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- Professions and Trade | Destiny Intertwined
Content List Professions and Trade The Guardian Order History Apprentices & Succession Duty Interim Guardians The Templar Order History Rank & Chain of Command Selection Process & Criteria Duty & Day to Day Scholars and Dragon Masters List of Scholar Studies Non-Scholar Trades Law and Justice The Guard Judges & the Court Grand Judges Justices (and Court Justices) Ministers List of Occupations Professions and trade Professions and Trade Dragons have a complete society, with countless trades each filling a need in said society, such as farming, mining, building, and so on. As formal education is atypical, trade most often runs in families—this is true also for Clans, which arise primarily through dominance in a given and prestigious trade. Trade knowledge and secrets are passed from family to their children. For those born into nothing, or those desiring a different path in life, it can be difficult to find a teacher. Others are preoccupied with securing the future of their own blood, but there are those who lack descendants (whether by infertility, death, or disowning), or who have unusual philosophies. It raises eyebrows, but outside of Warfang's high society, mentoring non-blood is typically not scoffed at, especially for those without children to teach. The journey from learner, to learned, to teacher is typical in most trades, and expected. Elderhood in general is about guiding and imparting knowledge to younger generations. There are many different trades. Perhaps the most prestigious is less of a trade and more of a devotion of one's life; the Guardians. Click titles to expand sections. the guardian order The Guardian Order The concept of Guardians stems from dragons' historical communal protection of their eggs. Dragons would leave their eggs in grottoes protected by their community’s most powerful. After the Unification , the Guardian Order was created, a group of four powerful dragons with one of each primordial Element. Guardians go through extensive Elemental training, and have astonishingly high Elemental mastery. Guardians have an undeniable authority as hands of the Warfang Council—they are looked to for guidance from the people, and can even command or dismiss Soldiers and Guards, even their officers—their authority equal to that of Generals and Chiefs— in the absence of their superiors, and they have full command of the Templars . There is a group of Guardians in Warfang City, Titan Fields, and Concurrent Skies. There are also the Elder Guardians, who lead, tutor, and choose the other Guardians. History In the beginning of the empire of Warfang, there was only one set of Guardians who, on top of guarding the eggs of dragonkind, were also its leaders. Before portals, it was too dangerous for dragons on other continents to bring their eggs across the sea, so new groups of Guardians were made from the would-be successors of the original Guardians. These new Guardians were to be ruled by the original Guardians. When the original Guardians found themselves unable to handle their Guardian duties as well as their leadership duties, they once again parted with their successors, who would from then on guard the eggs of the Warfang Mainland, while the original Guardians became the Elder Guardians . Eventually, as powerful dragon families arose, gaining control of significant parts of dragon society, Warfang's leadership was opened to four, then five, Clans, forming the Warfang Council. These Clan leaders rule alongside the Elder Guardians. This system continues to date. Apprentices & Succession Long before a Guardian needs to step down, the other Guardians of that same element will select apprentices. These can in theory be any dragon of the given element—a retired Commander, a dragon finishing their military service, a child studying at a Temple, or even a child raised in the streets. It only depends if they meet the criteria to be Guardian; potential, drive, and nature. Each Guardian of the given element may select 5 to 15 apprentices. These apprentices can be from any walk of life, clanned and clanless alike, however, most potential apprentices presented to them in present time are from Clans, due to Guardians' position in high society, and the resources Clans possess to train their children—or at times, prevent others from being chosen. The Guardians will meet their apprentices frequently to get to know them and train them. During this process they will judge who are and who aren't cut out for the job. Due to difference in age, some apprentices will be more powerful than younger ones—however age is taken into account. If an older apprentice is more powerful than a young apprentice, the older one may still be dropped in favor of the younger if the younger has the potential to be more powerful when the same age, and/or if their drive and nature are stronger. Younger apprentices can also remain Guardians for longer. After a many years (this varies), all the Guardians of the relevant element will present their remaining apprentices (about 1 to 4) to the Elder Guardians. The Elder Guardian of the relevant element will then take over and start training the apprentices. Once they have grown familiar with the apprentices, the Elder Guardians will send home many who don't make the cut, until around five apprentices are left. This can take years. When there are only a handful apprentices left, personality and drive are no longer a question, only mastery and potential. The remaining apprentices become fully devoted to their training—this is now a full-time occupation. They will barely have time for other things—they train every day, for most of the day. If the apprentice has a previous occupation or study, they must abandon it. Once an apprentice can no longer keep up with the rest, they are sent home permanently. This continues until only one apprentice is left. This apprentice then becomes future Guardian, and they gain additional training to prepare them for the job. Apprentices rejected based on their motivation or personality (i.e. wanting to become Guardian for the power, or not seeming willing to die protecting the egg grottoes) will be rejected from becoming apprentices again. Few exceptions are made. Apprentices rejected based on another simply being more powerful may be accepted again, and will go through the process over again. Duty Guardians cannot prioritize anything above their duty. They cannot be Clan leaders while they are Guardians (if they are clanless upon achieving Guardianhood and want a Clan, someone else in their immediate family must be named leader—but the Guardian themselves cannot take orders from the Clan leader), and while they may have children, they must be able to choose duty over their own offspring. Guardians live in the temple they are assigned to and have their own quarters near the egg grottoes. On certain days they will train temple students, though this is occasional. While the grottoes are closed for visitors, the Guardians will check on the eggs, to ensure they are healthy and be alert of when they may hatch. During the days/hours visitors are allowed, Guardians stand by to defend the eggs—though due to the strict rules of who are allowed in and where they are allowed, threats to eggs from visitors are few are far between. It is mainly Templars who allow visitors in and escort them to and from their eggs/grottoes. When an egg is on the verge of hatching, its parents and family will be alerted, and they will be allowed into a separate room too be present for the birth, both outside and inside visiting hours. The Temple's Master of Healing is on standby should complications arise. Once the hatchling is freed from its egg and all is well, the family takes it home. When Guardians have free time outside of visiting hours, they may train their element, visit family or friends, or attend formal gatherings related to their duties, etc., however, at least two Guardians must be near the grottoes at all times. Remaining Guardians may enjoy personal company in their quarters or around the temple, read/write, or rest with intermittent patrols of the grottoes. Interim Guardians Sometimes a Guardian dies abruptly before they retire, or something happens to them leaving them suddenly unable to do their duty. A temple can go a short time with only three Guardians, if waiting for a final apprentice to finish their training, but usually an Interim Guardian is selected. An Interim Guardian is a dragon temporarily filling the role of the former Guardian until a trained successor can take their place. Interim Guardians are often the last apprentice in a selection to be sent home, as they possess the qualities of a Guardian as well as most of the training. Interim Guardians can in theory be anyone strong and worthy enough, but their nature and abilities must be well known to the public, and the remaining Guardians and the Elder Guardians must approve. Once a successor is ready, the Interim Guardian must step down, but the position itself is still honorable. the templar order The Templar Order The Warfang Templars are a fairly recent addition to Warfang society. Templars have only one duty; defend the temples and the egg grottoes. They are independent from the military, taking no orders from Generals or Chiefs alike, but take their orders from an independent chain of command with Guardians at the very top. History When the founder of Clan Earthwood, Tierra, achieved the rank of Chief, she was eligible to found a Clan. Her family were commonly in the Guard patrols dedicated to temple protection, however, she knew this system was flawed. The Guard had too many other duties and regulations making it difficult to defend the temples—in addition to what she considered insufficient training and dedication—so, with her newfound powers, Tierra founded the Order of Templars, whose sole job was the protection of the temples—including the protection of the dragon eggs alongside the Guardians. Rank & Chain of Command The Templar Order has only one rank; Templar. Positions of authority are given temporarily when necessary and individuals are rotated between each time. Templars do not answer to any Chief or any General—they answer only to the Guardians, with the Elder Guardians at the very top. Selection Process & Criteria Only the best of the best are chosen to become Templars. The Order chooses their recruits from seasoned soldiers (rarely from the Guard), who demonstrate strength both physical and elemental (or magical), unyielding loyalty, and a certain character. Most Templars are chosen over the age of 70. Templars have Class Five element mastery at minimum , often more, but character and strength of mind is prioritized to a degree above elemental strength. Templars need to be level-headed, professional, loyal to the death, and must prioritize their duty above all else. A Templar can witness the brutal murder of a civilian, and they will still not leave their post. Absolutely nothing can budge them, other than a threat to the temples or its Guardians. Unless dismissed, a Templar cannot leave their post to save even the life of their own family. Given this selection criteria, most Templars are thought to have hearts of stone. For a Templar to abandon their post for 'selfish' reasons is grounds for execution with disgrace to their name, and that of their blood. If a Templar is from a clan (a dragon becoming a Templar gives a significant boost to their family's chances of earning or retaining clanhood) and abandons their post, their entire clan risks being disgraced, losing clan status, and being shunned from society. As such, while being a tremendous honor, the invitation to become a Templar is one that is often declined. The Elder Guardians decide how to punish a Templar's failure to perform their duty, but they are typically not lenient. Templars also need to be in top shape. They cannot have missing eyes or limbs, or excessively damaged wing membranes—only a missing tail tip or single toe can be overlooked. They must have perfect hearing, perfect vision, high strength, stamina, and speed. Any health issues results in a potential recruit being passed over—they may even be passed up for a lack of a sense of smell. The more potential recruits they have to choose from, the stricter the requirements become. If selection is scarce, rarely does the Templar standards drop. Duty & Day to Day Templars guard the temples at every hour of every day. Warfang City itself has about 600 Templars divided between the Warfang City Temple and the Ancestor Temple, leaving each Temple with about 100 Templars guarding it at any given moment. The Titan Fields and Concurrent Skies Temple have 200 Templars each, with about 65 Templars active at any given moment. These numbers fluctuate often, and in times of need, Templars will work overtime, in which case the number of active Templars will more than double. Upon daily arrival, a Templar is assigned to an outpost where they have full overview of a section of the Temple, and the Templar previously holding this outpost will be dismissed. A Templar will stay here for several hours keeping watch, until another Templar takes their post and they can have downtime to eat, rest, and if given leave, can make a quick stop home or attend some other duty. They will come back after a few hours, and take another post. After another several hours, they are dismissed and go home to be with their families and rest for the next day. Templars are also assigned to keep watch inside the egg grottoes, aiding the Guardians in the protection of the eggs and escorting parents and families to and from the grottoes. For the most part, the life of a Templar is uneventful, but they are required to stay sharp and participate in regular training and reassessments to ensure their abilities are up to expectation. scholars and dragon masters Scholars and Dragon Masters Dragons study their world extensively, and categorize it into many different fields of study. Becoming a Scholar is not prohibitively difficult, and not exclusive to high society, though gaining notoriety is decidedly a challenge. One has to be able to write and read, which are uncommon skills particularly below the middle class, and a mentor has to be found at some point. Typically, to-be scholars are tutored or self-taught through libraries, then seek out a senior scholar (or Master) for tutelage and guidance. This is necessary, as one's own reputation is carried by who they studied under. Fully self-taught scholars have no credibility. There is competition to study under the most well known scholars, particularly Master Scholars. The requirements to call oneself a Scholar are minor; there are no ranks or degrees, but reputation only. Finding employment until then is rare, if not impossible. Scholars breaking into the field typically work jobs on the side, or are supported by their family or Clan. Senior or Master scholars may have the means and willingness to support them instead. A Dragon Master/Master Scholar is a mark of authority within certain trades, those who are most knowledgeable about a certain subject. Dragon Masters are recognized by the Warfang Council as among the top few in their given study. Dragon Masters are near-exclusively well into their elder years, due to the study, achievement, and status needed to achieve the title. Exceptions are typically only given when Elemental or Magical mastery is considered. Masters of Education can also be relatively young. Dragon Masters/Master Scholars are exclusive to Warfang. The Zephyr Kingdom and the Ocean Domain does not give out this special title, however, the Warfang Council can give it to a non-Warfang citizen, if the dragon in question studies and co-operates with Warfang's own, and meets the usual criteria. (Master) Scholar of [Element] For Scholars of [Element], who study the Elements. This is largely a theoretical study and high mastery is not required, but to achieve Dragon Master status, a minimum of Class Five mastery is expected (but not the sole requirement). To distinguish from the mastery-related term, the common term here is Master Scholar of [Element], unless the Master in question is actually Class Nine or above. Every Temple has a handful Master Scholars of each Element. Most teach classes as well as do independent studies, some only the latter. (Master) Scholar of Magic For Magic scholars at or above Class Seven Magic mastery. To distinguish from the mastery-related term, the common term here is Master Scholar of Magic, unless the Master in question is actually Class Nine or above. Every Temple School has a few Master Scholars of Magic. Most teach classes as well as do independent studies. (Master) Scholar of Healing Scholars of Healing need not be practicing healers, and practicing healers are not necessarily scholars. This title is reserved for those in active study of new or improved methods (whether magical, herbal/medicinal, hygienic, etc.), as well as anatomical study in the interest of improved healing. Scholars of Healing can also be practicing healers. A Dragon Master specialized in the study of Healing, regardless of magic mastery, is referred to as a Master Scholar of Healing. A healer of high mastery recognized by the Council as a top Healer, is simply a Master of Healing (Class Seven and above). Masters of Healing are typically also scholars. Should they also be recognized for their scholarly knowledge and contributions, they may be referred to as a Master and Master Scholar of Healing. Every Temple School has a few Master Scholars of Healing. Most teach classes as well as do independent studies. (Master) Scholar of Education Masters of Education exist specifically for those seeking to become Temple Flight Masters. They study not only to develop a broad understanding and knowledge in many subjects, but also study and practice teaching methods specifically. What works best is disputed, with some Masters favoring punishment, others positive reinforcement, but most to varying degrees in the middle. Until they are recognized as masters, Scholars of Education only assist existing Flight Masters. (Master) Scholar of Fauna A Scholar of Fauna is someone with extensive knowledge of beasts. Typically, they may be limited to a certain category, such as livestock animals, dragon predators, or animals of a certain area. Master Scholars of Fauna typically have extensive knowledge of many beasts, especially all those of a certain continent (such as Titan Fields, Concurrent Skies, etc.) and are summoned as advisors when needed. Besides retaining this knowledge, they do extensive studies themselves, cataloguing and studying lesser known beasts. Master Scholars have typically contributed extensively to Warfang's knowledge, whether by discovering new species, new knowledge, or disproving old knowledge. (Master) Scholar of Flora Similarly to Scholars of Fauna, Scholars of Flora study plants. They may specialize in edible plants or their edible products (like fruit), medicinal, poisonous, carnivorous, psychedelic, or that which can be fermented into alcohol. Master Scholars of Flora have a wide range of knowledge in addition to a number of narrow specializations, especially area-specific knowledge. Master Scholars have typically contributed extensively to Warfang's knowledge, whether by discovering new species, new knowledge, or disproving old knowledge. (Master) Scholar of Stars Scholars of Stars study celestial bodies, such as the Sun and the Moons, as well as the stars, their constellations, asteroids, and phenomena like auroras. They have refracting telescopes for closer studies, mapping and tracking the night sky as well as long term mapping of the phases of the moons and their eclipses, as well as wandering stars. Dragons have a geocentric map of their outer worlds. They know their material realm is a spherical world governed by certain mathematical forces such as gravity, but also by powerful magic forces; Seers and past Magicals attribute magic and Ancestral control over the celestial bodies, but these remain predictable. They know their world (planet) rotates, creating days, and that the other celestial bodies travel around theirs; the Sun the outermost body. The size and closeness of celestial bodies are points of debate and study. Due to the spiritual nature of celestial bodies and the magical forces involved, the study of Stars is often religious in nature, and its Master Scholars often work with Temples and Seers, especially to make sense of events they cannot predict, such as the deaths of stars and solar flares. (Master) Scholar of Skies Scholars of Skies study, predict, and log weather and climate. There is one Master Scholar of Skies for each Temple. (Master) Scholar of Seas Scholars of Seas study the oceans, their tides, currents, depths. Scholars of Flora and Scholars of Fauna may specialize in plants and animals of the ocean, but this is not a part of what Scholars of Seas do. (Master) Scholar of History Scholars that study Warfang's history. Typically they teach, a number of Master Scholars employed at each Temple, but they may also be in charge of conserving, cataloguing, and displaying historical items on behalf of Warfang. Scholars of History also pen recent/current historical events to record, or seek lost historical items, sites, and records. (Master) Scholar of Materials Scholars of Materials study metals and minerals, such as those which can be used in construction or metalcraft. They may experiment with making metal alloys. Master/Scholar of Arts A scholar studying and curating or cataloging arts, such as paintings, sculptures, and poetry, especially historical ones. These can be for private galleries (such as Clan owned) or official galleries or repositories (such as Temple owned). The study itself can be in regards to artists, methods, styles, history, etc., or the fundamentals and actual creation of the arts. Actual artists study the fundementals under a senior artist/scholar/master, making them scholars also. The most recognized artists can receive the title of Master of Arts. Fiction writing is not regarded as an art. (Master) Scholar of Numbers This field is concerned with more complex mathematics, making sense of predictable forces like physics and even anomalies where magic is involved. It is also beneficial in construction—though this side is typically handled by Warfang's Moles. Complex numbers and calculations is a small field, not as appreciated as that of Magic and Elements. Non-Scholar Trades The Warfang Council may choose to give the Master title to non-scholarly trades to recognize immense talent and existing status, however, some trades recognize levels of mastery such as apprentice, journeyman, master. A Master Blacksmith recognized by the Council would have the title 'Master of Metalcraft'. These titles are typically reserved only for dragons of once-in-a-century talent. The Council does not regularly give honorary titles for non-scholars. law and justice Law and Justice The Guard When a dragon commits a crime and is apprehended, the Guard has a limited ability to deal instant justice. If someone steals from the market, they can cut off a finger, or hand (though this is discouraged for pre-service youths, as the Army prefers their conscripts fully intact. They may get beaten/whipped instead and/or sent to the Army immediately). A drunk causing disturbances at night can get whipped and spend a few nights in a dungeon without food. Small crimes like this require no higher attention and little paperwork. These punishments are typically left to the Guards' discretion. Some are crueler than others. On paper, Guards are not allowed to not deal punishments. When the criminal is high-born or otherwise of powerful connections, guards have instructions to let their Captain or Commander handle judgment. Typically, in these cases, the criminal's superior (parent of high position or family/clan elder of high position) makes a deal with the Commander, wherein the family handles the criminal's punishment, and the crime does not go on official record. For more severe crimes, and/or crimes which were a public spectacle, the Commander may involve their Chief. Judges & the Court In grander crimes, such as murder or murder attempts, grand theft/damage, organized crime, or an accuser demands a court (and pays a fee), etc.; anything that warrants greater punishment (large fines, indentured servitude, executions), go through Warfang's full justice system. A Judge oversees every trial, and decides the result and punishments, if any. In a given trial, there is a Judge, the accused (with or without a Justice), the accuser (with or without a Justice), 3 to 12 Court Justices, a Scribe, witnesses, and public spectators (often relatives and associates of the accused/accuser, but also anyone interested). Judges are typically former Court Justices and are always in their elder years, typically over 130 years old. Grand Judge Grand Judges are few, there is one for Warfang Mainland, one for Titan Fields, and one for Concurrent Skies and Agni Flats. They deal with the largest cases, such as massive clan disputes, crime perpetrated by clans and high families or dragons of high positions. In between these, they may consult on other cases, review passed cases, assign, hire, and fire Judges as well as Court Justices and Ministers. Justices Justices are private actors that an accused or accuser may hire to represent them. It is a Justice's job to know the ins and outs of the law, especially loopholes, and to argue in favor of their patron. Becoming a Justice takes extensive study and requires certification. An Apprentice Justice is presented (by their tutor, a current Justice) to a special examiner (a certified Judge) in Warfang City Hall, who questions them to test their knowledge. They will also take into account the Apprentice's history, master, professionalism, (and any arbitrary quality if they so desire) before making the to-be Justice take oaths—unless they are rejected. It is within the examiner's power to reject an apprentice for whatever reason, even if it is personal bias such as a dislike of the apprentice's family or their master. If the oaths are taken, the Apprentice receives certification and is now qualified to represent a patron in court. They come out with the reputation of their former master; they will be expected to live up to their master's legacy, or they will tarnish it (thus, Justices are careful with their apprentices and may easily refuse to have them certified if they have any doubts). There have been a few cases where a disgruntled, disgraced Justice kills (or attempts to kill) their former apprentice for ruining their name. A new Justice will do as their master did and either represent patrons (clients) or work in the courts as a Court Justice . Court Justices act much like Judges, assessing both sides in regards to the law and deciding if the accused is guilty or not (usually based on testimony and reputation. Verifiable evidence is rare). They will give their judgment before the Judge, which in theory influences the Judge's decision. It is not unheard of for a Judge to make a verdict wildly misaligned with that of the Court Justices, but it may come as a surprise. Mild majority disagreement is not uncommon (such as the Judge siding with 3 out of 7 Court Justices). A new Court Justice is typically considered in a more prestigious position than a new private Justice. Seniority and reputation matters above all, but a senior Justice with permanent clients from the biggest Clans is decidedly higher in reputation and wealth than the most senior and well-known Court Justices. Private Justices have more upwards mobility in terms of status and wealth, whereas Court Justices are employed by Warfang itself and make on average less than successful Justices. Court Justices start in higher middle class, and are solidly high class after a few decades. A Justice's class depends on who they represent, which in turn dictates their earnings, which in turn dictates their class. Typically, having a Justice represent you in court is a sign of high class. Brand new Justices may try proving their worth by representing the upper end of the middle class until they can get 'better' clients. The number of Court Justices in a trial depends on the scope and complexity of the trial. Minister Ministers are former Judges or Justices now working in Warfang City Hall, where they draft suggestions for new or amended laws, most commonly trade laws and regulations, including amended tax rates. There is no training or apprenticeship required, just a favorable work history and reputation as a Judge or Justice. There are 150 Minister seats in Warfang City Hall. When a seat becomes vacant, the Mainland Grand Judge (as of 3016, this is Grand Judge Solari, Matriarch of Clan Golden Flare) elects a new Minister to fill this seat. A Judge/Justice may send a letter to express interest in a Minister position, but the offer may go to someone who did not do so if the Grand Judge considers them the best option. Ministers must have Warfang's prosperity and interests in mind first and foremost. Overt self interest, or the interest of one's own Family/Clan, is frowned upon if it comes at the cost of Warfang's own. Generally, however, Ministers package their own interests as the interest of Warfang, and this is normal. Groups or individual Ministers present their own drafted laws or amendments, and the gathered Ministers meet multiple times a week, casting a vote first on which drafts they will address first (usually this is done once every so often, rather than weekly). Drafts may be pushed aside indefinitely. Once a draft is decided to come into review, the group or individual in charge present it, other Ministers may argue against it, and a vote is cast on whether to pass or amend the draft. Eventually, usually after multiple amendments, a draft passes and will be reviewed by the Council. They will debate and vote on it. If it passes, the draft goes into effect as a law after a certain time. If it does not pass, it is sent back to the ministry either with notes on desired amendments, or rejected outright. list of occupations List of Occupations High Class Occupations Occupations that yield a high salary and status in dragon society, usually entered by dragons already in a high position, such as clan dragons. Elder Guardians (Senior Guardians elected to the Warfang Council, the highest possible position in Warfang society) Warfang Council (Beside the Elder Guardians, the Council is made up of the leaders of the main five most powerful Clans. This is usually in addition to a career. The Council decides their nation's politics, decides its wars and questions of peace, its expansion, its laws, and so on) Guardians (elemental masters and temple/egg grotto guardians) General/Chief (highest ranks within the Army and Guard) Dragon Masters (Dragon Masters are appointed by the Warfang Council as experts in their field of study) Templar (temple guards) Judge (a Justice elected by the Warfang Council to sentence criminals in their place) Minister (a Justice elected by the Warfang Council to write and suggest new laws, amendments or removals to existing laws, as well as regulations on trade and the taxation of trade and land.) Guard Commander (in charge of guards in a large or densely populated area) High-Middle Class Occupations These occupations have varied salary and standing in society, dependent on the quality and demand of the dragon's work. Army Commander (in charge of hundreds of soldiers, commanding their own Regiment. Class typically depends on their origins. Commanders with humble backgrounds are typically middle class unless very reputable) Justice (Justices act as representatives for dragons in trials, arguing their patron's innocence or the guilt of the opposing Justice's patron to a Judge. Often permanently hired by multiple individuals or clans. Justices are typically a part of high society, but new ones require work and reputation-building first) Guard Captain (in charge of a patrol of guards. Typically high middle class) High-Middle-Low Class Occupations These occupations have extremely varied salary and standing in society, widely dependent on the quality and demand of the dragon's work. Army Lieutenant (usually middle class but influenced by role, achievements and existing clan status. Not high class unless dragon already hails from high class family) Scholars (see 'Scholars and Dragon Masters'. Class depends on achievements, employment, and wealth) Healer (a magic-focused dragon who heals illnesses and wounds with magic, herbs, and gems) Jeweler (a dragon who makes jewelry - often a family affair, and the very best jewelers are clans themselves, who make top quality, expensive jewelry for other clans) Artist (a dragon who uses their paws or magic to create illustrations, with paint or other materials. Employed by temples, scholars, and clans. Otherwise freelance, but rarely find success there) Sculptor (like artists, sculptors carve figures out of stone or build them with clay. Very popular with temples and clans, and are often earth or fire dragons, though ice dragons popularly make ice sculptures) Entertainer (a dragon performer; either sings, plays instruments, does theater, elemental/magical performances, etc. Class level is based on reputation and demand.) Architect (someone who designs buildings and structures and oversees their construction) Blacksmith (a dragon that crafts weapons, armor, or other things with metal) Clothier (a dragon that makes clothes—much like jewelers, this is usually a family affair, and richer and more reputable clothiers can acquire more expensive materials and sell to clans) Merchant (a dragon that acquires and sells items. Solo merchants are usually low to middle class, but merchants that hire many other merchants to do this work and benefiting from it can get to high class with high value wares) Beast Hunter (a dragon that does not hunt for food or resources, but specifically just to kill animals that threaten dragons, particularly dragon settlements. This is a high fatality occupation, those powerful enough to survive and make a name for themselves can rise to high class by contracts and sponsorships from Clans.) Middle-Low Class Occupations The standing of these occupations depend on who the dragon is hired by. Being hired by clans as these occupations (usually selected based on reputation or connections) make one considered middle class based on income. Soldier/Guard (Non-officer ranks- Soldier is usually low class, Guard is middle class, but both are affected by personal accomplishments, family class, and time in service) Caretaker (a dragon who raises the children of other dragons whenever those are working or otherwise occupied. Often under employment by clans/families to take care of their children, or employed by temples to raise orphans.) Servant (a dragon employed by other dragons to perform domestic tasks. Very commonly employed by clans. Servants to the largest clans are often decently well off) Potter (someone who crafts ceramic, clay, or stone pots, plates, vases, cups, etc.) Glassmaker (a dragon crafting items in glass, usually bottles, lenses, stained glass) Messenger (a non-military dragon ferrying messages and letters to and from. Either employed directly or part of a service) Scribe (a scribe is employed in various scenarios to write down the spoken word, whether this is on behalf of someone who cannot read and write or for someone who is doing something more important and simply does not wish to write it themselves. May be hired long-term or part of a service for on-demand hire. Since reading and writing is a privileged ability usually associated with the higher classes, it is generally fairly paid) Bouncer/guard/bodyguard (someone hired to protect a person or place, or regulate access to a place) Tanner (a dragon processing hides into leather goods) Low Class (rarely Middle) Occupations These occupations are ones a dragon can get into immediately with typically no experience or study, or are low-class family trades, and are thus saturated and paid little. There are very few in these occupations that can develop such talent and reputation they can rise to notoriety and middle class. Families within these trades, if talented enough, can live comfortably. Clans within these professions typically own and employ hundreds to perform these works (such as mine owners employing miners, thus owning whatever comes out of the mines) which yields them wealth beyond what a simple family can manage. Hunter (a dragon venturing into the wilds by themselves or with a group to catch prey, then selling the catches to a butcher for coin. Either freelance(selling kills to butchers after they are caught), hired short- or long-term, or part of a hunting lodge which pools resources, abilities, and pay for bigger output, status, and contracts) Fisher (a hunter hunting in bodies of water. Largely water dragons) Forager (like hunters, these venture into the wilds and gather berries, herbs, wild vegetables & fruits, and roots, then sell these to healers or vendors. Either freelance or hired to do this) Crop Keeper (a dragon that raises crops of vegetables, herbs, fruits, and/or berries, then sell these to vendors or directly to clans or institutions) Livestock Keeper (like crop keepers, a livestock keeper raises and breeds animals for slaughter and consumption) Butcher (someone who buys fresh carcasses, skinning them then selling all their parts. Pelts, horns, and bones are sold as well as the meat. Butchers use cold crystals to protect against spoiling and rot) Builder (someone who constructs buildings, usually with stone or metal. Often earth dragons) Miner (a dragon who mines for minerals/metals and/or crystals. Often electric or earth dragons) Porter (a dragon transporting goods across distances, such as city to city or continent to continent on behalf of the goods' owner) Classless Occupations These are criminal occupations that are typically regarded low class or classless, though those at the top of the chain live as though high class, and may even be respected as such. These are general titles, individual groups may have unique titles or different definitions. Crime Lord (the head of a criminal organization) Crime Underboss (the Lord's nearest, including their right and left hands) Advisor (counselor to the lord and their underbosses, whose job it is to stay informed on all things and people worth knowing) Crew Leader (takes orders from Underbosses or a middle rank, leading smaller units or groups) Enforcers (maintains control of local population for a criminal organization, such as collecting protection fees) (Body)guard (protects higher ranking members or assets) Assassin (carries out kill orders from higher ranking members) Bookkeeper (handles coin) Fence (buys and sells stolen goods, either independently or on behalf of an organization) Coinlender (lends coin at high interest, employs enforcers to ensure repayment, either as their own business or behalf of an organization) Runner (delivers messages, coin, or other goods) Smuggler (moves illegal goods across borders) Lookout (watches for law enforcement or rival activity) Forger (creates fake documents) Thief (steals valuable items, usually selling them to a Fence) Supplier (sells goods, typically to criminal organizations) Alchemist (develops or produces illegal or cheap drugs) Pusher (sells drugs) Front (operates a seemingly legitimate business which acts as a cover or meeting place for the illicit organization, and/or launders coin) Cleaner (disposes of evidence and/or bodies) ...and more.
- Warfang Military | Destiny Intertwined
Content List Warfang Army Organization Chain of Command Composition Rank Mandatory Service Punishments Bases Deployments Armor and Weapons Unique Roles Warfang Guard Selection Organization Bases Rank Corruption Shifts Armor and Weapons Unique Roles warfang military Warfang Military The Warfang Military is divided into two; its larger part, the Army , fighting Warfang's wars and seizing new lands to serve interest beyond its borders. The second part is the Guard ; Warfang's law enforcement, keeping the peace and enforcing Warfang's will. Click titles to expand sections. the warfang army The Warfang Army The Warfang Army has never been bigger. In the face of impressive resistance from the Ape Coalitions and later the terrifying Dark Dragons of the East, Warfang has not only put countless coin into its Army but built it into its very culture; military service is socially significant, expected and honorable. A lifelong career is a path to status, if not riches (should you stand out enough to be promoted) —at the very least, service offers accessibility to much one might otherwise not afford, such as education for one's children. For some families and Clans, the Army is in their blood; service is life-long and children are prepared for it from the day they are born. Nepotism is as common in the military as it is in other aspects of dragon society, however, if a dragon fails to live up to their promotion, the consequences are dire. Sacrificing Warfang's safety and interests for one's own is suicide. In the Army, rank supersedes all . While fighting and dying for Warfang is a high honor for both clanless and clanned, many among high society find Army service too bitterly humbling. Soldiers are equal regardless of their origins, and preferential treatment is, in theory, ill-advised. A Commander may be clanless and of humble origins, and they will exercise complete authority of any high-born below their rank. A high-born Soldier may not assume command of a low-born Soldier. Certain breeds of high society take issue with this equalizing culture, but it is one stubbornly upkept by Clan Stormbringer —who has maintained the highest ranks of the Army for centuries. Organization The Army is divided into several parts; Divisions, Regiments, and Platoons . There are 20 Divisions , each having 11 to 14 Regiments , and these Regiments have each 15 to 25 Platoons . Platoons may have around 15 to 40 soldiers in it, with Infantry platoons being on the higher end. There are different kinds of Platoons who perform different tasks. Divisions are commanded by Generals , Regiments by Commanders , and Platoons by Lieutenants . Chain of Command A Soldier (lowest rank) answers directly to their Platoon Lieutenant. The Platoon Lieutenant answers both to their Regiment Commander, and Lieutenants of a higher post, namely Regiment Lieutenants (who also answer to the Regiment Commander). Commanders report to their Division General, and all Division Generals are commanded by the General of the Army , a singular dragon who answers directly to the Warfang Council. Regiments are self-contained , and a Commander has a significant level of freedom in how they choose to run their Regiment. They decide training, organization, tactics. They may impose certain rules, so long as these do not stride with the Army's overarching rules or any imposed by the Division General (who in turn may limit some of their Commanders' freedoms). Composition Each Regiment has the following; 9 to 11 Infantry Platoons (20 to 40 soldiers), a Scout Platoon , 3 to 5 Hunter Platoons (around 15 soldiers) , 1 to 3 Healer Platoons (15 to 30 soldiers), 2 to 3 Guard Platoons (15 to 25 soldiers) and a Logistics Platoon . Logistics Platoons have navigators, scribes, and messengers, among others. Platoons are named according to their function, such as 1st Infantry Platoon, 1st Healer Platoon, 30th Logistics Platoon, 50th Scout Platoon , etc. A Soldier's full assignment could go as follows; Third Division, 30th Regiment, 50th Healer Platoon. Usually, they will only give their Regiment if inquired. "Soldier Infyr of the 30th Regiment." For example, the 1st Regiment looks like this; First Division , commanded by General Tormer of Stormbringer 1st Regiment through 12th Regiment First Division, 1st Regiment is commanded by Commander Lynerius of Stormbringer Commander Lynerius' second-in-command is Lieutenant Raii (also his Squire) 4 Regiment Lieutenants 1st Infantry Platoon through 13th Infantry Platoon (13 Lieutenants) 1st Healer Platoon through 3rd Healer Platoon (3 Lieutenants) 1st Hunter Platoon through 5th Hunter Platoon (5 Lieutenants) 1st Scout Platoon (1 Lieutenant) 1st Logistics Platoon (3 Lieutenants) 1st through 4th Guard Platoon (4 Lieutenants) Soldier Lieutenant Commander General Rank Rank is attained through years of service, ability, and command potential. 5% of the Army are Lieutenants. This rank requires a minimum age of 30 years old, and 10 years of service—though averages at 20 years service before promotion. Commander requires at least 25 years total, and a minimum age of 55. The average age of new Commanders is 75. They make up only 0.2% of the Army. The rank of General requires 10 years service as a Commander, but it is uncommon for a new General to be younger than 100, thus the typical command experience is much higher. Attaining rank is a competitive process and not a guarantee of long service. Dragons can live for a very long time and the Army does not encourage retirement... unless they think new blood would do better. Mandatory Service Warfang introduced military conscription (not necessarily for the first time) after the Apes destroyed the Shattered Vale Temple in the year 2705. This affected a set percentage of every family , wherein a family was required to submit a relative number of members to do army service. This percentage was flexible, and changed depending on the Army's needs as conflict rose and fell. Service time was indefinite. In the year 2944, Warfang's fears of war against Farsanct took hold. In addition to the current low percentage conscription, they introduced a mandatory-for-all conscription that would affect every dragon turning 24, lasting two years. This was done with the intent to prepare the full Warfang population for a war that Warfang feared they would not otherwise win, in addition to expediting the invasion of the Shattered Vale for its resources. When the Dark War did break out in 2970, the 2-year mandatory persisted and countless previous conscripts were recalled to the Army, their previous service allowing a more seamless transition. Warfang also introduced a number of financial incentives and benefits (such as childcare during deployment and discounts on Temple Education) to not only increase retention but reduce resentment over forced service. The Army continued recalling conscripts as required, but service benefits, propaganda, and fearmongering did their part in keeping the Army's numbers reasonably high. As conflicts died down due to standstills after the year 3000, the Army released conscripts they no longer needed, but retained the 2-year mandatory. Warfang has not been recalling conscripts to fight across the Vale, but as of mid-3016, has began recruiting willing veterans back into the fold. While the Army aims to have as few conscripts perish during mandatory as they can, their casualty rate has been significant enough to deter. Some families, if passed for Guard selection, will pay their children out of military service altogether, by ‘giving their worth in coin’. This is legal, and helps fund the war effort. Naturally, this price is too much for most families to pay. Some dragons may be exempt from mandatory service. This includes dragons who are completely blind, missing two or more non-wing limbs, and case-by-case exceptions for flightless and deaf dragons. Conditions must be so debilitating the dragon becomes a liability. The percentage conscription made some rare exceptions for very small families where the only physically eligible family member was the only (surviving) child of parents who could have no more children, and the surviving child did not themselves have children yet. There were generally attempts to avoid situations where bloodlines would end if the conscript died. In cases where a dragon had no family, they were not conscripted unless they had no stable trade or were a criminal. Punishments Commanders punish soldiers at their own discretion and may decide the nature of said punishments, but overarching rules state they cannot permanently maim or inflict psychological abuse. Sexual assault as punishment (and in general) is also strictly forbidden. Punishments are most commonly lashings, often paired with docked pay and additional duties, or vice versa. Less common is temporary imprisonment. Refusing food and/or shelter is uncommon, generally not practiced if the soldier is expected to participate in combat soon. For grievous offenses, such as nearly or successfully killing a fellow soldier, exile and execution are on the table. A Commander considering this would need permission from their General. Commanders judge what is considered grievous offense. It is in their power to grant second chances. They may choose to ignore offenses, but their General may overrule them and bring their judgment into question, which is undesirable. Due to the freedom and influence Commanders and Generals have, different Divisions and even the Regiments in them often develop differing cultures. Many Regiments may be more abusive than others, mentally and emotionally if not physically. Bases The Headquarters of the Army is the Army Fort in Warfang City , which also oversees First to Third Division as well as the Twentieth Division (Training, Logistics, and Intelligence). Fourth to Eighth Division have their headquarters near Stormfall (Warfang Mainland), Ninth to Thirteenth Divisions near Cliffwall (Warfang Mainland) , Fourteenth to Seventeenth Divisions near Stormy Beach (Concurrent Skies), and Eighteenth and Nineteenth Divisions near Dragonfly Falls (Titan Fields). Regiments, if not entire Divisions, will make temporary headquarters during deployments. For example, there are several Army bases in the Shattered Vale which are used to coordinate with deployed Regiments. Other Army bases are reserved for training, operations, surveillance, or confidential purposes. Soldiers are not necessarily assigned to the Divisions of their home continent. This was done in the past, but portals have made long distance travel trivial. Deployments Barring personnel required for the operation and preparation of the Army, most soldiers serve on rotation. A typical deployment lasts 3 to 6 Moons, after which the soldier will spend 2 to 4 Moons home. They may have required duties during this time such as training, but they will not be paid. They earn coin throughout their deployments, and as their basic needs are met by the Army itself they do not require this coin to live; it is kept for them until their deployment ends, or picked up by their family at regular intervals. When a new deployment begins, all soldiers of a Division will receive a summons with a timeframe to present at their Division's Headquarters. They will arrive, be registered, and settle in. Soldiers preparing for deployment sleep in communal tents erected outside the Division's Fort. Their health and abilities are checked and made note of. As the deadline to present passes and all soldiers are ideally accounted for, the Division's Commanders brief them, and the Regiments set out one after the other. Typically, temporary portals are set up to expedite travel. Regiments haul resources through to restock forts and existing camps and set up new ones if necessary. As fresh Regiments arrive, the old, worn and tired ones return home. If a soldier does not arrive by the deadline, the Army relays this to the Guard, who is sent to investigate. Soldiers caught draft dodging or dodging deployments are arrested and typically heavily fined; usually assets are seized to pay this. The soldier is then forcibly returned to their Regiment, with a sentence of required years in service and docked pay. Continued insistent refusal to serve can result in indentured servitude, usually mining, which is often the goal of resistance, however this servitude will last several decades, to whichever point it becomes undesirable. Armor and Weapons The Warfang Army does not pay for their soldiers' armor. Armor must be paid for by the soldier or their family, at the blacksmith of their choice. This is expensive, and often a dragon chooses only pieces for their vital areas rather than full armor, if they can even afford that much. Clan dragons are generally recognized by having complete armor—particularly colored armor displaying clan crests. Many soldiers have to make do with their natural defenses. Dragons typically do not use weapons. Due to their quadruped walk, they are ill suited to hand-held weapons; however, blades may be strapped on or incorporated into armor pieces on the wing hand, tail, head, and forepaws. The only exception to this are lances, which are used by Templars, Guards, and stationary Sentinels. These are deterrents first and foremost, otherwise good for killing one target but less maneuverable for multiple. Dragons generally prefer their Elements (or Magic) for combat, then their natural weapons (claws, teeth, horns, spurs, and tail spades) second. Unique roles Not every soldier's primary job is to fight. Below is a list of roles a soldier may take. In formal titles, this role will replace rank, i.e. "Scout Ignies". These roles may have Soldiers and Lieutenants, but not Commanders or Generals. Virtually all new recruits serve two or more years in Infantry, as special roles tend to be filled by career soldiers. Most of these roles are available to both Soldiers and Lieutenants; the latter in these positions typically lead Platoons. Only Lieutenants from heavy Infantry backgrounds, or Regiment Lieutenants and Second-in-Command Lieutenants are eligible for a Commander promotion. Hunter When deployed, Regiments need food. While supplies are brought along, rations are kept as last resorts. Hunters take down prey and forage for edible fruits, vegetables, and roots. This is a full-time job during deployment, and a vital one, so hunters do not participate in combat unless necessary. Army Hunters typically come from hunter backgrounds and do not require ground-up training. Nevertheless, they are supplemented with extensive teaching of what (in their area) is edible and what's toxic, as well as how to take down certain prey and what to watch out for (such as magic-draining leeches, or acid spitters). The Lieutenant of a hunting platoon is the Head Hunter, unless they designate a subordinate to assume this role in their place. Navigator Navigator is another non-combat role. It is a navigator's job to help their commander navigate their Regiment enroute to their destinations, as well as locate optimal camp sites and mapping where they have gone. Navigators need to know how to read and draw maps, plot a course, read the stars and celestial bodies. Every Regiment has at least one senior navigator, and at least two junior navigators. Scout Scouts have a dangerous occupation. While not intended for combat, scouts go in small teams or alone to scout enemy territory—assessing their numbers, strength, positions, resources, and defenses. Scouts must be quick, quiet, and cool-headed. They may be spotted by the enemy, or even captured and/or killed. They must be strong enough to have a chance to fight their way out of this possibility, but their main objective is always to avoid confrontations— if spotted, they must try to escape and report back to their Commander. If this entails abandoning fellow scouts, so be it—a scout must be able to make this sacrifice. They must also keep the enemy from finding their Regiment's camp at all cost, whether that means leading pursuers away (even if this means suicide), or to withhold knowledge under gruesome torture. Healer Army Healers may be non-combatants, but they will frequently find themselves near the midst of a raging battle. Healers specialize in non-elemental magic to heal wounds. While red magic crystals are effective, they're a limited resource and are kept exclusively for emergencies. During deployment, it is a Healer's job to gather and inventory red crystals, assess and maintain the health of their soldiers, tend to the sick or wounded, and save their soldiers from certain death. During battle, most Healers stay behind the front lines, tending to the wounded that are brought away from it. Healers need to know how to make fast and often hard decisions—such as letting a young soldier die to instead save a badly wounded Commander, or preserve their energy if saving someone will take too much. Sometimes they may only have time to stop a soldier's bleeding before moving on to the next. Healers aren't easily distinguished among other soldiers. If the enemy identifies a healer, they WILL target them. If a Regiment loses their healers, the battle may very well be lost. As such, Healers are known by face rather than mark, and have soldiers assigned to them as guards . Healers are promoted by their ability to handle intense stress, make hard decisions, and by having strong Healing abilities. Promising Healers are given frequent tutoring by Masters employed by the Army in exchange for prolonged service. Sentry Sentries are soldiers whose combat prowess is reserved for specific tasks. They may be assigned to a Healer, Commander, or General's side as protection, or they may guard a camp, specific tent (such as a Commander's), supplies, or prisoners. A Commander may send Sentries to the front lines as regular combatants if needed. Scribe Another non-combat role, Scribes are Soldiers in charge of putting ink to paper for their Lieutenant, Commander, or General. This may be mission reports, updates, emergency requests, inquiries, etc. Anything their superior wants written, they write. Scribes are quick with a quill, typically by hand rather than magic, often writing down words as their superior speaks. Lieutenant Scribes are decidedly rare, and usually occupy a dual role as a Regiment or Division's magic caster. These may be able to pen multiple copies of a message at once, and relay them magically with an intermediate spell, which immediately transports the scroll to a location the caster has visited before. If a scribe is not able to cast this spell, a different soldier with Magic prowess may be assigned this task. Magic Caster An unofficial role typically assigned to a non-combatant role, usually Scribe or Squire, a Magic Caster is a soldier of notable Magic abilities who can perform Magic where needed, such as magically sending letters or levitating items not easily carried. Due to the rarity of such abilities, these dragons are typically at Division-level and jump between Regiments as needed. Messenger Messengers have an obvious role—they ferry letters or commands to a destination, wherever a scribe's magic cannot reach. Often, they receive verbal messages that are too urgent to even write down, and relay them to the recipients. Messengers must be capable of long-sustained and fast flight, and as such is popular with Wind and Electric dragons. Messenger is a no-promotion role. Messengers are always only Soldiers. Elite Elite is not a Regiment role, and exists above even Division-level. A part of the mysterious Intelligence Regiment headed by the General of the Army himself, Elites are sent to venture deep into enemy territory and conduct sabotage or assassinations. They are extensively and cruelly trained, and possess high mastery in either Element or Magic. Some are known publicly by face and name, most are not. Squire Squires are Soldiers or Lieutenants in service of a Commander or General. They act as bannerbearers and aides, helping their superiors put on and take off armor (which they are also in charge of maintaining/cleaning), and are otherwise on the ready to do anything their superior asks of them, even menial things such as fetching them food or drink, or cleaning their tents. Commanders and Generals choose their own Squires; typically, Commanders of high family blood are expected to take Squires from allied families. Squires are at their superior's side almost always, and it's their close one-on-one relationship that makes Squires a target of soldier gossip. Squires are said to cater to all of their superior's needs, including those sexual in nature. Bored soldiers love to ogle and guess whether or not a Squire sleeps with their Commander/General. This is not forbidden, but superiors who abuse their rank against any soldier risks severe punishment. Knight Knight isn't a role, but a label of honor. A Dragon Knight is a soldier (or guard) of such high merit they are appointed by the Elder Guardians themselves, and receive the title through ceremony. Knighthood may be awarded to any role, or even posthumously, but it is a rare title to receive. Commander Lynerius is a popularly-known Dragon Knight, though he never introduces himself as such. Generals are always knighted. the warfang guard The Warfang Guard Becoming a Guard is attractive to many; not only is it an alternative to the Army, keeping one away from the battlefields, but it is an avenue to authority and status. Guards patrol city and town streets. Villages are visited every so often, depending on size and typical need. Small villages, lone homes, and farms are typically not visited as part of patrols—in the case of crimes, these citizens must summon the Guard. The smaller and less patrolled an area is, the more susceptible to animal and raider attacks it is (as a tradeoff, owning land here is less taxed). In addition to law enforcement, the Guard is meant to protect citizens on Warfang soil; the first line of defense if a settlement is attacked. In theory. In reality, the Warfang Guard is known to be corrupt. Because of its power and influence, it is the preferred Military arm for Clans and high society to spend their mandatory service—or their careers. Generally, most recruits apply for the Guard, and most of them are passed over. The Guard has limited spots and a typically low casualty rate, so they are extremely picky on who they select, if any. Selection Officially, selection into the Guard is based on performance, ability and suitable personality as a recruit. What’s painfully evident however, is that wealth is the answer. Dragons from rich families and Clans make up the bulk of the Guard’s higher ranks. As such, they select other rich dragons into the Guard—this being a means of gaining and strengthening political relationships. Still, dragons of more humble beginnings can and do join the Guard, but this is often through connections in addition to some or full formal education. If any slots remain after the political selections are through, the Guard chooses the recruits with the highest scores, especially those with magical potential. Outside of conscripts, the Guard sometimes hires applicants; but they exercise higher standards here. They may be bribed to select a certain recruit, but they are greedy. If the bribe is too small, they arrest you for the crime of bribery. Recruits are selected by Commanders and signed off on by the Sector Chief. Organization The Warfang Guard is divided into five Sectors, each commanded by a Chief, who answers to the Chief of the Guard, Isrun of Frostspear—who in turn answers to the Warfang Council. Each Sector is divided into Districts, which are managed by a Guard Commander. Districts are patrolled by Patrols, which are led by Captains, each in charge of at least a dozen Guards. Warfang City is an entire sector to itself, Sector One. Sector Two is the rest of Warfang Mainland, while the other Sectors are divided between the remaining Warfang Continents. Sector One is Warfang City (15 districts) Sector Two is the rest of Warfang Mainland (25 districts) Sector Three is Titan Fields (25 districts) Sector Four is Concurrent Skies (25 districts) Sector Five is Agni Flats (10 districts) Bases Each District has a Guard Post , which has an office for its Commander and a number of offices for their Captains as well as their Intelligence and Investigator teams. They also have a Healer's room, and a number of temporary holding cells for arrested criminals. Other facilities may be included (such as a lounge/break room), and size and quality (such as individual offices or shared offices) vary by location. Districts also have a number of Patrol Checkpoints . These are small buildings with an office for the Captain currently assigned to that area (in addition to the main District office), as well as storage for Dragon Lances, extra armor, and magic gems mainly. Checkpoints aren't always manned. The Guard headquarters is in Warfang City, the Guard Keep in District 4. Guard Captain Commander Chief Rank There are 6 Chiefs , one for each Sector, plus the Head of the Guard. There are 100 Guard Commanders , one for each District, plus a number of additional Commanders who occupy different roles and tasks, not managing Districts but rather Guard Operations and Intelligence. Like the Army, Captains make up about 5% of the Guard. Rank is attained through years of service, ability, and command potential, as with the Army, but nepotism is more prevalent in the Guard. The Captain rank requires a minimum age of 30 years old, and 10 years of service—though averages at 25 years service before promotion. Commander requires at least 25 years total, and a minimum age of 55. The average age of new Guard Commanders is 85. They make up only 0.2% of the Guard. The rank of Chief requires 10 years service as a Guard Commander, but it is uncommon for a new Chief to be younger than 110, thus the typical command experience is much higher. Attaining rank is a competitive process and not a guarantee of long service. The Guard will typically encourage retirement —or at times force it—to allow others to rise in rank. This affects Clan dragons as well. Despite its corruption and nepotism, the Guard still desires good performance, so mediocre (or ones disturbing the status quo) officers are cycled out early to make way for someone better. The longer a dragon has held upper ranks, the better their performance has been. Corruption The Guard functions the way it is supposed to. As Clans rose in power and influence, over time the Guard became theirs. Above all, it serves and protects the interests of Clans and high society. In addition to the benefits of serving one's mandatory service here, the Guard turns a blind eye to the crimes of high society—provided the victims of said crimes is not also among high society, much less Warfang itself. Much of high society dabbles in illegal enjoyments; crime syndicate fighting rings, person trafficking, black markets, illegal slavery, and hiring various services, such as assassinations in extreme cases. High society individuals do not spearhead organized crime or run it; they are benefactors and customers, shaking hands with its leaders behind the curtain. Officially, to the public eye, high society upholds an image of morals and lawfulness—but Warfang's Underworld is frequented by many, if not most, of Warfang's highest offices (of course, there is a standard to their depravity, deeper levels of crime that is not acceptable even behind the curtain—high society does not like their crime to be bloody (beyond fighting rings), there must be room to excuse it. Anything else is kept far more private and unknown to their peers). The Guard, of course, allows this. It may even accommodate it. In conflict, the Guard typically takes the side of those with higher status, especially if the status gap is significant. The Guard is averse to arresting Clan dragons and dragons of high families, but if grievous enough, and the arresting Guard is themselves superior in status to the offending dragon, arrests do happen. It is encouraged to not display grievous favoritism; the Guard does not want the inequal treatment to be too overt, which may cause (and has caused) civil dissent. In cases where a crime is committed in high society, wherein the victim(s) is also a part of high society, the Guard typically has a hands-off approach, allowing high society to settle things behind closed doors (if the victims so choose), whether that is through the compensation of coin, an eye for an eye, or blood payments. This 'courtesy' is not extended to other citizens. The Guard's corruption is maintained in such a way that the average non-high society dragon is not fully aware of the corruption. Many will be aware of favoritism, but will know of public spectacles wherein even Clan dragons have been fairly judged (that is, executed). If high society cannot make a problem disappear, they will make an example of it. If someone of high blood gains infamy, especially in bloody crimes, civil peace will be upheld. As such, there are many, especially in the middle class, who are blind to the true extent of the Guard's corruption. Most may not like the Guard, but will respect them. Shifts Guards do not deploy. They are responsible for arranging their own living and food, but are paid more. They must live in the area they are assigned to (if possible, they are assigned to the area they already live in). They have year-round shifts, with variable amount of days off per week (depending on need, usually two) and with the ability to take unpaid vacations (does not apply to conscripts). Commanders and Chiefs have access to more vacation days and flexible schedules, but typically work more than required (if they want to not be cycled out early). Guard shifts are either morning, day, or night. These are typically 9 hours but often stretch to 11 or 12. Shifts begin at their District Headquarters, where their Patrol is briefed on their shift route or duty by their Captain. Shifts may end here as well, but it's not uncommon for Captains to dismiss Guards on the spot, at which point they can return home immediately. Captains manage their patrols. Patrols are divided into multiple smaller groups. Guard patrols are always at least two at a time; Guards should never be alone. Patrols circle around their route (unless stationary) and report back to their Captain before restarting their route. Stationary Guards send a messenger if needed, otherwise the Captain checks up on them periodically. In turn, Commanders check in periodically with Captains, and are expected to perform patrols of their own; ensuring Guards do their job, but also to change patrols on the fly where needed. For example, if a market is unexpectedly busy, they may divert more Guards to watch over it. Armor and Weapons The Warfang Guard requires some armor; a headpiece, neck protection, and a collar displaying the Guard insignia and rank. Greaves may be used, but are not paid for by the Guard. Guards do not wear full armor, but may change into more armor if needed (and if they have it). The headpiece is mandatory for Guards on duty, but not for Captains, Commanders, or Chiefs. Guards do not patrol with dragon lances; they may be equipped by stationary Guards, but are otherwise set aside for the Guard to arm themselves with when needed. Unique roles Like the Army, the Guard also has unique roles in their ranks. The standard role of the Guard is to patrol the streets and ward against crimes, investigate and arrest when crimes do occur, and protect settlements and cities. Guards in their mandatory years do not have specialized roles and typically only patrol, while senior Guards handle everything else. Other roles include; Investigator Investigators are called to crime scenes and are tasked with finding out what happened, how it happened, and who is responsible. They may take additional statements from witnesses and victims and will build a profile on the perpetrator. Investigators are usually only called where a deeper look is needed, or pushed for. If someone was pickpocketed in the markets, regular guards will just make note and report it. Investigators are called where there is a crime scene and standard Guards are not sufficient. Most of the time, Investigators will find what clues there are and speak to who they can, but if there were no witnesses or suspects then the case is reported and shelved until another crime occurs and yields new information. When it comes to Clans and higher society, Investigators are often pushed much further. If a crime was significant or especially grievous, Investigators are always dispatched. Intelligence Intelligence Guards rarely take to the streets, keeping to their offices where they hoard information pertaining to their Districts; businesses, citizens, and criminals alike. They sort and compare reports and cases, and keep track of all the inner workings of their District or Sector—including that of organized crime. In short, if there's any information the Guard might need, their intelligence offices either have it, or they have a parchment that confirms they don't have it. When more information is needed on something, senior Intelligence Guards find it. They may even work undercover, pay off criminals, or hire criminals to attain this information—with their Commander's approval. There are different levels of confidentiality to the information the Guard stores, and any given Intelligence Guard cannot access any or them all. Privacy is not a concern, but information leaks are, especially when it comes to information pertaining to Clans or other high-profile individuals. Mid-level confidentiality information can only be accessed by a handful of Captains in Intelligence, higher levels have to be attained by the sector's Commander of Intelligence, and the highest level of confidentiality has to be retrieved by the Chief of the Sector. All information is stored in vaults with Master-level enchantments, with copies at different locations. Warden Sometimes crime does not warrant execution, but also requires more than immediate physical/financial punishment—or criminals need to remain detained during investigation, especially if they are facing execution. In these situations, there are dungeons guarded full-time by special guards, Wardens . Wardens are in charge of guarding prisoners, sentenced or otherwise, transporting them to and from cells, and delivering them food. This is an assignment, and a guard may be in this role for a year or more until they can be considered for a change, but it's also a role someone can stay in their whole career. There is very little opportunity for promotion in this role however. There are dungeons in all major cities, then a few outside the cities for all other settlements in the sector. Most are commanded by a single Captain, who reports to the Commander of their given District. Criminals are not incarcerated long-term. This is an unnecessary financial strain. Reform is not a concept for many. Sanctuary Warden/Guard A special group of Wardens are the Sanctuary Wardens . These have the same duties as regular Wardens, but they guard only one place; Sanctuary , the home of dark dragons on Warfang land. Becoming a Warden for Sanctuary is highly selective and eerily absent of Warfang's nepotism. Firstly, they can only be ice dragons, due to the extremely low temperatures of the deadly, eternal blizzard that surrounds the Sanctuary island (a result of an ancient Elemental's suicide fury). Secondly, their mastery of Ice must be at least Class Four but is often higher. Exceptions are made for those with magical mastery, but this minimum requirement is Class Five. Similarly to Templars, Sanctuary Guards are invited rather than applied for. They go through a recruitment process where they are thoroughly assessed. They cannot have 'misplaced' sympathy for dark dragons, and they must be able to follow orders no matter what. Sanctuary Wardens are often compared to Templars as a result. The Sanctuary Commander has always been a Frostspear, as have many of its Captains and many of the Guards. No one knows exactly what happens in Sanctuary, as its wardens are bound by strict orders of non-disclosure. The promotion rate of Sanctuary Wardens are virtually stagnant, with promotions only happening if a Captain or the Commander resigns from the role or from the Guard or dies. If this happens, another Sanctuary Warden is selected for promotion. Due to the slow rate of promotions, and the 'inherent danger' of working with dark dragons, Sanctuary Wardens have a high bonus to their salary. Not every recruit is sent to Sanctuary itself. Some become Sanctuary Guards, who patrol outside the Undying Blizzard. They chase away overly curious citizens, but most notably, they watch for dark dragons trying to find a way in. Executioner Due to the costs of incarceration, most grievous crimes are punished by execution. For this, the Guard has a special role, executioner . This is not a full time role, but an addition to the standard Guard or Warden role. The role of executioner is applied for, and executioners are chosen with selectiveness that varies depending on demand and competition. It gives a Guard a bonus to their salary, on account of the dangers of being an executioner, as associates and families of the executed may target the executioner. Maintaining anonymity is difficult for dragons, as they have so many varying identifiable qualities. This makes Executioner an undesirable role for many, and the salary bonus of executioners rise and fall with demand. Most executions are not public anymore, unless there is an example to be made. Commanders and Chiefs cannot be Executioners, and promotion into these ranks removes the role of Executioner.
- Main | Destiny Intertwined
Featured w iki content News! [11 August 2025] The Wiki is undergoing rewrites and redesigns. Character pages are largely unavailable as they are being restructured and rewritten. I (DragonOfIceAndFire) am doing this alone, so it will take a lot of time, but I'll try going in order of status (main characters first, then secondary characters, and so on). Some pages are also unavailable, pending updates. Currently finished character pages: Hayze , Jordhin , Eurune . Currently finished wiki/lore pages: Main , FAQ , Warfang Military , Professions and Trades . New Content 11th August 2025 Professions and Trade page redesigned and rewritten Warfang Military page added Character page(s): Eurune (rewritten, new content) Spoilers! Woe! Here there be spoilers! Other pages on this wiki will spoil or directly retell comic and tale content It is recommended you catch up to date on the comic before exploring! Read Destiny Intertwined click the covers below; first Chapter: Child of Shadows About Destiny Intertwined and how to support it Destiny Intertwined is a webcomic, accessible for free, featuring anthropomorphic* dragons in their socially complex, medievalesque cities, united and divided by element, magic and spirituality. Destiny Intertwined explores the dark side of prophecy and the fallibility of chosen ones, following Hayze , the lone dark dragon of Warfang City, as he navigates his life of stigma, seeking the answers of his origins and the secrets around him - all while enduring an escalating war against his dark kin. At his side, the prophesied divine savior of the Realm. The comic focuses on the lives of its main characters, but on this website you can learn more about other characters, the world lore , and read written Tales about comic and non-comic characters. This site also hosts community(fan) made content such as characters, clans/dragon families, and Tales. These are variable/soft canon to Destiny Intertwined and may cross over with canon/comic characters! Most 'official' Tales were made in collaboration with community members, featuring community characters. Destiny Intertwined can be read on ComicFury or DeviantART for free , or on Ko-Fi (for supporters) , 11 pages ahead of the public. If you want to support the comic and the work I do, you can donate or pledge with the widget on the right! A monthly pledge gives you early access to comic pages (Stone Tier+) and several other benefits! *(not to be confused with being biped; the dragons walk on all fours, but they have dexterous and expressive hands/front paws, they have language, full range of emotions, a society, and all other aspects that makes something human-like.) Content Warnings Destiny Intertwined touches on or is expected to touch on a number of sensitive topics and depictions. Among these are; Graphic violence (including gore and body horror), war (and all its horrors), violent death/murder and attempted murder, abuse, child abuse, sexual harassment/sexual abuse . The warnings highlighted in red will be explicitly warned for above relevant sections on the website. Where such content is depicted or addressed in at least some detail, a warning will be added to the page and a description will be added for those who want context but not view the scene directly. This will not apply to other warnings, as they will be far more frequent. Please be aware; community character pages may be missing appropriate content warnings. A Thank-you to Hibiwiki for ongoing help with the wiki!
- Update Log | Destiny Intertwined
Top Update Log 11.8.2025: Military and Trades page redesigned and rewritten. 11.7.2025: Character pages disabled to be rewritten. Main and FAQ pages redone. 15.6.2025: Character pages overhaul, new character cards in progress. 28.4.2025: Community Character and Tales pages wiped to start over. 2.7.24: Flora and Fauna page added with Storm Raptors. Images later updated for design fix. 27.6.24: Biology page updated with new format (collapsible sections) and new information in Reproduction section. Other pages will also be updated over time. Backgrounds updated. 16.3.24: Index page updated. 24.2.24: added information about the usage of CSA within DI stories/characters being prohibited. 2.2.2024: Added clarification about IP-inspired dragon designs to character creation guide. 6.12.2023: Realms page updated. 02.10.2023: Link added in Resources and Links to Element Color Guide 23.9.2023: Warfang City page added. 4.9.2023: Character references and headers updated. 3.8.2023: Full character list separated into creator characters and community characters. Names of community characters without a document removed to shorten lists. 17.6.2023: Politics and Law added. 14.6.2023: Temple School & Professions pages are back up. 18.5.2023: New FAQ questions about cameos and other contributions for DI like animals, plants, etc. 14.5.2023: Cheetah page added. New Magic added (Alignment and Heritage). Clan Elders added. New additions to Timeline, marked in blue. 16.4.2023: Dragons (magic) revised and split into two pages (element and magic). 2.4.2023: FAQ added. Main page split up and updated. 30.3.2023: Tales page revamped and readded. 24.3.2023: New images added to Dragons (biology) 12.3.2023: Fixed a number of incorrect information on Rayne's page that belonged on Hydris' page. 28.02.23: Community characters are being migrated off-site as we are unable to keep up with them. All community characters have been unlinked from the characters list but can still be accessed via direct link for some time. List will be gradually re-filled with new, off-site links. Comic characters have gotten new banners. 18.02.23: Updated leading Clans' founding and ascension years, and member numbers. 7.02.23: Retconned Raii's age from 49 to 60. 4.02.23: Added new 'Tertiary Characters' list. Timeline moved to unique page and updated. 28.01.23: New maps added to 'realm'. Warfang will get its own page in the future. 07.01.23: Temple Academy and Studies page published. Main logo updated. 20.11.22: Search bar temporarily removed due to results showing incomplete or spoiler pages. 02.10.22: Elements fully added to Dragons (Magic) page! 28.08.22: Currency added to Dragons (society) page! 26.08.22: 404 page added, character pages optimized, all comic characters added. 25.08.22: Character and Clan pages are being migrated from static to dynamic pages. New pages will be individual and not combined, as dynamic pages are not restricted in count! Don't mind the double Character tabs - the old tab will be available for characters that haven't been migrated yet. 22.08.22: 'Templars' added to Professions, more Tales added! 11.08.22: Minor character section has been added with a couple minor characters, plus some new community characters! 07.08.22: Alphabet & vocabulary section added to Dragons (Society) 03.08.22: Main 5 clan pages, plus Tempest Reign, added! 02.08.22: More characters, elemental backgrounds added! 25.07.22: Calendar and world information added! Some fan/community characters also added. 23.07.22: More magic examples, as well as examples of magics that don't exist. Dragons (society) also updated with naming conventions! 20.07.22: Massive update to Dragons (Magic) ! More in-depth information about element and magic mastery, as well as a list of magics and what mastery can cast them and how. New additions written in light purple. 23.06.22: New, individual clan pages are being worked on. Stormbringer added. 22.06.22: New character pages added. Characters will have individual pages and will soon include fan characters! Added mastery levels for magics. 9.5.22: Added in-depth how the Guard/Army are divided. New additions are marked in light purple. 30.04.22: Dragons (Clans) added under 'Species'. 29.04.22: Timeline added in 'Factions' 28.04.22: Dragons (Society) updated to explain what happens to orphaned eggs/dragons 27.04.22: Updated Main Character page, Factions pages started 22.04.22: Species subsections Dragons (Biology/Society/Magic) added! 21.04.22: Wiki launched!
- Temple School and Studies | Destiny Intertwined
Temple school and Studies Temple School and Studies Organiz ation The year a hatchling turns 6, they are eligible to start schooling at the Warfang Temples. Their families send an application before the new year, and this is processed by the Temple's Masters who split the new children into groups, flights, of 10 to 15 hatchlings which are headed by a Master of Education, a Flight Master . This master will remain with their flight for all 18 years. When grouping children into individual flights, clutch siblings are grouped together, and existing friend groups may be taken into account. There is a conscious effort to make each flight elementally diverse, and a loose effort to have an equal amount of males and females. No more than a third of the flight may be related, and thus cousins and other family may be divided. Over the years, this division has gone from economically mixed to a clear divide between low-middle class flights, upper-class flights, and clan flights, due to involvement from the latter two. Some flights consists solely of clan/rich-born dragons, whose flight masters are also clan dragons. Other flights have no clan dragons, and are taught by a clanless dragon. Due to clan conflicts and other perceived conflicts of interest, a flight master usually cannot be related to any of their students. Exceptions can be made if a student has unique challenges that a familiar Flight Master can help with, but favoritism can lead to a Flight Master losing their title. History For most of dragon history, formal education has not existed. Dragons were taught their family trade (if any) by relatives growing up, and they themselves would continue that trade and teach it to their children. This is true for dragons that lived in towns and engaged in economic trade, however, many if not most dragons simply built their own homes and hunted and foraged for food, never even touching a coin. Over the millennia as dragon numbers grew and grew, this natural way of living became more difficult as more land had to be purchased and taxed, and prey became scarcer. Dragons were forced into trade to earn coin for their taxed lands if they wanted to have a permanent home, others were pushed into dangerous lands. As towns turned into cities around the 2nd Millennium (Year 1000), economic differences slowly emerged. Some trades were more prestigious than others, and earned more coin. These richer families began to outsource teachings to dragons outside the family. Over the centuries, private tutoring became a trade of its own, and a prestigious one at that. Around the 3rd Millennium, the same time-frame as the introduction of the Clan system, private tutors were teaching children not only the family trade, but other subjects such as history, sciences, and magic. Most dragons remained uneducated, family- or self-taught in their trades, or just taught simple survival. To have an education was a sign of wealth. Educated dragons surrounded themselves with and hired other educated dragons. The class divide grew. With the growing civilization and the rising need for education, the Dragon Temples began an initiative; to make education affordable and widespread. The Temples hired private tutors to teach groups of children instead of only the children of a single family. This allowed the cost per child to lessen significantly, allowing middle-class families to educate their children as well. Many iterations of this system saw the light through the centuries, but eventually settled on a system similar to the present time; groups of ten to fifteen children, a flight , assigned permanently to a tutor, a Dragon Master of Education . Initially this one tutor taught all subjects for about ten years, and the students would continue specific teachings by private tutors at home. For a while, the students taught at the Temples were middle-class, as high-class families still hired private tutors - however, they felt scorned by this new system due to the cultural and spiritual significance of the Temples. It didn't sit right with them to have children lesser than their own be taught in such an important place. As such, most of the wealthy and the clans began to transition to having their children taught in the Temples, but this wasn't enough. The Council families (main four clans, at the time) and their wealthy allies gradually pushed changes into the system. Dragon Masters required more and more education, more experience. The full education cycle became years longer, with flights being taught subjects more and more by experts (other Dragon Masters) as they aged, leading to flight masters spending longer with each flight, and new Masters being on the Temple payroll. The yearly fee for a child's education doubled many times, pushing out the lower-middle class entirely. At present, education at the Temple Academies remains out of reach to those below center middle class, with many middle class children not completing the full education cycle, only some years as far as their family can afford. Yearly fees were slowly driven up and the academies found themselves used as an incentive; dragons serving in the military beyond required years could see their children educated for cheaper. Then, to further incentivize military service, soldiers with over 12 years total service who were killed in battle would have their children's education fees completely waived. Tuition Fees Education at the Temples is not free, and certainly not cheap. Less than 10% of children receive any education at the Temples, and more than 5% struggle to pay the fees despite service benefits. The first five years costs a parent 5,000 coin every year for each child. Years 6 to 14 is 7,500 coin annually, and years 15 to 18 are 10,000 coin each year, to a total of 125,000 coin for the full cycle for a single child. The fee is 15% less for children whose parent is an active soldier/guard (beyond required 2 years service) (106,250 coin) . If a child has two parents who fit this requirement, the fee is 25% less (93,750 coin) . The fee is also 25% less for each parent that has died in service before their tenth year of voluntary service (93,750 or 62,500 coin) . If a parent dies in service after a total 12 years in service, all their children have their schooling fees completely waived. It is not uncommon for families to only educate a single child if that's all they can afford. It is also not uncommon for families to try and educate their child themselves for the first 5-10 years and then apply to have their child start their education late. After the second year, this comes with a flat fee of 10,000 coin on top of the yearly fee, and the child also has to be tested to ensure they can keep up with their flightmates. Due to the extreme fees, a full education cycle remains a sign of high society, and the few children of those who survived wars long enough to earn a free education for their children. Other students tend to end their education prematurely, though even half of an academy education can take them far in the middle class. Curriculum There are 10 studies taught at the temples; Reading & writing, arts, element, flight, magic, battle, history, society, sciences, health. Reading & Writing One of the first things hatchlings learn at the temple is to read and write. This is a skill they must have for their future studies. This subject ends after the first year. Arts Art study is a subject taught from Year One to the end of Year Four, and is more for the enjoyment of young students. They're taught to paint, sculpt, sing, and dance. Element Element study starts immediately as education begins. Flights are split by element and assigned to a Master of Fire/Ice/Electricity/Earth (honorary title not tied to element mastery, but rather the theoretical aspect) or sometimes a Guardian who teaches them about their element and helps them discover and control it. These classes are a mix of grades, often Year Ones to Year Tens, and Year Elevens to Year Eighteens, give or take. The students spend a lot of time helping each other, usually older students assisting younger students. Students are taught the attributes and variants of all (non-dark) elements. Until they discover their own elements, they spend a lot of time watching older students practice theirs. Once discovered, they are trained to control their element. Mastery is often different for each dragon, so dragons may be further grouped based on mastery where the Discovered learn control, the Controlled learn manipulation, and Learners learn advanced manipulation and breath mastery. Most students do not reach Skilled, much less Experienced, so these high-achievers may be grouped together regardless of element. Element training sometimes have sparring between students of the same element mastery, but mostly practice is done with targets and enchanted dummies. Water dragons and wind dragons are grouped together due to their smaller numbers. Flight Flight study starts at Year Three, when children's wings are large enough to at minimum allow gliding. They are taught how to maintain their balance in the air, read and take advantage of wind currents, takeoff and landing, how to optimize their flight and conserve energy. By Year Ten, most students will have mastered flying. At this point, Flight study revolves more around getting even better at flying - flying fast, taking sharp turns, flying through small, magic hoops, etc. Much of this is combined into seasonal cross-flight competitions which many students look forward to. Magic Magic study, unlike Element study, starts by Year Six when most students have discovered their element and are thus capable of other magic. Like Element study, students will be divided and grouped based on their mastery, where those without magic mastery learn to cast their first spell, those with Basic mastery practice perfecting the easiest spells, and Starters learn to cast all easy spells. If any students are Intermediate, they may be taught harder magics. There's no sparring in Magic study, when offensive/defensive magics are taught, targets are used. Magic study is taught by Masters of Magic. Battle Battle study revolves around teaching the student to use their natural weapons (teeth, claws, horns, tails, element, etc.) to defend themselves or others. This study does not begin before Year Five, and even then it's mainly theoretical and observing older students in spars. By Year Seven, students have supervised spars more frequently. These spars may be only between students of a single flight, or between students of two or more parallel flights (flights of the same age). In student-on-student spars, students should never aim to draw blood, but are not punished if this happens, only if they deliberately disregard the rule. Students may yield at any time, and are not obligated to participate in student-on-student spars, but will receive bad marks if they refuse to train using dummies and targets. Battle study is taught by Dragon Masters of Battle, not Flight Masters, but Flight Masters are often the only ones present in spar sessions. History Students learn about history through the whole education cycle. History before Warfang, history of Warfang post-Unification, history of the Zephyr Kingdom and the Ocean Domain, and in the last few years of the education cycle, they learn the history of dark dragons. Much of the history covers the many wars that have taken place over the millennia, including ones still ongoing. Society Students learn early on about the society they live in. They learn about their leaders, laws, their customs, traditions, taboos, trades, they learn about high society and how to behave around dragons of notoriety, they learn about the Ancestors, and so on. Sciences Students learn about sciences early on, in a heavily simplified manner. As they age, they learn more about the complexities of each sub-study to prepare any for possible further study once their time at the school finishes. The study of the sciences is separated into multiple sub-studies; nature (biology), creatures, dragons, earth(geology), stars, numbers (mathematics), and technology. Health Students are taught foraging and hunting, about what's safe and healthy to eat and how to prepare kills and food. They are also taught about medicinal herbs and roots and how to use them, as well as the known types of injuries and illnesses and what can be done to treat them. Magic healing is taught in Magic study. Flight Masters While Dragon Masters are often teachers at temples, teaching is optional. Many Dragon Masters are dedicated to their studies and only take a few, if any, apprentices. Some do an equal amount of studying/research and teaching. Others mostly teach. Becoming a Master of Education is popular—this specialty is uniquely intended for temple teachers. These Masters learn a little bit of everything, then condense and simplify it for children. Due to Flight Masters being so involved in children's lives, frequently to the point of being more present than their parents, Flight Masters often see their flights as their own children, and children see them as family. It's not uncommon for some students to introduce themselves as the children of their Flight Masters if, for whatever reason, they don't want or can't use their parents' names (such as 'Hayze, son of Master Therris'. The inclusion of 'Master' signifies the lack of a blood relation.) When a Master's flight graduates, they start the process over with a new flight, though some may choose to take a year break or more. Becoming a Dragon Master of Education is competitive, and often only those who have had a complete or near-complete education of their own are chosen as apprentices by the Temples. These apprentices will spend many years aiding Flight Masters with their flights while at the same time studying to pass an assessment to determine if they're ready for their own flight. If they are under 50 they may be deemed too young to receive the responsibility of their own flight, and as such may spend a much longer time as an apprentice/assistant. Once they pass their assessment, the Temple Headmaster will send an application to the Warfang Council to have the apprentice recognized as a Dragon Master of Education, which the Council almost always approves. Headmasters Each of the three Temples has a Headmaster— this is a senior Master of Education that has been appointed as the lead Master of their school. All the Flight Masters and Masters at their temples answers to their Headmaster. The Headmaster has no flights of their own, instead they are in charge of ensuring the students are protected and receive quality education. The Headmaster employs and manages (and fires, if needed) the Temple's Masters and slots new students into their flights, as well as overlooking finances, special events, and many other things. New Headmasters are chosen when the old retires or dies. By this point the leaving Headmaster will have a suggestion of current Dragon Masters that can succeed them, and it's up to the Council to select the successor.
- Jordhin
Jordhin is an indentured servant of the Ancestor Temple. Some of their known duties center around attending to Malefor, and since recently, Hayze. They are a half-corrupted dragon, perhaps the only one to ever exist, alive. Personality Jordhin is an odd dragon. They speak exclusively in formal language, without a touch of emotional tone, nor too quiet nor too loud. They do not smile, or express much at all on their face or in their body language. The only thing worthy of note is their tendency to hunch over, keeping their head low as though they are stalking. They are formal and show deference to their superiors; treading with significant care due to their fragile position. Though reserved, they display a comfort around Malefor and Hayze—comfortable enough to physically topple the purple dragon—and even a level of care, as they look out for Hayze's safety. History Little is known about their origin. At some point in their life they were the Apprentice of the Magical Grand Master of Magic, Eurune , only to then flee this position and attempt the highly forbidden Corruption , the ritual to turn oneself into a dark dragon—the spell of which they had stolen from the Ancestor Temple. This attempt was interrupted halfway by the Warfang Guard, and Jordhin was apprehended. The failed corruption left them halfway between their natural appearance and their corrupted appearance, which suggests they would have become a Shadow dragon. Due to the complications of the incomplete corruption, Jordhin suffered severe health complications and expired four times, being successfully resuscitated each time by Warfang's Grand Master of Healing, Feurin . For their reasons, Jordhin gained the sympathy of the Elder Guardians, and through Eurune's insistence towards the Council, Jordhin was spared the death sentence for their crimes. Instead they are serving out a life sentence as a servant of the Ancestor Temple. Destiny Intertwined Chapter 3 | Bound by Fate In the midst of Year 3016, Jordhin is sent to welcome the Ancestor Temple's new ward, Hayze, who came into this position after a violent trial ending only somewhat in his favor. Jordhin shows the boy around the Temple until he drops the inevitable question; is Jordhin a half-blood? Jordin refutes this, and is forthcoming about their attempted corruption—however, they do not divulge their motivations at this time. Still, Hayze becomes quickly attached to Jordhin, the closest he has ever known to another of his kind. Jordhin does not reject this, even offering Hayze a distraction when he becomes nervous in the presence of the partial Council during Malefor's Fire assessment. Name Pronounced As Known Also As Servant Jordhin Jordhin, Scholar of Magic (formerly) Jordhin, child of ??? Gender Age Birth Date Height Build Appearance Half-corrupted; right side mostly darkened, sharper. Original side cold, dark green, with warm green accents; corrupted side black with blue accents Jagged and ridged horns branched into two. Fin frills, horn-matching spurs. Right eye has slit pupil, fully corrupted, trident tongue (corrupted) Element Variant Mastery *Due to Corruption, Jordhin cannot summon their Element, not their old nor their new one. Magic Mastery *Unknown - due to Corruption, Jordhin cannot summon their Magic. Their pre-Corruption mastery is unknown Status Orientation Civil Status Occupation Indentured servant of the Ancestor Temple (??? - present) Apprentice of Grand Master Eurune (??? - ???) Unknown (??? - ???) Affiliation(s) Warfang (current citizen) Ancestor Temple (indentured servant) Jordhin 'yoord-hin' Agender (they/them or any) 70 Year 2946 6.5m / 21'4 (very tall) Slender Earth/Shadow Multicolor /??? None* Off-white Unknown* Alive Unknown Single ················ Appearances ················ Destiny Intertwined (Chapters 3 - 4) ················ Credits ················ Created, designed, and owned by DragonOfIceAndFire Destiny Intertwined Chapter 4 | Through Trials Trying After Malefor and Hayze's visit to the Scions Aether estate, Hayze rambles to Jordhin about what he discovered there—that the Elder Guardian, Amberius, had an affair with the former Patriarch's daughter, Flareali, siring a white-scaled daughter, Blizari. After seeing the mural of her, and Flareali's eldest and presumed dead son, Zseurael, Hayze notes how much Malefor looks like Zseurael. He wonders if Malefor is of Scions blood. Jordhin turns grim at this idea, and warns Hayze against such speculations—a dangerous thing to do, especially for one such as himself. Just as they are about to part, Hayze runs into the Heir of Golden Flare, Commander Solsticus—a man well known for his disdain of dark dragons. Jordhin swiftly apologizes and attempts to leave the situation, all but dragging Hayze away, but the Commander stops them with only a cold reminder; they had not been dismissed. Jordhin stands still as Solsticus circles them, announcing his disapproval of the Elders' 'charity' and the freedom they have bestowed Jordhin. He orders Jordhin to remove the cloth covering their corrupted eye. Hayze expresses his severe discomfort and concern for Jordhin, but Jordhin gestures for him to keep silent, and removes the cloth. Looking into Jordhin's corrupted eye, Commander Solsticus only smiles. As he leaves, Solsticus condemns Jordhin for their blasphemy, and vows to use his future power as a Council member to remove Jordhin from the Ancestor Temple, believing them to be a security risk. This effectively entails Jordhin would be sent to Sanctuary. Hayze, concerned for Jordhin, wants to tell the Elders, but Jordhin does not agree. They grasp their chest, trembling, and leave suddenly; abandoning their instructions to prepare Malefor for his new elemental evaluation. [To be Continued] Abilities Element & Magic Jordhin's abilities are not known. As a former Apprentice of Magic, to the Grand Master of Magic no less, their magical abilities were certainly grand; at minimum Class Seven to be able to perform the corruption ritual. With this, it is inherent that their elemental abilities were average, most probably Class Two. Regardless, neither magic nor element can be summoned by Jordhin due to their partial corruption. They are, very likely, the only adult dragon alive who cannot summon a lick of magic. Physical As a result of their corruption, Jordhin is very tall—by non-dark dragon standards, at least. They are slender, but seemingly in good health despite several near-death experiences due to their interrupted corruption. As an added consequence of Jordhin's corruption, the partially transformed membrane of their right wing quickly withered and fell away; leaving them unable to fly. Due to their right horn being fully corrupted, the weight of their head is uneven, and often tilts to the right. Family ??? (mother, status unknown) ??? (father, status unknown) ??? (brother, status unknown) Relationships Grand Master Eurune Jordhin's relationship to his former Master is unknown, but they clearly respect and admire her still. Malefor Though not necessarily personally close with the young master, Jordhin is comfortable enough to be strict with Malefor, and even playfully (if still deadpan) topple him over to calm him down. Hayze Hayze took quickly to Jordhin as the closest thing to another dark dragon he'd ever known. Whether by duty or perhaps some personal care, Jordhin looks after Hayze, both for his physical safety and mental wellbeing. Grand Master Healer Feurin Yet unknown. The Elder Guardians The extent of their relationship is unknown, but primarily professional. The Elders treat Jordhin as any other servant, and trusts them alone with Malefor—though perhaps to different extents. Unknown To be added. Unknown To be added. Unknown To be added. Trivia At the conception of their character, being either female or male was considered for their character, but ultimately neither felt right. Jordhin is as a result neither (agender), and is thus referred to with neutral pronouns (or any). Jordhin's gender identity was not a case of an awakening, they simply aren't fussed about gender. They are androgynous, so most others refer to them with neutral pronouns. Sometimes they are referred to with masculine or feminine pronouns (the latter less common post-Corruption, due to their increased height) and Jordhin does not correct this. It does not make them uncomfortable, but neutral pronouns is what they identify most closely with. Before their Corruption, their height was 5.4m (17'9), which is notably below average for an Earth dragon. Their change in size was gradual throughout the corruption—had it succeeded, they would likely have become even taller, perhaps beyond 7 meters. Per their original concept, Jordhin was considered to have been corrupted into a Poison dragon, but were decided to have been intended for Shadow. The reasons for this were to leave Poison and Fear unrevealed, but also to demonstrate that Earth will not necessarily corrupt into Poison. Page written by DragonOfIceAndFire
- Hayze
Hayze is, infamously, the only dark dragon in Warfang City, and all of Warfang's lands beyond the far-north 'Sanctuary'. He was brought to the heart of Warfang by the renowned Commander Lynerius . Some say he was rescued, others call him 'spoils of war'. Hayze's kin in the distant, unknown Dark Lands are known in terror tales from the battlefields—dragons of 'unnatural' elements that paralyze you with terror, kill you slowly with poison, and consume your mind with darkness, turning you against your own. For this reputation, Hayze is judged by many... but not all. Personality As a child, Hayze was shy and sensitive, but not afraid to stand up for himself. As a teenager he has developed thicker scales, retaining his composure in the face of vitriol—if only for his own safety. In truth, the disdain he faces for what he is affects him deeply, and to someone he feels safe with, he may express these feelings... explosively, even. Despite his young maturity, developed out of need, he is still a teenager; prone to emotional outbursts. Hayze is quiet and observant, especially of other dragons; this instilled into him by Lynerius—for Hayze's continued safety depends on knowing who is a danger to him. But unlike the man who raised him, Hayze is also deeply empathetic, conscious of the feelings of others. He shows concern, even to some who have been cruel to him. Despite being ostracized and othered for his dark Element, Hayze finds comfort in his Shadow. He resists the narrative surrounding his kin, but deep down, he struggles, wondering, fearing that the hatred he has faced is justified. Hayze wants to find his place in this world, give meaning to his difficult life. He wants answers, whatever they are, to why he was taken to Warfang, what he is meant to do with his life... but so far, no one has told him his path. Hayze is surrounded by grand destiny, with little indication that he has any future of his own. History Pre-Destiny Intertwined Hayze's life before coming into Commander Lynerius' care is unknown. He was already hatched, one to two years old, at that time, remembering only blurred glimpses of his life in Farsanct. The circumstances around him coming into Lynerius' care is unknown by all except for the Commander himself; circumstances that he refuses to reveal. He claims, simply, that Hayze was all alone, and would have died if left to himself. [Page 210, 228] Commander Lynerius demanded the Council to allow him to raise Hayze within the City, threatening to abandon his service if not—shocking the Council Clans, most of all his own . In need of his immense power for their wars, the Council conceded with no answers to their own questions; why someone of Lynerius' stature was willing to sacrifice everything for this child; a child not only born of their political enemy, but their perceived spiritual enemy. [Page 179, 180] Name Pronounced As Known Also As Hayze, son of the Dark Lands Shadow (by Vitreus ) Darkling (by many, derogatory) Shadowling (by some) Gender Age Birth Date Height Build Appearance Black scales with blue accents, curved horns (two pairs) , spine frills, blade spurs, slit pupils, pincher tongue Element Variant Mastery *Unable to be assessed by a Master. Uncommonly powerful for his age. Estimated Class Four. Magic Mastery Status Orientation Civil Status Partner Occupation Ward and Student of the Ancestor Temple (3016 - present) Student of Warfang City Temple (3006 - 3016) Grade Affiliation(s) Warfang (current citizen) Farsanct (former citizen) Ancestor Temple (ward/student) Clan Stormbringer (ward, formerly) Hayze 'heyz' Male (he/him) 16 (est.) Year 3000 (est.) 3.0m / 9'10 (very tall) Athletic sleek Shadow ??? Unknown* White Class One Alive Unknown Single None Year Eleven ················ Appearances ················ Destiny Intertwined (Chapters 1 - 4) Not According to Plan ················ Credits ················ Created, designed, and owned by DragonOfIceAndFire Nevertheless, Hayze was allowed to remain in Warfang City, raised exclusively in the Stormbringer estate; primarily in a more secluded house set aside for the Commander himself. Knowledge of Hayze was kept decidedly quiet; merely whispers throughout the more powerful Clans. Some of the general public, notably other soldiers, heard tell of him rescuing a shadowling, but were mostly unaware that Lynerius had kept and raised Hayze . [Page 2] Destiny Intertwined Chapter 1 | Child of Shadows During Lynerius' many deployments, Hayze was looked after by caretakers of Lynerius' selection. The year Hayze turned 6, he was enrolled in the Temple for schooling, a decidedly controversial decision, but one permitted by the Council and the Temple Headmaster . As if to lessen outrage, Hayze was placed in a 'low-born' Flight, to a Flight Master of Lynerius' choosing, Master Therris , whose kind outlook on dragons and disbelief in inherent nature made her a safe choice for Hayze. [Page 2, 9, 137] Of course, problems were bound to arise. While other hatchlings were being tutored to discover their elements, Hayze was left out; his elemental discovery undesirable, dangerous, even. Still, in an uncommon display, he discovered his Element with no aid, and began practicing it in secret; something he found joy in. He would play with it while alone, even sneaking away after schooling hours ended, sneaking in some practice before being picked up by whomever his caretaker sent to do so. [Page 12] Inevitably, he was discovered, by his oddly Clan-blooded Flightmate, Vitreus of Clan Frostspear . The incident turned bloody, with both boys injured, and Hayze taken home by Lynerius himself. Though with no joy, and clear remorse, Lynerius harshly whipped Hayze for his transgressions—a common corporal punishment, particularly in Clans such as Stormbringer , but a harsh one nonetheless. The Commander could not afford to be gentler, for Frostspear—notably, Vitreus' father, Commander Frossar —arrived shortly to demand Hayze's arrest. Lynerius defused the situation, lying outright, to spare Hayze further trauma. [Page 13-24] Destiny Intertwined Chapter 2 | Child of Prophecy Hayze had no such incidents in the next ten years of his life. Despite his very young age he grew wiser... but he did not shut away his element. With the unique abilities of Shadow, he could access places no one else could, and train in peace. [Page 26, 27] And at age sixteen, he had become quite powerful; not only to defend himself should the need arise, but to one day return to his place of origin. [Page 52, 108] In the midst of 3016, Hayze's Flight was selected to train with the purple dragon of prophecy, Malefor . Though normally not allowed to train, Hayze was given an exception by Elder Guardian Amberius , who pressed Hayze into participating. Though Malefor had beaten all his Flightmates, Hayze stood his ground, but was steadily losing. Misinterpreting the supportive chants of his Flightmates—who wanted at least one of theirs to beat the purple dragon—Hayze fell into a panic, born of the very real fear of being murdered for what he is. This caused a temporary surge of power, in which Hayze used to knock Malefor, and himself, out of the Dojo ring. Satisfied despite a scare of Malefor's injuries, Malefor and his Elder Guardian departed. [Page 35-51] . Commander Lynerius, who had just returned from a victorious, yet bloody, battle, was enraged by this. Not by Hayze's actions, but the apparent fact that the Council had used Hayze to give the purple dragon practice facing dark dragons in battle, and in doing so, put Hayze's safety at risk. Still, he was forced to leave this for later, required to attend a 'celebration' of Warfang's major victory, and left Hayze again. [Page 62-65] . Hayze said his goodbyes, as he felt it was time to enact his plans, and escape Warfang. Leaving a letter for his caretaker, Hayze began his escape... yet on his way to the City walls, in the midst of a clearing, he ran into Malefor of all dragons. The dragon of prophecy revealed quickly that he'd come searching for Hayze, wanting to spar again. Hayze, however, realized grimly that Malefor's own escape would have the entire Warfang Guard searching for him. [Page 69, 76, 78, 79] He was correct, as the Guard; led by Commander Frossar, arrived and attacked Hayze; deeming this scene as proof of Hayze trying to mislead Malefor to the Dark Lands. Hayze was arrested , and the two of them brought immediately to face the Warfang Council; among them, the Elder Guardians and the heads of Stormbringer and Frostspear . [Page 80-83, 87-88] Lynerius himself arrived quickly, bringing lightning with him. A trial began, Hayze's elemental abilities and escape attempt wielded as proof of illegal training and defection. Sending him to Sanctuary was a weighted option, but Frostspear, intending to drive Lynerius to disgrace his Clan, insisted Hayze be put to death. Lynerius' rage was further stoked by Frossar injuring and committing to end Hayze himself, despite no such call being made by the Council. The Elder Guardians intervened, saving Hayze just as Malefor himself exploded with rage and elemental Fire, burning Frossar and stunning every present dragon with his unexpected elemental discovery. [Page 89-103] The Elder Guardians then offered the only compromise; Hayze would become their ward, such as Malefor, and no longer be that of Stormbringer's, or Lynerius'. Though Lynerius resisted, he ultimately knew this was now the only way Hayze could remain safe. [Page 104-106] Destiny Intertwined Chapter 3 | Bound by Fate Immediately, Hayze was transferred to the Ancestor Temple, where he was put in the care of a peculiar servant, Jordhin , who turned out to be indentured due to their crime of attempting Corruption ; the process in which dragons turn themselves into dark dragons. This conflicted Hayze, as he could not understand why someone would choose his life. [Page 115-123] Hayze spent the next few months at Malefor's side, continuing his schooling with the purple dragon, and even being permitted to train his Shadow so that he may one day be able to defend himself and Malefor, should the need arise. The two teens grow a little closer. [Page 164 - 169, 190, 192, 196] Destiny Intertwined Chapter 4 | Through Trials Trying But then, after an uncomfortable encounter with the Golden Flare heir, Commander Solsticus , who tyrannized Jordhin, Hayze and Malefor fall into an argument over their differing perceptions of Warfang's dragons being good, Farsanct's dark dragons being evil, and Malefor's idea that Hayze is not part of the latter, whom it is his destiny to destroy. [Page 204-208, 209-212] Only shortly after, Hayze is reunited with Lynerius after their three months apart. Though their reunion begins happily, if awkward, it devolves into an argument due to Lynerius' distrust in others, and their conversation turns to Lynerius' reasons for adopting Hayze. Lynerius refuses to give any answers to this, and snaps when pressed. Hayze, in turn, becomes deeply upset, and runs away. [Page 218 - 230] [To be continued] Abilities Element Hayze discovered his element at least as early as 6 years old, and did so without any teaching, which is an achievement among other dragons. He demonstrates the baseline Shadow ability to dematerialize fully into shadows on the ground, and can blast upwards, launching his target into the air; giving himself a window to strike. He also demonstrates some ability to partially dematerialize into shadows. He used this ability growing up to reach otherwise inaccessible areas to train in secret. Since, he has developed the ability to exhale Shadow akin to streaks of flame; but unlike flame, this Shadow breath is cold and asphyxiating. Through his time at the Ancestor Temple, he has successfully learned to harden his Element, allowing him to use it to cut and slash. Magic Hayze was not taught non-elemental magic at the Warfang City Temple, but during his teachings at the Ancestor Temple, he was permitted to participate alongside Malefor. He has since been able to levitate a feather, a very basic and fairly easy feat. Physical Hayze is tall, at least in comparison to non-dark dragons his age. His build is somewhat athletic; he is fit, but ultimately slender. His wings are relatively large, and he is a talented, reasonably fast flier. He was allowed to participate in flying competitions at the Temple, which he enjoyed, even though he did not win. Though not physically strong, Hayze is fast and agile on his paws. In combat, he relies heavily on his Element. Family Lineage unknown. Commander Lynerius (former guardian) Relationships Click to Expand Commander Lynerius The only father Hayze has ever known. Even if the man insists not to be called such, it is abundantly clear that Lynerius cares for Hayze like nothing else. For Hayze, he has sacrificed his reputation, and after Hayze's trial, his freedom. It is unknown, even to Hayze, why Lynerius has gone so far to protect him, and even tried to make a life for him in Warfang City by sending him to the Temple school. Lynerius' refusal to share the true reason or cause for him to adopt Hayze has caused a rift between them. Despite having gone to such lengths, Lynerius has always been emotionally unavailable—to everyone, including Hayze. Hayze, for his part, cares deeply for Lynerius, his father. Vitreus Vitreus, ever since laying his eyes on Hayze, has considered himself Hayze's warden. This self imposed duty is inspired by his family's unique duty, guarding the dark dragons in Sanctuary; the northern ice fortress where Warfang has sent its prisoners of war. This was heavily encouraged by his father, Frossar. Vitreus' life has revolved around Hayze, this duty even permanently marked on his face by his father's insistence, so that Hayze's attack will scar Vitreus for life. Though only to his father, Vitreus's devotion to this cause weakened for a time, as he never caught Hayze doing something illicit again. Though, desperate for his father's love and approval, he steeled his resolve, and began antagonizing Hayze for a reaction—something that never really worked. When turned away by his birth mother, Hayze offered Vitreus sympathy, which Vitreus did not know what to do with, and responded to in anger and flying away. Hayze's trial shocked Vitreus, and the suddenly real possibility of Hayze being sent away or executed brought him pause. His help was reluctant, but he wanted to please his father. He was horrified to see his grandmother insist on Hayze's execution, not genuinely believing that Hayze's transgressions warranted death. Hayze, however, was too preoccupied to notice Vitreus' struggle. Growing up by him, Hayze had learned that Vitreus was not a genuine threat. Hayze did not take him seriously, teasing him on many occasions. They were not friends, but Hayze did not consider him an enemy; evident in his attempt at comfort when Vitreus was upset by his mother. It is yet unknown how Hayze feels about Vitreus after the trial. Malefor The two boys are opposites in many ways, from their personalities and to the way their society looks upon them. While initially overwhelmed, Hayze has gotten used to Malefor and his... eccentricities. His bluntness, and general lack of social skills, normally does not trouble Hayze. However, Malefor's common view of dark dragons has come to light, and despite Hayze's friendship, he believes in his destiny to destroy the dark dragons of the east, lest they destroy Warfang first. He chooses to believe Hayze is different, and not truly a dark dragon due to being raised in Warfang. Hayze resents this, insisting that he is a dark dragon, and that Malefor cannot just contrive a reason as to why his destiny does not affect Hayze. The Elder Guardians Hayze has no close relationship to these powerful elder dragons, but he has formed different levels of comforts towards them. He has developed the most trust in Amberius, who bowed in apology for his part in making Hayze face Malefor—in the spar that was leveraged against Hayze in his trial—and helped him hone his Shadow element. Hayze has also warmed to Arcadier , who offered knowledge of Hayze's origins and past, if only to lighten his spirits. Hayze has not truly spoken to Nivalis , and has the sense that his presence has had a negative impact on the Elder Ice Guardian, who suffers horrible night terrors. Terrenus is the Elder Guardian that Hayze keeps a healthy distance from. Though there is no indication of the elder posing a danger to him, Hayze is aware that the Elder Earth Guardian fought in the dark war, and suffered losses to Hayze's kin. Terrenus accepts Hayze's presence, but does perhaps not agree with it. Jordhin It was no surprise that Hayze felt quickly comfortable with the half-Corrupted; Jordhin was the closest thing to another of his kind that Hayze had met. As such, Jordhin was in much the same situation that Hayze was; bound to the Ancestor Temple. Though deadpan, Jordhin was helpful and forthcoming, and soon looked after Hayze beyond their own duty. Hayze views them like a guardian, or mentor. The Grand Masters Hayze has had little interaction with the Magical Grand Master Eurune , but finds that she treats him about the same way she treats everyone else; with an air of superiority. She does, however, appear have an interest in his Element. For his part, Grand Master Healer Feurin dislikes Hayze; at least his presence in the Ancestor Temple. However, not even Lynerius believes Feurin to be a danger to Hayze, due to his devotion to his duty as Healer. Therris Therris is, on all accounts, Hayze's first mother figure. Though her care and comforts were genuine, they were also professional in nature, extending to all her Flight and not Hayze exclusively. Hayze cared greatly for her and found comfort in her when he needed it. Even no longer her student, he knows he can write to her, and that she will write back. Auralis Hayze's relationship to Auralis is somewhat different. Though he was twelve when they first met, they met in the context of Auralis being a potential wife for Lynerius, which led Hayze to see her as a potential mother. This was a position she was truly willing to fill, lovingly treating Hayze as the child he was, and as someone who might be her son one day. Still, there was a gap in their relationship they could not cross, in part due to the unlikelihood of Lynerius agreeing, by his own will, to marrying Auralis. Then, there was the disapproval around Auralis, from her father and the Royal Guards at her side, preventing them from growing closer; if only because it made Hayze reserved. They did not get to see each other a great many times, but often sent each other letters. Hayze would have loved being a big brother to her children. Terin Terin was the only one in Therris' Flight that made an effort to interact with Hayze, in the beginning, despite clearly being afraid of him. After Hayze wounded Vitreus in front of her eyes however, she became too frightened to continue reaching out to him. In large part, she couldn't help but fear him for what he was, but she also, paradoxically, recognized that he was kind. Kindlo Hayze met Kindlo when they were six, Kindlo being in a parallel flight to Hayze's, and thus at times they would spent time in each other's vicinity. Kindlo was almost entirely oblivious to what Hayze was, simply finding his coloring intriguing, nicknaming Hayze 'Soot'. Kindlo's deeply kind nature prevented him from making any judgments or assumptions about Hayze, seeing him for who he was. They became friends. As they grew older, Hayze drifted away. Kindlo had dreams of Guardianhood, and Hayze knew their association already reflected poorly on his friend. So, he thought it better that they no longer be friends. Hydris and Rayne Hayze learned to tell Hydris and Rayne apart within their few first days at the Temple. He noticed that Rayne was quieter, and Hydris often loud. The former was also wary of him, but the latter somewhat curious. The twins maintained some skepticism towards Hayze, if only because they never had any personal relationships with him, but they never feared to let their guard down around him, nor did they fear him or hesitate to speak to him. Incendis and Kindra Though their initial relationship as children was rocky, with the Fire siblings supporting Vitreus' attack on Hayze, it eventually evolved into one largely indifferent. Incendis did not like Hayze, but also no longer cared, unlike Vitreus. Kindra readily gave Hayze the stink-eye, but Hayze did not find her much kinder to others. Trivia His blue highlights were a late addition to make his otherwise entirely black design interesting. In the early ideas of Destiny Intertwined, Hayze was the second main character, not the primary, who was Malefor. 'Hayze' is a name based on the word 'haze', a word suitable for the element of Shadow. Page written by DragonOfIceAndFire
- Eurune
Eurune is the Warfang Grand Master of Magic, recognized as the most powerful magic caster alive. Personality and History Eurune is wrapped in an air of mystery. Her past is not publicly known; only the Council is aware of her origins. She does, however, admit to clanless and mixed-blood origins and is disinterested in founding her own Clan, despite her right to. She takes no lovers and has no known children. Whenever anyone is bold enough to ask, she does not volunteer the motivations behind these decisions, brushing them off with casual yet graceful deflection. She is very well known to be fond of opulence and wealthy comforts, and her line of suitors stretches to the horizon despite her elder age. Eurune does not hide her belief in having few equals. She does not filter her words or bow to anyone, not even elders of leading Clans, nor the Council itself; in fact, the higher one's status, the more brutal her honesty. She is condescending with a smile. She is not known to yell or lose her temper, nor shed tears. Her emotions, as well as her opinions on non-trivial matters, she keeps only to herself. Her political beliefs are not known. Destiny Intertwined Chapter 3 | Bound by Fate After Hayze's impromptu trial, Eurune was summoned to apply to him the Binding Chain , a magical collar that imposes restrictions on the wearer—these restrictions are agreed upon the moment it is cast; it requires consent from the wearer to be applied. In Hayze's case, he cannot cause non-defensive harm, nor travel beyond the Temple Grounds without permission. [Page 118, 119] Due to trauma and bloodloss, Hayze does not remember meeting Eurune this way. They met again the next day, just before Malefor's first Standard Elemental Evaluation. Hayze began to apologize for any discourtesy he may have shown in his state, but Eurune was forgiving of this. [Page 138, 139] She then revealed, rather casually, that Jordhin was her former apprentice; suggesting they were once of staggering magical potential. Eurune admitted she had expected them and Hayze to get along well, implying she had a hand in Jordhin's assignment to Hayze's care. Duties and Public Appearances Holding the office of Grand Master of Magic, Eurune is responsible for casting and maintaining defensive and security enchantments for all Temples and a number of official buildings (such as City Hall and some Army/Guard bases), as well as tending to Magic needs in classified matters. To the Warfang Council she acts as an advisor and authority on all Magic matters. At all other times, she studies her craft, or enjoys the benefits of her position. Name Pronounced As Known Also As Eurune, Grand Master of Magic (Grand) Master Eurune Lady Eurune (informal) Gender Age Birth Date Height Build Appearance Pale grey scales with darker, cold to dark blue-ish grey accents, scarce golden accents, curved, ringed horns (two pairs) two-split feather frills, round tongue Element Variant Mastery Magic Mastery Status Orientation Civil Status Occupation Warfang Grand Master of Magic (??? - present) Previous positions unknown Affiliation(s) Warfang (current citizen) Ancestor Temple (Grand Master of Magic) Warfang Council (advisor) Dragon Master (title) Eurune 'you-roon' Female (she/her) 129 Year 2887 Eighth Moon, Day 7 5.2m / 17’0 (below average) Slender Wind Grey Class Two (Controlled) Pale Gold Class Ten (Magical) Alive Straight Single ················ Appearances ················ Destiny Intertwined (Chapters 3, 4 (mentioned/depicted) ) ················ Credits ················ Created, designed, and owned by DragonOfIceAndFire She represents the Warfang Council and Ancestor Temple in her public appearances; she enjoys galas and other such high society gatherings, but her appearances are special in their scarcity. Abilities Element & Magic Eurune's elemental ability is average, if not bare minimum, at Class Two (controlled). She is capable of standard exhalation and little else. As a Magical, the highest rating of Magic mastery, all her energy has been placed in Magic. Most spells come easily to her, and she can cast magic by intent alone—a feat of very high mastery, compared to lesser casters requiring at least some level of physical gesture to channel their Magic. Eurune possesses devastating power, but she has little interest in applying it in a combat setting, nor has she inclinations in magical healing. She is focused on studying and developing new magics, both in her own interests and that of Warfang's. Specifics of these are unknown, if not classified. Physical Eurune is on the shorter average for Wind dragons, and below average in general, with a slender figure. She has little in the way of physical combat ability, but is an elegant and decently fast flier. She will only swim in well-maintained, clean pools, where she is equally graceful—though she does prefer a hot spa. Eurune enjoys having her appearance tended to as a frequent pastime; the wooden texture of her horns, claws, and plates polished and waxed away into a false sheen. She is always adorned in some expensive, intricate jewelry and cloth, and commissions something new at uncommonly high frequency. Family ??? (???) ??? (???) ??? (???) ??? (???) ??? (???) ??? (???) ??? (???) Relationships Grand Master Healer Feurin As the two Magic wielders of the Ancestor Temple, Eurune and Feurin work closely together, yet have entirely different tasks. Feurin, who is also unmarried, has a tragically well-known love for Eurune, who does not acknowledge it. Those who surround them may note that she teases him more readily. Whether or not he has confessed his feelings, and whether or not Eurune feels anything for him, is unknown to all. Jordhin TBA Page written by DragonOfIceAndFire
- Aeris
Aeris is an orphan from Paradise Bay, the western end of Warfang Mainland. She lives with her friends, Isa and Terra , in the home of the latter's ill mother. Aeris is a dragon of few words - none, actually - with surprising level-headedness for her age, and a gifted ability with her element of wind. In 3016, Isa convinced Aeris and Terra to fly across the east sea to the Dark Lands. Proving himself overconfident in planning and navigating, the three become lost in a storm and nearly perish. They find land which they promptly pass out on, only to wake up surrounded by dark dragons. While Isa tries to lie and trick the dark dragons into letting them go, Aeris comforts a frightened Terra. The dark dragons - deducting the children were neither spies nor ones Warfang would miss - decide to let them go free, flying them back to Warfang. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Unknown Lineage. Profile Name Formal Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Aeris Aeris, daughter of Paradise Bay Feminine (she/her) 13 Year 3003 Wind Class Three (Learner) None Alive Warfang Clanless Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire
- Wintus
Wintus is the first cousin of Vitreus , and the same age as Isra . The two were seen at each other's side in 3006 when Vitreus attacked Hayze . Wintus cheered for his little cousin, but was soon seen cowering in the presence of Commander Lynerius . Family ⸺⸺⸺⸺⸺⸺⸺⸺ The Frostspear Clan Chief Froszara (great grandmother, deceased) Commander Glaciarus (great grandfather, deceased) Chief Isrun (grandmother) Captain Vitreis (grantfather, deceased) Captain Isrind (father) Unnamed mother Unnamed sister Commander Frossar (uncle) Commander Frosun (uncle) Captain Iskald (uncle) Master Isolda (aunt) Captain Skadin (uncle) Captain Viterius (uncle) Captain Glaciaris (uncle) Guard Isra (first cousin) Frosa (first cousin deceased) Student Frostir (first cousin) Student Vitreus (first cousin) Iszari (first cousin) Glacir (first cousin) Runeisis (first cousin) Ignicia (bastard first cousin) Stryga (bastard first cousin) More extended family. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺ Wintus is only a Learner, so his element stained mouth is an error. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Affiliation Wintus Guard Wintus Male (he/him ) 34 Year 2982 5.1m / 16'9 Ice (blue) Class Three (Learner) None Warfang Guard Guard Sector One, District Four Alive Straight Single Warfang Clan Frostspear Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire His frost trait is incorrect. His colors are darkening instead of brightening. As such, Frostspear will not recognize any eventual children of his as part of the clan. Page written by DragonOfIceAndFire
- Searis
Searis was present at the first day of Scorchis ' schooling, dropping her daughter off and lecturing her about her responsibilities as a dragon. Although a single occupational caretaker cannot afford to send a child to temple education, her former Unified, Infernius, Scorchis' father and a Guard Captain, pays all of the educational fees. Searis and Infernius diverged when Scorchis was 12. Unbeknownst to Scorchis, she was the reason. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Infernius (Former Unified) Scorchis (daughter) ??? (son) ??? (son) Profile Name Formal Name Gender Age Born Height Element Element Mastery Magic Mastery Occupation Status Social status Affiliation Searis Caretaker Searis Female (she/her) 68 Year 2948 5.0m / 16'5 Fire (blue) Class Two (Controlled) Class One (Basic) Caretaker Alive Diverged Warfang Clanless Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire
- Isa
Isa is an orphan from Paradise Bay, the western end of Warfang Mainland. He lives with his friends Aeris and Terra , in the home of the latter's ill mother. In 3016, Isa convinced Aeris and Terra to fly across the east sea to the Dark Lands. Proving himself overconfident in planning and navigating, the three become lost in a storm and nearly perish. They find land which they promptly pass out on, only to wake up surrounded by dark dragons. In this moment which he believed to be his end, he regrets stringing along his friends only to bring them to a cruel death. To his surprise however, the dark dragons - deducting the children were neither spies nor ones Warfang would miss - decide to let them go free, flying them back to Warfang. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Unknown Lineage Profile Name Formal Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Isa Isa, Son of Paradise Bay Male (he/him) 13 Year 3003 Ice Class Two (Controlled) None Alive Warfang Clanless Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire