taking the bark-like appearance commonly seen in Emeralds.​

Sap of Life ~
The Emerald breath weapon is not deadly to all living things. In fact, when used on plants, it encourages growth and can make trees blossom and flowers bloom even in the depths of winter. For those who are not plants or Dalin Elves, however, this weapon wraps around them like thick, gooey sap that slowly begins to harden and saps the life from that which it contains.​

Strengths
  • Speedy Warrior – The female Emerald is known to be fast and strong, the warrior of the breed built to protect her home and all those she holds dear. She is quick to move and agile in any environment on the ground, particularly in dense trees and foliage.
  • Sharp Talons – Nyteria’s talons are long and sharp, even at a young age, making physical combat a little easier to handle for her.
  • Whip-like Tail – Her tail is long and acts much like a whip, the root-like tendrils so thin that they have the capability of cutting through soft flesh. At a young age, the dragon will have little control over her tail, but with time and practice, she’ll be able to use it as the perfect tool.
  • Mindspeak – Though all dragons are able to communicate with each other and all sentient beings, Emeralds have a particular knack for communicating with wild creatures. Using her mindspeak, Nyteria will learn to lure prey into the area so that it can be killed swiftly, and her belly can be full. This will also help in keeping wild creatures away.

Weaknesses
  • Flight – Emerald Dragons were built to fly through the dense trees of the forests of Partheus, so Nyteria’s wingspan is much shorter than the average dragon. She is quicker than most in very short flights, and extremely agile in tight spaces, but getting up to great heights needed for long distance flights and the way back down are very, very tiring for her, as she must put forth twice the effort.
  • Clumsy - Though she is better on the ground, Nyteria often has these bouts of clumsiness that will sometimes have her falling over, running into a wall, or getting her tail caught somewhere. Her eyesight isn't always the best, and when moving at fast speeds, she isn't always able to determine more than general shapes. As she ages, this will start to get better.
  • Earth – Nyteria, though adventurous and often enjoying the occasional short flight here and there, is very attached to the earth and hates when she has to be apart from the ground for long periods of time. The longer she is away from the ground, the more tired she’ll become, and if she’s not too careful, she can easily fall asleep while flying. An Emerald is simply not built to fly for longer than a couple of hours. This is something Nyteria and her rider will have to learn to get through.
  • Heights – If there is one thing Nyteria is afraid of, it’s heights. Despite her ambition to climb the tallest mountains and fly to the stars and back, her fear becomes quite overwhelming once she gets to a significant height. It’s not so bad getting there; it’s after she’s already made the trek. This fear will leave her frozen at times, and it is a crippling fear that must be fought through.
  • Small – Nyteria may be a warrior, but she is a small dragon and not very strong. While her sharp talons and whip-like tail make excellent weapons, she has little force to put behind them. She also has no defensive skills whatsoever, and her scales aren’t the toughest. She relies mostly on her speed and agility.
  • Ew – Like all dragons, Nyteria is a carnivore, which means plants taste disgusting to her. In fact, even though she enjoys the green and wants to taste it, her body will reject the plant matter to the point that it sickens her for hours.
WIP​
RIDER

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[stabs=bcenter|1000x400]
{slide=Basic Information|center}Name: Cora Taylor Morgan
Age: 20
Gender: Female
Place of Origin: Port Syren

Height: 5'5"
Weight: 140lbs
Hair: A wiry mess of curly dark curls that falls just past her chin.
Eyes: Bright green
Appearance: Past [x], Current [x], Future [x]. BONUS: Expressions [x]
(images taken from DA user pheberoni)
Although she stands at an average height and has few feminine curves to attract the eye, Cora poses a somewhat commanding figure due to her constantly aggressive stance and intense green eyes. Born into a clan of fishermen, she was built to do work: lean and hardy, with large, calloused hands and feet, and silvery scars on her face and arms. Despite the rough edges, Cora has some conventional beauty to her. A tangle of dark curls frames her freckled cheeks, wide eyes, and full, rosy lips. If her face ever strayed from its usual sour expression to something more pleasant, Cora might even be considered pretty, or at least not terrible to look at. She usually wears dark, loose clothing to accommodate her simple fishing lifestyle, as well as a pair of worn leather boots and a light knapsack.
{/slide}
{slide=Personality|center}Personality

Reserved. Years of emotional and physical abuse have shaped Cora into a reserved, mistrustful young woman. She tends not to speak unless spoken to, and even then keeps her replies curt. It takes persistence and time to break through her thick outer crust, though she would probably not show any indication of it.
Adaptable. After being thrown around by people with power for so long, Cora is very skilled at adapting her strategy for survival based on her surroundings. She has the intelligence and persistence to thrive in any environment, and get along with almost anyone without causing herself physical or emotional strain.
Defensive. If Cora is attacked in any way- verbally or physically- she will leap to defend herself against her assailant. This is a tactic that she had to learn over time, and one that kept her alive during her short but tumultuous marriage. That being said, any criticism or even genuine concerns must be extremely gently put in order to have any lasting effect.
Sympathetic. Although Cora may seem crass at first glance, she has a tremendous soft spot for other victims of abuse, especially children. She is always willing to lend an ear to anyone in need, even if she doesn't immediately acknowledge them- and often internalizes others' conflict, thinking and worrying about them for days after.
Loyal. If by some miracle someone managed to break through Cora's defenses, they would earn her unending trust. She forms close attachments with people who treat her well, and would do anything to protect them, anything to bring them satisfaction.

{/slide}

{slide=Skills|center}Skills

Knife Play. Cora is very good with knives and blades of all kinds. Very good.
Bookworm. After spending days and days reading in her ramshackle home by the harbor, Cora has become well-versed in a broad range of topics, including literature and foreign languages.
People Person. Cora is not one for idle conversation, but she has learned to 'read' others by their body language and expressions, a common ability shared by victims of abuse.
Aye Aye, Capt. Having grown up in a harbor town, Cora knows how to safely operate and manage a small sea vessel on her own. She has a deep, healthy respect for the ocean, and can predict its movements to a fairly accurate degree.


Abilities

Lung capacity. Eventually Cora will be able to withstand extreme changes in pressure, allowing her to breathe both in high and low altitudes. Her enhanced lungs can also sift some oxygen from water, allowing her to "breathe" for short periods underwater.
Ice manipulation. Perhaps stemming from her natural affinity for the sea, Cora is able to create and manipulate ice. Though the strength of her ability is dependent on humidity levels, she can draw moisture out of the air and cool it to form all manners of weapons and shapes. This ability can also be used to cool air, though manipulating it is a little tricky.


Strengths Cora's main strength lies in her dependability; she will find a way to finish whatever needs to be done without questions and without complaint. Her knife skills come into play during battle, as does her agility and well-muscled body. She is cautious where caution is due, but isn't afraid to get into the thick of things if the situation demands it. .
Weaknesses Although she can be relied upon in battle and in other scenarios, the lady is careful to distance herself emotionally from others' more personal affairs, choosing instead to keep to herself and hide any emotions she may be feeling. This is a defense mechanism that often hurts more than it helps, as she tends to build stress with no means of release until she is literally incapable of functioning. Due to the events of her past, the fisherwoman has PTSD, and will develop sudden panic attacks when reminded of her corrupted marriage. Cora will also do almost anything to avoid conflict, often stretching the truth or faking an emotion in order to please others. In terms of battle, the lady is not well-trained in more complicated instruments like the bow-and-arrow, and lacks finesse in her sword and dagger technique. If overused, her cooling abilities can also lower her body temperature drastically, usually causing sleepiness (she also feels sleepy when she gets too warm), and, at worst, hypothermia and burns.
{/slide}

{slide=History|center}Brief History

Port Syren is unofficially structured around five main familial factions, lines of hardy seamen and women whose trade was passed on by their parents, grandparents, great-grandparents, etc... over the course of hundreds of years, eventually forming institution-like families who now unofficially control the city. The original families were the first settlers of the coastal town, each coming to build a mansion about the size of a town hall for their own particular faction- mansions that now serve as the general meeting place of each family. These five enormous buildings are surrounded by communities of people associated with that particular faction, forming distinct territories whose borders no man should cross without reasonable caution. The five families are very loyal to their own, and have a strong distrust for one another, disagreeing on all but two things: one, mutual contempt for Tarjan soldiers and governmental control, and two, the dragons that plague their fishing boats. They function very independently from one another, with each even having a different name for their port town; years after the families had established themselves on the coast, the government of Gareth assigned them the name "Port Syren" as the city began to grow around the five mansions. To this day, the patriarch of each family will insist that their ancestors alone were the original inhabitants of the seaside city.

Patriarchs of each family form marriage alliances with wealthy merchants from the plains, to uphold their power in the trading community, but rarely marry their children to the children of other "clans." The families compete with one another over fishing space, forming territories in the water- especially since safe water is a resource. They also have influences in the taverns and trading posts along the main streets of the town, with each shop usually being associated with one family or another (even if not explicitly stated). Of course, traveling merchants or visitors are completely unaware of this political tension when they first enter the city, and after accidentally showing a preference in some way (ie choosing to stay at an affiliated inn, or trading with the husband of some fishlord's granddaughter), are surprised to find that a good chunk of the city locals are now somewhat frosty to them. It takes a skilled trader to remain on good terms with every faction, especially since, as the trader grows in wealth, they will be more sought-after as a potential husband for some patriarch's children or grandchildren.

Factions:
Morgan. Devoted to fishing.
Blackfish. Talented ship-builders and cartographers.
Abney. Coral dragon hunters.
Fairburn. Harvesters of seaweed and other aquatic plantlife, as well as pearls and rare ocean resources.
Clark. Raise and trade Bendrines.
Cora was born a Morgan, a name belonging to a very large and wealthy family of fishermen rooted in Port Syren (or, as they call it, Salt Haven). Unlike other, lesser members of the family, Cora was born to Jasper Morgan, the firstborn son of the Patriarch, an old, white-bearded fishlord by the name of Bernard Morgan. Despite her elevated status, Cora was put to work on the docks at the age of eight just like the other port children, and eventually earned the right to a boat of her own at age 16. The small two-man scouting vessel was hardly a ship, but Cora treasured her little boat over any other physical possession, spending her days out on the water or polishing its hull on the docks, making sure that its paint never cracked or collected grime.

As Cora soon found, however, her greatest asset to the Morgan family was not her love of sailing- it was her hand in marriage, a valuable bargaining tool to Bernard and his political plans. Not six months after receving her boat, Cora was informed that she was engaged to marry an incredibly wealthy tradesman by the name of Florence Greene, who had finally agreed to break his neutrality after having done business in Port Syren for over a decade. Florence was a little over thirty, considerably older than 16-year-old Cora, but she had been taught to put the needs of her house over her own ambitions, and thus married the powerful merchant without protest. The marriage alliance with Florence was huge for the Morgan family, bringing in a wealth of new business partners and trading outlets through which to extend their influence. Everyone was thrilled at the prosperous union; everyone, that is, but Cora.

In the months following her marriage, Cora discovered why Florence had never married before- the man was intolerable. His temper was ferocious, his sexual appetite insatiable, and his desire for power legendary. He was cruel to almost everyone who displeased him, and his mother (who lived with the newlywed couple), was even worse. She constantly berated Cora for even the most well-intentioned mistakes, and never ceased her mocking and tormenting. If Cora spoke out about her feelings or concerns, she would be smacked down -both literally and figuratively- at the hands of the Greenes. After about a year, the young woman grew so miserable that she met with her father and begged him to annul her marriage. However, after consulting with Bernard for approval, Jasper Morgan refused; although Cora was dying, the Morgan family was enjoying great success from their union with Florence.

Despite her growing depression, Cora grew strong. The beatings, rape, and general abuse never let down, but Cora grew a skin of steel to survive. She adapted, she changed into something harder and more bitter than the spirited 16-year-old who had entered the marriage, so that by the time she forcefully ended it at 18 years old, she was almost a completely different person.

The hardest part about ending her corrupted marriage was garnering the courage to do so, as there were dozens of priests allied with rival factions who were eager to divorce her. As expected, Florence was furious, and dropped all connections with the Morgan family, even going so far as to ally himself with the Blackfish clan instead. Although Jasper was secretly relieved that his daughter had gotten out of the poisonous relationship, Bernard Morgan was absolutely enraged at the actions of his granddaughter, and wasted no time in excommunicating her from the family. After being exiled from her own clan, no others would touch her- and so Cora Morgan reclaimed her little boat, which had since fallen into disuse, and adopted a solitary lifestyle in a dusty corner of the city. She caught fish and sold them for dirt prices, collected seashells and other pretty artifacts, and generally struggled to stay afloat- but it was worth it. Even if she saw the contemptuous faces of her former family in the streets, even if she occasionally caught a glimpse of Florence himself ... It was preferable to the hell she had endured for over two years. Cora may have been broken, but she was free.

After two additional years of this new and lonely lifestyle, a stranger came to Cora in the night and offered to buy her a decent meal. Too hungry to refuse, Cora accepted, and in that one night her entire life changed. The stranger, whose name was Maurus, offered her a chance to be worth something once again- to have purpose, meaning, and importance in the world. Though she refused him at first, Cora changed her mind after about a week of heavy thought, and began her journey to Silver Tail Island.

{/slide}

[/stabs]
DRAGON

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[stabs=bcenter|1000x300]
{slide=Basic Information|center}Name: Cassius
Species: Silver dragon
Gender: Male
Appearance: Hatchling/early youth [x], Adolescent/young adult [x], Adult + [x]
As an albino dragon, Cassius drew the short end of the genetic stick. When he first hatches, the Silver has milky white, dull scales that are somewhat brittle to the touch, with wide pink eyes and an overall scrawny build. As he matures, however, Cass begins to shed his dull scales and grow new, metallic ones (only in appearance- they still remain somewhat brittle); although considerably lighter in color than the average male of his species, the albino does start to appear silvery as per the namesake of his kind. Over time he changes from a runt to a large and healthy male youth: strong, fast, and capable. He retains his light pink eyes throughout youth and adulthood.
{/slide}
{slide=Personality|center}Personality
Shy. Cassius is very friendly, but has trouble approaching new people and dragons due to self-consciousness about his atypical appearance. Although reluctant to make first contact, he is very open and welcoming to those who approach him.
Courteous. As expected from a Silver dragon, Cass is very polite and warm to everyone he meets, even if he is a little timid at first. He is not easily angered, and will keep a level head around friends and enemies alike. However, the albino does have trouble speaking out when his opinions go against the norm, preferring to stay silent and avoid conflict if possible.
Empathetic. When he senses that someone is under emotional or physical distress, Cassius will do his best to alleviate the pain. He is increasingly patient with Cora and her fellow dragon-riders, and takes great care in giving advice and encouragement.
Uncertain. Being an albino dragon creates huge self-confidence issues in Cassius, which affect his battle skills and interpersonal relations. He is often reassured by Cora, but still maintains a measure of doubt in his own skill and worth.
Curious. Cassius was blessed with an enormous curiosity for the world around him. Combined with a naturally quick wit, he is nearly unstoppable in his quest for knowledge, always trying to get to know the other riders and dragons, and constantly attempting to explore new places without Cora noticing.

{/slide}
{slide=Skills|center}Abilities
Ice manipulation. Much like his rider, Cassius is able to create ice from moisture in the air, and can use it to his own end. Unlike Cora, however, Cassius also has the ability to breathe fire on his ice to generate steam, which can be useful in situations where stealth is required.
Swimming. Cassius has a knack for the water, and is capable of holding his breath for around fifteen minutes at a time. His fire breath heats water to boiling temperatures, killing and cooking prey even when underwater.
Endurance. Given his ample wingspan, Cassius has an incredible endurance that allows him to fly for hours at a time. This ability is ideal for long flights across large bodies of water.


Strengths Much like his rider, Cassius is a dependable character. Unlike his rider, however, Cass's reliability encompasses emotional support; he is a likeable, sweet dragon who tries his best to improve the lives of those around him. In a more physical sense, Cassius is an adept swimmer, and has slender, long wings that allow him greater flight endurance than some of his peers. His white, flaming breath is a fearsome weapon should he choose to engage in combat, but his true strength lies in mediating conflict instead of adding to it.
Weaknesses Although Cass is a generally charismatic figure, he has a hard time seeing himself as anything more than a genetic mutation. He suffers from a great fear of losing the people who love him, because he worries that no other individuals will be able to see past his albinism. The young dragon is also a natural pacifist, and is somewhat uncertain in battle without Cora there to guide him. Cassius is also not a particularly agile flyer, having large wings more suited for endurance flights across the sea. His brittle scales are vulnerable to direct attacks, and the skin beneath is sensitive to extreme sunlight.
{/slide}
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RIDER

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Aiyana

Age
25

Gender
Female

Place of Origin
Gareth: The Sixth Ring

Height
5'11

Weight
140

Hair
Straight | Mid-Lenght | Light Brown/Dirty Blond | Natural Highlights

Eyes
Amber Brown

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Appearance
Ayiana has a womanly shape but is more angled and muscular than soft and curvy. With her height and muscles developed from years of sword play she is as strong as some men. She has an hourglass figure with wide shoulders that gradually taper down into a narrow waist and then flair back out into hips as wide as her shoulders. Ayiana is long waisted which places her waist, and not her hips at the exact center of her body and the center of her weight.

Ayiana is a natural beauty but aside from personal hygene, she doesn't do herself any favors. Her light brown, multicolored hair is straight and cut plain and blunt and she wears it down with a simple middle part. Her sharp amber eyes are free from makeup as is the rest of her angular face. She usually wears plain un feminine mens style cloths: a vest over a tunic that is tucked into her breeches which are wrapped in knee length boots. She prefers practicality and ease rather than looks and fashion. Though if she does choose to dress up she cleans up nicely.

Her height, strength, fierce beauty and plain appearance give her a rather intimidating look.

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Personality
Confidant/Independent/Loner
Perhaps one of Ayiana's most prominent personality traits is her independence. Even from a young age she did things her own way and only ever did what she wanted to do. She is confidant in herself and in what she wants. This leads to her being considered a loner. She doesn't need or want anything from anyone.

Determined/Stubborn/Rebellious
Along with her independence and confidence comes determination. When she gets an idea into her head she will see it through. She is so stubborn that it's impossible to make her change her mind about something or do something she doesn't want to. She is rebellious and acknowledges no authority accept for herself.

Pridefull/Insolent/Self-Assured
Because she is so confidant and rebellious and refuses to rely on anyone, she has to rely on herself. She knows what she is worth and what she is capable of and so she is self assured. She is pridefull never assumes anyone could be better than her. She even goes so far as to be rude and even insolent toward others.

Dis-trustful//Doubtful/Prudant
Ayiana has never had any reason to trust anyone but herself and so she is doubtful of others at best and always distrustful of them and their intentions. But she is prudant and sensible doesn't alienate others without cause but observes them carefully until she comes to a conclusion about how she should react.

Witty/Sarcastic/Feisty
Ayiana is quite intelligent and while she doens't really have a sense of humor, she can be very whitty. Dispite her other qualities and character traits Ayiana doesn't dislike others and actually enjoys some good company. Though she doesn't really know much about empathy, she does try and relate to others through she doesn't like to admit to liking others so she tries to cover it with sarcasim. She doesn't really know how to be nice when trying to establish a mutual relationship (a friendship) or how to flirt so on both accounts she usually comes off as feisty.

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Skills & Abilities

Magical Abilities
(After bonded with her dragon)
Enhanced Agility:
Aiyana has Enhanced agility of body and in the same way, Winona is an exelent flyer. With cat-like agility Aiyana can scale nearly anything and will always land on her feet. With this ability she is also able to perform in-flight acrobatics while riding Winona. Her agility helps her in a fight and especially enhances her sword play, which is exceptional.

Telekinetic Abilities:
While Winona is able to manupulate the spiritual side of things (emotional manupulation) Aiyana has a hold over the physical side of things. She has small scale telekinetic abilities that will grow stronger the longer she has been bonded with Winona. She can only manipulate objects that she would naturally be able to move.

Non-Magical skills

Sword Play:
Aiyana's greatest skill and favorite past time is sword play. To her it is a beautiful dance, a necessity of life. She has studied and practiced Sword Play for most of her life and can hold her own in a fight.

Geographic Knowledge:
Aiyana has much experience with maps and traveling and has traveled far and wide across the Plains of Varon and knows well the maps of Partheus but particularly Kabola.
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Strengths:
Physical Prowess:
Aiyana is physically healthy and robust and is blessed with stamina. Very little can keep her down and she is able to push herself to her limits daily.

A Good Listener:
Aiyana doesn't talk much unless she has a reason to so she is often observing and persevering what is around her and she is a good listener if anyone confides in her. Despite her loner mentality and lack of connecting with others, she does understand them quite well; she just doesn't know how to express it.


Weaknesses:
One-Track-Mind:
While she doesn't make discussions and choices rashly, when she does put something to her mind she is hell bent to achieve it and impervious to reason. She gets tunnel vision and can loose track of things around her.

Pushes Herself Too Hard:
She pushes herself hard often without rest and doesn't know how to stop and rest. She refuses to rely on anyone and so gets herself into situations she can't possibly handle alone. When she does finally break down physcaly and emotionly she goes down hard and even then doesn't know when to stop.

Her Past:
Aiyana trys to hide her past and the fact that she is her father's daughter a secret from the other dragon riders because her father is so famous and prominent in the war against dragons. Shed fears that she will be shunned and rejected by the others if they find out. Additionally her father is still looking for her which she would like to avoid happening.

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Brief History
Aiyana is an only child born to a very powerful man and war lord, Athanasius the Red, in the sixth circle of Gareth. Her mother died in childbirth and so she was mostly raised by servants and relatives. Her father was usually off plotting and fighting, being in league with Father of the Gold Dragon Family in the war against dragons. Athanasius grew up as a simple blacksmith in Gareth who made weapons for the human armies. Eventually he enlisted and became a solider himself, starting out as the lowest of the low only to eventually rise in the ranks with sheer force of will until he became a commander of armies. He became a mighty warrior a mastermind tactition, feared, loved, and respected in turn by many. Although he did and does travel a lot, Gareth is the hub of all his comings and goings, his home, and where Aiyana grew up.

As a child Aiyana was independent, curious, adorable and well liked. She liked exploring and discovering things and being entertained by her nurses. Though Athanasius is often occupied in his own affairs, he has always been good father to Aiyana. He had little interest in the child when she was small but he ensured that she had everything she wanted and needed, and that she was well protected. Because of her fathers renound she was raised as a noblewoman. She was educated in math, science, and history from a young age. Even then she seemed to lack zeal for any skill that was considered 'proper' for a girl of her standing to master: namely art, music, dancing, ediquite etc. Though she still had fancy gatherings and wore luxurious dresses, at least when she wasn't practicing her swordplay or off adventuring with her father.

When she was a little older Aiyana was found enthusiastically swinging around a sword she had found and it became evident then to her father that she possessed many of the same talents and traits that he himself had. He could see she had promise in being apart of his world: gathering allies, assembling soldiers, planning battles and making war upon dragonkind. So she started learning sword play, battle tactics and political negotiations and debate. The girl thrived at these things, particularly at swordplay. She showed promise and devoted much of her time to the art, going through many instructors. Her father as well, taught her much and nowdays those who go up against her are pressed to win. When she reached the middle of her teen years her father take her on some of his less dangerous travels, usually to converse with allies or make negotiations. It seemed Aiyana could hold her own in any situation. By the time she was an adult she was in charge of her very own expeditions, checking in on her father's concerns, all around the Plains of Varon. When she wasn't away on her own or with her father at home in Gareth running their sizable estate.

Then one day, without warning, everything changed. She was checking in on a large encampment soldiers on the Plains of Varon, in the north. A young adult Blue Dragon who had wandered to close to the encampment and been surrounded by the soldiers. They gleefully and began torturing it, prodding it with blades and spears. Aiyana was surprised by how uneasy and queezy the sight made her. She had never seen a dragon up so close and personal before. Everyone knew that dragons were evil, right? Everyone hated them. Her father himself was a dragon killer, why shouldn't she be? But the dragon's screams seemed to pierce her very soul. It was the most beautiful thing she had ever seen and it looked at her with deep, intelligent eyes. Soulful eyes. It had a soul purer than any humans and it's death broke something inside of her. She could have sworn she felt some vast presence with her, some exterior consciousness speaking into her mind, whispering of dragons and a future destiny. In her travels she had seen much evil, sickness, death, poverty and unspeakable things, but this was by far the worst thing she had ever seen. Troubled, Aiyana took off on her Syntiba and dissapered for weeks, trying to make sense of the voices in her head.

Her father became concerned by her absents and tried to find her but she remained well hidden, knowing the land well. Finally she returned home to her father in Gareth. He was relieved but curious about all that had transpired. Aiyana and her father had always had an intense relationship. They were so similar in personality that they connected on a deep level but also butted heads feircly because of her fathers need to control and her need to remain uncontrolled. Aiyana knew what kind of man her father was but it never concerned her because he had always taken care of her. Aiyana had never looked outside of herself to care. But now she did, and she found herself confiding in her father about her troubles despite the view she knew he had about the world and about dragons. At first her father was reassuring to her as he tried to talk her out of thoughts, but he became very angry when her questions persisted. The two had a huge fight in which harsh words and blows were exchanged. Aiyana locked herself away in her room for days. When she finally came out she seemed even more calm and poised than usual and pretended nothing had happened. Feeling he had won, her father was placated and smug...only to be enraged a week later when Aiyana dissapered again, not to return.

Using her extended knowledge of the land Aiyana lived on the run, dodging the minions her father sent out to find her. She wandered around the main land viewing everything with fresh eyes and she tried to ignore the voice and feeling that had been growing stronger in her ever since she had seen that dragon die. Finally even her stubborn nature could no longer ignore the dreams and visions that were with her every waking and sleeping moment, and she finally made her way to where they were pointing her--to Silver Tail Island.


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DRAGON

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Winona

Gender
Female

Appearance
As a hatchling Winona is a more dull dark blue turquoise and is covered all over by tiny down feathers. Even as a baby she has tiny little stubs where her horns will grow in. Even as a baby she has the shape she will eventaully grow into: a long slender body, neck, and tail with slim limbs.

As an adolecent and adult Winona will be a brighter, irridencent turquoise. Her thousands upon thousands of tiny scales make her appear smooth from a distance but she really feels more like sandpaper. She has a slender snout crowned by two obsidian black horns. Her head and horns are accented by some transparent purplish and turquoise horns and feathers. Her wings and tail plume are also feathered. She has an extra long wing span with gives her excellent flying abilities.

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Personality

Timid/Shy/Coy
On first introduction Winona is shy and timid. She keeps to herself while observing others. She is quiet and reserved and doesn't like to prattle on.

Graceful/Polite/Personable
Winona is a well mannered dragon, the opposite of her rider. She is shy but she is polite and personable and knows how to be sociable. Even though she is timid she is gracefull in all socal situations.

Whitty/Amusing/Sarcastic
Winona does have a coy sense of humor and is often cracking witty jokes in Aiyana's head. Aiyana finds her very amusing and both their sarcastic tendencies line up perfectly.

Loyal/Dedicated/Constant
Winona does not eaisly form attachments but once she has bonded with a being it is constant and forever. She will be loyal to a fault and hard pressed to waver in her ways. Likewise she is dedicated to see all her endevors through, just like Aiyana.

Headstrong/Stubborn/Willfull
Although she is perceived as shy and timid that does not mean she can't be assertive. Like Aiyana she is set in her ways and is very stubborn when she has an opinion. She can be willful when she wants her own way and she is headstrong enough not to let others sway her.

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Abilities

Magical Abilities
Perception:
Winona has enhanced perception and is able to sense the nature of others intentions. Sometimes it's just a feeling, other times she can pick wisps of thoughts or images from others.

Emotional Manipulation:
Winona can manipulate and influence others emotions. She can't force others emotions but she can suggest them. It's not mind control, she can't make anyone do anything but she can make them feel anything. The ability gets more powerful the older she gets.

Natural Abiliteis
Extremely Sensitive Smell
Winona's extremely sensitive sense of smell includes:

Smelling others from a great deal away and identifying them by their unique sents.
Smelling diseases and injuries on others.
Predict the weather.
Identify most individual compounds.


Cloud of Enervation:
"Within their [The Turquoise Dragon] breath is an odor that masks the area, causing fatigue and even loss of consciousness. After only a few seconds of being caught in this invisible cloud, one is nearly unable to lift a sword, much less attack the dragon, itself"

Exceptional Flying skills:
Winona's aerodynamic body and extra long wing span makes her an excellent flyer. She is a dancer of the skys and a natural acrobat. She is more defensive than offensive and her flying skills can help her avoid even the worst danger.

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Strengths
Small Size:
Winona is small and not strong, but she uses these things to her advantage and they make her quite unique. She is extremely gracefull and lightning quick.

Wit:
Winona is very clever and quick thinking and is able to come up with creative soultions to problems. She is equally quick to act them out.



Weaknesses
Small Stature:
Winona is small in stature and size and not strong of body. While she tries to use this to her advantage, sometimes she can become overwhelmed by big threats (usually bigger dragons) and is easily ganged up on by a large number of enemies.

Stamina:
While Winona is determined she does not have a lot of strenght to rely upon and so does not have much stamina. She needs to rest and eat often especially when extra active.

Awkward on Land:
Her arodinamic shape and extra large wing span does her wonders in the air but on land she is very awkward and wobbily. While on land it is very hard for her to avoid dangers and she sometimes accidentally whaps her friends with her too-long wings.​
RIDER
Eolo Gatti


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Age

27

Gender

Female

Place of Origin

Pavire.

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Height


6'1

Weight

64kg (140lb)

Hair

Long, soft silver-blonde.

Eyes

Soft grey
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Appearance

Tall and willowy, Eolo is far from the quidditious standard of beauty upheld in Plains. Too tall, too powerful in stature for woman- intimidating, if only anyone could work up the pluck to say so. She has never been a great warrior- born into a blacksmith's home, she's more at home melting the earth veins of silver and iron than she is wielding a sword, though she knows enough of swordplay. Callouses and tough skin cover her hands, scars and little nicks from accidents in the past.

Personality
(Give 5 Words and Explain Each)
| Caring-Mother-Hen | Pragmatic | Down to Earth | Easily Overwhelmed | Strong-Willed |


Caring Mother Hen
This trait is both a flaw and a virtue. She has a deep sense of compassion and empathy, which allows her to connect easily to people and she tries to solve problems, even if they are too much for her- which often clashes with her tendency to be Easily Overwhlemed. She can be a little over-caring at times, too nit-picky or facetious over the behaviour or health of others.


Pragmatic
She's a reasonable and dependable individual, with a good deal of common sense with a fine balance of creativity. She values practicality as a high virtue, one which everyone should have some degree of such a virtue.


Down to Earth

As well as being Pragmatic, she's a very reliable and logical grounded individual with a good head on her shoulders, even if it does sometimes cause her to dismiss the importance of higher thinking and creativity.

Easily Overwhelmed

She tends to take on too much, often to help another and carries too much, burning herself out quickly. She then becomes distraught by her own 'failure' to help another.

Strong-Willed

She's very stubborn and strong-willed; a woman who knows how to decide and then stick to her decision, often almost immoveable in her foundations.


Skills & Abilities

She's very handy with a hammer, her younger years spent in the forge having made it very easy for her to wield one. In the same vein, she's had experience using a variety of weapons, though her favourite so far has been a Longbow, almost as tall as she is.

She can forge weapons and repair them if she has access to a forge and the correct tools.

Steel Trap- A strong connection to the earth, both through her soulmate's natural inclination and years of blacksmithing, she can draw on the natural metal reserves in the nearby earth to sink and trap foes in the ground. Though not permanent, it can really turn the tide of a battle.

Pursuit of Avaritia- with her soulmate's connection to the earth and it's metals, Eolo has the ability to detect, within a certain range, weaknesses in the earth and stone, as well as the contents of the stone itself.





Strengths

Blacksmith: Having been trained from a young age, she has a great skill in a forge and can easily handle the tempestuous metal and inferno.
Decent with a bow: Though she has some skill with a few weapons, the bow is her favourite among favourites and something she has vowed to master one day.
Eager and ready to learn: She's always ready to expand her breadth and depth of knowledge, believing that the key to victory is to know how to win.
Persistent: She cannot and will not give up, no matter how hard it gets or how tough the road is beneath her feet.



Weaknesses

Fears bonds and intimacy: The deaths of so many of her family and lovers because of her has caused a deep-rooted fear of loos and abandonment deep within her core, a twisted feeling that makes her deny herself happiness.

Damaged: She refuses to trust in herself, always knowing that it was her who caused the deaths of her family and lovers- as if a curse truly does lie upon her spirit.

Though she has some training, she doesn't have any formal training of any sort.

A dark trio of scars stretches from the right side of her neck, trailing down, down and ending somewhere near her left hip. These scars are the trophies of a near fatal attack of kuelo, as it attempted to attack a group of children of the village. The scars are buckled and often cause pain with movement, thought she has learned to ignore it.


Brief History

Pavire was one of the first towns formed after the construction of Gareth after mankind settled onto the Plains of Varon. The town has never been militarily essential- just a simple farming village placed on the most fertile region of Plains. A simple village. But many know the feeling of blades in their hands and the callouses on the palms of many hands do not match that of a plow, but rather that of a weapon.

Eolo was born into a middle-lower socioeconomic class family, her mother dying in childbirth with her twin brother and leaving her the only child of her widower father, the town of Pavire's only blacksmith. Despite her gender, her father had little choice but to begin to train her to inherit the smithy. To his surprise- and subsequent joy-, Eolo took to the craft like a fish to water. Her hands seemed to be made to fashion metal, bind gems and shape the swords of kings.

From a young age, Eolo handled the weapons they crafted. Swung and parried and deflected, all part of the process to produce the perfect sword for each customer. By the time she was eight, she'd begun to sketch her own designs and ideas- concepts for swords and arrows and fletching and shields that far outshone her father's honest talents. Her father took a great pragmatic joy from his daughter's successes, as her talents drew in customers from a much wider radius.

But her father grew ill in her fifteenth year, his face ashen in the winter light and for many nights she huddled by his bed, the still shape just barely breathing. She refused to leave- refused to leave the only parent she had left. For her mind told her that if she left, even for a few moments- then he would pass. So she held his head and prayed with all she had- to all the deities out there- to just spare her father. But in the dawn of the frost spring, she felt his breath cease and his hands grew cold against her warm skin. And so the dark warmth of death embraced her father.

She married in the summer of her 18th year, before the festival of the Broken wheat moon when the three moons crossed over one another and for a time, she was happy. He was fair, handsome and a good man- tolerant and kind. She was never as happy as she had been before but she had found someone who would let her continue her passions, as unorthodox as they were, if only for her happiness. But happiness, it seemed, was not hers for the present. For the same sickness took her husband, only a half-year after they had been bonded and it tore a part of her that could not regrow. Several vied for her hand- all but one of them was taken by the sickness and before long, she was known as a cursed woman. For everything she loved had died.

And all throughout her life, there was an emptiness. A subtle longing- if subtle was a knife to the heart, but this was anything but subtle. It was a fierce yearning for completion- something she had never know and it dragged her heart far across the mountains and beyond, like her true heart lay beating elsewhere.

But the feeling of a pull on her soul intensified in the winter of her 24th year, as dreams of great bloodshed and pain filled her nights, while images of a silver-haired woman filled her waking thoughts. She was able to ignore these, to lose herself in her smithy with flame and iron. But when she meets Aki, the woman from her dreams- it can no longer be ignored. With little more than her most precious items and everything she holds dear, Eolo locked her forge with a sense of bittersweet loss and turned towards the mountain, with a single step thrumming that feeling in her soul.

Something is right.

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DRAGON




Toryn
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Male Pietersite Dragon
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Appearance
Baby
: Toryn was born very small, as with many of his kind but the size only lent him an aptitude for mischief and survival. He measured approximately one foot body-wise, with his tail stretch a further 4 inches. His hide was the normal sandy beach-white but his scales glowed like polished silver, a colour which stayed through his first 3 skin sheddings.


Juvenile: After many seasons, Toryn grew to approximately 8ft and a slim built dragon- a build for speed and not for power. His hide was still sandy white but over the course of many scale sheds, his scales had begun to darken to the hue of burnished copper when flame flickers upon it. His horns began to curl back at circa. this point in time.

Personality

| Kind | Witty | Dreamer | Sensitive | Adventurous |

| Kind | Generous | Altruistic |


Toryn is a friend to all, meek or great. It is not that he does not possess ill will- it is that he does not allow it to control him, seeking always to be rational and pragmatic in his approach to life.

| Witty | Humorous | Prankster |

To be honest, he's a big clown. He likes to make puns and work witty answers into conversation, as he's always found it helps keep a group in high spirits and working well together.

| Dreamer | Head in the Clouds |

Half the time, Toryn is lost up in the clouds, gone with the fairies- so very easily distracted. But as much as it affects his ability to concentrate, so too does it allow him to create spontaneous, creative solutions to situations.

| Sensitive | Empathetic |

Toryn has a big heart- sometimes too big. He gives freely of himself, as he would shed his scales because someone else needed them more. He is very alike to his rider in this, giving too freely of himself. But his great talent for empathy can be a greater reward that it's trials at times.

| Free Spirited | Energetic | Adventurous |

A leaf in the wind- Toryn has always wandered where his curiousity takes him when he can and his thirst for adventure is nigh unquenchable.

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Abilities

Transmutative Breath- Pietersite dragons have the ability to use a dark, smoke-fog like breath to change the atomic make up and structure of their environment. Toryn does not have a strong mastery of this yet but, he has succeeded in forming marble from rock and lapis lazuli from granite- feats he is very proud of.

Mountain Quaker: An offset of his other ability, Earth Vein, Toryn can use his natural proficiency and connection to metals to vibrate, at high speed, the rocks and foundations of anything built of metal or some variations of stone.

Earth Vein: With such a strong link to the earth and what lies within, Toryn can manipulate the great mineral veins that run below the surface- causing them to either liquefy into a useable, manipulatable medium or to implode the vein and the ground to shift or buckle.

Strengths

Adaptability- Just like the namesake of his species, the pietersite, he is a myriad of 'colours'- he can adapt and change his mentality to suit his environment subtly, never fully caught off guard. And just like his rider, he is strong willed and adamant as to who he is and where he believe he fits.
His tail, usually streamlined and slim like most of his body, can be transformed into a mace-like whip, as the hair like appendages on the ends can harden and sharp when needed. His scales on his body are almost impenetrable at most times, thought not totally impermeable.


Weaknesses
After he has shed his scales, the new scales take time to strength and harden up once again, leaving him temporarily crippled defensively and offensively. He also has a great fear of losing what he places a high value on- not just physical possession but he fears to get attached to both his rider and other dragons, for the pain it will cause him if they were to be lost.
=LEATRIX HARLAND=
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INFORMATION

AGE
25
GENDER
Female
PLACE OF ORIGIN
Gareth
HEIGHT
5'7''
WEIGHT
130 lbs
OCCUPATION
Ex-Elite Guard in Training/Leader of 'Ebony' Guild
HAIR
Pale Blond
EYES
Ash Gray
APPEARANCE

Leatrix is blessed with beautiful long hair, just like her mother. She lengthen her hair until it reached her back. Sometimes, Leatrix will tie her hair into ponytail when she is in super serious battle, but she prefers to let her hair loosed gracefully as she fights. Her eyes is just the same as her father, ash gray with a strong will embed in each of her eyes. Her father used to say that she had the best parts from him and her mother, his eyes and her mother's hair.

Trained well, Leatrix has a perfectly shape body with height higher than common women. With her full bosom, Leatrix sometimes finds it hard to fight, but it still has its advantages. Her bosom is quiet.... a distraction to her enemies. She doesn't proud of it, at all, but it does help her sometimes. Anyway, Leatrix is satisfied with her body. She kept her food healthy and make her training as exercise to keep her body shaped.

Leatrix doesn't have a flawless skin, being a knight has made several scars to her smooth skin. None is visible enough, most of them is just light scars. Her most visible scars is on her back, clawed by a huge bear when she went hunting with her father. The scars is shaped just like a bear's claw, three scars prettify her back from her upper right shoulder to her left waist. It took about 6 months to make the scars healed completely. This is one of the reasons, Leatrix prefers to loose her hair, covering her scars, especially when she use backless clothes.

Leatrix still has her femininity side even though she was raised as a knight. She loves having a lot of clothes to change. Her favorite is the one she wears on her portrait, while here are her second and third favorite. (Clothes made by Violet Ky, Deviant Art)

Casual Outfit

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Battle Outfit
(Rarely use, only when really necessary, Leatrix also used this when she was an elite guard in training)

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Formal Outfit
(Her favorite one)

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PERSONALITY

HONORABLE
Leatrix believes in truth and will always seeks truth. She does the right thing and tries to live up those high principles. Leatrix also adheres to ethical and moral principles. Living with this principle, Leatrix fights fair which means she won't accept any wicked trick.

PROTECTIVE
Growing up as a knight, Leatrix becomes a protective person. When she cares about someone or something, she will protect it will all she has. Leatrix won't hesitate to sacrifice her life to save her beloved ones. Sometimes her protective side can be annoying because of her stern personality. She will be extra mad when her prohibition is violated, no means totally no, no exception.

CONFIDENT
Leatrix is sure about herself. She trusts herself more than anyone since she believes that the only one who can help her the most is herself. That's why her skill is improved faster than much people do. When everyone said that women will never get in the elite guard, she proved them wrong by surpassing most of the candidates. She prefers to work or fight alone because she believes that she can handle everything and also she doesn't want to risk other's life. Leatrix will never doubt herself or anyone else who she truly believes, which is rare. Once someone gains her trust, they just get a life time friend.

STERN
Her stern personality is totally from her father. Leatrix wants her order done properly and she has trouble to forgive those who doesn't do as she says. Even though she seems like a bad person, she does this with basic. She won't ask someone to do something bad, everything she says is based on rightness, and of course because of her honorable personality. Her order and goal will always have reasons behind it, but she might or might not tell it.

IMPATIENT
Leatrix hates to wait, period. She values time just like she values the truth, so she will never waste it. She will grab your sword and kills the monsters herself when you can't do it right, she will drag you across the bridge when you're trembling seeing the cliff under, just don't test her patience. Seriously, don't.​
SKILL & ABILITIES

MAGIC (Future Unique Abilities)
Sand Manipulation
Having a bond with desert dragon makes Leatrix able to shape and control sand. Here are things she can do with sand:

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MANIPULATE
Leatrix able to shape sand into various things, but she can't increase or decrease the amount of sand. She can throw, move, anything she wanna do with the sand wherever she wants within 100 m from her.

SAND SHIELD
Leatrix able to form shields out of sand, she can also create a cocoon from sand to surround herself. However, the shield is less effective against water or other liquids.

SANDSTORM CREATION
When surrounded by decent amount of sand, Leatrix can make sandstorm. The more sand she has, the stronger her sandstorm is.
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Enhanced Vision
Leatrix's enhanced vision allows her to see with amazing detail and distance. Here are things she can do with enhanced vision:

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MICROSCOPIC VISION
Leatrix able to perceive items that are too small to be seen with the naked eyes.

TELESCOPIC VISION
Leatrix able to zooming her vision on things which allow her to see distant objects in magnified scale.

NIGHT VISION
Leatrix able to see with little or no light.

VISUAL LINKING
Leatrix able to link her eyesight to Androga. The stronger their bond, the more they can share.

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WEAPONRY
Dual Blades
Leatrix uses dual blades, Scattish (Scatta and Tishe), which is her family's heritage. Her ancient grandfather used it, her great grandfather used it, her grandfather used it, her father used it, and now she uses it. Her skill is formidable because she had learned using blade since she was only 6 and trained by a great knight in Gareth, Daram Harland, her own father. She often went hunting with her father and helped her father to patrol the city, her father used to say that this simple things will also help her to master her skill.

Chain Whip
Leatrix accidentally learned how to use chain whip when she knew that one of the requirements to become an elite guard, she needed to at least know two kind of weapons. She already had skill for close range weapon, so she decided to learn medium range weapon, chain whip. Her skill in using chain whip is great, but not as good as dual blades. She rarely uses her chain whip and only uses it in emergency since she thinks that attacking from afar is not fair for her opponent. Later, she will learn that attacking from afar is part of strategy, she just hasn't realized it yet.

OTHER
Climbing
Leatrix is good at climbing things, like walls, trees, cliffs, etc. This skill helps her to do most of her jobs easier. She can look around from higher place, walls will almost never be obstacles for her, and many other advantages she gets from sharpening climbing skill.

Gymnastic
In one of her training in elite guard, Leatrix was trained to have flexibility, balance and control. This skill needed to help her in close range combat, so not only skilled in using her weapons to attack, she can mix it with gymnastic skill to dodge, counterattack, and other battle techniques.

First Aid
When she is in battlefield or hunting, Leatrix might hurt herself which is why she learns basic medicine, such as how to use bandage, stop bleeding, herbs that can be used as medicine, etc. At least with this knowledge, Leatrix won't die from infection.

Dancing
Leatrix is surprisingly good at dancing. She used to accompany her father to parties and ended up as his dance partner since her mother died after brought Leatrix to the world. She enjoyed dancing as she enjoyed fighting because with dancing, Leatrix somehow brings out her femininity.
STRENGTHS & WEAKNESSES
STRENGTHS
Endurance
Leatrix had been through a lot of training to become a decent knight, so her endurance is something that Leatrix proud of. She can stand lot of pain and she has a strong stamina. As long as the wound is not on her vital organ, Leatrix able to bear the pain and keep fighting.

Agile
Leatrix is fast and quick, but not that quick. Her speed is above the commoners and most of elite guards, but she will never surpass people who train themselves to have high speed, such as thieves or assassins.

Self-discipline
Leatrix forgoes instant and immediate gratification and pleasure, in favor of some greater gain or more satisfying results, even if she needs more effort and time. She will never abandon her task and will finish it no matter what happens. Leatrix is hard to distract when she is focus on something, especially when it comes to training. This is why Leatrix able to surpass most of the elite guard candidates.

Persuasive
Leatrix is good at persuading people through reasoning. She is that type of people who only uses logic as the base of her persuasion. She rarely uses emotion or temptation to persuade people. Leatrix will give out several facts to convince people about something. However, she might end up using emotion to persuade when she knew facts no longer can persuade. Still, Leatrix tried her best to give facts first before using emotion and temptation.

WEAKNESSES
Sand Manipulation
Leatrix can't make her own sand nor increase the amount the sand she has which means her sand manipulation will be strongest when she is in desert. Leatrix needs to bring some sand with her if she wants to use this skill everytime she wants. Sand weak against water or other liquid since water will make the sand heavier and harder to manipulate. Sand also weak against fire because fire will melt the sand into glass.

Enhanced Vision
Leatrix's eyes are needed to do this which means when she is blinded either temporarily or permanently, she can't use this skill. Using enhanced vision repeatedly without rest will cause damage to her eyes and might end up blinded her permanently. Even with enhanced vision, Leatrix can't see through invisibility.

Too Much Mercy
When it comes to fighting, Leatrix tends to forgive her enemies. One of her major weakness that almost prevent her becoming an elite guard. Leatrix believes that everyone has right to stay alive, so when they can't fight anymore and dying, why kill them? Let the nature decides whether they stay alive or dead. Sometimes, this weakness can be an advantage for she will get new friend, but most of the time, she just gives her enemies a chance to avenge their lost.

Lack of Strategy
Leatrix isn't really good at making strategy. She often fight head to head without thinking which often troubling her. Coupled with her impatience personality, Leatrix rushed to her opponent because she can't stand waiting for her opponent to attack. Leatrix really needs to learn how to calculate things in battle because this weakness can make herself killed if she faces strong and wicked enemies.

Endurance Downside
Pushing herself to keep fighting even after she knows her body can't take it anymore can cause major damage to her body. Leatrix remembers how she almost lost both of her legs after she pushed herself to bear the pain she got from one of the elite guard's tests. Her legs were injured badly and bleeding like mad, but she needed to pass the test so she kept trying to fight, running around even though her legs were on its limit. Luckily, she passed the test and her legs were in worst condition. She couldn't walk for 1 month, but thank God she still given a chance to use her legs again. Since then, Leatrix tries to consider her body condition when fighting.

Totally Suck at Long Range Combat
Even though Leatrix is great in close range combat, she has terrible skill in long range combat since she can't use any long range weapon. Her hardest enemies are people who use long range weapon since she needs to get close to them to attack while dodging their fast attacks which is hard... Seriously hard.

Thalassophobia
Leatrix hates sea, afraid of sea precisely. She doesn't know why, she doesn't remember why. Her persistent fear of the sea discovered when she was still 5. Her father took her to visit Port Syren to do some businesses. When they arrived, Leatrix saw the sea and cried in pain. She didn't stop even when she had already in the house. Leatrix closed her ears while closed her eyes tightly. Her father tried to calm her down, but she wouldn't stop. Her little body was shivering a lot. Inevitably, Leatrix's father apologized and took Leatrix home.

Since that day, Leatrix tries her best to avoid the sea since she hates the feeling she gets every time she sees the sea. Sometimes, Leatrix can't distinguish sea or other large bodies of water. So, she ends up feeling scared every time she is near any large bodies of water even though it's not sea. Her fear is also triggered by fearing the sight of a large sea creature underwater. She can't imagine how she will be attacked and eaten by those scary creatures, her death will be so terrifying. Being drown in the middle of sea also scares her... Sea... Beach... is the last place she ever wanna be.
BRIEF HISTORY

Leatrix Harland, the only daughter of Daram Harland, a fine and true knight in Gareth, was born with knight soul in her blood. Her mother, Moriane Harland, died after gave birth to her, leaving her husband alone to raise their only daughter. Daram raised Leatrix in strict manner, but still showed his love in occasion to strengthen their relationship. Daram trained Leatrix to be a decent knight since she was only 6. The first time she held Scatta (half of Scattish), Daram could see that Leatrix held a great potential beneath her and she would certainly be a greater knight than him.

Leatrix had a strong bond with her father since they only lived with each other. Even though Daram was a strict father figure, Leatrix could always feel his warmth every time she needed. Daram lived as a knight and got money from helping people in Gareth, Leatrix often helped her father to to the jobs. They didn't set price, instead let people paid them voluntary. Daram also hunted in the forest to find some meats to eat or sell, Leatrix would never forget to tag along. Daram was never corrupted by the politics and lived with his own principle, to be true and help people. They had a modest life with the only purpose was to protect and help those in needs.

One day, Daram saw an opening to be an elite guard. Leatrix was only 16 when Daram decided to join the elite guard. He thought that his skill should be used for good purpose, so by joining the elite guard, Daram hoped he could help people more. Using her father as an aspiration, Leatrix determined to follow his step to become an elite guard. Most people underestimated her being a girl, but she didn't let them put her down. She trained every day to sharpen all of her skills.

Daram kept supporting her daughter even he didn't have much time since joining the elite guard. When Leatrix reached 20, there was another opening to be elite guard. She signed up and passed several tests. Leatrix even surpassed most of the candidates despite of her gender. She was the only female that able to pass all of the tests. After that, she didn't become an elite guard right away. She must be trained for 5 years before she could become elite guard because she was still young and her skill still needed a lot of training. Leatrix was happy even though she wasn't an elite guard yet, but at least she was closer to her father now.

In her third year as elite guard in training, she came across an incident she would never forget. Leatrix refused to tell people what exactly happened and kept it for herself. Later her father was killed when doing his job. The Scattish was given to her as her father's heritage. After the incident and her father's death, Leatrix decided to quit the elite guard since too much had happened to her.

After quitting the elite guard, Leatrix moved out from Gareth for she was sick with its corruption to Clayron, a town between Gareth and Lortania, and built a guild of mercenaries to help people just like what she used to do with her father, but in more professional way. Leatrix then named the guild as 'Ebony' just like her late father's hair, as an honor to his good deeds. And also, the motto of Ebony is 'Helping those in needs is the greatest happiness you can taste' just like her father used to told her.

Two years later, it was a fine afternoon, Leatrix was busy training her sword play when an unexpected meeting occured and changed her whole life, letting her closer to reach her goal. The silver hair woman, who called herself as Aki, offered her... no, invited her to join the squad, she was the chosen one. Leatrix didn't really understand, but nodded as Aki gave explanation. After Aki was gone, Leatrix continued her training, but her mind wasn't there. She wasn't special, she didn't do anything special too, but she was chosen. Packing her things, Leatrix decided to follow her fate, leaving Ebony Guild to her most trusted man as her replacement. Leatrix then set her foot on new journey to Silver Tail Island.

Here is the photo of Leatrix and Daram that she always keep close to her...

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View attachment 77509
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=ANDROGA=
Amber Dragon | Male
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APPEARANCE

HATCHLING
(His profile picture)
As a hatcling, Androga often misidentified as female for his pretty and cute face. There is totally no masculinity on his appearance. "IT'S A HE, WITHOUT S!" most of his roar always contains this words, trying to look manlier. His wings is not fully grown and still covered with soft skin and fragile. He has minimum spikes when still in this age, instead his body is smooth with soft scales covering it.


JUVENILE
As a juvenile, there are plenty of changes on his appearance. Instead of having yellowish orange color, Androga's skin looks more like brass. Sharp spikes starts to peep out all over his bulky body, from his head to the tail. The scales is no longer soft, it starts to harden and sturdy. Most significant change is on his wings. his soft wings replaced by strong wings with sharp talons on its edge, showing how scary his wings can be. His claws is getting sharper, easier to slice his enemies to pieces. At this age, no one misidentifies Androga as female anymore since he looks much more dashing and manlier.

[spoili]

Brass_Dragon_by_Ben_Wootten.jpg

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PERSONALITY

BOLD
Androga loves to take risks when he knows how many gain he will get from the risk taking. He is confident and courageous, nothing scared him enough. Androga will not hesitating or fearful in the face of actual or possible danger. Instead, he enjoys the taste of death crawling on his skin. Shivering in fear is something that Androga rarely felt... one of that rarely condition is when Leatrix scold him, she is a total witch to Androga.

OBSESSIVE
Even though Leatrix and Androga has some kind love-hate relationship. Androga is obsessive over her, somehow might a little bit possessive. He hates when Leatrix gets any closer with other dragons or other males. He wants Leatrix for him and him only. "SHE IS MINE, GET AWAY FROM HER, YES YOU TOO, PRETTY BOY, STOP ACTING COOL TO GET HER ATTENTION! AND YOU! STOP STARING AT HER BEFORE I POKE YOUR EYES OUT!" he wishes that he can say that out loud, instead it just sounds like a meaningless roar to mere human.

SPONTANEOUS
Who doesn't love surprises? Androga is one of those people. Something planned is boring according to Androga and also can be disappointing when it doesn't go well. Everything that Androga does is unexpected and very natural. He speaks without filtering and does something without thinking. Somehow goes along 'well' with Leatrix's lack of strategy which of course often drives them into problems. They will just go boom boom, attack attack, defend, dodge, heads up, no time for planning!

ALERT
Androga is awake and ready. He is aware to his surrounding and always ready for battle. His enemies won't caught him off guard. No matter what Androga does, he will always pays attention to everything around him. Try to sneak behind him and all that you get is an anger of mighty amber dragon that will rip your head off.

OBEDIENT
The only Androga's personality that Leatrix likes the most, Androga will always do what Leatrix tell him to do. Being under control is better than taking control for Androga. Once Androga finds his true rider, he will always obey s/he for the rest of his life. Androga might grumbling once for awhile after receiving command, grunting if it doesn't suit his style, but he will never question it. Just bear with his complaints along the way.
ABILITIES

ABILITIES
Desert Manipulation
If Leatrix able to manipulate only sand, Androga can control the aspects of deserts and everything within them. Here are things he can do:

[spoili]

SAND MANIPULATION
(See Leatrix's abilities for further info since it is the same)
The differences is Androga can make his own sand using blood. His sand color is just like his name, amber with a slight light blue within it. Unfortunately, Leatrix can't use his sand, only Androga can use it.

BURROWING
Androga able to make tunnel through dessert or simply gliding through it. He can hide underground to evade or launch surprise attack, or just for easier travelling. The ground above him might weaken which can be a good trap. Even though Androga is desert dragon, he still needs to breath fresh air occasionally which means he can't stay underground forever.

QUICK SAND GENERATION
Androga able to create quicksand from existing sand, he can of course create sand and make quicksand out of it. However, creating quicksand needs a lot of sand, just like sandstorm, which means if Androga wants to make quicksand outside the desert, he needs to bleed himself a lot.
[/spoili]

Visual Linking
Androga able to link his eyesight to Leatrix. The stronger their bond, the more they can share.

Stone Breath Weapon
Androga's breath able to trap enemies in his sap liquid breath which will turn into sturdy stone after several moments. With this abilities, Androga can temporarily paralyze his enemies, giving him opportunities to attack. The weaker the enemies, the longer it will be trapped.
STRENGTHS AND WEAKNESSES
STRENGTHS
Sense of Danger

Because of his alert personality, Androga have a great sense of danger. Using his five senses, Androga able to detect any moving object around him. His instinct is often true, when he says something bad is going to happen, there will be bad things happen after it. Androga doesn't have supernatural power to predict things, he can't say what exactly is going to happen. He believes his instinct so much since it rarely betrays him.

Strong Wings
(Stronger as he grows up)
Androga's wings is strong with talons at the edge of it, helping him to dig the sand much better than normal dragons. He often uses it as weapon to knock down enemies, most of times almost kill them with his wings power. His wings can also be used as shield since its skin is thick and sturdy, hard to be drilled.

Heat Resistance
Androga able to withstand extreme high temperatures. His body designed to survive the heat of desert. He can even live without water for several weeks in the desert.

The King of Land
Having bulky body gives advantages to Androga. He fights skillfully on land, especially in desert. Androga uses every part of his spiky body as his weapon. In defiance of his bulky body, Adroga is surprisingly quick. He can moves swiftly across the land, and of course even more swiftly when crossing the desert. Quick and strong is the most suitable terms for Androga in land battle.

WEAKNESSES
Desert Manipulation
This skill converts his blood to sand which means he needs to hurt himself until he is bleeding. The amount of blood needed to create sand is quiet plenteous. Androga must limit this creating sand skill for he might bleed to death. The same weakness against water and fire applied to Androga as well
(Detail weaknesses for each desert manipulation skill can be read at abilities info)

Know No Limits
Androga doesn't know when to stop. Every time he sees an opportunity, he will take it no matter how much the risk is. Although there is only slight chance for him to survive, he still believes that this slight chance will save him from death. This makes people think that Androga looks as if he doesn't value his precious life, facing danger like embracing his dear friend.

Bad Pilot
Seeing that his wings are mostly used as digger and weapon, Androga can't fly as good as dragons should be. He might powerful in land, but Androga is a total noob when it comes to flying and aerial combat. He can fly of course, but he prefers to run with his feet since it is easier and faster, for him. Still, he needs to fly once in a while seeing how big Kabola is. He will surely exhaust himself if he still insisting to run instead of flying.

Cold
Another opposite to his strength, Androga can't stand low temperatures. He will be weaken and die slowly if he keeps staying in place with low temperature. It will also paralyze his body, making him unable to attack or defend himself.​
boowhoo.png

~Carrimbu~

-Boo for short-


Age
122 years

Gender
Pochi

Place of Origin
Born on the planet, Corant in the Bwendxt Solar System, deep beneath the Ruins of the Fallen within the Black Desert

Grew up on the shadow of Xairuri (Shadow Moon), a moon of Corant - First 32 Years of Life

Saved and Placed in Asrayatha, the personal home and pantheon of the goddess, Kallydrana - Remaining 90 Years of Life


Height
Height Challenged - Under 5 Feet

Weight
78 lb

Hair
Black

Eyes
Dragon's Breath Opal coloring
[spoili]
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[/spoili]

Appearance
Boo is typical of her race in that she is very tiny. From behind, she can easily be mistaken as a human girl child if one doesnt take into the equation that long black hair that just about drags the ground. She carries the curves of a grown female, though.

Her gray eyes will give glints of Dragon's Breath Opal when her magic is full and hitting dangerous levels.

Also, the weakness of the race will reveal itself in the normal ways, sometimes giving those missing fingers, hands or the like. Another magical modification to her will meet her skin upon contact with each of the ten baby dragons. These are to be added in as she meets them.


Personality
Personality will be played out over the next couple of weeks and then written here

Skills and Abilities
Chawhah ~​
This is theft of emotions. It is automatic, the pochi unable to stop it without literally putting themselves into Tazwhah. But, a pochi can take emotion from another actively, there will be Scarring, if the pochi does. These emotions are food and fuel to the pochi. The pochi does NOT feel these emotions. She is NOT an empath.

In her feeding, the pochi builds up magical energy and must release it. The ways to do so are below.​

[spoili]
Reswhah
This is release of the backlash of magic that builds from chawhah. This can harm or kill any being that is not dragon or Karnee (male equivalents of pochi). For a dragon or Karnee, the reswhah permanently strengthens - bones, muscles, teeth, and minds. A slow, somewhat painful process for the dragon/karnee, but still a permanent strengthening. However, for those beings not dragon or Karnee, think arms growing out of...butts.

Lletwhah
This is the release of the backlash of magic that builds from chawhah, only converted into healing for Karnee or dragon.[/spoili]​

Theswhah ~​
This is the agility and thieving skills of the pochi. It is pure magic, and they are never truly seen stealing things. A small bag of holding begins its existence about their waist. It can carry up to one thousand items within the small seeming pouch. This is a part of them and cannot be stolen. Within a pochi will carry what draws them: gems and magical items. For Boo, its mostly magical items from the Shadow Moon.​

Strengths
  • Pinwhah: this is the totally alien like existence of mind and emotions, making her impossible to read. Any attempt will hit this shield that was changed from the original pinwhah set upon the Lasrao race. It is merely a passive shield, not an aggressive one.​
  • Agile: She's able to walk on her tiptoes across a wire, do backflips across it, even as she's twisted into a pretzel (or maybe that's the wire)​
  • Small: Perfect for climbing into those hard-to-reach places and finding the more mischievous baby dragons.​
  • An Immunity: She is immune to magical breathweapons. It can make her vomit if she is hit repeatedly or with a really powerful one, but if it is magical, she will be immune to its true affects.
  • Mindspeak: A natural ability with the dragons of her own world that Kallydrana tweaked to work in her own world, Boo can speak to dragons with her mind and hear their minds without the pain or any negative effects.​
  • Multi-lingual: Common tongue and Ihnaxas(dragon language) were taught to her by Kallydrana, but she also knows Xairurian, Corant, mage tongue, and High Draconic (these being the languages of her own world)

Weaknesses
  • Tazwhah: This is what a pochi enters into when cut off from emotions. This is starvation, since a pochi feeds upon the emotions of others. Without emotions to feed them, they will begin to feed upon the magic that they are made of. Within an hour, they will be in a coma, within four hours, they are dead.
  • Scarring: This is what happens when the magic build up from emotions backlashes. It disfigures, stunts growth and kills. Fingers are usually the first to show signs of Scarring, slowly disappearing. The Scarring can kill a pochi if it goes beyond the arms.
  • Small: Appears childlike from behind, and can be mistaken as such if one doesn't notice she isn't human. This also means that physical damage can be easier to cause on her than someone of a larger size.
  • Emotional Experience: Or lack there-of...few of her race know emotions unless taught by parents or others. Kallydrana attempted to teach emotions, but Boo has no actual experience in feeling them.
  • Slightly Off: Insanity can come to a pochi with no Karnee, the males of the Lasrao race, to balance their powers. Without a Karnee, Boo is not balanced, and her personality can suffer.
  • Non-Aggressive: The inner self within her keeps her from actively seeking to kill anyone. This edges into that need for Kuelo meat, just as all her female ancestors couldn't hunt DeFalk. However, she will attack to protect others, and will kill if that is the only way to protect another.
  • Nightmares: She saw a lot of death during her first thirty years of life, and this plagues her dreams, despite Kallydrana's efforts in removing these memories.
  • Magic: Because she is a being created of pure magic, most magical items act...hinky...around her. If one plans on using any sort of magical item, make sure she's not around.

Brief History

Boo was the first born child of Cami, the last remaining full-blooded Pochi, and Tiernan, one of the few last full-blooded Karnee. She has no memories of her parents. She was stolen by the Black Circle of Mages not long after her birth when the BCM stole the first egg of Akshenali. Her first few years were actually spent doing exactly what her race was intended to do when they are adults: keeping an egg alive. This brought out the powers of the Pochi too soon within the young Lasrao. Yet, it kept the dragon alive, as well as other dragons stolen throughout Xairuri by the BCM.

She spent a total of three decades within the cavernous home of the BCM. She never knew of much outside of that life. She doesnt talk of that time, though mostly because the memory of that time is mostly gone. There might be times where something might trigger some fear caused by it, but otherwise she doesnt really remember anything before her awakening.

Where Boo is one of the Riven's Pride, one of the Lasrao, she was taken into the protection of another goddess, one far from the Riven and his. She was given to this goddess by the Riven, to be protected, to be cherished. Since the Lasrao were created to protect his dragons, to help them thrive, Boo was meant to be a boon for this other goddess.


Things had to be changed within Boo to fit this new world that she was to be a part of. All were different here, including the dragons. Only, Boo could only be changed minutely. The Riven gave Kallydrana, the goddess of Partheus, a key to the very complex magical buildup of the pochi. It would open up the being called Boo to the goddess, giving her the ability to change small things. Rather than DeFalks, Boo needed to eat Kuelos. This magical being replacing the magical lizards that would eat the dragons.

Now that the goddess has finally figured out the pochi and has figured out how to keep Boo sane and alive, the pochi is being sent to help. She has even been allowed her very own companion: Whoo!!​


~Whoo~


Gender
Female

Appearance
A very, very, very cute little rotting dragon. What could be cuter?!!
[spoili]
ADULT WHOO
whoo.png
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Personality
Will be played to be determined

Abilities
  • Fear Inducement: Mere presence creates an overwhelming aura of fear that can sink deep within the human psyche. This can cause the human to run, and keep running until too tired to carry on.​
  • Death: Affinity with the element of Death - breakdown to be determined.​
  • Breath Weapon: Putrid breath of Poison that has a small chance to raise those that it kills​
Strengths
  • Unwavering Stamina: A Bloodstone Dragon, by their very nature, is a battle dragon. In the midst of such a battle, Whoo becomes an entity that seems to never tire.​
  • Very Caring Dragon: She has a deep caring nature for all dragons and perhaps even those who make the Pact with them. She seems to like the humans a little more than the pochi.​
  • Hard to Break: Due to the powers instilled in the baby over time by her pochi companion, Whoo's bones, teeth, and claws will be naturally stronger than a normal dragon's without becoming thicker or heavier.​
  • Extra Strong: Also due to her pochi companion, Whoo's muscles will gain a great boost, making her stronger than many of her fellow dragons, particularly in her breed.​
Weaknesses
  • Cursed: Even though it really wasn't her fault that the Bloodstones got all cursed and such, she still has to suffer through the ickiness, the falling off of the skin, and various other terrible, yucky things. Not to mention the pain...but at least Boo helps with that.​
  • Caring: While her compassion can be a good thing, it tends to be a bit more bad than anything else. The other dragons don't quite see her as one of them, and her stinkiness can get the better of them. This hurts her feelings. And one of these days, that caring nature is going to be her downfall. At least she has Boo, though.​
  • Pact: It's quite frustrating not to be able to bond with HER pochi like all the other dragons do with THEIR riders. So unfair...​
  • Stunted: She's not sure why she's not growing as well as she should. She knows her breed gets to be quite large, and though she's not Pacted like the others, she's still stuck in the same growth rate as they are...and will stop at only one fourth of the typical length of the Bloodstone Breed. Seriously unfair.​
Name
Skolas Gray
Age
26
Gender
Male
Place of Origin
Outer parts of Taval

PHYSICAL DETAILS
Height:
6"3
Weight: 194 lbs
Hair: Jet Black, just longer than shoulder length
Eyes: Brown/soft amber, can often be mistaken for slight crimson when in sunlight.
Appearance:
tumblr_minh2cIToT1rmjvgpo1_500.gif

Armor
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Personality
Determined:
Skolas has always been driven to complete anything he's started, even from a chess game to hunting a deer to the cliff's. Give Skolas a task and he will never quit until its finished...for better or worse.

Alert:
Skolas is always aware of whats around him, even from a young age he was always in the valley, listening to the wind and animals around him, a trick his father taught him was to focus on silence. Sound, eyes, taste. He can detect the smallest changes in things most others cant.

Loyal:
He has been betrayed and knows the consequences of doing such a thing, never wanting to give anyone else that pain nor give them the chance to take revenge he would never turn his back on those he holds respect for.

Responsible/Mature:
He finds immaturity a thing for those who don't understand that even the slightest moments muck up can drastically change the current. For better or for Worse.

Enraged:
Skolas is usually always angry, still not having gotten over his brother doing what he did and hating the criminal population and the vast majority of humanity who show signs of similarity to his brother, or irritated about something, quite often the smallest thing can provoke a yell or two from him.

Stubborn:
Just don't even try to say he's wrong...its a waste of time

Skills & Abilities
Iron Defence:
Given the advanced training of his father Skolas can defend against most non-special attacks.

Double Cross:
Skolas keeps a black list of all those who have betrayed him, he can remember every face hes seen and every name to go with it.

World Breaker:
Using the power of Kranon, Skolas slams the ground with his sword causing a line of Obsidian razor like pillars to shoot from the ground and into the air cracking the ground in two.

Black Storm:
Using his satchel containing the fragments of Kranons scales Skolas is surrounded by a tornado of Obsidian shards preventing most creatures from getting close to him which he controls via magic.

Strengths
Defence -
Taught how to defend against some of the most brutal of tactics enforced by military and guard personnel. Skolas has both learnt and modified the moves to be faster and more efficient in defence and counter movements.

Memory -
Hunting alot with his father, as well as the constant training due to lack of friends due to low children count in the town. Skolas learnt to quickly adapt his mind to learn things very fast and never forget. He can remember most of where he's been, who he's seen and what he's taught.

Voice -
Can become louder, causing intimidation, also using very violent tone to match. Due to constant arguments with his brother and the more lower level population at work at the black smith in Taval. Skolas learnt to know when to talk and how to talk.

Attack/Strength -
This is a trait that joins determination and enraged. Due to his attitude about never quitting and the constant anger he feels he was driven to be stronger as to over power those who challenge him. Giving him both a mental and physical edge in combat.

Weaknesses
His past -
"Mother nature has a way of disguising her weakness as her strength - Science guy from WWZ. Skolas's power comes from his past, but due to the feelings he has towards it, it can also very easily become his downfall if one were to use it against him.

Betrayal -
This is the single easiest way to anger Skolas, This is a weakness because it can often cause him to lose sight of whats around him. Becoming completely engulfed in rage and hate for the Turncoat he can sometimes become much like a monster in what he is willing to do to give justice.

Speed -
Skolas is not the fastest of all men, instead he uses raw force to bring his foes down. He would rather block than attempt to dodge.

Ice -
He is a summer person, Winter can often piss him off even more, Every winter in Taval he was often caught melting snowmen around the town.

Skolas's weapon: "Black Tooth"
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Lore -
Given to a once great Knight of Gareth whom was sent to slay the famed black dragon of the marshlands, however never returned. The Sword and the owner were never found, the only remnants found was the rags of the knights under cloth. It was then noticed by Skolas' grandfather who was a former guard of Gareth. Thinking it was a good looking sword to give his son (Skolas' father) he obtained it and handed it off and it has been passed down to Skolas. It was named "Black Tooth after Skolas noticed its colour reminded him of Kranons teeth.

Material -
Black Tooth is a hardened steel that has been coated in a tar like substance that when the blade is heated leaked into the molecular level colouring the blade black however retains its metallic qualities allowing the blade to be used.


Brief History
Born as the first of his twin Skaln in Taval, on the border of town to be precise. Life was always...interesting, to say the least. His mother was the most beautiful in all the town, well Skolas did at least. His brother had a different idea to his twin however, thinking as their mother as more of a cleaning and feeding object than an actual person. But this was only the first of hundreds of differences between the twins.

Taught by their father who was a town guardsman of the time. They learnt the ways to handle the tools required to work and live in the town. Skolas learnt hoping one day to be like his father and become a guardsman of the town or even the City. Skaln having more...darker intentions of the training. Both the boys now in their mid teens were beginning to float around the town more often. Skolas for friends and to see the sanimals in the field, Skaln, well despite Skolas' many pleads to stay away still hung out with the infamous Tarjan wannabe's trying to get Skaln to join the army. Already, a path was being forged that would crack the foundations of the family for decades to come.

Then...it happened,Skaln, the once brother of Skolas murdered his mother in cold blood as a 'entry test' for the Tarjan soldiers to witness. Of course it wasn't the real induction test, it was murder however the Tarjan soldiers seemed to think it was fun to make fun of Skaln and see if Skaln had the ability to kill...even the closest of family. Skolas however was not home for this at the time and instead returned home with his father to see blood stained timber flooring and crimson rags that now had become what was left of Skolas' mother.

Outraged and betrayed Skolas looked everywhere in the town screaming his brothers name, flipping entire carts over and moving aside large crowds of people before his brother stumbled out of the town tavern, the gang of Tarjan soldiers behind him, some drunk, some on the edge of being drunk. Skaln, however intoxicated seemed to almost instantly sober once Skolas threw the stained rags at his brother.

It was then the battle of the brothers had begun, however, Skaln being the darker child was not given the rewarded training and gifts that Skolas was. A black iron sword, Fabled to have been the tail spine of a Obsidian dragon but no proof. Without any difficulty Skolas plunged the blade through Skaln's chest and in turn heart.

"I wish you were never born....you traitorous dog" would be the words forever staining Skalos' mind

Betrayal was a unforgivable offence.

It was then the wanted signs went up for Skolas' head. Not only did he kill Skaln, he killed the soldiers who had poisoned his brothers mind. Fleeing into the valley below, and across into the small woods he never looked back, alone...he made his journey never forgetting that day.

It had been not 3 days out of Taval until a cloaked male with a....dragon?...no understatement. Try GIANT dragon. Skalos asked who he was, his tone only stood him on edge when the man looked with the grey eyes and replied with a single word "Mauras" where Skolas was told of the Dragons, and what would come. Until within a flash the man waved his hand and the the beast of death and despair had Skolas in his talons. Where was it? "Silver Tail Island?" yes thats it.


DRAGON
Name: Kranon
Gender: Male

Appearance
(Adult, Calm)
black_dragon_tempest_by_peterprime-d7pom10.png


Younger:
Imagine the above, but smaller, a little chubbier and big amazing eyes.

Personality
<<Matches Skolas>>

Brutish:
Do not mistake for dumb, Kranon is very intelligent, its just...he isn't the most gentle of creatures

Protective:
Kranon will die for Skolas and will not give up without giving his absolute all.

Abilities
Cores Fury:
This ability is engaged when an emotional connection between dragon and rider is so strong the feelings burst and malform Kranons very physical being. Increasing his speed, damage considerably as the very life force of Kranons being is shown in white hot cracks between obsidian spines. In this form Kranon creates a area of effect of amazing heat that can deter most creatures within 5 meters of his body. In this form he gains the power to control rock around him, able to sprout large razor spires or walls around him.
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Heated Strike: (Breath Weapon)
Gathering the white hot heat that he stores in his blood and belly he fires a wave of heated obsidian shards combined with a overwhelming heated air blast in capable of turning sand to glass.

Rain of Fire:
(Only able to use when In "Cores Fury" and around a volcano) Kranon summons the very birth life of the earth that gave spawn to him and creates a volcano to errupt sending large clumps of molten rock, ash, embers falling from the sky around Kranon.


Strengths
Skolas -
When with his master Kranon is 50% more effiencent in everything. The feeling of knowing his rider is near simply makes Kranon feel better and it shows.

Scales -
Obsidian is tougher than most.

Fighting -
Bred and Genetically created for war and fighting, Kranon is a war machine.

Defending -
Never attempt to take what a dragon claims to own or feel attached to. Its Suicide. Kranon with his scales and ability to fight well makes for a formidable defence when implemented properly.

Fire -
Heat only makes Kranon feel more at home

Weaknesses
Seeing Skolas in pain or suffering -
Seeing his rider in a suffering position makes Kranon uncomfortable, this can either lower his performance, or increase it significantly. It depends on if Kranon knows he can help or if he knows he cant.

Being Provoked -
This will almost instantly cause Kranon to attack without warning, can often be bad due to situational circumstances and poor positioning. This can cause Kranon to lose his alert mind and become clumsy due to just raw annoyance and desire to be rid of the problem.

Ice -
"Ew, why does it even exist, everyone hates it" - Kranon in his thoughts. Can slow and also annoy and even distract Kranon.​
Khajju Arjunus, Merchant and Hunter

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  • Gender: Male
    Age: 30
    Place of Origin: Lortania
    Height: 1.8m / 5ft 11in
    Weight: 74kg/ 163lb
    Hair: Dark blonde
    Eyes: Grey


  • Standing at 1.8 metres and clocking in at just under seventy-five kilograms, Khajju rises slightly above the normal crowd but possesses a lighter frame. His skin is a darker shade of tan, owing to similar appearances of his ancestors and extensive time spent in the outdoors. Build wise, Khaj has the physique of a runner; lithe and aerodynamic, suited to agility over endurance. Just like many adventurous men of his age, he has a small collection of scars. However, those marks are primarily found on Khaj's limbs, due to extensive care taken to protect his vitals.

    To the eyes of the observant, Arjunus projects a proud aura of nobility. Indeed, Khaj's sharp and decently-groomed features, combined with his short and neatly cut dark blonde hair speaks of a refined gentlemen. In addition, his angular jawline, faintly wrinkled forehead and slightly backward elongated ears supply a touch of exotic mystery into his portrait.

    When choosing his outfits, Khajju factors in both pragmatics and aesthetics. While not wishing for clothing to become a hassle, Khaj nevertheless tries to adorn it with the latest fashion accessories. For safeguarding his torso, Khaj wears a coat of plates; a deep red coloured vest with metal plates sewn in. Khajju also uses a pair of studded leather bracers, leather gloves and padded greaves. Lastly, Khajju's regular kit consists of a blue coloured tunic with gold accents, a pair of khaki pants, tricorne hat, hooded cloak (concealing weapons) and silver-rimmed boots spit-shinned to perfection.

    Khajju travels with a canvas satchel, filled with spare clothing, consumables and emergency medicine. He wears a golden necklace and a sapphire ring.


    • Independent: As a man of solitude, Khaj has a small circle of friends and acquittance. Outside of that, he is reluctant to socialize beyond pleasantries. He also prefers to work along, without lesser peers to drag him down.
    • Pragmatic: Though subscribing to the common law and some of its conventions, Khaj ultimately acts to advance his own agenda, nothing more, nothing less.
    • Perfectionist: Khaj often quotes a sourceless saying; “the pursuit of perfection is the constant motivation to overcome flaws”.
    • Cautious: A man of plans, Khajju only jumps when he is sure of his landing. Still, when a good opportunity nears, he would not hesitate to seize it.
    • Purposeful: Khajju believes in the grander scheme of things. When something worthy needs to be done, Arjunus will see it through, no matter the cost.


  • Mundane:

    • Marksman: Early in his youth, Khajju have taken a keen interest in hunting. At just the age of 13, he accompanied his father and other noblemen in tracking large games. From there, Khajju continued honing and perfecting his shots, learning from the best teachers money can afford and putting his skills to the test against the most dangerous of Kabolan fauna.
    • Eagle eye: As a trained and experienced hunter, Khajju brings excellent eye sights to the table. He can rapidly identify moving silhouettes and find paths to them for both himself and his arrows. If his prey does not show itself in plain sight, Khaj's tracking skills allows him to identify a variety of footprints and other traces.
    • Enterprising: Born to wealthy parents, Khajju is no stranger to the world of coins and ledgers. His father, the late lord Arjunus, was adamant for his children to learn every ins and outs of trade. Though he lost his business inheritance to his elder brother, Khaj still maintains a notable presence in the markets of northern Kabola.

    Magical (after dragon bonding):

    • Mind control: Once gaining magic from boding with Aster, Khajju would extend his standard persuasive speech with arcane mind control. By concentrating his mental thoughts against the target, Khaj's commands would be difficult for the weak-minded to deny; the strong-willed might be influenced as well but would demonstrate high degrees of resistance.
    • Metallurgical knowledge: A side effect from bonding with the mineral collecting amethyst, Khajju absorbs his dragon's innate understanding of earthly substances. With this supernatural knowledge, Khajju gains better understanding of metals and minerals, granting him granter efficiency when prospecting and smithing.
    • Enhanced vision: Building on already keen senses, Khajju's magic further augments what he sees, hears and feels. The standard form of this ability would be seeing and hearing at ranges greater than humanly possible. In its highest form, Khajju would be able to experience the past of his current location. However, he could only backtrack for a maximum of several days; which is better suited for tracking departed lifeforms than revisiting prehistory.


    • Well spoken: As expected for every Arjunus heir, Khajju is well-versed in social etiquette and the formalities of upper class society.
    • Rich: While not royal by any standards, Khajju has no shortage of coins and favours, thanks to both his family and his own hard work.
    • Wood-wise: Although he grew up in the city, Khaj spent a sizable portion of life in the wilderness. Consequently, Khaj knows how to get around in forests and make the most out of the backcountry.


    • Elitist: Khaj has a personal distaste for the bottom dwellers, nothing makes his skin itch more than beggars and ungrateful peasants.
    • Detail obsessed: A trait of both boon and curse, Khajju has a hard time doing things without reassurance for every possible outcome.
    • Ranged combatant: When push comes to shove, Khaj would swing his dagger as a last resort. But when it is possible, he would exhaust every measure to put distance between himself and his opponents. Khajju is neither skilled nor enthusiastic for close combat.


  • Hailing from the city of Lortania, Khajju is a descends from an old and respected lineage. It was said the Arjunus clan was one of the original founders of the city. Whether it was fact or fiction remains debatable, however, the family's continued influence in Lortania stays undisputed.

    Lord Gishaan Arjunus, the late father of Khajju and former patriarch of his clan, sired four children. Amongst them, three sons and one daughter, the second of which is Khajju. As the case for many generations, the elder heir would assume control of all enterprises upon their elder's death. These enterprises ranged far and wide; a lumberyard, a glass workshop and a brewery, all properties under the Arjunus' watchful eyes. In particular, the family owned a minting facility, providing valuable coins for the economy. In addition, Khajju also has ties to nobility through several inter-marriages of the Arjunus and ruling class of Lortania.

    In his childhood, Khajju studied with private tutors in the fields of literature, history, mathematics and finance. With all the investment disposited into his education, it was unsurprising that Khajju became an enlightened individual. Though outmatched by his elder brother's uncanny intelligence, and falling slightly behind his sister's shrewdness, Khajju still managed to make lord Gishaan proud amongst a sea of cutthroat merchants.

    Even though Khaj progressed as a decent merchant, the young man believed his life could be more than manning shops; and for the young Khajju, it came in the form of the hunt. Lord Gishaan was an avid hunter, one who frequented the Thruskior Mountains and Varon Plains. Unlike many hunters who took up the bow for a living, Gishaan and his companion were high class citizens, hunting for the sake of sport and an exotic roast. Therefore, they were not constrained by the practicalities normal woodsmen abide to, making them free to pursue rarer and more dangerous preys. From even before he was a teenager, Khaj would marvel at his father's magnificent trophies and his boisterous tales. It would be no surprise that Khajju himself would request to accompany his father at the age of thirteen.

    From there, Khajju would distinguish himself even to the most experienced hunters. When tracking animals in the outback, Khaj seems to have a natural tendency of catching his prey. Additionally, he was a prodigy in archery, mastering difficult shots in months, where others took years. Seeing his son's growth as a woodsman, Lord Gishaan hired some of the finest archers in Lortania, at the request of Khajju. All of his instructors were astonished at Khajju's rapid development; and the age of seventeen, he would defeat many of his former mentors in a tournament.

    As Khajju became immersed in the world of arrows and tracks, his elder brother gradually overtook much of his father's business. In his twentieth year, Khajju witnessed his father's deteriorating health. Soon, within a year's time, Lord Gishaan was deceased. On his deathbed, the former patriarch laid out strict instructions for inheritance. His mansion and their jewelries would be given to lady Etta, Khajju's mother. His enterprise would be split between his eldest son and his only daughter. And for Khajju, Gishaan gave him his lodge near the Verian Forest, his priced stallion and a sizable bag of coins, enough to live on for many years to come.

    With his father and his mentor gone, Khajju was bitter for a time. He was disappointed to have succeeded no trade assets. Because of this, Khajju was at odds with his siblings, which eventually led to his older brother expelling him from their home. Khajju was twenty-two years old when he settled down in his father's hunting lodge. Lost and without purpose, the man begun to isolate himself. That was until six months later, a former business partner of Gishaan informed Khajju of a new import operation in Port Syren.

    The now older and somewhat grizzled Khajju assumed control of several shipping lines in Port Syren. While his earlier years were tumultuous and unprofitable, his former experiences with Gishaan's shops would prove invaluable. Within half decade, Khajju Arjunus became a weighted name amongst the merchants of Syren. The outsider from Lortania rose through the ranks of Port Syren like a soaring bird.

    But as he always was, Khajju still wanted more, something with greater purpose than caravans and warehouses. On his thirtieth birthday, Khaj heard some sailors talking about Silver Tail Island. As if by sheer chance, Khajju would dream of a magnificent lady, whose black hair flowed like midnight's darkness and sapphire eyes deep as the greatest ocean. In that peculiar but very lifelike dream, she would beckon him to go to the very same isle he heard of earlier.



Aster, Male Amethyst Dragon
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  • When first born, Aster was grey coloured and adorned with purple dots and stripes. Comparing to other hatchlings, Aster was larger than average. He was sturdy looking, standing at a height just taller than a medium sized hound. Aster's torso developed faster than the rest, giving him the looks of a sturdy calf with slender appendages. Most of Aster's protective spikes have yet to grow; however, his wing claws did elongate faster than normal rate. Other notable traits include cyan coloured eyes and a fork-shaped splitting tail-end.


    • Shy: A mature dragon is a force to be reckoned with, but for a lizard hatchling with thin wings, the world could be frightening place.
    • Peaceful: To some, dragons were dreadful beast bend only destruction. Aster certain breaks expectation; he is friendly with his caretakers and has no tenancy for devouring human, at least for the time being.
    • Faithful: While an amethyst dragon can be hard to bond with, they are loyal death once paired with a rider. When the rider says jump, the amethyst dragon will leap with enthusiasm.
    • Curious: Human or elves, dwarves and even dragons; Partheus is a big place, one that every child wishes to explore.
    • Collector: Aster is like a magpie, attracted to shiny things and hoard them as treasures.


    • Fortification: When in danger or under stress, Aster's scales and claws will tense up, increasing its durability and sharpness. It is said that a fully developed amethyst could even harden walls it touches; but this is a skill not yet apparent in Aster.
    • Crystal breath: For now, Aster could only sneeze out tiny sparkles of dust. But when fully mature, the amethyst dragon is known for its fearsome explosive crystal breath, an attack capable of shattering the strongest of forts.
    • Ground sense: Due to many living in mountains and vast amount of time devoted to gem prospecting, amethyst dragons can easily pick vibrations and smell on solid ground. This meant that anything from the slightest shuffle of a hare, to the faintest wave of a branch, or even a near-silent whisper; all of which could be accurately located by Aster.
    • Distortion: To aid a silent approach on his prey, or simply wishing to stay solitary, Aster can project a false sense of calm into his target. This projection dulls the awareness of the affected, making them oblivious to what's happening around them.



    • Tough: Built like a bull, Aster could take a serious beating (why would anyone do that? :sideglare:) and still be around to repay the favour.
    • Dexterous legs: For a breed known for its mountain affinity, Aster has better mobility on land than most dragons.
    • Fact-finder: Aster can quickly scan over an area, find what's good and bad, and make the appropriate decision for his well-being.


    • Distance flight: A short swoop is no problem Aster, but marathon flights are likely to tire him out.
    • Obsessive: A dragon with compulsive urges for shiny rocks is not exactly a strong trait, especially for its trainer.
    • Aloof: Not only does Aster refrain from playing with others (dragon or human), he also has trust issues, making himself unwilling to fight alongside anyone beside his rider.
Character Sheet

RIDER
Name
Age
Gender
Place of Origin
(Name a City in the Plains of Varon - When doing history, please ask questions about lore of the city if it's named on the map - Gareth is the biggest one I'm worried about, so it shouldn't be too big a sweat. ^^)

Height
Weight
Hair
Eyes
Appearance

Personality
(Give 5 Words and Explain Each)

Skills & Abilities
(Create up to TWO unique magical abilities to be cleared by me and unlocked by the character later - abilities linked to the dragon. NOTE THAT NO ELEMENTAL ABILITIES ARE ALLOWED UNLESS OTHERWISE SPOKEN BY ME - YOU WILL HAVE THE CHANCE TO GIVE A GOOD ARGUMENT. Other skills, such as weapon skills, etc. are to be put here.)

Strengths
Weaknesses
(Be sure to balance out the skills/abilities as well)

Brief History

DRAGON
Name
Gender

Appearance
(Write out the appearance of the dragon as a baby and as a juvenile – there will be a lot of growing through this RP - ALSO, no dragon will be able to grow longer than 25 feet, which will be explained in the IC)

Personality
(Again, 5 words and explain each)

Abilities
(Unique to the dragon – should be roughly the same as rider abilities)

Strengths
Weaknesses
(Be sure to balance out the abilities as well)
RIDER
Name
Age
Gender
Place of Origin

Height
Weight
Hair
Eyes
Appearance

Personality

Skills & Abilities
Strengths
Weaknesses

Brief History

DRAGON
Name
Gender
Appearance

Personality

Abilities
Strengths
Weaknesses
 
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GOOD LORD

*throws mushroom bomb at tent*

OFF THE MOUNTAIN!!!
 
Thanks, @Glaciercold ~

Are you interested in joining, perhaps?
 
I don't have much more on the site, so if you have any questions, please ask.

I'll put a character sheet up later today.
 
I've been looking for a good dragon rider RP lately, and this looks amazing! Very detailed and well done. May I reserve the silver dragon?
 
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Well. I'll reserve a spot for this rp. I'll reserve the turquoise dragon
 
I'll reserve them for you guys!

YAY!

PEOPLES!

*confetti party*
 
  • Bucket of Rainbows
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Sure! I'll get your name up. ^^
 
  • Thank You
Reactions: Silver
I'm glad you like the Ammolite! I'm sure your dragon and Xaria will get along swimmingly~

*hint* Xaria is half Mercury. <3

I'm working on my own character sheets now. I have ads up, so hopefully we can get some major interest in the next couple of days.

*dives into pillow mountain to work on chars*

ALSO!

Partheus has its own calendar, so if you want to give your character a particular birthday, I can give the month names.
 
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Who doesn't like rainbows? And seriously. rainbow dragons. I don't think you can get any more awesome....unless there was a sparkly one. That'd be pretty awesome to.

I'm sure they'll have lots of good fun together *nods*
 
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Nero, who will be introduced in my opening IC post, will have the most fun with all of the baby dragons. But Mercury and Ammolite Dragons go waaaaaayyyy back, so even though Xaria was raised entirely by her mother, Allara, she'll still have a natural liking of the Ammolite baby.

Do shiny dragons count? My Platinum Dragons are REALLY shiny, almost as shiny as Mercury Dragons.

I have a lot of dragons, but sadly, I don't have ALL of the descriptions written. It takes a lot of time to write so much out. T_T
 
When I open this on the bus, all I can say is WOW, finally I find a promising RP.

I must say I haven't read it all, but I WILL after I get home, take a bath and things.

But, before people start to fill this RP and I might lose my chance to be part of this RP, can I reserve the Amber Dragon? I will be so happy to be in this RP :3
 
Yes most certainly! The Amber Dragon is reserved for you.
 
I'd like to reserve the Pietersite dragon. I'm making my CS now, but doubt I'll finish today.
 
I've got you @ShiroKiyoshi - Take your time, and let the character come to you. <3
 
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