Pressing lidless eyes and waiting for a knock upon the door.
Faction -Plenoran
Role - Knight ♞
Race -Draconian
Gender -Female
Appearance -Ormir has long, pure white hair which cascades wildly down to just below her hips. When in her Gardeninan Garb, she leaves her hair free or in loose braids, and it often partially covers her face. Her eyes are a pale, icy blue that seems nearly white when the light hits them. There is often a hint of amusement in Ormir's eyes, as if she is smiling at some joke only she knows. Her skin is lightly tanned with golden tones.
Ormir is slim, with almost no curves to speak of. She moves with a serpent-like grace, seeming to glide over the ground instead of merely walking. She is tall, at 6'0, but it is difficult to realize how tall she really is due to her slim figure and long hair. When trying to blend in, she will wear a plain, dark colored dress which gathers at the waist and falls to brush the tops of her often bare feet.
When not blending in, Ormir wears her hair in a tight braid wound around her head and well secured with an engraved silver clasp. She wears a long, loose top with slits up the sides that is secured around the waist with a red cloth belt. Underneath, she wears plain white tights that are the same length as the top. Her general appearance also changes as she uses her abilities. Though Ormir cannot transform into a full dragon in Gardenia, she will show some dragon-like qualities, such as slitted pupils, fangs, small patches of shimmering scales, short horns, and claw-like nails. Her Knight's crest is on the inside of her left wrist, perhaps because she is left-handed.
Personality - Ormir is very unlike the element of ice that she controls. She is rather warm and friendly, if somewhat aloof. She is quiet, and seems to forget to communicate with words at times since she is more used to her dragon form. Normally, she will communicate with body language or gestures. She is curious and observant, often content to watch from a distance. Ormir is content to see how others react rather than giving any reaction herself.
However, this differs when she, or one of her teammates, are fighting the Seramels. She is loyal and fiercely protective, and never one to give up when a comrade is in danger. She will fight past what is wise to protect a teammate, even if it costs her. On her own, on the other hand, she can calmly decide whether the fight is worth continuing or if retreat is the wisest option. She does not especially enjoy fighting, but sees it as a necessary part of life.
Weapon(s) - She wields a sword whip, which has small, sharp segments bound together with a thick, flexible wire. Each piece can move a different direction or speed within its own section of wire as Ormir manipulates it with ice, making it a versatile weapon. It can either be used like a normal sword, with each segment close together for defense, or as a weapon for longer distance attacks, with a range of nearly twenty feet. When used as a normal sword, it is nearly impossilbe to tell it is a whip sword, which can give Ormir and added element of surprise.
Fighting Style- Ormir primarily uses long range attacks and ambushes from above as she rides her mount. She relies mainly on the agility and strength of both her weapon and her body. Her attacks are powerful, deadly, and persistent but usually easily dodged by those who are light on their feet. Ormir uses surprise to her advantage whenever possible, often thinking of ways to catch her enemy off guard.
--Abilities--
Sense presence- Can feel the spiritual presences of the other "pieces".
Knight's Crest- Summons a black dragon, just bigger than a full grown Clydesdale, to ride. The dragon, Ekuro, is built for speed, with powerful muscles, a deep chest, and long legs. He has long claws useful for climbing buildings. His wings are not powerful enough to take off from a standstill, so he must jump from a high place to begin flight. Ormir can communicate with Ekuro wordlessly, using only pictures, body language, and emotions.
(1) Ice Creation/Manipulation: Ormir can create ice, which comes from her breath. She can change its form depending on her will. the strength and versatility of her control depends on which Draconian stage she is in currently.
(2) Draconian Transformation: Stage 1- When Ormir either becomes excited or nervous, or consciously begins changing, her eyes will begin morphing into the eyes of a dragon. Her eyesight will improve to see better at long distances, her strength begins to grow with the strength of her emotions, and she gains a jump height of about ten feet. She gains basic control of ice, and is able to make large quantities of frost to lightly cover surfaces and make them slick. At this stage, Ormir can also make small splinters of ice that will either pierce the skin like needles or cover a small surface, restricting movement momentarily. She also gains basic control over the segments of her sword, and is able to bend, flex, and lengthen the segments, though faster than normally. These attacks do little damage, and are more for slowing the enemy. Maintaining this stage normally takes as much energy as a light jog.
(3) Draconian Transformation: Stage 2- When she enters stage 2, Ormir gains the eyesight to track the fastest movements. Her strength increases two-fold, as does her agility and jump height, but her speed lessens. Two spindly horns protrude from her head, and her fingernails become claw-like and sharp. At this stage, she gains more precise control of ice. She is able to create much larger, more dangerous spikes that fire at a more deadly velocity. She can also make thick walls of ice. Though she could not do this fast enough to block an attack, she can use these ice walls to change the landscape in her favor and making it more difficult for the enemy to attack. These walls will stay in place until they melt naturally, or until Ormir moves or melts them herself. She has great and precise control of her sword, and can deliver extremely powerful, if slow, blows. Maintaining this stage is quite a bit more exhausting, and is something Ormir could only maintain for a long period of time two or three times a day if pushed.
(4) Draconian Transformation: stage 3- At stage 3, Ormir is as close as she can get to a full dragon's power, and as far as she can transform in Gardenia. With this stage, she gains her most powerful defense. Ormir can develop hard scales almost instantaneously on any area of her body as long as less than ten percent of her body is covered at any one time. This greatly lessens any physical blow, as well as slightly dampening the effects of magic. However, it takes an extreme amount of energy to maintain, so she will usually do this only to avoid a crippling or fatal blow. She also comes to her deadliest strength, as well as her slowest speed. At this stage, she can levitate for short periods of time, usually just enough to deliver an attack or dodge a blow. This ability, however, does not translate to flight. Her speeds are far too slow and the energy use is too high. Using this stage would be comparable to running a full marathon after missing three nights of sleep. Only the strongest enemy with the greatest threat to her teammates will provoke Ormir to this stage.
History- Ormir was born in a small village in what is now Scandinavia in the early tenth century. The village consisted primarily of Draconians and those who knew of and accepted them. Ormir had a draconian father and a half human mother. After about a century when Ormir was nearly full grown, there was a feud in the village, and Ormir's family left to start a new life on their own. Ormir's mother was pregnant at the time, and soon after they settled into their new home, Ormir had a sister, Ahmura. They lived peacefully for a time, trading for food from a nearby human village.
One day, while they were visiting the village, Ahmura lost control of her human form while playing with some children and reverted to a dragon in the middle of the village. With that, their secret was known. They should have left then, but many of the villagers warily decided to trust them and they felt moving was not necessary. However, other villagers were frightened of them, or were filled with greed at the thought of selling dragon parts. These few villagers managed to petition the king for assistance.
On a snowy day, a large group of warriors arrived and broke into the house. Ormir's parents told her to take Ahmura and run as they attacked the warriors to protect their children. Ormir and Ahmura fled, but soon they were pursued by a significantly smaller group of the fearsome men. Ormir was uncertain whether they had killed her parents, or just abandoned the larger group to pursue them. Since Ahmura had just barely learned to fly, they were unable to shake their hunters as they ventured deep into the mountains.
Suddenly, a flaming arrow was shot from the group, hitting Ahmura and burning a large hole in her wing. She plummeted to the ground, and Ormir dove after her, hearing the men jeering and laughing at them. It was quickly apparent that Ahmura could no longer escape, and Ormir decided to stay and fight. She would not abandon her sister to these monsters. The fight was difficult and like nothing Ormir had experienced before. After what seemed like hours of fighting, Ormir was fatally wounded, but only three men were left from the group of pursuers. The rest lay strewn and battered throughout the narrow valley.
Struggling to stay conscious, Ormir gave every bit of energy she had left to attack, not bothering to dodge the attacks anymore because she knew she was dying. Finally, she killed one man and mortally injured the other two just as a blizzard was beginning. She struggled over to the trembling Ahmura and curled tighly around Ahmura and spread a wing over her to protect her from the fierce winds and cold of the blizzard. Bleeding profusely from numerous cuts and wounds, Ormir died sometime in the night, her large body and wide wings still protecting her small sister from the storm.