Drownkin

Drownkin Dragons

“The tide drags all things home — even you.”

Once born to the sky or sea, the Drownkin are dragons that surrendered to sorrow. Not in fire or fury—but in silence, in stillness, in the echo of loss. Whether cast down or pulled under, they are not burned by corruption like the Blightwings. They are eroded by it. Slowly. Irrevocably. Some fell in grief. Others in betrayal. Some simply… gave up.

Now, they are the tide incarnate. And they never let go.

Species Overview / Introduction Paragraph

The Drownkin are aquatic dragons birthed from Namsae’s will, adapted for life in the abyssal trenches and shadowed waterways of the world. They are sleek, serpentine, and terrifyingly elegant — the perfect predators of the sea. Unlike their landbound cousins, the Drownkin never developed wings; instead, they bear finned crests, webbed extremities, and sinuous tails that slice through water with lethal precision. Shrouded in bioluminescent mystery and often mistaken for monsters of legend, they lurk in deep waters where sunlight dies and dreams drown.

Core Profile

  • Subtype: Aquatic / Abyssal Dragon
  • Temperament: Patient, predatory, and enigmatic. Drownkin observe more than they speak, but strike with terrifying precision when provoked or hungry.
  • Alignment Tendencies: Neutral Evil or True Neutral. They act with purpose but rarely cruelty unless corrupted.
  • Cultural Role: Deep-sea guardians, wreck scavengers, and keepers of drowned secrets. Often worshipped as sea spirits or mistaken for gods by coastal cultures.

Personality Traits:

  • Cunning
  • Predatory
  • Observant
  • Deeply instinctual
  • Often distant, even from their own kind
  • Not easily provoked… but merciless when they are

Intelligence Profile:

  • Tactical Intelligence: High
  • Social Intelligence: Low to Moderate (prefers solitude or tight-knit kin)
  • Dream Affinity: Low
  • Arcane Affinity: Medium–High (mostly elemental and sensory-based magic)

Notable Traits

  • Bioluminescent fins or eyes
  • Amphibious adaptation
  • Speak mentally through dreams and water
  • Can disappear completely into a still pool

Physical & Combat

Strengths

Drownkin are masters of underwater survival and devastation.

  • Masters of underwater combat and stealth
  • Natural camouflage in aquatic environments
  • Can breathe in both air and water
  • Telepathic communication while submerged

Combat Style per Form

Humanoid Form: Stealthy and lithe. Utilizes tridents, barbed chains, or harpoons. Highly mobile in water.

Bipedal Form: Brutal, serpentine melee. Uses claws, tail, and bite alongside aquatic control magic.

Full Dragon Form: Massive aquatic devastation. Uses sonic roars, whirlpool magic, and ramming force.

Drownkin favor hit-and-fade tactics and sensory overload. They disorient with sudden flashes of bioluminescence or water distortion, then strike from unpredictable angles. Agile in water and slippery on land, they use terrain and fear to their advantage — leaving victims unsure whether they’re fighting a beast or the sea itself.

Magical Resistances / Battlefield Advantages

  • High resistance to cold, pressure, and water magic
  • Excellent in environments with poor visibility or magical interference
  • Can manipulate currents and sonar for navigation and advantage

Weaknesses

Emotional, Magical, Environmental Vulnerabilities:

  • Dry heat weakens them physically and magically
  • Emotionally vulnerable to abandonment or betrayal

Form-Specific Drawbacks:

  • Humanoid: Fragile out of water
  • Bipedal: Slower on land
  • Full Dragon: Cannot take flight; mobility is tied to water

Magical Affinities

Primary Spell Types / Affinities:

  • Water
  • Shadow
  • Sound
  • Illusion

Affinity Differences Per Form:

  • Humanoid: Focus on minor illusions, stealth, water shaping
  • Bipedal: Command water beasts, whirlpool generation
  • Full Dragon: Tsunami-level devastation, fog generation, siren’s call

Common Classes

  • Primary Archetypes: Druid (Coast), Sorcerer (Abyssal Bloodline), Bard (Siren-style)
  • Secondary/Rare: Warlock (Deep Patron), Rogue (Phantom or Scout), Cleric (Tempest)

Weapon & Armor Proficiency

Humanoid Form

  • Weapons:
    • Barbed coral tridents (often enchanted to echo underwater vibrations)
    • Bone daggers carved from leviathan remains
    • Weighted nets laced with poison-tipped hooks
    • Harpoon launchers or retractable spike-blades (organic or magically formed)
  • Armor:
    • Flexible kelp-weave wraps reinforced with shell plates
    • Coral-embedded vambraces or bracers
    • Enchanted sea-silk garments that adjust buoyancy and temperature
  • Style Notes:
    • Designed for stealth, speed, and aquatic finesse
    • Armor is non-restrictive and camouflaged against the seafloor
    • Preferred weapons allow quick stabs or entanglements

Bipedal Form

  • Weapons:
    • Natural: Claws, tail, and bite — primary combat tools
    • Supplemental: Bone-forged glaives, jaw-mounted armor with tusk-like blades
    • Some utilize organic weapon-growths like fin-spikes or barnacle-shields
  • Armor:
    • Minimalist — armored hide is reinforced with hardened scale plating
    • Coral-spined greaves or fin guards
    • Magically grown armor that flows with movement, formed from seafloor minerals
  • Style Notes:
    • Brutal but elegant — focuses on raw force enhanced by water manipulation
    • Weaponry blends with body shape; functional yet ornamental
    • Often ceremonial in design, echoing predator deities of drowned cultures

Full Dragon Form

  • Weapons:
    • Natural only: Tail-whip, horned charge, claw rends, and sonic roar (used like a cone of destructive sound)
    • Fins harden into slashing blades during rage
    • Teeth capable of cracking ship hulls
  • Armor:
    • No worn armor — their own hide is impenetrable in water
    • Scales reflect ambient light to appear invisible in murky depths
    • Bioluminescent node formations may activate or go dark depending on intent (deceptive or aggressive)
  • Style Notes:
    • A living weapon — the dragon form does not require or allow external tools
    • Uses pressure waves and terrain to manipulate combat fields
    • Armor is innate, grown over centuries, and can reflect magical energy

Common Classes

  • Primary Archetypes: Druid (Coast), Sorcerer (Abyssal Bloodline), Bard (Siren-style)
  • Secondary/Rare: Warlock (Deep Patron), Rogue (Phantom or Scout), Cleric (Tempest)

Culture & Psychology

Mindset & Morality

  • View the surface world as temporary and frantic
  • Deeply philosophical and meditative when alone
  • Bonds slowly but protects with fierce loyalty

Likes & Dislikes

Likes:

  • Deep trenches, sunken ruins, moonlight on water
  • The taste of secrets, dream-scrying
  • Emotional calm or seduction

Dislikes:

  • Fire, sand, blinding light
  • Betrayal or confinement
  • Loud chaotic magic (e.g., fireball, lightning bolt)

Cultural Notes

Beliefs, Taboos, Rituals:

  • The sea remembers everything. Death in water is transformation.
  • Elders choose mates via silent song
  • Eggs are kept in drifting kelp groves
  • Taboos: Killing without purpose, surfacing during storms, lighting flame underwater

Fashion / Armament Philosophy:

  • Pearlescent scale accents
  • Fins adorned with kelp jewelry
  • Woven sea silk garments (if any)

Society & Values

  • Courtless, scattered, and isolationist
  • They haunt coral graveyards, submerged palaces, and flooded temples
  • Some lair in storm-lost sea caverns where no sun can reach
  • Hoard emotionally charged objects — the wedding ring of a widow lost at sea, a blood-soaked flag, a diary thrown overboard
  • While other dragons keep treasure for utility or pride, Drownkin keep what hurts. They keep what they cannot forget.

What Makes a Drownkin

  • The fallen sea-dragons, shaped by sorrow
  • Haunting and mournful, but not without hope
  • Dangerous not because of fire, but because of feeling
  • Masters of tide, illusion, and despair magic
  • Rarely bonded — but when they are, the connection is mythic
  • They are the echo in the drowned cave. The fog before the funeral. And the storm you didn’t see coming.

Personal & Mythic

Hoarding Instinct

Drownkin do not hoard for glory, greed, or power.
They hoard for remembrance.

Their collections are not vaults of gold, but graves of memory — quiet places where the weight of what was lost can be held, honored, or simply endured. Their lairs are lined not with treasure, but with tokens of pain and beauty: things that carry a story, a scent, a scream left unheard.

Common Hoard Items Include:

  • Rusted rings still etched with names
  • Half-rotted journals sealed in wax
  • Dagger hilts from fallen protectors
  • Bottles containing last messages, songs, or farewells
  • Children’s toys, wedding veils, lockets filled with seawater
  • Bones engraved with forgotten oaths
  • Stones taken from graves washed away by tide

Each item in a Drownkin hoard is chosen not for value, but for emotional resonance. The dragon may not remember the exact person it came from — but it remembers the feeling. The heartbreak. The vow. The silence after.

Some hoards are hidden in trenches that only open during eclipses. Others drift weightlessly in undersea caverns, guarded by tides that moan like mourning whales.

A Drownkin without a hoard is a creature in spiritual agony — untethered, unanchored, and at risk of slipping fully into corruption.

Reputation & Role

  • Often worshipped as sea spirits or mistaken for gods by coastal cultures
  • Feared by sailors, mythologized by storytellers, and mourned by those who vanish at sea

Bonding & Connection

The Deep Remembers To bond with a Drownkin is to anchor yourself to sorrow — and choose to stay afloat.

These dragons do not seek companions. They find mirrors — souls cracked in similar ways, waterlogged by grief, but not yet broken.

Bonding with a Drownkin is not about saving them. It is about surviving together. And sometimes, it is not survival at all — but a shared descent into beauty, madness, or silence.

The Nature of the Bond:

Grief, Echo, and the Pull Beneath Drownkin bonds are rarely formed and often feared.

They emerge only when two spirits brush beneath the surface — when pain is seen and not turned from.

A Drownkin may bond through:

  • Moments of emotional collapse or surrender
  • Silent companionship in mourning
  • Shared defiance in the face of oblivion

Unlike Aquarion, who bond with serenity, Drownkin bond with empathy sharpened by agony. They are drawn to those who have drowned before — and chosen to breathe anyway.

Types of Bond

Chosen

  • The Drownkin offers a lantern in the deep: clarity, warmth, and new purpose
  • The Chosen gains resistance to emotional manipulation and psychic intrusion
  • Their lifespan extends to match that of other long-bound mortals (up to 500 years)
  • The bond is fragile — the wrong word, the wrong betrayal, and it dissolves like mist over tide

Oathbound

  • A sacred bond of survival and sorrow
  • The Oathbound may gain control over shadowed currents, illusion, or mourning magic
  • They feel what the dragon feels — not through fire, but through undertow
  • These bonds are rare and powerful… but may become obsessive, sacrificial, or tragic if untended

Bonded (Lifemates)

  • The Drownkin and their Bonded share emotion constantly, even across great distances
  • If one sinks into despair, the other feels the pull — and may drown in spirit, even if not in sea
  • Some Beloveds of Drownkin vanish into the waves without ever learning why
  • Others endure, rising stronger — marked forever by love that burns blue instead of red
  • A Bonded pair may be radiant. Or ruinous. But never insignificant.

The Risk of the Wrong Bond

Drownkin do not forget. They do not forgive easily.

A false bond — forged in pity, deceit, or pride — becomes an anchor around both necks.

If their Beloved:

  • Betrays them, the Drownkin may fall silent and disappear into abyss
  • Dies, the Drownkin may turn into storm or silt, haunting the shorelines
  • Turns cruel, the dragon may become destructive, dragging others into grief by force

Some call it a curse. Others call it a mercy — that even monsters still remember love.

DARK ARC

The Fall / Corruption Path

When a Drownkin succumbs to corruption, it becomes something even the deep sea fears. Twisted by unnatural magic, these creatures cease to hunt for survival and begin to devour for hunger alone, turning the tranquil abyss into a churning hell of madness and blood.

Signs of Drownkin Corruption include:

  • Blackened fins and cracked scales leaking shadowy ichor into the water
  • A constant ripple of distortion around them, like reality bends near their presence
  • Bioluminescent patterns flicker in erratic, violent pulses that can trigger hallucinations in prey
  • Loss of restraint — corrupted Drownkin become unrelenting and frenzied, no longer calculating
  • The ability to speak directly into the minds of others with haunting whispers, even while submerged

Behaviorally, a corrupted Drownkin no longer stalks or plans — it crashes through water and stone, destroying coral reefs, devouring shipwrecks, and dragging whole villages into the deep in tidal rages.

Worse still, some corrupted Drownkin gain the ability to infect other aquatic life, warping creatures into half-sentient husks bound to their will. These “Tidefallen” minions swim in grotesque formations around their master, chittering and mimicking drowned voices.

Redemption & Recovery

A Drownkin may rise again, slowly reclaiming the light if:

  • They form a bond with someone of great inner strength
  • They reclaim a lost purpose or mend a broken oath
  • They return to Namsae’s path over decades of penance

Even then, they rarely return to what they were. They become something new — scarred, tempered, changed.

Relationship with Other Dragonkin

  • Emberwyrms: Viewed as reckless and dry-skinned; mutual distaste
  • Stormbound: Competitive, but respected — water and storm are kin elements
  • Blightwing: Avoided; rot and disease don’t flow cleanly
  • Wyrmkin: Mysterious and untouched — few Drownkin have ever sensed them
  • Drakari: Fascinating and repellent — the Drownkin view hybrid creatures with suspicion

Physiology & Manifestation

Notable Traits

  • Bioluminescent fins or eyes
  • Amphibious adaptation
  • Speak mentally through dreams and water
  • Can disappear completely into a still pool

Appearance

Drownkin are eerie to behold—mournful, mist-drenched, beautiful in a way that feels wrong.

  • Scales: Lusterless greens, corroded bronze, kelp-dark grays, or barnacled teal. Some shimmer faintly like drowned coins.
  • Flesh: Translucent fins along limbs or spine. Pale skin beneath like something long waterlogged.
  • Eyes: Luminous with bioluminescent glow, like deep-sea predators. Some leak glowing tears in moments of intense feeling.
  • Horns & Tail: Coral-crusted, curving downward or back like anchors. Tails are long, sometimes ending in a frilled fin or spiked bone ridge.
  • When they emerge, they are surrounded by damp fog or a haunting stillness that mutes sound.

Unique Traits

  • Bioluminescent nodes along body and fins
  • Extremely sensitive lateral line system (detects vibrations in water)
  • Saliva and bodily fluids mildly venomous (numbs prey or irritates open wounds)
  • Can survive out of water for long periods, but they dry out like amphibians — discomfort grows over time

Breath & Magic

Drownkin do not breathe flame.

Instead, they exhale:

  • Abyssal Fog – a heavy, choking mist that induces hallucinations, panic, or spiritual dread
  • Brine Jet – high-pressure blasts of saltwater so cold it burns
  • Wailing Current – a soundless roar that causes vertigo, emotional bleed-through, or temporary disorientation

Their magic manifests as:

  • Control over mist, tides, fog, and deep-sea weather
  • Psychic and emotional magic—fearcraft, sorrow-echoes, dream-shatter
  • Illusion and camouflage—vanishing into mist, hiding entire coves
  • Possession or puppeteering of those emotionally broken

Some Drownkin command sea creatures warped by their magic. Others rule ghost-ships or drowned cities long lost to memory.

Form Manifestations

Drownkin — Female Humanoid Form

The Whisper Beneath, the Beauty that Suffocates

Physical Traits

  • Skin in cold, drowned tones — pale gray, seaweed green, mottled violet, or pallid blue with undertones of rot
  • Hair floats unnaturally, as if underwater at all times — often slick, tangled, or trailing like kelp; sometimes bioluminescent
  • Eyes are sunken, glowing dimly — hues of toxic green, cold sapphire, or milky void
  • Lips often stained darker, cracked, or tinged with eerie luminescence
  • Faint gill slits may be visible along neck, ribcage, or beneath the jaw — sometimes pulsing faintly
  • Fingers are long, clawed, webbed, or gloved in rot — nails sharp and darkened like reef bone
  • Body appears graceful, but there’s an uncanny stiffness to her stillness — like something dead pretending to be alive
  • Her breath, when visible, curls like mist in water; her shadow moves slower than her body
  • Occasional bubbles drift from her skin or eyes — silent, persistent reminders of where she belongs
  • Voice echoes oddly — soft, echoing like it comes from deep water or beneath the floorboards

Psychological Traits

  • Cold and patient — waits for others to make the mistake
  • Holds grief and betrayal like pearls — sharp, beautiful, and heavy
  • Seductive, but without warmth — her allure is that of oblivion, not affection
  • Seeks control through subtlety — poison over fire, silence over shouting
  • Obsessive in thought, fixated on what was lost or stolen
  • Fascinated with binding, drowning, transformation — especially of the unwilling
  • May be eloquent and poetic — weaving stories like nets, until it’s too late to escape
  • Thinks in slow, spiraling logic — like a whirlpool pulling a ship beneath

Standard Attire (Battlewear)

  • Scale-woven leathers or rotting sea-silk wrappings — damp-looking but deceptively armored
  • Bracers and spaulders of coral, driftbone, or rusted metal fused to her flesh
  • Armor may appear grown, not forged — barnacled, shell-like, or engraved with abyssal runes
  • Movement is silent — fabrics trail like seaweed or dissolve into mist at the edges
  • Glowing glyphs pulse over armor in place of stitching — they “breathe” like gills
  • Sometimes wears an abyssal helm or cracked half-mask made of bone or obsidian
  • Her gear is intimate, almost parasitic — clings to her like old guilt and never truly comes off

Alternate Attire (Ceremonial / Prestigewear)

  • Flowing tattered robes of deepsea silk — wet-looking, often semi-translucent and glowing faintly in the dark
  • Jewelry of black pearl, rusted gold, teeth, or glassy deepsea stones — all barbed or toxic
  • Crowns or circlets of spiraled coral, etched bone, or twisted ship metal
  • Dresses and cloaks layered in patterns resembling jellyfish tendrils or drowned wedding gowns
  • Symbols carved or inked directly into her skin — oaths of vengeance, names of the dead, binding marks
  • She walks like the sea: slow, inevitable, never still
  • In ritual, she may hover slightly — not levitating, but suspended… as if underwater even on land

Drownkin — Female Bipedal Form

The Tide That Hungers. The Elegy Made Flesh.

Physical Traits

  • Height: 8 to 10 feet — elongated, sinewy, and eerily elegant, like something shaped by pressure and time
  • Scales are slick, ridged, or ridged with soft bioluminescence — colors include oil-slick black, sickly seafoam, deep abyssal blue, or decayed violet
  • Skin appears wet or slimy in places, especially near joints, neck, or under the eyes
  • Arms and legs elongated with webbing between claws or fins extending from forearms, calves, or along the spine
  • Head distinctly draconic but corrupted — narrow, serpent-like snout with fanged maw and facial fins or frills that twitch with ambient water magic
  • No wings — instead, large dorsal fins or jellyfish-like sails curve from back or shoulders
  • Tail long and muscular, flared at the end with a sail-like fin used to swim with serpentine precision
  • Gills pulse visibly along her sides or under her neck; sometimes “breathe” even on land
  • Eyes glow faintly — often lidless or filmed over like deepsea creatures
  • She may appear to float slightly above the ground or move in gliding lurches, as though swimming through air

Psychological Traits

  • Mind like the undertow — quiet, deceptive, and irresistibly strong once it grabs hold
  • Speaks rarely; when she does, it’s slow and melodic, like a hymn sung through drowning lungs
  • Favors ambush over conflict — prefers to turn enemies against themselves through illusion or infection
  • Holds long grudges — centuries-old betrayals feel fresh
  • Empathy still exists beneath the rot — but it’s twisted, filtered through pain and hunger
  • Views mortals as both fragile and fascinating — “breathers” are curious things to her
  • May mirror behaviors of the once-loved, as if trying to remember who she used to be

Standard Armament (Battlewear)

  • Organic armor fused to her flesh — coral plating, chitin growths, or barnacle clusters that open and close with magic
  • Fins or tentacle-like extensions from the arms, used like whips or shields
  • Body veined with glowing runes or bio-circuitry — wards against pressure, light, or detection
  • Wears soul-pearls or shrunken relics of prey around her waist or embedded into her chest
  • Tail is armored with hooked bone rings or barbed plating — lashing out in combat
  • Gauntlets shaped like broken shells or toxin-slicked claws
  • No weapons forged — everything she wears is grown, claimed, or mutated

Alternate Attire (Ceremonial / Prestigewear)

  • Flowing bioluminescent membranes, reminiscent of jellyfish or deepsea dancers
  • Cloaks of black kelp or living seaweed, adorned with pearls or relics of sunken civilizations
  • Body paint made of crushed abyssal coral, forming sigils across chest, snout, and arms
  • Necklaces of driftbone, fossilized scales, or carved teeth
  • Spine fins decorated with rune-lanterns or glowing orbs used in hypnotic movement
  • May release fog, ink, or chilling mist during ritual — part performance, part threat
  • Crownlike growths of coral, bone, or twisted metal rise naturally from the skull — rarely symmetrical, always unsettling

Drownkin — Female Full Dragon Form

The Abyss Hungers. She Answers.

Physical Traits

  • Vast, serpentine body covered in slick, bioluminescent scales — shades of deep abyssal black, green-tinged rot, and phosphorescent blue
  • Head narrow and predatory — fang-lined maw with rows of translucent, curved teeth; crowned with trailing spines, coral antlers, or frond-like whiskers
  • Eyes are ghost-pale, glowing faintly — or black pits ringed in sickly light, reflecting nothing
  • No wings — instead, her back and tail are lined with vast, translucent sails that ripple like jellyfish veils
  • Fins bloom across her body: along jawline, down neck and spine, ribcage, tail, and forearms — all softly glowing and twitching in unseen currents
  • Long, barbed tail with finned blades and hooked spines — it can constrict prey like a serpent, then pierce them in one motion
  • Clawed limbs are lean and knotted with muscle, webbed between fingers; she walks like the tide — slow, relentless, invasive
  • Gills flare along her neck and flanks — constantly breathing as though still underwater
  • Her underbelly glows with pulses of pale light — like warnings, or lures
  • Emits constant dripping mist or spectral fog — even on dry land, she seems to bring the deep with her

Psychological Traits

  • Operates on ancient instinct layered over tragic memory — mournful, furious, patient beyond reckoning
  • Speaks in waves and pressure — a voice like shifting gravel, groaning ice, or whale-song slowed to horror
  • Remembers every slight, every lost thing, every betrayal that pulled her under
  • Her rage is cold — not explosive, but suffocating
  • May display moments of profound empathy — before dragging you down with her
  • She does not forget. She does not forgive. She absorbs

Natural Armament (Body as Weapon)

  • Breath Weapon: Vile poison mist, corrupting fog, or streams of necrotic brine that burn and infect rather than kill outright
  • Claws: Piercing, hooked, and layered — drag flesh from bone or pierce magical shields with pressure-assisted force
  • Tail: Weaponized like a kraken’s limb — strong enough to coil around towers, tipped with bone-hook or fin-scythe
  • Aura: The air grows wet and heavy; vision clouds; thoughts distort — her very presence brings the feeling of drowning
  • Fins: Razor-edged or pressure-ridged — can slice while moving or disrupt water magic and sonar spells
  • Mouth: Bites with dual rows of seizing teeth and injects corruption; her saliva is parasitic in high doses

Ceremonial Armament & Adornments

  • Crown of coral, barnacled iron, or twisted wreckage fused to her skull — grown into her, not worn
  • Fused bone or abyssal plate down her chest or spine, carved with ancient oaths or names of drowned cities
  • Deepsea lanterns — glowing pustules, enchanted pearls, or relics from her hoard — embedded beneath her scales
  • Body tattoos (or branded flesh runes) flare during rituals — visible even in total darkness
  • Decorated with chains from sunken ships, trophies from consumed foes, and broken symbols of ancient gods
  • Her sails may pulse in rhythm with chanting, or shimmer in sync with drowned prayers

Mythic Presence

  • Coastal villages hang charms not to banish her, but to earn her indifference
  • Sunlight dims when she surfaces; clouds form even in still skies
  • Survivors report hearing a voice calling from the water, long before she appears
  • Some claim to have glimpsed her eyes in underwater caves — and never again felt safe in the rain
  • Drowned temples bear her likeness, and their bells still toll when the tide turns sharp
  • Her return is not foretold by thunder — but by silence so thick it chokes

Drownkin — Male Humanoid Form

The Hollow Tide. The Grief That Walks.

Physical Traits

  • Skin like deep-sea decay — greenish-gray, pallid violet, or bruised blue-black with hints of rot or barnacle growth
  • Hair is wet, dark, and stringy — sometimes floating as though submerged, sometimes slicked back and sea-glued to the scalp
  • Eyes milky, sunken, or faintly bioluminescent — glowing green, pale cyan, or storm-muted gold
  • Face may be partially obscured by sea scars, inked tide-glyphs, or coral-etched markings
  • Gills along the neck, under the jaw, or down the ribs — may pulse faintly with every breath
  • Hands are webbed and clawed — fingers long, stained, and flexible like an octopus’ grasp
  • His walk is slow, as if dragging chains — but when provoked, he moves like a tide surge: sudden, crushing, unstoppable
  • Constant dampness clings to his clothes, his breath mists unnaturally, and droplets often bead on his brow
  • Emits a faint smell of salt, old stone, or something forgotten too long
  • His voice is deep and echoing — like thunder rolling beneath the ocean floor

Psychological Traits

  • Speaks softly, often poetically, sometimes in broken fragments of old dialects
  • Grief is his constant — he does not rage, he remembers
  • Carries deep emotional stillness, but is prone to overwhelming moments of sorrow or obsession
  • Sees all connections as temporary — but hungers for the illusion of permanence
  • Feels emotions in crashing waves: silent for days, then erupts in devastating fury
  • Values silence, memory, and possession — once he calls someone his, they’re his forever
  • Has no fear of death — he has drowned before. Now, he waits to pull others under with him

Standard Attire (Battlewear)

  • Armor is coral-bound or scavenged — barnacled breastplates, tide-cracked pauldrons, and scale-wrapped bracers
  • Often shirtless or draped in shredded kelp silks — sleeves hang like seaweed, dripping water even on land
  • Wears belts of ship-rope, deep-sea hooks, or rusted metal chains — each piece tied to a death remembered
  • Wields hook-blades, trident-fangs, or chains affixed with bone lures
  • Gauntlets often integrated with living coral, which pulses faintly or secretes poison
  • Feet may be bare, fin-clad, or armored with seaglass greaves — tread softly, as if always returning to water
  • Some armor is ceremonial — not for protection, but for the weight of memory

Alternate Attire (Ceremonial / Prestigewear)

  • Long sea-dyed cloaks that never stop moving — as if caught in a current no one else can feel
  • Crown of barnacled bronze, rotted silver, or crusted coral horns — regal, but crumbling
  • Jewels taken from shipwrecks or ripped from drowned monarchs — worn not for vanity, but for ownership
  • Inked glyphs of binding, betrayal, and broken oaths shimmer faintly across chest and back
  • Cloaks or wrappings often bear sigils of ancient fallen sea gods — marks of veneration or mockery
  • Sometimes appears in nothing but sea mist, veils of gloom, or kelp-bound sashes — intimidating in silence
  • In sacred rites, his entire body pulses with phosphorescence — a corpse given godly form

Drownkin — Male Bipedal Form

The Anchor. The Betrayed Leviathan.

Physical Traits

  • Towering (9 to 11 feet), broad-shouldered and hunched slightly — as if always descending, always drowning forward
  • Covered in thick, barnacle-studded scales — slimy blue-black, mossy green, abyssal violet, or rotted gray-green
  • Back and arms lined with sails, fronds, or bone-fins that twitch when he senses motion
  • No wings — instead, large dorsal fins and webbed ridges stretch from spine to tail
  • Tail long, muscular, and serpentine — tipped with a flat eel-fin or bony, barbed crescent
  • Hands massive and webbed, claws thick and curved like coral-sickled hooks
  • Feet wide and webbed — leave behind puddles even on dry land; claws shaped for raking or gripping stone
  • Head draconic, but deformed by pressure and corruption — long fangs, jagged coral-teeth, and gill-frills pulsing with breath
  • Eyes dim or glow faintly in green, blue, or ghost-white — often lidless or deeply sunken
  • When he moves, he barely makes a sound — as though walking through water even on land

Psychological Traits

  • Feels ancient — even if young — burdened with too much memory, too much weight
  • Rarely speaks, and when he does, it echoes like whale-song through bones
  • Slow to anger — but once provoked, relentless
  • Thinks like a riptide — pulling victims in slowly before snapping them under
  • Holds grudges longer than empires — remembers names, faces, and betrayals like scripture
  • Protects what is “his” — whether a place, a hoard, or a soul — with mindless, suffocating loyalty
  • Loyal to no cause unless it includes vengeance

Standard Armament (Battlewear)

  • Organic and fused armor — barnacled chestplate, coral-shell pauldrons, driftmetal belt with hanging chains
  • Bone bracers, shark-tooth gauntlets, and spine-scrap greaves — not crafted, grown or collected
  • Hooks and nets are common weapons — enchanted to rot, bind, or drain
  • Tail ringed with armored segments or jagged shell-plates — can shatter bone on contact
  • No helmet — his head is already a weapon, and his eyes pierce through dark and illusion alike
  • Armor hisses, drips, and sometimes grows — pieces added like fungus or cursed coral

Alternate Attire (Ceremonial / Prestigewear)

  • Robes of kelp-thread and abyssal silk — tear in slow ribbons but always seem to regrow
  • Mantles of drowned banners, ship sails, or scavenged cloaks etched with sea-curses
  • Necklaces of ancient keys, bone charms, or anchor chain links — each item stolen or claimed from the dead
  • Horn rings, fin piercings, or spiral glyphs tattooed in ink that pulses with tide magic
  • Sometimes bears a ritual crown — not a forged crown, but a growth of bone coral, barnacle circlet, or barbed driftwood
  • In sacred rites, his form glows with dim phosphorescence — the markings of a dragon who remembers too much

Drownkin — Male Full Dragon Form

The Maw Beneath. The Forgotten Crown.

Physical Traits

  • Colossal and coiling, his form is thick with sinew and scaled rot — less a dragon, more a submerged god
  • Scales are ridged and worn — hues of dark green, bloated violet, abyssal gray, or corpse-blue with lines of bioluminescent rot
  • His body is eel-like but massive, with long armored limbs that hang like anchors until needed — claws wicked and hooked like fish spines
  • No wings — instead, a vast array of dorsal sails, spine-fins, and undulating frills trail from back, neck, tail, and shoulders
  • Head is monstrous: crocodilian in structure, with a jagged maw full of translucent, curved teeth; crowned by spiked coral or twisted bone antlers
  • Glowing gills flare visibly along his throat and chest, expelling mist and brine in slow pulses
  • Tail is a weapon of mass destruction — long, muscular, and ending in a massive hooked blade or sail-fin capable of crushing stone
  • Eyes burn with faint light — sunken, glowing green, pale silver, or dead white, as if he’s already drowned
  • Constantly sheds a mist or fog as if water is evaporating from his very body — he drags the sea with him wherever he goes
  • Moves like a serpent or leviathan — impossible grace in water, oppressive bulk on land

Psychological Traits

  • Ancient and silent, he does not roar for dominance — he waits for stillness and then ends it
  • Feels less like a creature and more like a slow, inevitable curse — like time, or drowning
  • Speaks rarely, but when he does, it sounds like the cracking of glaciers or the groaning of the deep
  • Remembers every name whispered in fear, every prayer offered to stop the tide — and holds grudges accordingly
  • Not chaotic — simply indifferent to anything not submerged in his will
  • He was once something noble… but that memory drowned long ago

Natural Armament (Body as Weapon)

  • Breath Weapon:
    • Tidal Rot: A massive wave of poisonous brine that corrupts life and erodes stone
    • Abyssal Miasma: A fog of memory-draining vapor — those who breathe it forget names, places, even themselves
    • Crushing Pressure: An exhale that creates a concussive implosion, shattering ribs, towers, and minds
  • Claws & Limbs: Heavy, slow, and apocalyptically strong — each strike warps the ground or sends shockwaves
  • Tail: Weaponized for coiling and lashing — may cleave structures, shatter wards, or grab entire ships
  • Aura: Wherever he slithers, the tide rises — illusions warp, sound muffles, and fear takes hold
  • Fins: In water, they generate current distortion, silencing magic and hiding his presence

Ceremonial Armament & Adornments

  • Coral-encrusted bracers, fin-rings, or spine-helms — all sunken relics repurposed as wargear
  • Ancient anchors fused into his body, dragging like trophies or burdens
  • Runes carved into his scales in languages long dead — they pulse when magic draws near
  • Crown of blackened pearl, bone, or twisted metal fused directly into his skull
  • Carries fragments of lost civilizations embedded in his hide — statues, stonework, weapons claimed long ago
  • Teeth may be ringed with golden cords — trophies of fallen foes or sacred rites

Mythic Presence

  • The tide rises when he dreams — even asleep, he exerts pressure
  • Coastlines erode slowly when he is near, even when unseen
  • Storms die when he surfaces — not from calm, but from submission
  • Cults worship him in drowned cities — some believe he is a god, others know he’s worse
  • It’s said the sea forgets only one thing: what it lost to him

Summary Chart

Trait Description
Essence Abyssal Water
Forms Humanoid, Bipedal, Full Dragon
Hoard Style Collections of secrets, drowned relics, memories
Common Classes Druid, Sorcerer, Bard
Bonding Risk Drowning, shared madness
Elemental Affinity Water, Shadow
Notable Trait Dream-linked speech, bioluminescence
Cultural Belief “The Sea Remembers Everything”

 

error: Content is protected !!