Herkhen

(#85839739)
Magic System
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Familiar

Brown River Flight
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Energy: 50/50
This dragon’s natural inborn element is Plague.
Female Pearlcatcher
This dragon is hibernating.
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Personal Style

Apparel

Gold Aviator Gloves
Teardrop Citrine Tail Ring
Lagoon Starsilk Tailwrap
Nebula Starsilk Socks
Ornate Copper Necklace
Simple Gold Wing Cuffs
Poisonous Woodbasket
Navy Chest Wrap
Maroon Leg Wraps

Skin

Scene

Measurements

Length
4.04 m
Wingspan
4.54 m
Weight
645.48 kg

Genetics

Primary Gene
Teal
Flaunt
Teal
Flaunt
Secondary Gene
Camo
Flair
Camo
Flair
Tertiary Gene
Thicket
Firefly
Thicket
Firefly

Hatchday

Hatchday
Apr 28, 2023
(1 year)

Breed

Breed
Adult
Pearlcatcher

Eye Type

Eye Type
Plague
Common
Level 1 Pearlcatcher
EXP: 0 / 245
Scratch
Shred
STR
7
AGI
8
DEF
6
QCK
8
INT
5
VIT
6
MND
5

Lineage

Parents

Offspring

  • none

Biography

All elements are equally gifted, but all execute it differently.
lightningmid.png
God of Magical paths
lightningmid.png

  • Created from the concept of the powers of gods
  • There had to be some sort of order to make sure the magic doesnt cause damage
  • So Herkhen was born
  • He found disdain in how wild magic was and i order to make sure it didnt go haywire, he made it have paths
  • He is one of the first lesser gods

Every single dragon and being with a soul, has magic corresponding to the element they were born in. And each element has different paths of use which are all able to be learned. Magic and magical ability is already present in everyone, even plants and rocks can have magic. The whole place is full of miracles. But lemme quickly whittle it down so i am not incoherent:

- Dragons and Beastclans: Are born with magic and each can learn to wield it

- Animals: Some have magics, some dont, but those with magic mainly use it in an uncontrolled manner or very limited, like either just quick bursts or as a shield, again, corresponding to the land theyre on, usually. But based on circumstance based on what element they arenearest, like some fish obviously would be water even if they were in the Windswept Platue. Not to mention some beings keep their elements even when in odd placees or due to migration

-Plants and Materials: Unlike living breathing creatures, these simply carry the magic of the world in them, but not strictly in the same element as where they're found. Like for example if you look for bones in the Scarred Wasteland, most of them would be embued with the element of Plague, but if it came from an ice or fire being, it would be imbued with ice/fire. Also based on the magical influence of the area (As in; someone left an elemental artifact/enchanted object in the area, something magically happened there, its near a boarder, etc., there is a bunch of possibilities) some specific things might change or grow there!

This is also how alchemy works, which is a whole other science i will get into much later, but its basically using different elements in harmony, but also in different paths which i will rn explain. Also, each element is better and worse in different paths, but each element is able to be used that was:

-Harm/Battle: As the name suggest, this is magic that is intended to do harm to the target. It cant be dirrected to oneself and only onto others. Based on the amount of mana/breath(Has the same meaning in my universe) used it can show its potency. It can also be used for "Harmless" things like for example as an earth mage you can yeet a pebble at someone or as a plague mage make them sneeze or cough for a second, like when they talk too much like i do rn
-Shield/Protect: Can be used for mental, physical or magical protection. Of course each element has its weakness to another which can make the protection spell be easier broken to the element its weak to. Unlike in the coli, there is no normal type, so it all is based on your element. To make a true protection spell/enchantment youd need expirienced mages of all elements to enchant it, making it a powerful item.
-Aid/Heal: As it says, each element can heal but in it's own way, some more gracious and less painful than others. But they all have in common that wounds, ailments and specific illnesses can be healed.
-Weaken/Effect: This is based on the coli items, which is that the element abilities that give status effects. Each element has its own effect which can be used both maliciously and benignly, like for plague you can contaminate someone mildly, but once they heal from it they gained an immunity to the strand(Each element has its small specifics but thats for one to find out themselves usually, like a "Here are the basics to art but find your art style")
-Summon: All can summon specific temporary platforms or object to aid in all sorts of things. For example Platforms, Spikes, or if you're an expirienced mage, you can summon minions, but those can take much more breath/mana, and even more based on if they want it to be permanent or not. Permanent ones can become creatures in and of themselves but that takes time and resources, but will usually never get smarter than a dog.

These are the main paths that it can take, and these can be used on objects to enchant them with these powers. The biggest example would be a staff, as these get enchanted to make magic use easier and/or stronger, and you can chose to get them enchanted already or you just do it yourself. Some enchanted items can be used to make castings of the different paths easier, or these items can be used as a one time use(These usually come in scrolls you need to read out loud to activate).
The ability to put a spell into an item without casting the spell itself requires quite a big amount of concentration as you need to kinda... do the thing without doing it. And the stronger the spell, the harder it will be to enchant. You can usually enchant an item only once in one element, meaning a plague enchanted item cant be again enchanted by a plague mage, but an arcane mage could enchant it but after doing so both plague and arcane cant enchant it and so on!
There is also the fact some spells can fade, but that doesnt mean you can reenchant it. You can ony reenchant it when the former magic of your element in it fully leaves, which is not only unlikely but rare unless it was heavily enchanted by another element which can kinda push it out or override it if it's an old spell.

Some areas and items can also give mana/breath or strenghten specific eliments or paths!
This can be caused if a place was enchanted or out of nature has a high amount of magic around it, and the amount of such places varies from domain to domain. Like for example you would see much more harm path magic in the Scarred Wasteland, but would see more aid path magic in the Viridian labyrinth.

And of course, each element has its quirks, like plague contaminates and makes sick, fires burns and roasts, light is...light, nature makes plants grow and so on!
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Exalting Herkhen to the service of the Plaguebringer 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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