@KatherinWinter Any suggestions on toning down his abilities or his magic not right for this at all? If so I can just try making a new character. Unless if being 'a bit too op' isn't a problem?
Weaknesses: Ice, cold based attacks, which weakens his fire related dragon abilities and since he's naturally cold blooded he in general becomes weakened, any temperature under 60 degrees to him is unbearably cold.
Bio: Kilgarrah is from a clan of wizards/witches known as the dracomancers that settled in a cavern system hidden near the grand canyon. The clan comprises of three families, the Scalelords, the Clawmasters, and the Hellkites. The three families that comprises the clan exist to keep genetic diversity amongst their clan, often finding mates from the outside world that they see fit and risk out to find one for the next generation. Dracomancers inherit the qualities of dragons, to become a dragonmancer, they must inherit one of the three family's genes, and then preform the ceremonial ritual of drinking a dragon's blood and stand next to a fire filled with burning flesh for 24 hours. Dragons are rare creatures that dwindle in numbers, protected by there dracomancers that serve them. In exchange the dracomancer gains access to unique magic, though the wizard/witch is unable to perform any other form of magic. Their commitment must be only to dracomancy. Dracomancy has a variety of features. (Here is a list of the basics:)
Passive: -Increased physical attributes such as strength, speed, and endurance. -night vision (there eyes have an illuminating effect, noticeable in low lighting's and darker. Their eyes glow like the flames of dim candles.)- -prolonged life (essentially cannot die of age, nor weaken with age) -heightened senses and reaction time- -resistance to disease- -unable to burn/immunity to fire- -draconics (the language of dragons, which comes naturally, and usually in the form of telepathic communication between dragonic creatures and/or other dracomancers, this can allow giving orders to a patron dragon summon)
Magic forms: -Transfigurations (Transforms certain qualities to become dragon-like, such as turning skin into scales as a form of natural armor, or sprotuing a pair of wings. In the most advanced forms one could use this to become a fully fledged dragon)- -Primeval Spirits (Calls upon the aid of either the user's patron dragon and/or deceased dragons that have listened and agreed to his call to the user's aid, in the form of spiritual energy this spell can be used as a passive guard, with a protective aura of serpent-like dragons that can resist energy attacks or turn solid for blocking. Alternatively they can be used as projectiles of spiritual energy, or used as tentacle-like weapons. -Dragon fire (Fire manipulation, often in the form of fire breathing or producing flames from other parts of the body.)- -Dragon trample (Minor manipulation of tremors and/or pressures to create small shock waves, shatter earthen or wooden material of moderate size, or used as an increased knock-back effect for melee based attacks) -Summon (summons the patron dragon of the user, of course can only be used if the dragonmancer has a patron dragon. Summoning in this case basically warps the dragon from its aetherial world into wherever its caller is, and can return to it at any time. Though the patron dragon has allegiance to the dragon caller, it is of free will and can leave at any time. Patron dragons are essentially familiars for Dracomancers, and their lives are linked.) -Drake gust (minor manipulation of air, usually creates an aetherial wingspan for the effect desired. The attacks of Drake gust can very between sharp gusts of wind to blasts of air at a target.)
Kilgarrah is one of the few remaining dracomancers after hunters had not only discovered their hide out but had successfully exterminated most of them in a series of night raids and ambushes. It is unknown whether or not others escaped other then Kilgarrah himself. Its been a while now since then, he has lived in hiding in the deserts, and is mostly secretive to avoid being hunted. He has devoted himself to act as a sort of hired transporter and guard for wizards/witches, for the right price, like a dragon he has an eye for treasure though he tries to hide his greed. Since he had just 'started' his business he travels around the world by air, trying to avoid satellites and air craft ofcourse, and searches for any sign of magic users, especially ones that need aid. So that he can perhaps spread his business. Kilgarrah is youthful for a dracomancer, being only 20, his powers, though powerful, is still inexperienced and is still training of his powers.
Personality: He is prideful of his draconic origins, from his family to his patron, and easily offended to anyone who tries to break his pride, or disagrees with his self praising. He is naturally greedy but has been practicing to keeping such nature under control (though when your not looking he may steal a shiny coin from you behind your back). Other then that he is initially friendly to strangers who are also a wizard/witch, but avoids contact from anyone else entirely. He is prideful enough that he will take on almost any challenge if he is taunted enough, or ego-stroked enough. While he tries to avoid confrontations with hunters, he has a satisfaction of burning or pummeling them. His pride gets the better of him and he can be easily manipulated by it not just for challenges but traps as well. His greed may also make him do some rash or desperate situations.
Appearance: (don't have any art because I suck at drawing) 6'03, somewhat tan, weathered down body that is barely muscular. Emerald green eyes, Spiky, mane-like, black hair that runs down his neck and covers his face a bit. He is barefoot, constantly adorning his armor, which are plated metal scales painted green covering black leather armor around the arms, shoulder, torso, and upper leg half. The armor is enchanted to bend in the event of using transfigurations as to avoid damaging the armor.
Familiar: Zilant. A dragon of black and green scales with red scutes for an underbelly. The dragon's front feet are shorter and more versatile then the back feet, allowing support for both quadrupedal and bipedal movement. A long pair of wings rest on the dragon's back, and he has a fairly long neck. The head is saurian, and has five horns. Two horns stick out from the back of his head and run straight, parallel to the neck, the next pair of horns bend forward similar to a bull's and extend past its snout, while the fifth horn is at the end of the snout, curving upwards and sharp like a blade. The back feet have more of a raptor-like design, which aids in agile movement. A few fingers are present on the membranes of the wings, and the tail is long and slender like, with a sharp triangle-shaped barb at the tip. The Dragon is 40 feet long from head to tail, and on its hind legs, 20 feet tall. It offers agile movement and can shoot a hot breathe of fire, but its most notable powers are that of its control over powerful gusts of winds with the aid of its wings. It often combines its breath weapon with a force of air to produce a sea of flames that can sweep a half a mile long, half a kilometer wide.
Power: Dracomancy. Dracomancy, unlike dragon slayer magic, focuses on more direct and the primeval nature of dragons, while the powers invoked by this magic can potentially harm dragons, it is certainly not effective enough for the job. Dracomancy invokes on the general powers of the dragon, and may also involve summonings.
Passive traits: heat resistance, elongated life span, incredible endurance and overall durability (akin to a dragonslayer's), night vision (eyes glow like fire in lower lighting/darkness.), and enhanced physical attributes.
magic abilities: (currently a rookie so his relative power over his own magic is limited as of now) -Scalelord armor (when activated transmutes his skin into reptilian, plate like scales that are as hard as stone, claws grow over hands and feet which attributes to overall strength increase as well as the claws being dully sharp. Most of clothing that were being worn at the time, except for the pants, are temporarily dissipated until the spell is undone.) -Drake Kite. (Spawns a pair of dragon wings upon back, sprouting them as a temporarily organic growth, which lasts for a few minutes and provides excellent flight.) (not learned this yet) -Dragon Breathe (Essentially a medium-scale fire breathe.) -Hellkite Blast (alternative form of Dragon Breathe, which shoots a ball of explosive fire.) -Scalelord Trample. (minor earth manipulations usually involving some sort of tremors within the ground or splitting medium sized objects of earthen non metal material, or wood. Applied by either smashing hands against desired object or ground, or stomping. Can be used alternatively for a massive knockback effect against punch, but the result will also send the user back a few feet preventing a follow up attack close range.)(has not learned this yet.) -Primeval guard: Energy said to be of from the deceased, lesser kin of dragons, flows around user, which can offer guard to moderate energy based attacks, as well as being used as either projectiles of ghost-like energy or tendrils of a more solid form of the same energy. (limited only to defensive response auras as of now) (other powers of this theme maybe added as the character gets more experienced.)
equipment: Hellkite Staff. (Enchanted wooden staff with a Dragon's head sculpted on the top, and a pair of ruby eyes encrusted in it.)
Staff abilities: -Aetherial Ancient. (Summons a ghostly dragon's spirit to the user's aid, the spirit is of any deceased dragon related to the primitive kin, however the staff can only be hosted by one spirit. Sylus's dragon is refered to as Kilgarrah, which takes the form as a 20 foot long red dragon spirit that resembles a lizard with an elongated neck and bat-like wings. The four feet and legs are akin to that of a prehistoric beast. The spirit can attribute both ghost-like energy projectiles, and a property refered to as ghost fire which is a white flame that while shares properties of fire is made up of the same energy type. While the spirit is translucent it is solid and can attack with melee based attacks as well, but the summon currently lasts for only a minute, so its attacks or defenses are brief, and there is a cool down for each summon.) -Enchanced Primeval guard (staff currently does not have any powers as he has not reached its nature yet, as of now the staff can only offer to communicate with his familiar, kilgarrah) -Calling (By mere thought the staff can teleport to his hand) (staff may also gain abilities over time)
Drawbacks/weaknesses: -Can't tolerate temperatures below 60 degrees F, and is very vulnerable to ice based attacks and similar freezing effects. -The abilities related to Dracomancy and dragons related to Dracomancy are not as strong as the more familiar Dragons, nor possess any sort of magic immunity other then a natural property of being unable to burn. -Spiritual based powers exhaust the user quicker and while can provide good and fast defense can leave the user vulnerable after use.
(no picture sorry Im a terrible artist.) Pale white skin, slender in body built, 5'11, Messy black curly hair, Forest Green eyes. Scaled plates for armor along the arms, shoulders, torso, and legs, which are padded over black leather armor. Black sandals as well. Staff is usually sheathed on his back. Casual wear are peasant-like pants and a white t-shirt. Has a Dragon Skull helmet that he occasionally wears with his armor and he claims that it is the skull of his dragon spirit, and that it helps bring him closer to him.
Bio: Dracomancy is an ancient art that has been out of practice, mostly because around the time dracomancy faded the dragons that the dracomancy had kinship with were going extinct. The average primeval dragon was smaller and weaker in comparison to the greater, more well known dragons, and lacked most of their magical properties, including their immunity to most forms of magic. The few primeval that had exceptionally rivaled such creatures were dying out from a plague. Dracomancers tried to aid their dragon counterparts but were fruitless in their efforts. Due to there being no primevals alive, the dracomancers expanded their magic to their dead spirits, which prolonged there relevance for a few centuries, but the war between the Greater dragons and the humans led the last of the dracomancers to their extinction. Only a few books and items remain of their legacy, which were either collected and stored away by authorities and museums, or hidden underneath ancient ruins of that they dwelled in. Sylus never had parents, as his mother died giving birth to him, and his father being killed in an accident related to his job as an archaeologist soon after. So he was raised as an orphan. His childhood was short lived, no one would adopt him as he was naturally rude even as a young child, and eventually ran away from the orphanage at the age of 7. Fleeing into the wilderness he would constantly fall victim to near death incidents, starvation, and predation by the wild creatures. Though he lacked any survival skills, his attempt at learning did manage to keep him alive for a few weeks, however it wasn't enough, after all he was a weak and inexperienced kid. In his weakened state, he discovered a massive tree in the forest, unlike any in its surroundings, a tree of ancient, so old and long ago that it has lived through and witnessed so much history and now extinct pasts. The ground would then give way upon his footsteps as he fell into a shallow hole, which what appeared to have been the start of an ancient ruin. The ruin was small, but at the end it housed the skeleton of what is now his gear, the staff and dragon skull, as well as a book that taught him the ways of dracomancy and how to perform the ritual, which involved obtaining the staff that still possessed the dragon spirit, making a circle made of dirt and water, and burning corpses of dead animals (Fortunately he was able to find half eaten rodent carcasses nearby) He spent the following years training with his dragon spirit, honing his skills and surviving in the wilderness, returning to civilization to find a way to prove his salt and fit into society. What better way then to join an infamous wizard's guild? Being in the wilderness and strive for acceptance as made him less rude then he once was, working on his attitude and personality.
The sound of metal clanking along with heavy footsteps would follow down the path to the school Fafnir was taking, he could already see the building ahead of him with his single eye. The anxiety he had dreaded since he decided to enroll had begun to plague his conscience, concerned that he wouldn't fit in even with beings of inhuman quality. In addition to his anxious thoughts, the lackluster weather of the late afternoon day made him more so uncomfortable, so much so he was tempted to heat his own body up. However, in fear that this may cause problems to others, he prevented himself from doing so, and bore with the cold conditions. His lumbering tail slithered behind his feet along the pavement, the materials of the road he walked on he wasn't used to feeling. So much had changed since he had been on the surface, then again, what should he expect when he lost track of time.
The long crimson cape suited his matching wings, which helped conceal them, however he couldn't do anything about his tail other then have it drag behind the legs in hopes it wouldn't be as noticeable. He would finally come to a stop at the first step to the school, whether or not there was anyone around him was irrelevant, his entire attention was focused on the school building, which would signify either a successful start to adapting to this world, or an utter failure. It was his first time in a while he had to contemplate loosing, something he hated, but this loss was much more meaningful then a duel or challenge, this would be an important chapter to his own future, that of which he had spent so much time lost.
Name: Fafnir. Age: Existence began at 204 AD. Gender: Male Species: Drakken (entity comprised of a merging between a dragon and human.)
Minor fire control/heat immunity(namely fire breathing.) Draconic qualities improve most physical attributes in comparison with a mortal. Weapon/armor summoning(brings to him one of several equipments at a time, such as his sword or lance.) Minor regeneration (Heals major injuries and limb losses over long time periods, doesn't save him from fatal wounds.) night vision. Transformation(into a dragon) Flight.
In his more mortal form Fafnir has somewhat tan skin, weathered and dirty from lack of frequent bathing. Relatively bulky in build, and stands 6'11 in height. Just as he is not a perfect dragon he is not a perfect human, as his human form is tainted by his other half. A long reptilian tail clad with ruby, plate-like scales, and barbed with a row of bone-like barbs along the tail's spine, ending with a triangle-shaped spear like protrusion at the tail. A pair of wings with the same scales for its frame sprout from his back. Two stubby horns barely visible under his mass of curly and mane-like black hair. He only has one eye as the other is an empty socket with a scar over the eyelid, to hide this hideous wound he keeps an eye patch over it. His other eye is reptilian, with a crimson iris and a long black slit for a pupil. Like many dragons the eye has a luminating property that causes it to glow faintly like a dim candle, which aids in seeing through an otherwise dark environment. He frequently wears his black iron armor and helmet, a typical knight like appearance with a red cape. His draconic form is a bipedal, almost humanoid like, dragon. Standing 5 stories in height,and clad in bright red scales that resemble plates, with a soft scuted belly. The left eye is still missing so its closed with the eyelid and covered by a scar. The overall build of the dragon is elongated, with proportions longer then a human's, especially with the limbs, larger version of armor and weapons are also available for this form.
Fafnir was born from one of the lasts knights of a dying kingdom, and the mortal's monstrous rival, who was dying of an ailment that was of the same source as the blight that was destroying this kingdom. After being brought into existence, sharing the memories and experienced of both entities, Fafnir and the remaining human forces drove back the darkness that threatened them. A few months passing, a great fissure caused the entire civilization to sink beneath the earth and tumble into a large expansive cavern. Fafnir's longevity and draconic enhancements allowed his survival, but his mortal kin were not as fortunate. Finding no survivors, Fafnir took what he could salvage and wandered the underground world, exploring for a way to a surface. After what to him seemed to be an eternity, he found his exit. Now entering a world of the future, unfamiliar to him. He has prepared himself to focus on what changes await him and to find his place back into a society.
Fafnir wears the same armor, but with a helmet that has a concealing face guard, with only a large hole to reveal his only eye.
Personality: Rude, tends to be greedy, very prideful and conceded, Jolly when not being Angry or self praising, short temper, honorable and chivalrous(well tries to be)
Has no friends or family to speak of in this era, the entirety of the school is new to him. So no crushes either.
Other: Carries his treasure hoard, very protective and secretive of it, doesn't trust anyone but himself with it. His past is something he left behind, only with a few materialistic keepsakes as a reminder, other than that he is over it. Very easily agitated especially when someone hurts his pride or honor. Enjoys combat though isnt exactly looking for a fight at this school, especially since he wishes to fit into it as a student. Envious of anyone who is better then him (at just about anything) needless to say this problem is common since he's really only good in combat. Accepts almost any challenge thrown at him. Tries to show honor even to those he despises or wishes dead. His conflicting personality is due to the opposite souls that make up is very existence. Due to his natural affinity with fire instead of smelling like filth he instead smells of charcoal or at times, burning oxygen. For most I imagine, these scents aren't very pleasing either. He is naturally cold blooded and finds temperatures below 90 to be uncomfortable, below 60 is unbearable. When he is in any discomfort whether it relates to being cold or not, Fafnir will heat up his body by use of spawning flames within himself, causing him to be hot enough upon touch to boil water. Doesn't like water unless it is a hot tub or something to drink, as to him the liquid is frigid cold. Usually if he is splashed the water will evaporate off him from his heating up response, which is an additional annoyance as it can be hard to see with steam in the way. An ideal best friend would be someone to either cross blades with or burn down things. He will frequently make up self praising titles for himself in conversations. Though he gloats about his draconic superiority he despises and mistrusts other dragons and related creatures.