The Twilight Dragon Paladin.

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Adam.Houseman

Destroyer of Nations.
New Player
Name: Terrestris Eversoar

Used: "T" Or Eversoar.

Alias(Screen name): Dragon_paladin_of_twilight

Heritage: (1.) Rune elf.. Overview: of Rune Elf.

Rune Elves are a race whose history is rich with war and strife. They are travelers of dimensions, having mastered the arcane magic that allows them to move between planes of existence. Rune Elves have conquered entire worlds in a single night thanks to their mastery of dimensional magic. Physically, Rune Elves are the same height and build as regular elves, being tall and slender. However, their skin is generally on the pale side and always covered with arcane runes. These runes are the link between their bodies and the powered weapons and armor they have been known to use.

Habitat / Society:
Rune Elves have no set home, as they are constantly moving from world to world. They can live just about anywhere. Rune Elves have a very strict and detailed social caste, ranging from lowly citizens to all-powerful Rune Lords. Any Rune Elf can become a Rune Lord, yet they must die to achieve this, and the chances of becoming a Lord is slim to none. These Rune Lords run Rune Elf society, making all the political and military decisions.

Ecology:
Rune Elves are highly adaptable, able to live in just about any situation. Wherever they settle down, Rune Elves build great cities in which are both dark and threatening.

Combat:
Rune Elves are dexterous and agile and thus often become archers or swordsmen. Aside from their physical ability, Rune Elves are masters of dimensional magic. With this ability, Rune Elves can distort the world around them to a certain extent and travel between worlds.

Life Span:
Rune Elves are truly immortal, in the sense that a Rune Elf never truly dies. If weapons or disease kills them, they simply return to the Void for a number of years while their corporeal body reforms. If untouched by death, a Rune Elf will live eternally.

Heritage: (2) Overview: Elf.

Elves tend to be tall, slender and fair of skin and hair. There are many different breeds of elves and most of them tend to be arrogant towards other races. The most common attributes of elves are their long, narrow faces with pointed ears. Elves tend to be very beautiful to look upon and this is something they accentuate.

Habitat / Society:
Elves are very social creatures among their own kind though they show a marked distaste for other races, finding them too rash and impulsive. Elves pride themselves on their knowledge and find that patience is the key to everything. They have no use for other races that spend their lives rushing into everything. Elven men and women are equal, each having their strengths and weaknesses. They live in communities that are most times hidden from other races so that they are not bothered with the problems of the other species.

Ecology:
Elves adapt to their surroundings and tend to be nature lovers. They cultivate the environment around them into beautiful landscapes that are pleasing to the eye as well as great camouflage for their communities.

Combat:
Elves, because of their great dexterity and agility, make awesome archers and swordsman. They will spend thousands of years perfecting their trade though they are slow to agree to battle, finding that violence is nothing more than an impulsive reaction that can be avoided.

Life Span:
Elves are, for the most part, immortal. They can be killed by weapon or disease, but if neither happens, they will live on for centuries long after those of other races that knew them have passed on.

Title: Traveler of worlds... The Paladin of Chaos.

Age: 60,000

Apparent: 23

Physique Mass: Tall and muscular, unlike other elves his muscles are built much like a human's from constant working, possessing natural Elven strength as well as their reflexes.

Height: 6'5

Weight : 150 W/O armor. 185 with armor

Physical condition: Superb physicality. Scarred severely over his entire body, yet they only enhance his beauty and charisma with a rugged masculine look.

Hair Color: Long blond, so blond that it appears almost silver.

Hair Style: Long and flowing down his black, almost like a waterfall of blondish silver.

Eye Color: Deep ocean blue, dark and almost arctic at times, but at times they seem to be molten blue mercury as well.

Pigmentation: Pale white, his body possessing the tribal dragon rune of Cachamwri and of the Order of Twighlight. The rune of strength is located on his right upper shoulder, power upon his back, wisdom on his left upper shoulder. The Tribal lettering N-D-G is printed along the back of his shoulderblade

Family: Deceased.

Father: Deceased.

Mother: Deceased.

Siblings: None.

Children: None.



Friends: Gabery'el Draconis/Firaxis Xega.

Discipline(s):

Necromancy: Necromancer's thrive on the study of the dead and dying. They are fascinated by corruption, graveyards and the macabre This fascination extends to their magical powers; a necromancer is never satisfied with knowing about death, he must actually reach out to death with his magical essence, seeking to embrace it. A necromancer usually starts out as sorcerer, wizard or cleric. The necromancer is proficient with all simple melee weapons and light armor and with a shield. Note that most armor can cause spell failure in arcane spells.

Magery:
A mage is a master of magic, from the powers of the heavenly light, to the shadows of the deep abyess. They draw their power from nature, death and light. Those who follow a diety, would draw their power from them, and the realm that deity controlls. High level mages can have the abiltiy to summon elmental spirits to their aid, thought the higher the level the higher duration of time the elemental will stay.
Subclasses of Magery used:

Time magery: These are some of the rarest type of spell casters around as they manipulate time to hide themselves from ever being seen usually. They are the manipulators of time and force. They have traveled many times to many different places but all agree when choosing this profession to leave the future out and are bound by the highest of magics to follow this geis.

Shadow Magery: A Shadow Caster is basically a mage who takes interests in the arts of moving shadows, making them solid and shaping them into things. This is a very deadly art gained by doing dark rituals. Most of which consist of losing something personal or loving if not just losing the soul, if one is there to take.

Red Magery: These mages are commonly alittle chaotic, they draw thier powers from the volcanos and fires of the world. higher level mages would possess the power to summon fire elementals to their aid the higher the lvl of mage, the longer he could keep the elemental at his side. though not recomended for low lvl mages due to the fact that many young mages parished due to trying to cast high lvl spells and were unable to controll them.

Black Magery: These people worship the darkness, they yearn and need it, kinda like a vampire needs blood to survive, the usually only know hatred, and have a deep connection with the evil dieties, and the dieties of death and destruction. They draw their power from death and pestialnce. the masters of this order have been known to summon demons, and demon lords from the abyess, to gain information and dark secrets to further their own power.

Summoner: A summoner is allied to forces of the spirits of nature, one whose fascination with it has made them their ally and confidant. Certain summoners summon natural creatures rather than spirit creatures. Any class can qualify as a summoner, all it takes is dedication, study and will. The summoner makes pacts with animals or outsiders that allows him to summon and command them. Unless the summoner is utterly dedicated to whatever cause the summoned creature espouses, (some creatures they summon could be evil) they must make a pact with each creature the first time he summons it. The price can be a sacrifice of money, a victim or some of the summoner's blood. It can also be a service, or the creature may demand to do only the tasks it likes to do, limiting the summoners control. In urgent situations, the summoner had better make this deal quickly. Most good spirits/creatures won't require a price if they are the same alignment as their summoner. Each time that particular creature is summoned, it will demand the same price all over again.

Elementalism: Godly elementalism: From his heiritage as well as Connection to the individual elemental planes.(Explained below)

Fire: One of the more aggressive elements, fire can be shaped and formed into deadly attacks or powerful shields. Manipulation of the flame make T a dangerous opponent. But as magnificent as the movement of flame is, some of T's most deadly attacks remain unseen to the human eye. Manipulating the heat in and around their body enables him to cause the air to spike into the triple digits or drop to sub-zero temperature

Water: T has the power of the oceans and the strengths of the rivers at the very fingertips. Able to manipulate and mold water in all three of its states (liquid, solid, or gas), T is capable of forming and shaping attacks in any and all aqueous forms. But only the life-giving element itself lies within his realm of control and no other liquid falls within the domain. When water is in short supply, he is capable of drawing moisture from his surrounding environment. Hidden underground rivers, passing clouds overhead, even the very water vapor within the air can become a source of power, and in most occassions, this is how T uses the attributes of water.

Darkness: is not an element to be underestimated for it has many uses, T's powers reach from performing tricks with his own shadow, for the enjoyment of the masses, to covering an entire city in a dark veil, allowing him unseen passage anywhere. Summoning shadow fiends to persue his adversaries or simply to be his loyal servants. Or defying the light of day by reducing it's hold on the area around him, simply by spreading the darkness of his own shadow are but a few tricks he has up his sleeve. Only a light mage can effectively counter this kind of spells though. Now although elements like fire and lightning can produce some light as well, it is no match for the will of T,

Spirit: Be it holy or unholy/good or evil, it is a choice that T must make carefully, if at all. T has the ability to see beyond the mortal realm and can sometimes use this second sight as quite an effective tool. If anyone can understand the cycle of life and death it is T, for he is constantly in touch with both the darkness of death and the brightness of life. Sometimes He is even able to cross over this perceived line of life and death, moving over and back the bold line between the mortal and the eternal realms of existence.

Able to effectively use his inner strength, wield it as a powerful weapon and manipulate life force T is capable to utilize and enhance to combat skills (some times referred to as Druidry). He is also able to sympathize with all emotions and able to recognise and sense most, reawakening the dead to do ones bidding, calling spirits to his aid and controlling one's own soul to sustain one's self in battle and subtlety influence others who are unaware of them are but a few weapon's in T's arsenal.

Lightning: like fire is a powerful destructively oriented element. In its natural form lightning is capable of setting entire forests alight with a single strike, or killing any unfortunate soul caught in its path; these are but a taste of the truly destructive power of lightning. And though lightning wielders are able to unleash death and destruction on an epic scale by harnessing the power of Mother Nature’s electrical fury, Though lightning is an excellent tool to wreak havoc upon opponents, it can also be molded into many different less offensive forms that can be beneficial in battle. Though lightning is better known for its destructive nature, the element does contain defensive purposes that can be utilized.

Earth: The earth element contains a multitude of offensive and defensive spells, making it a very powerful element indeed. Truly one to be feared is T for he can control the very battlefield on which you stand. No matter the type of ground you fight on, be it sand or stone, T is very capable of wielding it against you. His abilities can range from barraging you with little stone bullets, to creating an earth quake powerful enough to shake the foundations of the mightiest of keeps. Though he can bring walls of stone down, he can create them as well, which is a very handy tool on the battlefield, especially when he needs to defend himself or his friends.
Many things can be found within the earth though and all within it lay under his control, be it directly or indirectly. Base metals or minerals within the earth for instance can be manipulated by T.

Psioncist:
Many mystical abilities and arcane arts abound throughout the Realm, but none are as mysterious and unknown as the power of psionics. The psionisist is somehow able to gather and direct his mental energies to perform miraculous feats that defy nature. This ability appears to be innate in only a few individuals, as those who have attempted to learn the powers from a psionisist have always failed. Many psionisist go through life unaware of their abilities or incapable of controlling them. Those who fail to gain the control required to master their art are sometimes wrongly thought to be suffering some incapacitating mental affliction or even insanity. Those who learn to master their abilities through arduous meditation and concentration exercises can gain the focus required to perform their strange science.

Telekinesis :

1.Pyrokinesis : This can be thought of as the manipulation of fire; however it is, more correctly, the manipulation of ambient heat. Terrestris might able to set things on fire with this ability, but fire is insubstantial - it has no material form. Fire is light created from intense heat and chemical reactions within the substance which is burning. In the thinking of heat as the distribution of energy between particles, being able to transfer that energy between particles is a form of physical alteration - material manipulation.

2.Hydrokinesis: is simply a manipulation of water - or more importantly, liquids. Terrestris who is an adept hydrokinetic would be able to bind particles together in a fashion which makes a liquid. He'd then be able to use that liquid. This can be thought of as materialistic as it is dealing with substances on an atomic level - forcing them to remain in liquid form, rather than cooling to a solid state or heating to a gas state.



3.Aerokinesis: This is the manipulation of air. Aerokinetics are quite able to change the direction of free roaming particles to create walls of 'force' and things similar to this. Some masters of aerokinesis have even been able to fly, simply because they trap themselves in a 'tangible' bubble of air and move it around. This is material because, once again, it is dealing with atomic substances and forcing them to remain in a gas state.


4.Geokinesis: Terrestris, through force of will, change the shape of the land is considered geokinetic. With this, some have been known to summon magma from deep within the earth and use that as a weapon - by pushing parts of the tectonic plates apart, magma is allowed to flow freely toward the surface. More importantly, however, this can be thought of as the material manipulation of solid state objects.

5.CryoKinesis: often thought of as the manipulation of temperature (particularly in the cold direction.) As we've seen, with the other Tele-kinetic abilities, this isn't particularly true. In fact, it's simply the manipulation of Atoms, just the reverse of pyrokinesis, using the atoms in said body of the person, or persons to stop moving or slow down, as, as atoms move faster the more friction, the less they move, the colder they are, theoretically if you stopped someone's atoms from moving alltogether, their body would reach a state of inner preserved absolute zero.

6.Electrokinesis: is the final topic covered among the telekinetic - material manipulating - psionic abilities. Elektrokinesis is the ability for a user to move electrical charge between particles and even gather/store it within others. This is, by far, the most dangerous ability to try to use.

Psychokiensis - the manipulation of the mind - is not difficult to understand. Or, at least, that's what most people think when they first look at it. The true capabilities of psychokinesis fall under the world of mental suggestion and perceived reality. I'm not going to take you on a tour of quantum physics (which deals heavily with perceived reality and uncertainties) but I will try to show how psychokinesis works. This is, probably, the most difficult aspect of psionic abilities to understand.



1.Photokinesis: The ability to 'manipulate' light. Gabery'el may, through mental suggestion, convince a person or group of people that they saw something. After all, all things we see are made up of light and are interpreted within the brain. A character adept enough in this field may even be able to convince a crowd that they are trapped. Used in conjunction with some of the abilities of telekinesis, one can begin to understand just how capable true psions are of trapping people without traps at all.




2.Sonokinesis: Now look at the ability to 'manipulate' sound. Like photokinesis, sonokinesis relies heavily on mental suggestion. Sound is perceived by the ears and interpreted by the brain, for this reason a psion is able to alter the interpretations and convince people that they are hearing things which they are not. Its not necessarily that the person is actually hearing it, it is more like they believe they are.

3.Gyrokinesis: This is the first true step into the realm of perceived reality. Gravity, as Einstein suggests, is the result of matter's influence on space-time. When a character uses the powers of gyrokinesis they are, in fact, trying to convince people that things are heavier than usual. An adept in gyrokinesis may even be able to convince someone that they are being crushed by their own weight, or that they are so light that they could fly. Of course, the brain will accept some things as certain truth, but we all know - people can't normally fly, even if they think that they can.



4.Chronokinesis: And once again, we fall to the most dangerous and difficult of the abilities beneath a field. This time, it has to do with chronokinesis - the manipulation of time. As Einstein showed, time is relative. This means that time is different for each person within a different frame of reference. To a degree, this reference can be something as small as what they see, feel and understand. All people are separated by a frame of reference, simply by the way they think and act. For this reason, adept psions have caused people to age inexplicably fast, simply by convincing them that they are.

Methods of Dimensional Traveling:

Rift Walking: By compressing and re-arranging his molecules to a precise frequency, Terrestris gains the ability to move through Dimensional layers. Such as Earth's three dimensional layers.

Shadow Stepping: Using the shadow plain he can step from shadow to shadow quite easilly, phasing in and out of it as if it was a second nature to him, not being difficult at all as the shadow realm is connected to the material plain. This can even be used to traverse into entirely other worlds and dimensions.


Occupation: Dragon Paladin of the Twighlight order, Sorcerer, Necromancer, Assassin and Mercenary.

Zodiac: Libra.

Alignment: Chaotic Neutral: Although these people are also neutral they have a tendacy to loose sight of their thoughts and carry on in a rather scattered fashion. Often appearing not to hold their faculties, however dont let them fool you.


Sexuality: Heterosexual

Marital Status: Single.



Addictions: The feel of magick flowing through his veins, the electric tingle along his body as he uses Magick.

Quirks: Very ecelectic about women, very picky about what women he will be with.


Temperment: His temperment is very chaotic, at one moment he can be very nice, very peaceful, the next he can be very angry, very possessive, very dominating, He can be a good man, he can be a bad man, he is truly Chaotic. He was just what he was. Coy, careful, suspicious and intentive upon all his surroundings, He is always thinking, doing what is in the best interest of himself or someone, or something he cares of.

Likes: Chaos, some women, although this is rare. Shadows, Magick, dragons, powerful opponents. Most elves.

Dislikes: Ignorance, idiocy, fools, paladins of the light and dark orders, Drow.



Skills/Items/Weapons(MUST be specific):

Master Torturer: An expertise that he has gained through years of Forcing people to give him information, through any means neccessary, including death of his Torturee's family and dismemberment of his Torturee.

Mastery of Anti-thesis: Ability to use Anti-matter, Anti-time, anti-space, and negative energies and to feed of negative emotions and feelings. Many times using the Negative energy plane to access this ability, but not needed, simply finding it easier to do so. Also, using a magnetic bottle most times to contain the anti-matter itself to keep it from exploding upon contact with the matter that is in our omni-verse.

Weapons and items:
Oblivium: Oblivium is a Long sword; with a hilt six inches in length, the blade is a straight double edge that is 35 inches in length and weighs four and a half pounds. Made from DiamonShear, Crimson crystal mana, Crystalline emerald energies put into the sword itself, using a bridge to do so, much like the Crystallis, The energies of the elements, Earth, Fire, Wind, Water, and Lightning, light and dark The Diamonshear absorbing mysticism and magicks that are harmful to Terrestris and storing them into the blade itself, then being able to throw said mysticism and magick back with three times the intensity, if not used the energy disperses into energy that will only make Terrestris stronger, The Crimson crystal mana causing the sword and the wielder to be immune against Chakra energy and Psionics being used against him. The blade itself is stronger than Adamantium, Razor sharp and able to cut through diamond as if it was melted butter. This sword is blessed by every Dragon god of the elements, and of the King of the Dragon God's Bahamut, and the Queen of Dragon God's Tiamat. This also possesses one of the rarest type's of Orbs. A dragon orb in the guard. (Refer to the bottom of weapon and items for description of this.)The Goddess J'kiri has blessed this weapon with an innate intelligence and a consciousness, only able to be harnessed by certain beings, and no one but Terrestris himself can pull it from its sheath, which lays upon his back.

Crystalis: The scimitar Crystalis; Blade Length: 30 Inches. 1/8 inch hilt. Overall Length 38 1/8 Inches. Is a fusion of the seven elemental properties of the universe. Earth, Fire, Wind, Water, and Lightning, light and dark combined into one blade this weapon is one of the few ultimate elemental sword's, Beware if Crystalis is used in combination with the bracelet's or ring's of Elemental power, it could have devastating consequence's upon the surrounding area, and whomever the attack was aimed at.

The Storm bracelet: The Storm bracelet allow's Terrestris to summon Immensely powerful Lightning storm's and to control where and when the lightning will strike.

The Quake bracelet: The Quake bracelet allow's Terrestris to Control the land around him, forming it to his will, destroying whatever he wishes.

The Solar Inferno ring: The solar ring is among the most powerful possession's of Terrestris's collection, At will he can cause a solar flare to penetrate the atmosphere and Incinerate whomever and whatever he choose's, also known as the Magma ring, because of the instantaneous effect of fully formed erupting volcanoe's, sprouting from the ground at will.

The arctic ring: Calls a freezing mist that can easily compromise the absolute zero temperature, at which thermal energy becomes non-existant, note that this has also been called the Tsunami ring, as it make's water form to the user's will, whether it be an orb of water or a massive tsunami formed from the ocean.

The Hurricane ring: The Hurricane ring, dominate's the currents of wind, forming them to whatever Terrestris will's whether it be a tornado, Hurricane or just a mild breeze.

Helmet of the Moon: The helmet of the moon grant's the wearer the ability to see in pitch black condition's as if it were daylight, and due to one of the orb's being fused into it, it has begun to take on the elemental traits of the orb.

Ether locket: The ether locket allows one to channel more magic then one could normally, and due to one of the orb's being fused into it, it has begun to take on the elemental traits of the orb.


Aegis Shield: The Aegis Shield has an interesting story, One of the Greatest warrior's lay dying from old age and his last request was to a wizard whom he had helped on many occasions, his request was to live forever within his shield. So the wizard took the soul of warrior and placed it within his shield , On occasion one can hear the advice of the warrior's spirit that lies within the shield,and due to one of the orb's being fused into it, it has begun to take on the elemental traits of the orb.

Mystic Cloak: The mystic cloak allow's its wearer to go invisible at will. Via the bending of light.

Belt of the four god's of destruction: The Belt of the four god's of destruction is Terrestris's Greatest Accomplishment since he has came to Earth, Very few have one of these belt's, bearing the mysterious name's written in ancient rune's of the four god's, Signifying that he is one of the few that are strong enough to challenge even them,and due to one of the orb's being fused into it, it has begun to take on the elemental traits of the orb.

Armor of Gaia: The Armor of Gaia is named after the god of the terran's, This metal formed from a meteor, is capable of withstanding the assault of Lava and magma itself, Due to the fusing of one of the five orb's of the element's it repel's or
absorb's the elemental force sent at it.

Five orb's of the element's: The orb's allow Terrestris to use high powered elemental attacks, such as lightning arching from his finger tip's, Conjuring water, forming it into a spear and freezing it. High powered wind's, Breathing fire, causing the earth to collapse under one's feet. Beware of combination of the orb's and the Ring's and bracelet's as it will result in near catastrophic amount's of power, and if Crystalis is used with the orb's and elemental item's it could result in worldwide mass-destruction, possibly an end of the world situation (Refer to elemental Orbs below.)

Boot's of flight: Boots that allow short period's of flight, and immense jump's not normally possible. Note that combinational usage abilities do not need to be recorded.

Conjurer's orb: An ancient relic and a conjurer\'s tool. These spheres were common around the time when conjurers were plentiful. Composed of a mysterious metal and magic, it is a moving enigma. Up until now the line of conjurers have grown thin, and believed by many to be no more. This resulted in the fact that many conjurers have lost their very humanity towards stressing his or her power towards the orb, or by going into a hungry pursuit of power, exhausting his or her will and their very mental fiber, or simply by suppression by suspicious others. To many they are thought off as demons, to many, mystics that have been lost in the time of old. A conjurer's ability runs mostly in lineage, as in Arc and Acia's case and can span from more than one race or origin. The sphere itself amplifies the user\'s will into what is needed for the situation, given that the user has enough willpower to hold and retain that particular form or particular ability. For example: If a crossbow is desired to fire a bolt at an enemy, the sphere itself will turn into a crossbow, or any weapon(s) desired. If a rope is needed to tie up someone or something, the sphere will provide it as the user calls for it. This is why a conjurer must keep training his or her mind and body and pushing their limit gradually and in proportion, to prevent an overuse of mental capacity. The breaking of ones willpower due to the orb would cause the user to loose all control and fall victim to his or her lust for power, resulting in the user going berserk, acting on the desire for supremacy or power or instant annihilation by ones own ability. In old text it is stated that it is important to keep a balance with this ability, for self control was ones greatest resource in becoming strong and mastering the manipulation of the sphere itself. Until this very day, no one has figured out what the orb truly is. ==Color Notices== Blue = Friendly/Regular Red = Hostle/Cautious Green = Analytical/Surveying


Elemental Orbs: Elemental Orbs are extremely rare. They are renowned for both their offensive and defensive capabilities. Given to a blacksmith with extensive knowledge of magically imbuing weapons and armor they can be embedded into a weapon or armor to give the wearer or wielder magical effects enchanting their weapon or armor. Yet that is not their most powerful use, when the orbs themselves are wielded by powerful mages they can use the orbs to unleash powerful spells from the Orb. The orbs exist in all elements, and also some orbs carry special incantations that make the user stronger, faster, things of that nature. They are usually found lying in crystal formations deep within caves. Many people every year lose their lives in search of these powerful artifacts of magic.

Dragon Orb: A dragon orb is intelligent, self-aware, and contains a distinct personality The full extent of a dragon orb’s powers is not known, even to the Orders of High Sorcery, and an orb may very well have properties in addition to those described here. The foremost power of a dragon orb is its ability to send out a telepathic summons to any dragon within a certain level of the user's power, In Terrestris's case, not only can he summon, but take control, not to mention use the breath weapons via having the Dragon orb.



History: He was born to a elf and a Rune elf, his mother was a Rune elf Sorceress, his father a warrior elf. He was raised in fighting, raised within war because his father had chosen to be in the lifestyle of his mother, and as such many things happened to him in his younger years. He learned the sword from his father, the ways of the elves, and the way of the rune elves from his mother, and the ways of magick, of sorcery, and she had been the first to instill his craving for magick....

Late one night, upon his tenth birthday, a dragon appeared before him, and as it did, Terrestris stood there not afraid, but with his sword, ready to fight it, to protect his family, for his father was away, but the dragon, seeing the inner strength of this boy, flew into him, for this was Cachamwri, the great servant dragon of the lord of Dragons, Bahamut, and as this spirit passed through him, a runic, tribal dragon appeared upon the center of his chest. It would glow with a scarlet incandescent glory that shone through any clothing or armor he wore.

This also had the odd effect of when he felt defensive, or offended, or angry, that the clothing or armor would then form Dragon scale that was harder than diamond. It was then that his mother sent him off, making him go from Mage to mage, necromancer to verilly every mage, sorcerer and sorceress, to every type of practioner of mysticism that was out there, that was known, to learn of these magicks and powers, and so he did, learning and perfecting these things over time, untill finally war and strife killed his mother and his father, and his people.

He had always been an unpredictable child, intelligent and intuitive, always looking for that added advantage, only in the case of his loved one's was this any different, even then he was chaotic at best, and down right good or evil at worst.... At the age of sixteen when his parents died, he went off on his own, still learning his magicks as he went, learning black smithing and forging, learning so many things, acquiring all the items that he has now, (All done through RP, but this profile is long enough as it is.)

Having joined the Dragon Order of twilight, an order of Dragon paladins devoted to Chaos. He sat there, gaining in his skills, untill he was the best of them all, then he struck the others down, for he had no dragon to serve but Cachamwri, who demanded that he find an earthly dragon or Dragoness to serve. But he would carry out the last request of the order of paladins of chaos, which was.... To kill a Dragoness named Arianna...
 
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