Sir Kiljaos Windmane, the Wind Paladin
Karamador was created by Ilesarki it can be read on DeviantArt, Tapas, Webtoon, and GlobalComix
Background
Equipment
Armor
Helmet
Stormblåst
Sirocco
Retractable Shield
Pistol
Gifted to him by Zofie, she compares it to wielding a crossbow, but with greater power and slower loading time
Magic Rope
A magic piece of rope made by the shamans of Pohjoland. It originates from Finnish folklore as the Witch’s Knot, where witches would gift sailors wind wrapped in a knot. The rope contains great amounts of air inside it, and lets out some air when the knot is loosened. If the knot is undone too quickly, it can create a strong hurricane that can be stopped once the knot is tied again. The winds can be unleashed up to five times until it’s unusable. He has a few on hand, often giving them as gifts to sailors and people he's close to.
Knives
He owns a few knives he keeps in his saddle bag.
Abilities
Wind Magic
Surprisingly, Kiljaos' wind manipulation is more practical in nonviolent scenarios. While he is able to knock his enemies away with a strong gust of wind, he mainly uses his powers to guide small objects, particles, and projectiles through the air with great precision and direction. Odd that he doesn’t wield a bow instead, which is more useful for his element.
Night Vision
As a lion, his eyes are well adjusted to darkness
As a lion, his eyes are well adjusted to darkness
Limited Enhanced Hearing
Being a wind elemental allows him to identify what sources specific winds hail from
Being a wind elemental allows him to identify what sources specific winds hail from
Techniques
Roar
His wind powers may be limited in destructive potential, but this is the exception. The roar is Kiljaos’ strongest attack he only uses in the most dire situations. He uses his wind powers to enhance his roar, creating a huge gust of wind to blow them away. It’s powerful enough to break bones and rupture ears
Whistle
Even a riveting tune like a whistle can be turned into a ravaging wind
Feats
Overall
- He fought through the Dungeon of the Dead, fighting off zombies, phantoms, and skeletal knights. He faced hordes of each at once. After all the souls dwelling there were freed, the dungeon collapsed. If it weren’t for his horse, he might not have escaped
- Sparred with the fox pirate Zak
- Teamed up with Zofia’s pirate crew to rescue the Fairy of Tasku Island and kill the mage imprisoning it
- Killed the wight-hags preying on his village
- Helped a few townsfolk take shelter during a windstorm
- Protected the mayor of Braheastad from bandits while on their trek to Lapa Village
- Fought the lich Athor with the cleric San Crossfit, distracted him long enough in combat for the mayor to break his staff, destroying his soul and freeing all the souls he imprisoned
- By defeating Athor, he helped the troubled soul of a woman named Gunilla reunite with her long lost love, allowing them to rest in peace
- Survived in the stomach of a massive scaly pike before being accidentally rescued by pirates
- Survived a fight against Iku Turso, a building-sized sea beast that has existed since the beginning of time. Kiljaos exploited his weakness in his ears to drive him away with the help of Zofia’s crew. After Iku Turso attacked again and much harder than before, they were able to best him again with the aid of the Fairy of Tasku
- He and San accidentally stumbled upon the Church Grim, a group of undead who congregate for Yule Night’s mass. It’s a rare sight thought to have been a myth
- Helped the Yule Goat capture Krampus and saved kids from being devoured by him
- Trained his horse Stormblåst himself
- Kiljaos is trained in wielding javelins, bows, and crossbows
- Made it to the semifinals in the Aborku Tournament, winning third place. In his last match, he revealed his opponent to be Zak, having stolen the identity of the knight Sir Madog
- Held his own against a lindworm with Zak and Ydia
- Rescued Princess Anima from assassination
Strength
- Can cut through undead with ease
- Decapitated a zombie
- Fought a mage that conjures storms (likely town level)
- Held up heavy rubble to help a person escape from under it
- Caused great damage to Iku Turso, a giant sea monster that’s big enough to take a chunk out of a large ship. Iku Turso is also strong enough to summon storms and tidal waves
- Kiljaos’ roar is so powerful it can shatter bones (likely building level)
- His magic rope can cause large hurricanes
- Damaged the scales of a large lindworm
Speed
- Reacted to and blocked a rifle shot
- Reacted to and blocked lightning magic with his shield
- Blocked arrows
- Dodged a magic beam
Durability
- Knocked away by a phantom. His helmet blocked him from hitting his head on a rock
- Was kicked off his horse
- His armor can block knives
- Endured a magic blast
- His previous armor kept him safe when he was inside a scaly pike’s belly, shielding him from its stomach acids
Weaknesses
- He lost his standing among the elemental paladins for letting his emotions get he better of him and go after the insect army to get revenge
- Can act foolhardy at times and occasionally underestimates the situation at hand
- He’s racist towards insectoids because they're responsible for his love's death. Their queen and knight commander may be evil, but that doesn’t mean the rest of them are. If he sees an insectoid, he’ll immediately assume they have bad intentions and attempt to kill them. Thankfully he befriended the insectoid Xekra that is against the practices of his hive, so he now knows that not all of them are evil
- As a highly traditional paladin, he can be too uptight about doing the right thing. But as he interacts more with Zofia and her crew, he becomes less untight and starts to learn that things are more than just black and white
- Kiljaos' wind manipulation can be nullified by magic negation. Thankfully he's a skilled enough knight to not rely on it often
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