Zephyr

Zephyr

Biographical information
Vel Luin 16 Dreadlord Institute
Physical description
Human Male
Political information
Dreadlord Initiate
Out-of-character information
Art of Official Character in a book by Susan Dennard (I thought it was cool and no money is being made off of this, so should be fine!)

Behind most of his fellow initiates in terms of skill, Zee is considered a work in progress by much of the faculty at the Academy.

Even so, the decade and some he's been forced to learn how to better control his magic was not exactly wasted, so underestimate their power at your own risk.

Still slightly free-spirited despite the many years of indoctrination, he dislikes the idea that he is nothing more than a weapon and plans to accept exile or reserves if he manages to graduate.

Appearance

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Skills and Abilities

Magical Control never came easily to a young Zephyr just entering the more breakneck stage of Dreadlord Training, resulting in the scars on the side of his face. Through a combination of not giving up and trying to avoid pain, he has brought three specific skills to a usable level alongside the basic summoning of strong winds and whatnot.

Flight: Zephyr can fly using the power of the air. It's a process he's still shaky on and thus is easily interrupted while doing so. Has a general idea this power could be used on others, but doesn't have the focus yet.

Fallbreaking: Zephyr can slow his falls using the Air. He has mastered this skill out of caution so he could practice flight without serious injury.

Wind Boosting: This power is very simple. He can boost the speed of his attacks with the wind whether they be by blade, bow, or hand. Z is well-versed in doing this but also becomes more open to attack if he misses, making this tactic a secret Ace in his arsenal.

HtH: 6/10 (Taught hand to hand combat by default)
Range: 7/10 (Uses a Bow as his main weapon)

Personality

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Biography & Lore

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References

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