Fajiralkauf--and Rune's Magic
Fajiralkauf - AKA Fajir; translates to “Dawn of Fear”
Fajir was shunned from the archipelago, the first Khosher to ever be turned away from those cluster of islands. Why? Because the Khoshers were crafted and bred to have an incredibly strong sense of pride, stubbornness, brutality, and efficiency. While they knew Fajir was a strong member of the flight, he would never be able to take all of them, so they didn’t fear him in their numbers. He was too strong, too threatening to their alpha; what would happen when any of them had their backs turned? It wasn’t worth it to keep the eyesore around.
It was when Fajir began developing the albinism that they decided to get rid of him. He would die off soon, anyway. Only Khoshers who were dying lost their darkness in such a way. They all thought he was sick, including himself. So, they banished him. He’d fought, killing twenty dragons in the process, including the alpha, but eventually had to flee. In the process, they killed his mate and (or so he thought) daughter. They didn’t just want him gone at that point; they wanted him slaughtered now. They stopped chasing him after a certain point over the edge of the archipelago though; there was a certain point where they would never cross in fear of the mortals who’d eliminated their kin years ago.
So Fajir flew 12,000 miles to Daljadis in Nafa, far from any mortal willing to travel so high, and far from any Khosher who wanted him dead for what he’d done. For a while, as his scales turned entirely white and lost every shade of black, he thought of who would lead the flight now, after that old bastard of a dragon finally keeled over and died. He wondered if anything would be different. But he didn’t let himself wonder for too long. After all, he’d be dead soon enough.
Fajir’s Magic: Najmara
Fajir, standing 350ft tall, 500ft long, with a 470ft wingspan, was one of the most powerful dragons–maybe the most powerful–to exist. For his raw magic to be given was cosmic energy. The sort of energy that was prismatic, blinding, explosive, powerful. The energy that created and destroyed. Gave and took. A blessing and a curse.
His breath is this pure energy given by Typhos, though it used to be fire. It is as hot as a burning star, as bright as the moon, and as destructive as a drop of power from the god of dragons can be.
The difference between Fajir and other Khoshers in bonding is that their raw magic always becomes something specific and tangible for the people they bond, and for Fajir and Rune, it remains raw and unshaped--wild and untamable.
Najmara is not a “spell system.”
Rune does not cast magic — she channels a force that wants to move.
It behaves like stellar radiation, gravitational collapse, solar flares, and cosmic annihilation and rebirth.
She isn’t shaping it — she’s opening herself to it.
This gives her immense power, but there are catastrophic consequences if she can't control it, and her emotional instability is tied directly to magic output.
There are 14 main manifestation categories under 2 larger categories that she receives, in increasing order of destruction and/or power. These are not necessarily described, given names, (though some are) or numbered, but are just things that happen with Rune's ideas, creativity, and desperation to survive or protect others:
Low-Energy, Simple, and Close-Quarter Combat
I. Passive Effects (She Can’t Turn These Off)
These are critical for character tension.
1. Astral Aura
- Temperature fluctuates around her
- Electronics/magic wards destabilize
- Animals react unpredictably (either drawn or terrified)
2. Star Scars
- Burns that look like constellations
- Appear after major magic use
- Glow faintly during emotional stress
3. Stellar Sense
What it does:
Rune can feel mass and energy nearby.
Uses:
- Predict attacks
- Sense hidden enemies
- Detect magic buildup
Visuals:
- Pressure shifts
- The air feels “weighted” in certain directions
Cost:
- Sensory overload in crowds
II. Defensive & Survival Tools
4. Astral Veil
What it does:
A thin, semi-transparent field of refracted energy around her body.
Effect:
- Deflects glancing blows
- Dissipates magical attacks
- Does not stop heavy strikes
Visuals:
- Light bends around her silhouette
- Impacts ripple like water
Limitation:
- Breaks under sustained force
- Requires constant focus
5. Celestial Step
What it does:
Short-range displacement, not teleportation — she folds space.
Visuals:
- Her outline blurs with star-light
- Appears as if she stepped through a thin veil
- Leaves a faint afterimage
Limitation:
- Line of sight only
- Overuse causes spatial vertigo
III. Micro-Gravity Manipulation
6. Gravitic Pull
What it does:
A brief, localized tug toward her palm.
Uses:
- Pull an opponent off balance
- Drag a weapon from their grip
- Interrupt a strike mid-swing
Visuals:
- Dust spirals inward
- Armor creaks
- Opponent stumbles as if misstepping
Cost:
- Nosebleeds
- Pressure behind eyes
IV. Astral Edge (Weaponization)
7. Astral Sheath
What it does:
She coats a weapon (blade, spear, arrow) in a thin layer of Najmara.
Effect:
- Enhances penetration
- Burns through enchantments
- Turns mundane weapons lethal to magical beings
Limitation:
- Only lasts seconds
- Cannot sustain without concentration
8. Starthread (Najm’Sil)
**Her most important 1v1 power
What it does:
Rune draws a filament-thin strand of cosmic energy between her fingers or palm.
Use:
- Slashes like a blade
- Can sever tendons, armor seams, wings, or weapons
- Can cauterize instantly
Visuals:
- A thread of white-gold light
- Slightly curves like it’s under gravity
- Leaves glowing cuts that fade to ash
Cost:
- Severe hand tremors after prolonged use
- Numbness in fingers
- Burns along nerves
Reader clarity:
A line of starlight sang between her fingers.
V. Precision Energy Discharge
9. Solar Flare (Lesser)
What it does:
A short-range burst of blinding light and heat.
Use:
- Stuns
- Temporarily blinds
- Disrupts spellcasting
- Through armor seams
- To cauterize
- To overload magical wards
Visuals:
- Flash like staring into the sun
- Heat washes over skin
- Flesh glows briefly before charring
- Smell of ozone
Cost:
- Vision blur afterward
- Headache
High-Energy, Complex, Destructive Combat
I. Gravitational Authority (Reality Bending)
1. Gravity Well (Thren’Najm)
What it does:
Rune increases gravity in a localized space.
Visuals:
- Dust and debris spiral inward
- People buckle, bones crack
- The air feels “heavy”
Cost:
- Nosebleeds
- Migraines
- Internal bleeding if held too long
II. Stellar Absorption (Creation Through Destruction)
2. Astral Healing (Inverse Use)
What it does:
She can force Najmara into reconstruction.
Visuals:
- Light sinks into wounds instead of erupting outward
- Flesh knits unnaturally fast
- Leaves faint star-vein marks beneath healed skin
Limitation:
- Healing costs more than destruction
- Cannot resurrect
3. Life Drain / Star Siphon (Najm’Khel)
What it does:
Rune unconsciously absorbs life energy to stabilize her own. This is a physiological reflex in response to "low cosmic fuel." It can be stopped, but only once she learns to control it.
Visuals:
- Light drains from plants and people nearby
- Living things wither into ash
- Her eyes glow like collapsing stars
Narrative Function:
- She doesn’t always choose this
- Makes her fear herself
- Used by enemies to paint her as monstrous
Cost:
- Guilt
- Physical nausea
- Loss of control increases with frequency
III. Astral Manifestation (Pure Release)
Moments when Najmara escapes her body.
4. Nova Pulse (Khar’Najm)
What it does:
An outward explosion of raw cosmic energy centered on Rune.
Visuals:
- Light bends around her body
- A spherical (ball) shockwave of radiant force
- Sound drops out entirely for a moment
Uses:
- Clearing battlefields
- Breaking siege formations
- Emergency survival
Cost:
- Can stop her heart briefly
- Leaves scorched, star-like scars on her skin
- Risks killing allies
5. Starfall (Najmat’Sael)
**Her most recognizable, dramatic power
What it does:
Rune opens herself fully to Najmara, causing burning, prismatic energy to rain from the sky.
Visuals:
- The sky fractures with streaks of iridescent light
- Colors shift between gold, violet, blue-white, and molten silver
- The air hums before impact
- Where it strikes, the ground vitrifies (turns glassy)
Cost:
- Near-total exhaustion
- Burns along her spine and shoulders, like physical burns
- Emotional dissociation afterward
Reader shorthand:
“The sky answered her.”
Why Rune Is Different (and Feared)
Other bonded Fae:
- get controlled expressions of magic
- become specialists
Rune:
- is a conduit
- not a wielder
- not a master
She isn’t powerful because she’s skilled.
She’s powerful because Fajir didn’t dilute his gift.
Where other Khoshers tempered their fire, Fajir gave Rune the sun.
Reader Clarity Tip (Important)
Use consistent sensory cues every time Najmara appears:
- Light: prismatic, blinding
- Sound: humming, silence, ringing
- Body: burning spine, glowing eyes
- Aftermath: glassed earth, ash, dead silence
This trains the reader to recognize her power before you name it.
Rune’s Core Vulnerabilities
These are not theoretical. These are how you kill her.
I. The Conduit Problem (Her Body Is the Weak Point)
Rune does not shape magic. She channels it through her nervous system.
1. Spinal & Neural Fragility
Najmara primarily flows:
- down her spine
- through her shoulders
- into her hands and chest
How enemies exploit this:
- Target her back, neck, and shoulders
- Nerve strikes
- Bladed weapons aimed at the spine
- Paralytic toxins
Narrative truth:
If her neural pathways are disrupted, her magic collapses. Cut the conduit, stop the star.
2. Burnout Threshold
She has a finite tolerance window.
Signs she’s near lethal overload:
- Hand tremors
- Nosebleeds
- Visual distortion
- Slowed reactions
Enemy tactic:
- Force prolonged engagement
- Keep pressure constant
- Never allow her a decisive moment
She is most lethal in short fights.
Long fights kill her.
II. Cognitive & Emotional Weaknesses
Najmara responds violently to Rune’s emotional state.
3. Emotional Destabilization
Fear, grief, guilt, rage—these spike output without control.
Enemy tactic:
- Psychological warfare
- Taunts about Wadiya
- Forcing collateral damage
- Threatening innocents
This causes:
- uncontrolled surges
- accidental life drain
- faster burnout
She becomes stronger—and closer to death—simultaneously.
4. Focus Dependency
Small-scale magic requires precision.
Disruption methods:
- Flashbang-like light
- Sonic attacks
- Pain induction
- Multiple attackers
Even one broken concentration moment:
- collapses Astral Veil
- destabilizes Starthread
- causes backfire burns
III. Physical Counters (These Matter)
5. Cold & Heat Sink Materials
Najmara behaves like radiation and heat.
Certain materials:
- absorb
- diffuse
- sink energy
Examples (world-consistent):
- Voidglass
- Star-quenched obsidian
- Dragonbone alloys
Enemy tactic:
Armor or weapons that drink the light instead of resisting it. Her attacks don’t fail — they’re eaten.
IV. Tactical Weaknesses in Combat
6. Predictable Tell
Her magic has physical tells:
- glowing veins
- light behind the eyes
- heat shimmer
Skilled opponents can time:
- strikes
- counters
- grapples
7. Collateral Aversion
Rune hates hurting innocents.
Enemies exploit this by:
- fighting in crowds
- using human shields
- forcing moral paralysis
She hesitates.
They don’t.
V. Ultimate Truth (This Grounds Everything)
Rune is not hard to kill.
She is hard to face head-on.
The people who kill her:
- ambush
- exhaust
- isolate
- destabilize
No heroic duels. No clean battles.
"She was not unkillable. She was merely catastrophic—briefly.
That’s why kings fear her.
That’s why tacticians plan for her.
That’s why she survives by being careful, not unstoppable."
Rune’s Developments
As the books go on, I want her to learn the extent of her power, but in the first book or two, she doesn’t realize what it even is and consequently what she’s capable of. All she knows is that she can feel the pulses of energy; she doesn’t realize that her and Fajir have been gifted the binding rope of the world.




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