Renly

(#52919319)
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Jinx

Bramblecrown Stoat
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Energy: 50/50
This dragon’s natural inborn element is Light.
Male Skydancer
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Personal Style

Apparel

Mist Chime
Proper Tailcoat
Blushing Pink Rose
Proper Ring
Tanned Rogue Gloves
Proper Pants
Porcelain Steampunk Spats
Porcelain Steampunk Tail Bauble
Proper Tail Spat
Ruby Starsilk Earrings

Skin

Skin: Abaddon Ascended

Scene

Scene: Lightweaver's Domain

Measurements

Length
3.55 m
Wingspan
4.89 m
Weight
546.79 kg

Genetics

Primary Gene
Cream
Vipera
Cream
Vipera
Secondary Gene
Lemon
Trail
Lemon
Trail
Tertiary Gene
Sky
Veined
Sky
Veined

Hatchday

Hatchday
Jun 21, 2019
(4 years)

Breed

Breed
Adult
Skydancer

Eye Type

Special Eye Type
Light
Dark Sclera
Level 1 Skydancer
EXP: 0 / 245
Scratch
Shred
STR
7
AGI
6
DEF
7
QCK
6
INT
6
VIT
6
MND
7

Lineage

Parents

  • none

Offspring

  • none

Biography

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Amiable | Gentle | Devoted


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Partner: Nelson
Best Friends: Betzalel, Roscoe
Relatives: Rhys

Elemental Alignment: Light
Alignment: Lawful Good
MBTI Type: INFP
Theme Song: Glory
Name meaning: Modern American, unclear.

Pronouns: He/Him/His
Role: Elemental Magic professor
Likes: Pastel colours, sweets, flowers
Dislikes: Self-importance, elitism, competition
Hobbies: Rose gardening, woodcarving
Hoard: Candles and lanterns

"The world is before you, and you need not take it
or leave it as it was when you came in."
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One of Home's most devoted teachers and most powerful magicians, Renly is a former soldier turned professor. Known for his kind nature and gentle teaching style, Renly is a beloved member of Home's faculty, a friend to his colleagues, and is devoted to his husband Nelson and their son Rhys.

- Biography
One of Home's most devoted teachers and a prodigious magician in his own right, Renly was outcast from his birth Clan, which was one of the numerous all Dark Sclera Clans in Light, as his magic grew strong enough to be considered a threat by the Clan's leadership. Unsure what to do and used to being a military dragon, he briefly served in the Light Guard before taking a position at Home, and he is still one of the few dragons at Home who have previously served in the Guard who willingly maintain their weaponry skills. He isn't proud of his battle scars, and is known for going to pains to hide them in front of Home's hatchlings as well as never being seen carrying his sword outside of his private room, but he is also committed to continue honing his ability, trusting it might someday help him keep Home safe.

- Life at Home
Considered to be one of the most adept and capable magicians at Home, Renly is well-known not only for his own impressive ability but also for the patience and kindness that define his teaching style. He is the head professor for elemental magic, meaning that he teaches dragons how to effectively harness the elemental magic of their innate alignment. Renly also serves Home as a master of Light magic, and works most closely with students of Light magic, although all of Home's young magicians can expect to have him in class. Though his typical students are the gifted advanced magic pupils in Jǫtunheimr Hall, he has never been known to turn down an opportunity to guest lecture. Renly is always happy to help with self-defence and swordplay classes, though he refuses to teach advanced courses in those subjects.

- Relationships
Renly can often be found spending time with his husband Nelson and their son Rhys. Renly and Nelson are a bit of an opposites-attract sort of relationship, with the soft-spoken and gentle Renly often smoothing out Nelson's rougher edges. Nelson can be gruff and intimidating; most dragons think Renly has never said an unkind word in his life. A naturally kind and compassionate dragon, Renly knows that magicians are often helpful to healers even if they don't themselves specialize in medicine, so he spends a lot of time helping out in Home's hospital wing - which earns him the respect of many of his students and colleagues. His students adore him, and the students in his advanced classes who he knows well feel comfortable coming to him for advice on their everyday problems. Renly deeply values the close relationships he has with his family, friends, and students.

- Personality
Gentle, kind, and soft-spoken, Renly rarely has an unkind word to say about anything. His gentle and patient nature can lead to him being seen as something of a pushover, and he's always loathe to discipline Home's residents. His love of pastel colours and sweets is well-known, and though he's one of the worst sticklers on the faculty board when it comes to safety rules, he'll turn a blind eye over minor infractions in exchange for sweets (he says that "light bribery" builds character, and he hates disciplining students so much he'll take any excuse not to). A leftover from his days in the Guard, Renly suffers from chronic pain in his shoulder, and his family at Home can always tell when he's having a rough day because of the uncharacteristic clip to his voice. Even on his worst days, however, Renly has never been known to snap or even venture past his usual politeness. He prides himself on being a soft and deeply kind dragon no matter what. He goes to great lengths to remain completely collected in front of the young dragons at Home, and can remain smiling and composed even in the face of personal insult. Much to the surprise of some of Home's residents, Renly is very capable of getting angry. He has a wide protective streak, and he's been known to stew for days on end after overhearing a rude neighbour make an unkind comment about one of Home's residents.


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Husband
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Son
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Friend
TRIVIA
  • Renly physically cannot shout, and will become hoarse from only raising his voice.
  • His favourite colours are pastel pink and baby blue.
  • He has horrible depth perception, and has been known to walk into doors.
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Unaðheim Faculty Info Card wrote:
Name: Renly
Birth Flight: Light
Designation: Advanced Magic Teacher; Assistant Advanced Swordplay Tutor; Special Topics in Magic Instruction
Title: Professor
Classes Taught: All Magic Courses (b-a), Magical Electives (a), Self-Defense (b-i)
Role and charges: Responsible for recommending pupils for advanced instruction; responsible for assisting with swordplay and weaponry instruction for advanced students and recommending for advanced instruction; member of tutelage board for Dark Sclera residents; member of Jǫtunheimr selection board; head of special topics instruction for advanced magical students; headmaster of Jǫtunheimr Hall

BabyPicture wrote:
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Renly's Journal
Notes on the Nature of Magic, Recorded in the Year 5780


The Nature of Magic
Dragons are creatures inherently bound to magic. Being created by the Eleven themselves, we are different from other creatures of Sornieth in that we are born of magic and without it we cannot continue to live. A dragon survives only as long as their innate magical store remains intact; our eggs are pure manifestations of our magic. Most dragons are born with a magical level that other creatures of Sornieth could spend lifetimes trying to reach. Our magic is determined by the Flight of our birth, as eggs naturally absorb the magic of the area around them. Dragons whose magic does not match their Flight are rare exceptions, often unable to live beyond a few days. The natural abilities and inherent risk posed by dragons of each Flight vary. In my explanations below, a risk factor of 1 indicates very high natural instability and denotes magic that is extremely dangerous without prompt and extensive training, while an instability factor of 5 indicates magic that is extremely stable and usable by even untrained dragons.
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Earth Magic
Risk Factor: 5
Earth magicians are well-known for possessing remarkably stable and easy-to-use magic. In fact, gifted Earth magic users are difficult to find due to the easy usability of the magic itself. Even mediocre and untrained Earth users are able to shift the earth around them. They are able to manipulate earth and rock even from a relatively untrained age, and, when properly trained, are often able to create earthquakes, form fissures, and learn to manipulate objects (such as metal or clay) which contain particles of earth. Though gifted Earth magicians are rare, Earth magic users are known for being reliable and decisive magicians.
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Fire Magic
Risk Factor: 1
Fire magic is notoriously unstable and dangerous. Only the most gifted Fire magicians should ever be recommended for further magical study. Along with Light, Shadow, and the rare Ice user, Fire magic is rare in that it allows for spontaneous creation and use - where an Earth magician will only be able to manipulate already existing earth and rock, Fire magicians are able to use their own body heat to generate flame. Untrained Fire magicians are notoriously bad at keeping this spontaneous generation in check, and most young Fire dragons are simply given training in how to keep their magic under control and how to moderate their body heat, and no more. A skilled Fire magician is able to light and extinguish flame at will. The most skilled Fire users have such control that they are able to moderate flame temperatures and redirect flame. In a technique common to Wind magicians, the most skilled Fire dragons can quickly create and extinguish flames below their wings or feet to allow them to quickly ascend. Because of the high level of energy expended uniquely when using Fire magic, many Fire users have an extremely high metabolism and have difficulty eating enough to keep their energy up. Due to the extremely dangerous nature of Fire magic and the great skill required for mastery, skilled Fire magicians are very rare. Even very skilled Fire magicians often give up the study of Fire magic in order to direct their magical talents towards other fields, such as medical magic.
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Wind Magic
Risk Factor: 4
One of the most dynamic magics, Wind magic is well-known for its graceful and playful nature. Wind magic is known for being relatively easy to master, though not to the extent of other elements, and even untrained Wind users are rarely dangerous to themselves or others. Almost all Wind users are able to self-propel, levitate, and use Wind magic to enhance and speed their movements. Like Earth, gifted Wind magicians are difficult to identify, both due to the ease of the element and the fact that many advanced Wind techniques are often too dangerous to attempt. The most skilled Wind users are able to asphyxiate others, remove air from the local area, and create localized windstorms. Perhaps it is for the best that gifted Wind users remain rare.
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Water Magic
Risk Factor: 3
Water magic may take many forms. When trained, Water magicians are able to manipulate the water around them and may do things such as easily walk on water, propel themselves through the water, and form water into various shapes. Many gifted Water users only maintain an average level of skill in these areas, instead being gifted in divination, of which the Tidelord is the patron deity. As divination cannot be easily taught (though schools of interpretation do exist), gifted diviners are born and not made. At a very high level of skill, Water magicians are able to cease the movement of waterfalls and practice the extremely taboo blood magic. Skilled Water users are able to manipulate any liquid around them, including the blood of other dragons, allowing them to control others' movements and easily hurt or kill them. Blood magic has been seen as deeply taboo since ancient times (and as a war crime in current times). The taboo surrounding advanced Water magic means there are still relatively few skilled Water magicians even today.
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Shadow Magic
Risk Factor: 5
Shadow magic, like Earth magic, is easy to master, and extraordinarily gifted Shadow magicians are very rare. Even untrained or mediocre Shadow magicians are able to create darkness in a small space and imbue objects with darkness (such as the Shadow-tainted black cereal I had for breakfast this morning. Tasted like mushrooms). Gifted Shadow magicians often specialize in hexes and illusions, and the most gifted are able to manipulate shadows and twist them. Shadow magic is rarely dangerous even in malevolent claws, with the worst coming out of it often taking the form of scary shadows.
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Ice Magic
Risk Factor: 1
Along with Fire magic, Ice magic is notorious for being unstable and difficult to control. Though Ice magicians cannot generate their own magic, they are able to use water in the air around them, which is functionally the same. Rare exceptions are in extremely hot places (such as places with active, raging fires). Again similar to Fire magicians, Ice users often use their magic without realizing (such as accidentally creating frost when startled or ice shards when angry). Many Ice magicians wear gloves to prevent a constant spread of frost from their hands. As with Fire, Ice dragons are often discouraged from pursuing advanced magical instruction except in the cases of the very gifted. In inexperienced claws, even an accidental hit from Ice magic can prove fatal, and wounds from Ice magic are often slow to heal or permanently crippling. When gifted and trained, Ice magicians are able to spontaneously generate ice and show, walk on water by creating ice under themselves, and generate ice structures, which may be complex and elaborate. Their ability to generate shards of ice for self-protection can be dangerous, especially as it is sometimes done accidentally and with little warning.
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Lightning Magic
Risk Factor: 3
Lightning magic is highly situational and difficult to master, though its high stability once mastered merits a lower risk than its difficulty would suggest. At first, Lightning magicians are often able only to manipulate and control lightning during active lightning storms. Only very skilled Lightning magicians are able to spontaneously generate lightning, through the same technique of manipulating local body heat and static electricity that Fire magicians use. When skilled, Lightning magicians are able to control lightning strikes and trajectories to a minute degree and manipulate static electricity to the point that they may glide or auto-propel flight. Hits from a blast of Lightning magic are often more akin to a taser than real lightning except in cases of genuinely skilled magicians, who can produce lightning very similar to the real thing. Due to the difficulty of mastery and the relatively limited practical use of Lightning magic, Lightning magicians are few and far between.
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Light Magic
Risk Factor: 3
Light magic has a high instability factor due both to difficulty of mastery and the surprising level of danger it can hold. Unskilled Light magicians are often unable to do more than generate and modify light in a given area. Gifted Light users are able to spontaneously generate bright light, control light levels in an area to a minute degree, and dispel illusions. Many gifted Light magicians are able to act as neutralizers, which involves allowing the strength of their own magic to redirect onto incoming magical attacks or standing magical effects and have a neutralizing effect, effectively nullifying other magics. Light magic is notoriously very difficult and tricky for users to fully master (not that I'm bragging or anything, I have sources on that). The danger of Light magic in untrained claws lies in the ability to generate light. Light users can generate light in any given area or upon objects, which does include other dragons. It is very easy to blind or permanently damage the vision of other dragons with this skill, particularly because Light dragons are often much less sensitive to bright light than dragons of any other element. Light magic in malevolent claws is also dangerous due to the ability of skilled Light magicians to completely nullify the magic of others. In skilled claws, however, Light magic is often helpful and can be valuable when neutralizing potentially dangerous magic.
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Plague Magic
Risk Factor: 2
Plague magic, though it is easy to master and often comes naturally, is very unstable. Unskilled Plague users are able to rot plants and organic foods. Gifted Plague magicians possess the ability to amplify disease, with only the most gifted possessing the ability to cure or moderate. Being notoriously tricky and having more "rules" than most other magics, it should be noted that, while Plague dragons are able to rot matter and amplify disease, they can only modify what already exists. A dragon cannot create rot in freshly-picked tomato were it not already blemished. This alone keeps Plague magic from being among the most destructive known to dragonkind. Gifted Plague magicians are rare, thanks in no small part to the grisly nature of their magic. Even in competent hands, Plague magic is not to be wielded lightly.
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Nature Magic
Risk Factor: 4
Nature magic, in stark contrast to its sister magic Plague, is very stable and easy to control. Nature users are able to modify and amplify existing vegetation even in an untrained state. The most gifted Nature magicians are able to spread this ability to living creatures, enabling them to aid in natural growth. Gifted Nature dragons are able to grow a tomato plant from seed to sprout in an hour. Though Nature magicians are always in demand at the farms and plantations of Sornieth, they are like Plague dragons in that they cannot modify that which is not already present. Despite their high demand and the ease of the element, Nature magicians are few - though Nature is easy enough to control, it takes an infamously long time and a great deal of concentration to reach full mastery.
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Arcane Magic
Risk Factor: 1
Arcane magic is unique among the elements in that it does not depend solely on the element of the dragon. Arcane magic is perhaps best defined as magic at its purest. Many Arcane dragons are born with very high levels of natural ability, and even the unskilled are able to manipulate and amplify the magic of other dragons, acting as 'magical batteries.' Though they themselves do not possess the ability to, for example, create light, unskilled Arcane dragons can act as conduits to amplify or nullify the abilities of other magicians. Arcane magic is easily the most versatile, with even unskilled Arcane magicians often being able to momentarily control the element of other dragons in the vicinity. The most skilled Arcane users will appear to be able to use the magic of all other elements with absolute ease. They are magical sponges, and may one moment function as an Earth user, the next an Ice user. Because of this dangerous level of adaptability, it is a requirement for gifted Arcane dragons to become masters of all ten other magics. Most Arcane dragons never reach this stage, typically choosing to specialize in one other element. To date, the number of certified Arcane masters is still below double digits.
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Neutral Magic
Risk Factor: 5
Most commonly seen in Dark Sclera dragons, entirely neutral magic does not match any known element. Most neutral magic users are born very gifted to a point rivaling Primals of other elements. This is why, here at Home, we have a special board solely devoted to training Dark Sclera dragons with this type of magic. Untrained neutral magic users can do such things as spontaneously create and destroy matter, a skill known to only the most skilled of other elements. The skill of the trained neutral magic user is best explained thus: they can do anything they think they should be able to do. I once used my portable radio flawlessly without batteries for well over a month; the moment Nelson pointed out to me it was out of batteries, it ceased all functionality. This indicates that our magic use is constant and largely unconscious. I have seen gifted Dark Sclera magicians walk through fire unscathed simply because they believed they could. Most Dark Sclera magicians, aside from this incredible level of natural ability, also choose one element to specialize in. Neutral dragons are unique in that, particularly with strong Dark Sclera heritage, their eyes do not always match the element of their birth, meaning determining the natural magical element of a hatchling can be tricky. The fact that neutral dragons' eyes do not always match their birth element indicates a very loose natural connection to elemental magic.
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Healing Magic
Risk Factor: 2
A crucial field of study but absolutely disastrous should it be performed incorrectly, medical magic is an ancient field which has been perfected over many generations of healers. This form of magic works best on physical wounds or injuries, with only the most skilled able to cure even something as mild as a headcold. Medical magic is the closest thing to neutral magic most dragons will ever be able to perform. Performed through using the natural magical energies all dragons naturally possess, this type of magic re-directs life magic from the caster onto another. The physical toll of performing healing magic means healers are often physically exhausted and more prone to exertion-related headaches and illnesses. Competent healers will be able to mend torn skin and fix broken bones; skilled healers are able to bring grievously wounded dragons back from the brink of death. For some reason, colds and illnesses are much more difficult to work with. As with some branches of elemental magic, medical magic works best when the caster uses incantations - medical magic incantations are often song-like and very complex. Difficult to master, and requiring a steady hand and heart lest more damage be caused than repaired, healers must be wonderfully gifted magicians.
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Exalting Renly to the service of the Lightweaver will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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