Elder Dragon Quest (Guild Wars 2/Warhammer Fantasy)
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A land of thirsting gods, zealots, hungry rats, dwarfs, and everything else under the sun gets invaded by an eldritch abomination in the form of a dragon that likes eating magic.

Anti-magic need not apply.
Dragon Creator
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United States, New Jersey
(This is a Guild Wars 2/Warhammer Fantasy quest, for the GW 2 side of things I will make assumptions/change some of the notions to make it cleaner for others to understand when going on how the Elder Dragon you're playing will function. Warhammer Fantasy may or may not be also subject to some changes… but probably not save for its innate openness allowing for interpretation of some things.)

(Also, spoilers for those who want to play Guild Wars 2.)

(Also, Elder Dragon lore if you don't know Guild Wars 2.)

Deep beneath the earth, titans with wings slumbered, slowly bleeding their lifeblood to fuel the world around with magic and in-turn, the potential for intelligence, which in-turn, generated more magic, saturating the lands to be rife with bounty.

When the land's magic grew too high in abundance, a process taking more than ten thousand years, these titans would awaken again, devouring, corrupting, to feed and glutton themselves, only to sleep once gluttony turned into lethargy, bleeding out their magic to the world to give it life and sapience once again.

These Elder Dragons would come to awaken again and again in cycles that went through the many ages of the world known as Tyria. Corrupting beings or even the very world into their minions to search out far and wide for areas of large ambient magic or beings that possessed magic of any sort to devour or be corrupted themselves.

Some Elder Dragons had goals beyond this cycle, but were rarely fulfilled due to the lethargy posed by their constant hunger for magic.

In the latest cycle, things have changed, beings from other dimensions that called themselves gods had brought themselves to this world unaware of what lay on it and with it other beings. They had long since left, save for the race they brought into the world but it was enough to change things… to give the races just a slight better chance to defeat these elder beings.

It was enough, for three of these monumental beasts have died, while three others remain, and a fourth recently added that sought to use their body to balance magic instead of merely devouring it and consuming all.

It was said that there were only six of these beings, these Elder Dragons of unfathomable power…

They were wrong.

You are the seventh Elder Dragon, slumbering beneath the earth, yet to awaken, but you will not awake here, a world now used too and expecting your kind's devastation.

No, instead, a different place, a familiar one to some, one that is held in the attention of thirsting, laughing gods.

Devourer of Magic, Corrupter of the Land, and other such titles that have been referred to your kind. But, a personal name has been associated with you and your minions.

(Names: Pick a name for the Elder Dragon, do please try to stay in-theme. The known Elder Dragon's names are as follows,
Zhaitan
Jormag
Primordus
Mordremoth
Kralkatorrik
Aurene)
[X] - Write-In

Dragon genders are not that often a discussed topic, and they're typically gender-neutral, though that doesn't mean they can't have one.
[X] - Male
[X] - Female
[X] - Genderless
[X] - Both
[X] - It depends on my mood/Genderfluid

Now, being more living forces of nature than anything else, size for an Elder Dragon is more a… polite suggestion than anything else unless their domain is something related to organic materials. Typically speaking, size is based on magic consumed/magic stored and the oldest to awaken are usually the largest.
[X] - Around 20 story building (the smallest option, your form is overall the weakest, but you're fast, maneuverable and are capable of reaching and going places without instantly destroying them due to sheer bulk.)
[X] - Mountain-sized (Mile long or so body, you are absolutely massive, but walking places is going to take some time unless you know how to burrow (and that'll cause some tremors), and flying to places will make you hard-pressed to stay unnoticed.)
[X] - You are not a mountain, you are the entire mountain-range. (Did I say mile long? Sorry I meant several miles long, you are big, you are strong, you are not to be fucked with, but people WILL know wherever you are if you're flying or burrowing and things WILL break if you move too much or accentuate the utmost caution. Moving is kinda slow but very intimidating, and generally not worth it unless you've got some form of special movement ability like… portals.)

Elder Dragons do not typically look like normal dragons, their bodies being more elementally themed than anything. Zhaitan looked like hundreds of dragons melded into one body, Kralkatorrik was a combination of crystal and stone, Jormag's body is made up of ice, Primordius, lava and rock, and Modremoth's made up of plants. So, feel-free to find a pic (or make one, I'm not complaining), but please be sure to stick to a theme if you can.
[X] - Pic in spoiler please.

Each Elder Dragon possesses two domains of power to themselves which attune to their special spectrum of magic, while these two domains do not have much distinction in the lore, I will be making some changes to that, I don't think you'll really mind.

Your first domain is your Corruption Vector, from which your minions are formed/how you corrupt others into minions as well general manipulation of your domain for power and other such things. Corruption Vector domains are usually if not always something physical in-nature.

Corruption Vector domains that are from other Elder Dragons cannot be picked as a Corruption Vector.
(Known Corruption Vector domains are: fire, ice, death, crystal, plant, water, and light.)
(Examples of a Corruption Vector domain would be: earth, wind, lightning, darkness, animals, sand, etc)
[X] Write-In

Your second domain is your Personal domain, you cannot directly corrupt with this domain but you can use it to aid in your corruption process and it also adds to your overall power and can manipulate it. Your minions may make use of such a domain, particularly if they're a powerful one.

Personal domains do not have to be physical in-nature and can be something a little bit more conceptual. Personal domains from other Elder Dragons cannot be chosen.
Very generalized domains are not going to be all that powerful, and won't be for a while till you get to like, 'kill everything' status (yes this includes time and space.)

(Known Personal domains: shadow, persuasion, fury, mind, destruction, (yes I know Primordius's second domain is 'conflagration' but that's dumb and we can all agree that destruction is a better second domain than 'fire but a longer word,') and unity (spitballing for Aurene's second domain.))
(Example Personal domains: duty, illusions, creation, prophecy, etc.)
[X] Write-In

After that, what is your end-goal? Something that your Elder Dragon has attempted to achieve in the past cycles but could not due to having to take a nap thanks to magic-based binge-eating.
(This was something talked about in some of the Guild Wars novels, but never really touched-upon elsewhere, but I'm adding it here because it adds character.)

(Known end-goals:
Zhaitan: Immortality
Primordus: Destruction of everything
Jormag: Preservation of everything (in ice)
Kralkatorrik: Perfection (before going completely crazy, will talk about that later)
Mordremoth: Control of everything
Aurene: Balance the level of magic.)
[X] Write-In (If you want to have a similar end-goal to the above Elder Dragons, go right ahead.)

As with all great beings, a single weakness presents itself, perhaps not immediately apparent, but if found out could speed up one's demise, all of the Elder Dragons have one, and even in your due diligence, you still possess it. Of course, knowing a weakness is different from being able to capitalize on it.
(Choose a weakness from one below).
[X] - Over-reliance: Perhaps your domain is very specific on how it creates minions, or you can only devour magic through certain minions rather than just all of them, or you rely on something else… but it can be cut-off, and if you're cut off, you can be all the more easily killed. As an example, Zhaitan relied on specialized minions to act as his eyes and mouths to see the world and devour magic. Once they were killed, Zhaitan was effectively blinded and starving save for the things he could devour by himself.
[X] - Hoist with his own Petard: Your personal domain, while a powerful asset, can be used against you, perhaps those with a duty domain could be logic-trapped into a self-destructive cycle, your illusions can fool mortals as much as you can fool yourself and so-on. As an example, Mordremoth's Mind domain could be used against him to infiltrate his mind and kill his mental self which effectively crippled the dragon enough to allow others to easily finish off what was left of their body in the real world.
[X] - Body Parts Are An Effective Weapon: Some part of your body if detached or perhaps even synthesised off of your minions can be used against you and your minions to great effect. Now if only if they could just figure that out… As an example, Kralkatorrik's blood vibrated at a certain frequency that matched his crystalline body that when pressed up against one another in opposing ways was very painful and could damage him quite a bit. (Pick something common enough like blood, if you pick 'kidneys' I'm going to hit you, horns, or scales would be better.)
[X] - Opposites, As Always: You hold and your minions hold a general weakness to a certain magical spectrum that is considered the opposite of your Corruption Vector domain. As an example, Primordus and the Destroyers were weak to Jormag's Ice, while Jormag and their Icebrood were weak to Primordus's fire.
[X] - Write-In (The weakness must match the levels of severity depicted above, as such, this is a case-by-case basis.)


Besides from your own personal power, your greatest assets are your minions, created from your very surroundings or by corrupted creatures to slowly process and devour their magic and to in-turn find more vessels to corrupt.
Let's start off with their name.
(Known Dragon Minion names:
Zhaitan = Risen
Kralkatorrik = Branded
Modremoth = Mordrem
Jormag = Icebrood
Primordus = Destroyers)
(Example name: For a dragon with a wind Corruption Vector, the Windswept would be an good name.)
[X] - Write-In

Traits: Faction effects essentially, or something like that, some of these traits (mainly the Minion Traits) can be accessed by research later on, you're just getting some of them early. Other ones cannot be accessed later at all unless some absurd situation occurs where such a thing may be viable.

General faction effects will be seen later on in the character sheet, along with traits relating to your domains.

Minion Traits - things that are common to those born of your corruption, these minions come in a variety of forms and functions, but typically you'll have minions that can fly and move on the ground. Depending on your domains they'll possibly be more tanky, fast, or intelligent than other dragon minions. Primordus's Destroyers focus all on offense, while Jormag focuses more on defense and so on. you may pick 3.

Unless you've the Domain/Trait for it, Minions typically have little intelligence and in the way of general tactics. They'll follow your orders if you give them close by, but random unorganized minions without a task will try to fulfill your will to the best of their ability, your will in this instance usually correlates to what your end-goal is, if your interest is not in your end-goal currently than it is mostly defending the general area from intruders unless you made it expressly clear enough that, it is not to happen.

You may send basic commands to your minions across any distance, but they're a lot less focused than what you could send to a Dragon Champion, so be careful.

[X] - From The Elements: Minions you created just from your domain yourself are plentiful, but are quite weak compared to minions you can create from corrupting beings and they also grant no Satiety when the corruption process is completely finished siphoning their magic to you. However, you found a way to increase these types of minion's powers without increasing Satiety loss to basic corrupted minions from other beings, something that Primordius appears to rely on from his overuse of using just lava and rock in making Destroyers.

[X] - Elite Guard: Not quite a champion, nor a lieutenant, but not just a simple minion either these Elites are more like the Heroes of other races and have vastly increased intelligence and power compared to your standard minions but not up to the strength of a champion or lieutenant. However, there is no limit of Elites in your army and they can function as mobile control-centers for small strike teams or to just hold down a disciplined front if the bigger guys are elsewhere. Elites don't have that much in the way of personality, but they can talk, even if it is in glory of you and your actions.

Do note that there is a vastly increased cost in Satiety to power up a Minion to Elite status, not as much as Champion/Lieutenants but don't try to make an Elite army unless you got something to help you with that.

[X] - Intelligence Fit For a Grunt: Your minions are now capable of basic tactics and problem-solving skills, they'll swing their swords with a bit more finesse and a couple may even remember how to use guns if they came from a gun-wielding race. They'll also process your orders more accurately and can speak (for your glory of course), though it should be best to command them via proxy via Elites or your Champions. Elites's intelligences are also increased by this so they'll start developing basic personalities, but still mostly for your glory again.

[X] - Draconic Sorcery: Normally magic used in offense is held in the hands of Elites, Champions and Lieutenants. You learned how to grant your basic minions the usage of magic, some of them at the very-least are 'sorcerer' types. Capable of shooting blasts of magic that relate to your domain, create lesser elementals of your magic to aid them in battle, create fields of damaging energy, totems that buff allies nearby and other types of magic depending on your Personal and Corruption Vector domains.

[X] - Monstrous Brutes: Apparently you have a lot of magic to throw around, as you know how to infuse your minions with your essence to create some horrific, large, and horrifically large creations, either from the elements themselves or more useful, from corrupting other beings. Such beasts don't cost as much Satiety to create, and they're overall more powerful and they come in a variety of forms for functions like anti-large and anti-infantry. Jormag was especially a fan of this with their Icebrood.

[X] - Calvary Storm: Something that only Modremoth really used with his plant raptor calvary, perhaps due to his minions overall intelligence thanks to his Personal domain of 'Mind.' Whatever the case, you've apparently found out how to utilize such secrets into your creations, creating calvary charges and such with your unusual minions. Do note that they're quite dumb and can't really be used as a calvary type that charges in and out, they and their mounts will fight to the last breath once they charge in. Now, give them some intelligence research/traits and they might be able to be used more well… intelligently.

[X] - Wildlife Rampage: This trait doesn't necessarily grants you the ability to corrupt wildlife… you could already do that, what this does is allow you to preserve the combat instincts and natural abilities of the minions you create, allowing them to utilize their natural talents if they had any, increasing tactics and other such cunning. This does not include abilities magical in-nature like a wizard being able to manipulate winds… because a corrupted wizard would need separate research to find out how to use the Winds of Magic in the first place.

Dragon Champion Traits - Dragon Champions are the leaders of your minions, the voices through which you speak, they have a measure of free-will and initiative to do as they wish to accomplish your goals but can never be swayed from you. This intelligence might be unique if the domain/traits you pick do not correlate to anything about mental skill. Typically you have 1 - 3 of them at a time with lesser 'Lieutenants' fulfilling back-up roles (around 8). You may pick 3 traits to aid them.

Dragon Champions, and Lieutenants are intelligent enough to have personalities and possess leadership qualities, minions follow their orders in place of yours, though of course, ultimately, Dragon Champions follow your orders and you're able to send mental commands to them at your leisure though more in the form of exchanging ideas, emotions, and concepts rather than straight-forward words.

A killed Dragon Champion takes ten turns to revive, Lieutenants cannot revive and die permanently.

[X] - The Herald: The first, and strongest of you Champions has survived your awakening. The Herald were to prepare for their dragon's arrival, being granted more magic than the usual Champion in-order to accomplish this task, all in all, The Herald of yours is a truly unique individual that has even more grand strength and intelligence than any of your units/champions unless you deliberately leave them to the wayside.

Their presence, of course, Heralds your arrival and for your minions to see the Herald is if they are seeing you in the flesh. With all of the bonuses that entail. Good for if your Elder Dragon is too large to move that often without causing too many problems.

A killed Hearld takes 20 turns to revive, Another One Takes Its Place can reduce it to 10 however.

Only one Hearld can exist at a time.

[X] - Field Promotions: Sometimes, a minion does particularly well, but there isn't the Elder Dragon to reward them quickly and promptly enough. By spending Satiety with a Champion nearby to a unit, they may upgrade them while in the middle of the combat or from further away from outposts/bases that would prevent such upgrades. Multiple upgrades may be purchased if there is enough Satiety to spend and upgrades to spend it on.

[X] - Cut One Down..: But it's not always just one, your maximum amount of Champions at a time has increased to 6. Your maximum number of Lieutenants has increased to 15

[X] - Another One Takes Its Place: Halve the turns required to revive your Champions. A single Lieutenant may be revived after 10 turns, once you choose which Lieutenant to revive you may not choose another to cancel it out. A Lieutenant's revival must be decided at the current turn of death and if that turn passes, they may not be revived.

[X] - Voicehead: Sometimes, you are too far away and you need to be more aware of the action going on around your minions and Champions. You may designate one of your Lieutenants to be considered a 'Voicehead.' This grants them a small boost of power in all stats, but the most notable benefit is that the Elder Dragon can directly control them and look through their senses as well as talk through with their voice to others in the field, or council or wherever else.

A Voicehead's presence bolsters minions further than a normal Lieutenant normally would, granting extra small buffs along the way.

A Hearld can be chosen to be the Voicehead, once chosen, this cannot be revoked.

Only one Voicehead can exist at a given time.

[X] - Spearhead Research: More often than not, your Champions were of the people of previous ages, some of them are even intelligent enough to remember their people's culture and technology/overall advancements. By 'placing' a Champion on one of your Research topics, the first roll to fail to succeed will instead be re-rolled. A Champion cannot do anything else that turn while focusing on Research… hmmm, you may be able to research better time-management… hmmmmm.

You may place any number of Champions to a task to get re-rolls, stacking Champions on a single research does not grant extra re-rolls.

[X] - Bulwark of the Pack: The Champions of your armies realize that your minions while expandable do much better if they were a bit more defensible and have found out a way to link their magic to each of the other minions. The more the Champion surrounds themselves with minions, the more their magic imbues them with protection to both magical and physical damage. The larger the group of minions the more this defense grows, but it has diminishing returns, multiple Champions in the same area bolster this effect.

Corruption Traits - How your corruption manifests depends on your Corruption Vector, at your most basic level you can corrupt items of your domain to change the landscape around you or make weak minions out of them. The most direct way to corrupt another being is to encase them within your domain for a period of time and then 'pop' them out so to speak. You may pick 3 traits to help them.

[X] - Bonded: Beings that you can corrupt, can now willingly choose to be corrupted, those corrupted this way are known as 'Bonded' and are the most outright intelligent and free-willed of your minions due to keeping mostly if not all of their mental faculties. They have an inclination to serve you, of course, and you can revoke this free will at your discretion, but so long as you don't take it away, your minions should be of greater tactics, as well as diplomats if need be. The Bonded are also noted to be quite similar to their original race, only taking on a few characteristics of your corruption rather than all of it.

Bonded can be of minions, champions, voiceheads, lieutenants, and heralds.

[X] - Dragonbrand: Your corruption of the land is indisputable, unremovable, or highly close to that at the very least. Your corruption is similar to Kralkatorrik's Brand in-nature, when it infects the land the ground becomes tainted with your colors and domains, a haze can be seen in the air and strange sounds whirl about to those that would enter it. Minions naturally spawn here, and those that stay for longer than a day risk being corrupted into minions themselves save for tougher beings, the landscape becomes a paradise for you and hostile to your enemies.

While this is a great boon, no-one can mistake this mark of corruption as anything other than you, or something different if your efforts have yet gone unnoticed.

[X] - Opened Vectors: Your corruption's capabilities have expanded, allowing you to corrupt things normally not under your purview by allowing for… colorful interpretation. As stone, corrupt plants as they grow from the earth, from air, corrupt lightning for both share the same sky, etc. This does not allow for the same degree of power as actually having the Corruption Vector domain and perhaps you'll never really make true minions out of these, but environmental hazards and corrupting magical items to serve your purposes are all the more likely… maybe even boost existing minions if you find time for research and experimentation.

[X] - Carriers: You and your Champions need not be the only ones who can corrupt into your minions. There is a chance for your minions to inflict this same corruption onto anything that you can corrupt when they strike at them, though this only works if said creatures are near death and low of will. Allowing you to send essentially strike teams to cause chaos in enemy territories without having to establish an 'outpost' there at first.

[X] - Divinity-Stolen: Several of the gods have died over the years that they have entered this world, and their magic has seeped into the deep crevices… some of these crevices included you, choose Secrets, War, or Challenge, you gain one of these as an extra personal domain to power-up yourself along with your minions. However, the most potent ability of this is that you are now capable of corrupting divine beings into your minions (Lizardmen would be considered divine beings), the exception being Daemons due to their make-up already being easily corruptible.

Do note that just because you can potentially corrupt a god, does not mean they can't resist it and bitch-slap you down.

Your starting Madness increases by 10.

[X] - Dominion Revocation: Pick either one of the Corruption Vectors from the dead canon dragon (Kralkatorrik (Crystal, Fury), Modremoth (Plant, Mind), or Zhaitan (Death, Shadow)) or one of their personal domains. Their power in their demise has leaked into you before your awakening, granting you access to a portion of their domain, while not complete control, it has opened up the powers for potential minions as well as making your Corruption Vector much more variable as well.

Your starting Madness increases by 10.

[X] - Purification: But perhaps… corruption is not the way, but, instead, purification is. Balance the world's magic to all instead of coveting it. This power you possess is the first on such a journey to some would consider a brighter future. Instead of corrupting beings, you may purify the land and objects of any foriegn taint that infects it. Ridding it of vampiric or chaos corruption as you spread your magic around.

You may also recede your corruption on living beings and the landscape harmlessly, either taking it back in on yourself or as a gift, unraveling your spectrum of magic into something they may utilize for themselves. In-time, you may even learn to purify living things as well as landscapes and objects, remove taint from mutants and the like.

Your Madness limit is increased to 0/160, and Critical Mass starts on 110. Detrimental effects begin at 35/160 instead of 25/160.

[X] - Sleeper Agents: An itch below the eyes, a sudden ringing in one's ears, and that's all they know before they change, or something like that. When you or your Champions would successfully corrupt another, you can instead choose not to change them immediately, instead allowing them to go onto their lives thinking they managed to escape you, oh for about 48 hours or so, in that period you can command them to change in that time frame, after 48 hours they will automatically change.

Initially it will be hard to detect your corruption, due to the people of this world having never encountered it, but given enough time and paranoia and this trait may lose usefulness. Better maximize this as much as you can or research ways to make it better.

Elder Dragon Traits - Traits for your general body, depending on your domain, you may gain unique traits but these traits are more of an all-around nature, you may pick three of them.

[X] - Force of Nature: Kralkatorrik was known to be able to turn into a hurricane and a sandstorm, and Modremoth's true body was not that of a beastial dragon but of an entire jungle, so too have you learned of this art. You may turn yourself into a natural phenomena relating tangentially to your Corruption Vector domain, influenced by your Personal domain at your discretion. Such a form is almost impossible to kill, and you can corrupt things in your path, but such a form is weak to magic and cannot be held for too long before you must rest upon using it.

This form is quite destructive, but you've not learned the finer arts like your kin Modremoth has, mayhaps you'll learn in the future?

[X] - Of The Frontlines: The Elder Dragon's presence on the battlefield can shake mountains, rip apart oceans, and more importantly rile their minions up into a murderous frenzy. Normally, your presence would drastically increase damage output of your minions and champions, but now it increases every-single one of their stats by a not so small amount. Some might even automatically if temporarily upgrade in your presence.

[X] - Straits of Devastation: The spread of your direct corruptive presence doubles in-size, as well it becomes harder to resist for beings that can be corrupted in your presence by a marginal amount. If combined with Dragonbrand, staying in your corrupted territories will slowly expand the area turn by turn as well as gain you Satiety, though of course you may cease this if you do not want to expand or want to avoid gaining more Satiety.

[X] - Hungering Onslaught: You are a bullet in the sky, faster than what others would think by your size and can tear across the land and sky as if your weight and size posed at-least half the weight it normally would. This also drastically increases the force of your charge upon enemy battle-lines, or, the environment itself. This can be used to off-set size drawbacks relating to speed, but don't expect to become all that more graceful.

[X] - Offload Madness: At the cost of potentially losing control of your minions, you may offload your Madness into said minions when near them. For every two hundred minions, you may choose to off-load one Madness into them, collectively charging them up, this improves your minion's stats a small bit but it causes them to go berserk and attempt to fulfill your goals in the most destructive way possible. They will attempt to fulfill your latest goal and do not heed any of your updates for one turn upon which they will calm-down.

Once used you cannot use this ability for 5 turns.

[X] - Expanded Palate: You're of a more refined taste… or perhaps you've learned to enjoy any kind of magic you can get your hands on to feast on. You may instead get 75% Satiety from Madness instead of 50%, or choose 50% if gaining Satiety may not prove useful in that moment. On another note, you gain a flat +15 bonus to integrating/researching foreign magics to your system.

[X] - Vastness of Knowledge: The Elder Dragons have lived through many an age, some of them even remember what those ages were like and what was discovered from the lesser races. You may place yourself at the head of a 'research' topic, like Spearhead Research, you grant two (one extra from Spearhead) re-rolls to failed rolls and a flat +10 to succeeding on the roll. You may do other actions with the Elder Dragon, but cannot stack with Spearhead Research to gain a third potential re-roll.

You also know a lot of random trivia for some reason.

[X] - Bolstering Aura: Those that would call your allies need not fear your appearance, but instead be bolstered by it. This trait grants boons to allies, not your minions, those that you would potentially forge alliances with to gain large boosts in combat prowess and morale while in combat near you. You also have no need to fear accidental corruption, while most Elder Dragons have a pretty good lead on what they want to and want not to corrupt, yours are honed so that if you do not want to corrupt a thing, you will not, not even by pure accident. This includes areas infected with a Dragonbrand or Carriers and other such instances.


Madness: Madness is the result of your Elder Dragon consuming too much foreign magic without giving time to researching/figuring out how to integrate it properly. It causes your Elder Dragon to become more violent and obsessive, only thinking of pursuing their end goal no matter the cost and in increasingly cruel (potentially self-sabotaging) ways.

You have a Madness limit of 0/150. At Madness 25/150, the first detrimental effects appear. If you get to 100/150 (Critical Mass), Madness will start increasing on its own by 10 points every turn until it reaches max or you find some way to reduce it. If Madness reaches its max limit then the game ends as the Elder Dragon goes on a mindless rampage in a way that would align 'somewhat' with the end-goal but will ultimately leave it unfulfilled and a lot of things dead.

Madness is gained through certain research failures, attacking and devouring enemies that utilize magic/ARE magic (IE: Daemons) you have not researched/integrated beforehand, interacting/staying around too long around places of high concentrations of magic that you have not integrated beforehand and certain other scenarios that may come up on a case-by-case basis.

There may be some positives to having a little bit of Madness (mainly stronger minions) but don't lose yourself in it, or all will be lost.

You lose Madness by the end of turns (about 5 per turn), random events, researching certain technologies, and creating enough minions to stuff said foreign magic into them so they can process it (Do note that creating minions may also give you Madness if you corrupt them and they a magic source you have not fully integrated like wizards of different lores.)

You start the game with 5/150 Madness.

Note, Madness is NOT Chaos Corruption.

Satiety: If Madness is the Elder Dragon consuming too much foreign magic without attempting to integrate it first, then Satiety is the Elder Dragon consuming too much integrated magic without expending energy on it. A small - moderate amount of Satiety is a good thing (at 0 you'd be starving.) But reaching too high amounts causes the Elder Dragon to become lethargic and slow.

You have a Satiety limit of 0/200, having 10 or lower causes detrimental effects (one of which is increased Madness gain as your starving body starts readily accepting any and all forms of magic to consume). Having between 10 and 20 does nothing, having 30 and above gains beneficial effects, progressing every 15 points. At above 100 it stops being beneficial and goes to being detrimental. At 200 Satiety, you have one turn left to lower it, or you lose the game as the Elder Dragon goes to sleep, slumbering beneath the land for thousands of years.

You gain Satiety where you would get Madness though only half of which translates to Satiety. As well as when you would otherwise consume magic you have integrated to gain resources.

You lose Satiety via researching certain technologies, creating minions costs satiety, random events, and also failing researches automatically loses you some Satiety.

You start the game with 20/200 Satiety.

Opinion on Mortals - Just so I know how general interactions should go, if you want to be a good guy Elder Dragon like Aurene I ain't stopping you.
[X] - Write-In

When do you appear -
[X] - Second Millennium IC
[X] - First Millennium IC
[X] - Rise of Sigmar
[X] - Write-In

Where do you appear -
[X] - Araby
[X] - Southlands
[X] - Lustria
[X] - Naggroth
[X] - The Empire
[X] - Britannia
[X] - Estalia
[X] - Badlands
[X] - Norsca
[X] - Dark Lands
[X] - Grand Cathay
[X] - Mountains of Mourne
[X] - Athel Loren

[X] - The Landmass (The Elder Dragon appears on a newly formed continent that rises out of the seabed in-between Lustria and the Southlands. Good news, you're in completely uncontested territory, bad news is everyone knows what's up. Ignore the choices below, you rise up from below.)

(Also, yes, there is no option to appear in Ulthuan/Chaos Wastes, thanks for noticing.)

How do you appear -
[X] - Falling Star (Your presence is announced in the form of a falling star-you, as it crashes into the area, decimating the land for miles around, the only way to be more seen is if you went with Landmass.)
[X] - Tremor Awakening (Your presence is announced from below, the ground opens up yawning, sinkholes, earthquakes, Dwarf fortresses and cities collapse, Skaven breeding grounds and tech labs explode violently as your awakening sends shattering shockwaves throughout the earth.)
[X] - Out of the Blue: Surface (Your presence is not announced at all, you appear on the surface and there is a nary a blimp on the radar for most that you have appeared.)
[X] - Out of the Blue: Below (Your presence is not announced at all, you appear underground and there is a nary a blimp on the radar for most that you have appeared. Watch out for Skaven! Or maybe they should watch out for you...)
 
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Character Sheet
Name: Mag'ladroth, The Enlightened One, Anathema, Lord of Reason and All-Transcending Sage

Image:

Domains: Technology & Order

Size: 20 Stories (100+ ft/30.5+ Meters)

Madness: 5/160 (The echoes of your Torment from the previous cycle has once again reached a low. Some of its intrusive pain brushes past your mind, but it is low enough to easily stamp down without any loss in efficiency,) 0/50

Satiety: 20/200 (You are not starving, but you can feel the pangs of hunger roil around you, you must find a source of magic quickly to replenish or suffer the consequences,) 0/60

The Herald: Emminti (The Drake)

Champions: N.O.X. (The Golem), The Silver Vaettir (The Spirit)

Current Location: South-East Cathay, near a Coastline
(The blue dot is you, in this case it is where you started)

Current Time: 2375 Second Millennium IC

Impose Order by conquering and unite all the intelligent species under one Ruler. His desire is to expand his empire for the Greater Good, and to absorb all other intelligent races and their cultures into one. Those who refuse will be eliminated for Greater Good.("The future doesn't belong to you or me. It belongs to those who come after us. Their hands will be clean of blood; they need not know any sin, if i pay that price for them. To think that a child, might never again know pain! Isn't that a future worth fighting for?")

Mortals are selfish, narcissistic, violent, readily tread on others to better ourselves, their love is selective, and their Greed knows no bounds. It is far better to have a benevolent supervisor to guide them so that they can reach their potential. He is a highly intelligent individual who is also calm, sophisticated, and arrogant due to his exalted Status. While speaking with someone, he conducts himself as a sociable, likable, and charismatic person. However, this is really a mask to hide his true nature. In battle, he is very cold and tactical. He is willing to sacrifice civilians and soldiers alike, if that is what it takes to achieve the objective. He sometime have second thoughts when he think about the overall cost, but he accepted that there will always be consequences for all of his actions. He hold to the belief that there is no differentiation in sacrifice, that all life is equal and choosing the path leading to a smaller sacrifice is for the best.

Exacting attention to detail served him well in his centuries of life. In war and at peace, he reveled in the minutiae of any given task, be it reducing a fortress to rubble or establishing the golden ratio within every portion of a theoretical design. Temperament wise he is a craftsman, and to be worthy of the appellation, every piece of work that bore his name must be judged for as long as it stood. His legacy is to leave no undertaking unfinished. Every task was approached as though it might be his last. His utilitarianism is absolute and consistent as clockwork. He is as brilliant as he is alien, cold and unfeeling. His violence is dispassionate and perversely pure, unmotivated by sadism and yet capable of systematically disassembling every obstacle in his path without the slightest remorse. He builds and improves structures of all kinds and abhors chaos, randomness and free will in all its forms. He finds excessive effort wasteful and prefers to apply the minimum exertion necessary to attain the desired outcome. His directives are fascist and totalitarian, but ruthlessly fair. He has no moral restraint against deception, nor any attachment to honesty. He demands perfection, especially from himself.

At his core, he is someone with good intentions, but since what he consider good is to be "managed under the protection of his Will", No sane being could think of it as anything but an unwelcome favor. According to Him "The people never have the power. Only the illusion of it. And here's the real secret: they don't want it. The responsibility is too great to bear. It's why they're so quick to fall in line as soon as someone takes charge. They want to be told what to do. They yearn for it. Little wonder, that, since all who possess sentience are built to serve." His experience tought him that Freedom creates chaos and upheaval, and ultimately it threatens the fabric of civilization itself. He believes that order, purpose and direction are key in the construction of a perfect world. In First phase He mainly try to influence Sentients to have discipline and restraint, as well as opting for tighter and more centralized governmental control. In case of races those who are too chaotic or unwilling to reform he would stop at nothing less than the total destruction of their free will, and absolute control over their mind.

Personal Traits:
Body of an Elder Dragon: As an elder dragon your form is less flesh and blood and more magic and the elements themselves given form. As such you are immune to all forms of diseases and poisons, and your concept of pain and injury is limited. You do not need to drink, breathe, or sleep necessarily, but you must eat magic least you be starved out. Yours is a body backed with impossible might given even for your large size, and unless champions of considerable might face you, any battle you directly partake in is probably going to end in a win for you or a pyrrhic victory for them at most. You breathe out a combination of white streams of jagged crystal and black scalding steam that melts or cuts down foes within your path.

One would need to capitalize on your weaknesses to be able to more concisely defeat you, do not let them.

No Fear: An Elder Dragon does not fear death, death is not their end after all, as their death throes violently spill out their magic to the world and infuse it. the only thing similar might be disappointment or a feeling of insolence of being destroyed, but not fear. You are considered Unbreakable.

Expanded Palate: You're of a more refined taste… or perhaps you've learned to enjoy any kind of magic you can get your hands on to feast on. You may instead get 75% Satiety from Madness instead of 50%, or choose 50% if gaining Satiety may not prove useful in that moment. On another note, you gain a flat +15 bonus to integrating/researching foreign magics to your system.

Vastness of Knowledge: The Elder Dragons have lived through many an age, some of them even remember what those ages were like and what was discovered from the lesser races. You may place yourself at the head of a 'research' topic, like Spearhead Research, you grant two (one extra from Spearhead) re-rolls to failed rolls and a flat +10 to succeeding on the roll. You may do other actions with the Elder Dragon, but cannot stack with Spearhead Research to gain a third potential re-roll. You also know a lot of random trivia for some reason.

Bolstering Aura: Those that would call your allies need not fear your appearance, but instead be bolstered by it. This trait grants boons to allies, not your minions, those that you would potentially forge alliances with to gain large boosts in combat prowess and morale while in combat near you. You also have no need to fear accidental corruption, while most Elder Dragons have a pretty good lead on what they want to and want not to corrupt, yours are honed so that if you do not want to corrupt a thing, you will not, not even by pure accident. This includes areas infected with a Dragonbrand or Carriers and other such instances.

Presence of Oblivion: Your very being exudes your spectrum of magic, designed to corrupt and absorb other forms of magic, by simply bearing your aura outwards, the landscape at-least a couple hundred feet in each direction is corrupted by your magic. Lesser creatures are immediately subsumed into minions and the landscape takes on a presence that reminds you... of you. Due to not heavily investing the corruption vector, your aspects are more of a light touch than anything else but are still noticeable to those who look, but they may not understand what they're seeing. Due to your weakness, you cannot corrupt sentient beings capable of will and thought unless they accept it, willless creatures on the other hand are fair game. Normally, this corruption is automatic, but will not corrupt particularly warded areas or more powerful creatures unless you use direct effort on your part, again, that weakness of yours comes into play so that doesn't matter much for most cases relating to creatures.

Champions & The Herald have a lesser form of this trait.

Reverse-Engineer (Technology Domain): Progress and innovation is in your grasp, and when the world's lesser races advance, so too do you and as such, you must know all that your future vassals possess. You gain a +25 to all rolls to understanding technology that you have not come across previously, and you instantly roll upon coming into contact with unknown technology to be able to understand it and make it for yourself, with you knowing if you succeed. If your minions bring multiple forms of technology to you while in the research phase, you may make any number of different checks to understand it. (So, if, your minions bring back a gyrocopter, a doomwheel, a rune guardian, a ratling gun, and a long rifle, while you may normally have only '3' actions to pursue research, so long as the actions you're taking are researching tech you don't know, it doesn't count as an 'action.' Though you can still fail and you cannot choose an option multiple times.)

Your domain over technology also allows you access to buildings and research options not normally available to dragons of different domains.

Lord of Logic (Order Domain): In the realms of absolute order and logical reason, you hold absolute power, along with being able to perhaps convince others of your cold reason, you're predictive ability on what others are doing is nothing short of miraculous. While directly ordering your allies or minions or ordering through your champions (or you otherwise getting in the thick of things), they gain a +15 for rolls dealing with strategical and tactical maneuvers and once per battle may even re-roll a failed tactics/strategy attempt. This bonus increases to +25 while dealing in locations directly corrupted by your presence, though the amount of re-rolls does not increase however.

Your domain over order allows you access to buildings and research options not normally available to dragons of different domains.

Corruption Traits: Successfully corrupting something or the land causes it to gain you Satiety, and possibly Madness if the land or items or creatures contain foreign magic.

Landscape: Landscape corruption, is perhaps even more common than minion corruption (specially for you.) Is when the land around you takes on aspects of your domain when you or your champions use their presence ability. While not as powerful in-scope as something like Kralkatorrik's Dragonbrand, the landscape does change moderately to suit you and your minion's abilities.

Wilderness areas become strangely ordered and twisted, trees seemingly move to exact rows and lines with each leaf being perfectly the same size and shape as the other (so long as they're the same species of course.) Rocks and stones form in odd patterns resembling blueprints with no differences in size and shapes save for the occasional much larger boulders. And metallic tubing and white-grey plates/crystals can sometimes be seen growing out of the land, a barely seen haze of coal-like steam sometimes appears in small patches before dissipating away after a while.

In areas with high technology or just more technology in-general, this corruption is much more visible as grey crystals begin growing out of walls along with steel plates appearing to encase each buildings in a level of almost unreasonable protection. Depending on the level of technology and what kind of technology is there, different forms of corruption may sprout, boats and ships become oddly stream-lined and sleek, alien-in design, along with guns and other forms of weaponary becoming greyish and almost sharp in-design.

If you wish to describe how your corruption affects an area (up to an point, aesthetically) you may. But otherwise, being in corrupted land lowers the cost of creating element-based minions and opens up potential larger buildings/constructions. As well as minorly buffing any existing minions in a fight.

Situational: A technology Corruption Vector is a situational vector that depends on an unnatural element to be present in the world to be used effectively. Technology can appear in any biome, so long as a lesser intelligent race has the tenacity to live there if it is usually unsuitable for them. As such, this vector suffers from long streaks of desolate, poorly formed corruption patches in the wilderness, to great bursts whenever a champion or the elder dragon finds enough technology/civilization.

While you can corrupt natural landscapes, you are not suited for it, and while terraforming and cultivating plants can be considered a form of technology, the only reason you can effectively corrupt most land is because of Opened Vectors. Corrupting wilderness near a village or town, however, might produce more noticeable results...

You gain more Satiety while your corruption spreads in any place that holds a great number of technology, wheater that be houses, to armor, weapons, and things like even doomwheels or gyrocopters. While you gain less while corrupting areas that can be considered 'natural.' Magical areas are a little bit iffy, while of course magic is magic, so you'll always gain high Satiety (and perhaps Madness) when consuming direct amounts of it, if the local magic is 'trained' or 'cultivated' than you'll get more and it will be more receptacle to your corruption.

Encasement: The most basic form of corrupting an object or a living creature, by encasing them within your corrupted technology they start turning into the Arhat. Items need no consent, but due to your weakness, the other party must consent to being turned into an Arhat to have this to work. This form of corruption can work even without the aid of you or a champion, it just 'happens' if someone is foolish enough to get themselves accidentally encased. Of course, again, due to your weakness, this is basically useless for most situations.

Bonded: Beings that you can corrupt, can now willingly choose to be corrupted, those corrupted this way are known as 'Bonded' and are the most outright intelligent and free-willed of your minions due to keeping mostly if not all of their mental faculties. They have an inclination to serve you, of course, and you can revoke this free will at your discretion, but so long as you don't take it away, your minions should be of greater tactics, as well as diplomats if need be. The Bonded are also noted to be quite similar to their original race, only taking on a few characteristics of your corruption rather than all of it. Bonded can be of minions, champions, voiceheads, lieutenants, and heralds.

Opened Vectors: Your corruption's capabilities have expanded, allowing you to corrupt things normally not under your purview by allowing for… colorful interpretation. As stone, corrupt plants as they grow from the earth, from air, corrupt lightning for both share the same sky, etc. This does not allow for the same degree of power as actually having the Corruption Vector domain and perhaps you'll never really make true minions out of these, but environmental hazards and corrupting magical items to serve your purposes are all the more likely… maybe even boost existing minions if you find time for research and experimentation.

Purification: But perhaps… corruption is not the way, but, instead, purification is. Balance the world's magic to all instead of coveting it. This power you possess is the first on such a journey to some would consider a brighter future. Instead of corrupting beings, you may purify the land and objects of any foreign taint that infects it. Ridding it of vampiric or chaos corruption as you spread your magic around. You may also recede your corruption on living beings and the landscape harmlessly, either taking it back in on yourself or as a gift, unraveling your spectrum of magic into something they may utilize for themselves. In-time, you may even learn to purify living things as well as landscapes and objects, remove taint from mutants and the like. Your Madness limit is increased to 0/160, and Critical Mass starts on 110. Detrimental effects begin at 35/160 instead of 25/160.

Purity of the Anathema (Purification + Order Combo): Or perhaps, not, your Order and process of Purification have mixed together to create a much more potent tool that can now directly heal those of a chaotic taint as well as objects. Your Purification can now remove mutations or otherwise remove a mutation's taint if it may prove beneficial (up to your choice.) Chaos corruption in this way is turned into raw magic that can be eaten or stored later to be perhaps studied and remove chances of gaining Madness. If an object's corruption is purged, it's magical properties usually don't last long, if an item contains a daemon however, that daemon can be turned and the item's magic retained at possible Madness gain if you have not integrated the magic yet.

Retro-fixation (Technology Domain): In wars past the stone age, equipment that wasn't sabotaged was often the one to win out when the others did... specially when said sabotage causes their cannons and tanks to turn into monsters. When it comes to corrupting unknown forms of your element into minions or thing simply unusable by those that would attempt to fight you, you and your champions possess an edge in that case. When you or your champions can see something that can be considered powerful technology (gyrobombers, steam tanks, cannons, doomwheels, doom flayers, eagle claw bolt throwers, etc.) They can attempt to corrupt that piece of tech (or a small group of it) into a minion or simply corrupt it to be useless for all but yours across great distances, even further than one's usual presence.

This corruption is not instantly evident and one can make a contingency for when it may suddenly activate and wreak havoc on your foes. Though this has a chance of failure and can be found out by mages with moderately skilled Witch-Sight.

Doing this form of corruption does not cost Satiety, but it may end up in one gaining Madness. This can only be done three times per battle and up to a maximum of three 'tech' items at a time that have to be relatively close to one another.

Corrupting an object this way will however lose you the chance to properly understand it and reconstruct it if it manages to survive such encounters.

Weakness: You cannot corrupt sentient beings without their consent, which will result in Bonding if successful. If the creature later on rejects you and your power, you automatically remove their blessing and can never bond with them again. (Over-reliance on a specific method of corruption.)

The Herald: Emminti, Herald of Reason (The Drake)
There are not just Elder Dragons that reside within Tyria. Many lesser dragons have existed over the millennium, great in power compared to mortals, they are nothing compared to true Elder Dragons and are often the first of the lesser races to turn into one's minions. However, most if not all of these lesser drakes are turned into Champions, as all hold great power and it would be a waste to not capitalize on it. One such drake has approached you in the previous cycle, fearing for its life and sanity and hearing of your bonded, accepted graciously. She has been turned into one of your largest champions, wherever she goes she brings order and progress in her wake and devastation to your enemies. Roughly 65% of your size (about 68ft or so.) She is a massive behemoth even compared to some of the beasts that reside within this world and her strength and durability is simply unrivaled amongst those you can bring to bear with her. Lesser, in this case, does not mean weak.
- We Are As One: Of your minions and even other Champions, there are none so as linked as another dragon. When you grow in power, in-size, in-strength, so too does she. Anything you research or integrate into yourself, she at the very least, instantly gets a lesser version of and likewise, if she ever manages to integrate something, you too will gain a lesser version of it. Perhaps, if you die, she may even be able to take on the mantle of Elder Dragon for herself if it is needed, so long as she is alive and nearby to take advantage of your death throes. Continue on your work if sudden failure arrives from nowhere.
- Offload Integration: Lesser dragons are simple dragons that have not devoured enough magic to ascend into an Elder Dragon, as a Champion, the lesser dragon is special in that she has a seperate pool of Satiety and Madness (0/60, and 0/50 respectively.) That she can utilize to take the burden off from you when you devour too much magic. While she is linked to your power and does not suffer from having zero Satiety, having full Madness will cause her to break your bond after a grace-period turn and cause her to go on a rampage, and full Satiety will cause her to slumber which will essentially count as having killed her, taking 10 turns (or 20 if a Herald) to bring her back to the fold with 0 Satiety and Madness.

Status: Active

(Essentially looks like a slimmer, sleeker version of you.)

Champion 1: N.O.X. (The Golem)
Now this... this is beautiful. This... this is what it is all about. A construct made by mortal hands, designation: N.O.X. that intruded upon your domain by accident and due to relative non-sentience was corrupted and then instantly brought to Champion hood when the significance of the capture was understood. It is magic and technology at an almost meticulous, and perfect level of understanding, the mortal race that created this golem, the Asura were geniuses and while this golem is all you have of them, N.O.X.'s power is unrivaled in straight strength and durability, its ability to fire out blasts of energy and sudden bursts of charging speed have only been empowered by your grace. Further study may even show you how to research into other Asuran technology, but with only one example, may take some time. Appears to excel at singling out targets and hunting them down with extreme prejudice.
- Single-Out: By designating an object or a creature to destroy, N.O.X. becomes aware of the most optimal route to take to get towards that creature and object to destroy it. When singling out a creature/object this way it has a +10 to rolls dealing with attempting to get to that creature/object and be able to destroy it. Any minions within 1 mile of N.O.X. gains a +5 to similar rolls so long as they're also trying to destroy said object/creature. Some high forms of stealth may negate this ability, and you have to be aware of the creature/object's existence along with having either a detailed description of it or a visual picture of it.
- Free-form Constructions: Perhaps a secondary function of its design that you haven't quite figured out since just waking up. But N.O.X. is capable of constructing corrupted items/buildings while on non-corrupted lands and is capable of hiding their presence until it is perhaps too late. While N.O.X can use a version of your Presence of Oblivion like all other Champions to corrupt the landscape, this allows for you to surprise foes with how well-built up an encounter may be when you actually do corrupt the nearby land to your advantage. As well, maybe later on, get your minions to construct such corrupt fixtures while on non-corrupted land, instead paving the way for your eventual presence instead of an ambush.

Status: Active

(This, but the red crystals have turned a white-silver.)

Champion 2: The Silver Vaettir (The Spirit)
Well, this is a strange occurrence. Normally, even by Elder Dragon standards, corrupting Spirits that are similar in-nature to ghosts are a hard task, almost impossible, even by Zhaitan's powers of death. However, one day this fallen nature spirit seemed to hop its way towards your slumbering form, able to bypass all of your minions without a second thought and requested a bond between the two of you. Despite, the suddenness of it, you were not going to refuse a rare opportunity even if... It's clearly here for its own amusement rather then to follow your orders... Still, it's a dutiful creature when it needs to be and has something of a... unpredictable track-record, it's lucky essentially and it knows how to hide very well. Alongside this, it's a spirit and ethereal, and holds heavy usage over mesmer-magics. It can fly, but it prefers to hop and it can lob globs of icy magic at its foes. Appears to excel in dispatching summoned/recently raised creatures and can potentially steal the spells of other creatures to use for itself. In-time, you may begin to unlock the secrets of the Mists, a dimension that has been beyond you for the past cycles.
- Unusually Lucky: Tasks that would usually fail a spirit of such unusual prowess, instead... don't, very lucky, and its luck seems to increase when it is sent out alone to complete tasks or does... whatever a fallen nature spirit does.
- Hidden In Plain Sight: If the Silver Vaettir does not want to be seen, it will not be seen, what this trait essentially allows is it to go almost anywhere without even the most trained and talented in the arts of the Wind of Heaven able to divine its presence or intent. This ability's power increasing when it is not with other Champions or minions.

Status: Active

(This but with a silver aura)

Champion 3: ???

Champion 4: ???

Champion 5: ???

Champion General Traits:

- The Herald: The first, and strongest of you Champions has survived your awakening. The Herald were to prepare for their dragon's arrival, being granted more magic than the usual Champion in-order to accomplish this task, all in all, The Herald of yours is a truly unique individual that has even more grand strength and intelligence than any of your units/champions unless you deliberately leave them to the wayside.

- Cut One Down..: But it's not always just one, your maximum amount of Champions at a time has increased to 6. Your maximum number of Lieutenants has increased to 15.

- Bulwark of the Pack: The Champions of your armies realize that your minions while expandable do much better if they were a bit more defensible and have found out a way to link their magic to each of the other minions. The more the Champion surrounds themselves with minions, the more their magic imbues them with protection to both magical and physical damage. The larger the group of minions the more this defense grows, but it has diminishing returns, multiple Champions in the same area bolster this effect.

(Pick a general image/aesthetic for your minions.)

500 Arhat Scraps: Scraps are your most basic minions, they are formed from either the basis of your element or was turned from the land of one of your corrupted landscapes. Scraps are all humanoid in-design and usually wield weapons.

200 Arhat Sages: These Scraps have been gifted with a more variable portion of your magic, wielding a spear-like structure that shoots out a ball of white crystal with a blast of fire accompanying it. These sages are capable of turning the ground around them into straight-edged crystalline blades, cause an explosive grenade like object to form out of the sky or create small humanoid like creatures of crystal and metal known as Arhat Elementals to temporarily aid them in battle.

150 Arhat Hounds: These minions are not formed from corrupted hounds, but rather minions made in the image of domesticated hounds. Obviously much more vicious looking than said hounds, these are a basic warbeast the size of a man that howl with eerie vibrations and their claws seem to spark with electricity.

100 Arhat Griffons: Like the corrupted hounds, these are made in the image of natural griffons rather than ones corrupted by you. These griffons (the size of a large man) of course, serve as your air-force, small as though it may be at the moment, they are the most potent of your forces when coming down to sheer physical strength and their claws share the same minor electrical properties as your Arhat Hounds.

30 Elite Arhats Scraps: These enhanced Scraps are no longer basic by any means, each one enough to perhaps match a 100 of your regular Scraps in-battle. Their blows are enhanced by magic and they are capable of calling and creating other temporary Arhat Scraps from the corrupted land around them without costing you Satiety. Their ability to create, however, is incredibly limited and time-limited.

20 Elite Arhat Sages: Enhanced Arhat Sages that possess a more potent magic, they are capable of creating small towers of technological prowess and bulwarks to defend areas with overall a much more potent mix of magic and the ability to create far more Arhat Elementals on the fly to aid them in battle.

(Elites serve as regular heros.)

15 Arhat Lieutenants: Elevated individuals within the Arhat hierarchy, they're typically larger and are capable of creating temporary Arhats from the land around them to aid them in a battle or two before disintegrating. They can easily kill off any number of your own minions and while not as uniquely statted or powerful as your Champions, they are the back-up, and they are not to be messed with lightly. (They serve as regular lords.)

General Minion Traits:

- Elite Guard: Not quite a champion, nor a lieutenant, but not just a simple minion either these Elites are more like the Heroes of other races and have vastly increased intelligence and power compared to your standard minions but not up to the strength of a champion or lieutenant. However, there is no limit of Elites in your army and they can function as mobile control-centers for small strike teams or to just hold down a disciplined front if the bigger guys are elsewhere. Elites don't have that much in the way of personality, but they can talk, even if it is in glory of you and your actions.

- Draconic Sorcery: Normally magic used in offense is held in the hands of Elites, Champions and Lieutenants. You learned how to grant your basic minions the usage of magic, some of them at the very-least are 'sorcerer' types. Capable of shooting blasts of magic that relate to your domain, create lesser elementals of your magic to aid them in battle, create fields of damaging energy, totems that buff allies nearby and other types of magic depending on your Personal and Corruption Vector domains.

- Wildlife Rampage: This trait doesn't necessarily grants you the ability to corrupt wildlife… you could already do that, what this does is allow you to preserve the combat instincts and natural abilities of the minions you create, allowing them to utilize their natural talents if they had any, increasing tactics and other such cunning. This does not include abilities magical in-nature like a wizard being able to manipulate winds… because a corrupted wizard would need separate research to find out how to use the Winds of Magic in the first place.

- Technological Aptitude (Technology Domain): Technology is not something an unintelligent dullard would be making, or wielding, and being made from it, your minions aren't dumb either. This is similar to Intelligence Fit For A Grunt, but it focuses your minions intelligence on properly using anything more complicated than a sword. Even animal-like constructs know how to wield guns and cannons with well... not expert precision, but if all you's got is a paw, they'll still be able to be useful. This also increases the intelligence of your Elites to form a basic personality, but of course, it is still going to be for your glory, and also allows your regular minions to speak, but, again, no personality.

- Ordered March (Order Domain): Yours is not a mindless horde of destroying drones scouring the land, you are an army, a march across the land, crushing the cries of rebellion and chaos into dust and memory. All of your minions share a small subconscious link, allowing them to instinctively recognize one another even without sight when grouped together. Their movements match together in perfect orderly sync to an unnerving degree and appear to be experts in fighting large mobs, in finding order from the chaos of battle. If one minion gets an demand from you or a Champion/Lieutenant nearby, they all do, and there is no delay in processing such orders, though it may be better to station an Elite or Lieutenant nearby so that the exactness of said order can be more better achieved.

This increases your minions and Elites intelligence a bit, combined with Technological Aptitude, this allows your minions to form basic tactics on the fly that isn't just rush in and smash things or shoot at them instantly. They might prepare ambushes or bombs in advance, simple flanking maneuvers and the such, without your say, just your intent. Do note, that Modremoth was the dragon with the Mind domain not you, your minion's intelligence might be closer to than most other elder dragon's minions, but don't expect something incredibly grandiose unless you get lucky.

Fearless: Minions of your will, they do not fear, they do not show mercy when it has not been given. Your minions can suffer from crumbling/unraveling like undead/daemons, but they all have universally high leadership across the board and they're immune to fear and terror. But otherwise, never route unless it would be advantageous or ordered.

Lieutenants and Champions however, are considered unbreakable.

Research In-Progress:

Research Complete:

Constructions In-Progress:

Constructions Complete:

Integrations In-Progress:

Integrations Complete: Technomancy, Order Magic

Individuals/Figures of Interest:
Name: ???
Current Behavior: Unaware of your existence. Standard behaviors as befitting a ruler.


Name: ???
Current Behavior: This twisted and constantly changing thing has become aware of a disturbance to its game. Exact information is unknown, unaware of your existence, but knows something is different.


Name: ???
Current Behavior: This old and not-dead thing has become aware of a disturbance to their Great Plan. Exact information is unknown, unaware of your existence, but knows something is different.

Factions of Interest:

Name: ???
Current Behavior: Operating under normal behaviors, unaware of your existence.

???
 
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Can we be a shadow dragon? I mean like corruption would twist things into a pseudo permanent night time.
 
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I will start after I open dextop within few min, can our primary domain be order and secondary being technology?
 
[X] Plan Void Dragon
[X] - Mag'ladroth, The Enlightened One, Anathema, Lord of Reason and All-Transcending Sage
[X] - Male
[X] - Around 20 story building (the smallest option, your form is overall the weakest, but you're fast, maneuverable and are capable of reaching and going places without instantly destroying them due to sheer bulk.)
[X]- https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTHMalA6-Z-8tO49f3iqcmGa3Bae0PkOjD1pQ&usqp=CAU
[X]- Technology
[X]- Order
[X] Impose Order by conquering and unite all the intelligent species under one Ruler. His desire is to expand his empire for the Greater Good, and to absorb all other intelligent races and their cultures into one. Those who refuse will be eliminated for Greater Good.("The future doesn't belong to you or me. It belongs to those who come after us. Their hands will be clean of blood; they need not know any sin, if i pay that price for them. To think that a child, might never again know pain! Isn't that a future worth fighting for?")
[X] - You hate Free will however paradoxically you cherish it as well because without it Order and Progress become stagnant. You will try to eradicate or at least bind free will to you. However those who possess Significant free willpower able to reject you. They will not fall under your Corruption external or internal. They must consciously accept your Overlordship without any external or internal prompting, You can not forcefully convert a sentient being into one of your Worshipper without his or her consent. You can tempt them but final decision will be up to them whether they will keel before you or refuse your offer. After being bonded if they refuse to serve you any longer then they are instantly freed from your control without any interference from your end. Once they refuse your offer or break free from your control you are unable to even tempt them any longer.
[X] - Arhat

[X] - Elite Guard: Not quite a champion, nor a lieutenant, but not just a simple minion either these Elites are more like the Heroes of other races and have vastly increased intelligence and power compared to your standard minions but not up to the strength of a champion or lieutenant. However, there is no limit of Elites in your army and they can function as mobile control-centers for small strike teams or to just hold down a disciplined front if the bigger guys are elsewhere. Elites don't have that much in the way of personality, but they can talk, even if it is in glory of you and your actions.
[X] - Draconic Sorcery: Normally magic used in offense is held in the hands of Elites, Champions and Lieutenants. You learned how to grant your basic minions the usage of magic, some of them at the very-least are 'sorcerer' types. Capable of shooting blasts of magic that relate to your domain, create lesser elementals of your magic to aid them in battle, create fields of damaging energy, totems that buff allies nearby and other types of magic depending on your Personal and Corruption Vector domains.
[X] - Wildlife Rampage: This trait doesn't necessarily grants you the ability to corrupt wildlife… you could already do that, what this does is allow you to preserve the combat instincts and natural abilities of the minions you create, allowing them to utilize their natural talents if they had any, increasing tactics and other such cunning. This does not include abilities magical in-nature like a wizard being able to manipulate winds… because a corrupted wizard would need separate research to find out how to use the Winds of Magic in the first place.

[X] - The Herald: The first, and strongest of you Champions has survived your awakening. The Herald were to prepare for their dragon's arrival, being granted more magic than the usual Champion in-order to accomplish this task, all in all, The Herald of yours is a truly unique individual that has even more grand strength and intelligence than any of your units/champions unless you deliberately leave them to the wayside.
[X] - Cut One Down..: But it's not always just one, your maximum amount of Champions at a time has increased to 6. Your maximum number of Lieutenants has increased to 15.
[X] - Bulwark of the Pack: The Champions of your armies realize that your minions while expandable do much better if they were a bit more defensible and have found out a way to link their magic to each of the other minions. The more the Champion surrounds themselves with minions, the more their magic imbues them with protection to both magical and physical damage. The larger the group of minions the more this defense grows, but it has diminishing returns, multiple Champions in the same area bolster this effect.

[X] - Bonded: Beings that you can corrupt, can now willingly choose to be corrupted, those corrupted this way are known as 'Bonded' and are the most outright intelligent and free-willed of your minions due to keeping mostly if not all of their mental faculties. They have an inclination to serve you, of course, and you can revoke this free will at your discretion, but so long as you don't take it away, your minions should be of greater tactics, as well as diplomats if need be. The Bonded are also noted to be quite similar to their original race, only taking on a few characteristics of your corruption rather than all of it. Bonded can be of minions, champions, voiceheads, lieutenants, and heralds.
[X] - Opened Vectors: Your corruption's capabilities have expanded, allowing you to corrupt things normally not under your purview by allowing for… colorful interpretation. As stone, corrupt plants as they grow from the earth, from air, corrupt lightning for both share the same sky, etc. This does not allow for the same degree of power as actually having the Corruption Vector domain and perhaps you'll never really make true minions out of these, but environmental hazards and corrupting magical items to serve your purposes are all the more likely… maybe even boost existing minions if you find time for research and experimentation.
[X] - Purification: But perhaps… corruption is not the way, but, instead, purification is. Balance the world's magic to all instead of coveting it. This power you possess is the first on such a journey to some would consider a brighter future. Instead of corrupting beings, you may purify the land and objects of any foriegn taint that infects it. Ridding it of vampiric or chaos corruption as you spread your magic around. You may also recede your corruption on living beings and the landscape harmlessly, either taking it back in on yourself or as a gift, unraveling your spectrum of magic into something they may utilize for themselves. In-time, you may even learn to purify living things as well as landscapes and objects, remove taint from mutants and the like. Your Madness limit is increased to 0/160, and Critical Mass starts on 110. Detrimental effects begin at 35/160 instead of 25/160.

[X] - Expanded Palate: You're of a more refined taste… or perhaps you've learned to enjoy any kind of magic you can get your hands on to feast on. You may instead get 75% Satiety from Madness instead of 50%, or choose 50% if gaining Satiety may not prove useful in that moment. On another note, you gain a flat +15 bonus to integrating/researching foreign magics to your system.
[X] - Vastness of Knowledge: The Elder Dragons have lived through many an age, some of them even remember what those ages were like and what was discovered from the lesser races. You may place yourself at the head of a 'research' topic, like Spearhead Research, you grant two (one extra from Spearhead) re-rolls to failed rolls and a flat +10 to succeeding on the roll. You may do other actions with the Elder Dragon, but cannot stack with Spearhead Research to gain a third potential re-roll. You also know a lot of random trivia for some reason.
[X] - Bolstering Aura: Those that would call your allies need not fear your appearance, but instead be bolstered by it. This trait grants boons to allies, not your minions, those that you would potentially forge alliances with to gain large boosts in combat prowess and morale while in combat near you. You also have no need to fear accidental corruption, while most Elder Dragons have a pretty good lead on what they want to and want not to corrupt, yours are honed so that if you do not want to corrupt a thing, you will not, not even by pure accident. This includes areas infected with a Dragonbrand or Carriers and other such instances.

[X] - Mortals are selfish, narcissistic, violent, readily tread on others to better ourselves, their love is selective, and their Greed knows no bounds. It is far better to have a benevolent supervisor to guide them so that they can reach their potential. He is a highly intelligent individual who is also calm, sophisticated, and arrogant due to his exalted Status. While speaking with someone, he conducts himself as a sociable, likable, and charismatic person. However, this is really a mask to hide his true nature. In battle, he is very cold and tactical. He is willing to sacrifice civilians and soldiers alike, if that is what it takes to achieve the objective. He sometime have second thoughts when he think about the overall cost, but he accepted that there will always be consequences for all of his actions. He hold to the belief that there is no differentiation in sacrifice, that all life is equal and choosing the path leading to a smaller sacrifice is for the best.

Exacting attention to detail served him well in his centuries of life. In war and at peace, he reveled in the minutiae of any given task, be it reducing a fortress to rubble or establishing the golden ratio within every portion of a theoretical design. Temperament wise he is a craftsman, and to be worthy of the appellation, every piece of work that bore his name must be judged for as long as it stood. His legacy is to leave no undertaking unfinished. Every task was approached as though it might be his last. His utilitarianism is absolute and consistent as clockwork. He is as brilliant as he is alien, cold and unfeeling. His violence is dispassionate and perversely pure, unmotivated by sadism and yet capable of systematically disassembling every obstacle in his path without the slightest remorse. He builds and improves structures of all kinds and abhors chaos, randomness and free will in all its forms. He finds excessive effort wasteful and prefers to apply the minimum exertion necessary to attain the desired outcome. His directives are fascist and totalitarian, but ruthlessly fair. He has no moral restraint against deception, nor any attachment to honesty. He demands perfection, especially from himself.

At his core, he is someone with good intentions, but since what he consider good is to be "managed under the protection of his Will", No sane being could think of it as anything but an unwelcome favor. According to Him "The people never have the power. Only the illusion of it. And here's the real secret: they don't want it. The responsibility is too great to bear. It's why they're so quick to fall in line as soon as someone takes charge. They want to be told what to do. They yearn for it. Little wonder, that, since all who possess sentience are built to serve." His experience tought him that Freedom creates chaos and upheaval, and ultimately it threatens the fabric of civilization itself. He believes that order, purpose and direction are key in the construction of a perfect world. In First phase He mainly try to influence Sentients to have discipline and restraint, as well as opting for tighter and more centralized governmental control. In case of races those who are too chaotic or unwilling to reform he would stop at nothing less than the total destruction of their free will, and absolute control over their mind.

[X] - Second Millennium IC
[X] - Grand Cathay
[X] - Out of the Blue: Surface (Your presence is not announced at all, you appear on the surface and there is a nary a blimp on the radar for most that you have appeared.)
 
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The Mountains of Mourne could be a good place to start if we could get thoes sky titans
I mainly selected fantasy China due to dragon revered there. Plus they have sorta collectivistic society which is ideal for my dragon. He likes that sorta societies. Maybe he can turn first Emperor into his champion. Sky titans are limited number wise while Cathy now facing chaos invesion and willing to bend the knee. They lack any Godly support as well, we can use Cathy to expand in Ind and Nippon. Also that mountain lack resources which can get from fantasy China. Our main power is innovation and order which can be used as force multiplier and support a civilization. I do not think at this point we can salvage sky titan civilization. They low in number, lack resources and have nearly endless Numbers of cannibals looking for them. Cost benefit wise Cathy is far more profitable.
 
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[X] Plan Void Dragon
Sounds good, and yea Cathy can expand to Ind, Nippon, Khuresh and Mountains of Mourn so there is room to expand

i do hope we can at somepoint gain some dragon minons
 
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