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.

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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 grow and get stronger 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 (particularly fire) 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.
 
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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


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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.
 
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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





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Couatl


Height: upto 13 Feet
Length: upto 260 Feet
Average Weight: upto 30,000 Ibs
Average Swim Speed: 2-3 Knots (Maximum of 5 Knots)
Average Flight Speed: 30 MPH (Maximum of 75 MPH)
Mobility: Average (Swim), Average (Land), Average (Fly)

Carrying Capacity: Unknown
Lifespan: Unknown

Biology:
Couatls are a rare species of serpent known only to reside primarily with rainforests and river basins, they are easily identifiable by the presence of very colourful feathered plumages that can partially or completely cover their bodies. The older the Couatl the more feathers they possess which are known to be both waterproof and conductive which are used defensively.

The Couatl possesses a very powerful immune system making it almost completely immune to most natural poisons, while magical poisons may still have some impact they are usually quick to recover. This ability extends to their bite which can be either venomous replicating a poison or venom they most recently came into contact with or alternatively using their immune system to provide antidotes for others.

Diet:
Couatls are omnivores primarily live off various forms of meat including beasts, fish, and insects. As a Couatl grows older, however, it will develop a taste for fruit and greenery enabling them to sustain themselves.

Temperament:
Encounters with Couatls are rare, and as such their a very few examples from which people can draw conclusions and indeed depends upon your perspective. Generally, the species is reclusive preferring to avoid contact with other species but are tolerant towards intruders providing they do not pose a significant threat. In fact, a Couatl would happily tolerate a human or elf encampment in their lands and will usually protect them if attacked by foreign powers.

For the Couatl, stability and knowledge are key and will show favour to those that approach it with an open mind. While these examples are few and far between many adventurers have sought the creatures out and returned unharmed. Rarer still a Couatl may join an individual should their goals align but earning their trust is oftentimes difficult and many who go in search of them do so under the belief that reagents gathered from the body of such a creature have curative properties leading to conflict.

If they do engage with others they are most interested in acting as guides particularly younger dragons, and even those outside their own species. It is not uncommon for a Couatl to adopt or take in Dragons of other species if their nest is abandoned.

The best way to befriend one of these creatures is simply through conversation, while other dragons may venerate gold and other material treasures the Couatl seeks knowledge, and usually appreciate the company of a knowledgable individual.

The quickest way to forever lose their trust. However, is not only to attack them or those they protect but the very foundations of that knowledge, plundering ancient ruins or destroying natural habitats is a sure-fire way to incur their wrath.

Capabilities:
Couatl primary method of attack is their bite and the ability to coil larger targets, smaller foes they will attempt to swallow whole to end fights quickly and reduce the risk of injury.

Storm Mantle - Couatl feathers are waterproof but also conductive, during a storm a Couatl may 'store' some of the storms electrical energy to create an additional layer of defence. While this in effect the energy will arc out deflecting incoming metal-tipped projectiles and other metal objects dealing damage. Additionally, this applies to magical lightning to make them more or less immune.

Venom Sacs - A Couatl may fill it's venom sacs with the more recent naturally occurring poison, toxin, or venom it has consumed. The act of replacing the current poison removes the effects of the last. This is delivered through their bite via fangs.

Silver Bullet - Alternatively, the Couatl may instead develop an antidote to the poison or disease, which may then delivered through a bite.

Affinity - Some Couatl may develop a knowledge and understanding of magic, enabling them to cast spells. They have an affinity for defensive, wind, and lightning-based spells.

Size Manipulation - A Couatl cannot shape change as other dragons might, instead they can adjust their size to that of anything between their normal size and a small serpent. When doing this their physical characteristics change to match the size adjustment. In essence the smaller they become the weaker and more vulnerable they become, but equally more agile.

Lore:
Couatls are among the most beautiful of creatures-great serpents covered in iridescent blue and green feathers, sporting vast, rainbow-coloured wings and penetrating, intelligent eyes. Yet it is not the serpents’ beauty that makes them magnificent. Rather, the feathered serpents are most valued for their keen intellect and willingness to help those in need, connection to the Myst, and their fierce defence of those under their wings.

In some isolated populations particularly in the Wilds, the Couatl is viewed as a guardian protector, defending their domains from hostile intruders and protecting those they deem worthy.

Their feathers are highly valued and a Couatl may bestow them upon individuals they have conversed with as gifts, while a Couatl might not hoard knowledge this facet alone makes hunting them a worthwhile cause as their bodies are a treasure trove of their own.
 
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Xak'tharakus

Location: Wanana
Climate: Tropical
Primary Terrain: Rainforest
Government: None (Abandoned)
Affiliation (if any): None (Abandoned)
Population:
Xak'tharakus is home to a singular serpent

Points of Interest:

Xak'Tharakus - Xak'tharakus is a structure located on the northernmost part of the Wanana island, entombed within the side of a mountain it is naturally camouflaged with only one known entrance to expose the heart that lies within. If found the colossal structure is built from carved stone although the exact nature of these carvings is impossible to comprehend as layers upon layers of scripture and hieroglyphs appear to have been formed.

Inside the walls emulate much the same, with countless chambers locked off by faceless indestructible obsidian doors. Occasionally one may open offering adventurers and plunders brave enough to make the journey and face the challenges within the opportunity to recover rare and valuable artefacts.

Swamp of Decay - The easiest route to reach the vault is also it's most dangerous. The swamp is not simply hosted to dangerous monsters, in fact you would be lucky to encounter life of any sort in this place, here the skeletal undying trees bleed sap into the waters giving rise to toxic fumes. If inhaled in any significant quantity the creature is overwhelmed with a sense of paranoia and hallucinations that take of the shape of necrosis, the world dies around you armour turns to rust, flesh to bone, and eventually bone to dust. None of this is true of course, but rarely does the mind possess the will power necessary to decipher fact from fiction.



What creatures do live here have evolved to either embrace the toxic fumes or lack the eyesight necessary to succumb to the worst of the effects.

History:
 
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Court of Carrion

Background: The Court of Carrion is best described as a Cult whose core belief is that the Myst was not a Cataclysm but rather Salvation. The group was founded by a Mystborn known as Ulkair.

Location(s): The group has cells spread across the former territories of the Empire but are most prevalent in Cathwa and the Old Empire.
Affiliation: None
Colours and/or logo:
Various logos exist with each sub-faction within the group having its own design. The Court itself, that is the founding members and core leadership is that of a silver raven-like mask with no more than six steel shards held by chains. All sub-factions take inspiration from this usually featuring ravens.

Primary colours include Silver, Black, Red, and Steel

Number: Unknown, although the core leadership is formed of six individuals excluding Ulkair.

Belief System:

"If the path to salvation leads through the halls of purgatory, then so be it."

Only the Court knows the full extent of Ulkair's plans for the majority of followers, they believe that a 'god' or some other benevolent entity delivered the Cataclysm as punishment for the actions of mortal races. The Myst itself represents a cleansing tide meant to wash away those sins and corruption, and the most fervent members will actively seek out the means of mutation whether or not this is impossible is redundant as accomplishing this feat means salvation.

This also means that Mystborn are treated as divine beings and most cult cells will be led by a Mystborn in one way or another.

Leadership:

"The minds of the Court are not for us to know or judge. Accept that they have a place for all of us in their scheme, and be happy you have a part to play."

Each individual sub-faction will have some sort of ringleader, normally a Mystborn or someone possessing of mutation of some description they are given the freedom to act out the Court's beliefs as they see fit providing they do not contradict their wider plans. However, as the inner circle keeps matters to itself this can mean Cells become the target of other minor-factions for the Courts favour if perceived to have gone against the Courts will.

When the Court does engage with other sub-factions within its organisation it will usually do so through a messenger or so-called apostle.

The Court itself is formed of seven individuals led by the Mystborn calling itself Ulkair. The other members are unknown.

Goals:
The primary objective of the Court is the proliferation of the Myst with their ultimate objective being the natural conclusion of such an event. This is a doomsday cult.

History:
The Cult was born from the ashes of one individual's research, shortly after the Cataclysm in the twilight years of the Empire a man named Sorey discovered the means to proliferate the Myst. He used this research to acquire financial and political capital necessary to further fund his exploitation of this new and powerful resource, offering the nobility promises of power in return.

Putting this to use Sorey would go on to experiment with this discovery before attempting to apply the template to a region now known as Ironmere. The results, were devasting as to be expected and Sorey was believed to have been killed in the accident.

Nearly a century later the name Ulkair surfaced, the Empire such as it was provided with a fertile recruitment ground and targetting small isolated villages Ulkair was able to secure followers preaching as the Myst being a punishment from gods, at the same time he offered a hand to those who had suffered the worst effects claiming those who had been mutated were the blessed chosen.

Meanwhile, the descendants of his former funders found themselves visited by so-called apostles to receive their reward. This was rarely resolved peacefully and most were killed before getting their chance to preach their messages but it did not matter as soon after the families received the rewards promised. As if cursed they developed mutations resulting in most dying, and those that continued to resist eventually turned feral. Meanwhile, those that embraced the changes and survived would go on to become what is known as the Court of Carrion.

This is when one of its founding members acted against Ulkair's orders rallying several minor rebellions against the Empire. Naturally, the Empire worked quickly to stomp these fires out and as a result, revealed the Cult's existence resulting in a purge. While a devasting blow to the cult Ulkair also saw an opportunity, and used it to spread its influence wider than the Old Empire. As followers fled the continent they took with them their beliefs with the promise of salvation spreading the word to populations across the known world.

This secured their survival and furthered the spread of its beliefs and ideologies.​
 
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Galad



FULL NAME



► Galadaeros
AGE
► 26
GENDER
► Male
HEIGHT
► 7"3'
WEIGHT
► 2100 Ibs
EYE COLOR
► Teal
SCALE COLOR
► Dark purple speckled with silver
RACE
► Dragon - Drake
HOMELAND
► Lantherni Wilds
JOB OR RANK
► Young Dragon
Biography


Galadaeros (Galad) was the adopted child of Palarandusk, a feathered serpent residing within the Lantherni Wilds. Palarandusk was a peculiar creature focused more on the study and retention of knowledge as opposed to wealth or power. He shared a close relationship with Galadaeros who took a keen interest in the stories the old serpent had to tell.

After reaching the age of 7 one autumns night Galadaeros was accompanying his two siblings to observe an aurora, at this time the moon was seemingly absent from the sky but his powers flared and losing control attacked and wounded one of his sisters before Palarandusk intervened. His memory of this night was fuzzy at best, and he woke the next morning to find himself bound by Palarandusks' magic. After learning of the cause Palarandusk began to tutor him teaching him to better control his abilities in hopes of avoiding a repeat, but despite their efforts once every year thereafter the event would repeat.

At the age of 14, this interest spread into the arts of song and music and would frequently spend time listening to the ballads of elves and sound of birds. This inspired him to go on small adventures of his own exploring the ruins which his adoptive parent had claimed as his lair, upon one of these adventures Galadaeros would come across the intelligent item, Taiyangjing. In some respects, this meeting was a blessing and a curse in others upon taking and inspecting the item it was bound to him.

Personality


Galadaeros in his natural state is an inquisitive and curious creature, intrigued by the world at large he has no qualms or prior established opinions on the likes of humanoids. Although, he is cautious around such beings he would rarely be openly aggressive towards them. He takes a particular interest in the likes of bards and musicians.

This changes subtly as the days between lunar cycles progress, approaching the full moon he will become more reclusive and less trusting of others, and while not openly aggressive it is far easier to agitate and anger him. Prior to this state, he may become impatient and at times and hard to handle, taking action before thinking or considering the impact upon others. In reality, this scares him although he will never openly admit.

In this respect, Taiyangjing is a blessing and perhaps one of the reasons for his adoptive fathers' acceptance of the spirit with them having an empathic bond the positive emotions can help counteract these effects.

Magic & Skills

Linguistics
- Galadaeros is familiar with elvish and human dialects originating from the Cathwa and Lantherni Wilds region.

Dragon Traits - Galadaeros is capable of powered flight for short distances, and possesses the usual natural armament of dragons his age. His breath weapon is fire-based with an azure colouration.

Magical Item - Taiyangjing and Galadaeros share an empathic bond and possess the ability to communicate telepathically while in physical contact with each other.



Celestant [Major Magic] - Galadaeros is innately attuned to a classification of magecraft known as Celestial Magic that grows and weakens in power depending upon the position of certain Celestial bodies. The significance of these varies from user to user but in the case of Galadaeros, he is most attuned to the most common Celestial body in the Moon but also the rarest so-called Black Moon (Lunar Eclipse) which is visible in Autumn once every lunar year. This is especially significant to Galadaeros as it was the day he hatched. The properties of this magic are noted below;

Wax and Wane - During a new moon Galadaeros' magics are at their weakest naturally, this means it is strongest during a full moon. The only exception to this is when the Black Moon is present during which time he at his peak, this additionally affects his personality and characteristics. During a Full Moon, a bioluminescent azure light radiates from beneath his scales and his sprinkled silver spots are most visible. In contrast, during a New Moon, this light is very faint and scarcely noticeable.

Spells Known;
Dancing Lights - Creates up to seven motes of light that move around Galadaeros, the intensity of these varies depending upon the lunar cycle. Galadaeros may command them to move away from him but the further they go the dimmer they get until fizzling out, gathering motes takes roughly 3 seconds. He may expend all motes using Star Nimbus spell.

Star Nimbus - Galandaeros causes his motes to detonate splintering into dozens of bright embers of light, those nearby who have Line of Sight of Galandaeros may be temporarily blinded and dazed lasting six seconds, the size of the burst is determined by the current lunar phase. This spell can be cast almost instantaneously.

Starfall - Galandaeros expends a mote to create a small dart of energy that strikes the target dealing minor fire and cold damage, the projectile has a kinetic force similar to that of a crossbow bolt. During a half-moon or above he may instead make two projectiles, during a full moon this becomes three.



Warding [Lesser Magic] - Warding is specialised magic passed down to him by his adopted parent, it allows for the creation of wards. The act of creating a ward is an often long and tedious process. This is because the user must first define the conditions under which a certain Ward triggers, then they must determine the effect for breaking that condition. In essence, a ward must be carefully prepared and coded, and while not as powerful as barriers they are still an effective defence tool that can be used to reinforce armour, equipment, or function as traps and counter-measures.

It's important to note a ward will only trigger when it's condition is met (i.e. simply stepping on a ward will not necessarily trigger it, but reading it might).

Celestial Ward - Creates a ward placed upon the caster that triggers during a lunar eclipse, the user is immediately restrained and unable to move for the duration of the effect. The ward appears as a silvery tribal tattoo pattern visible under direct moonlight.

Gear

  • Celestial Ward (See spells)
  • Taiyangjing [Intelligent Item]
  • Dragonhide - Resistance towards Magic specifically Cold and Fire, and the equivalent of reinforced hide armour.


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Orist



FULL NAME
► Orist Yriel​
AGE
► 87​
GENDER
► Male​
HEIGHT
► 6"1'​
WEIGHT
► 161 Ibs​
EYE COLOR
► Pale blue​
HAIR COLOR
► Blonde​
RACE
► Elf​
HOMELAND
► Meikyo​
JOB OR RANK
► Maztica Ranger​
Biography

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Personality

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Ut est exerci dolorum, his lorem feugait aliquando an, atomorum periculis principes est in. Ea autem cetero aperiam vix. Delicata concludaturque ne usu. Ea mei justo melius deseruisse, ea mea autem ponderum eleifend, tantas pertinax est ut. Per solet vocibus appetere no, pri no sale velit sadipscing, atqui eleifend ad sit. Ea augue feugait recusabo pri. Facete mollis no sit, duo reque persius cu.

Magic & Skills

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Ut est exerci dolorum, his lorem feugait aliquando an, atomorum periculis principes est in. Ea autem cetero aperiam vix. Delicata concludaturque ne usu. Ea mei justo melius deseruisse, ea mea autem ponderum eleifend, tantas pertinax est ut. Per solet vocibus appetere no, pri no sale velit sadipscing, atqui eleifend ad sit. Ea augue feugait recusabo pri. Facete mollis no sit, duo reque persius cu.

Gear
  • Steef Crossbow - A mechanical light crossbow that can be mounted to specially designed


  1. Title ― Description ― • Thread Status
  2. Title ― Description ― • Thread Status
 
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Hound of Tindalosi

Classification: Myst Spawn - Esoteric
Threat: High
Carrying Capacity: 500 Ibs
Average Lifespan: Unknown

Appearance:
Hounds of Tindalosi are large creatures roughly the size of a pony, usually adopting the appearance of a large skeletal hound formed a transparent crystal lattice. In their chest cavity the Tindalosi possesses a 'core' which pulses with green necrotic energies when hunting. This core like much of its body is a shapeless crystal forever in flux between shapes some of which are perceived as impossible by observers.

Temperament:
Tindalosi are intelligent creatures capable of complex problem solving and communicating with others of their own kind, with some suggesting that Tindalosi are even capable of learning and understanding other languages. Not that communication has ever been attempted, the creatures are apex predators and do not reason under any circumstances, with an insatiable hunger they will hunt and kill their target or starve in the attempt.

In battle, Tindalosi will be unrelenting fighting to the death and attempting to kill it's prey as quickly as possible. They do not play with their food if their prey proves too difficult it is possible for a Tindalosi to join forces with one or two more of its kin.

Diet:
The Tindalosi diet is peculiar feeding not from biological material but rather the Myst possessed by other creatures this means that for a Tindalosi the absence of Myst in a region or area is similar to a desert or tundra. Once a creature is slain the Tindalosi is able to drain them of whatever connection to the Myst they had in order to sustain itself.

Capabilities;
Tracking (Myst) - Tindalosi is able to track creatures that are strong in the Myst. This ability requires the Tindalosi to have encountered and bite or rend the target, after which time they are aware of the creatures general direction and location. This effect is stronger with heavy Myst use.
Rending - Tindalosi possesses rending claws and teeth capable of penetrating magical and non-magical armours.
Esoteric Engine - Prolonged eye contact with a Tindalosi's core can cause individuals to experience nausea or confusion. Observing this for an extended period of time (days) may cause madness in weak willed minds.
Magic Resistance - Tindalosi feed off Myst in whatever form it might take, this makes them highly resistant to spells and magic that utilises the Myst as a power source.
Pierce Resistance - Tindalosi is resistant to piercing weapons this notably includes most non-magical projectiles.
Chameleon - When docile a Tindalosi is difficult to spot at long distances due to its transparent body.
Soul Devourer - If a target is slain by a Tindalosi it cannot be revived through any means magical or otherwise.
Sleepless - A Tindalosi doesn't require sleep and will function throughout the day and night.

Weaknesses;
Tindalosi is extremely aggressive creatures that strike quickly and decisively, they are assassins but are reliant upon a steady source of Myst to sustain them. Starving a Tindalosi or drawing into Myst weak areas will severely weaken it.
While their crystal lattice makes them very strong vs piercing weaponry they are more vulnerable to blunt weaponry.
A Tindalosi most vulnerable weak point is the crystal core located in the chest cavity, while highly resistant to damage destroying it will cause the Tindalosi to become inert and effectively killed.

Tactics;
Tindalosi is extremely rare and will not be encountered by an everyday adventurer, they will only appear where a particularly powerful spell or Myst event has occurred in essence an abuse of great power.

Once engaged a Tindalosi will fight to the death never relenting, if the target is wounded by the Tindalosi it will pursue them indefinitely ignoring all other targets. It will typically take full advantage of its resistances avoiding direct melee and instead of striking hard and fast with the objective to kill it's a target as quickly as possible.

In the event it's prey escapes the Tindalosi will pursue them indefinitely until either it or the prey is slain. In the event prey is too strong it will align itself with other Tindalosi and function as a pack similar to wolves.

Lore;
Some hungers, once awoken, can never entirely be sated. The Tindalosi is a ruthless esoteric predator whose origin is neither known or understood, it is theorised by some they come from another plane of existence entirely perhaps where Myst is abundant and the use of powerful spells draws them from their moorings for most, however, the Tindalosi is a creature of myth.

Hellhounds whose stories are meant as warnings to young Magi and powerful Magi alike that their power does not go unnoticed. This belief has been the downfall of many as few would know the beast preys upon them until it is too late, rarer are those that survive such an encounter and many of these have already been driven to madness.
 
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