Name: Zakaarus Age: ~375 Bloodline: 100% Dragon
Appearance: As a dragon, Zakaarus has dull maroon scales with a yellowish-gray underside, dark blue eyes, and black horns.
He can take on a humanoid form at will, for convenience or to fit in among other descendants.
He keeps a pouch tied to his waist, a roughly woven beige shirt and gray leggings. He also keeps a spare strip of cloth tied to one of his horns for convenience when living in the wild.
Physique: His true form is around average or smaller built for a dragon, though his tail and wings are larger in comparison.
When taking on a humanoid form, he prefers a lean physique and around 6ft/180cm height, though it may vary.
His expanded wingspan is several times longer than his body.
Abilities:
Dragon Wings
Dragon Tail
Shapeshifting
Iron Claws
Fire Breath
Frost Breath
Iron Scales
Iron Horns
Heat & Cold Resistance
Regeneration
Pondering
Spells:
Spirit Mind Transfer
Healing Aura
Third Sight
Minor Charm
Soul: 90
Stamina: 30
Max Wounds: 8
Character Type Effectiveness Rating: Fire 28, Water 25, Wind 28, Earth 23, Light 51, Dark 33 , Divine 36, Chaos 35, Insect 17, Electric 7, Striking 3, Spirit 37, Telepathy 75, Plant 30, Ice 29, Blunt 15, Poison 4, Steel 22
Affinity Element: Chaos
Schools: Evocation 8, Transmutation 6
Weaknesses: Divine 8/ Soul Damage, Telepathy 7/ Aggro, Spirit 6/ Possession, Chaos 5/ Soul destruction, Steel 4/ Piercing
Resistances: Electricity 5, Fire 5, Water 5, Wind 5, Earth 5, Ice 5, Dark 3, Light 3
Pet: Faction: has worked with Taxis and Magoi before.
Job: Mage (focused on divination and enchantment)
Experience: "Where will the winds take me?"
Born deep in the Heart land jungles, Zakaarus was always surrounded by nature and its infinite mysteries. From the sound of leaves rustling in the breeze, to the influence of the moon upon the ocean tide, he had nothing but unending curiosity of the world around him. Such was his dedication to understanding the world around him that he had eventually learnt to predict what others deemed entirely out of their hands, such as the weather, or whether luck was on their side.
And yet still, there was one thing that interested more. Life.
For all the complexity of the natural world, living beings - their minds and souls - stood out from the rest. Each animal containing their own inner world, full of unique experiences. Even in himself were there still mysteries - such as why he found satisfaction in learning.
It was only natural that he observed the animals around him. First, their appearance and physical form. Then, their minds, the knowledge they held. Finally, their souls. It was through this study that he became able to experience the form of others, in body, and spirit.
After fourty years he first came into contact with the descendants - a group of Vrondi explorers. Sensing their intelligence, he was drawn to them even as they left his home and returned to their own.
He now knew why his curiosity could never be sated. His hoard was the experiences he kept within himself.
Almost four hundred years later, he still travels the world, walking among descendants.
So far he has:
* Has been studying living things for centuries, gaining an understanding of the physical form and soul.
This has allowed him to hone his ability to shapeshift as a dragon to extend to animals and other descendants he has seen.
* He has a natural affinity for sensing life and emotions that he has since trained into true mind reading
* With his study of the minds and souls of others and his own, he has the ability to perceive and think as others would by projecting himself into their soul. This is particularly useful for learning new skills, though he enjoys any new experience.
* He can combine these techniques to imitate others in ways that deceive more than just sight.
* Has joined the Magoi for basic training in magic centuries ago under a different name. Most living members would not know him, though, and he likely would simply re-apply. His formal training is lacking as most of his knowledge is through "self" study. He has learnt basic divination and enchantment such as minor predictions and charms while studying concepts that would be helpful to his natural abilities.
* Lived a year inside a Sol hunter when he was 45 years old, learning basic survival skills such as gathering, cooking and healing.
* Volunteered as a healer and aide for the Taxis in times of need.
Motivation: To experience many lives among the descendants and learn about the world.
Birthplace: Vrondi
Extra Info: Terrible fighter, vulnerable when in his true forms
Has probably contributed to at least one doppelganger/spirit/demon legend
Intends to travel to Nero currently.
Items:
Currency
Magic items
Books
Magical components
Miscellaneous
Other:
Notebook contents: (Written in OOC format for convenience followed by notable IC comments in quotes. IC timing is only included if it is confirmed by DM or minor enough to be decided otherwise)
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO it got deleted somehow ;-; it was a lot of text
Updates:
12/12/2021
14/04/2022
05/05/2022
08/06/2022
11/08/2022
Darkest night +5 Dark/Light ER.
Royal Meeting +1 of every jewel.
Blood banquet +1 Blood potion. (If a Nayu recovers +15 Stamina and Soul and heals 2 wounds.)
Bride of Blood +1 Dark elemental stone.
The King's Relic +1 Crystal Ball. (Can be used with a spell to allow further scrying.)
The Alliance is Born +5 Gold.
The new Alliance +1 Healing Scroll. (A single use scroll that heals 3 wounds immediately after use. -5 Soul to activate.)
The Dark Awakening +1 Anti-Curse orb (Can remove up to 2 Curse spells on a character that have a ER of 50 or lower.)
Chaos in the Dark x2 Bloodline Ability Cost Removal.
Love x Death x Chaos Black Helmet (Steel/Dark) - A metallic helmet made of Basilisk hide. (Reduces Basilisk ability ER by -10).
Dark Assault -
White Rosepetal Dance Ice barrier shield (Divine/Ice) - A normal-sized shield made of divine ice. Can reflect one physical attack, spell, or ability projectile back at an enemy once per use. (-20 Soul peruse.) Shadow Gauntlets (Dark/Steel) - Gauntlets made of shadow-infused steel with claws attached. (Deals both Dark/Steel damage.)
Sophia's Journey Core of Truth - Book Of Divine Knowledge - A mysterious book that was written by seraphim long ago during the dragon war. Allows one to learn up to 2 new spells of any type.
Mirror's Proposal +5 Gold.
Nuxta's First attack +5 to two stat types of choice.
Sophia's Message Nero - +1 Dark Essence Stone - A really good material for crafting magical items that affect Life Force, Magical power, magical negation, material fusing, and visibility. Ascension: Lost Memories +2 Sunfire Meade.
Sophia's Message Vrondi +1 Light Essence Stone.
Therosi Dungeon: Discovery +1 Blood Stone (Holds both Dark and Divine Essence for crafting) Fotia End of alliance - +1 Wyvern egg (Can hatch into a Wyvern)
Sophia's message Fotia +1 Fire Essence stone.
Absolute Lore +1 Pure Essence fragment stone (Contains all elements for crafting)
1st Place rewards
+10 Soul
Soul Essence Beast Summon Scroll - Unroll to Summon a Dragon shaped essence beast made of chaotic magical soul essence. The size of a horse, wings to fly, can breathe destructive chaotic flames.(-5 Soul to activate.)
Max wounds: 4
Soul: 40
Abilities
Chaotic Flame (Evocation/Chaos) - A flame that burns all matter like wood in a blaze. Dissolving any material like acid. (-3 Soul per second used.)
1 Soul Essence Stone - A stone that replenishes soul +5 every 2 turns. Can be crushed to regain 30 soul.
Red Egg
Yellow Egg
Blue Egg
Green Egg
Ancient Rune of the Rabbit - Symbols of an ancient text before the dragon war. When activated allow the user to jump 100x higher than their average leap. Only has one use.
Ability 1: Pondering - gain insight on a known concept or thing after a long period of deep thought. If the thing is an individual/creature, gain the ability to take its form and bloodline/biology with the same ease as reverting to a true form and imitate the individual’s known mannerisms and thought processes. (Can imitate all bloodlines except Seraphim.)
Spell 1: Third sight - (Divination, Divine) gain vision of magic, life and similar auras. (-1 Soul per second used. Able to see the life and soul essence of objects and beings up to 20 feet.)
Spell 2: minor charm -(Enchantment, Telepathy) Makes a suggestion or statement more agreeable to the target. (-10 Soul per activation.)
Character Type Effectiveness Rating
Fire: 28
Water: 25
Wind: 20
Earth: 23
Light: 46
Dark: 18
Divine: 36
Chaos: 35
Insect: 12
Electric: 7
Striking: 3
Spirit: 22
Telepathy: 65
Plant: 30
Ice: 29
Blunt: 15
Poison: 4
Steel: 22
Zakaarus
Affinity Element: Chaos
Schools: Evocation 8, Transmutation 6
Weakness - Divine 8/ Soul Damage, Telepathy 7/ Agro, Spirit 6/ Possession, Chaos 5/ Soul destruction, Steel 4/ Piercing
Resistance - Electricity 5, Fire 5, Water 5, Wind 5, Earth 5, Ice 5, Dark 3, Light 3
Accepted!
Abilities unlocked!
Soul: 75 Stamina: 25
Max Wounds: 7
1. Dragon Wings - Wings that allow a decent range of flight and maneuverability midair.
2. Dragon Tail - A strong tail able to manipulate with the strength of the owner's two legs.
3. Shapeshifting - (Transmutation) Capable of changing shape to the creature seen within the last 24 hours. From mouse size to elephant size and only for 24 hours. (-25 Soul -25 Stamina. Cannot shift for 24 hours after use.)
4. Iron claws - Claws as hard as Iron.
5. Fire breathe - (Evocation/Fire) A stream of Flames up to 6 feet long and spreads in a cone 3 feet wide. Reaching up to 1200 degrees °C reduces stamina -5 for every 1.5 seconds.
6. Frost breathe - (Evocation/Ice) A stream of cold up to 6 feet long and spreads in a cone 3 feet wide. Reaching up to -150 degrees °F reduces stamina -5 for every 1.5 seconds.
7. Iron scales - Scales hard as Iron.
8. Iron horns - Horns hard as Iron
9. Iron Teeth - Teeth hard as Iron.
10. Heat & Cold Resistance - Can handle about 50 more degrees of heat and cold than others.
11. Regeneration - Wounds heal over time. (-1 Wound every hour.)
12. Special ability (Players choice)
Spells unlocked!
1. Spirit Mind Transfer - (Enchantment/Telepathy) Capable of releasing one's soul into another being from a distance to delve into their mind and personality. Revealing a portion of who they really are. (-20 Soul. Up to 30 feet in range on a single target.)
2. Healing Aura - (Necromancy/ Light) Caster has a healing aura allowing them to heal the flesh or remove poisons of all those who are touched by this aura. (-10 Soul per activation. Removes 1 wound per 1 minute. -10 Soul per 5 minutes after activation. 10 Foot radius.)
3. Special Spell (Players choice)
4. Special Spell (Players choice)
Items unlocked!
1. Maroon Dragon Scales x30 - Dragon scales hold the emblem of chaos. Can be used as compensation at special underground markets. Or used as ingredients.
2. Enchantment Book #1 - A journal holding the basic enchantments theories and how to improve. Can be used to teach others.
3. Divination Book #1 - A journal holding the basic divination theories and how to improve. Can be used to teach others.
4. +50 Gold.
5. Special Item (Player's choice)
6. Special Item (Player's choice)