Art Credits: Meiker Anthro Alien w/ mods

Name: Krizuk of the Anchored Cove

Gender: Male

Age: 25ish (appropriate to breed)

Origin: Dragondeep, Silent Empire

Species: Dragonkin

Racial Oddities: none, pretty typical of breed

Family: Unknown, residing in Wyrm's Nest

Height: 7'

Weight: 300

Hair: none, horns warm grey

Eyes: brightly pink-red

Appearance: various shades of seafoam green and medium dusty green; does not wear clothing beyond the shown wrap

Level: 5

Movement: average on land, quick in water, can glide for short distances only

Dragondeep Specs

Stats and Bonuses
Light/Medium/Heavy
Strength +3 17 / 19 +3 +5 +8 Willpower +1 16 / 17 +2 +3 +5
Dexterity +1 13 / 14 - +1 +2 Magnetism -1 11 / 10 - - -
Agility +1 14 / 15 - +1 +3 Perception +2 14 / 16 +1 +2 +4
Speed -- / 13^ - - +1 Appearance .9 11 / 10 - - -
Constitution +2 18 / 19 +3 +5 +8 Instinct +2 14 / 16 +1 +2 +4
Intelligence +1 11/ 12 - - +1 Civility +3 12 / 15 - +1 +3
Tracks
Fighting Guard
Survival Sentry
Skills Sailing
Psionics Wild Talent / Exclusive
**  
**  
Fighting Track Abilities
 
Prog
Base
Mod
Final
Hit
F
6
+7
12.
Fire
E
5
+4
9
Parry
G
7
+5
12
Dodge
E
5
+6
10.
Order
B
1
+1
2
Art
--
Damage +9   Finesse 2
MGW 2 HR 1d5+2
Weapon and Combat Masteries 2/l
Bite and Claw
Swung/Flung
Improvised Weaponry
**
Survival Track Abilities
Valor 13 14 / 14
Spirit 11 14 / 13
Toughness 12 17 / 15
Awareness 15 14 / 15
Reaction 13 14 / 14
Savvy 11 14 / 13
Fortune 11 16 / 14
Surval Points 1d5+2
Special Survival Modifiers Easily avoids taking damage while swimming
Skills
Skill Prog Base Mod Final
Acrobatics D 3 +8 8.
Act/Lie        
Basic Lang C 2 +1 3
Bribe/Haggle B 1 +5 4
Climb D 3 +8 8.
Command        
Detection C 2 +6 6
Disguise        
Fast Talk        
First Aid A 1 +1 2
General Lore A 1 +1 2
Make Contacts C 2 +3 4.
Pick Lock/Trap        
Pick Pocket        
Ride        
Sentry D 3 +12 10.
Sneak        
Strike Lethally        
Survival C 2 +8 7
Tail        
Track/Scout        
Unarmed Block C 2 +5 5.
Unarmed Grapple D 3 +8 8.
Unarmed Strike C 2 +7 6
Metallurgy/Smithy D 3 +6 7.
Ship Repair D 3 +8 8.
Sailing D 3 +6 7.
Psionics
Psionic Type
Wild Talent / Exc Power E 5
Psionic Skill Prog Base Mod Final
Sight C 2 +5 5.
Touch C 2 +3 4.
Manipulate E 5 +3 8
Disrupt F 6 +7 12.
Casting Skill Casting Points
Action E 5 +4 9
Reserve C 2 +9 7.
Defense C 2 +5 5.
Recovery C 2 +6 6
Psionic Talents Talent Prog Talent Prog
Metal D Stone D
Talent Prog Talent Prog
Water D    
Psionic Effects
Element Level Effects
Metal and Stone, works equally well on both 1 Sense Through
1 Detect Presence
2 Purify Surface
3 Deep Shape
3 Reinforce
2 Weaken/Rust
     
Water 3 Purify Large Amount
1 Breathing
1 Sense Through
2 Current Bend
     
Innate Dragonkin   Telepathy
Empathy
Spell Magic
Has no spell abilities, and in fact takes slightly more damage from any book or ritual-based spellcasting in combat with a wizard caster

Skills and Profession: as a wild talent, Krizuk was found early in his childhood and assessed for his potential. However, he has never been able to learn more specific uses than his stone, metal, and watery focus. He knew from watching that he wanted to be on a ship of some kind, and at the first opportunity after his maturity, he joined up with the True Star crew. He can spot weaknesses in the ship's hull as well as the anchors, and with that in mind he is usually left in charge of their maintenance. Under supervision, he helps shape reinforcements in the hull or masts, and even keeps the hinges on every door nice and smooth. The twisting and rocking of any ship might cause problems in movement, but not him - he has his sea legs and uses his wings and tail for balance, even when scampering up to the highest mast. He has no fear of heights, able to catch his own fall with his short, narrow wings, and with practice he might grow able to glide a bit farther. He can take night or day watch equally well, watching the horizon or the seas for signs of difficult passage. And when there is a current capable of endangering the ship, he helps the other stronger elementalists on board to nudge the True Star into safer directions. On land, he enjoys picking up stones while they're visiting ports, and idly shapes them after he's done with his other duties. He rarely interacts with port-side groups, but sometimes he gets to let loose and move goods, or even punch some thieves and pirates! He does have a mighty punch.

Personality: Though not simple minded, Krizuk keeps himself entertained with reasonably easy things - looking at rocks, watching the fish, singing traditional Dragonkin songs, and making the ship safe and sound. He is not overprotective, he knows that he's a ship's hand, not an officer. But he is always ready to help defend the ship or her crew, and is very curious about this Grotto they've landed in. He and the other two Dragonkin will need to discuss how to approach these 'new' dragons. But they surely are amazing!
Possessions: He has a collection of pretty rocks, some shaped or carved but mainly just set into a nice velvet-lined tackle box with partitions for each kind or size. Otherwise the one thing he actually is protective over, even from his own crewmates, are the Anchors of the ship. His magic is all over them, as he makes certain they will land correctly, drag just enough, hook the right surfaces, and pull up nice and easy when needed - they aren't 'spotless' but they are definitely not as crusty or pitted as any other ship the age and wear of the True Star.
 

History: Though very young by Dragonkin standards, he is still experienced enough that he's considered an adult by anyone on the ship. He has plentiful clutch mates back in Wyrm's Nest, but like most Dragonkin, was never close to any of them particularly, and certainly not after his psionics began to show strongly. He is more familiar with the elemental trainers back at Wyrm's Nest, than his own siblings - but by far more familiar with his crewmates now.

When the ship began taking strange detours around the northern coast of the continent, everyone was curious what was going on. Once they found a place to center their unusual activities, the Grotto began to take shape, and they are truly blessed to have a Dragonkin like him around to help create reinforcements to the archways and hollows under the island's surface. Since most of the island is in fact hollow, he tends to remain under it where the waters are purified and swim out to the ship when they cast off. He personally likes to be under the surface to haul up the anchor, and it seems to all but float with his power aiding it.

Now, they've returned to a place somewhat familiar to them: Lantessama, where a lovely bunch of seaworthy dragon eggs have been laid, and where he hopes to find a friend to swim along with the ship when they're near the Never-Ending Grotto! They can't afford to have these offworld dragons seen by the locals, but there's magic present that protects the place too. Perhaps some day, when there are more of them, they can make a bit of a political stand - and he and the other Dragonkin found on the ship will be among those petitioning for it!

***

(from the hatching)

Floating on the waters of the bay, Krizuk, the maintenance worker of the True Star, was enjoying the day. Bonding would happen if it was meant to be and he would not force it. He just enjoyed the feel of the water against his skin and the sight of the sky above him. Suddenly though, a shadow cast overhead as a shiny beige dragonet shot overhead, splashing water onto the green-skinned dragonkin. Krizuk laughed and went to chase the offending hatchling, sending out some water projectiles as revenge. Not much later, the male hatchling admitted defeat and said:
You've won but I'll be getting a rematch! My name is Ersth.

***

Ersth was quite the handful. Bold, strong willed to say the least, he would get into all manner of trouble were it not for the quick thinking of his crewmates. They didn't mind when the dragonet - now a 'teenager' - would follow the ship away from the Grotto. They all but expected it in fact, you can't keep a dragon in one place, that's something that everyone from Dragondeep knew. But he would then shoot out of the water to take a look around, try and fly over the deck. Sometimes he succeeded. Others not so well. But he did make up for the broken barrels and the tangled ropes by fetching some cast-off goods that a pirate ship had left in haste after a quick battle. He'd managed to stay hidden during that battle. He knew pirates were a bad thing.

***

What he knew was a good thing... not too much later, before he was a fully grown dragon, however, was that Lantessama was the place to be if you wanted to find friends. Because when the True star returned from it, coming back to the Grotto and the eagerly waiting few people who lived there permanently now, he was joined by a very lovely deep green full blooded nekrat named Gashani.

And he wanted to teach her so many things about how to sneak around behind the ship while it docked, or where they could hide and not be noticed until the ship was too far from the Grotto to make them turn back!

 
Dragon

Name: Ersth
Gender: Male
Size/Shoulder/Length: medium 9' s / 60' l / 60' ws
Colors: Metal, likely equitable to Bronze
Features: sea-mutation Pernese + Nekrat with long slightly blubbery body and very long tail with large flukes, all four legs have webbing, wings have two straight fingers; head is smaller than typical for a dragon this size, with whiskers, external ears with webbing; body has evenly spaced ridges
Powers: seaworthy as well as able to fly for short periods above the ground, but as he grows older Ersth remains more in the sea
Parentage: Pond Beroul and Rust Moeomth
Origin: Lantessama 9.9.22
Other Info: *will be here later - naming may take -th or gender-based name ending