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No Star Too Distant: A Dragon Rider RP [OOC/OPEN]

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Skyggeheim
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Founded: Apr 30, 2018
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No Star Too Distant: A Dragon Rider RP [OOC/OPEN]

Postby Skyggeheim » Thu Mar 07, 2019 8:29 pm

Image
The Dragon Riders of Britannia
IC | Roster | Theme


"There is no star too distant for a Rider. They can touch the skies in ways that other men can only dream. They can fly past the edges of the map and return unharmed. To the tune of the relentless beat of wings, the rushing of wind in their ears, and the blood pumping endlessly through two connected hearts, they are boundless. By blood and fang, they are invincible. By indomitable will, they are unbreakable. But most of all, they have become more than just a person. They are two souls that cycle between two bodies. Dragon, man, there is no difference. When you have learned this, and when you have understood what it means, then you are truly a Dragon Rider."
-An excerpt from The Annals of The Rider


The First Kingdom


We do not remember its name. We could not possibly fathom how powerful it was. What we know we have scrapped together piecemeal from this ancient passage or that religious text. But what we do know is that the First Kingdom united us all. These 5 kingdoms that you see today did not exist, and the people that lived there - our ancestors - were united together under one banner. It was a time of strange magicks, brutal wars, and brought about the rise of many heroes that we revere today. It was an age of conquest, fire, and blood. In a sense, The First Kingdom waged as much war as we do today.

The very key difference is who we fight against.

While we squabble among ourselves for territorial gains and political advantages, the First Kingdom waged a terrible war against a much greater enemy: the Dragon Menace. In that day, dragons were much more organized than they are now. Their hierarchy meant something, and the Apex Dragons were wholly committed to the extermination of humans on Britannia. It is rumored that they simply wanted this land for themselves, but many historians believe that the First Kingdom began encroaching on their territory to the north and the dragons simply struck back in defense. But yet they never pursued peace, never tried to reach out and communicate with us. They simply massacred us, and we did the same to them.

That war ended with the rise of one we simply know as Arimachus. A heroic general in his own right, Arimachus was one of the primary leaders in the campaign against the Dragon Menace. However, we know from his Annals that he always saw more to dragons than most humans did. To Arimachus, they were not simply a pest to be exterminated. He fought them as an equal, playing intricate games with the Apex Dragons, trying to outmaneuver them just as they tried to annihilate him. A mutual respect formed between the two, and this even kindled a desire to develop understanding.

It was under these circumstances that the Apex Dragons sent an emissary to Arimachus. One of the greatest warriors of the Dragon race, one known as Kadraxx, came to Arimachus on the eve of a particularly decisive battle. He spoke for the Apex Council, asking Arimachus to convince the humans to lay down their arms. There was a desire for peace, to develop understanding between two species who had waged war for decades. Arimachus obliged, and on the morning of the battle - when the dragons did not strike - Arimachus made his case to the armies of the First Kingdom.

Unfortunately, history is never so easy. The Lord Commander Exaltant, who was - to our understanding - both the chief military officer and primary leader of the First Kingdom, labeled Arimachus a traitor and a madman. The Lord Commander ordered almost his immediate imprisonment, and dismissed Arimachus as both tainted by the dragon's influence and clinically insane. But, Kadraxx rescued Arimachus before he could be dragged away. With a swath of flame, Kadraxx sent many men fleeing for protection. In a spur of the moment decision, Arimachus climbed onto Kaddrax's back. This was the First Bonding. In their escape, Kaddrax and Arimachus touched the stars as no human had ever before. He raced the wind, and won. He felt as though he were invincible.

The first Dragon Rider had been born.
Image
Arimachus atop Kaddrax, in the Mountains of Kileshania

Yet Adrimachus was not content to escape and roam as a Rider. He was angry with the rulers of the First Kingdom. He could not simply accept that humanity and dragons would quarrel forever. He felt as though he had to make a change. Over the next several years, as he learned the secrets of dragon riding, he gathered six of his closest allies whom he trusted unconditionally. He imparted unto them the same knowledge he himself was learning as he lived with the dragons. He taught them how to unlock a dragon's raw power, how to fight as one, and how to truly embrace the soul-bond between dragon and man.

These individuals became known as the Seven Harbingers. They waged holy war against the First Kingdom, with the dragons at their back. They slowly gathered their own supporters, and soon were rivaling the Lord Commander Exaltant in status and power. With the ancient magick of dragons at their fingertips, they could annihilate armies and ransack cities like no man was ever able to before. This, we know, became the First Doom. Arimachus and the rest of the Seven Harbingers purged the First Kingdom of its previous leadership and declared themselves the new rulers. They promised to usher in a new age of cooperation with the dragons, and to expand The First Kingdom's power past petty squabbles with neighbors of the land.

This era, the Golden Age of the First Kingdom, saw it expand into the territories that we know as the Five Nations today. It was here that Arimachus wrote his Annals of the Rider: a collection of teachings and lessons that he was given by the Apex Dragons, and just as many lessons that he taught them. The Annals contain the secrets of dragon mastery, and Arimachus' personal accounts of his conquest of the First Kingdom. As far as we know, only one version of the Annals exist anywhere in the Five Kingdoms.

This Golden Age was, unfortunately, not meant to last. The Seven Harbingers still had enemies in the government underneath their rule, though many kept their discontent private. As the years rolled by, and the Seven Harbingers slowly passed onto the afterlife, the First Kingdom began to fracture. Politicians and generals vying for power broke out into open conflict, both in political forums and on the battlefield.

And so, the First Kingdom had ended. The Era of Five Nations began.

The Five Nations and Today's Age


For the past millennium, the Five Nations have fought among each other for political dominion. It is each nation's dream to restore themselves to the former glory of the First Kingdom, and to once again bring a golden age about Britannia. Yet, none of them have succeeded thus far. In the time since the First Kingdom dissolved, dragons have slowly moved away from Britannia, and to new shores. In their place, hardy mountain folk have formed nomadic tribes. These nomads, the Jartun, come down from the Kileshania Mountains to raid and pillage, and recede to their rockbound homes once enough villages have been burned and loot has been seized.
Image
Britannia, the Emerald Plains, and the Southern Shore, as we currently know them to be.

To the North, just below the peaks of the Kileshania, lie the Vargstadt. Many say there were originally immigrants to Britannia, untold centuries before the First Kingdom even formed. They are brutish, hardy, and entirely dependent on their prowess in battle to win them resources. They constantly war with the mountain nomads in an effort to stem the tide of their insurrection into the rest of Britannia, meaning that the Vargstadt armies are constantly split between protecting their borders and fighting a losing battle in the mountains. Vargstadt are often considered savages by other cultures, but their prowess in dismounted combat is nothing to be sneezed at. Any man's best bet, were he to see a Vargstadt Howler running his way, would be to turn heel and flee. Vargstadt's capital is Yaroslav.

The eastern shores of Britannia hold the Calrandians. A strange folk who seem to live in harmony with the forest, they form loose communities and are held together by a High Council that makes all of its decisions from the capital, Deepwood, which resides in the darkest corners of the forest. Renowned for their archery skills, the Calrandians are masters of guerrilla warfare, and have been consistently locked into conflict with massive confederations of bandits that pester their western borders.

Western areas of Britannia contain Sagis. This kingdom rose from the ruins of the First Kingdom, and so its culture is very similar to what we think we would have seen in the First Kingdom. Sagians consider themselves to be the "highest" Britannians. Their education systems and general development is phenomenal, but they are plagued by a choking bureaucratic morass of politics that stagnates every decision the nation makes. If it were not for an almost entirely autonomous military, the Sagians may have already been conquered. This, however, presents its own challenge. The current Marshal of the military is making a bid for political power, and may not hold back on sending his armies to execute other Sagian politicians. The Sagian military is renowned for its heavy cavalry and ingenious scientists. Their siege weapons are some of the best in Britannia. Sagia's capital is named Seven Towers.

The Emerald Plains are almost entirely occupied by the Karkoth Confederation. Not much is known about the strange culture of this nature, since they have had minimal contact with the other nations, except when an invasion force lands on the shores of the Plains. Almost never do the invaders make it far past the beach, being savaged by a lethal combination of light cavalry and spearmen. The Karkoth Confederation is said to be ruled by a man named Uigher Wornkol, and their capital city is Moheria.

On the Southern Shore, across the channel, lie the Umbricans. Umbrica is, by all standards, the most powerful of the Five Nations. They worship the moon, and nighttime in general, and believe they are blessed by some higher Goddess to wage war. Their military is effective and brutal, and their tactics are almost unbeatable by any conventional Britannian force. They often trade with other Britannian nations, and bring strange goods from foreign lands to Britannia's shores. Rumor has it that they are locked in a decades-long conflict with another empire far beyond the Southern Shore, which is one of the reasons they have not conquered the rest of Britannia again. Their capital city is Underlight.

The New Age of Dragons


Image
Castoran Dravos at the Battle of Darkmurk
And now we get to the part of the story where you come in, young Acolyte. My name is Castoran Dravos. I am the First Dragon Rider of the Five Nations. The art of dragon mastery has been lost on us since the Seven Harbingers departed our earthly plane, but the time has come for that to change. Britannia is fractured, and is at risk to self-destruct at any moment. Without someone to unify our continent once more, we may never see an end to the constant bloodshed. The Seven Harbingers brought Britannia together atop the backs of dragons, and now so will we. Britannia needs us, needs our guidance, our knowledge, and most importantly: our sword.

Over the next few years, I will teach you from the Annals of the Dragon Rider. We will form the Bond with our Dragons, and we will take to the skies to unite Britannia once again.

Let the New Harbingers rise.

Notes From The OP

Hey guys, Skyggeheim here. I know I just threw a wall of text at you guys. So let me clarify a few things before we kick off this OP! First and foremost, this is a fantasy-medieval RP where we will take the role of young, talented individuals from the shattered remains of a once glorious kingdom that is now divided into squabbling nations. We are taken in, whether that be through force or simple request, by a fanatical devotee of the teachings of the first Dragon Rider: Arimachus. This man, Castoran Dravos, was an incredibly famous warrior in his own right. His dirty little secret being that he has mastered the lessons written by Arimachus and formed a Bond with a Dragon. He has taken the moniker of the First Dragon Rider of the Five Nations, since the practice has fallen largely out of favor due to a massive exodus of dragons out of Britannia after the First Kingdom fell.

Our primary task over the course of the RP will be to learn all we can about dragon riding, and a little bit about life too, and eventually try to unite the Five Nations once again and bring peace to the greater area around Britannia. This task may seem insurmountable, but we have chosen to perform this for a very specific reason: we are some of the first people in millennia that possess the natural ability to Bond with a dragon. A Bond - capitalized for a reason - is more than just a friendship with a dragon. Through magick that we don't understand, our souls meld together with the soul of the dragon. While these dragons are not necessarily sapient, they are smarter than the average house pet. We can communicate with them on a deeper level than just commands, but we cannot necessarily understand their emotions or some of their complexities. The only exception to this rule were the Seven Harbingers, who Bonded with Apex Dragons. Unfortunately, we are not afforded that opportunity...at first.

A note on magick, we as humans are not capable of using it. As simple as that, we do not understand the complexities - nor do we have the latent ability - necessary to utilize it. We are but simple humans, other than the fact that we are to become Dragon Riders. However, dragons possess the innate ability to harness one of the six "sects" of physical magic: Arc, Solar, Void, Lith, Tide, and Tempest. Arc covers lightning and storm based abilities, Solar is any fire-based abilities, Void has to do with manipulation of darkness and negative energy, Lith is the mastery of the rocks and dirt around us, Tide is the understanding of water and its forms, and Tempest is mastery of the wind and air. These sects of magic are the first classifier of a dragon.

The second classification of a dragon is its species. In terms of application, I am allowing you guys to have free reign of how you design the look and species of your dragon. However, I am limiting the size to less than 40 feet long. Essentially, for a good scale, your dragon should be somewhere between a Great White Shark and a Megalodon. Look here for reference. Other than that, however, I am leaving it up to you guys! I want the design to be diverse, and shouldn't necessarily stick to the traditional conventions we use for dragons. More variety is better. Think of how diverse and crazy the dragons are in How to Train Your Dragon! That level of creativity is encouraged.


Rules
    1.) The words of the OP and Co-OPs are final.
    2.) Don't be a jerk. No disrespect is necessary.
    3.) Character limit per RPer is 2, for now.
    4.) There's a discord, to facilitate communication. Once your application has been accepted, I'll TG you the link.
    5.) Ensure you are always aware of the current goings-on in the IC.
    6.) Our characters will be challenged, and will not be masterful Dragon Riders at the beginning.
    7.) Play responsibly and realistically.
    8.) Please try to post at least one paragraph per IC post.
    9.) No godmodding or metagaming.


Application

Code: Select all
[box][align=center][size=150][b][u]Dragon Rider Initiate File[/u][/b][/size][/align]
[b]Name:[/b]
[b]Age:[/b] (Between 18 - 23)
[b]Alignment:[/b](Use the classic D&D alignments. BE AWARE: Evil alignments are going to have a difficult time, depending on how well you can build alliances with other initiates.)
[b]Gender:[/b]
[floatright][spoiler=Appearance](place appearance description or image link here)[/spoiler]
[spoiler=Dragon Appearance](Image, description, whatever you need. Image is preferred.)[/spoiler][/floatright]

[b]Dragon Name:[/b]

[b]Dragon Species Name:[/b] (Get creative here!)

[b]Dragon Classification:[/b] (Arc, Solar, Void, Lith, Tide, or Tempest)

[b]Dragon Specifications:[/b] (Size, whether it's a heavy hitter or a speedster, etc. Flex your creative muscle here.)

[b]Weaknesses:[/b] (What is your dragon weak to?)

[b]Equipment and weapons:[/b] (please list, if applicable)

[b]Personality:[/b]

[b]Biography:[/b]

[b]Skills:[/b]

[align=center][size=150]OPTIONAL INFORMATION[/size][/align]
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Fears/Phobias:[/b]
[b]Theme:[/b]

#2020 DO NOT DELETE[/box]
Last edited by Skyggeheim on Thu Mar 07, 2019 9:23 pm, edited 9 times in total.

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Skyggeheim
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Founded: Apr 30, 2018
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Postby Skyggeheim » Thu Mar 07, 2019 8:32 pm

Reserved for roster.

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Okayanos
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Inoffensive Centrist Democracy

Postby Okayanos » Thu Mar 07, 2019 8:45 pm

You mad lad, you did it.

Tagged.

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Phalnia
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Left-Leaning College State

Postby Phalnia » Thu Mar 07, 2019 8:57 pm

Interesting.

I'll try to have an app up tomorrow.

"The air up there in the clouds is very pure and fine, bracing and delicious. And why shouldn't it be? - it is the same the angels breathe." Mark Twain
“Don't feel entitled to anything you didn't sweat and struggle for.” Marian Wright Edelman

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The Cyberiad Council
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Postby The Cyberiad Council » Thu Mar 07, 2019 10:22 pm

Dragon Rider Initiate File

Name: Conall Maonghaile
Age: 22
Alignment: Chaotic Neutral
Gender: Male
Image

Image


Dragon Name: Rudryg

Dragon Species Name: Béaleáite

Dragon Classification: Solar

Dragon Specifications: A rather large species designed for dwelling underground, Béaleáites are a wingless species. While this confines them to live out their days either on or below the surface, they do have a set of adaptations. They don't need to be as light as most other species. On average, they are heavier than a given flying species twice their size. Their bones are much sturdier, their muscles stronger; combined with their stout claws, they can tear apart rocks, making them ideal for breaching fortifications.

And despite what may seem obvious, the Béaleáite species is classified as Solar due to its intense flames. It lacks range, but its temperature is among the highest of known species. Combined with hits powerful limbs, this allows them to rapidly burrow though solid rock. Miners have reported them stealing raw ore, presumably to eat. Some think it could be what makes their bones and scales so strong. In addition to their flames and strong limbs, Béaleáite dragons have been reported to use their heads as dangerous weapons, charging into stone and people alike.

Rudryg measures 27 feet from snout to the tip of the tail, and stands seven feet high at the shoulder.

Weaknesses: The high density of their bodies make swimming a very dangerous endeavor. Likewise, the are slow, and take time to get up to running speed. Once they do, they have poor maneuverability, and find it hard to slow down and change direction. Other dragons can pose a threat as well, do to Béaleáites having no long range combat abilities.

Equipment and weapons: Warhammer, short sword, small dagger, and special shield not generally used in combat, but to help Conall protect himself from Rudryg's flames. Also has armor shown in appearance.

Personality: Usually stoic and aloof to all but Rudryg, Conall tries to involve himself in direct responsibility as little as possible. His laid-back demeanor hides a pugilist nature underneath, however. When provoked, he can respond fiercely, going to great lengths to protect his dragon firstly, and then others on the order of how close he is to them. He often does this without much planning or thought about the consequences, doing what he feel is right in the moment.

Biography: Hailing from the Karkoth Confederation originally, Conall doesn't particularly enjoy reminiscing about his time there. His life was destined to be dull, a farmer till the day he died. That didn't sit well with a young Conall. His Father saw a rebellious streak in him and tried to quell it with strict discipline to mixed results. Conall would lash out harder, bending but never breaking, setting himself at odds with his father. Then he was taken in the dead of night by Dravos. At first he was terrified, and confused; then he met Rudryg.

Conall recognized a kindred spirit in the dragon immediately, giving him a reason to stay.

Skills: Prides himself on breaking strong defenses, and short, brutal attracts designed to neutralize and immobilize.

OPTIONAL INFORMATION

Likes: Naps, food, crushing things.
Dislikes:Swordsmanship, strategic thinking, people who think flying makes them better.
Fears/Phobias: Flying, being disarmed, becoming disabled.
Theme: Fire

#2020 DO NOT DELETE

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Wawz
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Postby Wawz » Fri Mar 08, 2019 5:59 am

Tag

I'll try to make an app by tomorrow.

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Endem
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Founded: Aug 19, 2018
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Postby Endem » Fri Mar 08, 2019 9:28 am

Tagging, app will be later
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Skyggeheim
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Founded: Apr 30, 2018
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Postby Skyggeheim » Fri Mar 08, 2019 10:02 am

The Cyberiad Council wrote:
Dragon Rider Initiate File

Name: Conall Maonghaile

Accepted.

I'll work on my app later today. Moving out of college for spring break is a tad busy.

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Phalnia
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Left-Leaning College State

Postby Phalnia » Fri Mar 08, 2019 9:18 pm

Dragon Rider Initiate File

Name: Baldred Léofwine
Age: 21
Alignment: Chaotic Good
Gender: Male
Image

Image


Dragon Name: Mellta

Dragon Species Name: Parnassian

Dragon Classification: Arc

Dragon Specifications: Parnassian's are a rare species native to the Eastern woods of Britannia. To see one is considered a foul omen among the Calrandians, as Parnassians are known to be harbingers of great storms and the heralds of lightning strikes. Calrandian lore holds that Parnassians live high above the clouds and whenever a Parnassian is born a storm is formed. However, this is just superstition and Parnassians are born in nests along sea cliffs and are classified as Arc type dragons with the ability to breath forth lightning and whip up cloud cover with the beating of their wings.

In terms of physical size, Mellta is

Weaknesses: (What is your dragon weak to?)

Equipment and weapons: Bow, quiver of arrows, long sword, leather tunic, boots.

Personality:

Biography:

Skills:

OPTIONAL INFORMATION

Likes:
Dislikes:
Fears/Phobias:
Theme:

#2020 DO NOT DELETE


WIP

"The air up there in the clouds is very pure and fine, bracing and delicious. And why shouldn't it be? - it is the same the angels breathe." Mark Twain
“Don't feel entitled to anything you didn't sweat and struggle for.” Marian Wright Edelman

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Endem
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Founded: Aug 19, 2018
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Postby Endem » Sat Mar 09, 2019 6:02 am

Dragon Rider Initiate File

Name: Gelith Wons
Age: 22
Alignment:Chaotic Good
Gender: Male
Image
All rights go to its author

ImageAll rights go to its author


Dragon Name: Tygrel

Dragon Species Name: Tern'Usher'Qi

Dragon Classification: Lith

Dragon Specifications: 20 feet long Tern'Usher'Qi are a race of dragons embedding large rocks in themselves back to protect themselves. Giant tusks are used during mating clashes and to find food in mountain valleys.

Weaknesses: Water and Air attacks as they are the two things that can pierce a rock, due to the habit of embedding rocks in themselves they absolutely cannot swim or run, they have no ranged capability

Equipment and weapons:
Two-Handed Sword
Many Satchels

Personality:
a Melancholic

Biography:
Gelith was the son of a hunter, it was a good life that paid off in every aspect as his family was living in relative luxury, at least the luxury a hunter could afford but everything was going well, forests were full of animals and people paid well for meat and skins. On time Gelith found an injured dragon of Tern'Usher'Qi species, a young fragile with most of it back rocks shattered, Gelith decided to help the poor beast, at first it was mostly him leaving food and watching over the cave he was in eventually Gelith came to call the dragon Tygrel. One day a man came, the man that titled himself the First Dragon Rider of Five Kingdoms, Gelith seeing the opportunity to get the burden of Tygrel ( and all the dangers of helping a dragon ) from him told the man about Tygrel and the man did the unthinkable, he captured both Gelith and Tygrel, eventually Gelith appreciated the sudden change of situation after learning he will become a dragon rider ( Stockholm syndrome? )

Skills:
Scavenging
Stealth based abilities ( Camouflage and other such skills )
Swordsmanship
Marksmanship

OPTIONAL INFORMATION

Likes: Cats, Beds, Books
Dislikes: Fire, Blunt Weapons, Too High Flying
Fears/Phobias: Philophobia
Theme: none

#2020 DO NOT DELETE
All my posts are done at 3 A.M., lucidity is not a thing at that hour.

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Utceforp
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Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Sat Mar 09, 2019 4:32 pm

WIP App

Dragon Rider Initiate File

Name: Roland Highmont
Age: 23
Alignment: Lawful Neutral
Gender: Male
Image

Image

Giererne is about 6 meters from the tip of her snout to the end of her tail, and has a wingspan of 12 meters.


Dragon Name: Giererne

Dragon Species Name: Anzu

Dragon Classification: Tempest

Dragon Specifications: The Anzu is a feathered dragon native to the Kileshania Mountains. Despite its large size and dignified appearance, the Anzu is for the most part an opportunistic scavenger that feeds on carrion left behind by other dragons. When it does hunt, it seeks out small prey, such as birds or fish. The Anzu's large size and feathers are adaptation to its frigid habitat, as they help it maintain its body heat more efficiently. Male Anzu are noticeably smaller than their female counterparts, and have shimmering rainbow-coloured feathers that they use to attract mates.

Anzu are masters of Tempest magic, which they use to aid themselves while looking for food. Not only does they use their manipulation of the air to move faster, turn tighter, and fly for longer than they would be able to otherwise, they also use it to harass predatory dragons that they wish to poach food off of, e.g. by pelting them with hail or summoning cyclones to limit their movement.

Anzu are considered sacred by the Jartun, who believe they carry the souls of the dead to the afterlife. Instead of burying or cremating their dead, most of the nomadic clans practice "sky burials" where they carry the corpse high into the mountains and leave it for an Anzu to consume.

Weaknesses: Anzu are very large and heavy and yet spend most of their life in the air. To accommodate this, their bones are hollow like a bird's, and thus very brittle. Giererne is no different from an average Anzu in this respect, and thus she must really on skillfully avoiding attacks using her magic when in an actual fight, as a single hit could cripple her.

On a related note, Giererne is a coward. She prefers to get whatever she wants out of a fight and then leave as quickly as possible, rather than stand her ground for an extended period of time. Roland will have to encourage her to abandon this tendency, or otherwise work around it.

Equipment and weapons: (please list, if applicable)

Personality: Outgoing, but also somewhat haughty, Roland will try to make himself into the leader of any leaderless group of people he finds himself in. A big believer in the concept of noblesse oblige, Roland is obsessed with both "rights" and "duties" and if a task is set for him, he becomes something of a workaholic. He can't stand people that he deems "cowardly" or "selfish". He either looks up to someone or looks down on them - there are no other options in his mind.

Biography: Roland is Umbrican nobility, a scion of the powerful House of Highmont. The founder of the House was a southern mercenary who lived about a hundred years ago, who sold his services to Umbrica. He became a close ally of the Umbricans and was eventually asked to become their servant permanently. He accepted, and was given the title "Lord of Highmont", as well as wealthy and fertile land along the Southern Shore. Successive generations of Highmonts have leveraged this land to gain more and more power, and now the family is one of the most influential in Umbrica, though they have never ruled in their own right.

Roland himself is the son of and heir Lord Rogier Highmont, and the eldest of nine siblings. Lord Rogier was obsessed with ensuring Roland was a "worthy" heir, and constantly put Roland through tests of strength, cunning, and mental acumen to ensure he would meet this standard.

Skills:

OPTIONAL INFORMATION

Likes:
Dislikes:
Fears/Phobias:
Theme:

#2020 DO NOT DELETE
Signatures are so 2014.

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Skyggeheim
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Founded: Apr 30, 2018
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Postby Skyggeheim » Sat Mar 09, 2019 4:41 pm

Will review this in a few minutes.

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Skyggeheim
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Founded: Apr 30, 2018
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Postby Skyggeheim » Sat Mar 09, 2019 7:02 pm

Apps look good so far. Will be finishing up my app now.

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Bla Ary
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Postby Bla Ary » Sun Mar 10, 2019 2:10 am

Huh. Getting some dragon prince vibes from this.

"Arc, solar, void..."

Yeah okay calm down destiny.

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Wawz
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Founded: Feb 15, 2019
Ex-Nation

Postby Wawz » Sun Mar 10, 2019 12:48 pm

Dragon Rider Initiate File

Name: Janik Aurgulf
Age: 19
Alignment:Chaotic Neutral
Gender: Male
https://i.imgur.com/D12up04.jpg

https://i.imgur.com/uinikTg.jpg


Dragon Name: Vanjik

Dragon Species Name: Zhevissan

Dragon Classification: Tide

Dragon Specifications: The Zhevissan are migratory dragons that primarily live in the arctic circle during the summer months and come down to hunt and breed in and around the peaks of the Kileshania during winter. They are mostly solitary creatures, and are territorial to both their own kind as well as other dragons. Their size at maturity reaches 30 feet from snout to tail and have a large wingspan that stretches 36 feet for long periods of gliding. They hunt varieties of creatures, from small hares and squirrels to large deer or even bears. They have also been known to pick off livestock or even humans. They use their powers of water and frost to drive off and separate their prey from the pack and to freeze them before eating.

The Zhevissan are apex predators, but due to their large lumbering size they have trouble catching smaller prey. When they are on the hunt, they float and rise above the clouds, higher than most other dragons, and use their powerful eyesight to find potential meals. Closer on the ground they have sensitive olfactory organs, enhanced with their magick of tide, that takes in the moisture in the air to smell and even detect slight changes of heat indicating the location of warm blooded animals.

To hunt and kill their prey, they prefer manipulating the water in the air and in large cheek cavities to freeze or disable their prey. They shoot jets of frost remarkable distances to avoid risking potential harm or dangers from larger prey. But if they have exhausted all of the water used for their breath weapon, they simply glide above their prey and slowly turn the moisture around them to be bitter cold and simply wait for their prey to die of hypothermia.

Weaknesses: The Zhevissan are designed to migrate and fly long distances, meaning that their large wingspan is not very maneuverable. They may reach high speeds but they can’t perform aero-dynamic moves as well as other dragon species. Therefore they can be outmaneuvered and harassed by other dragons, which is why they prefer to stay at high altitudes.

Zhevissan are also weak to attacks of fire due to their preference of colder environments as well as fire easly countering their own magicks. But Zhevissan are also weak to Tempest magick due to the simple fact that if you move or manipulate the air around them, it will take them time to recover due to their large wingspan.

Furthermore the Zhevissan only have a limited use of their breath weapon, they have to wait and allow their cheek cavities have to absorb more moisture before being able to use their breath again.

Equipment and weapons:
Javelins
War-Axe
Decorated Shield
Armor (shown in picture)
Heavy Winter Clothes
Lyre

Personality: Janik is a very passionate person, there is little to no grey zone for his emotions, when he is happy he is ecstatic, when you annoy or anger him he is filled with a blinding rage, Janik lives life to its extremes. Janik also takes this mentality in battle, and often runs in head first with no regard for his life, many see this as reckless, but Janik believes that to be a truly great warrior you must not fear death. But Janik’s life is not just about warfare and battle, Janik often explores his creative side through the arts. Most importantly that of singing tales and sagas as well as playing the Lyre, which he has become quite good at.

Biography: Janik was born into the nation of the Vargstadt and at very young age, he was set along the path of a warrior. His father was one, as well as his father before him. Perhaps every single one of Janik’s ancestors before him was a warrior, he felt like it was in his blood. As he grew older, his skills in warfare were becoming clear, he was looked upon favorably by many in his small village as their next great champion. In his short career as soon as he was a man, he had fought against countless Jartun and tried his best to send them back to the mountains. But Janik’s life as a warrior ended when he was kidnapped in the dead of night while camping, and taken into Dravos’ little gathering of new dragon riders.

Skills: In warfare, Janik also uses javelins well and is a skilled axeman, specializing in dueling. Janik is also skilled in surviving out in the wilderness. And finally he knows how to sing and play the lyre.

OPTIONAL INFORMATION

Likes: Telling tales, dueling, the outdoors, flying.
Dislikes: The Jartun, people who say he’s a savage, retreating or avoiding battle, eating vegetables other than cabbage or rutabaga.
Fears/Phobias: Being humiliated by an enemy, dying of disease, being buried alive.
Theme:

#2020 DO NOT DELETE

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The Anarcho-Syndicalist Commune
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Posts: 3522
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Sun Mar 10, 2019 3:16 pm

Big tag, will have an app up later

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The Anarcho-Syndicalist Commune
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Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Sun Mar 10, 2019 7:12 pm

Dragon Rider Initiate File

Name: Irien ApRhys
Age: 21
Alignment: Lawful Evil, not necessarily pursuing evil goals just more of a radical machiavellian
Gender: Female
Image

Image


Dragon Name: Tyal, pronounced Tea-Ale

Dragon Species Name: Draill

Dragon Classification: Void

Dragon Specifications: Draill are natives of the south eastern coast of Brittania. Masters of earth, sea, and sky, they are revered and feared by both the Calrandian tribes and the Umbrican noble houses that border their natural range. Draill make their homes at the bottom of the deep waters off the cliffs of the south eastern coast, but typically hunt larger land animals, using their long and nimble bodies to effortlessly twist through the nearby forests to give chase, before dragging their prey off the ground, through the trees, and down to their watery graves. Draill have been known to hunt humans, but they are far from preferred prey. Besides their fangs and claws, Draill wield a terrifying breath weapon known to the Calrandians as Bael and the Umbricans as Dark Fire. Despite the Umbrican name, Bael is decidedly different from fire, despite it's appearance as purple and black flames. Bael instead causes the exposed being to wither away, the life force literally sucked from them the longer they are exposed. Prolonged Bael exposure results in mummification and eventually disintegration of the target. The other manifestation of magick within the Draill species is the use of flight. It is not known how they do this, save that it is not through air manipulation, but Draill levitate themselves using their magick to fly at some of the fastest speed known to Dragonkind. Draill typically range in the 25-30 foot range, with their bodies usually ranging from 15-20 feet long. The remaining body length goes to their long tails, which they use as rudders in the water and clubs on land and in the sky.

The other unique quirk of the Draill species is the existence of the Leviathans. As ultra-rare members of an already rare dragon species, Leviathans are little more than a myth for most Brittanians, save for the rare brave seafaring Calrandians who climb down the cliffs to fish. Only two confirmed cases of Leviathans have been recorded by both the Umbricans and Sagians. Both were 200 ft long at least, and were sighted in the channel between Umbrica and Brittania, taking a single ship to the depths before swimming off, their whiskers glowing brighter than bonfires. It is thought that such creatues must prey off other large marine life, as not even in legend has a Draill Leviathan come ashore.

Weaknesses: Draill are first and foremost nocturnal creatures. This causes issues for those active during the day. In general it's annoying for them to be awake during the day, but in addition direct sunlight messes with their eyesight, and so most Draill who are seen during the day prefer to stay underwater, in caves, or under the forest canopy.

Draill seem to have a particular weakness to lightening. While it is not very physically damaging to them, it does seem to diable their magick for a period of time. Because of this, taking a lightening strike mid flight is most of the time fatal for a Draill, due to their flight relying on their magick.

Finally, Draill are naturally amphibious and can dry out if not submerged in water on a semi-regular basis. While most Draill can spend weeks ashore in Brittania's climate, extreme cold or heat can decrease this interval to days or even hours. Drying out results in first the Draill losing it's magick, then dying a slow death of dehydration.

Equipment and weapons: Calrandian Mid-bow; The Calrandian Mid-bow is the pinnacle of archery technology in Brittania. A hybrid between the shortbow and the newer longbow, the mid-bow enables those trained in it's use to fire long range arrows at devastating speed.

Dú Arrows; The preferred ammo of the more southern Calrandian tribes, named for the people who use them, Dú Arrows are particularly nasty. Barbed on their ends and dipped in poison, or Bael when the tribesmen can get their hands on it, Dú Arrows are designed to stay in, and inflict as much damage as possible while they are in.

Ranger's Sword; The blade of a Calrandian Ranger has many purposes. From having a hook for a pommel to allow ziplining with it, to its long but thin design, to it's often poisoned edge, the swords are veritable jack of all tools that a ranger might require while roaming the woodlands of Calrandia.

Ranger's Gear; Calrandian Ranger armor is green tinted and light. Designed to both camoflauge and allow the user the most mobility possible, it becomes somewhat less useful when not in dense woodland.

Personality: Irien is an often cheerful and friendly woman, always pleased to meet a new ally in life. While she can get ahead of herself from time to time, she is a mostly patient person, a strong proponent of the phrase "Good things come to those who wait." While she is friendly to those she meets, Irien also has a vicious and ruthless streak to her. She will not hesistate to sacrifice even a close friend or family member if she believes it is for the greater good, and also believes that no action has a defined morality to it, just a desired effect. Because of this she can come off as cruel, or even sadistic to those who don't know her well, and perhaps she is. But anyone who thinks that is welcome to try and share that with her.

Biography: Irien was born in the southern reaches of Calrandia, where the culture has taken on some parts of the Umbrican kingdom over the sea, mostly thanks to trading. In particular, she was born to the Rhys tribe, part of the larger groups of Dú tribes that make up southern Calrandia. Her people stuck to a more nocturnal schedule, and like the Umbricans worshipped the night. However unlike the Umbricans, instead of worshipping the Moon Goddess, the Rhys instead worshipped the Moon Drake, a great Draill who guarded the moon as his sacred pearl. His slithering form could be made out of the stars that Irien's father taught her about as a child.

Irien herself was of lesser nobility. While the Rhys were a signifigant part of the Dú themselves, they had little sway in the actual arena of Calrandian politics, often being ignored due to their adopted Umbrican customs. Irien's father was the village shaman, providing spiritual guidance and oral record. Irien's mother was the Chieftess of the Rhys, and Master Ranger of the Dú Frontier, guarding the southern edges of the forest in the name of the King of the Dú, second only to the Calrandian Council. Because of this, Irien grew up learning to both be a Shaman and a chief, though officially she was slated to become her mother's heir. At age 10 she entered training to become a Calrandian Ranger, where she learned the tenents of her people's style of warfare. Hit hard, hit fast, and make the hits hurt as much as possible. Taking the motives to heart, Irien conducted several successful campaigns against the bandits who threatened the forests of Calrandria. To her horror however, the true threat came within. The rest of the Dú, though no strangers to Umbrican culture themselves, turned upon the Rhys, slaughtering the village and forcing any survivors into exile, including Irien. Roaming the fields of Sagis as an adventurer and mercenary, Irien met Castoran Dravos, who styled himself as the First Rider. Enticed by his promises of power that may help her get her revenge one day, she followed him, and under his guidance, bonded with one of her people's revered dragons, the Draill, who she named Tyal.

Skills:
Highly skilled with both acrobatics and archery, Irien prefers to stick to ranged fighting, but can also hold her own with a short or bastard sword should things get close quarters.

OPTIONAL INFORMATION

Likes: Good food, a nice fire, and flying at night. Also night in general.
Dislikes: Bright sunlight, being out in the open, giving mercy to those who don't deserve it
Fears/Phobias: Extreme cold, being high up on a mountain, tombs.
Theme: https://www.youtube.com/watch?v=tjJYxCxzVe4

#2020 DO NOT DELETE

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Skyggeheim
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Founded: Apr 30, 2018
Ex-Nation

Postby Skyggeheim » Sun Mar 10, 2019 7:28 pm

Dragon Rider Initiate File

Name: Alessia Du Constantine
Age: 20
Alignment: Chaotic Good
Gender: Female
Image

Image


Dragon Name: Mirakk

Dragon Species Name: Starjumper

Dragon Classification: Void

Dragon Specifications: Starjumper dragons are not natives to the continent of Britannia. They mostly dwell in a far-norther continent, which is entirely dark half the year and entirely sunny in the other half. During the winter months, they migrate down to Britannia. Mirakk, however, is a special case. He was separated from his flock several years ago, and has made his home in Britannia ever since. Mirakk is a fairly large dragon, at 37 feet long. However, his thin frame and aerodynamic build lends itself much more to tight and rapid maneuvers than it does to brutal combat. Starjumpers are also naturally gifted in their senses, and have enhanced sight, smell, and hearing. These traits lend Mirakk more to being a natural aerial sniper and dive bomber, and much less to him fighting his opponents face to face.

In terms of abilities, Mirakk's status as a Void dragon lend itself to his two primary magical skills. The first, his void bolt. Mirakk fires a projectile out of his mouth that explodes with Void energy on impact, disintegrating whatever may be unlucky enough to be caught in the blast radius. This bolt travels at supersonic speeds, and can be used at long distance. His second ability, known as voidstepping, allows Mirakk to step into another dimension through a portal. He can then return back to this plane through another portal. Distances are not on a perfect ratio within these dimensions, meaning he can travel long distances in the terrestrial realm by only going a short distance in the other realm. However, incredible risk is assumed by staying in this dimension for too long. There are...entities...who would rather see Mirakk not leave.

Weaknesses: As mentioned before, Mirakk is poor at upfront combat. He has to maneuver around his opponents to truly defeat them. His frame also does not lend itself to ground combat, and so he much prefers fighting in the air.

Equipment and weapons:
  • Two one-handed sabers.
  • Several throwing knives
  • Assorted poisons and their antidotes
  • A bag of essentials, what Alessia calls her "goodies bag". It includes such things as smoke bombs, manganese, and other assorted items for flashy entrances and stealthy exits.

Personality: Though somewhat reserved, Alessia is not above having a good time with those around her. She has, intentionally, ditched the superiority complex that came with her being born of noble blood. With that being said, she still feels twinges defensiveness whenever someone questions her activities. She feels as though her path, and whatever her current goal is, is the most justified in the room. This does not mean she is a loner, nor a poor team player, she simply will always believe in her moral guidelines above others. If she commits to a cause, it probably serves her some beneficial purpose. She is extroverted, to an extent, and can often be seen mingling with others. However, she does not trust easily. Those who try to ask her personal questions will usually be fended off with jokes or questions of her own.

Biography: Born a Sagian noble of two parents who were vassals of the king, Alessia was often told that her entire life was laid out before her, and that she wouldn't have to worry about anything. This, of course, meant learning the intricacies of the Sagian court system until she could recite each vassal's name forwards and backwards. And then, she would be presented to suitors across the kingdom and married off to create some sort of political advantage for her family. This, naturally, did not sit well with the highly individualistic Alessia. She wanted to strike out on her own destiny, forge her own path. Up until age 15, this was simply met with laughter and a pat on the head from her parents. After all, what girl could truly want the rough and tumble lifestyle of a commoner or an adventurer over that of a noble?

Much of this changed when she was 16. Right before she was scheduled to tour the estates of some of her suitors, Alessia fled home. Though initially scared and alone on the road, she found a path very quickly and stuck to it. Other travelers became her companions, and she learned the ways of the adventurer. She ran with whatever crew suited her fancy at the time: mercenaries, hunters, and even pirates by the end of her travels.

When she was 19, however, this all changed. Alessia's crew had an encounter with a feral dragon on the shores of Calrandia. The dragon burned much of her crew to death and had turned on Alessia, when something changed in its eyes. It recognized something within Alessia, and simply nuzzled its snout in her hand before taking off and flying away. As it would turn out, a surviving member of the crew was an agent of Castoran Dravos. He forcefully kidnapped her, and dragged her to the Academy, to begin her training.

Though she doesn't necessarily agree with Dravos' methods, she recognizes the unique opportunity she is being given here. A change to eliminate the system that Sagia has clung to for so long, and a chance to change the world according to what she believes in.

Skills:
  • Having learned from the "meanest fighters in Britannia", Alessia fights like a pirate. She fights dirty and she fights effectively, employing all sorts of tricks to down her enemy.
  • Naturally gifted in stealth.
  • Excellent diplomat and manipulator, from her time in the Sagian courts.


OPTIONAL INFORMATION

Likes: Loose morals, fireside talks, Vargstadt alcohol.
Dislikes: Very strict rules, prying questions.
Fears/Phobias: Corsets, Umbrican corsairs.

#2020 DO NOT DELETE

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Skyggeheim
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Posts: 281
Founded: Apr 30, 2018
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Postby Skyggeheim » Sun Mar 10, 2019 7:29 pm

Endem wrote:
Dragon Rider Initiate File

Name: Gelith Wons
Age: 22
Alignment:Chaotic Good
Gender: Male
(Image)
All rights go to its author

(Image)All rights go to its author


Dragon Name: Tygrel

Dragon Species Name: Tern'Usher'Qi

Dragon Classification: Lith

Dragon Specifications: 20 feet long Tern'Usher'Qi are a race of dragons embedding large rocks in themselves back to protect themselves. Giant tusks are used during mating clashes and to find food in mountain valleys.

Weaknesses: Water and Air attacks as they are the two things that can pierce a rock, due to the habit of embedding rocks in themselves they absolutely cannot swim or run, they have no ranged capability

Equipment and weapons:
Two-Handed Sword
Many Satchels

Personality:
a Melancholic

Biography:
Gelith was the son of a hunter, it was a good life that paid off in every aspect as his family was living in relative luxury, at least the luxury a hunter could afford but everything was going well, forests were full of animals and people paid well for meat and skins. On time Gelith found an injured dragon of Tern'Usher'Qi species, a young fragile with most of it back rocks shattered, Gelith decided to help the poor beast, at first it was mostly him leaving food and watching over the cave he was in eventually Gelith came to call the dragon Tygrel. One day a man came, the man that titled himself the First Dragon Rider of Five Kingdoms, Gelith seeing the opportunity to get the burden of Tygrel ( and all the dangers of helping a dragon ) from him told the man about Tygrel and the man did the unthinkable, he captured both Gelith and Tygrel, eventually Gelith appreciated the sudden change of situation after learning he will become a dragon rider ( Stockholm syndrome? )

Skills:
Scavenging
Stealth based abilities ( Camouflage and other such skills )
Swordsmanship
Marksmanship

OPTIONAL INFORMATION

Likes: Cats, Beds, Books
Dislikes: Fire, Blunt Weapons, Too High Flying
Fears/Phobias: Philophobia
Theme: none

#2020 DO NOT DELETE

A little bit of expanding on personality and this is good.
Wawz wrote:
Dragon Rider Initiate File

Name: Janik Aurgulf
Age: 19
Alignment:Chaotic Neutral
Gender: Male
https://i.imgur.com/D12up04.jpg

https://i.imgur.com/uinikTg.jpg


Dragon Name: Vanjik

Dragon Species Name: Zhevissan

Dragon Classification: Tide

Dragon Specifications: The Zhevissan are migratory dragons that primarily live in the arctic circle during the summer months and come down to hunt and breed in and around the peaks of the Kileshania during winter. They are mostly solitary creatures, and are territorial to both their own kind as well as other dragons. Their size at maturity reaches 30 feet from snout to tail and have a large wingspan that stretches 36 feet for long periods of gliding. They hunt varieties of creatures, from small hares and squirrels to large deer or even bears. They have also been known to pick off livestock or even humans. They use their powers of water and frost to drive off and separate their prey from the pack and to freeze them before eating.

The Zhevissan are apex predators, but due to their large lumbering size they have trouble catching smaller prey. When they are on the hunt, they float and rise above the clouds, higher than most other dragons, and use their powerful eyesight to find potential meals. Closer on the ground they have sensitive olfactory organs, enhanced with their magick of tide, that takes in the moisture in the air to smell and even detect slight changes of heat indicating the location of warm blooded animals.

To hunt and kill their prey, they prefer manipulating the water in the air and in large cheek cavities to freeze or disable their prey. They shoot jets of frost remarkable distances to avoid risking potential harm or dangers from larger prey. But if they have exhausted all of the water used for their breath weapon, they simply glide above their prey and slowly turn the moisture around them to be bitter cold and simply wait for their prey to die of hypothermia.

Weaknesses: The Zhevissan are designed to migrate and fly long distances, meaning that their large wingspan is not very maneuverable. They may reach high speeds but they can’t perform aero-dynamic moves as well as other dragon species. Therefore they can be outmaneuvered and harassed by other dragons, which is why they prefer to stay at high altitudes.

Zhevissan are also weak to attacks of fire due to their preference of colder environments as well as fire easly countering their own magicks. But Zhevissan are also weak to Tempest magick due to the simple fact that if you move or manipulate the air around them, it will take them time to recover due to their large wingspan.

Furthermore the Zhevissan only have a limited use of their breath weapon, they have to wait and allow their cheek cavities have to absorb more moisture before being able to use their breath again.

Equipment and weapons:
Javelins
War-Axe
Decorated Shield
Armor (shown in picture)
Heavy Winter Clothes
Lyre

Personality: Janik is a very passionate person, there is little to no grey zone for his emotions, when he is happy he is ecstatic, when you annoy or anger him he is filled with a blinding rage, Janik lives life to its extremes. Janik also takes this mentality in battle, and often runs in head first with no regard for his life, many see this as reckless, but Janik believes that to be a truly great warrior you must not fear death. But Janik’s life is not just about warfare and battle, Janik often explores his creative side through the arts. Most importantly that of singing tales and sagas as well as playing the Lyre, which he has become quite good at.

Biography: Janik was born into the nation of the Vargstadt and at very young age, he was set along the path of a warrior. His father was one, as well as his father before him. Perhaps every single one of Janik’s ancestors before him was a warrior, he felt like it was in his blood. As he grew older, his skills in warfare were becoming clear, he was looked upon favorably by many in his small village as their next great champion. In his short career as soon as he was a man, he had fought against countless Jartun and tried his best to send them back to the mountains. But Janik’s life as a warrior ended when he was kidnapped in the dead of night while camping, and taken into Dravos’ little gathering of new dragon riders.

Skills: In warfare, Janik also uses javelins well and is a skilled axeman, specializing in dueling. Janik is also skilled in surviving out in the wilderness. And finally he knows how to sing and play the lyre.

OPTIONAL INFORMATION

Likes: Telling tales, dueling, the outdoors, flying.
Dislikes: The Jartun, people who say he’s a savage, retreating or avoiding battle, eating vegetables other than cabbage or rutabaga.
Fears/Phobias: Being humiliated by an enemy, dying of disease, being buried alive.
Theme:

#2020 DO NOT DELETE

Accepted.
The Anarcho-Syndicalist Commune wrote:
Dragon Rider Initiate File

Name: Irien ApRhys
Age: 21
Alignment: Lawful Evil, not necessarily pursuing evil goals just more of a radical machiavellian
Gender: Female


Dragon Name: Tyal, pronounced Tea-Ale

Dragon Species Name: Draill

Dragon Classification: Void

Dragon Specifications: Draill are natives of the south eastern coast of Brittania. Masters of earth, sea, and sky, they are revered and feared by both the Calrandian tribes and the Umbrican noble houses that border their natural range. Draill make their homes at the bottom of the deep waters off the cliffs of the south eastern coast, but typically hunt larger land animals, using their long and nimble bodies to effortlessly twist through the nearby forests to give chase, before dragging their prey off the ground, through the trees, and down to their watery graves. Draill have been known to hunt humans, but they are far from preferred prey. Besides their fangs and claws, Draill wield a terrifying breath weapon known to the Calrandians as Bael and the Umbricans as Dark Fire. Despite the Umbrican name, Bael is decidedly different from fire, despite it's appearance as purple and black flames. Bael instead causes the exposed being to wither away, the life force literally sucked from them the longer they are exposed. Prolonged Bael exposure results in mummification and eventually disintegration of the target. The other manifestation of magick within the Draill species is the use of flight. It is not known how they do this, save that it is not through air manipulation, but Draill levitate themselves using their magick to fly at some of the fastest speed known to Dragonkind. Draill typically range in the 25-30 foot range, with their bodies usually ranging from 15-20 feet long. The remaining body length goes to their long tails, which they use as rudders in the water and clubs on land and in the sky.

The other unique quirk of the Draill species is the existence of the Leviathans. As ultra-rare members of an already rare dragon species, Leviathans are little more than a myth for most Brittanians, save for the rare brave seafaring Calrandians who climb down the cliffs to fish. Only two confirmed cases of Leviathans have been recorded by both the Umbricans and Sagians. Both were 200 ft long at least, and were sighted in the channel between Umbrica and Brittania, taking a single ship to the depths before swimming off, their whiskers glowing brighter than bonfires. It is thought that such creatues must prey off other large marine life, as not even in legend has a Draill Leviathan come ashore.

Weaknesses: Draill are first and foremost nocturnal creatures. This causes issues for those active during the day. In general it's annoying for them to be awake during the day, but in addition direct sunlight messes with their eyesight, and so most Draill who are seen during the day prefer to stay underwater, in caves, or under the forest canopy.

Draill seem to have a particular weakness to lightening. While it is not very physically damaging to them, it does seem to diable their magick for a period of time. Because of this, taking a lightening strike mid flight is most of the time fatal for a Draill, due to their flight relying on their magick.

Finally, Draill are naturally amphibious and can dry out if not submerged in water on a semi-regular basis. While most Draill can spend weeks ashore in Brittania's climate, extreme cold or heat can decrease this interval to days or even hours. Drying out results in first the Draill losing it's magick, then dying a slow death of dehydration.

Equipment and weapons: Calrandian Mid-bow; The Calrandian Mid-bow is the pinnacle of archery technology in Brittania. A hybrid between the shortbow and the newer longbow, the mid-bow enables those trained in it's use to fire long range arrows at devastating speed.

Dú Arrows; The preferred ammo of the more southern Calrandian tribes, named for the people who use them, Dú Arrows are particularly nasty. Barbed on their ends and dipped in poison, or Bael when the tribesmen can get their hands on it, Dú Arrows are designed to stay in, and inflict as much damage as possible while they are in.

Ranger's Sword; The blade of a Calrandian Ranger has many purposes. From having a hook for a pommel to allow ziplining with it, to its long but thin design, to it's often poisoned edge, the swords are veritable jack of all tools that a ranger might require while roaming the woodlands of Calrandia.

Ranger's Gear; Calrandian Ranger armor is green tinted and light. Designed to both camoflauge and allow the user the most mobility possible, it becomes somewhat less useful when not in dense woodland.

Personality: Irien is an often cheerful and friendly woman, always pleased to meet a new ally in life. While she can get ahead of herself from time to time, she is a mostly patient person, a strong proponent of the phrase "Good things come to those who wait." While she is friendly to those she meets, Irien also has a vicious and ruthless streak to her. She will not hesistate to sacrifice even a close friend or family member if she believes it is for the greater good, and also believes that no action has a defined morality to it, just a desired effect. Because of this she can come off as cruel, or even sadistic to those who don't know her well, and perhaps she is. But anyone who thinks that is welcome to try and share that with her.

Biography: Irien was born in the southern reaches of Calrandia, where the culture has taken on some parts of the Umbrican kingdom over the sea, mostly thanks to trading. In particular, she was born to the Rhys tribe, part of the larger groups of Dú tribes that make up southern Calrandia. Her people stuck to a more nocturnal schedule, and like the Umbricans worshipped the night. However unlike the Umbricans, instead of worshipping the Moon Goddess, the Rhys instead worshipped the Moon Drake, a great Draill who guarded the moon as his sacred pearl. His slithering form could be made out of the stars that Irien's father taught her about as a child.

Irien herself was of lesser nobility. While the Rhys were a signifigant part of the Dú themselves, they had little sway in the actual arena of Calrandian politics, often being ignored due to their adopted Umbrican customs. Irien's father was the village shaman, providing spiritual guidance and oral record. Irien's mother was the Chieftess of the Rhys, and Master Ranger of the Dú Frontier, guarding the southern edges of the forest in the name of the King of the Dú, second only to the Calrandian Council. Because of this, Irien grew up learning to both be a Shaman and a chief, though officially she was slated to become her mother's heir. At age 10 she entered training to become a Calrandian Ranger, where she learned the tenents of her people's style of warfare. Hit hard, hit fast, and make the hits hurt as much as possible. Taking the motives to heart, Irien conducted several successful campaigns against the bandits who threatened the forests of Calrandria. To her horror however, the true threat came within. The rest of the Dú, though no strangers to Umbrican culture themselves, turned upon the Rhys, slaughtering the village and forcing any survivors into exile, including Irien. Roaming the fields of Sagis as an adventurer and mercenary, Irien met Castoran Dravos, who styled himself as the First Rider. Enticed by his promises of power that may help her get her revenge one day, she followed him, and under his guidance, bonded with one of her people's revered dragons, the Draill, who she named Tyal.

Skills:
Highly skilled with both acrobatics and archery, Irien prefers to stick to ranged fighting, but can also hold her own with a short or bastard sword should things get close quarters.

OPTIONAL INFORMATION

Likes: Good food, a nice fire, and flying at night. Also night in general.
Dislikes: Bright sunlight, being out in the open, giving mercy to those who don't deserve it
Fears/Phobias: Extreme cold, being high up on a mountain, tombs.
Theme: https://www.youtube.com/watch?v=tjJYxCxzVe4

#2020 DO NOT DELETE

Accepted!

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Skyggeheim
Envoy
 
Posts: 281
Founded: Apr 30, 2018
Ex-Nation

Postby Skyggeheim » Mon Mar 11, 2019 8:53 am

So, a note, since we’ll be starting sort of at a strange time.

Once the IC kicks off there will be little chance of our characters knowing each other, but they will know where we are.

Also, the Academy itself is located in the Kileshania Mountains, in a tiny valley between some of the highest peaks in the region.

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The Anarcho-Syndicalist Commune
Senator
 
Posts: 3522
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Mon Mar 11, 2019 6:19 pm

Skyggeheim wrote:So, a note, since we’ll be starting sort of at a strange time.

Once the IC kicks off there will be little chance of our characters knowing each other, but they will know where we are.

Also, the Academy itself is located in the Kileshania Mountains, in a tiny valley between some of the highest peaks in the region.


Oh boy, all the places that I am not good in.

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Wiland Noria
Secretary
 
Posts: 38
Founded: Mar 26, 2020
Ex-Nation

Postby Wiland Noria » Fri Jun 05, 2020 6:57 pm

Dragon Rider Initiate File

Name: Cleo Staru
Age: (Between 18 - 23) 18
Alignment:(Use the classic D&D alignments. BE AWARE: Evil alignments are going to have a difficult time, depending on how well you can build alliances with other initiates.) I don't know much about DnD, but I think Lawful Evil is just an evil person that doesn't really do anything, so I'll go with that
Gender: Female
(place appearance description or image link here)
Sort of tanish pinkish red hair that she keeps in a ponytail, pale skin, tropical blue eyes, a sapphire necklace, wears a sleevless
grey-blue dress and pale red boots
(Image, description, whatever you need. Image is preferred.)
Ocean blue scales, if it's allowed, scales look like the ocean, and change with emotions, for example, light
blue for calm, very tropical bright blue for happy, dark green for angry, dark blue for sad

Dragon Name: Azure

Dragon Species Name: (Get creative here!) Um... Seascale Water Dragon!(I guess...)

Dragon Classification: (Arc, Solar, Void, Lith, Tide, or Tempest) Tide

Dragon Specifications: (Size, whether it's a heavy hitter or a speedster, etc. Flex your creative muscle here.)About the size of a horse, fast, has fangs

Weaknesses: (What is your dragon weak to?) I guess Lith would be strong against Azure

Equipment and weapons: (please list, if applicable) A spear, a dagger, and her personality

Personality: Wow, you do not want to annoy Cleo after a long day. She starts fights just to beat someone else up, she'd risk her life to win a bet, and if you try to make friends with her, she'll put worms in your food at her next opertunity. It's hard to get on her good side, but it's worth it if you do, since she'll sabatoge anyone who bullies you. The only one who can calm her down when she get's angry is Azure, and Cleo is very protective of her.

Biography: Cleo grew up on her own, stealing and fighting to stay alive. There wasn't really much more to her life than that.(Sorry, I can't think of anything else)

Skills: Being cruel, being rude, fighting, sneaking around, sabatoging others, climbing buildings

OPTIONAL INFORMATION

Likes: Being on her own, fighting, swimming, Azure, singing(but only when she's sure she's alone)
Dislikes: Being with others, singing in front of others, losing
Fears/Phobias: Claustrophobia, others think she's 'not good enough'
Theme: Eh, none, really

#2020 DO NOT DELETE


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