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[Other FULL] Fargona: The Land of Dragons [OOC][T]

The Noob Hacker

Praise the sun.
559
Posts
14
Years
  • Seen Jul 16, 2016
Am I to understand that there are no positions left? A shame, if that is the case. Regardless, I find myself struck by inspiration and will leave an app here just in case a spot happens to open up.

Name: Ser Jaque Hylocereus (The Stick Knight)
Gender: M
Age: 40

Appearance: Jaque is an aged man. His dark hair has greatly thinned over the years and almost entirely consumed by grey. He keeps a well-trimmed mustache and beard of a similar salt-and-pepper coloration. He is dark-skinned like many men of the desert, but bears the green eyes of his mother, who was born in less harsh lands. A life devoted to knighthood shaped his body, battle and sand have weathered it. Not even long years at home have made him grow fat or complacent. His garb is almost always dyed in the whites, blacks, greens, and yellows of his house. Some badge, shield, cloak, or piece of armor will bear the white blooming flower of his house to distinguish him, and sometimes Jaque may wear a piece of ornamentation depicting a stick in honor of his style as the Stick Knight.

Personality: Duty and honor drive Jaque, pride and wisdom conduct him. As a knight, he is obedient, disciplined, and holds closely to the ideals of chivalry. As a member of House Hylocereus, he carries pride, dignity, and is not unwise in the way of courtesy. Jaque considers the greater part of his life to be over. He is an old man, a seasoned knight, and currently master of arms for his own house, all things he believes to be deserving of respect. He would share a joke with his comrades and is always mindful of giving all proper honors to those that deserve them, but he also believes he is at a point in life where he is deserving honors of his own, especially from the younger generation.

Jaque considers the part of his life where he earns his own place to be past, and his duty to his king as a soldier fulfilled. Now, he focuses on clearing the way for his children and all those he can extend his teachings to. Styling himself a mentor, he is stern with his pupils, though not unable to be gentle. He is a firm believer that greatness is a thing earned, and in his later years he commits himself to helping the young earn their greatness. He knows death will not wait for him, and he has accepted that his time left on the earth may not been long. He does not fear the end, and he is not ashamed of his life. Jaque's biggest fear is that he may leave his current work undone.

History: As second son of the late Lord Helmar and Lady Onelyse Hylocereus, Jaque's claim to inherit the title of lord of Sand-Stained Keep within the Oldkin Desert was not very strong. This was fine as far as Jaque was concerned. He never had the taste of meetings and councils that his elder brother Donnavan had. Jaque had always preferred the life of steel and chivalry promised in knighthood. Even in build, it seemed as if Jaque was destined for a life of soldiery, him always being stout and strong compared to his brother who was sickly and thin. As a boy, Jaque served as a squire for his uncle, Ser Brycelyn Hylocereus, an esteemed tourney melee fighter as well as jouster while Donnavan was a page who spent his days reading and writing and attending matters of court with Father, which Jaque thought to be a boring life. Of course, Jaque would also have lessons in reading and writing and courtly matters, though his mind was always on the fabulous tourneys his uncle competed in. As he learned swordplay and riding with the other highborn children, Jaque dreamed of earning honors as his uncle had, and often Jaque had pestered Brycelyn to give him personal lessons, which he often obliged. While Jaque was knighted when he reached manhood, his brother earned only further books and meetings, and Jaque couldn't be happier for it.

In the end, Jaque only ever fought in a single tourney. It was the very same one held in honor of Lord Hylocereus's sons coming of age. Jaque competed in the melee, his weapon of choice being the glaive with a sword for his side arm. He was defeated by an older knight he had overestimated, the young Jaque not knowing the full value of having true combat experience. Though he was bitter for the loss, he had placed high enough in the melee for a first-timer and his uncle had won the joust, and Donnavan had presented awards to the both of them, so at the very least Jaque was proud of his brother and happy for his uncle. It was at that time that Jaque's life felt the most on track it had ever been. He was a young knight with a world of promise, a brother who would one day be Lord of Sand-Stained Keep, and the both of them were betrothed to daughters of House Deepstone. Donnavan's betrothed was the beautiful Marcelin Deepstone, and she adored Donnavan, had adored Donnavan since they were children, where Jaque had the younger and more homely of the sisters, Tyminda Deepstone, who seemed to be less than content with the arranged marriage. Jaque had liked her well enough, though, his mind filled with ideas of a noble knight and his loving wife who would bear the knight sons and daughters, like the stories his uncle would sometimes tell and the songs the singers sometimes sang.

Before he could have that life, however, a summons came. A feud raged between House Timberborn and House Prow from beyond the Urnkims. The feud had threatened war between the houses for years and now the houses called upon their allies to keep the peace and to back them in conflict, if need be. The Hylocereuses pledged their banner to House Timberborn, and Jaque's father was a respected enough person. Primarily, his father's interest was in negotiating peace, but Lord Timberborn had requested Father's host, and, with Jaque being a knight now, he was part of the host. So it was that Jaque marched off with his father and uncle to strange lands to participate in a conflict that he did not care for, leaving his brother to be the lord in Sand-Stained Keep.

It turned out that the Hylocereuses arrived at just the right time. Skirmishes were beginning to break out between the forces of Houses Timberborn and Prow. For the first few months, the skirmishes were few and far between, and Jaque was kept far from them. Within time, though, the houses grew bolder and the battles larger. Soon, Jaques found himself in the back lines and reserves of fighting forces, and later he found himself in the fray. He had been a knight less than a year before he had his first real taste of battle. He found the chaos and wanton bloodshed of battle to be nothing like the tales of heroism he had heard in his childhood. In stories, the heroes always fought against evil. Here, Jaque scarcely knew the men he was fighting for, let alone who his enemy was. In the stories, the heroes always won. In one of the skirmishes, his father had rode into an enemy shield wall that did not break, and his horse fell on top of him, breaking his leg. His father was taken captive. Jaque had only learned of this from a knight who had survived the retreat. In the stories, the heroes never retreated.

It took a large ransom and the trading of many high-value prisoners, but Jaque's father was released, though he had to ride back home with most of his men. Jaque was not included in the portion sent home. For two more years Jaque stayed away from home. Every time the feud seemed to be dying down or peace was beginning to be talked about, another offense was made and another fight broke out. Somehow, Jaque had endure it all.

The defining moment of Jaque's time across the Urnkims came as he was escorting one of Lord Timberborn's sons to a more fortified location after a string of defeats where the lordling was holed up destabilized the area. Somehow, enemy forces had learned of the escort and were already waiting in ambush. Many good knights, many of whom Jaque personally knew, were slain immediately when the ambush was sprung. Jaque was not among them. With the head of his glaive severed and disarmed of his sword, it is said that Jaque fought off dozens of armed knights with naught but the shaft of his glaive, earning him the name Stick Knight. In truth, the men Jaque fought were green boys, as many men-at-arms as true knights, as all of the experienced enemy forces were spent and the ambush was lain at the last moment. Singers and telltales embellished the story over time, however. In the end, Jaque successfully escorted the young Timberborn to safety, and as a reward was offered from Lord Timberborn a single boon. Jaque asked for the right to go home.

When Jaque returned home, he found it much different from when he had left. His brother Donnavan was now Lord Hylocereus, his father's wound festered before he returned home and he died shortly thereafter. Both of his younger sisters, Jocelyn and Gwynneth, were married and gone, and Jaque now had new nephews and nieces in far off lands because of it. Even his betrothed found that he had been gone too long, and had run off with some freerider Jaque never learned the name of. Ironically, she had met the freerider after he competed and won in a local tourney. He had never received word of any of this in his time away. Donnavan had grown stern in his absence, the weight of becoming Lord of Sand-Stained Keep aging him rapidly. His brother was now a cold, calculating man whose every action impacted the well-being of the keep where once the idea of being lord one day made his eyes shine, and Jaque found himself just as disillusioned with knighthood. He had fought many times at his brother's command, and earned honors all the while, though nothing so great nor long as the feud across the Urnkins.

Eventually, Jaque did marry one Emilyn Ashe from beyond the desert at his brother's suggestion such that an alliance may be formed between their houses. It is not a loving marriage, but Jaque has always been dutiful to his wife, as she has been to him. By her, Jaque has had three children, a son and two daughters: Merric, Hallyn, and Amelia, ages nineteen, seventeen, and sixteen.

As Jaque aged, his brother sent him to battle less and less often. Jaque considered it the death of his time as a travelling knight when his brother offered him the position of master-at-arms within the family castle. Jaque's concerns went from battle and earning glory to training would-be knights and making sure the armories are properly stocked. In the end, it seemed, Jaque had to attend the meetings he always hated, as the master-at-arms has his own place in court.

Now, Jaque is primarily concerned with his children, and even they seem to need him less and less. Merric is now a knight and, like his father, dreams of honor and glory. Jaque did not find it right to break the boy's visions of grandeur if it could be helped. His daughters married well, and both to men they truly loved, being that few enough marriage contracts are offered for the daughters of a second-born son, especially since Jaque's brother has had sons of his own for a long time, all but killing any chance Jaque has of assuming the seat of the Sand-Stained Keep.

With his children grown, it seems all Jaque has left to do is train those who dream of knighthood. Perhaps a few of them may become tourney knights.

Spells: None

Other: (Gonna use this for dragon history.) Baheamous comes from a long line of gargoyles that served the Hylocereus bloodline, the Sand-Stained Keep being one of the oldest known places to breed gargoyles. As per tradition, each son of the Lord of the Sand-Stained Keep is given a gargoyle to watch over them and their family. Or perhaps it is more accurate to say that the gargoyles are given a son of a lord to protect, being that the gargoyles tend to outlive those they protect and are bound more closely to the homes that the sons of the lord inherit and inhabit rather than the individual sons themselves.

For Jaque, Baheamous has been a presence most of his young life, before the feud. He acted as a sort of extra parent, watching over Jaque and even keeping him company when he found himself alone.

Dragon Species: Gargoyle
Name: Baheamous
Gender: Male
Age: 80
Appearance: Baheamous resembles a winged half-man, half-hyena wrought in grey stone. Though he has a humanoid figure, Baheamous has the head and claws of a hyena. His age shows, the constant sands he has withstood have weathered his features, leaving his edges rounded and the surface of his stony skin riddled with tiny pockmarks. He constantly seems to have sand stuck within some part of him which has even caused the grey of his stone to fade closer to a white. The blooming cactus flower of Hylocereus is carved into his back, though it too is heavily faded.

Personality: Like all gargoyles, Baheamous is a protector. It is his life's duty to serve and protect, but that is not all that defines him. Knowledge of the halls of the Sand-Stained Keep seem deeply ingrained into his being. One never feels lost so long as Baheamous is around. He has a way of knowing just where someone wants to be, even if the person themselves do not quite know where they want to go, and will lead them there without fail. He is not as much of a creature of habit as other gargoyles. Every day he seems to find a new place to put himself before he sleeps, and always in a different position: sometimes neutral, sometimes threatening, sometimes strangely inviting. Every night he is always moving, he seems to delight in his time he gets to be animate, often times being playful or even mischievous, and as the day approaches he seems saddened that he has to rest. For all of his age and wisdom, Baheamous somehow manages to be able to keep some of the wonder one can find in youth.

RP Sample: (Really old, but too lazy to come up with one right now. Also really long, as it would so happen.)
Spoiler:
 
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Fort PokePower

Muffins forever
967
Posts
13
Years
@Noob Hacker- You're right, there are no spots open. Just in case a spot does happen to open up though, I'm just gonna point something blaringly wrong with your SU, just in case you wanna fix it now to be ready for any dropouts. Fargona does not have a feudal system, so none of your history really works. I'm sorry I didn't point this out in the original post, I've never really found it particularly necessary before. Also, as for gargoyles, they are only stone during the day; otherwise, they either have leathery skin or even scales. Just the way you wrote the description for Baheamous made it sound like he is always made of stone :P

I'll let you know if a spot ever opens up, if you like.
 

Grif of Hearts

Que sera sera~
311
Posts
12
Years
Fargona: The Land of Dragons
Tamer

✘​


Name: Ceridwen Maria Schwarz.
Gender: Female.
Age: Twenty-five.


Appearance: Tall and with a slender, pear-shaped figure, Ceridwen is a rather pretty woman with high cheek bones and thin lips that are often curled into a devilish smile. Her nose is small and her skin is pale, entirely unblemished despite the rough work of an adventurer and a dragon tamer. Pristine and proper, Ceridwen has always spent a great deal of her time ensuring that she is presentable and it is a habit not easily broken. Her hair is cut to her shoulders and curls softly at the ends, short and well-maintained, and it is a pale blonde colour. Meanwhile her eyes are a pale, bright hazel colour, flecked with lighter shades of brown and gold.

Partial to expensive silks and flattering clothing, Ceridwen's clothing choices are usually a blend between the fashionable clothes of noble courtiers and the more rugged and practical choices of adventurers. Typically Ceridwen wears a gold, silk-woven, long-sleeved tunic which covers her torso and reaches down to just below her hips, and a pair of black, woollen chausses that covers her legs. A leather bodice lined with marten fur is worn on top of her tunic, with thin cuts drawn decoratively down the back to show off the brightly coloured material worn beneath. Several pieces of jewellery are worn, usually in the form of gold bands or rings, and are mounted with beautifully coloured gemstones. When in combat or travelling, Ceridwen adorns a steel breast-plate, emblazoned with her family's crest on the front. Simpler but no less embellished leather covers her arms and her legs in the form of gloves, boots, and greaves, and a golden silk cape is worn over her shoulders and reaches down just above her knees, held together by a silver chain which can be pinned to her bodice or a section of her armour with a brooch.


Personality: Although one would be right to assume Ceridwen has lived life in the lap of luxury; her refined habits, manner of speech, and appearance make this incredibly obvious. However, she is far from the inexperienced and coddled young woman most expect her to be. Her nature is surprisingly fiery and passionate, in Grigori, perfectly, but most of the time this is hidden behind a veil of a prim and proper lady. Polite, charming, and a little manipulative when she needs to be, most strangers will see a well-educated merchant's daughter before anything else. This is only the surface, however, and those who know her have seen her sharp tongue in action. Not afraid to get her hands dirty and always willing to prove herself to those who think that she is, Ceridwen is quick-witted, sometimes impertinent, and surprisingly aggressive in her actions when she needs to be, unwilling to stand down or give up if she feels a cause worthy. Some consider this stubbornness, and to some extent it is, but at least it is stubbornness with a purpose. She meets challenges head-on with a determined attitude, always taught to put one's full focus into a task they had committed to or not to do it at all, and it is rare to see Ceridwen sit still when there is always a little more work to be done.


History: The middle child of the owners of the very wealthy Schwarz Merchant Company, managing trade agreements and deals across all four corners of Fargona and beyond, Ceridwen Schwarz could have only had a more lavish upbringing if she were blue-blooded royalty. Pampered with anything a woman could want or need, Ceridwen and her siblings had access to some of the greatest luxuries and finest education that their family could muster. Trained in the arts, mathematics, and even some swordplay, the five Schwarz children received a better start than most, and Ceridwen proved intelligent and adaptable enough to thrive, even if she was outshone by her elder siblings more often than not.

Unlike her eldest brother who had been trained exclusively to carry on the family business and her youngest sister who was expected to marry someone of importance to curry favour, Ceridwen was given the mix of freedom and independence that proved necessary for her to flourish. Quickly proving herself to be intelligent and of a sound tactical mind, Ceridwen was expected to do well in whatever she set her heart to but was not forced to follow any one goal. Having a great interest in the sport from an early age, Ceridwen poured her life into fencing which she took to quickly. Practicing with a small, slender blade that suited her figure and stature, she proved herself agile on her feet and skilled at the sport. Naturally talented, some might say, although Ceridwen is not one to believe in success from raw talent when hard work is usually the cause.

As Ceridwen passed through her teenage years and into her adulthood at eighteen, she became more and more involved with family matters and running the shipping company, even if she was far from ever owning it. In order to secure a rather tricky deal in Kin'unda, Ceridwen and her elder brother Tarquin made the terribly long trip from their home in Issathon to Kin'unda. Accompanied by a guide and a pair of armed soldiers for protection, the journey was uneventful until they reached the borders of the Oldkin desert.

It was almost immediately apparent that the group was being stalked. A small serpentine shape off on the horizon kept its distance but was clearly keeping an eye on the travelling party. The hired guards immediately considered it a threat and requested to slay the beast, but every attempt they made the serpent slithered off into the distance and out of sight, leaving no track to follow or trace of its existence. Ceridwen kept a close eye on it herself, confident that it would not make an attempt to intercept the travelling group but wary of it was none the less. The Oldkin deserts were a mysterious place, and while Ceridwen had done more than enough research on the desert itself and the beasts that lived there, she knew that it was all too easy for something to have slipped between her fingers.

The creature, a species of dragon known as an amphisbaena, did not come close enough for the group to worry about its presence until they were roughly half a day away from Kin'unda. With an extreme resistance to the cold, amphisbaena are more active during the night, and this particular night Ceridwen was on watch. Nestled in a small rocky outcrop, shielded from the cold and the harsh winds of the desert at night, they had expected the night to be a quiet one. As the sun started to rise above the horizon, Ceridwen felt the looming presence of something watching her again. She stood from her perch on a small ledge and drew her sword, and could tell whatever was near drew closer and closer. Upon hearing the sounds of scales drag across stone she turned to face them, seeing the ugly head of a large bronze-coloured snake rear up from behind the rocks. A second head, darker in colour, appeared moments later, baring its razor sharp teeth. The creature drew ever closer to Ceridwen, both heads moving in bizarre, almost hypnotic unison.

Ceridwen prepared herself to dodge the inevitable strike of the creature, but both heads paused and kept a steady distance. Cautiously, Ceridwen took a step backwards, but was immediately wracked with pain. Her vision blurred, her balance was lost, and her body felt like it was on fire. The remaining party members were brought from their slumber in turn, woken by Ceridwen's groans of pain and the roar of the snake-like dragon who seemed to be suffering from a similar ailment. They found Ceridwen fallen on the ground, her head bleeding where she had struck a rock, and a confused amphisbaena shaking its heads back and forth in pain. The amphisbaena fled, forced away by the threat of spears and swords, and a delirious Ceridwen was hurried to Kin'unda. Tarquin fearing she would need treatment as her condition only grew worse as they travelled.

She recovered surprisingly quickly and by the end of the day the only reminder of her illness was a small cut on her forehead where she had fallen. Tarquin noticed her absentmindedness, however, that had cropped up since she had awoken. As if she were completely engrossed in her own thoughts, Ceridwen rarely talked or listened to what others had to say, content to live in her own fantasies. Ceridwen herself knew that something had changed, often finding her mind wandering to the most inane things. Food, water, and shade were the most common, but she also felt a bizarre longing to return to the desert. She did so shortly after the meeting to secure the deal had taken place, slipping out and away from her part before they had noticed.

It only took Ceridwen a few hours before she felt herself being watched again by two pairs of eyes, the familiar silhouette of a dragon lingering off in the distance. Rather than ignore it, however, she headed towards it, and found the amphisbaena do the same. Ceridwen instinctively drew her sword when the creature came close and in turn it raised both of its heads, displaying its razor-sharp rows of teeth. Neither made the first move, however, and slowly the bond between them became more apparent. They felt each other's confusion, worry, and fear, but knowing that the other felt the same way comforted them both in a way.

Ceridwen sheathed her weapon and the amphisbaena lowered its heads. Although she had no way to confirm it, Ceridwen knew a little of dragon tamers and believed that she had been bonded with this snake-like creature. It explained her sudden, unusual sickness and the new, bizarre emotions that she felt. The amphisbaena's willingness to let her approach seemed to prove this to the point it even allowed her to touch it, and once again felt a flood of emotions overwhelm her.

There was no doubt about it. The two of them had bonded. Ceridwen named the snake Grigori, a name she had always been fond of, and like most dragon tamers they have been inseparable since.


Other:




Fargona: The Land of Dragons
Dragon

✘​


Name: Grigori.
Gender: Male.
Age: 61.
Species: Amphisbaena.


Appearance: A great golden serpent with two heads, one on each end of its body, Grigori is quite clearly an amphisbaena. A remarkably large member of its species, Grigori is a truly threatening creature. Its scales on one head are a dull bronze while the other is a faded gold colour, both blending in perfectly with the desert environment that he once called his home. These lighter scales are marked with delicate patterns in darker shades, making him look surprisingly decorative for an amphisbaena, but the scars and broken scales on his body are equally apparent. Both of Grigori's heads, while vaguely snake-like, are more like that of a dragon or an eel, with two long snouts filled with row upon row razor sharp teeth and hardened scales along the back and top of his heads which form a draconic frill. Two tiny eyes are mounted on his faces, all four of which are gold in colour and have sharp, vertically slit pupils.


Personality: Violent, short-tempered, and overly protective, Grigori is every bit as fierce as he appears. Grigori is rarely comfortable around strangers, even if Ceridwen promises that they are not going to harm either of them them, constantly keeping one of its four eyes on anything he perceives as a threat to him or his tamer. For those Ceridwen does fear, Grigori has no qualms lashing out at them with both heads and tearing them to pieces. Despite this, Ceridwen has done an admirable job of keeping Grigori's temper under control, and knows that the dragon's fury is entirely protective in nature. He adores Ceridwen as she adores him and is constantly fearful that others might bring harm to her, but his devote loyalty to her means that others are usually safe in Grigori's presence unless Ceridwen is in true distress. For those that have truly earned Ceridwen's trust they will have also gained a friend in Grigori, who consider Ceridwen's affections enough of a reason to keep an individual protected.

Like with all amphisbaena, Grigori's twin heads are quite proficient at working in unison. His fiery personality, however, means disputes between the two heads are not unusual, especially when it comes to their meals. Unless Ceridwen is of greater concern, which she usually is, the two heads will bicker and fight endlessly.

Spoiler:
 
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Fort PokePower

Muffins forever
967
Posts
13
Years
@Grif- You're technically accepted, you just seem to have forgotten to add the RP Sample in :P

@Charizard- Indeed, we're all full up. If a spot does open up, though, I've got you on the waiting list!
 

Fort PokePower

Muffins forever
967
Posts
13
Years
Magic has dropped his reservation, so if either The Noob Hacker or Charizard_Man want to reserve a spot, there's one opening now! Since TNH put his foot in first he gets dibs, but if he doesn't want the spot it'll go to Charizard.

Also, for anyone who is currently reserved, you have one week left to get your SUs submitted! If you're not done by then, your reservation will be dropped and the spot will open up for someone else to take. If you desperately need extra time to finish your SU, though, please message me either here or on Skype (or FB for the few of you guys who have me added on there).

@Grif- Alright, thanks! You're accepted!

@Challenger- S'all good.
 
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3
Posts
9
Years
  • Age 24
  • Seen Jan 14, 2015
Dragon Tamer

Name: Xander Noir
Gender: F
Age: 17

Appearance: Xander has a fairly dark complexion and is skinny and light in build at an average height but a bit lanky. Though she may seem weak and frail there actually is some firm muscle behind the weak facade. Xander wears thick cloths to protect herself from the strong rays and wears strong plates of armor underneath. With ruffled, short black hair, her gender appears ambiguous. She wears a basic hooded veil complimented with a big scarf that flows into a cape. She seems to be wearing a robe, what she wears seems common for the lower class to wear yet there is a unique touch to it. Xander bares brown eyes with an amber tint and a hidden dragon tattoo on her right arm, since she usually is covered in cloths and such, the giant sleeves cover it. Most of the time, you can only see her eyes and occasionally her feet when walking in which she has worn-out and tattered sandals. Wrapped around Xander's legs and hands are bandages for wounds from solitary intense training out in the severe heat. With clear skin, Xander is no way deemed as a person with unattractive facial features yet she has a life-long scar down her face.

Personality: Xander can be a very lenient person sometimes but is usually seen as serious and cold. She can be dedicated when she really sets her mind on something as well. She seems isolated most of the time and is mostly a lone-wolf unless forced to cooperate with people which she preferably doesn't like to. For her, seclusion from society is the way to go. Xander in general is not very good at communicating with others and is quiet. Why bother with trying to talk to someone when you can barely even approach them correctly? Because of her behavior she is labeled as rude and impolite and she does act like that a lot because of her lack of socialization in her life. She doesn't really care for anyone but herself and has a stubborn pride, though, there is a soft side to her that you will rarely see. Other than that, she is keen and observant as well as blunt and oblivious at times.

History: A long time ago, when Xander was a newborn she had laid eyes on a beautiful and vivacious quetzalcoatl dragon, content at looking at it and at ease she felt naturally attached to it and cooed to it with outstretched arms. The dragon too looked over with forlornly turned its gaze over to her, suddenly ripping it away and flying off. Little did they both know that there was a special link between them... From then on, she never saw one again and she forgot about it soon after.

Growing up, Xander Noir was a happy and outgoing child since the Noir family was pretty wealthy within the even wealthier Kin'unda village. As time passed, her family's money dwindled and they soon became bankrupt. No longer a contented infant she was now a young child with a tainted present. Her parents fought constantly, and meetings within their business always turned foul. With no money left, they later had to give up their beautiful abode and went to the slums of the village to be beggars. Xander could hear her parents argue many times and mention divorce that she was no longer sad, but annoyed. Her parents no longer really cared about her. Because of this, Xander grew anti-social and pessimistic and as life progressed further she snapped at age 14, when a knife came flying at her face as he parents were fighting again.

With a permanent scar etched onto her face she decided. She wanted to escape the filthy alleys and find somewhere to be successful and wanted, so she fled the village and left her parents behind without a word. Regretting it a lot later on, she decided not to look back on the past and so this had boosted her in strength. She could recall her father yelling at her mother that it was her fault that their weaving company had failed. Her parents cursed a lot at each other and it drove her insane and she decided that they were no longer her parents when she overheard a conversation when her father said he honestly wanted a boy rather than a girl, and to a shock, the mother nodded in agreement. For once they had agreed on something, but it wasn't something Xander agreed with… But did they even bother for her opinion? They even named her Xander, why couldn't it be something like Xandria? Now if only they had a company where they hunted animals and sold the meat as produce. And had a buff son that could easily slay even the mightiest dragons! The mother agreed that they could make good money off of dragon parts. Xander was appalled by the thought of killing dragons, for some reason, the thought of dragons had always entranced her.

Well, all of that was behind her now… At least she learned how to weave from her mother back when their old company was thriving… She at least could travel in decent clothing and armor. Life became even harder after that. Entering the Oldkin Desert she had many near-death experiences because of the simmering temperatures. She eventually adapted and learned many survival techniques, though she still regrets not being more prepared heading out. Packing some essential things she forgot to grab a map and became stranded in the desert. She decided that she wanted to train as a knight over at the Banloress fortress but actually headed the opposite direction. Even without that, she did rigorous training in the Oldkin Desert, she would prove that she was just as good as any son could be… Her real survival experiences in the desert also shaped her into what she is today.

Still living in the desert, she is actually nomadic and is an expert of the desert, yet he doesn't help weary travelers. Eventually she gave up the idea of Banloress fortress as she learned that from a traveler that she had went a totally different direction. Some people who struggle in the desert sometimes can see an impressive make-shift hut by none other than Xander and usually seek help, sometimes Xander refuses and other times she shows sympathy- which seems to be once in a blue moon. Xander learned to avoid fierce predators like dragons over the years and yet… They still have a magnetism that makes her intrigued. Being quite skilled with a needle and ink, she decided one day out of the blue to carve a tattoo of a weird dragon with feathers onto her arm. Strangely though, she has never seen a dragon like that ever in her life.

Over the years, she realized at times she would even dream about this feathered dragon. Perhaps it was only her crazy imagination. But she was bewildered when one day as she was extracting water from a cactus, she overheard stories of vibrant-plumed dragons that dwelled at the Orskel Islands. 'The Orskel Islands…' For some reason, she felt like something was urging her to go there. Something was drawing her to search for such a dragon. She exhaled deeply when she heard it was on the opposite side of Fargona. Xander was unwavering though, she'd get there in time to see one for sure… Perhaps she would hitch a ride on traveling cargo over to the islands. It wouldn't be too difficult would it? With fast reflexes and speed, she could easily slink past people unseen. It's too slow though… A dragon would be much faster indeed. But riding a dragon? How absurd!

Spells known: None

Other: Uh, hm… Her quetzalcoatl is actually continental and in the desert where she is but she still does not know that… Also she's never had a real friend lmao. When she's closer to her dragon in the desert she feels a stronger magical presence within herself but is still very unaware of her abilities. She has been living in the desert for 3 years.

Dragon Bond

Dragon Species: Continental Quetzalcoatl
Name: Harusa
Gender: F
Age: 50

Appearance: Harusa is a very elegant continental quetzalcoatl with brilliant plumage that dwells in the Oldkin Desert. Her feathers are a mixture of faint yet lively yellow, red and blue while her scales are a sort of violet shade with pale yellow scales at her stomach which is heavily plated and covered in feathers. Harusa is a very graceful quetzalcoatl that is a little bit longer than the average continental quetzalcoatl. Her feathers are located around some of her scales, they are actually quite soft and well-groomed. She actually bares a pattern or arrangement of red feather coloring on her back which looks pretty neat from a skyward view. With fierce and sharp white fangs and blood red eyes she can also look quite intimidating as well. Since Harusa grooms herself often she has a stunning pelt of feathers, at the tip of her tail, the coloration drastically changes to yellow from blue. Her wingspan also seems giant, and seems like it could probably blow harsh winds. This quetzalcoatl has deep pride about its feathers which looks really breath-taking whilst its airborne.

Personality: This quetzalcoatl, unlike its own continental kind- prefers being alone, being one of the scattered few across the desert. She has a strong immodesty sometimes and flaunts her beautiful and glamorous feathers with no shame. Harusa knows she is a strong, and superior being and will do what she must to get what she wants. Enjoying hunts and naps she loathes battles unless she unnecessarily has to. Though she has to admit, there is an enjoyable rush when in combat that she can't shake off sometime… Harusa is actually quite wise when you look past her conceited-seeming exterior. She has high intelligence and intellect and soaked up many things over her 50 years and seems to be gentle and timid at first glance. Though it keeps its cool under regular hours it can suddenly just lash out if angered. Harusa has low tolerance for many things, especially humans. For some reason though, she felt as if she was in her element in certain places of the desert, it changes though and she doesn't understand why… She is also extremely competitive and really doesn't know that.

RP Sample:
I traveled 10 days and nights… Still, no delivery going to the Orskel islands! How annoying… All I want to do is see that feathered dragon, is that too much to ask?... Sighing I squinted my eyes against the blowing desert winds, I was careful to shield my eyes from any sort of sand that could get caught in them. As the gales blew over I took out a canteen and chugged some of the water groggily looking around my surroundings. It's been three years in the desert and yet I still feel somewhat like a stranger, it's still so vast that I could continue exploring forever. But what I need now is a ride to Orskel Islands. I only have one wish… I wearily put my canteen away lifting my scarf up to my mouth again, my desire to travel to the Orskel Islands was quite strong yet, something was holding me back here in the desert still… Just what was it anyway? Was it the vastness?

I could not be sure… It annoyed me that for three years I still am bound to this dry land of sand. No longer! The lush Orskel Island with its giant bodies of waters will be a good change of pace! Whatever was holding me back for so long was now of no matter to me. Setting up a make-shift den I settled in its shade and stifled a sigh as I looked up at the skinned top and pulled up my long sleeves to stare at my tattoo, mesmerized by its mysteries. For some reason, I was perfectly content in this desert despite all of the struggles it offers. Here I could not be bothered by anyone and I did not have to work, the only working I did was for myself- it was only for my survival. But my wish still was vacantly floating around in my mind. I closed my eyes, imagining the dragon- and a vague image from my dreams appeared but nothing more. Maybe one day I could find it… But not now at least. Is decided to keep dwelling within the desert.
 
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タイラー

Stress
313
Posts
10
Years
  • Seen Dec 18, 2014
Fort, can u point me out a poor mountain village (Totally not like the one Eragon was raised in Yes, exactly like it
 

Fort PokePower

Muffins forever
967
Posts
13
Years
@Anime- Just a few things that needa be cleared up before I can accept you.
Spoiler:

@Tyler- I'd say the closest to that would be Raddyn.


I'm gonna go ahead and post my own SU now~

Dragon Tamer

Name: Thia Rondamar
Gender: Female
Age: 24

Appearance: Despite her fairly youthful age, Thia's hair is a steely gray color, and it always has been. Her metallic hair reaches halfway down her back and is usually done in two braids with silver bands similar bangles wrapped around most of the braids. Her long bangs reach her nose, but are neatly clipped in a way that they don't get into her eyes and hinder her vision. Emerald earrings that match her stern green eyes adorn her ears, and a ruby hangs from a golden chain around her neck.

Standing at about 5'8", Thia is lean and muscular, her body tanned and hardened from long hours of training and physical exertion. Threads made of thinned steel are woven throughout the fabric of her short, tight-fitting yet flexible dress, making it slightly more difficult to pierce, though even that single small moment a blade is held back can be enough time to prevent oneself from being skewered. Metal guards rest on her shoulders to prevent her arms from being chopped off in a fight. Tall leather boots reach up to her thighs, allowing her legs some protection.

Following the grey theme, a hooded cloak that also functions as an overcoat flows out behind her, clasped by leather band at the front and with cuffs folded back. Steel bands attached to the the cloak circle halfway around her arms. She carries an intricately designed long sword encased in an equally intricate scabbard that is strapped to her back at an angle where her hood won't get in the way of drawing her sword. Gauze is wrapped tightly around her hands to lessen the risk of sores forming on her calloused hands during especially long fights.
Spoiler:

Personality: Though of noble blood herself, Thia despises those who live in luxury and are never required to do thing for themselves, as well as the extremely poor who opt for begging for money instead of looking for a way to take care of themselves. She doesn't allow herself or others much time for relaxation. Even if she may seem to be taking time off in a bar, she's usually really there to gather information. She rarely smiles, except for mocking smirks. Otherwise, she always wears a stern expression. She allows herself only a few luxuries, such as the expensive equipment she had made specifically to her standards.

Those who know Thia know not to mock her status a woman, for those who do soon learn of the strength she has earned from the years of working as a mercenary. When necessary, she takes on a fake expression of sweetness that mocks the person she is speaking to while also managing to lure them into her trap of words. She prefers traveling alone, her only companion being Katul, though during some jobs she doesn't have a choice and must travel with others. She isn't particularly patient with stragglers, made obvious by her scathing looks when someone starts complaining about some injury she deems small, or that they're tired and need a rest. When she's injured or tired, she does her best not to show it and will continue to push herself even if the injury is serious, which often ends up in her pushing herself over the edge and having no choice but to rest. As long as the pay is good enough, she'll do whatever a job requires, even kill.

History: Thia is the only child of the fairly well-known Rondamar family. Her father, Rolland Rondamar, is a high-ranking general in the Royal Guard, and her mother, Falona Rondamar, is a strict lady of the court. Because of her parents' prestige and wealth, they were granted a grand mansion within the inner walls and were allowed access to the castle. Her mother was constantly preparing her for a life of strict refinement, constantly putting Thia through a series of lessons in fine dancing, dining, and other activities a lady of noble blood was expected to know. Thia, though, was uninterested in becoming a "boring court lady" and would often sneak away from Falona's long lectures to escape to the castle stables where the King's longma were kept or to the training grounds to watch the Royal Guard practice. She wouldn't simply watch the knights practice, however; she'd mimic their movements, using a stick as a replacement for a sword. The fluid movements and harsh clash of metal against metal, along with the company of the dragons, simply enthralled her more than her mother's lessons.

It wasn't long before her parents discovered what she did whenever she left home, and many of her privileges were instantly stripped away, including the occasional trips her father would sometimes take her on to visit the armory where she would examine the many blades with awe. The servants were ordered to keep her under constant watch and she was not allowed to leave the house without direct permission from her parents. With all of these extra restrictions in place, plus an increase in lessons, Thia became increasingly restless by the day. It wasn't long before she started to try to escape from her parents careful watch. She was constantly thwarted, however, and every attempted escape resulted in her being locked in her room for days at a time. This only served to increase her restlessness, and during the time when she was locked within her chambers, she began to practice the forms she had learned from watching the knights train.

It was during these days of boredom that a puk was discovered in the house. This was considered quite odd, as puk rarely ever make their homes in the homes of the wealthy. In accordance with the law, Rolland demanded that the puk leave and never return. The puk disappeared after that, and it wasn't seen again... until a week later when Thia came across it within her own room. The moment their eyes made contact, Thia was overwhelmed with a sense of excitement and curiosity, mixed with befuddlemnt and surprise. The series of conflicting emotions that flooded her after left in such a stupor that the puk seemed to be in a similar state.

When one of the servants came in later to call her for the evening meal, she found Thia curled up on the floor and clutching her head. For the next few days, Thia was bedridden with what doctors deemed an "unknown sickness", no one thinking for even a moment that Thia could simply be suffering from an over load of emotions. Meanwhile, the puk's involvement was never discovered as it had disappeared before Thia had been found. However, on the day Thia recovered, it was discovered curled up in bed with her. Of course, Thia's father once again ordered the puk to leave the home; but to the surprise of all, the puk seemed to see Thia as its master rather than Rolland. When Rolland demanded that his daughter tell the puk to leave, Thia outright refused, saying that she was done listening to her parents and was leaving. At this time, Thia was 16.

Well, Rolland and Falona were enraged by Thia's disobedience. They threatened to take away what few privileges she had left, but nothing was able to shake the young woman's resolve. Eventually, though, they gave in, but only under the belief that once Thia discovered just how harsh the world was, she would come running back to them.

Excited at the prospect of her new-found freedom, Thia packed what she would need and left the very next day. Not before she had Katul, as she had named the puk, obtain a few... select items from the mansion. One was the ruby necklace she now wears around her neck; the other, the sword and sheath she now carries (though she had a master blacksmith make some refinements to them). Both were items that had been passed down through the Rondamar family for generations and would one day belong to Thia anyways, she decided she might as well just take them then since she had no plans to ever return.

With no real experience in the outside world, Thia and Katul soon found themselves low on provisions and without any signs of a town nearby. They would have been helplessly lost if not for a single stroke of luck that would set Thia on her path in life: they happened to stumble across a the camp of a traveling swordsman one evening. He allowed the Tamer and her Bond to share dinner with him, and after conversing with the serious young lady, he came to the decision that he would allow her to travel with and learn from him. Overjoyed at finding someone who was willing to teach her something she was actually interested in learning, Thia eagerly accepted the offer.

For the next three years, Thia traveled about Fargona with Jackus, the swordsman. As it ended up, Jackus didn't travel just to travel. He'd go from village to village, teaching any who wished to learn, and who were willing to pay, the basics of swordplay. As Thia became more proficient with the sword, he would often have her duel with his students to test both her and them.

At the end of the three years, when Thia was 19, they went their separate ways, Thia taking up the life of a wandering mercenary with Katul by her side. By this time, Thia's parents had realized that she did not intend to return home. Fearing that their image would tarnished if they continued to allow her to roam, they attempted many times to bring her back, even sending other mercenaries after her, but each time Thia would elude their clutches.

Spells known:
-Bright Flare: Thia closes her hand, and the cracks between her fingers start to glow as light is compressed by magic and collected within her hand. When she opens her hand, the light is released in a blinding flash. A fairly simple spell, it doesn't take much magic to use, though the faster she compresses the light the more of her magic reserve is used.
-Aura Shield: Thia places her arm out in front of her as if a shield were strapped to it, and a translucent, glowing golden shield of energy forms. This shield works to protect against physical attacks, as well as absorb the effects of magic aimed at her. This spells uses every last reserve of her magic, becoming stronger the more unused magic she has. When she disarms the spell, the magic used in the spell returns to her as if she'd never lost it. There are two main downsides of this spell, one being if the shield shatters under an attack or if the spell is broken by someone other than Thia, all of the magic dispels instead of returning to her. If this happens, it could take up to two days for her to regain her magic. Also, since this spell uses all of the magic she has, she cannot use any other spells while it is in use.
-Elf Ear: Named for the mythical elves who are said to have extraordinary hearing, this spell heightens Thia's hearing to the point where she can clearly hear a whisper from across a large room. The first few times using the spell, she became overwhelmed by the many sounds, but since then she has learned to focus in on what she wants to hear and block out everything else. The spell lasts about 15 minutes before fading out. After the spell ends, Thia is left with an irritating earache for the next 30 minutes, but the information she gains through the use of this spell makes it well worth it.
-Pain Blockage: Thia learned this spell so she would be able to fight through any pain. As the name suggests, it completely blocks out pain for a span of about 10 minutes. While this spell can be dangerous since she doesn't always notice an injury until it's to late, it also comes in handy for when she needs to just block out the pain or risk being killed in battle.

Other:

Dragon Bond

Dragon Species: Puk
Name: Katul
Gender: Male
Age: 38

Appearance: Katul is a total of 11 inches from head to tail tip, his tail being just a half an inch longer than the rest of his body. He has dark purple scales that almost appear to be black unless they catch the light. The scales on his underside are even darker, being truly black in color. The film of his wings is a bright, icy blue that constrasts sharply with his scales. At the tips of his wings are small, translucent, pale blue spikes that look almost like tiny icicles. There are two similarly translucent horns on his head. He muzzle is slightly beak shaped, with the inside of his mouth containing rows of tiny teeth. The glowing tuft at the tip of his tail is a blazing red with faint hints of orange, and his eyes are icy blue.
Spoiler:

Personality: Katul is highly curious and has little sense of personal space, both with humans and other dragons. Curiosity does not necessarily make him lovable, however, as he is very particular about the people he likes and has a nasty temper. Until he decides he likes someone, in his mind they're perfectly fine to prank and steal from. He doesn't take well to most people and is highly suspicious of any strangers. He usually keeps himself hidden from anyone he doesn't know by hiding in Thia's cloak, where he watches and listens to see what their intentions are. The only person he cares to be around is Thia, and he is highly protective of her.

He gets his entertainment from ticking others off, specifically those he views as Thia's enemies - and any enemies of hers are enemies of his. When he's stealing from someone or playing a joke, Katul is exceedingly cautious and doesn't stop for the last laugh til he is safely back by Thia's side again. However, when irritated, Katul seems to forget his small size and will attack fearlessly. He isn't completely useless in a fight at least, as long as he is nimbly able to avoid the attacks of his foes, and, if it is a dragon, find some nook in their scales where he can fit his claws or burn them with his tail; and if all else fails, he has a variety of animals he can turn into. With a mixture of cunning and ferocity, Katul is able to put up more of a fight than one would think is possible for a puk. He can get carried away at times, though, and has had to have Thia pull him out of a scuffle numerous times before he got seriously injured or even killed.

While most only see the distasteful side of Katul, around those he's comfortable with Katul is very relaxed and can actually be quite enjoyable and entertaining company. The curiosity that is usually checked by suspicion when around unknown company is permitted to run rampant as he investigates the entirety of his surroundings. He's learned that Thia could get in trouble if its known that she owns a puk, however, so before he sets out on these little expeditions he makes sure no one is watching, and even as he explores, there is always an inkling of caution as he is prepared to dart back to Thia's side at the slightest hint of trouble.

RP Sample:
Spoiler:
 
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タイラー

Stress
313
Posts
10
Years
  • Seen Dec 18, 2014
Hacks! i call Hacks!

Also just saiyen, chose to make a guy, cuz after the first sentence as a female my mind is like "... No..."
 
3
Posts
9
Years
  • Age 24
  • Seen Jan 14, 2015
@Anime- Just a few things that needa be cleared up before I can accept you.
Spoiler:
Spoiler:
 

NyxShooter

drifting wanderer
211
Posts
10
Years
Dragon Tamer

Name : Aaron Udyr
Gender : Male
Age : 20
Appearance : Aaron Udyr, like most of the people from Skelslaugh had a lean build from working in the heavy snow all the time. He, however, is not particularly muscular and usually relies on his brains rather than his brawn. He has a strong jawline and a particularly rounded face with a well off stubble.

Aaron stands at a tall 1.9 meters (6.2 feet) towering over most of his family from his mothers side of the family, while on the flipside his fathers side of the family is quite short. He has black hair which goes down to his nape. He posseses deep green eyes which one might loose his/herself in. His green eyes possess wisdom, and a bit of sorrow. Aaron's typical attire of clothing consist of a fur and leather backpack which his father donned upon him. While in Skelslaugh he is equipped with a thick fur coat which he always wears, it is a Grey fur coat on the outside whilst containing white features within to preserve heat. It is made of Qilin fur, however he chooses not to say that to anyone as they might get offended. He wears thick combat boots but has equipment for when travelling outside Skelslaugh territory.

Spoiler:


Personality : Aaron pertains to a very cheerful mood and is not depressed very easily. He's learned most of his social skills from his grand-father Ivo. He is an intellect contrary to most stereotypes about his village that everyone is a brainless fisher. He studies almost everyday of the week. Aaron, despite being cheerful most of the time, has a very vagarious time when around other people and is quite awkward and clumsy. Due to this he has become slightly self-conscious and a little anti-social. He's considered a book-worm by most of his peers and rightfully so. He'll finish a book from start to end without taking any breaks including sleep. He is also very magnanimous and selfless and will always put others before him.

Aaron does have a benevolent side to him, but that doesn't disable his habit of being rash. He usually likes to take the rope rather than the bridge, and enjoys living like that. Sometimes his rash side will cause harm to those around him and it will cause him depression. Aaron also preffers dark rather than light, being in a cloudy mountainous area the sun is blotched over most of the time. The result of this has led to him having a slightly reclosed personality due to not going outside often. He'll usually sit behind and let others do the talking.

History : Aaron was born to two loving parents in Skelslaugh. His father, Fletcher Udyr, and his mother, Diana Monsoon Udyr, were both quite popular in Skelslaugh and quite a few people knew them. His father, being a hunter, went to the Tonumskel Mountain Range very frequently and his mother went to the northern Ice Sheet where she would fish with her fishing boat. The fish was cold but it was delicious when cooked.

***​

Aaron, at the age of 12, was coming home after studying in the local library and was waiting his mother and fathers return. He propped open a book and waited... It had been 3 hours since he arrived and his parents were nowhere to be found. This was the first time his father took his mother on a hunting trip after his mother insisted so much. He left the house and went over to his grand-fathers house near the village square. He told them of the dire news and his grandfather was quick to react as he ordered a search party. His grandfather, at that time 53, joined the search party and returned with a woebegone look on their face. A violent Tatzelwurm had took his toll on two weary hunters.

***​

Aaron, having moved in with his grandfather, was tasked with very heavy-duty work now that his grandfather was 57 and he was 17. He was responsible for chopping wood, fishing, hunting, cooking, finance, Aaron had donned the weight on his own shoulders yet he managed to get it done. He would complete every task with a determined and crestfallen look, as if every task he completed would honor his parents death in someway.

***​

Aaron, returning on his annual trip to the Tonumskels was taking the route he very well remembered to his parents grave. He took out 4 flowers out of his inner coat-pocket and placed one on each of their graves, and the remaining two outwards pointing at each-others graves with the flowers touching. Aaron shed a tear, it was a bad day for rain even though no rain was in sight. He was reaching for a small knife in his backpack so that he could cut some bread up for himself. He found the bread but no knife and instead ate it by chewing it off with his teeth.

Angry
Happy
Sad
Cheerful
Depressed
Broken

Aaron clutched his head as if it was about to explode, these feeling... They felt alien, as if they weren't his. He felt disrespectful, feeling these kinds of things infront of a dead man and a dead womans grave. Off in the distance he saw a silhouette and he delineatted that it was a Tatzelwurm. He started to back-away slowly, he was unarmed, no pocket knife, no sword, no dagger. He was about to die beside his parents grave. He felt relief, it was time to give-up anyways. What point is there to life anyways thought Aaron. He lied down on the snow next to his parents awaiting his approaching kismet.

***​

He felt something nuzzling his face, he opened his eyes seeing if it would provoke the beast. It did not. It simply stared at him with a blank expression. Aaron dropped the feeling he had before. He can't die here, he still has so much to learn. He jumped up and he grabbed the beast and lay it flat on its back. Or he tried to at least, the beast just effortlessly pushed him over.

Playful

The moment Aaron felt this emotion the beast started to tuck and roll with him. Before he knew it the two were diving at eachother at nothing more than wrestling. Sure there were emotions bazzling in his head but he tried to ignore those. He put two and two together and realized these emotions of ardor were coming from the Tatzelwurm infront of him. He had read legends, myths and folklore about these kinds of people. They were called Dragon Tamers, a select few people who could bond with a dragon.

***​

The Dragons name, he decided, would be Oemith (Oh-wem-iti) and he added an unofficial title to his Dragon if he ever decided to remain anonymous. Oemiths title was the Harbinger of Ice. He returned to his village and he was grief-stricken. His grandfather was overcome by a stroke, ending his life. His grandfather never entitled anything to Aaron, he was homeless. He had no house, only a Tatzelwurm which followed him to the village and getting some cold looks from people. He went to the library, slept in the library, ate in the library and left the library. Aaron spent one week in the library dozing off on the chairs and reading about his next destination, there was nothing left for him anymore in Skelslaugh. He left Skelslaugh the next day when he was 19 and has been wondering the past year stopping at many villages and doing trading. Him and Oemith would find supplies, enough to get along.


Spells known :
Frost Bite
A spell used for creating sheets of ice where one treads, the ice is extremely slippery however the user is unaffected. The stronger the mage the longer it lasts. Aaron can achieve only 20 minutes with it. This spell is not an incantation.
Sheer Cold
A spell which can be used to either harm or distract a foe. The spell creates a mist which can either be blindingly thick yet warm or paper thin yet cold as licking a stone atop the Tonumskel Peak. This spell is an incantation.
Shush...
Aaron embroidens his fingers with ice which leaves a small patch of cold ice wherever he touches. It is a very weak spell however effective when applied to certain areas (neck, nape, spine). This spell is an incantation.


Dragon Bond

Dragon Species : Tatzelwurm
Name: Oemith
Gender: Male
Age : 56
Appearance : Oemith is not like most Tatzelwurm in terms of appearance. Oemith has a very dark blue hue rather than the common black. Oemith also pertains to a longer mane than most of its kind and is used to keep him warm. This particular Dragon also posseses strong scale structure and slightly smoother and sharper than most Tatzelwurm in the Tonumskel vicinity. Oemiths fangs are slightly larger making for better use in combat. Oemith also has very strong legs allowing for him to jump larger heights than most Tatzelwurm. Oemith also has a slightly larger beard then most Tatzelwurm accompanied with his longer ears making for more astute hearing.

Personality : Oemith is very playful however this does not demean his serious nature. Oemith has shown many times his loyalty and his strict nature to Aaron. Oemith sends emotions of strong disaproval when Aaron is attempting something risky, and is not always pleased with Aaron's behavior. He sees himself as a father figure to Aaron. Oemith is also very kind to others, however will not hesitate to attack if the person is deemed evil. He is also shy at first to those who want to meet it, somewhat like Aaron. Oemith, despite being cheery, can express remorse and sadness in certain situations. His emotions are what keep Aaron upbeat.

RP Sample : A joint post done by Me, The Snivy Master and Chalifoux for the inactive roleplay HOLON mythos. The link can be found in the spoiler

 
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Fort PokePower

Muffins forever
967
Posts
13
Years
A reminder that all SUs must be in on Thursday! TwinSpirits, however, does have an extra month to work on her SU as requested, since she is currently dealing with very limited free time and internet access. For anyone else, once I login on Friday, I will be going through and removing people who haven't yet submitted their SUs, and those spots will then be open for anyone else to grab. I gave you two weeks, guys! That's a lotta time for a reservation.
 
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