Grimloq
The Destroyer/The CreatorMale
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
Fire (Rage)
Fire in its broadest terms is vastly important to the world. It is the heat of the star that gives life to the rocky planets it showers. It is the molten pools within a core that can shape a continent, forges to craft metal, to give heat to those that are cold. Fire is just as much a creator as it is a destroyer. Grimloq emobies this duality with his desire to create creatures in his likeness, as well upholding a passionate, wrathful desire for violence and destruction. One would assume that such a duality of destruction and creation would breed something of an entirely chaotic nature, but Grimloq upholds a sense of honor and pride that structures himself more with a code to follow. His actions are seldom without reason, though often he may find excuses just to fight, he ensures that at the very least there be some reason to engage in violence.
In it's simplest form, the fight for survival has always appealed to Grimloq. Like the burning passion of a fire, rage both fuels and inspires him. No need for justice or retribution when all one needs is an obstacle to conquer to ensure one's self-preservation. That isn't to say he is against a lawful sense of justice, rather that is another quality he attempts to 'enforce', but it is also convenient to allow more primitive desires to follow reason as well. Predator and prey relations and a system of survival of the fittest are what he primarily desires to see simulated in his creations alongside affiliations to his flame. It is this primordial rage that Grimloq commands in his portfolio. The savage nature of an enraged monster or berserking warrior are what he inspires. Whether that rage is fueled by emotion, or survival, does not matter to him as much as it's effect.
In it's simplest form, the fight for survival has always appealed to Grimloq. Like the burning passion of a fire, rage both fuels and inspires him. No need for justice or retribution when all one needs is an obstacle to conquer to ensure one's self-preservation. That isn't to say he is against a lawful sense of justice, rather that is another quality he attempts to 'enforce', but it is also convenient to allow more primitive desires to follow reason as well. Predator and prey relations and a system of survival of the fittest are what he primarily desires to see simulated in his creations alongside affiliations to his flame. It is this primordial rage that Grimloq commands in his portfolio. The savage nature of an enraged monster or berserking warrior are what he inspires. Whether that rage is fueled by emotion, or survival, does not matter to him as much as it's effect.
Aʟɪɢɴᴍᴇɴᴛ
Lawful Neutral
Pᴇʀsᴏɴᴀʟɪᴛʏ
Cold-blooded, short-tempered, ruthless, stubborn, proud, honorable, irrational, violent, reclusive, eccentric
Grimloq is a god of few words(Which is perhaps a good thing given his monstrous voice.) and little wants. He upholds himself with great pride as a warrior first and a creator second. He looks down upon the other gods, yet his distinct preference for isolation rarely lets that animosity show. This animosity is defaulted by his prideful nature, viewing himself superior to others of his kin, yet in secret he does seek their respect and acknowledgement.
Often will Grimloq take sport in manifesting himself for battle against his own creations, or rewarding those that prove their strength either through challenging him or through spectating of a battle presented to his honor. There are times when Grimloq himself will manifest simply to experience the life of his creations. To hunt, to eat, to rule. He occasionally engages in the way of life his living creations make for themselves, be it wild beast or peaceful tribe, like a father desperate to connect with a son. He is often inspired by mortals, particularly fond of brave and powerful individuals whether or not they are a part of his creation or from another God.
In dealing with others he most often shows few emotions, but he is certainly quick to anger, and once he has made his mind on something; such as viewing another god as an enemy, or seeing through a strategy, he will rarely ever deviate from that path. His passion for battle and blood lust certainly shows in a heated battle, for he takes honor in his berserk-like tendencies, and appreciates foes that do the same. To him.
Grimloq is a god of few words(Which is perhaps a good thing given his monstrous voice.) and little wants. He upholds himself with great pride as a warrior first and a creator second. He looks down upon the other gods, yet his distinct preference for isolation rarely lets that animosity show. This animosity is defaulted by his prideful nature, viewing himself superior to others of his kin, yet in secret he does seek their respect and acknowledgement.
Often will Grimloq take sport in manifesting himself for battle against his own creations, or rewarding those that prove their strength either through challenging him or through spectating of a battle presented to his honor. There are times when Grimloq himself will manifest simply to experience the life of his creations. To hunt, to eat, to rule. He occasionally engages in the way of life his living creations make for themselves, be it wild beast or peaceful tribe, like a father desperate to connect with a son. He is often inspired by mortals, particularly fond of brave and powerful individuals whether or not they are a part of his creation or from another God.
In dealing with others he most often shows few emotions, but he is certainly quick to anger, and once he has made his mind on something; such as viewing another god as an enemy, or seeing through a strategy, he will rarely ever deviate from that path. His passion for battle and blood lust certainly shows in a heated battle, for he takes honor in his berserk-like tendencies, and appreciates foes that do the same. To him.
Gᴏᴀʟs
Beyond his simple desires of warrior, his pride also comes from his creations, which he strives to 'create in his likeness', creatures that will bear a reptilian with his heritage of his own cold-blood and fire, or ancient weapons that would be created by his forge. In short, to simply observe his own creations evolve and perhaps, impress his other kin, with the power his creations will possess or the 'beauty' they will have is more rewarding to him then winning a spar or smiting a foe.
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
Grimloq bears the tall and imposing body of a lizard-like humanoid. He is clad in heavy, plated blue scales as a form of natural armor. Crocodilian eyes pierce from his saurian head like dim candle flames. The crest atop his head is adorned with sharp spines. Bearing a muscular build he is armed with sharp claws and a barbed tail. He is often found wearing few clothing aside from pieces of golden armaments and other small equipment to suit a warrior's appeal. This form represents the lawful and honorable warrior of his duality, dubbed the creator.
When indulging in the other perspective of the duality in his domain, dubbed 'the destroyer', Grimloq manifests as a great dragon to represent the destructive power of fire.
Mᴜsɪᴄᴀʟ Tʜᴇᴍᴇ
(Work in progress.)
To Grimloq, the Dragons are his most divine and powerful creations, and represent the full might of his power. Powerful reptiles, Dragons are clad in tough scales with bodies that tolerates even the most extremes of heat without melting or even recieving minor burns. Representing fire itself; Dragon's have an indefinite heat resistance, but few can tolerate low, freezing temperatures.
Dragons have an indefinite lifespan, virtually immortal unless killed in battle. The older the dragon, the larger and stronger it is. Though they have slow growth rates that decrease as they age, they never truly have a growth limit. The oldest of dragons may grow to titanic porportions. Likewise, they're armored scales, be it plated or keeled, become harder with age. The average dragon's natural armor can be comparable with stone, but as they grow, that durability increases; From copper, to iron, steel, the eldest even surpassing the hardest of metals. Typically they're underbellies are less durable by comparison, and thus are essential weak points. Most dragons breath fire as attributed to that which they represent, but some may have unique breath weapons or other elemental affinities with fire. Though such cases are incredibly rare.
Most dragons are feral beasts, save for some exceptions, they cannot speak nor behave much outside of a feral angry animal. Due to their great power and slow growth rate, dragons are mostly rare creatures even on their native island. Most are very territorial, and many often have lengthy periods of dormancy that can last for centuries.
Dragons can be divided into different classes based on their overall form, however individual dragons even among the same species can vary greatly in appearance. Classes typically attribute to their overall design.
In general all forms of dragons mostly resemble some form of lizard or snake, or other reptiles outside from their key body designs. However some may also possess bird-like qualities as well, such as feathers or beaks, or bird-like talons. The blood of dragons is often toxic, and can be mildly corrosive. Most may have a forked tongue that can pinpoint scents, many have great eyes that can gleam through darkness with a firey light, and may even have a pit-viper like vision of being able to detect heat.
Dragons are known to have regenerative properties. Over long periods of time they can even heal from great wounds and even regrow missing limbs with enough time. Though they cannot regenerative or heal instantly, or within a short amount of time.
Dragons may possess multiple heads, and are sometimes dubbed hydras. Some hydra mutations of dragons may have faster regeneration then the typical dragon. The heads of a hydra may operate independently or in unison, depending upon the individual.
Hellkites are the original body plan for dragons. Lizard-like, with long necks, six or eight limbs (Four feet with 1 or 2 pairs of wings), and a robust long tail. They are the most dangerous class of dragons, fast, powerful, and well armored. More importantly, Hellkites have the potential to develop comprehensible sapience and even attain great wisdom if they are very ancient. Such intelligent individuals can communicate through telepathy.
The instincts of a hellkite are often fueled by the sinful anger of Tiamut. They are often, by their nature, inhabit violent rage and greed. Feral dragons have been known to be drawn to gold and other valuables, often storing them. Not all hellkites partake in this instinct, but it isn't uncommon either. Outside from accumulating treasure hoards, they also take pleasure in destruction. Whether it be burning down a village, or ruining a forest, once they awaken they will often seek violence for the sake of pure destruction.
Not all hellkites are feral or possess a malice alignment, but those exceptions are certainly a rarity.
Wyverns are feral dragons that have 4 limbs. Often bipedal with two legs and a pair of wings, they usually have long slender necks and a steamlined body. They are often smaller and not as strong or durable as other dragons, as well as being the more common of the classes relatively speaking. However, they often utilize sharply tipped tails, powerful bird-like talons, or sharp jaws to dangerous effective. Some have been known to breathe fire, but most seem to utilize variations of venomous barbs and fangs, or toxic secretions and saliva. Being the most primitive and simple minded of dragons, despite their feral nature they are not impossible to tame. Wyverns are often less territorial then other dragons, and may often roost and hunt in groups.
Drakes are similar to wyverns, except they lack wings. They often resemble giant lizards or wingless hellkites, but make no mistake in that drakes are often powerful and dangerous. They rely on sheer size and strength to hunt, and despite their size, they can be surprisingly fast on the ground. Like wyverns they are not impossible to tame.
Wyrms are by average both the largest and most destructive of the dragons, and yet they are also the most simple minded by far. Wyrms are limbless dragons, with little or no scales and instead having a tough leathery hide and very thick flesh beneath. Most wyrms live either underground or in the ocean, and only surface when they rampage once a century. Between a lengthy period of a time, usually a few centuries, they will remain dormant and in a sleep-like state, only eating whatever comes their way in a sudden ambush-like reflex. Once that time passes, they will rise from their lair and cause havoc at random. Most wyrms are either nearly or completely blind, with the exception of the smaller variations that dwell above ground. They also have poor smell and hearing, and instead rely on either vibrations in the earth or sonar in the water to sense their surroundings and potential prey.
Since Wyrms are so large and hard to kill, and too dumb to be controlled, when they awaken they are often treated more so as natural disasters then mere creatures.
Dragons have an indefinite lifespan, virtually immortal unless killed in battle. The older the dragon, the larger and stronger it is. Though they have slow growth rates that decrease as they age, they never truly have a growth limit. The oldest of dragons may grow to titanic porportions. Likewise, they're armored scales, be it plated or keeled, become harder with age. The average dragon's natural armor can be comparable with stone, but as they grow, that durability increases; From copper, to iron, steel, the eldest even surpassing the hardest of metals. Typically they're underbellies are less durable by comparison, and thus are essential weak points. Most dragons breath fire as attributed to that which they represent, but some may have unique breath weapons or other elemental affinities with fire. Though such cases are incredibly rare.
Most dragons are feral beasts, save for some exceptions, they cannot speak nor behave much outside of a feral angry animal. Due to their great power and slow growth rate, dragons are mostly rare creatures even on their native island. Most are very territorial, and many often have lengthy periods of dormancy that can last for centuries.
Dragons can be divided into different classes based on their overall form, however individual dragons even among the same species can vary greatly in appearance. Classes typically attribute to their overall design.
In general all forms of dragons mostly resemble some form of lizard or snake, or other reptiles outside from their key body designs. However some may also possess bird-like qualities as well, such as feathers or beaks, or bird-like talons. The blood of dragons is often toxic, and can be mildly corrosive. Most may have a forked tongue that can pinpoint scents, many have great eyes that can gleam through darkness with a firey light, and may even have a pit-viper like vision of being able to detect heat.
Dragons are known to have regenerative properties. Over long periods of time they can even heal from great wounds and even regrow missing limbs with enough time. Though they cannot regenerative or heal instantly, or within a short amount of time.
Dragons may possess multiple heads, and are sometimes dubbed hydras. Some hydra mutations of dragons may have faster regeneration then the typical dragon. The heads of a hydra may operate independently or in unison, depending upon the individual.
Hellkites are the original body plan for dragons. Lizard-like, with long necks, six or eight limbs (Four feet with 1 or 2 pairs of wings), and a robust long tail. They are the most dangerous class of dragons, fast, powerful, and well armored. More importantly, Hellkites have the potential to develop comprehensible sapience and even attain great wisdom if they are very ancient. Such intelligent individuals can communicate through telepathy.
The instincts of a hellkite are often fueled by the sinful anger of Tiamut. They are often, by their nature, inhabit violent rage and greed. Feral dragons have been known to be drawn to gold and other valuables, often storing them. Not all hellkites partake in this instinct, but it isn't uncommon either. Outside from accumulating treasure hoards, they also take pleasure in destruction. Whether it be burning down a village, or ruining a forest, once they awaken they will often seek violence for the sake of pure destruction.
Not all hellkites are feral or possess a malice alignment, but those exceptions are certainly a rarity.
Wyverns are feral dragons that have 4 limbs. Often bipedal with two legs and a pair of wings, they usually have long slender necks and a steamlined body. They are often smaller and not as strong or durable as other dragons, as well as being the more common of the classes relatively speaking. However, they often utilize sharply tipped tails, powerful bird-like talons, or sharp jaws to dangerous effective. Some have been known to breathe fire, but most seem to utilize variations of venomous barbs and fangs, or toxic secretions and saliva. Being the most primitive and simple minded of dragons, despite their feral nature they are not impossible to tame. Wyverns are often less territorial then other dragons, and may often roost and hunt in groups.
Drakes are similar to wyverns, except they lack wings. They often resemble giant lizards or wingless hellkites, but make no mistake in that drakes are often powerful and dangerous. They rely on sheer size and strength to hunt, and despite their size, they can be surprisingly fast on the ground. Like wyverns they are not impossible to tame.
Wyrms are by average both the largest and most destructive of the dragons, and yet they are also the most simple minded by far. Wyrms are limbless dragons, with little or no scales and instead having a tough leathery hide and very thick flesh beneath. Most wyrms live either underground or in the ocean, and only surface when they rampage once a century. Between a lengthy period of a time, usually a few centuries, they will remain dormant and in a sleep-like state, only eating whatever comes their way in a sudden ambush-like reflex. Once that time passes, they will rise from their lair and cause havoc at random. Most wyrms are either nearly or completely blind, with the exception of the smaller variations that dwell above ground. They also have poor smell and hearing, and instead rely on either vibrations in the earth or sonar in the water to sense their surroundings and potential prey.
Since Wyrms are so large and hard to kill, and too dumb to be controlled, when they awaken they are often treated more so as natural disasters then mere creatures.