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Concinnity Blaise
Crew

Dapper Hellraiser

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PostPosted: Sun Apr 27, 2014 1:29 pm
Welcome to where posts (also) become pets!

Any of these babies are adoptable, usually because they are left over after a hatching, and will be crossed off or removed when they've been adopted! To adopt one, please post in the marks thread to claim them!

You will need to get your profile up in reasonable time or they will go back up for adoption. You will be given a warning if this is imminent and if if it happens your marks will be refunded.
 
PostPosted: Sun Apr 27, 2014 1:38 pm
[ Natask's Tea Clutch, turn 3 ]

These whers cost 30 marks each to adopt.

Blue Earl Grey - Final Frontier Egg

[ blue ??? ]

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Inspiration:

Tea flavoured with bergamot to imitate the more expensive types of Chinese tea has been known in England at least since the 1820s. In 1837 there is a record of court proceedings against Brocksop & Co. who were found to have supplied tea "artificially scented, and, drugged with bergamot in this country", but there is no known published reference to an 'Earl Grey' tea before advertisements by Charlton & Co. of Jermyn Street in London in the 1880s, though 'Grey's Tea' is known from the 1850s.

The Earl Grey blend, or "Earl Grey's Mixture", is assumed to be named after the Charles Grey, the second Earl Grey, British Prime Minister in the 1830s and author of the Reform Bill of 1832. He reputedly received a gift, probably a diplomatic perquisite, of tea flavoured with bergamot oil. Bergamot orange (Citrus bergamia) is a small citrus tree which blossoms during the winter and is grown commercially in Italy. It is likely a hybrid of Citrus limetta and Citrus aurantium.

According to the Grey family, the tea was specially blended by a Chinese mandarin for Lord Grey, to suit the water at Howick Hall, the family seat in Northumberland, using bergamot in particular to offset the preponderance of lime in the local water. Lady Grey used it to entertain in London as a political hostess, and it proved so popular that she was asked if it could be sold to others, which is how Twinings came to market it as a brand.

Name: ???!

Appearance: Don't take this wher's delicacy for weakness. Though he may be lacking a little in muscle, he makes up for it in speed and precision. He has a long narrow face with crocodilian jaws, and large soulful eyes (and as a wherling, he will be exceptionally good at begging for treats). Though his jaws may not be quite as powerful as his siblings, he will make up for it with speed and accuracy - and it won't be long before he learns how to simply pluck fish out of the water, something that might surprise his handler!

Colour: Blue

Personality:

This wher is disciplined and intelligent - he will barely whine without meaning to, when he grows out of his youthful puppy-ish stage. He finds it easy to follow orders, but finds it easier to give them: he will quickly challenge any other male wher who thinks they can dominate him, and his strong mind will prevail over most of them. He is also a respectful creature of those set above him, and his handler will find him a delight to work with and an easy wher to train. He is protective of those he perceives as weaker then him, be they his clutchsibs or other creatures.

When he fails, he will be ready to pick himself back up, and ready to try, try again - it’s very difficult to get him to give up on something that he’s set his mind on. That said, he also suffers from rather low self-esteem: every failure will set him a little further down, and he will require support from his handler to avoid long periods of hiding in his kennel. He struggles relating interpersonally with other whers: although on a superficial level he will seem to do well, connecting on a deeper level will be difficult for him and will be something he seeks constantly.

He is a careful wher, and humans are largely safe around him - he may even be trusted with respectful children with his handler present, though care should be taken. He’ll always hate bathing though, and any attempt to get him clean will get his handler a stream of reproachful feelings for the duration as he stands there and sulks.

Pros: Disciplined, intelligent, respectful, ready to pick himself back up if he fails
Cons: Low self-esteem, struggles with connecting with others

Written and coloured for you by Con.


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Green Russian Caravan - Long Way Home Egg

[ green ??? ]
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Inspiration: Russian Caravan tea, an elegant blend of oolong, keemun, assam, and/or lapsang souchong teas. While Chinese in origin, as the name implies, Russian Caravan tea was carried by camel caravans in the 18th century across a six thousand mile journey from China to Russia. During the age of the Czars, tea was the most popular drink in Russia after vodka. Russian Caravan tea sports a unique flavor, rich and aromatic with a hint of smoke: anecdote claims this is from the smoke of the campfires and aging from the long journey, but it can also be attributed to the smoke-dried lapsang souchong in the blend.

Name: ???sk

Appearance: Anyone who thinks that whers are ugly hasn’t had a proper look at the Russian Caravan green. Sleek and rangy, she’s got a bit of the same long-legged grace as the racing whers, but her motion lacks their natural speed. Instead, what she’s got is stamina: her gait may not be a swift one, but it is smooth and tireless. For a girl of her size, she’s well-suited to pursuing prey across long distances. At 14 hands tall but lightly built, she’ll be too small for a large rider, but if she’s lucky enough to be paired with a handler who’s on the shorter side, she’ll make a fine mount.

Her color is a deep piney green, darkest on her extremities, and lightening on her belly and midsection. The darker and the lighter green mingle in dapples and whorls like drifting smoke, and will likely provide excellent camouflage when moving through thick brush.

Colour: Green

Personality: Elegant, sultry, and playful, the Russian Caravan green has every inch of her mother’s arrogance, but lacking the vicious edge of her wrath. Oh, she’ll preen and strut with the queens, but really at the end of the day what she wants is simple: companionship. She craves attention, whether it’s from her handler or her huntmates or even from her rivals – and make no mistake, she will find a rivalry to keep herself occupied, whether it’s a friendly competition or bitter enmity. She has a long memory towards those she is fond of… as well as those she holds a grudge towards. When she’s old enough to Run, she’ll lead a merry chase and try to get as many of the boys as she can to pursue – because have you seen her? Have you seen her run? She deserves the best of the best, doesn’t she?

She’s not the kind of green who will seek leadership of her own accord; there are stronger personalities and more aggressive females out there, and she is simply too smart to pick any fight that she doesn’t think she can win. In the pecking order of a hunt, she’d much rather attach herself to a dominant gold and find a place as a clever second in command. It’s an innately more stable position in the pack structure: she won’t have to worry so much about being deposed by a bigger badder female, and a strong huntsecond will always be useful. On the other hand, if attached to a strong-willed handler who turns out to be more ambitious than herself, she’ll happily substitute “dominant gold” for “dominant human” in that social equation. If her handler wants to lead, then she’ll back them up as best she can.

This pretty lady’s easy to please, and willing to please in turn: weyrlinghood with her is likely to be a fairly simple and breezy affair, with one exception. Don’t ask her to do guard work. This green is not watch-wher material. She can handle… maybe an hour or so of sitting in one place. Then she’ll start to get bored and need to be bribed to stick around. Then she’ll get annoyed and wander off, regardless of what her handler does to try to stop her. It’s not a matter of attention span: put her on a trail and she’ll track for hours without getting distracted. She just needs a task that’s exciting enough to hold her interest and keep her sharp mind from wandering. If her handler has any desire to travel, they can expect to be pestered regularly to go, to explore, to find somewhere exciting and new. She may be best off attached to a hunt that does regular work outside the Weyr, as it will satisfy her need for novelty and keep her on her best behavior.

Written and coloured for you by Tua.

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Green Keemun - Whoops we forgot this egg existed egg

[ green ??? ]

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Inspiration:

Keemun is produced in the Qimen County of Huangshan City, in Anhui (Anhwei) province. ("Keemun" has been the English spelling for "Qimen" since the colonial era.)

Keemun has a relatively short history. It was first produced in 1875 by a failed civil servant, Yu Ganchen, after he traveled to Fujian province to learn the secrets of black tea production. Prior to that, only green tea was made in Anhui. The result exceeded his expectations, and the excellent Keemun tea quickly gained popularity in England, and has since been used as a prominent ingredient in some blends of English breakfast tea.

The aroma of Keemun is fruity, with hints of pine, dried plum and floweriness (but not at all as floral as Darjeeling tea) which creates the very distinctive and balanced taste. It also displays a hint of orchid fragrance and a recognisable sweetness. The tea can also have a more bitter taste and the smokiness can be more defined depending on the variety and how it was processed. In China, Keemun is typically drunk without milk or sugar.

Much of Huangshan's reputation derives from its significance in Chinese art and literature. In addition to inspiring poets such as Li Bai, Huangshan and the scenery therein has been the frequent subject of poetry and artwork, especially Chinese ink painting and, more recently, photography. Overall, from the Tang Dynasty to the end of the Qing Dynasty, over 20,000 poems were written about Huangshan, and a school of painting named after it. The mountains have also appeared in modern works. James Cameron, director of the 2009 film Avatar, cited Huangshan as one of his influences in designing the fictional world of that film.

Name: ???!

Appearance: Fully grown this wher will stand 13h3, larger than average for a green but not enormous. She has an average build and should have no trouble carrying her handler on long rides unless they're really enormous. She will always have very very neat teeth- yes, teeth; they're perfectly straight and beautiful pearly white! Also notable are her rather large feet; she'll be terribly clumsy as a hatchling but as she grows up they will actually give her an advantage in negotiating steep terrain.

Colour: Green

Personality: This wher is sensitive; her feelings are quite easily hurt, yes, but she is the most sensitive when it comes to the feelings of others. She is excellent at reading the moods of others: humans, whers, dragons and even firelizards and other beasts too. With her allies this makes her actually a rather kind creature, the sort you'd want to have around when you're sad or hurt. She tries to take good care of her huntmates, the whers and their human partners too. Expect to be offered purrs and leans if you're upset and food brought to you if you're looking peaky, and thus she thinks you're too weak to claim your share of a kill.

She is in fact rather fierce in defence of somebody she has taken a shine to and will stick by them until the bitter end. ...Or until they betray her and she proceeds to hold a grudge for the rest of eternity. This green does not forget, or forgive, and this is not likely to change! If she takes against a huntmate her handler will be in for quite a struggle getting her to work with them rather than snapping and snarling at them at every turn.

When insulted, left out, or otherwise slighted this wher is unfortunately prone to tantrums and it can be hard to tell what will set her off; even those who know her well could be caught out. Things will get destroyed, people will get nipped, other whers may well get full on bitten or tackled - as might humans who don't swiftly back down from her shows of temper! Controlling these tantrums will be tough for her handler but if they're savvy they might just be able to turn them to their advantage at times; see that blue there? He said you're weak and pathetic. While this will not lead to a very disciplined attack if the pair are alone and low on options these savage shrieking tantrums could serve as a last card in the deck.

When she's not in a snarling temper and not mothering something this green is surprisingly peaceful for a wher. She likes to just relax with her hunt or her handler or to go for midnight runs and swims with no particular aim in mind. Her favourite thing in the world however, loved perhaps more even than meat, is music. She could listen to Harpers or skilled amateurs forever and will readily join in with rich throaty hums and rumbles, rythmic clicks, or light alto trills. If there is one thing her handler should learn, if they don't know it already, it's how to play an instrument; not only will she enjoy it a great deal, but a calming tune is one of the best ways to snap her out of a fit of temper.

Pros: Artistic, sensitive, fierce
Cons: Temperamental, holds a grudge, prone to tantrums

Written for you by Tawny, coloured for you by Con.


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Green Oolong - Twisted Honey Egg

[ green ??? ]

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Inspiration:

There are three widely accepted explanations of the origin of the Chinese name. According to the "tribute tea" theory, oolong tea came directly from Dragon-Phoenix Tea Cake tribute tea. The term oolong tea replaced the old term when loose tea came into fashion. Since it was dark, long, and curly, it was called Black Dragon tea.

According to the "Wuyi" theory, oolong tea first existed in the Wuyi Mountains region. This is evidenced by Qing dynasty poems such as Wuyi Tea Song (Wuyi Chage) and Tea Tale (Chashuo). It was said that oolong tea was named after the part of the Wuyi Mountain where it was originally produced. According to the "Anxi" theory, oolong tea had its origin in the Anxi oolong tea plant, which was discovered by a man named Sulong, Wulong, or Wuliang.

Another tale tells of a man named Wu Liang (later corrupted to Wu Long, or Oolong) who discovered oolong tea by accident when he was distracted by a deer after a hard day's tea-picking, and by the time he remembered to return to the tea it had already started to oxidise.

It is produced through a unique process including withering under the strong sun and oxidation before curling and twisting. Most oolong teas, especially those of fine quality, involve unique tea plant cultivars that are exclusively used for particular varieties. The degree of oxidation can range from 8 to 85%, depending on the variety and production style. Oolong is especially popular with tea connoisseurs of south China and Chinese expatriates in Southeast Asia, as is the Fujian preparation process known as the Gongfu tea ceremony.

The taste of oolong varies widely among different subvarieties. It can be sweet and fruity with honey aromas, or woody and thick with roasted aromas, or green and fresh with bouquet aromas, all depending on the horticulture and style of production

Name: ???!

Appearance: This wher is definitely gorgeous. Tightly muscled and with a beautiful gait, she is enough to turn any handler's head and inspire a little covetousness. She is dark green with gorgeous bright highlights and splashes of colour, and will be difficult to pick out in undergrowth. She'll be mid-sized when she's fully grown, and unless hugely neglected will always have a beautiful hide.

Colour: Green

Personality:

This wher is… well, a little full of herself. In fact it wouldn’t be much of a stretch to describe her as a pompous: she always feels that she knows everything, and has a very solemn attitude to everyone and everything. Her dignity is deeply important to her, and she will take assaults to it poorly - anyone who makes her look stupid will be the subject of eventual retaliation, and she has a long memory.

That said, she frequently has a reason to claim that she knows everything - she’s an extremely capable wher, with a real talent for scent-work. She’s not an ambitious creature per se, but with an ambitious handler she could easily see herself as the leader of a hunt - and isn’t she one of the best? Doesn’t she deserve it? When pressure is put on her though, she quickly becomes sloppy in her work, and can miss vital clues and scents. Her handler will have to work on reducing this as much as possible, as it could easily lead to huge screw-ups down the line.

She is also hugely, awfully, tactless: this wher cannot for the life of her read subtle emotional cues, and will forever be ‘saying’ or doing precisely the wrong thing at the wrong time. Though she might not mean to wound emotionally, she frequently will entirely by mistake. Those close to this wher will frequently end up harmed by her entirely accidentally, and she will always be a liability when dealing with other hunts.

Pros: Capable, free-thinking, stoic
Cons: Tactless, sloppy, pompous

Written and coloured for you by Con.


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Concinnity Blaise
Crew

Dapper Hellraiser

9,850 Points
  • Grunny Grabber 50
  • V-Day 2011 Event 100
  • Perfect Attendance 400

Concinnity Blaise
Crew

Dapper Hellraiser

9,850 Points
  • Grunny Grabber 50
  • V-Day 2011 Event 100
  • Perfect Attendance 400
PostPosted: Sat Aug 16, 2014 2:46 pm
Adoptable NPCs - Politics Kills

??? and blue ??sk - Costs 30 marks

??sk is not a stupid wher. When they realised that the jig was up and that they were actually, truly, for the chopping block, they bonded with ??? who had been feeding them until a decision had been made almost as a defense mechanism. Having been accused of breaking into the weyr repeatedly (true!) and murdering a drudge (STRENUOUSLY denied!) it’s going to be tough for the pair to come out on top of all this… but if they can prove themselves, they might find that being infamous isn’t the worst thing on Pern.

In case it isn't clear, this baby is the little guy who was brought in during the Politics Kills meta. He was released into the wild by his dam's handler, but came back to raid the weyr's storerooms on a regular basis. Whether or not he was responsible for Merinde's death - the jury is (largely) out on this one and he denies it - he was definitely slated for a quick and largely merciful end until he decided to bond with the guy/gal who was feeding him.... because SHAFF DYING.

Biran of High Reaches Hold Adopted!
 
PostPosted: Sun Dec 28, 2014 2:50 pm
Adoptable Dragon - Comicbook Clutch

Green Areth, the Paragon and her rider ??? - Costs 75 marks

The Paragon Green

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Spiderman
"With great power... comes great responsibility."


Inspiration:

A model of excellence or perfection of a kind; a peerless example: a paragon of virtue. Obsolete French, from Old French, from Old Italian paragone, from paragonare, to test on a touchstone, perhaps from Greek parakonn, to sharpen : para-, alongside; see para-1 + akon, whetstone; see ak- in Indo-European roots.

Barbara Gordon was the best known and first 'official' bearer of the Batgirl title when the character was introduced in 1966. However, she retired from the position and was later crippled by The Joker in the 1988 Alan Moore story The Killing Joke. The title was passed on to several other women, some with Barbara's approval and some without, while she reinvented herself as the tech-savvy Oracle. Oracle served as an information broker and hacker for the various hereos of the DCU, she was reintroduced in the Suicide Squad and eventually starred in Birds of Prey, an ongoing series created by Chuck Dixon and eventually written by Gail Simone that continued in two volumes until the New 52 relaunch of the DC line in September, 2011. After the relaunch Barbara Gordon regained the use of her legs and reclaimed the Batgirl title.

The Batgirl series opens with Barbara already re-active as Batgirl, having recovered from her paralysis, though the initial issue does not explain the circumstances of her recuperation. The timeline has been compressed so that only three years have passed since she was shot by the Joker, and she is still getting used to having full mobility again and facing villains directly. Her first supervillain foe, calling himself "Mirror," is killing people who survived fatal situations, and includes Barbara Gordon herself as a target.

In October 2014, Gail Simone will leave the book and a new creative consisting of writers Cameron Stewart, Brendan Fletcher, and artist Babs Tarr will be on the book. The trio plans on giving the series a brighter focus with a new costume for Barbara to go with the shift in tone.

Name: Areth

Sound of voice: The clink of chain mail, a battle cry, coppery blood in your mouth.

Personality:

Areth is a good creature, at heart. A creature of duty, discipline, and loyalty, she is intensely focused on doing what is right - even if she frequently struggles to overcome her baser desires to do it. Areth has a strong puritanical streak, and her attitude towards self-indulgence is extremely prim and censorious. They are not here to have fun - they’re here to do the job, and she will work hard to make sure she’s the best she can be. Tact is a distant dream for Areth - she’s about as blunt as a mace. As far as she’s concerned, people can either deal with things being put to them straight, or they shouldn’t deal with it at all.

Areth can come across as extremely intense, something that can unnerve other dragons and even her rider. On the one claw, this is dedication and drive… and on the other, many would argue that she just needs to learn to shaffing relax and learn how to make small talk. She’s also rather competitive: as far as Areth is concerned, she needs to be the best and so does her rider. It isn’t exactly ambition - Areth has no ambition beyond being the best that she can be - but it is a powerful drive. She’ll find it extremely difficult to back down from any challenge (you calling’ me chicken?!), and may frequently do things that would not even charitably be described as smart in pursuit of her goals. She’s prone to stunts, death-defying actions against gravity, and has a long-running feud with centripetal force. To those who are loved by her, or even who she is charged with protecting, she is a loyal force of nature which will never back down, never give up, never surrender.

She holds other people to the same hard standards that she holds herself to, and it’s easy to know when you’ve disappointed her or let her down. It’s not that she is angry, precisely… more that you get the impression that she knew you would do this all along, and she’s glad you finally got around to it so she could stop waiting for you to disappoint her. She’s also jealous of those who find it easy to be good - who aren’t constantly struggling against their worst impulses (to abandon their friends, to give in to gluttony and laziness, to just sleep in in the sun for once), which is something that horrifies her and which she does her best to repress. There’s a little core of insecurity there which Areth covers up with bluster and more hard work, but which her rider may have to address throughout their turns together.

Appearance: Areth is a scrapper, and anyone's initial impression of her may be that she's all claws and teeth. Mid-sized for a green, she has particularly good stamina and will often win conflicts simply by refusing to stop fighting - whether a verbal fight or a physical one.

Why me?:


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Written and Coloured for you by Con
 

Concinnity Blaise
Crew

Dapper Hellraiser

9,850 Points
  • Grunny Grabber 50
  • V-Day 2011 Event 100
  • Perfect Attendance 400

Dragonbraved
Captain

PostPosted: Sun May 10, 2015 12:42 pm
Adoptable Dragon - RPG Clutch

Turiath, the Mass Effect bronze and his rider ??? - Costs 200 marks, 50 marks off standard bronze adoption price!

The Mass Effect Bronze

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Garrus Vakarian
“It's so much easier to see the world in black and white. Gray... I don't know what to do with gray.”


Inspiration: Mass Effect is a science fiction action role-playing third person shooter video game series developed by the Canadian company BioWare and released for the Xbox 360, PlayStation 3, and Microsoft Windows, with the third installment also released on the Wii U.

The trilogy largely revolves around a soldier by the name of Commander Shepard, whose mission is to save the galaxy from a race of powerful mechanical beings known as the Reapers and their agents, including the first game's antagonist Saren Arterius. The first game sees Shepard investigating Saren, whom Shepard slowly comes to understand is operating under the guidance of Sovereign, a Reaper left behind in the Milky Way tens of thousands of years before, when the Reapers exterminated virtually all sentient organic life in the galaxy as part of a recurrent cycle of genocide for an unknown purpose. Sovereign is a vanguard whose purpose is to trigger the imminent return of the Reaper fleet hibernating in extra-galactic dark space, restarting the process of extermination. The second game takes place two years later, and sees Shepard battling the Collectors, an alien race abducting entire human colonies in a plan to help the Reapers return to the Milky Way. The final game of Shepard's trilogy centers on the war waging against the Reapers.

Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.

Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still resent humans, and vice versa.

Name: Turiath

Feel of voice: The sound of many feet marching in step and the smell of leather with a whiff of copper, wrapped up in a sensation of coiled power.

Personality: You would be very hard pressed to find a better soldier than Turiath. He is disciplined, dutiful, courageous and - at need - he is brutally practical too. Never one to slack off he will be diligent in drills, never giving up until he has perfected a maneuver he has been instructed to master. This doesn't mean he drives himself into the ground however, a dragon dropping from exhaustion cannot do his duty and so Turiath is careful not to overstretch himself save in life of death situations; push to the limit, not beyond. He will encourage the same attitude in his peers wherever possible and will make his displeasure firmly know to slackers (You will weaken us with your laziness!) and his concerns to those who won't give their bodies and minds the rest they need (You will be no good to anyone if you keep that up.)

Duty will always be the most important thing in Turiath's life; fighting the Thread and carrying out the work of his wing - whichever that might be - will be his great passions and he will pride himself on good work well done. He would also sacrifice himself and his rider for the greater good, or indeed somebody else if he deemed it necessary. While he would like to keep living and for everyone else to keep living too he is a realist and knows perfectly well that it can't always be a happy ending for all the friends around the fire; sometimes somebody has to die and he makes no apology for that, he will grieve but he will not blame himself for lives lost around him unless he actually made a mistake that he ought to have been able to avoid.

As might be guessed from his rather... practical attitude to sacrifice and his devotion to his duty Turiath does not flinch from danger. He doesn't take unnecessary risks or pull reckless stunts and will disapprove of those who do but when a risk needs to be taken to see the mission completed he will take it without hesitation. It's not that he doesn't feel fear, he certainly does as much as any dragon, but he will be a strong willed dragon from hatching and his disciplined nature will cause him to train himself to deal with fear and act with as cool a head as possible regardless of the situation.

Turiath might not pull reckless stunts but non reckless stunts are another matter, it's fun to show off your prowess in downtime and a good way to bond with your comrades too. Hardworking though he is Turiath thoroughly enjoys his downtime and is happiest in the company of friends of his own rank where he doesn't need to make a good impression or set a good example. He does have a sense of humor too, though he restricts himself merely to wry or dry observations on duty he is perfectly happy to joke around when he's off duty.

Something else Turiath loves is order, or perhaps it would be more apt to say that he needs it. In Turiath's eyes everything and everyone has a place and they should be in that place or, well, the world will just go mad! Hierarchy is extremely important and must always be respected, this bronze will never go against an order unless it is clearly suicidal and will come down very harshly on anyone who does, or who badmouths or backtalks a superior. Turiath's own place in life will depend very much on his rider; he could be a strong leader should they desire it but equally he could remain a fantastic, dedicated wingrider and be completely content so long as he was able to do his duty.


Appearance: At 31' long and 7'6" to the shoulder Turiath would be considered quite large for a bronze in the fourth pass, not so in the sixth of course but he doesn't mind that. He possesses a wiry toughness that lends itself to great endurance but less raw power than one would typically expect from a bronze.

Why me?: ????


Written for you by Tawny and (will be) coloured for you by Con


Taroth, the Dungeons and Dragons Blue and his rider ??? - Costs 75 marks to adopt

The Dungeons and Dragons Blue

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Out of Context DnD

Do Gelatinous Cubes have souls?

—Our party’s dragonborn Paladin who wears a Helm of Seven Deaths


Inspiration:

Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast (now a subsidiary of Hasbro) since 1997. It was derived from miniature wargames with a variation of the Chainmail game serving as the initial rule system D&D '​s publication is widely regarded as the beginning of modern role-playing games and the role-playing game industry.

D&D departs from traditional wargaming and assigns each player a specific character to play instead of a military formation. These characters embark upon imaginary adventures within a fantasy setting. A Dungeon Master serves as the game's referee and storyteller, while also maintaining the setting in which the adventures occur and playing the role of the inhabitants. The characters form a party that interacts with the setting's inhabitants (and each other). Together they solve dilemmas, engage in battles and gather treasure and knowledge. In the process the characters earn experience points to become increasingly powerful over a series of sessions.

As of 2006, Dungeons & Dragons remained the best-known and best-selling role-playing game, with an estimated 20 million people having played the game and more than US$1 billion in book and equipment sales. The game has been supplemented by many pre-made adventures as well as commercial campaign settings suitable for use by regular gaming groups. Dungeons & Dragons is known beyond the game for other D&D-branded products, references in popular culture and some of the controversies that have surrounded it, particularly a moral panic in the 1980s falsely linking it to Satanism and suicide. The game has won multiple awards and has been translated into many languages beyond the original English.

A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.

The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own.

Name: Taroth

Sound of voice: Taroth’s voice changes from day to day - or even hour to hour - though it is always very obviously them. There is most typically rain in their speech.

Personality:

Taroth is a dragon who operates on the principle of ‘whatever seems best right now’. Not for Taroth long term planning or thoughts of consequences, only the moment and the action. He is incredibly irrational, and only gets frustrated when people try to force him to work through things logically. He feels what he feels, and what he feels is that people should respect that. Trying to make him put a logical stamp on it is a path to stubbornness from him and heaps of frustration for everyone else.

This can also lead to him being exceptionally unreliable - he’s bad at keeping promises, even with the excuse that he might forget them. His memory is spectacularly awful - while a normal dragon might remember specific incidents for a sevenday or more, Taroth is unlikely to make it more then a couple of days. This is despite his intelligence, which can be frustrating for him occasionally.

This dragon is absolutely amoral - indeed, he cannot even begin to conceive of a moral code, and those who follow any are fools constrained by it. As far as he is concerned, moral judgements are just a statement of feeling - one might say something is right or wrong, but really you’re just saying that you like it or not. The only objective value is what Taroth wants… and what Taroth really wants, Taroth gets. He doesn't back down on those few things, and can be extremely fierce in their pursuit.

That’s not to say that he can’t be sweet or kind when the mood takes him or to those that he loves. Indeed, Taroth is a generous and open-handed (clawed?) dragon by nature, always ready to share - friends, food, pretty jewellery, whatever. He is a charismatic creature with a normally sunny disposition, and no cause to be cruel to anyone - what would be the point? Indeed, life is short - why not be kind, why not be generous, why not get along with people? It only makes life better.

Appearance:

Taroth is an exceptionally flexible dragon, able to contort himself in ways that you wouldn't think possible. He has a narrow wingspan and relatively slender body, suited to sharp turns and quick dives, though he will never have the stamina of some of his siblings.

Why me?:


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Written and Coloured for you by Con
 
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Dragonbraved: I will fight all those who do wrong

 
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