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Fantasy Dragonfall - Characters

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Lore
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SilverFlight

Tende altum, volare altius
Supporter
Dragonfall Characters
Interest Check ~ Main ~ Lore ~ OOC

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Rules

All of RPN’s rules apply

Please be respectful to all of the other players. This is a positive space. I have a zero-tolerance policy for bullying and harassment and I will ask people to leave if I believe they are not following this rule.

Please write all IC posts in 3rd person past tense.

The first 10 sheets to be accepted (not posted) will be part of the rp, with the others set on a waitlist until there is space. So please read the rules and CS guidelines carefully before you submit.

Only once your character(s) have been approved can you begin posting in main.

Once your CS is approved, you will be given the link to the discord.

Please write in full sentences in your CS and IC, and please write a minimum of one paragraph per post.

You may have one dragon character and one dragon slayer. I may grant more if you have shown you are active and engaged.

Please keep in mind your character will gain powers throughout the story, so be modest with your powers to start.

Please stick to the CS outline, you can add more things to it but please fill out at least all of the sections I have put there.

You can code your CS, but if I cannot read it, I will not accept it.

art by Zyraxus


  • Name:
    Age:
    (high dragons have the same age scale as humans)
    Race: (dragon, human or another humanoid race?)
    Country, order and/or clan: (if you are a dragon you may have a clan (or not), if a human you have a country, and if a dragon slayer, you have an order and likely a country of origin too)
    Skills and abilities: (if you are a dragon, describe your element and the things you can do, if a slayer, describe your dragonblade, the colour/element of your high dragon scale, your fighting/hunting style, and other tools you have)
    Personality: (Here you can add likes and dislikes, what makes them laugh, what makes them angry, their general disposition etc. There are some questions that you must answer in this section:
    1. How does your character feel about the opposing side (humans or dragons, depending on what your char is)
    2. How have the past 6 months shaped their outlook?
    Character flaws: (these are not physical weaknesses but flaws in the psyche, are they overconfident? Are they gullible? Does their past haunt them, controlling the decisions they make?)
    Goals:
    Background:
    (Beyond the basic origin, you must include what your character has been doing for the last 6 months.)
    Extra:
 
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The Black Lion of Ashhill


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    Name: Leonna or just Leo

    Age: 28

    Race: Human

    Country: Brix

    Order: The Brix Dragoons

    Appearance: Leo is tall and lean, with wavy, dark brown hair that has a touch of red in the sun. Her hair is often unkempt, tied back loosely with a strand of leather, that always comes away under her helmet. Leo doesn't put much stock into elegance. Her armour is kept clean and free of rust for function only, anything else is superfluous. Leo usually keeps clothes and equipment until it is too worn to be used anymore, as such, most of her belongings are faded or patched. The only things that are new are the bindings on her blade and the straps of her armour, things that must function if she is to do her job. Leo has a lax, easy stride born of confidence, yet it hides the controlled strength of a battle-worn fighter, easily recognized by other fighters, but perhaps lost on those not used to combat. Leo's armour is standard issue Dragoon plate, woven with strands of earth dragon claw fiber. As such is grants durability even when her blade is not in her hand, though no resistance to elements.

    Leo bears a scar on her right brow from the dragon attack on her town many years ago. She also has burn scars on her legs and back, though these are covered by her clothing at all times.
 
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Major WIP




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  • ~Real Name~
    Agares (Ah-Gah-res)
    ~Human Alias~
    Raegas (Ray - gas)
    ~Age~
    30
    ~Gender~
    Male
    ~Sexuality~
    Heterosexual
    ~Race~
    Dragon
    ~Clan~
    N/A
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*All credit for the amazing images used belong to their respective creators.
 
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Fc by@littleulvar
Name:
Brynjar Hakon Thorburn (Aliases: Father Mercy)

Age:
32

Race:
Human

Country, order and/or clan:
Originated from Tollus, immigrated to islands northwest.

Skills and Abilities:
Brynjar wields an iron greatsword, within each swing of the blade emits a ribbon of ice; slashing deep into the skin of whoever's in the path of Father Mercy. The ricasso had an inscription embedded into the iron – reading the order’s line of conduct. The hilt, covered in hickory leather to prevent slipping, and the metal grip underneath digging into the holder's hands. Attached to his belt, is a seax knife, one that was passed down from man to boy for generations within his familial line; made from the rib bone of a high dragon. The style of dragon slaying would be rumoured to be the most humane way to end a dragon, a sword – or ice spike – through the heart; later earning him the name ‘Father Mercy’. The build-up to this is that he would stalk the beast, hunting it like a bear, for days at a time until he found when they were weakest, this is where he would strike with his team.

The scale, within the pommel of the weapon, shines a hue of alabaster, plucked from an ice dragon's corpse on Brynjar’s initiation quest. The same high dragon that destroyed most of his village and its surroundings.


Personality:
Thorburn’s personality is what some people would remark as ‘fatherly’. Since the absence of his own figure, he looks out for anybody in their formative years within the order. However, he does not have children of his own, nor a partner. He made a choice not to become intimate with people, and to only focus on slaying beasts during his twenties – because of an unsuccessful slaughter that killed his wife in the process. He never forgets the dragon that destroyed his home, the one that escaped his grasp and fled to the throat of the world. This controls his decision-making and thought process.

From the brutal fiery death of his wife, he feels dishonest and guilty. Knowing that he could have protected her from her demise. He regrets leaving for days at a time, letting his wife be attacked by ones that he never saw. The locks of his inky black hair turned white from stress and grief. His weakness; is memoirs of his wife or the hatred for the order that failed to protect her.

He strongly dislikes dragons but feels guilt to have to slay beasts of consciousness and wisdom to stop them from terrorising Aerdra. For this, he makes it quick for them. Giving them mercy, and himself, peace. Along with his dislike for dragons, he practices regular hunting; bears, deer, and wolves. He wears their pelts for warmth for the cold temperatures of the Tollian islands. Yet, since the recent events of the orders being disbanded, he travels all over the globe with gold made from the order's pension money. However this fact, he didn’t believe that the draconic beasts would suddenly leave humanity alone for long.

Character Flaws:
Since the death of his beloved, he fell victim to alcoholism when left alone for lengthy periods of time, making him an emotional mess. Unknowingly, he does become overprotective when sober, formed by the grudge against the order. Them not protecting his own wife, made him believe that nobody will do it better than himself. He is too blinded by the hatred and guilt that he becomes tunnel-visioned into believing that he was the cause for the unwanted cremation of his bride.

Goals:
Brynjar’s goal is to obtain the head of the dragon that cremated his wife whilst he was away.

Background:
When he was born, his father was prosecuted by the Drakon Svėfja for leading a group to a nest and leaving them as bait. Only three from the ten-person expedition returned. Including the father. He was hung publicly for his treason and the massacre of the seven souls that were taken. Brynjar and his mother were ashamed that he sacrificed the expedition, and led towards the northwest on a fishing boat, taking only themselves and a pelt-made tent.

Over the next 12 years, Brynjar reached the age to join the Order, to attempt to regain their families' honour. He worked to obtain the family's honour for 20 years before the Order shut off. During those 20 years, when he reached 23 he married a woman. Freja Seagrim. One crisp autumn day, she was putting logs onto the fire – waiting for Brynjar’s return from a dragon hunt. He went for days at a time, stalking the beasts before spearing their heart. This time, a dragon attacked the village after seeing Freja’s smoke from the fire pit. They took one breath and Freja was nothing but ashes. Mixed with the charcoal of their longhouse, and the burnt fibres of cotton from the clothes she was sewing.

From this event, he holds a grudge against the Drakon Svėfja for not reaching her fast enough. Distancing himself from any potential intimacy with people is a form of regret and guilt in his own way. Forwarding toward the dismissal of the orders, he uses his savings – 27,000 gold – enough to travel across Aerdra. Seeking what caused the dragon's disappearance, for peace of mind – and possibly vengeance on his corpse bride.
 
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WIP
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Name: Thaessalia Two-Blade
Age: 28
Race: Human (Slayer)
Country, order and/or clan: Trained by and inducted into the Dragoons of Brix, origin unknown

Skills and abilities: As depicted above, Thaessalia wields twin dragonblade swords. The right holds a red scale, from a firebreathing dragon, and the left, a green one, from an ocean-dwelling dragon. Ambidextrous, she wields them both with equal confidence and strength. Aside from her dragonblades, she has three throwing knives at each hip, and a dragonbone stake on her boot. To even it out, she carries a regular hunting knife on her other boot.

Personality:
Your typical brute force warrior, Thaessalia doesn't have much in the way of subtlety. Sure, she can be quiet and pondering, but she charge head first into any conflict or interaction. She carries herself with confidence, and has little time for shame. The woman is a generally good person, though her morals do not stop her from doing what needs to be done. Dragons are a menace to the world, as she sees it; she believes their end will make the world a safer, better place, and has never been given a reason to doubt her beliefs... Until they disappeared. Sure, the earth and sea are not a wasteland of scorched land and broken ships, but the people still fight amongst themselves. There is still poverty. There are more drunken brawls, with no dragons to see to.

Character flaws: A woman of action, Thaessalia often charges head on into a problem; without guidance she can neglect to assess the risk involved. A bit thick headed. Nuance is not her strong suit, nor is subtlety. If you don't say it to her face, you haven't said it at all.

Goals: Peace in the world, which to her means the end of all dragons. At least, it did, until the end of dragons happened.

Background: Thaessalia, for as long as she can remember, has been a dragon slayer. She grew up aboard a ship, swabbing decks and climbing the rigs and checking ropes and chasing mice. Her parents were drowned at sea by the beasts that dwelled below. The night it came was a stormy one; everyone was everywhere, shouting, and young Thaessalia peered out, drenched, from up on the mast. She watched as the dragon rose up out of the black water, maw wide. The crew never stood a chance.

Instead of screaming and jumping into the water, however, little Thaessalia looked death in the face, pulled her little dagger from her belt, and stood tall on the mast.

And was swallowed whole.

Inside the dragon's throat is when she started to panic; she wasn't meant to make it that far. So the girl slashed and stabbed wildly, until the beast screeched and moonlight met the littlun's eyes. Miraculously, she was later found ashore, having drifted back on a plank of wood, shivering, holding her knife and a single scale.

At 12, she began her formal training with the Dragoons in Brix, where she excelled. Her first scale was saved for after she completed her training. Her second scale was looted from a fire dragon for her initiation into the order. Hence, the nickname of Thaessalia Two-Blade.

A renowned slayer, Thaessalia was at a loss when the dragons seemed to have disappeared. Originally, she waited for them to return, believing they had simply gone into hiding. As the Dragoons slowly fell apart, she held on, just in case, half hoping the dragons would come back so she would still have purpose. At last, she gave in, and took to drinking and other unseemly hobbies. She hasn't a clue what to do with her life, with the dragons gone, or in hiding, or wherever the beasts have gone.


Extra:
 
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Name: Tireisa(Theresa) Alderaan
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Age: (28)

Race: (High Dragon-Lightning)
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Country, order and/or clan: Tollus (Residing in Brix) Clanless

Skills and abilities:
Lightning manipulation: Tireisa can manipulate lightning and redirect it to hit or deflect.She also uses it for simple tasks like striking tinder to start fires for stoves and lighting candles etc. (Dragon form can breathe lightning and coat herself in static electricity)

Magnetism Utility: Tireisa can use electricity to alter the magnetism of objects and allow her control of metals as long as they can be manipulated by electricity. I.E.- can move a metal key to her hands from a key ring. Slightly deflect an iron or steel blade away from her Or guide her own arrow towards her targets. (This skill requires focus though so it can’t be done instantaneously and she is more vulnerable during this time. If deflecting a blade it will only work a time or two before she must regain focus or the stack will land)

Lightning Control as a weapon: As she is just beginning to regain control the most she can do is shock others within a distance of three to five feet.( As the story progresses she will be able to conjure bolts/arrows of lightning etc.)

((Please feel free to let me know if abilities need to be tweaked or removed/added))

Bow/Quiver: Is a decent marksmen although she has not used her skills for anything more than hunting game in the fields and forests outside her village.
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Personality: Tireisa has always had a love for seafood and mead, and is often amused with the innate innocence of animals. Tireisa is often seen giving those less fortunate food from the tavern she is employed at or from her own hunts.
She is seen as kind and social but does have her bad side and days. Her dislikes are often orientated around her employment at the tavern where she works as a barmaid and cook. Tireisa loves food but hates the prep work and certain interactions with drunk customers. She feels the work is beneath her but likens it to a necessity of survival.
Among her work she also spends her time gardening and shopping for herbs,fruits, and supplies for the tavern. She is seen as the face of the tavern of Hilsvarn and is always welcoming to those is need of respite. She does however have a distaste for most boasting as hunters and will tend to be more cautious or obstinate towards them.

She hates the harming of children, or women and will not keep herself silenced when she feels passionate about something.

1. Tireisa does not necessarily despise hunters or man in general any longer as she has spent much time among them and has begun to understand that like her they are just living in this world and interacting with nature. Still she does not find the understanding of killing dragons just for sport or fame amusing.

2. In the beginning Tireisa was a warrior among her kind challenging the slayers at any given chance, until one day she met one that was empathetic to both creature and human kind. Among her travels she grew close to them all the while hiding her identity. It was until they were accused of interfering with a hunt and punished for that false crime. After this she had to run and abandon her friendship but his words are still heavy in her mind.

“Man or beast, we are all living and that life should never be taken for granted”

Character flaws: Her past mistakes do haunt her, yet also build her respectable personality. Her kindness is also a double edged sword. Which has gotten her into sticky situations once or twice. Her cautious nature also lends to her inability to react when necessary at times for fear of the consequences.

Goals:
To one day leave the tavern she now works at for a more permanent and stable lifestyle.

To fly amongst the clouds once more.

To join a clan.

To one day have her own offspring.


Background: Tireisa was once a dragon men feared often coined The Final Tempest by human kind, though she never joined a clan and was the offspring of two fire high dragons being born in the Tollus region. It was there she grew and honed her skills ending those who deemed her scales and head a prize. She was soon captured during the end of dragon appearances and placed upon a ship sailing for Brix. During the travel it happened she awoke to find herself caged in the hold of a large vessel. The sailors that had been contracted to transport her to a noble in Brix to be claimed as a trophy.
Amongst the damp and dark creaking hull Tireisa bided her time and her strength. She found that her powers although severely diminished still were accessible. On a night of a raging storm she utilized every ounce of strength she had to assist the hurricane in sinking the ship not wanting to be taken without a fight.

The ship fell beneath the waves and shattered upon the reefs. Tireisa had confined herself to a death at the hands of natures mighty winds and waves.
Fate however found her way casted onto shore as the blinding sun and salty air graced her face and lungs. Tireisa was alive although still stranded now in human form and amidst a new land she had never ventured through. To her surprise when she awoke she was greeted by a group of traveling merchants who acted as if they had always known her. It was this new family who offered her aid and she even befriended their caravans guard. His name was Tobias Alderann and his companionship was what kept the fallen warrior from giving into despair during her time lost amongst humankind. Although a gruff and older gentlemen he was just that. Offering her what little he had in the way of knowledge of the world, training, and friendship. Together the pair traveled and she learned that not all humans were like the slayers that constantly yearned for her life at their blades. His outlook on life in general intrigued her and she wanted to spend her life understanding and learning these varying cultures. Her friendship with Tobias would come to an end one day as she would use her powers to try and save him from a pack of dire wolves whom he in turn was trying to protect from slayers. The slayers believed Tobias in fact had attempted to steal their hunt and bounty reward subsequently turning on him. Her inability to act when he paid the price for her mistake of openly using her powers caused his sentencing and death at the hands of former dragon slayers.

Tireisa vowed she would do everything she could to live her life for him taking his name that night as her own. The traveling merchant band dropped her off at a village named Hilsvarn to which and she has resided there ever since. She was employed by the owner of the local tavern as a cook, cleaner, barmaid, and eventually began hunting the forests and plains for game to help supply the tavern. She even works with the bees kept by the tavern owner to harvest honey for their particular brand of mead which is slowly gaining popularity. Still she longs for the day she can once again stretch her wings and soar amongst the clouds as the magnificent creature she is.


Extra: She bears a scar on her right wrist where the shackle she was once bound by resided. She often sports a piece of amber socketed in a necklace she wears on her belt.
 
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Name: Breneir Bligh or "Bren" to those he's more acquainted with

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Age: 54 mortal years, relative to 30 in a human's lifespan

Race: Half-elf

Occupation: prior dragon slayer, current sell sword and gambler

Region of Residence and Birth: Maramota

Skills/Abilities:
- Weaponry -
He wields a backsword primary, quite handy against dueling sabers and rapiers. The blade was designed for a combination of both the former's styles, allowing for slashing and jabbing. A holdout weapon is sheathed across the back of his waste, this being a barong. It's a wider knife taking on a leaflike shape, known for quick deployment and storage. His defensive capabilities come from a buckler, not granting the full protection of a shield but excellent for parrying and in some cases throwing. His final tool is a hand-crossbow, though rarely are bolts fired from it.

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- Fighting Style -
The oldest trick in Brenier's book is his hand crossbow. Though the weapon was designed to fire bolts, an old quartermaster once theorized aloud that the right sized vials would fly just the same. Though many saw it as a jest, Brenier got to experimenting. Quite a bit of broken glass later and he found the right match, then it was just a matter of zeroing his aim. Simultaneously, the lad began building a modest collection of reactive compounds, flammable oils, and acids. With the funds provided to dragon slayers, he could shop top shelf for whatever mixtures he desired, now unfortunately he's had to result to more basic concoctions. The upside is that they're easy to make on his own, the downside being that few are lethal.

Complete list of vials:
- Whale Oil: burns like a miracle from the gods
- Darkmantle Powder: dried darkmantle ink mixed with fulminate salt, friction sensitive mixture that creates smoke clouds
- Aboleth Acid: Neutralized acid from aboleth eels, fantastic for blinding opponents in a cloud of corrosive mist
- Essence of Flymph: Though benevolent, these jellyfish like creatures can produce a defensive nauseating stench, which can be bottled and ready for use. Keep away from nose.

In addition to his hand crossbow, Brenier has incorporated his induction scale into his fighting style. Molded around the handle of his backsword lies a firedragon scale, his first kill in the order. Bronze in color, with natural dark striping comparable to wood, it gives his blade extra grip and an agreeable presentation. However, this artifact is far from just cosmetic. With this relic, he is able to access a range of flammable attacks, along with resistance to the breath attacks of the order's reptilian foes. The blade's magic also proves quite handy when igniting his whale oil vials.

Complete list of attacks:
- Tempered Blade: his sword glows red hot, showers sparks when hit, and emanates the heat of a brand.
- Kindling Blade: the sword can spread a line of fire across a surface, its as simple as dragging the tip.
- Molten Blade: sword launches a fireball from the tip, the size of which depends on how long it's charged

- Armor -
Brenier is not a fan of metal armors, in fact they'd actually be detrimental to his fighting style. Utilizing leather and mail allows him to remain nimble in battle, it also doesn't heat up when slinging flames. That being said, his set is not entirely void of some kind of reinforcement. beneath the leather is a shirt of chain mail links, acting as the final barrier between himself and demise. His leather gloves also have samples of chitin stitched into the knuckles, plucked from some of the large man-contesting species encountered around Maramota. His buckler also comes in handy for both countering deadly swipes from a blade and bashing their wielders in retaliation.

- History -
In its infancy, Maramota was nothing more then a network of connecting outlaw villages, aligned only for survival. Thankfully, as time went on, the holds grew, prospered, and gained a shred of credibility large enough to enter the world stage. Yes it had its problems, but it was also a fresh young country brimming with opportunity. This drew many, from both new and old races alike. It was on one of the countless voyages over, that a young helmsman fell for a runaway elf maiden. They settled in one of the costal depos, St. Auger, and it was here that the Bligh family's heritage began.

Further down the line would come Brenier, born to his father Duncan and mother Marigold. He was fortunate enough to live amongst those of higher station, and was destined to one day command his father's enterprise: a shipping fleet of five. With little responsibility outside of staying alive, all the young master had to do was wait to grasp his spot in the family line. Though, as destined as he believed it to be, fate steered him towards a different course. The fleet was sunk, right off of St. Auger as they attempted to flee an oncoming hurricane. But the storm, traveling with unnatural speed, overwhelmed the vessels mere miles from safe harbor. The family watched as their security and future were lost to the depths, as the townsfolk whispered rumors of a dragon's revenge.

It was later revealed that Mr. Bligh's failed shipment left him indebted to a number of unsavory sea folk. It wasn't long before his clients caught up with him, but not before dear Mrs. Bligh could deposit her son aboard the last ship to Driften. She said she'd be right back, that it'd be a quick run up to the house to lock up and fetch Mr. Bligh...she would never be added to the passenger's log. The young lad spent a month skirting the peninsula before arriving in Driften, one of the oldest and scummiest ports in Maramota.

His adolescence went from that of a noble, to a street rat, caught in misdealings and scams. True the wharfs toughened him up, but it was no place for a Bligh. This was the thought that drove him ever forward, deeper into every venture he could sink his hungry reputation into. The Bligh's had been entrepreneurs for generations, climbing hand over hand up the ladder of success, and all of that work would not end on his watch. Brenier Bligh would make something of himself, he wouldn't stumble like his father, be overwhelmed by those below him, he'd be a household name by thunder! And it just so happened that the dragon slayers of Driften were recruiting.

So it was off to the hall he went, and recruited he was. It wasn't an incredibly hard process actually, but then again the slayers of Maramota were designed to be more quantity over quality. He'd find this out aboard his assigned ship, The Outrider. Y'see, the slayers of Maramota aren't actually a government organization, but freelancers. They're the scraps of Aedra's other orders cobbled together with naïve, sometimes stupid, dreamers and everyone's mostly their for the money. It's not like the five holds aren't entirely involved, they pay their share for an invaluable service, it's just they'd prefer not to have to refit every vessel that gets burnt, frozen, or flooded. So, since the settling of the territories, these "Freelancer" captains provide the ship and crew before any of the holds, and threatened settlements, empty their coffers.

Returning to Brenier, he found his own batch of Freelancers less professional than he was led to believe, but soon settled in as they set sail for rumors of sea drakes. From then forward it was a life of adventure aboard The Outrider, making new allies and enemies alike across the Eastern Sea. The pay afforded for a life of comfort back on shore, but it was the immense rise in station that Brenier was after. With each voyage himself and his comrades only bolstered their reputations as noble protectors of the realm, or at least as noble as Freelancers could be. Regardless, the fallen half-elf accepted it with no small amount of pride. He'd done it, restored the Bligh line to something great. He'd soon find that history has a funny way of repeating itself.....

- Recently -
The peninsula's Freelancers were the first to feel the effects of their foe's disappearance. Once their suspicions were confirmed, the holds were quick to cut their share of the funding. This only encouraged settlements to pull out as well, confident they could leave their waters unpatrolled from now forward. Once proud dragon fighting vessels were left in port, or worse, awaiting repairs in drydock that could never be paid for. Those truly desperate captains turned to the oldest of Maramotan hustles, piracy. Freelancer's were contracted to fight Freelancers, and now it seems they'll tear themselves apart. Competition is fiercer than ever, mutinies have become common occurrence, and the Eastern Sea's finest cast of sailor is slowly going extinct.

- Personality -
Brenier is still as prideful as ever, if not in his past profession, then his family name. Despite this, he's troubled. The Freelancer's are nothing more than disposable privateers at this point. There's no station to be held in it, at least not to any reputable circles. Brenier's back at square one, right where his father left him. He feels a fair share of resentment towards the man that brought the Bligh's crashing down, and even more shame for being his son. As of the last few six months, he's adopted a new mantra "Know one's place." To Brenier, fate believes so strongly that he should be brought low, that it snatched every last dragon from the world. Why try at that point? It was time to stop dreaming, and get scheming, that's how he'd make his way. So far, it's worked rather well, as long as he doesn't prod the heavy hitters.

- Blunt: Brenier's done trying to build his reputation, time to let everyone know what he really thinks
- Meddlesome: The best schemes are often of your own design
- Prideful: "How'd you land that kickflip?" "I'm a Bligh,"
- Resourceful: "No worries lad, we used to pry the bosun's locker open whenever the drunken sod gambled his keys off. Now, go fetch a plank or two,"
- Loyal: It was success over all that turned the Freelancer's against each other, Brenier has no intention to let the Bligh line end so pointlessly

- Flaws -
Make no mistake, Brenier can be worked with, but he has his own plans. Whether or not they're detrimental to his allies is anyone's guess. Just know, that if given the chance to make coin, gain favor, or pursue an advantage he will take it. It doesn't matter how high stakes the current quest is, though the reward would have to be substantial depending on how important his current task is. That's when his loyalty trait comes in, there will always be an internal struggle between close allies and a big enough payday.

- Goals -
Brenier is adrift currently. Every now and then, he spots an opportunity to graduate himself, but if the odds are too great he'll pass it by. He's tricked himself into being content with his position in the world, that there's no way or reason to become anything more than a mercenary. He likes letting everyone know he's capable, it's how he stays employed after all, but going above and beyond is off the table. Take the metals, leaves the gems.

- Extra -
- Brenier speaks with a distinct Irish brogue, a trait distinct to the Blighs.
- There's a record of The Outrider's voyages etched into the back end of his barong knife
 
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Eramis Quill




Alias(es): Era
Age: 27
Race: High Dragon
Country, order and/or clan: No clan affiliation as of now.
Appearance: Eramis is a girl of smaller stature, not petite exactly, standing about 5'4" shes smaller than most women but taller than some. She has doll-like features with a round, inviting face, and equally round, bright eyes that are a subtle violet, almost silver with a purple hue. She has a button nose dappled with scarce freckles, all sitting above pursed, rose petal lips. Her most distinguished feature is that of her platinum hair, in warm candle light it appears to be the lightest blonde, in the sun it seems starch white, and under the cool moon it glows silver. Her frame is slender, with little to no muscle mass, a seemingly delicate feminine physique covered in smooth, unflawed, fair skin.

As a dragon Eramis is quite petite. Compact for nimble, fast flying. Perfect for slicing through the air and turning tight corners. Where she lacks strength she excels in agility. Her scales are shimmering silver which reflect the light around her and help camouflage. At night she appears ghostly, a shadowy wisp of a figure, leaving you to think whether you really saw her at all. During the day her scales glitter and twinkle when the light hits just right, otherwise she blends in with the brightness of the sun, and blends in even better with a foggy mist, which she often brings with her for cover. Because of her windy elemental nature, and favors stalking in a shroud of mist, Eramis tends to linger near misty seasides. Her wing span is about 16ft, and from nose to tail is about 18ft, her hull is not much bigger than a large horse, leaving her a potential victim to even lesser dragons.

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Skills and abilities: Air/Wind
  • Super Silent Speed: Eramis will admit she's not very skilled with her elemental abilities, yet, but one thing she does pride herself on is her flying (in dragon form), and rightfully so. Using her air elemental abilities, Era is quite the achieved speedy flier. She literally parts and cuts through the air, getting rid of any and all resistance while in flight. Combined with her small size, she is the peregrine falcon of dragons and has yet to find anyone that can out fly her. Eramis can also manipulate the air around her in a way that also affects sound. With out wind resistance, her flight is silent, even the flaps of her wings are muffled, when she wants them to be. She learned this trick by watching owls hunt their prey, silent killers with feathers made to manipulate the air around them. If they could do it, why couldn't she? This is her most mastered skill, one she taught herself and practiced endlessly and now does it effortlessly, and yet continues to push her limits still, testing whether she can go faster and faster.
  • Pressure: Era has dabbled here and there with air pressure. The ability to create a vacuum or fill a space with extensive air can be rather dangerous, if not careful. On a small scale she can make jarred jam explode with increased pressure, it may sound useless but you'd be surprised with how deadly shards of glass can be in manipulated air at high speeds. Big scale, Shes played with the thought of making a living creature implode or explode with a simple change of air pressure, but never had the heart to put it into practice, but in theory it is possible.
  • Basic Manipulation: Aside from focusing her abilities on speed or air pressure, Eramis has also practiced basic manipulation of air/wind. She could easily turn a small flame into an uncontrollable blaze, then immediately put it out by cutting off its oxygen supply the very next second. Shes also made sizable gusts of wind with her wings in her dragon form, but aims to create hurricane-like speeds or whirlwinds like another dragon she remembered could do back home. There was another dragon who could use finely focused air to slice through tough materials with a swish of a tail. Shed hate to admit it, but she's also had curiously dark thoughts of asphyxiating someone by taking the air out of their lungs, essentially choking them but has never tried it, nor has even been brought to act on such tactics...yet. In general, Eramis can manipulate the air around her on a small scale but aims to become adept enough to match the force of natural disasters, with out the proper training of an experienced dragon it may prove to be difficult. Lots of trial and error.

Personality: Eramis can be an unpredictable creature. She doesn't flip like a switch, but looks can be deceiving with this wee one. Era is kind and patient, and can come off somewhat submissive -- because she is most of the time. She enjoys simple pleasures, never been one to be boastful or to seek wealth or fame, and is most certainly not attracted to any of the mentioned sort. However, as passive as she may be, she has a stout heart, a bold bravery that is inspirational and yet gentle. She is soft spoken but her words are true to her heart, honest and lack a shred of fabrication. Speaking up proves to be a reoccurring challenge for this young dragon, as she struggles to find where she belongs in large social settings, er...more like is too reserved to put herself forward.

Theres more to her than the meek persona she emanates, though. If provoked the gentle flame can be stoked into a furious blaze, unsuspecting to those that don't know her to be this way. She may often lack confidence, but can talk herself into being courageous for the greater good, and may even be brave enough to take on a challenge she fully knows she cannot win, just to prove herself. The mind and heart of Eramis compete against one another constantly, forcing her to walk on a tight rope between knowing who she is and searching for a sense of belonging. Silently, she struggles with inner turmoil, and carries the weight on her own. Feeling as though her life can be more than what it currently is.

Lately, its as though theres a static of excitement and uncertainty in the air, she feels, that will strike like lightning, fast and unexpected. So, long as she keeps her eyes and heart open, and muster the courage to leap at what ever may come. Or, remain complacent, and follow the unsure, doubtful voices in her mind, that will cause her to turn away from such an opportunity, and lead a dull life, forever wondering if her life is to fulfilled in her new human body. All she needs to do is trust her instincts and herself to become the warrior and adventurer she aspires to be. With a noble heart, a fierce drive, and unbending will, her life is sure to take an unexpected turn. For better, or for worse, remains to be seen.

1. How does your character feel about the opposing side?
Eramis finds life among humans to be rather complex, and downright brutal. She finds herself amazed of the savagery they are capable of, and is confused as to why they are so quick to destroy things they don't understand, out of fear. She's still learning their ways, and struggles many a times. Dragons were usually very honest, spoke their minds whether it offended another or not. But humans, they lie and connive and plot with malicious intent toward even their own kind, and often times before even trying to settle disputes with words, they quickly turn to use their fists or weapons until blood is shed. They tear down the world around them to build their empires and expand their lands with out another thought. However, she marvels at their ingenuity and resourcefulness. They have an innate capability to survive even the toughest of obstacles, and when they put their differences and strife aside, will band together to protect one another and what they've created. Humans have some awful qualities, but show some admirable ones as well. Eramis hopes one day dragons and man can coexist peacefully one day, even if its achieved beyond her life time.

2. How have the past 6 months shaped their outlook?
Living amongst humans has open Era's eyes to a whole new world she realized she knew very little of. Her biggest struggle was learning how to talk like them, in a way that seems natural. There are many words and phrases she had to learn, and still struggles with understanding sarcasm and idioms, but is eager to learn, and learns quickly. She started off wary and hostile toward them, for many reasons -- one being she has no idea how she came to live among them -- but when two humans expressed kindness and offered to take her in, she was able to open up and take in the new life around her. She sees the strength of human compassion and the vastness of their determination and is taken by it. She just wishes that they were more open to understanding the worlds they don't know.

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Character flaws:
  • Too trusting, and easily so.
  • Lacks self- confidence
  • Stubborn
Goals: Eramis desires to belong somewhere, any where. She constantly works to earn approval from almost anyone, even individuals she comes to dislike. Whether it be dragons or humans she just wants to be a part of something, even though she wont voice it. On the other hand, she searches for inner strength and confidence to be content while on her own. She moves back and forth between wanting to belong and wanting to be comfortable alone...she hasnt quite figured out what she wants yet, but every day she learns a little more about herself.

Aside from that, she too would like to discover what happened to her previous life. How did she end up in this little town? Why is she human? And what happened during the gap between her last vivid memory as a dragon, and waking up as a human?

Background: Eramis was mysteriously discovered on the outer border of Dun Gannon, a small town on the cliffs of Brix's northern most seaside. A human hunter, on horseback, found the young woman asleep under an aging tree, beneath the canopy of a dense forest, lush from the ocean moisture of ocean fog that travels inland everyday. Her body lay peacefully beside an old log, the remains of a tree that died and fell many years prior. The scene was serene and tranquil, picturesque. The hunter, almost tempted to leave her be so as to not disturb her slumber, gently lifted her and slung her across his horse's back and traveled back to town.

This windy little town, so close to the ocean, smelled of salt and fish. The town had gathered to see what, or rather who, the young hunter had brought back. Mrs. McKenzie, a pudgy little tavern/inn keeper, pushed her way through the crowd with a suspicion of who this sleeping girl was. When she spotted the unmissable white hair she cried out in relief, tears of joy pouring from the corners of her wrinkly, blue eyes. Carefully, she slid the young woman off the horse, and with the help of a tavern maiden in her employment, carried her inside and onto an empty bed. Mrs. McKenzie stood by the girl's side and tended to her until she woke.

And boy did she awake.

Eramis, drowsy and sluggish, fluttered her round eyes and only had seconds to take in her surroundings -- a feathered mattress under her, candlelight, wooden beams over head -- before gasping for a breath that seemed to be residual from a panicked state that existed before she fell into her deep sleep. The girl thrashed about in hysteria, knocking over the items that sat on the night stands on either side of her. Confused and terrorized she screamed, kicked, and pushed anyone that tried to touch her. She picked herself up to stand on the bed, back flat pressed against the wall behind her, her chest rapidly pulsing with each frightful breath she took. Eyes darting to each person that came running up in response to her screams, she hopped off the bed and cornered herself, like a mouse trapped by it's feline captor. Trembling, her weakened knees gave out, bringing her to the floor. Mrs. McKenzie ordered everyone out of the room and left Eramis to face the plump woman alone. It took time but the persistent woman managed to calm down the young girl and explain what happened.

Mrs. McKenzie explained that Eramis had disappeared years ago, as a "wee lass", when the village was invaded by another group of humans -- Eramis didn't care to remember which ones. Young Era took off in fear when she witnessed her parents being executed before her eyes, and was never seen since. It seemed Mrs. McKenzie knew her parents very well by the way she told the story, and the grim look that shadowed her face when she talked about them. The round woman asked if Eramis understood what was explained but only received a silent nod in response. She kindly allowed her to stay in the room for as long as she liked, and after a week, Eramis was ready to enter her new world. However what troubled Eramis was despite being told the story of her disappearance, she had no memory of Mrs. McKenzie, or the village she now lived in for that matter. When ever she closed her eyes she had flashes of her previous life....as a dragon. It was a full and vivd collection of memories, she remembers her home, other dragons, her family, with no recollection of being stuck inside of a squishy human body. Eramis didn't even doubt if that was her reality or not, she knew it was. So how did she end up here, in a body that isn't familiar, in a town less so? There was a certain point in her memories that she could not see past, and when she tried it just skipped to where she is now. She didn't know how she got herself here but quickly accepted this was her new life, and worked to be a part of it.

Mr. McKenzie was an apothecary of sorts, and a self-proclaimed alchemist in secret, though Eramis doubted his alchemy abilities. She found herself to be his assistant, and although he may not be the nicest man, she learned a lot from studying him and his books. She took a liking to botany and carefully payed attention when he explained the medicinal properties of the native flora. During her time amongst humans shes learned how to mend superficial wounds, concoct poultices, and cure ailments, and is rather proud of her acquired skills. However, it does trouble Mrs. McKenzie that Era doesn't speak much. She'll say a word or two here and there but is otherwise very silent. When asked about it, Mrs. McKenzie says its what ever trauma she may have experienced that took her words from her, and threatens the curious townsfolk to keep quiet about it and drop the matter.

Eramis does often wonder if she will ever return to her previous life, and spends time reading tomes and historic scripts in the unending library that belongs to Mr. McKenzie. Searching for a shred of a clue as to what may have happened to her and if she'll ever be able to go back. But it remains to be unseen.....

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  • Name: Marshal Osborn Merek;

    Alias/Nicknames: The Golden Lynx;

    Gender: Male;

    Age: 26;

    Race: Human;

    Country: Brix;

    Order: The Brix Dragoons (Formerly), Tending the Merek farmstead;


 
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Name: Arkos Skadi
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Age: 16
Race: half-giant
Height: 8'4
Country, order and/or clan: Tollus
Skills and abilities: His double blade battle ax has been made with the scales of an Ice dragon and Lightening dragon. He found the scales after looting the site where they had fought and killed themselves. He himself has been tatted with the mythical runes with ink that has been mixed with dragon's blood to form protection from their elements.

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Personality: Your normal Tollas lad, he's hot blooded but with a good heart. Having been rejected because of his heritage, he often is cold to people upon first meeting because of that. He doesn't go out of his way to be nice most of the time, but he won't ever go out of his way to be mean unless he has a vendetta.
1. How does your character feel about the opposing side: His grandfather had taught him from a young age about how sentient High Dragons are. He has respect for their power (as any good Tollas warrior has), and doesn't foster hatred for them, because they too have reasons they attack humans.
2. How have the past 6 months shaped their outlook? He, and most of the old warriors, were sad to see the disappearance of the dragons. They were great creatures of power, and without them, there was an imbalance.
Character flaws: Being brash, he often doesn't take into account other people's likes or dislikes, and can come across as insensitive. He also puts a bit too much enjoyment in the drinking of mead.
Goals: He has no goal, because his goal was to prove he was good enough to join the Drakon Svefja.
Background: His mother was captured by giants when she was young, and disappeared for several years before reappearing at her father's doorstep pregnant and near death. She died during childbirth, so Arkos was raised by his grandfather, a retired Grand Slayer. He taught him how to fight after Arkos was refused from joining the Drakon Svefja because of his heritage of being half-giant. His father pulled some strings to get his grandson the runes of protection, and also when Arkos found the dead dragons, the two scales. Even though he has never killed a high dragon, he has killed at least a dozen of the lower dragons. Six months before the disappearance of the dragons, his grandfather fell ill, and the day the dragons disappeared, he died. Ever since then, Arkos has traveled the countries, trying to find meaning in his life.
Extra: One side of his ax has an ice attack that he call's the Glacier Clever. The other side has a lightning attack he called Thunderer's Balance.
 
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"This particular order of knights- at least, compared to the Brix Dragoons- is quite the small-fry of a company. Even with smaller numbers, their skills as dragon slayers are not to be underestimated, as they excelled at hunting dragons in the jungles of their country where others failed. ...But their small numbers hit them the hardest when the dragons upped and dissipated."
> Ivellios Faen, former guild-master and leader of the Runic Dragon Order


  • IMG_5119.jpegName: Morriel Knox (also goes by “Piper” by fellow ordermen due to her skill at the flute, and the “Silver Deadeye” by her homeland because of her battle prowess)

    Age: 247 (roughly...31, in a human's lifespan)

    Race: Elves

    Country: Born in Rannar

    Order: (former) member of the Runic Dragon Order; currently serving as a monster hunter
 

Lance Masoner


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    Name: Lance Masoner (Dragon name: Karros)

    Age: 26

    Race: Earth Dragon

    Country, order and/or clan: Stonebreaker clan (dragon clan) / Drakon Sefja (dragon slayer order)

    Appearance: Lance is tall and bulky and has the overall size and dimension of a grizzly bear. His rusty-red heair his thick and full as is his beard which is kept clean and trimmed. His armour is custom made, and many pieces of the leatherwork he actually made by hand. His doeskin breeches and doublet are accented by the red leather on his bracers and wrapping the hilt of his sword. A thick, sheepskin cloak hangs off his massive shoulders. Lance's face is round and his cheeks ruddy, he seems like the sort that would do no harm unless he absolutely had to.



 
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GENERALwhen would you bless me



✦ sura (draconic) / titania green (human) / bless me - goodgirl LA



─★ Titi / Lady of the Green



─★ Female / Feminine [she/her]



─★ Twenty-five years of age



✦ high dragon (nature) << click the first ☆ for dragon form >>



─★ her human body may be petite and frail but her dragon form is an absolute titan, a behemoth to say the least. nature dragons, as guardians of one of the oldest elements, tend to be on the larger side and boast robust frames. titania is no exception to this rule with an thirteen foot height -the size of a bull african elephant- and weighing at nearly 24,000 pounds. instead of a classic scale pattern, they resemble the spiraling barks of wood in various shades of green and brown. two large horns sit atop her head like an antelope with spines cascading halfway down her back. titania has such a massive size that several divots along her body can be seen waterfalls since rainwater has gotten trapped in the thick spaces of her scales. unlike the common dragons, she has two front legs with a long prehensile tail and three sets of wings. the largest set sits just above her scapula, extending over fifteen feet wing tip to wing tip. the other two are smaller in size at ten and eight feet respectively.



✦ ivory clan / works as a wandering herbalist / originally from the land of verlore / currently traveling through brix



─★ as an herbalist, titi research's local plant life to understand there properties to better craft herbal remedies for people. these remedies are then sold to citizens in need. healing is not her strong suit but it is a good business. her time is split between foraging for plants, testing how plants interact with one another and creating new remedies. it pains her when ill or injured children are brought to her and she is unable to provide the standard help for them. in an effort to do more, titania will sometimes wait for the cover of night to heal sleeping children with her powers which has earned her the moniker "lady of the green" for the flower petals she leave behind afterwards. she keeps this identity a secret.



Dragon Physiology / Toxigenisis / Naturalism / Entity Bonding / Environmental Purification / Healing Hands



─★ as a dragon trapped in human form currently, titania does not possess nearly as much strength or durability she once had but does retain a higher than average endurance and agility. due to her elemental disposition, poisons do not affect her; she can even ingest poisonous plants to replicate the particular poison. in her throat, there are three tubes: an esophagus, trachea and olix. The olix leads to the poison sack in her body that can store up to fifty gallons of poison that can be expelled via orally on command but one gallon takes about one week to replenish with the ingestion of plants or one-month without ingestion. poison is her specialty but she also has basic manipulation over nature, specifically plants, flowers, trees, fungi, etc. titania can move tree branches, grow patches of flowers or use vines as a weapon. this can all be done within twelve feet of herself. the environment is not an easy thing to care for much less manipulate. titania can even perform acts of purification within the environment, most commonly water sources to provide clean water. it is a time and energy consuming endeavor that while she can easily purify a barrel of water with the touch of her hand, removing years of pollution from a meadow could take days of repeated purification. just as her hands can purify, they can also complete minor acts of healing on herself or other parties though it requires energy to do so.



within nature there is also animals amongst the plant life and nature dragons have a natural scent to them that is able to help calm animals. some can also do something called "bonding" to form a connection with animals that act as life companions. these bonds can only be done by two consenting parties and once it is made, it can only be broken through death or forced separation. they can have multiple bonds but titania is only capable of having two at the current moment. through the bond link, everything felt from hunger to pain to emotions to trauma can be felt by both parties. nature may be beautiful but it is also extremely dangerous. her emotions play a massive role into how her abilities are used, requiring patience and practice to wield them properly.






APPEARANCElord please let me know



✦ curvy / mortal / health: 100%



─★ Titania is not someone easily forgotten. She stands rather tall -almost six feet- with a trim pear shaped frame. Her mocha skin darkens to a warm chocolate when exposed to the heat of the sun. Titania may have height but she is otherwise quite small; small hands, small feet, small face. An oval-shaped face where a pair of large vixen eyes sit, pools of liquid gold, with a button nose and plush cupid lips makes up her undeniably attractive face. Most noticeably is the bountiful curls that rest around her shoulders, normally a light brown shade but glistening copper in the sunlight.



─★ being from the land of heat and sand he clothing is normally quite light and fitted. she tends to stick to earthy tones in her clothing. metal jewelry adorns her neck, wrists and ankles less as a fashion statement but more of a cultural aspect.






PERSONALITYgive me anointing



✦ INFP / Ravenclaw / Phlegmatic/ True Neutral



─★ the gentle face of titania is reflected by her demeanor. she comes off as quiet and reserved at first greetings. this often garners praise from older humans with comments such as "you'll make a good wife" or "such a lovely young lady" to which she never knows how to respond. she has perfected how to give a charming smile as means of neutral affirmation to avoid small talk. it irritates her when humans attempt to start conversation with her about there boring little lives but in order to keep up her façade, titi will just smile and nod her head along. she isn't unfriendly to say but she doesn't understand certain human social cues. do they use there hands like dragons use tails? do only the parents raise the young? many things are easily misunderstood for her so titania chooses to quietly smile and listen to better understand. she craves knowledge and understanding which causes her to ask questions. most people easily attribute it to her being from a different country, thankfully.




to her, it's a way to learn human mindsets but deep in her heart, she wants to find truly compassionate humans. building relationships were something she was raised to forge tediously and with great care which is why titania has only formed friendships with two humans and an elf. she treats with with courtesy beyond what she treats strangers with, often speaking bluntly about her feelings and visiting them routinely for no reason other than to be in there presence. she has some semblance to a cat, letting her curiosity lead her along even at the detriment of her wellbeing. once something or someone has caught her intrigue, titania sticks like glue to better understand it. her natural instinct is to protect, covet and hide away all things she cares for rather than fight and threaten thus why she is secretive in regards to her belongings and the few friends she has. titania is uncomfortable remaining in one place for too long and chooses to avoid standard means of living, remaining in nature for her mentality and to avoid human interaction in her spare time. in spare moments, she takes the time to practice the rituals she was raised on; the routine helps her keep a calm and sturdy mentality, understanding her emotions need to remain in check consistently.



despite her warring emotions about humans, children and animals to elicit another side of her. her intelligence shines through and a genuine sense of gentleness overtakes her. it is the closest she comes to being friendly and willing to socialize with others. her gentle face actually matches a truly soft and caring demeanor. titania likes to be a caregiver and just as previously mentioned, her natural instinct is to protect. she wholeheartedly knows that young ones are vulnerable and innocent, being extra cautious around them and keeping a watchful eye that they are properly watched after. being a nature dragon, animals tend to linger around her and never show violence towards her to which she returns the favor with healing. titania is not a naturally violent creature -preferring to avoid conflict if she can- but will not hesitate to hold her ground for those she is trying to protect.



✦ titania finds most people confusing but finds children to be adorable. . humans, to her, do not understand that and it breaks her heart watching them take advantage of nature's gifts without giving thanks in return. there have been a few humans she has met that felt interested by and formed a symbiotic relationship with them where she learns from them. she amuses herself and balances out her feelings by selling her remedies to those in need where she able to hear many stories about human lives.



✦ the last six months have been shocking to the least. titania struggled to understand human customs on top of the complex customs she knew of her home. it was terrifying to be on the same level as humans, to be as vulnerable as they are. she decided to travel and search for different human experiences, to maybe understand why they do the things they do but so far, she still has not figured it out.




─★ titania's biggest flaw by far is her stubbornness. she likes to get her way and on her terms, stubbornly refusing to do it any other way. her stubbornness, however, is not her only flaw. titania is brutally blunt even in situations that may require empathy.






HISTORYshow me your love



✦ Jymri (earth father, ivory clan), Feondiroa (lightning mother, ivory clan), Miarmoilth (elder fire brother, ivory clan), Heguth (elder lightning sister, ivory clan), Shymot (nature twin sister, ivory clan, deceased), Mithena (younger earth sister, ivory clan)



✦ the ivory clan was a philosophic group of dragons that invested much of there time in searching for knowledge. jymri, an earth dragon from the west, was welcomed into this clan in his older years where he met his mate for life, feondiroa. in true ivory culture, the two spent months completing several courting rituals before mating. the clan kept territory near the seaside, bordered by forests and a large city. it was a few years before they were able to have dragonlings due to eggs failing to hatch or dragon slayers learning there location. finally, at the center of the forest -hidden well away from prying human eyes, feondiroa was able to lay six healthy eggs. they dutifully watched over a nest of six on little nutrition so far from hunting grounds but able to successfully hatch five eggs, four females and one male, on the night of a lunar eclipse. they noticed two of the females looked exactly the same with a unique six-wing pattern and partial tail shaped frame. twins. jymri gifted them the names shymot, for sun, and sura, for moon. sura spent most of her time as a hatchling struggling against her twin for affection from there parents, always following one step behind and learning everything after she learned it first.


once they were bigger and stronger, the large family returned back to the ivory clan's home den where they were greeted with cries of happiness at the five new additions. the five dragonlings were then raised equally among clan members, each finding a place to belong in the clan. jymri and feondiroa went back to there original scholar positions of seeking knowledge throughout the world, leaving with no set date of return. miarmoilth chose being a hunter, going on expeditions with groups of other dragons to provide food for the clan. heguth and shymot were chosen as guardians, protectors of the clan, that held vigil at the borders of the territory to fight off dragon slayers. mithena, the youngest, became a healer, suitable for her more timid nature but sura was chosen to be a nanny. to her, it felt like an unimportant job to watch over the dragonlings and unhatched eggs. she believed that she was given the bottom of the barrel job. it didn't turn out that way years later when the city that was near them had figured out there hunting patterns and waited when many of the dragons were gone to attempt taking eggs and hatchlings. sura was one of three nannies and they had to fight not only for their lives but for the young dragonlings as well. one of her brethren was killed in the scuffle and sura had demanded the other go seek help.

she had been cornered with the the eggs and young ones protected underneath herself, trying to look menacing but with no poison left and her leg injured, sura believed herself a goner. until shymot arrived. she was the first guardian the other nanny has been able to find and rushed back to help. it was a grueling back and forth between her and the dragon slayers, giving her everything to finally fend them off when they realized the endeavor was futile. by the time other clan members had hurried back, shymot was beyond help even with healing and succumbed to her injuries by the next day. sura was able to recover but grieved the loss of her brave sister and began to take her role more seriously. she remembered putting all the dragonlings to bed and doing one more check on runts and unhatched eggs before resting then waking up as "titania" with a cold rag on her forehead. she had been scared and confused, spouting nonsense to the humans caring for her. after that, she listened to them tell her she had been in a coma for a week after an accident with an experiment. the group were wandering herbalists that travelled the land as healers and scholars.

she remained with them for a time to accustom herself with what was going on but decided to leave and continue on her own journey.



─★ Tatian's overall goal is find out what happened to her and the other dragons but also to understand human more.






MISCALLENEOUSso baba shower your blessing




✦ << click the 2nd ☆ for an image of verlore >> a country of sand and heat, verlore is home to very few settlements since building in high heat temperatures are dangerous along with the sandstorms that can easily wipe out an entire town. people here rely on trade caravans for there economy and are best known for the beautiful pottery art they sell. skilled craftsmen of the arts flock to the capital, ahshara, to learn the verlore arts. the people tend to have a darker complexion with dark colored hair and eyes, best suited to living in the hot climate. men and women alike can be seen wearing white markings on there skin and bands of metal jewelry designating there family and class. the main religion is polytheistic, worshipping multiple gods and performing rituals of old to honor there gods. verlorean people normally speak two languages: king's tongue or the universal language and seret, the language of verlore. with such little greenery, the diet consists heavily of goats meat and hardy crops such as cassava; utensils are not commonly used to eat. most people, if they lack craftsmanship, become nomadic herders with large herds of goats and horses, the primary transportation and highly prized among people. marriages are often arranged to create familial ties and having large families of five to eight children is quite normal. men and women are not quite considered equal with women being forbidden from joining the military but both can own property, inquire on politics and hold jobs. children either receive education until there twelve and go to get a higher education in academies or begin learning how to herd or become an apprentice with a craftsmen. verlore people onyl gather in large amounts at the capital during the festival of summer where music, dance and feats occur for an entire week; people from outside verlore are welcome to join and watch as an elaborate ritual to ward off sandstorms is performed by the high prophetess.



✦ one of the two bonds titania is capable of making is linked to a unusually large tiger by the name xuzeo. he usually follows behind her within the forest, hidden from human eyes but otherwise, carrying her upon his back while travelling and guarding her while she sleeps. she found him caught in a hunter trap in the beginning of her journey alone, calming him and healing his wound. the tiger then began following her from a distance, leaving hunted meat for her overnight to eat in the morning. within a few months, she had gained his trust and agreed to a bond link when titania offered it. << click the 3rd ☆ for an image of xuzeo >>



✦ while titania is not bonded to this creature with her ability, they have a strong connection. yatimah [click] is a hardy chestnut mare from the land of verlore. when sura awoke as "titania", she learned about the beautiful steed belong to her and that the mare had been crying nonstop for her to awaken. yatimah is small like her master compared to the robust horses that dragon slayers possess but her endurance and speed would out do many with fleet hooves built to power through sand dunes for days at a time. the tack she wears is distinctive of verlore in rich shades of purple, adorned with metal engravings and tassels that softly jingle like chimes. it is a side seated saddle with a saddlepack on her hindquarters and sleeping mat attached to the back as well for travelling purposes [click]. yatimah has a much more vocal personality than titania and can be rather playful. xuzeo does not frighten her and the two get along quite well.

 
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