@olcharlieboi I can definitely see jealousy, Your character was born being intune with dragons naturally, where as William had to work hard with magic in order to obtain such power. They also could be business rivals since they both dabble in magic wares. Other then that I imagine William will be more interested in studying him then fighting.
-Name: William Felclaw -Age: 16 -Race and a brief description: Human Dracomancer (Mages/Druids that specialize in dragon magic, usually via being contracted with a dragon spirit)
Dracomancers often obtain dragon qualities such as increased strength, endurance, vitality. Other traits related to dragons William possesses are Glowing eyes, Elongated lifespan (Some dracomancers have been able to increase their qualities to a point where they can even attain eternal longevity.), resistance to diseases and other pathogens, immunity to fire/unable to burn, and the innate knowledge of Draconics (language of dragon, which helps Dracomancers communicate with dragons or cast certain dragon spells).
Changing or gaining body parts related to that of a dragon, which can vary between changing skin to scales, turning hands into claws or making them additional dragon heads, growing wings, etc. Can also be used to transform into a true dragon.
Druid magic that replicates the fire of dragons, the flames can only be produced from his body, so unlike the rest of his magic he cannot use his staff to cast or boost the effectiveness of it. Examples of its uses are creating fire tendrils, breathing flames, igniting his body on fire, or throwing a fire ball.
Druid magic that connects with the spirits of the dead, for Dracomancers they can call upon the spirits of dead dragons to their aid, usually the spirit that the user contracted with, however other spirits may also come to his aid if they hear his call and decide to obey him. The spirits can be used for multiple purposes, a tendril-like attack of a dragon serpent, creating ghost fire (ghostly magic that mimics the properties of fire, becoming a passive aura like form to protect the caster, and so fourth. Dragon spirits can also be summoned for longer periods to assist the caster at the cost of greater magic. Dragon spirits will resemble their once living state once summoned, except they are translucent and usually white (though some may have some other color like black or green instead), most of there former abilities are replicated by spiritual magic. Individual spirits may watch over certain dracomancers and readily assist him to his call, William has three spirits in addition the dragon he is contracted with. However the most advanced druids can temporarily revive their spirits, which grounds them to the reality of the living and puts them in the prime of their power, William has yet to be able to do this.
Dragon Invocations: Druid magic that can perform various dragon related spells, currently William knows several;
-Scalelord Trample- emits great force on physical contact, such as a stomp to the ground or heavy punch. This spell is strong enough to shatter a house-sized boulder, and can be used as a buff for physical combat or create tremors.
-Hellkite Burst- Creates an AOE Burst of strong, burning winds, great wind force combined with intense firey heat. Effective when given self wings
-crimson horn- A mixture of firey energy and dragon-related druid magic encases the user in a translucent, shell like aura of magic shaped like a crescent horn, which can be redirected and extended, acting as a giant blade with the strength to crack iron in addition to its intense heat.
-Wyrm Bolt- Electricity in the form of a bolt-shaped serpentine dragon, slow charge up time but has incredible long distance range, and having very destructive results. The fast moving, massive projectile can chase targets as well. (more may be learned.)
Doesn't own a house, but has a merchant tent that he often sleeps in, in addition to where he sells his wares.
-Bussines/job: Merchant (sells rare items, treasures, artifacts, and whatever else he discovers in his travels, in addition to making magic staffs and talismans for other magic users.)
-Important items:
A staff handed down from generations of dracomancers, it helps him cast most of his dragon spells. While his powers can be casted without the aid of a staff, the staff reduces the mana cost of his spells, and can boost their effectiveness, aside from his transformation and fire magics, which can only be casted by his own ability. Spirit calling his also easier, and can be used to telepathically communicate with his spirits which makes giving them commands instant and easy. However unlike the rest of his spirits, his contracted spirit resides within the staff in dormancy.
-Hobbies: Travelling, Exploring, Dungeon Crawling, Meditating, Researching/talking about/learning about dragons, gold and gems, artifacts and other archaeological items.
-More info: Ever since William moved to the town, at 10 years old, he has spoken little. He has been alone and his lack of communication with most make it impossible to find out who he really is or where he came from, other then the basic information of what he is. He often leaves town for some sort of task, such as treasure hunting or simply meditating, or perhaps finding the rare chance of a wild dragon. His travels lead him to finding many valuables and artifacts, which he collects and returns them to his store to sell. Despite his anti social behavior he is popular in town for his strange wares he has to sell as well his hand-made staffs, staves, and other simple magical equipments to help out both rookie and experienced magic users that need such crafts. The spirit that he is contracted with is named Kilgarrah.
So this takes place in a universe filled with gods, mythology, and practically everything you can imagine, with rulee ofcourse.
While the universe for this RP is endless, for this particular RP, it is focused on a school for aspiring wizards, mages, sorceries, and the works. Your character will be living in one way or another in the magic capital Frolam. Frolam is a spire-like city in the middle of a temperate plains, next to treacherous mountains, deep forests and jungles, a vast ocean, and a desert peninsula. The capital has different sections. The capital itself a tower-like structure with massive assymetrical sections all around it. A moat surrounds the tower, which is as a circumference wider then a typical island. The structure is made mostly of stone bricks and slabs. The entrance has a large drawbridge and gate, which leads into the lobby. A lovely midieval village, mostly with simple houses and some magical luxuries like a magic fountain. There are several dorm sections, each of the dorms are in a circular floor, spiralling around two stories of typical dorm rooms. Another city lies within a massive structure off the side of the middle height of the mountain tall tower, which houses merchant shops, restaurants, entertainments, etc. The rest of the tower above are libraries, schoolrooms, and st the very top, the headmasters room and faculty rooms. The roof of the tower is off limits.
Your character can be a student, faculty member, a worker in the capital like a shopkeep, or a guard. I'll have more detail for magic and the likes later. Anyone interested?
Aside from school, mysterious events, horror, and a variety of antagonists will come to be a challenge, but if anyone has a character they'd like to use as a villain ask me about it.
For a while now I stood idle like as I watched my surroundings, whether be one of the butlers passing by or another stranger making their entrance. For what seemed like hours I stood in a corner of the lobby, my eyes showing nothing more then lost and confusion. Lost in thought of what to do, where to go, and the likes. Now having the chance to think, I would replay in my head how I got here, but I couldn't find any conclusive answer, the whole process was impossible. There was no way the vampire could have traveled far enough to escape my scent, the woods were not as huge as they first appeared from the village, and the landscapes like the distant mountains were all gone. Infanct, there was no specific distinction between where I was and where I am now, not even by scent. As if I had been teleported to a new location, but I do not recall being moved any where, there didnt seem to be any transition to it. The more I went over it the further my distress and confusion came clear on my face, fortunately my helmet would hide most of that expression.