Post by Sahlokniir on Aug 21, 2024 22:14:11 GMT -5
Sahlokniir
ALIEN (Dovah) • 2977 YEARS OLD • MALE • Chaotic Neutral
ALIEN (Dovah) • 2977 YEARS OLD • MALE • Chaotic Neutral
History
To some, dragons are merely legends; terrifying tales to keep children from staying out past sundown. However, they are very real. Sahloknir is one such dragon. In centuries past, he was a conqueror and one who was known for utilizing his subjects like tools, even in death. Indeed, Sahloknir was a necromancer from Planet Draag and one who could claim the title of Arch Necromancer. He was known in the past for raising whole armies of zombies and skeletons, and treating with vampires, liches, and many more undead whom he would press into his service. Using his undead allies, he carved out a fiefdom on the planet that quickly spread to encompass the world in its entirety. His power was so great, and his form was so terrible, that even his own kind feared him. Most dragons were content to live solitary lives, only attacking human settlements for food or treasure. Sahloknir on the other hand had ambitions that lay far beyond the “simple” desires of his kin.
He sought power and influence beyond what a dragon could attain with their natural prowess, and so he built upon his power with necromancy so that he could attain this power. He had no desire for immortality. His kind were already immortal and unable to die by natural means. No. Sahloknir merely desired the power that these dark forces provided. Specifically, their ability to forge for him an army out of the many corpses he left in the wake of his destruction. However, Sahloknir’s ambition would soon outstrip his abilities. In a never before seen alliance, humans and dragons united to stop this menace while there were still enough of them to do so. With the human mages and the dragon warriors, Sahloknir’s older brother and old lieutenant, a scaleless dragon by the name of Sahrotaar, spearheaded an assault on the Black Crypt, Sahloknir’s lair. In a battle straight out of legend, tens of thousands of undead were slain, with the invading army suffering heavy losses. However, Sahloknir was lured out of his lair by his brother challenging him to single combat. With the help of a cabal of human mages, Sahloknir was sealed inside of a massive orb of crystal… but not before Sahrotaar himself died in the battle, slain at the hands of the one he once swore undying loyalty to.
To simply seal the dragon was not enough, however. The mages made sure he would never threaten their planet again by sending him into the stars, where he landed on an ancient Planet Earth, buried deep in the mountain. Stone and soil soon layered over any sign of his prison, forming a tomb that would forever keep the Arch Necromancer imprisoned, the people around being blissfully unaware of the primeval dragon that lay imprisoned overlooking their peaceful little towns. As the centuries turned to millennia, Sahloknir’s power ebbed and waned. He had time to meditate on his failures, and on the death of his older brother. The two bled together in many wars that the dragons had for territory, coming out on top most of the time due to their willingness to work together when most dragons would work alone due to their own pride.
It was over this time when Sahloknir came to a revelation; his own pride and hubris led to his downfall and the death of his brother. He had been wrong all along. This was a bitter pill for him to swallow, and one that took centuries for him to accept, even after he came to that realization. That was when he decided what he would do; if he were ever freed again, it would be different. He would use his magic and vast knowledge to forge a kingdom of enlightenment, where people lived happily under his benevolent wisdom, singing his praises from now until the end of time. However, Sahloknir grapples with his own dark nature. His kind had an almost pathological need to dominate and destroy. If he were to conquer it, it would take all of his effort to fight against his evil nature. Perhaps, in time, he will gain the opportunity to prove himself. He could feel the magical seal on his prison weakening. Soon, he would have the chance he long sought.
TRANSFORMATIONS
Bolide Evolution [x4]: Sahlokniir undergoes a sort of metamorphosis, growing to double his size. This transformation strengthens his body's natural strength and durability. (STARTER FORM)
Power Regained [x6]: Sahlokniir's body has begun to recover from his extremely long imprisonment. Though his magical power is still limited, his mass doubles yet again, making him an even more dangerous and destructive opponent. (Locked until 50,000 PL)
Immortal Flame [x16]: Having worked hard to strengthen the dark energies of necromancy and compiling many new spells, Sahlokniir has become a magical force of nature much like he was on his home planet. (Locked until 100,000 PL)
God in Fire [x22]: Sahlokniir performs a ritual of ascension, becoming what his people would call a Lahnaardov. His snout elongates, becoming more crocodilian as several additional rolls of teeth grow and elongate, giving him pronounced fangs. His horns double in size, and two additional rows of horns grow behind them, each one half the size of the previous. His tail grows even longer, almost doubling in size and becoming tipped with a long, wicked blade. On his head and underbelly, a bony plating grows that is just as hard as dragon scale. While in this form, he is constantly surrounded by a flaming aura. (Locked until 150,000 PL)
Enlightenment [x27]: Sahlokniir has discovered the greatest secrets of magic, making him one of the most powerful archmages out there. His spells could fill volumes and his mana has been strengthened by constant study and training. His new power causes him to grow four additional eyes, giving him a grand total of six. His improved sight makes him capable of noticing the smallest details and allows him to see a person's energy and lifeforce, see in infrared, and see through solid objects. This is in addition to his already keen eyesight and ability to see in the dark. (Locked until 250,000 PL)
God in Radiance [x43]: Sahlokniir sprouts feathers from his wings and back, his entire body elongating to become more serpent-like More feathered wings grow along his back and he grows more legs to accommodate his length. His head splits into three separate heads, his bladed tail splitting into two. While in this form, a brilliant golden light is always shining from within Sahlokniir, infusing itself in every one of his attacks. (Locked until 350,000 PL)
God in Radiance [x43]: Sahlokniir sprouts feathers from his wings and back, his entire body elongating to become more serpent-like More feathered wings grow along his back and he grows more legs to accommodate his length. His head splits into three separate heads, his bladed tail splitting into two. While in this form, a brilliant golden light is always shining from within Sahlokniir, infusing itself in every one of his attacks. (Locked until 350,000 PL)
SPECIES TRAITS
Extraterrestrial
Twice per thread, you may add a sparking variant to a non-sparking technique. Techniques cannot have more than two variants at a time. Variant Booster requires the accompanying Standard Variant as per regular technique rules.
Hardy
Your total HP threshold is increased by +60%. Critical Damage will still defeat you at its normal rate. Wounds only reduce your HP threshold by -50% instead of -100%.
Efficient Adaptation
Twice per thread, you may reduce the cost of a Standard Technique by 1 KP. This can not make techniques free, and you cannot use both uses on the same technique. Additionally, you gain a third General Trait during character creation.
GENERAL TRAITS
Impossible Recovery
Your wound HP Penalty is reduced by -25%. Once per thread you may use Second Wind even if you have already transformed.
Bulky
The total damage you can sustain is increased by 10%.
Tenacious
Once per thread, a Non-Heavy Standard technique you use during combat costs -1 KP. This cannot make it cost 0 KP. It cannot have its power boosted in any way.
Tenacious
Once per thread, a Non-Heavy Standard technique you use during combat costs -1 KP. This cannot make it cost 0 KP. It cannot have its power boosted in any way.
TECHNIQUES
Draconic Powers
Sahlokniir's powers that come from his natural draconic prowess.
Sahlokniir's powers that come from his natural draconic prowess.
Light Attack Technique || Flame Spit || TECH SLOT 2
Sahloknir spits a loogie fireball from his mouth, sending it towards a target of his choice.
Power: 40%
KP Cost: 2 KP
Variants: None
Heavy Attack Technique || Flame Breath || TECH SLOT 3
Opening his maw wide, Sahloknir unleashes a wide stream of flame from his mouth that aims to incinerate all in its path.
Power: 80%
KP Cost: 5 KP
Variants: Splash
Spellbook
A comprehensive list of the spells that Sahlokniir has crafted and discovered over the course of his journey.
Medium Defense Technique || Titan Scales || TECH SLOT 1
Sahloknir utilizes magic to increase the already impressive hardness of his scales, allowing him to absorb more damage for a short time.
Power: 60%
KP Cost: 4 KP
Variants: Sustained
A comprehensive list of the spells that Sahlokniir has crafted and discovered over the course of his journey.
Medium Defense Technique || Titan Scales || TECH SLOT 1
Sahloknir utilizes magic to increase the already impressive hardness of his scales, allowing him to absorb more damage for a short time.
Power: 60%
KP Cost: 4 KP
Variants: Sustained
Sparking Techniques
Heavy Sparking Technique || Breath of Corruption || SPARKING TECH SLOT 1
Sahloknir utilizes the power of his dark magic, infusing it with his natural fire breath for a toxic combination of flame and corruptive magic that causes the victim to rot from the inside while burning on the outside.
Power: 90%
KP Cost: 4 KP
Variants: Toxic, Splash
Heavy Sparking Technique || Breath of Corruption || SPARKING TECH SLOT 1
Sahloknir utilizes the power of his dark magic, infusing it with his natural fire breath for a toxic combination of flame and corruptive magic that causes the victim to rot from the inside while burning on the outside.
Power: 90%
KP Cost: 4 KP
Variants: Toxic, Splash
Utility Techniques
Utility Technique || Dragon Flight
A combination of magic and his natural dragon wings allow Sahloknir to fly with a level of control and agility that one would find surprising for a creature of his sheer size. This is a passive technique requiring no KP to use.
Utility Technique || Dragon Senses
Sahloknir is capable of using his increased draconic senses to sense a person’s power, position, and sometimes even their intent and overall mood. OOC permission required to sense intent and mood. This is a passive technique requiring no KP to use.
Utility Technique || Arch Necromancy
Sahloknir is extremely well-trained in the art of necromancy, allowing him to raise the corpses of the dead and enslave them to his will, as well as speak with corpses and see spirits still present in the mortal realm that have not moved on to the afterlife.
Utility Technique || Dragon Flight
A combination of magic and his natural dragon wings allow Sahloknir to fly with a level of control and agility that one would find surprising for a creature of his sheer size. This is a passive technique requiring no KP to use.
Utility Technique || Dragon Senses
Sahloknir is capable of using his increased draconic senses to sense a person’s power, position, and sometimes even their intent and overall mood. OOC permission required to sense intent and mood. This is a passive technique requiring no KP to use.
Utility Technique || Arch Necromancy
Sahloknir is extremely well-trained in the art of necromancy, allowing him to raise the corpses of the dead and enslave them to his will, as well as speak with corpses and see spirits still present in the mortal realm that have not moved on to the afterlife.