The Myst of Avsolom is a medieval high fantasy role play forum set in an original world. It is 3/3/3 on the RPG scale and 18+
The role play is freeform which means there are no stat systems, but there are Rules and Guidelines for members to follow.

Temeraire's Workshop

Member

Temeraire

Member
Messages
5
Reactions
1
Faerie Dragon

Average Height: 9-11ft
Average Length: 12-15ft (Excluding Tail)
Average Weight: 6000-9000lbs
Average Fly Speed: 50-70 Mph
Mobility: Very Good

Carrying Capacity: 250kg
Average Lifespan: Variable
Color(s):
Faerie Dragons are prismatic with scales that feature bright attractive colours with equally colourful insectoid wings which may possess a pattern of some description.

Temperament:

Mischievous becoming increasingly manipulative as they grow.
Prefered Climate: Ancient Forests – Predominantly those with places of power, a strong connection to the Myst.

Diet:

Emotional States – Faerie Dragons feed predominately from the emotions of other creatures around them.
Insects and Fruit – Faerie Dragons sustain themselves from diets of mostly insects and fruit, they particularly enjoy sweet-tasting food.

Capabilities;
  • Faerie Dragons are capable of flight and are known to be highly manoeuvrable.
  • They do not possess a breath weapon.
  • Capable of utilising illusion magic.
  • High Intelligence


Weaknesses;
  • Faerie Dragons as they grow stronger become increasingly reliant upon the emotions of others to bolster themselves. In theory, it’s possible this can extend their lifetimes indefinitely however in the absence of this they can quickly become withered.
  • If a Faerie Dragon becomes withered it will eventually turn feral and likely die a short while later.
    Faerie Dragon wings are highly susceptible to damage impacting of their flight capabilities.


Lore;

Faerie Dragons are unique amongst other dragons for their small size and nature despite appearances many scholars debate whether they are dragons at all or something else entirely. Regardless of this, the perception of Faerie Dragons in the wider world is a mixed bag, for some small villages they represent good luck or the fickle nature of the world. In others they are bad omens and seeing one is enough to invite devastation upon the lands, and in truth, both would be right.

Faerie Dragons change significantly as they age, the youngest of their number tend to be more helpful aiding small children or lost adventurers find their way home through the ancient forests they call home. This action is normally driven by a need to elicit an emotional response either from the individuals they help or the families that may be united, it is upon these emotions that the Faerie Dragon feeds growing stronger and more powerful.

However, as they grow older and more powerful the need becomes stronger and many die long before realising their true potential. The few that survive learn that it is far easier to elicit negative emotions as opposed to the positive and will actively seek to plot against their neighbours and manipulate and deceive would-be adventurers.
 
Member

Temeraire

Member
Messages
5
Reactions
1

Syvar



FULL NAME
► Syvar Daeus​
AGE
► 27​
GENDER
► Male​
HEIGHT
► 5"10'​
WEIGHT
► 171 Ibs​
EYE COLOR
► Azure​
HAIR COLOR
► Brown​
RACE
► Human​
HOMELAND
► Old Empire​
JOB OR RANK
► Knight Errant​
Biography

"The world will always know you better, remember that."
Marcus Daeus

Syvar became what was expected of him, joining a Knightly order and holding the rank of Knight within the prestigious Knights of the Rose a bright future awaited him. That was until charges of treason were brought against his father from a rival family, due to being on active duty under his marshall news of this did not reach him until his return several months later and the case concluded. Returning to an estate in disrepair and it's once spartanly dressed halls reduced to ruin, it left Syvar angered and confused but being a Knight he had to accept the rule of law no matter how suspicious he was of the case.

With his father dead and the fate of his mother unknown his history within the order was brought into doubt, thankfully his contributions on the campaign were not insignificant and he was offered a saving grace by his Marshall to leave the Order honourably.

At the age of 23, he left the order becoming a Knight Errant and went seeking a new purpose to fight. This journey took him to the furthest corners of the Old Empire, seeing the great cities of prosperity and ruins of others; civilisations that vanished and lands untouched. At every age and every place, people wanted more than mere survival, more than a life of meaningless labour, unknowing of what their dreams truly meant. The world knew him better than he knew himself.

And so began his search for answers and the world had them in abundance. Through every hardship, he held firm against malice, corruption, and entropy as a man of honour. He stayed true to his code, word, and thought. As a knight, he remained a wanderer, ever on patrol against the malevolent ever in search of greater wisdom and clarity, because to lose path was to lose himself.

Thus he had been fighting for who rather than what he believed in, but they were one and the same.

Amongst his most recent adventures, Syvar was commissioned to help a minor noble named Hector to end the terror of the mountain. A beast had been attacking and stealing farmer livestock for months and the most recent occurrence had taken Hector's prized stallion. It was a request he had become familiar with over the years, so-called lords incapable or unwilling to resolve the matters they themselves had been charged to deal with but Syvar needed supplies and the coin would go a long way to support his endeavours in securing his journey further north.

So he agreed and joined the noble's men in hunting the monster initially, he believed it to be a Roc or perhaps a Fledgeling drake biting more than it could chew, deciding to lay a trap they gathered later that evening on the outskirts of town. In an old abandoned barn, they set their trap and established camp.

It was several days and nights before their quarry took the bait, a winged beast settled outside the open barn surveying the landscape for danger. Syvar and his companions had taken precaution to camouflage their presence utilising the nearby ditch and treelines to help conceal their activity, but as he studied its outline he was taken back a Gryphon.

He had not expected this and his cause was brought into doubt, as it stalked inside so did the hunters and before he could resolve his doubts the barn was set alight in flame. Syvar rushed forward to stop the leader from shutting the gate, allowing the Gryphon to escape but not before its wings had been glazed in flame.

Syvar attempted to speak reason but the damage was already done, and combat ensued fighting against his former comrades the leader lunged for him and caught off guard Syvar struggled to find his footing. He tripped coming within an inch of the razor before the Gryphon charged the leader down, initially startled he took his chance to recover. The fight was over quickly and both had received their fair share of injury.

In the aftermath, Hector was not pleased refusing to pay but grudgingly allowed Syvar to leave providing he took the beast with him.

Personality

Syvar during his years of service earned the respect of his peers and commanders for never backing down from a fight, even in the face of overwhelming odds. This steadfast nature stems from his beliefs and the underlying principles; foremost he believes in a strict code of chivalry from his days in Knights of the Rose and for better or worse will try and instil the same ethics and code in those that travel with him.

While remaining loyal to the Old Empire and its people his experiences with the nobility has brought into doubt the veracity of the Parliament, this negative experience causes Syvar to remain cautious when dealing with individuals associated with them. Since then he has tried keep distance from senior political authority figures and what attempts have been made by some to bring him back into the fold have thus far failed.

Ultimately, this has over time has led to him interacting more with the peasantry and minor lords from whom he acquires most of his work, wishing only that when he dies it is a meaningful death. What spare time he does get is spent either fishing or caring for Avalanche his Rimefire Griffin.

Magic & Skills

Blacksmith - Syvar is a competent blacksmith and providing he has access to a forge and tools can repair non-magical equipment. While he may also utilise this skill to repair magical equipment he requires access to specialist tools and equipment.

Martial Skill - Syvar is a specialist in the use of the Spear and other polearm weaponry, he is also competent with most martial weapons including swords, shields, and javelin.

Myst - Syvar has an awareness of Myst and what it is capable of, his own abilities utilise it is limited only to his usage of Sanguine. He is very limited compared to 'true' myst users.

Mounted Prowess - As a Knight of the Rose, Syvar is a skilled rider and trained to rider horses in addition to more exotic mounts such as Gryphon.

Gear

  • Sanguine [Spear] - A enchanted spear that was passed down from his father to him, and is named for it's crimson and bronze shaft. By investing Myst enchantment becomes active enabling the weapon to pierce Myst, mitigating the effects of defensive enchantments and hit incorporeal creatures. The greater the investment the greater this effect becomes.
  • Kite Shield - Provides roughly 3/4 coverage when poised and built primarily of two-layered wood and steel braces.
  • War Saddle
  • Leather and Chain Armour
  • Steel Shortsword - Backup weapon


  1. Title ― Description ― • Thread Status
  2. Title ― Description ― • Thread Status
 
Last edited:
Member

Temeraire

Member
Messages
5
Reactions
1
Gryphon [General]



Average Height: 12"7'
Average Length: 9"8'
Average Weight: 750 ~ 1500 Ibs
Average Overland Speed: 10~12 MPH
Average Fly Speed: 40~50 MPH
Wingspan: 20"3'
Mobility: Good

Carrying Capacity: 240 Ibs
Average Lifespan: 35~40 Years

Breeds:
Gryphon comes in a variety of breeds that vary the creatures overall appearance and temperament, this is most easily identifiable by markings on the rear of the body or feather colour. The most common and easiest to work with is the Rimefire breed which consists of a pattern reminiscent of a snow leopard and cream plumage and brown wings.

Conversely, the Sunfire breed is rarer due to its temperament being much more difficult to work with and features orange fur and tiger stripe pattern with crimson and orange highlight plumage.

Breeding:
Gryphon will mate for life with a single partner, they will usually do this naturally and attempts to force it upon them usually end badly for the people involved. This can make breeding them difficult and many Kingdoms or Empires keep dedicated aeries as a result, partnered females lay a single, rarely two egg(s) every year and both parents will endeavour to raise the hatchling(s).

Gryphon may cross breed freely this will result in the chick adopting the traits of either it's mother or father, although very rarely a mutation may occur.

Temperament:

Those who have trained or worked with Gryphon will tell most to avoid the species entirely. They are not your common beast of burden or peaceful creatures scripture and bedside stories may tell you. Noble most certainly but also fierce and independent to boot, mistreatment or an error in judgement can lead to a quick swift death. That said, they are famously protective of their masters and anyone who can claim to have ridden or even befriended one should count themselves blessed.

Rimefire is the easiest to work with due to their more trusting nature, the species has hunted the mountains and plains coming more frequently into contact with humans, elves, and dwarfs as a result. In the wild mated pairs were known to challenge dragons in protecting their nests, while it is no contest that the dragon would win in a straight-up fight their harassment with hit-and-run tactics was usually more than enough to push all but the most steadfast dragons away from nests.

Diet:

Adult Gryphons feed on a carnivorous diet including horses, sheep, and other livestock. That said they are opportunistic and will not hesitate to eat anything that would provide suitable sustenance.

Capabilities;

Gryphons have powerful natural armament in the shape of talons and claws, they exhibit the strength of its feline counterpart while having additional mobility in the form of flight provided by their avian counterpart. It's important to note that in terms of ground warfare Horses are arguably better due to their higher running speed and greater endurance.

War gryphons are more commonly used to outflank enemy positions by taking advantage of their flight to avoid battlelines. This does, however, make them heavily susceptible to arrow and other missile-based artillery. In essence, they are shock troops hitting hard and fast before needing to retreat.

Weaknesses;

Gryphons are not glorified horses, they will become annoyed and easily frustrated if they are treated in a similar manner to beasts of burden. They will gladly turn on a rider and leave if they feel their masters are being disrespectful or treating them unfairly.
Gryphons usually bond for life, if it's rider dies it will usually refuse to accept another. Similarly, once a Gryphon has found a suitable mate it will favour them over its rider.
They are not very fast on the ground compared to other mounts, talons make for difficult running.
Gryphon is large creatures in the wild they can handle turbulent and volatile winds but while mounted this becomes increasingly difficult making them vulnerable to wind-based spells.

Lore:


Gryphons while being generally well-liked and welcomed by most populations they are a blight for livestock farmers who occasionally hire poachers and hunters to deal with the beasts. Successfully hunting these creatures is sometimes a double-edged sword as their protective nature is sometimes holding greater threats at bay.

Most city centres host at least one aerie where Gryphons are welcomed, this in part is to provide protection for the city as their nests are located there even feral Gryphon will do everything in their power to ensure the nest's safety and have become an effective deterrent for Dragon attacks. Many riders of these creatures are Knights or Adventurers who have befriended or raised the noble creatures.
 
Member

Temeraire

Member
Messages
5
Reactions
1

Lyserg



FULL NAME
► Lyserg Irenicus
AGE
► 234 (Immortal)
GENDER
► Male
HEIGHT
► 6"0'
WEIGHT
► 180 Ibs
EYE COLOR
► Red
HAIR COLOR
► Grey
RACE
► Human
HOMELAND
► Unknown
JOB OR RANK
► Custodian
Biography

"Hope is the denial of reality. It is a carrot dangled before the masses to keep them plodding along in vain attempt to reach it."

Personality


Magic & Skills

Gear





  1. Title ― Description ― • Thread Status
  2. Title ― Description ― • Thread Status
 

Affliates

Top