The Dracovari
| Overview | ||||||
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| Geography | ||||||
| Homeland: | The White City | |||||
| Capital: | The White City | |||||
| Statistics | ||||||
| Currency: | Xanthai (ζ) | |||||
| Calendar: | Xanth's Arrival (XT) | |||||
| Languages: | Elysian, French, Latin (rituals), English, Draconic (rare) | |||||
| Population: | 402,871 (Elysia)
81,760 (Dardanos) 5.6% of Nirim) |
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| Physical | ||||||
| Lifespan: | 2,500-3,000 years | |||||
| Average Height: | 6'2" / 1.88m (male)
5'10" / 1.78m (female) | |||||
| Politics | ||||||
| Wyvern: | Dominic Palus | |||||
| Patron: | Namiko Akakios | |||||
| Classes
(Septs): |
Aurumus
Peteulanus Rutilus Viridis |
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| Specialties: | Bonded Summoner
Unbonded Summoner |
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| Skills & Powers | ||||||
| Skills: | Combat
Divine Shield Empathy Heal Immunity Mental Shield Might Regeneration Speed Summon Bonded Dragon Summon Unbonded Dragon Telepathy |
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| Weaknesses: | Hoard | |||||
Long before Xanth left Tanakheim, dragons ruled the Earth. Magnificent, beautiful and wise, they were held in awe by the weaker human population who looked to them for guidance and protection.
Unfortunately, as humans evolved and grew stronger, their awe of the dragons became fear and in just a few short decades they had decimated the dragon population. Their decreasing numbers torn between fighting back or simply leaving Earth, the dragon race became split.
Some dragons fled Earth to other dimensions, particularly Nirim. They rarely venture out of these places, where food is plentiful and they have no rivals. Though they do not travel to Elysia, they can be summoned by their 'Vari descendents.
Other dragons, in attempting to become human, evolved instead into the human-like Dracovari. They inherited many of the powers of their draconian ancestors but they look so much like humans they've been able to integrate into human society.
Generally taller and larger in build than most humans, Dracovari have eyes that are gray-blue until they have joined a Sept and slitted pupils. They have kept much of their draconic history and culture, including their governmental structure, but they can no longer assume true dragon form.
The 'Vari are almost as long-lived as their ancestors, ranging from two to three thousand years on average. Lifemates usually live longer than unbonded 'Vari for reasons even their race cannot fathom, though not usually not more than four thousand years. Their young are called hatch- or fledglings, despite the fact they are birthed like humans, and are considered children until they come of age at around one hundred and twenty. At this point, they perform the Dragon Sept Ritual and choose a path that will guide them throughout the rest of their lives.
Back to the TopSepts
Once a 'Varian comes of age, their tutors may sponsor them as they attempt to join one of the four Septs. Upon successful completion of the Dragon Sept Ritual, they are ceremonially ordained by the accepting Wyrm and the 'Varian's eyes change colour.
It is impossible for a 'Varian to withdraw or transfer to another Sept once the initiation ceremony is complete, so it's important for them to be sure. To this end, the Sept Ritual can be long and sometimes torturous, but this also means that there are many failures as successes.
As many sponsors will refuse to do so more than once, 'Vari who lack confidence in their ability to successfully complete the ritual usually put it off until they're more sure of themselves rather than waste sponsorship resources. Because of this, many 'Vari are well into adulthood by the time they join a Sept. However, although many 'Vari approve of this caution, they also tend to view unSepted adults as idiots and beneath them, so trying to choose can put a person between a rock and a hard place.
Aurumus
| Official Name: | Aurumus Sept
(pl. Auruma) |
| Common Name: | Aurumus
(Gold Dragon) |
| Eye Colour: | Shades of gold or yellow |
| Leader: | The Aurum Wyrm
(fem. Aura) |
The mediators of the species, Auruma learn empathy, an ability which enables them to first sense and then control the emotions of others.
Many Gold 'Vari use these abilities to the advantage of peace talks and political needs but some violate the hearts of others in order to get what they want.
Peteulanus
| Official Name: | Peteulanus Sept
(pl. Peteulana) |
| Common Name: | Peteulanus
(Blue Dragon) |
| Eye Colour: | Shades of blue |
| Leader: | The Lannis Wyrm
(fem. Lannia) |
Renowned telepaths, the Peteulanus Sept prides itself on the mental capacity of its members. Able to pierce past mental shields and read thoughts as well as control the minds of weaker beings, Peteulana are often arrogant and conceited. Though taught the ethics of telepathy, little emphasis is placed on if they should. Instead, their tutors focus on how they can.
Rutilus
| Official Name: | Rutilus Sept
(pl. Rutila) |
| Common Name: | Rutilus
(Red Dragon) |
| Eye Colour: | Shades of red |
| Leader: | The Rutus Wyrm
(fem. Rutia) |
Red 'Vari have put aside their scholarly pursuits in order to polish their bodies. They have studied almost every fighting technique known to dragon- and Mankind in order to become lean, mean fighting machines. Faster, stronger and tougher than most other races, Rutila train to wield any number of weapons, though as they grow in experience they will choose to specialize in up to four.
Viridis
| Official Name: | Viridis Sept
(pl. Viridi) |
| Common Name: | Viridis
(Green Dragon) |
| Eye Colour: | Shades of green |
| Leader: | The Virdis Wyrm
(fem. Virda) |
Exalted healers, Green 'Vari are much more in tune with nature than their peers and learn to channel energy in order to heal others. Unfortunately, in order to heal they must assume the injuries upon themselves, endangering their own lives in the process. As they grow and learn, however, they can accept more severe injuries without harming themselves permanently and, as a result of this, often become healers that are in high demand from adventurers and the like.
Back to the TopDragon Summoning
Summoning dragons is a dangerous and often confusing business. There are a great many rituals and laws to learn in preparation and an equal number of traditions to follow before a 'Varian can even begin to consider themselves ready for their first Summoning. They must display an understanding of the consequences of such an act and have studied the behavioural patterns and traits of each species of dragon, as well as a comprehensive history of case studies and examples. All of this, and the threat of death should a Summoning fail, means that Summoning before qualified is a severe offence. It also means that a 'Varian's first Summoning is a supervised and ritualistic affair.
There are two different paths a Summoner may choose depending on the outcome of their first Summons, and these paths will develop different skills. In both cases, the summoned dragon will demand something in return for the favour asked of them, and their prices can be quite steep (especially at the beginning of a relationship), covering the gamut from the rarest jewel to the simplest meal. The majority of dragons demand that this fee be paid in advance, though they may be more charitable in life-or-death situations. Should the fee not be paid by the specified time, the dragon will shun the Summoner for a time (some dragons sulk more than others). They can also plead their case to their Wyvern and demand justice, which can take whatever form the Wyvern deems fair and reasonable. That, or the dragon may simply eat the culprit.
It should also be noted that a 'Varian can be Summoned by their dragon in return. In this event, the 'Varian in question may demand any fee they choose, though dragons are much less likely to pay if it's steep.
(OOC: Your character must have 5 skill points spent in their Sept skills in order to choose a Summoning specialty. For Aurumus, these skills are Empathy and Mental Shield; Peteulanus choose from Mental Shield and Telepathy; Rutilus choose from Combat, Might and Speed; and finally, Viridis choose from Heal, Immunity and Regeneration.)
Bonded Summoners
During a 'Varian's first Summoning ritual, they can opt for a permanent relationship with one particular dragon. Both 'Varian and dragon must consent to the bond and it's a permanent relationship, so it's not a decision to be taken lightly. To this end, the Summoner is allowed unlimited tries (though only five per session as the ritual is a tiring one and there's no room for mistakes) in an effort to find a dragon that matches their personality and desires.
Once bonded, only that dragon will be available for summons. This can be limiting as not all dragons are suited for all situations, but the bond does come with benefits, in particular the 'Varian's ability to befriend the dragon and, eventually, summon their partner without the need for payment.
Unbonded Summoner
The unbonded Summoner is one who chooses to summon a different dragon each time, an ability that is particularly useful if they regularly find themselves in situations that require different skills from their dragons. The relationship will never be more than a paid service but the Summoner's bargaining skills will gradually improve until most dragons will be happy to give favours for only a small fee. Though the act of Summoning will not become easier with practice the way it does for Bonded Summoners, the variety of dragons available can prove extremely useful.
Summoners choosing this path should heed two warnings, however. Many draconic rituals require the sponsorship of a dragon, including the Lifemate rites. It is not impossible for unbonded Summoners to find this sponsorship but it does prove more difficult for them than for bonded Summoners. Additionally, Summoners should be aware that not every dragon to answer their call will be a friendly one.
The Summoning Ritual
The initial Summoning ritual is a guided meditation presided over by a high-ranking official and his dragon. Though subsequent Summonings can be done alone and without such pomp, this first Summoning is a test of their readiness and ability. It's also the safest opportunity for the Summoner to find a permanent companion if they so choose, and the guides are trained to aid in this matter.
The officiates preside over the ritual to ensure protection for both Summoner and Summoned (there have been instances in the past where one has deliberately harmed the other, though the guides are primarily to protect against accident and misunderstanding). With candles and incense burning, the Summoner is asked to sit cross-legged at the centre of the room and must focus their thoughts through meditation before broadcasting their request telepathically.
Bonded Summoners is not forced to accept the first dragon to answer, especially if they wish to follow the path of the bonded (another reason for the officiate's presence, as some dragons do not take kindly to rejection). If after five attempts the summoner has still not found a dragon they wish to bond with, however, the officiate will send the Summoner home to try again another day. Unbonded Summoners, on the other hand, are declared successful as soon as they've completed their first transaction with a Summoned dragon, although this can also take several tries.
Only Summoners who have successfully completed the Summoning Ritual, either by forming a bond or completing a transaction, may Summon dragons alone. Some Summoners can make several attempts before finally succeeding.
Back to the TopThe Lifemate Bond
There is a story told to all hatchlings about the day they find their lifemate, a story that most 'Varian and draconic children cherish as they grow up. The more romantic dragons spend their whole lives in search of their lifemate; the more cynical assume the story is a fairytale meant to lull them to sleep.
The lifemate bond is rare, enough so that most dragons simply assume they don't have one or will never find theirs. Though there is more mysticism behind it than there is fact, many believe that lifemates are two halves of one soul and that they will one day be reunited. For a dragon who finds his or her lifemate, the world will never be the same again.
Lifemates are intensely attracted to one another right from their very first meeting and will find any excuse to be with that person even though it's unlikely that they'll know of the bond right away. If the pair are both dragons then they usually find it easy to accept and their relationship may last only a few months before they approach the Wyvern to request a Bonding Ritual.
In some 'Varian cases, one of the pair has been of another race. In these instances, the relationships have progressed much more slowly, with some pairs who haven't bonded for years after first meeting.
Like the Summoning bond, the lifemate bond is permanent and can prove dangerous. Both parties will find it impossible to show interest in other relationships for the rest of their lives and pairs have been known to wither away and die well before their time simply for refusing to acknowledge the bond. Should one of the pair die it is highly likely that the other will find a way to join them quickly, unable to bear living without the other. This is especially true for lifemates who have performed the Bonding Ritual, though inter-species bonds can sometimes withstand harder knocks than full dragon pairs. Those who do survive the death of their lifemate will always grieve and find it next to impossible to love again.
Unbonded lifemates will always have an extra sense of each other, an ability to detect one another within ten miles of each other. Bonded lifemates will be able to extend this sense between dimensions as well as gaining a telepathic link.
The Bonding Ritual
The Bonding Ritual is another secretive, mysterious ritual that is presided over by dragons, usually Summoned by both parties. Should one of the lifemates not be 'Vari, it is possible for the other's companion to Summon a representative on their behalf.
There are a number of qualities both parties should display throughout the Bonding Ritual and the dragons will develop challenges geared to proving those qualities. Commitment to the lifemate bond, self-sacrifice on behalf of the other party, and complete loyalty are the main qualities looked for in lifemates, though if they so choose, the sponsoring dragons may challenge lifemates in other ways as well.
Branding
Once satisfied that both lifemates have displayed all the necessary and desired qualities, the female must brand the male with a symbol of her choosing. This brand must be a permanent one and often takes the form of a tattoo or firebrand. If she refuses, the ritual is considered a failure.
Back to the TopSkills & Powers
For an alphabetical list of powers for all species, check the Skills & Powers page here. You can also find out more information about the upgrade and level system there.
Back to the TopCombat
Combat and strategy.
Available to:
- Aide (max for one weapon in addition to their own allotment)
- Anyeli Warrior (max for up to three weapons)
- Dracovari (max for one weapon, or 3 upgrades across two weapons. Requires a level of Hoard for every level of Combat so, for instance, if you want Combat at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
- Rutilus Dracovari (max for up to four weapons, or 12 upgrades across 5 weapons. Requires a level of Hoard for every level of Combat)
- Human (max for one weapon, or 3 upgrades across two weapons)
- Therian (max for one weapon, or 3 upgrades across two weapons)
- Vampire (max for up to two weapons)
- Zanaryan (max for up to two weapons)
You must purchase a separate series of upgrades for each category of weapon that you want to wield (so if you want to wield both a sword and a crossbow at an advanced level (Level Three), you'll need to purchase six separate upgrades (Basic, Intermediate and Advanced for two separate categories). Martial Arts are considered a category of their own, so you'd also need two separate combat skill systems to use Karate and Jiu-Jitsu.
Armour is also considered part of the level system, as fighting while wearing heavy protection requires a great deal of strength and stamina. Light armour might include leather gauntlets or a vest while heavy armour could be full-scale plate armour and a tall shield.
Level One
- Has basic skill.
- Can fight in light armour.
- Has basic skill while airborne (requires Flight 3).
Level Two
- Has intermediate skill.
- Can fight in light armour.
- Can fight in medium armour (requires Might 1).
- Has basic skill while airborne (requires Flight 3).
- Has intermediate skill while airborne (requires Flight 4).
Level Three
- Has advanced skill.
- Can fight in light armour.
- Can fight in medium armour (no extra requirements).
- Can fight in heavy armour (requires Might 2).
- Has basic skill while airborne (requires Flight 3).
- Has intermediate skill while airborne (requires Flight 4).
- Has advanced skill while airborne (requires Flight 5).
Back to the TopDivine Shield
Summon a protective bubble by praying to Xanth. Each Shield lasts 5 minutes (10 minutes for humans and Aides) and costs 10 Karma Points (5KP for humans and free for Aides).
Available to:
- Aide (max. Up to Level Three is free)
- Anyeli (max)
- Dracovari (max)
- Human (max)
- Therian (max)
- Vampire (max)
- Zanaryan (max)
To activate this shield, PM Xanth (include a link to the thread in which you want protection). She'll post IC to describe the shield's activation, then again when the protective bubble collapses. You may not godmod this shield.
Level One
- Can deflect up to 10% of physical attacks.
Level Two
- Can deflect up to 20% of physical attacks.
- Can absorb up to 20% of elemental attacks.
Level Three
- Can deflect up to 40% of physical attacks.
- Can absorb up to 40% of elemental attacks.
Level Four
- Can deflect up to 60% of physical attacks.
- Can absorb up to 60% of elemental attacks.
Level Five
- Can deflect up to 80% of physical attacks.
- Can absorb up to 80% of elemental attacks.
Back to the TopEmpathy
Sense and influence the emotions of others.
Available to:
- Aurumus Dracovari (max. Requires Mental Shield 1. Also requires a level of Hoard for every level of Empathy so, for instance, if you want Empathy at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
You will lose 30% of your success rate for every level your opponent has in Mental Shield (eg. if you have Empathy Level Two and they have Mental Shield at Level Four, you will lose 60% of your success rate.
Level One
- Have a 50% chance of sensing powerful emotions from random people within a 10-foot radius.
- Are easily overwhelmed by these emotions.
- Cannot tell who the emotions belong to.
Level Two
- Have a 70% chance of deliberately sensing powerful emotions from anyone within a 10-foot radius.
- Are easily overwhelmed by these emotions.
- Can sense the general direction from which the emotions are originating.
Level Three
- Have a 70% chance of deliberately sensing strong emotions from anyone within a 15-foot radius.
- Are easily overwhelmed by these emotions.
- Are influenced but not overwhelmed by these emotions (requires Mental Shield 2.
- Can sense specifically from whom the emotions are originating unless they're part of a crowd.
Level Four
- Have a 80% chance of deliberately sensing emotions from anyone within a 15-foot radius.
- Are easily overwhelmed by these emotions.
- Are influenced but not overwhelmed by these emotions (requires Mental Shield 2.
- Are only mildly influenced by these emotions (requires Mental Shield 3)
- Can sense specifically from whom the emotions are originating even if they're part of a crowd.
- Have a 60% chance of exaggerating or reducing the stronger emotions in others.
Level Five
- Have a 90% chance of deliberately sensing emotions from anyone within a 20-foot radius.
- Are easily overwhelmed by these emotions.
- Are influenced but not overwhelmed by these emotions (requires Mental Shield 2.
- Are only mildly influenced by these emotions (requires Mental Shield 3)
- Are not influenced at all by these emotions (requires Mental Shield 4)
- Can sense specifically from whom the emotions are originating even if they're part of a crowd.
- Have a 80% chance of changing the emotions of others.
- Have a 60% chance of creating emotions in others.
Level Six
- Have a 90% chance of deliberately sensing emotions from anyone within a 20-foot radius.
- Are easily overwhelmed by these emotions.
- Are influenced but not overwhelmed by these emotions (requires Mental Shield 2.
- Are only mildly influenced by these emotions (requires Mental Shield 3)
- Are not influenced at all by these emotions (requires Mental Shield 4)
- Can sense specifically from whom the emotions are originating even if they're part of a crowd.
- Have a 90% chance of changing the emotions of others.
- Have a 70% chance of creating emotions in others.
Back to the TopHeal
Heal the wounds and illnesses of others.
Available to:
- Peacekeeper (max)
- Viridis (max. Requires Regeneration. Also requires a level of Hoard for every level of Heal so, for instance, if you want Heal at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
The healings techniques of the Peacekeepers and Viridis are somewhat different:
- Peacekeepers heal by channelling your own energy into a patient's wound. Healing this way drains you, normally forcing you to rest for 30 minutes (or more, depending on your own health and energy levels) between healing sessions.
- Viridis heal by absorbing the patient's injury and then allowing your body to heal itself. Healing sessions last only as long as it takes for your body to regenerate.
The numbers below can be mixed and matched, and are purely a guide on the maximum you can deal with per session.
Level One
- Can heal minor injuries for up to three people per session.
Level Two
- Can heal minor injuries for up to four people per session.
- Can heal moderate injuries for up to three people per session.
Level Three
- Can heal minor injuries for up to four people per session.
- Can heal moderate injuries for up to four people per session.
- Can heal major injuries for one person per session.
- Reduce the amount of time between sessions to a minimum of 20 minutes (Peacekeepers only)
Level Four
- Can heal minor injuries for up to four people per session.
- Can heal moderate injuries for up to four people per session.
- Can heal major injuries for one person per session.
- Can heal life-threatening injuries for one person per session.
- Reduce the amount of time between sessions to a minimum of 10 minutes (Peacekeepers only. Doesn't apply to the healing of life-threatening injuries)
Back to the TopImmunity
Gain an immunity to physical illnesses and poisons.
Available to:
- Viridis (max. Requires Regeneration)
- Hunter Vampire (max. Requires Regeneration)
Level One
- Have 30% immunity against minor illnesses.
Level Two
- Have 40% immunity against minor illnesses.
- Have 30% immunity against moderate illnesses.
Level Three
- Have 50% immunity against minor illnesses.
- Have 40% immunity against moderate illnesses.
- Have 30% immunity against major illnesses.
Level Four
- Have 60% immunity against minor illnesses.
- Have 50% immunity against moderate illnesses.
- Have 40% immunity against major illnesses.
- Have 30% immunity against life-threatening illnesses.
Back to the TopMental Shield
Resist telepathic and empathic influences.
Available to:
- Aide (max. Up to Level Three is free)
- Peacekeeper (max)
- Aurumus (max. Requires a level of Hoard for every level of Mental Shield so, for instance, if you want Mental Shield at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
- Peteulanus (max. Requires a level of Hoard for every level of Mental Shield)
- Charmer Vampire (max. Requires a level of BloodLust for every level of Mental Shield so, for instance, if you want Mental Shield at Level Three, you must have BloodLust 3 first)
For every level by which your opponent outranks you, you'll lose a percentage of your resistance so, for instance, if you have Mental Shield Level Two and your opponent has Memory Control Level Three (exceeding your level by one), you will lose 10% of your resistance, bringing your resistance down to 30% instead of 40%.
Level One
- Has 30% resistance.
- Will lose 10% resistance for every level your opponent exceeds yours.
Level Two
- Has 40% resistance.
- Will lose 10% resistance for every level your opponent exceeds yours.
Level Three
- Has 50% resistance.
- Will lose 5% resistance for every level your opponent exceeds yours.
Level Four
- Has 60% resistance.
- Will lose 5% resistance for every level your opponent exceeds yours.
Level Five
- Has 80% resistance.
- Will lose 5% resistance for every level your opponent exceeds yours.
Back to the TopMight
Boost your strength on the ground and in the air. Might also improves your ability to jump.
Available to:
- Aide (up to Level Two. Free)
- Anyeli (up to Level Four)
- Hunter Vampire (up to Level Three. Requires a level of BloodLust for every level of Might so, for instance, if you want Might at Level Three, you must have BloodLust 3 first)
- Dracovari (up to Level One)
- Rutilus (max)
Level One
- Are 1.5 times stronger than the average human.
Level Two
- Are 2.0 times stronger than the average human.
Level Three
- Are 2.5 times stronger than the average human.
Level Four
- Are 3.0 times stronger than the average human.
Level Five
- Are 3.5 times stronger than the average human.
Back to the TopRegeneration
Heal your injuries quickly.
Available to:
- Aide (max. Up to Level Three is free)
- Viridis (max. Requires a level of Hoard for every level of Regeneration so, for instance, if you want Regeneration at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
- Vampire (max. Requires a level of BloodLust for every level of Regeneration so, for instance, if you want Regeneration at Level Three, you must have BloodLust 3 first)
Level One
- Can heal minor injuries twice as fast as an average human.
Level Two
- Can heal minor injuries three times as fast as an average human.
- Can heal moderate injuries twice as fast.
Level Three
- Can heal minor injuries three times as fast as an average human.
- Can heal moderate injuries three times as fast.
- Can heal major injuries twice as fast.
Level Four
- Can heal minor injuries four times as fast as an average human.
- Can heal moderate injuries three times as fast.
- Can heal major injuries three times as fast.
- Can heal life-threatening injuries twice as fast.
Level Five
- Can heal minor injuries four times as fast as an average human.
- Can heal moderate injuries four times as fast.
- Can heal major injuries three times as fast.
- Can heal life-threatening injuries three times as fast.
Back to the TopSpeed
Boost your speed on the ground and in the air. Speed also improves your ability to dodge.
Available to:
- Aide (max. Up to Level Three is free)
- Anyeli (up to Level Four)
- Dracovari (up to Level One)
- Rutilus Dracovari (up to Level Four)
- Hunter Vampire (max. Requires a level of BloodLust for every level of Speed so, for instance, if you want Speed at Level Three, you must have BloodLust 3 first)
The numbers below apply as an average, without breaking a sweat, and do not take rest stops into account. Fitter characters will be faster.
Level One
- Can walk 3.5 miles per hour.
- Can run 7 miles per hour.
- Boost your normal Flight speed by 2 miles per hour (requires Flight 3).
Level Two
- Can walk 4 miles per hour.
- Can run 12 miles per hour.
- Boost your normal Flight speed by 5 miles per hour (requires Flight 3).
Level Three
- Can walk 5 miles per hour.
- Can run 20 miles per hour.
- Boost your normal Flight speed by 10 miles per hour (requires Flight 4).
Level Four
- Can walk 5 miles per hour.
- Can run 28 miles per hour.
- Boost your normal Flight speed by 15 miles per hour (requires Flight 4).
Level Five
- Can walk 5 miles per hour.
- Can run 35 miles per hour.
- Boost your normal Flight speed by 20 miles per hour (requires Flight 5).
Back to the TopSummon Bonded Dragon
Summon your bonded dragon for assistance.
Available to:
- Bonded Dracovari (max. Requires at least 3 Sept abilities and successful completion of the Bonding Ritual. Also requires a level of Hoard for every level of Summoning so, for instance, if you want Summoning at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
Level One
- Your dragon is largely unimpressed with you.
- They charge a hefty fee for their assistance.
- Can converse with them telepathically up to 100 miles away.
- Can Summon them wherever they are in the realms.
Level Two
- The fee is more reasonable.
- Can converse with them telepathically up to 500 miles away.
- Can Summon them wherever they are in the realms.
Level Three
- They will forego their fee, though may charge for a particularly arduous or boring request.
- Can converse with them telepathically across an entire realm.
- Can Summon them wherever they are in the realms.
Level Four
- They will forego their fee entirely.
- Can converse with them telepathically across and between the realms.
- Can Summon them wherever they are in the realms.
Level Five
- They will do anything for you.
- Can converse with them telepathically across and between the realms.
- Can Summon them wherever they are in the realms.
Back to the TopSummon Unbonded Dragon
Summon an unbonded dragon for assistance.
Available to:
- Unbonded Dracovari (max. Requires at least 3 Sept abilities and successful completion of the Bonding Ritual. Also requires a level of Hoard for every level of Summoning so, for instance, if you want Summoning at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
Level One
- Can only Summon true dragons.
- Their fees are usually exorbitant.
- Negotiations can last more than two hours.
Level Two
- Negotations usually take only an hour.
- Their fees are hefty but more reasonable.
Level Three
- Can Summon wyverns and true dragons.
- Fees are reasonable.
- Negotations usually only take half an hour.
Level Four
- Can Summon wyverns, wyrms and true dragons.
- Negotations usually only take 20 minutes.
- Fees are relatively cheap.
Level Five
- Can Summon wyverns, wyrms and true dragons.
- Negotations usually only take 10 minutes.
- Fees are a bargain.
Back to the TopTelepathy
Read a person's thoughts.
Available to:
- Aide (max. Up to Level Three is free)
- Peteulanus (max. Requires a level of Hoard for every level of Telepathy so, for instance, if you want Telepathy at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
- Charmer Vampire (up to Level Four. Requires a level of BloodLust for every level of Telepathy so, for instance, if you want Telepathy at Level Three, you must have BloodLust 3 first)
You will lose 30% of your success rate for every level your opponent has in Mental Shield.
A person's "public mind" refers to the thoughts a person has as they're walking around and that they wouldn't mind others knowing.
Level One
- Have a 70% chance of reading the thoughts on the immediate surface of a person's mind if they don't have Mental Shield.
- Can communicate with other telepaths within 50 feet.
- Can hear telepathic whispers from people up to 20 feet away (Peteulanus only)
Level Two
- Have a 70% chance of reading the public mind of a person.
- Can communicate with other telepaths within 500 yards.
- Can understand telepathic whispers from people up to 50 feet away (Peteulanus only)
- Can sense the general direction from which overheard thoughts originate (Peteulanus only).
Level Three
- Have a 70% chance of entering a person's mind to read their private thoughts.
- Can increase this chance of success to 90% if also using Hypnosis (Vampires only).
- Can communicate with other telepaths up to 1 mile away.
- Can understand telepathic whispers from people up to 50 feet away (Peteulanus only)
- Can detect from whom a specific thought originates (Peteulanus only).
- Have a 50% chance of projecting your thoughts into a non-telepath's mind for one-way communication over 500 yards.
Level Four
- Have a 70% chance of accessing a person's secrets.
- Can increase this chance of success to 90% if also using Hypnosis at Level Two or above (Vampires only).
- Can communicate with other telepaths up to 2 miles away.
- Can understand telepathic whispers from people up to 50 feet away (Peteulanus only)
- Can detect from whom a specific thought originates (Peteulanus only).
- Have a 70% chance of projecting your thoughts into a non-telepath's mind for one-way communication over 500 yards.
Level Five
- Have a 90% chance of accessing a person's secrets.
- Can communicate with other telepaths up to 5 miles away.
- Can understand telepathic whispers from people up to 50 feet away.
- Can detect from whom a specific thought originates.
- Have a 90% chance of projecting your thoughts into a non-telepath's mind for one-way communication over 500 yards.
- Have a 70% chance of confusing a person or planting thoughts into their mind through projection in order to influence what and how they think.
Weaknesses
Back to the Top Back to the TopHoard
Dracovari are easily distracted by, and intensely attracted to, valuable objects. These objects can range from gold statues to bejewelled weapons, necklaces and even luxury fabrics. No matter what the item, 'Varians can usually spot quality a mile away and are drawn to it like thieves to gold bullion. Many of them channel their kleptomania into more harmless pursuits, such as collecting ornaments, but they tend to be very territorial over their possessions.
A weakness of:
- Dracovari (max)
Your instinct to hoard can cut into your concentration and thus reduce your ability to use other powers.
Level One
- Have a 10% chance of beating your hoarding instinct.
Level Two
- Have a 20% chance of beating your hoarding instinct.
Level Three
- Have a 40% chance of beating your hoarding instinct.
Level Four
- Have a 60% chance of beating your hoarding instinct.
Level Five
- Have an 80% chance of beating your hoarding instinct.





