top of page

157 results found with an empty search

  • Caedis

    Caedis is a poison dragon, and one of the dark dragons that intercepted Isa , Terra , and Aeris when they landed in the Dark Lands. She was one of three dragons tasked with flying the children back home, and treated them kindly - if not just professionally. Profile Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Caedis Female (she/her) Unknown Unknown Poison Unknown Unknown Alive Dark Lands Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • 0 | Troubleshooting

    Profile Appears in Credits Created by Designed by Owned by

  • Fusilis

    Fusilis is the father of Hydris and Rayne , and a dragon of blue fire. He was the one dropping the twins off for their first day, encouraging them to engage with their friends. He expressed some knowledge about Commander Lynerius , but was surprised by his ward, Hayze . He did not appear too worried about a dark dragon sharing a flight with his children, content that the Masters of the Temple would keep them safe. Fusilis unified with an ice dragonness, Glacis, and the two had a single blue and teal egg together. They were shocked to learn their unity had created a new water dragon! It was certainly another shock to find twins hatching from the very same egg. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Glacis (Unified) Student Hydris (daughter) Student Rayne (son) Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Status Orientation Social Status Partner Affiliation Fusilis Justice Fusilis Male (he/him) 71 Year 2945 5.3m / 17'5 Fire (blue) Class Two (Controlled) Class Two (Starter) Justice Alive Straight Unified Glacis Warfang Clanless Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Obscurys

    Obscurys is an adult shadow dragon of imposing height. He appeared to have a leadership position over the dark dragons that intercepted the three children from Warfang - Isa , Terra , Aeris - who landed on the Dark Lands. Though menacing and possibly unkind, he chose to let the children go after deducting they were both harmless, and useless as hostages. Profile Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Obscurys Male (he/him) Unknown Unknown Shadow Unknown Unknown Alive Dark Lands Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Isra

    Isra is the older sister of Vitreus , and oldest daughter of Frossar . The apple of Isrun's eye, the Frostspear Matriarch grooms Isra for future Matriarch, (much to Frossar's concern, as he wants to be Patriarch himself). Isra, however, is a dragoness without aspirations that doesn't seem to care about anything, or anyone. She is quiet, and does as told with little effort. Though a princess in all but name, Isra does not seem to enjoy her existence. She was present at the start of 3006, in her last year at the Temple, when her little brother Vitreus got in a fight with Hayze . The situation did not appear to concern her, and nor did she intervene. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Chief Froszara (great grandmother, deceased) Commander Glaciarus (great grandfather, deceased) Chief Isrun (grandmother) Captain Vitreis (grantfather, deceased) Commander Frossar (father) Unnamed mother Commander Frosun (uncle) Captain Isrind (uncle) Captain Skadin (uncle) Master Isolda (aunt) Captain Iskald (uncle) Captain Glaciaris (uncle) Frosa (clutch sister, deceased) Frostir (younger brother) Vitreus (younger brother) Iszari (younger sister) Glacir (younger brother) Runeisis (younger brother) Guard Wintus (first cousin) Ignicia (bastard first cousin) Stryga (bastard first cousin) More extended family. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Partner Affiliation Isra Guard Isra Female (she/her ) 34 Year 2982 5.0m / 16'5 Ice (blue) Class Two (Controlled) None Warfang Guard Guard Sector One, District Six Alive Unknown Betrothed Cuernelius of Glacehelm Warfang Clan Frostspear Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Dragons (Elements) | Destiny Intertwined

    Top dragon elements Dragon Elements Contents: Elements Element Mastery Fire Electricity Ice Earth Wind Water Elements Elements Dragons are magic incarnate. Their elements are breathed not with complex biological processes but plain magic. Every dragon has an element - it is determined on conception, a part of their spirit. Elements are hereditary, and a drop of fire 'genes' in a sea of ice dragons can, with very low odds, produce a fire dragon. The current known elements are; Fire, Electricity, Ice, Earth, Water, Wind, Shadow, Poison, and Fear. Fire, Electricity, Ice, and Earth are considered the primordial elements , ones that were present in the very beginning. Water and wind are derivative elements , with water originating from ice and fire, and wind from earth and electricity. It is speculated that further mixing of different elemental magic will produce even more elements in the future. Over history, time and/or the cross-breeding of the elements have produced variants of the elements - different colors and attributes of the individual elements, such as yellow fire, green electricity, or purple ice. Shadow, Poison, and Fear are regarded as artificial elements . They were created with magic as opposed to a natural occurrence. This process is known as the Corruption . At present, most dark dragons are born naturally, as descendants of corrupted dragons. In the Corruption, a spell is cast on a dragon of natural element and they are twisted into one of the three artificial elements, changing the dragon's appearance and element permanently. This corruption is said to be dangerous, even life-threatening. Due to this, and the nature of the artificial elements, they are called the dark elements . Elemental Mastery Not every element is equal. While every dragon starts in the same place in terms of power and ability, there are very significant variations in power and mastery levels, with the most powerful d ragons being the fewest. Dragons have documented these different levels and created a mastery scale to represent these levels of power, control, and ability. When a dragon reaches a new level, there is no spike in their power - rather the different levels are most often tied to the ability to perform certain abilities. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Zero (0) | Undiscovered 15% Dragon has yet to breathe their element for the first time. Every dragon is born with an Undiscovered element. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class One (1) | Discovered 15% Element is discovered, but weak and not under control. Average age for element discovery is 7.5, but can, in very special cases, be as early as 1 years old or late as 20 years old. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Two (2) | Controlled 40% Element has been trained and is under control. Most dragons are expected to reach this far, and rarely go farther. ⸻⸻ ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Three (3) | Learner 15% The dragon can manipulate their element. Manipulation is the ability to summon the element around one's body instead of just from the mouth, or concentrating their element into something like fire-balls, or affecting the natural occurrence of their element. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Four (4) | Skilled 10% Dragon masters their breath ability. A mastered ability means the dragon can do everything possible within the ability and their current m astery. Certain abilities may require a stronger element. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Five (5) | Experienced 5% Dragon masters their element manipulation. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Six (6) | Adept 0.5% (~10.000 individuals) Adepts can harness their element and unleash it in a powerful elemental Fury , a massive, uncontrolled blast of their element around them. This takes a significant amount of energy and often leads to fatigue or loss of consciousness, thus a fury is mainly a last resort. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Seven (7) | Potent 0,05% (~ 1.000 individuals) Element is stronger and the dragon is capable of more complex/powerful abilities. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Eight (8) | Savant 0,005% (~ 100 individuals) Fury is mastered and can be performed without consequence. Element is even stronger. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Nine (9) | Master 0,0015% (~3 0 individuals) Elemental mastery is achieved. The dragon has learned everything about their element and is capable of performing any ability possible with their element. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Ten (10) | Elemental 0, 00025% (~5 individuals) The dragon's element is as powerful as it can possibly be. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class X | Abnormal 1% (~20.000 individuals) The dragon's element negatively deviates from the normal mastery scale. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Element Mastery The average dragon does not go beyond Controlled elemental mastery. While older dragons that have actively used their element for survival or as part of their occupation may reach Learner or even Skilled, most dragons in modern society have only the mastery they really need , which is Controlled. Ascending in elemental mastery is never a guarantee. It's not solely about time and training - there is a heavy psychological aspect, a driving for ce which is needed. It's not enough to just want something. It's not enough for a dragon to want to be the best, or to move up in society, or just want a specific rank just because . To achieve mastery and power in one's element, a dragon's motivation needs to be deeply emotional, and for higher mastery, life-consuming . A loving mother whose children were slaughtered and is seeking revenge, a child beaten all their life and driven to power out of constant fear, a man consumed and radicalized by hate... A burning motivation, the strength of personality to achieve it, and years . The more dramatic their motivation, the higher their mastery may reach. Even then, it can still be a question of luck, or fate. If a dragon fulfills their goal, their mastery ascension stops - they no longer have the emotional drive to raise it further. Motivation and mastery can be put into perspective like this; A dragon wanting to protect their children may reach Learner (level 3) mastery but not higher. The want is not motivated by an experience . A dragon wanting to protect their children after almost losing a child might reach Skilled (level 4) mastery. A dragon wanting to protect their children after actually losing a child may reach Experienced (level 5). A dragon who has lost all their children may reach Adept or even higher in an obsessive quest for revenge. Reaching any level of mastery still takes years, but the goal puts it in reach . While a traumatic experience, or constant traumatic experiences such as domestic abuse or war, can motivate a dragon to reach further, trauma does not equal power. The dragon needs to have a certain mental fortitude to not buckle under the stress and pain. A dragon who has been assaulted may wish to get stronger to avoid being hurt again, but the fear stagnates their progress if they can't keep a clear head. Likewise, the dragon in the example who loses their children is far more likely to succumb to sorrow and emptiness, or attempt immediate retribution at the cost of their life - the dragon that would reach such high mastery for revenge is a rarity. Dragons that reach high mastery fast dedicate all their time to it. Rarely will they have any time, or desire, to do anything but focus on their goal. No social life, no hobbies, only a tunnel vision towards their goal. This is especially true for young dragons - you won't find a Skilled teenage dragon with a loving family and many of their emotional and physical needs met. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Master and Elemental Very, very few dragons reach Adept. Even fewer fully master their element. High mastery is expected of Guardians, though most are elected with Experienced or Adept elemental mastery, and are expected to aim for Master through their lifetime. Savants looking to attain the level of Master need to be taught by another Master, one that know s the secrets of complete elemental mastery. Trying to learn these secrets by themselves would take decades, if not a century. Elementals exist in single digits. They are considered the avatars of their elements, thought to be blessed by the Ancestors to achieve a grand purpose. Elemental-bound dragons are in the incomprehensibly small goldilocks zone for mastery progression - their motivation, bloodline, personality and psychology are all in the perfect place for a very rapid mastery progression. Unfortunately, due to this, Elementals are rarely (entirely) sound of mind. The Elder Guardians, who are regarded as the strongest Guardians in all of Warfang, has only one Elemental. While there is a belief of divine choice when it comes to Elementals, most Elemental-bound dragons die before getting close to this level of mastery. Abnormal Deviation from the mastery scale is not unheard of. One percent of dragons do not fall on the normal progression scale, usually to their own detriment. This cannot be fixed. An Abnormal element can come in different forms; an element that is permanently weak (never leaving Discovered mastery) an element that uncontrollably ascends in power but cannot be controlled (to the detriment of the dragon's health. Usually this power reaches Skilled or Experienced level, with the dragon having no control over this. The dragon is actively harmed by their element) an element that cannot be breathed normally , nor manipulated, and can never be breathed normally an element that swaps standard breath ability with manipulation . At discovery, the dragon cannot breathe their element, but can loosely summon it around them akin to manipulation. If the dragon reaches Experienced, they are then no longer considered Abnormal as their continued progress will follow the normal mastery scale. There are no 'beneficial' forms of Abnormal elements. Element Staining Very frequent element use has a 'discoloring' effect in the user's mouth, called element staining. A dragon breathing their element enough to attain Adept element mastery will have their mouth completely and permanently stained with their element's colors. Leading up to this, the discoloration is gradual, often starting at the tip of the tongue by Skilled mastery. This only affects the inner mouth. Dragons who mainly manipulate their element, or breathe their element from the nose, will not have as much element staining if any. If a dragon breathes their element from the back of their throat instead of the front of the mouth, the staining will start from the throat instead of the tongue. Element Eye Glow Powerful or emotional usage of element will cause a dragon's eyes to glow, to variable intensities based on mastery level. Fire The Elements Fire Fire is the element of burn ing emotion - most fire dragons discover their flame in a bout of intense feelings, often anger. In pre-Unification times, the other elements viewed fire dragons negatively for one notable reason; an inept fire dragon could burn entire lands to ashes. Fire is one element that, if left alone, can become a natural fire and keep burning. The original lands of fire dragons, the Agni Flats, is largely evolved to be fire-proof as a result. Due to the potential independent destructiveness of the fire element, fire dragons have an unique pressure to control their element. While intense emoti on encourages the strength of fire, it discourages control. As part of their element training, fire dragons must learn to control their own emotions and impulsivity. Standard fire breath is exhaled as a flame. At higher masteries, this flame is strong enough to push objects or enemies like a harsh wind. Fire can be manipulated into concentrated bursts that explode on impact, or can be used to super-heat horns, teeth, claws, or spines. A fire dragon capable of element manipulation can surround themselves in fire as protection (though this does not protect t hem against projectiles, as a shield of fire will never be solid), or to increase the damage of melee attacks. Fire dragons above Controlled mastery are able to affect natural fires, such as a Learner extinguishing a candle through will, or a Master bringing a devastating forest fire to a halt. They could also make any given fire grow larger, or keep it from going out, depending on their level of mastery. Fire comes in many hues. While the exact color of a fire dragon's flame can be as diverse as the scales of dragons, they can be classified into six variants . Orange: The standard, original and most common color of fire. Red: Red fire is the coldest fire, but it will burn longer than standard fire. This classification includes distinctly pink fire. Red fire is neither common nor uncommon. Comes from fire crossing with ice or water, causing colder flames. Yellow: Yellow flame includes every flame not sufficiently orange to near-white flames. Less common than red fire. Burns hotter than standard fire, sparks wildly and is erratic. Comes from fire crossing with electricity. Blue: Blue fire, everything from teal to sky blue to ocean blue flames, is the second hottest flame variant. Not excessively rare, but said to come from pure and/or powerful fire lineages. Green: Green fire is colder than blue, but hotter than its redder counterparts. Associated with dark magic, this fire variant has been recorded to occur when a fire dragon crosses with a dark dragon. Dragons with green fire are only known in single digits, not so much due to the variant's low probability of occurring, but because eggs of green fire are most often smashed - either by its own family, or their outraged communities (a green fire egg is proof of one of the parents having dark dragon blood, something few are eager to admit to). Purple: Purple fire has historically been observed, and is said to be the hottest flame. However, no one alive as of 3016 possesses this flame, and little is known about it and how it occurs. Believed to come from the purest and most powerful fire lineages, or dragons chosen by the Ancestors for an important duty. No elemental fire will have more than a single color. While a fire's glow and brighter center may often have a slight hue shift, this is very minor. A fire dragon's elemental color does not change as they become more powerful, nor does the temperature of their fire change. Electricity Electricity is quite similar to fire. Electric dragons are fast on both feet and wing, and often quick-witted, sometimes hyperactive. They are not known for their patience. Electric dragons often discover their element when surprised or startled (leading to largely unsuccessful attempts to 'jumpscare' a hatchling's element out of them), through an adrenaline hit, emotional shock, or unexpectedly without any real provocation. The high-temperature aspects of electricity is a source of confusion for scholars. After the emergence of the derivative elements, wind and water, the possibility of fire or electricity having derived from the other was discussed, but ultimately dropped as pure lineages of either do not produce the supposed root element like wind and water does. Despite the high temperatures of electricity, using it to light things on fire is surprisingly difficult. While electricity can cause damage and destruction through its temperature, its main aspect is its shock. Electricity can stop organic enemies in their tracks by causing muscles to seize up. This has the trade-off of slower kill-times compared to other elements, depending on variant and mastery. Some variants of electricity trade shock for higher temperatures, and vice versa. Blue electricity is less likely to paralyze an enemy, but more likely to kill through burn damage. On the other end, red electricity leaves little burns, but is very paralyzing and moves more easily through organic matter. This leaves red electricity more dangerous than the other variants in some situations - a newly discovered red electric is more likely to accidentally stop the hearts of small critters, or in rare occurrences, that of (other) hatchlings. Though more likely to paralyze an enemy, red electricity takes longer to kill than its counterparts when it comes to larger creatures. In higher mastery, an electric dragon is more in control of where their electricity goes in the body, and can steer it directly into the heart - or away from it, if killing is not an objective. This demands focus and being up-close and personal however. Standard electricity breath is exhaled in single bolts. For a newly discovered, this bolt easily snaps to unintended targets, and part of learning control is ensuring it travels where intended. With higher mastery, electricity reaches further and can branch into more and more simultaneous bolts, although at the cost of dividing power between each branch. With higher mastery, standard electric breath hits harder and harder, and is known to shatter stone. As such, electric dragons of high mastery often kill in part through impact, hitting targets like arrows. Electricity can be manipulated in several ways; through electric projectiles that leave the mouth and strike a target at range, or manipulated into a solid electric 'ball' that can be interacted with, or a shield that protects against projectiles (to certain degrees depending on mastery - very fast and powerful projectiles like dragonkiller bolts (shot by a ballista) will breach the shields of almost any electric dragon) . These solid shields, however, are static and cannot be moved along with the user - so while fire cannot protect against projectiles, they have mobility, while for electricity this is reversed. Electricity can, however, be used to surround oneself with similar to fire, although these will cover significantly less surface, but will snap to a nearby target. Electric dragons have the most opportunity to encounter their element's natural occurrence in Concurrent Skies, where the near-constant lightning storms imbue the titan-sized electric crystals with electricity, which electric dragons can manipulate and use to enhance their own attacks. At masteries above Adept, an electric dragon can summon flashes of lightning from the clouds above them, though this is mostly done unintentionally as a result of anger or fear. At the highest masteries, these storms can be quite dangerous. Like fire, electricity has six known variants. Yellow: Standard and original , includes more orange-tinted electricity. White: White, or pale (as it includes bright yellow electricity), is a hotter variant of electricity thought to come from fire mixing. Purple: Purple electricity, unlike purple fire, isn't too rare, neither is it very hot. It makes up for this with by being more shocking. Blue: Blue electricity is the inverse of its purple counterpart - hotter than it is shocking. It has the same rarity as purple electricity. Green: Rarer than blue and purple but not unheard of, green electricity shares some of the bad reputation green fire has. It is, however, not a result of dark dragon mixing, but a mixing with earth. This is as shocking and hot as standard electricity, but moves more easily through inorganic targets than organic targets. Red: Red electricity is the rarest. Though the coldest electric variant, it is the most shocking. Red is as such considered the 'purest' form of electricity, much like fire's purple variant. Ice Ice is considered the element opposite of fire. Ice dragons are often perceived 'cold' and 'calculating', but in reality possess no calmer emotions nor higher intellect than that of the other elements, simply an inclination to hide their feelings better. Ice dragons have a tendency to be proud or stubborn individuals, and often discover their element in moments of grief or inner turmoil. The standard breath of ice comes in the form of a dense, snowy breath. This sub-zero breath freezes the surfaces it touches, and can at higher power cause a 'push' much like fire, as well as reach further and cover more area. Ice manipulation comes mainly in the form of 'compressing' the standard breath into solid ice. From the mouth, icicles can be launched at targets and even bounce off surfaces at higher mastery. A common manipulation of ice is growing 'ice blades' at ones claws or tails, or even to create temporary horns and spurs for combat. Ice is also manipulated into make-shift armor - which, while easily destroyed and penetrated by non-elemental projectiles and weapons, offers quite effective protection against one or two strikes of other elements. With higher mastery, ice projectiles increase in size and speed, and armor increases in effective surface. The frosty, snow-like state of ice can also be used as a surrounding ability, obscuring the user and freezing nearby targets, slowing them down. Like the other elements, ice dragons can manipulate the natural occurrences of ice and snow. This gives ice dragons a combative edge in winter or their far north islands of origin, as they can manipulate natural ice without having to summon it themselves, saving much of their magic in doing so. Magical ice does not persist for long after a dragon stops channeling magic into it. It will not melt into water, simply dissipating entirely. Ice has six recognized variants. Electricity Ice Blue: The original, standard variant of ice. White: White ice is a natural 'derivative' of blue ice and does not originate from element impurity. Solid white ice can seem almost like cloudy glass. It is slightly more sturdy than that of the standard variant, but slightly less cold. Aqua: Thought to originate from elemental impurity, aqua ice is even less cold than white ice, but is sharper and cuts more easily. Purple: Purple ice is revered as the purest ice variant, and is the coldest of all the variants, albeit at the cost of fragile solid ice. Deep blue: A variant that comes from the mixing of water or fire, deep blue ice is the warmest variant of ice, often described as 'slushy', and tends to fall apart when manipulated into solid ice. This does not make it the weakest variant, however, as deep blue ice sticks onto targets like cold water, causing frostbite and temperature drops for much longer than any other variant when left alone. Targets are frozen with far more ease, and for far longer than other variants. Black: Like its green fire counterpart, black ice stems from dark element impurity. While this variant has rarely ever been observed properly (due to the destruction of black ice eggs, or the culling of black ice hatchlings) it is known to present as the sharpest ice, capable of cutting and piercing far deeper than the other variants. Earth The earth element encompasses aspects of nature. It is an element associated with both peacefulness and power. Earth dragons are rarely associated with anger or aggression, but are easily thought of as stubborn, dumb brutes, or having hearts of stone that builds them into unfeeling warriors. Earth dragons often discover their elements in the midst of fights, or notably in the defense of others. The earth element comes in the form of raw nature energy. The standard breath can take the shape of either an energy blast, or a constant flow of energy used as a wrecking ball. Manipulation of Earth sees the energy condensed into ranged balls that explode into shockwaves of energy, or which becomes a twister of energy, like a tornado. Earth dragons can also use their limbs to strike surfaces or enemies to create ripples of energy that hit their targets with incredible force - in higher masteries, enough to shatter bones at point-blank. Further manipulation is not energy based, but summons aspects of the earth itself, such as vines or branches to restrain a target, or armor of stone. A Learner and above may also influence the natural earth in similar fashion and use them in attacks to save magic. When an earth dragons summons a vine, it will appear somewhat natural with a magical glow to it, and it will reduce into nothing soon after the dragon stops channeling magic into it. Visually, they seem to reverse the process of growth until they vanish, rather than withering away. An earth dragon may affect foliage, the soil and wood, or rocks and minerals. While any earth dragon can affect all these aspects of earth to some degree, earth dragons are heavily inclined to one (or two) of these, depending on variant, of which there are four. Earth Green: The original, standard and most common form of earth, ranging from near-yellows, to solid greens and teal. Earth dragons with this variant have the highest control of natural flora, and their energy breaths produce magical leaves and petals. Grey: Grey earth is a natural derivative of green earth, but is thought to have first occurred from ice impurity. It shows an affinity towards the control of hard stone and minerals, even sand to some degree. Grey earth dragons will have accents of rocks and pebbles with their energy. Contrary to the name, grey Earth, and grey Earth dragons are never fully grey, but desaturated greens and browns. Brown: Another natural derivative of green earth, this variant shows an inclination towards the rich soil and hard flora like wood and roots. This earth breath displays accents of dirt speckles and twigs. Multicolor: The rarer variant of earth stems from the crossing of other earth variants, causing a variant inclined to two of the three aspects of earth. A dragon of this variant possesses an earth breath that is mainly colored like one of the other three variants, with a colorful center containing colors different from the other variants (red, pink, purple, or blue). Both of these colors will be present on the dragon. The dragon's main affinity will be given away by their breath's main color, but the secondary color acts as a 'wild card' of sorts, and can imply an affinity of either-or. Multicolor earth is viewed as the purer form of earth, and is hoped to branch out into a new variant that allows total control of all aspects of earth. Wind Wind is a derivative of the union of Electricity and Earth. Wind dragons are thought to possess a regality not found in electric or earth dragons. They often discover their element after they learn to fly. Wind is exhaled like a visible gust of wind which, much like its Electric parent, is erratic and hard to control, as well as rather wide-spread like its earth parent. In the process of becoming Controlled, wind dragons learn to streamline their wind breath to affect much smaller and specific areas. Like its primordial parents, breaths of Wind can hit with incredible speeds and harsh impacts. While this is not enough to damage an opponent, the objects which they are thrown into will . In combat, wind dragons use their wind breaths to throw enemies against obstacles or sharp objects - or, they throw the objects instead. Wind dragons may also breathe short bursts of Wind to keep their opponent from gaining proper footing. Wind manipulation comes in the form of surrounding oneself with a twister of wind, allowing a wind dragon to keep opponents at distance or throw them off. This can also be used to stir up surrounding objects and throw them in all directions, to even greater effect if the dragon allows themselves to spin, creating a full-blown tornado. Wind dragons commonly summon wind around and under their wings to fly at incredible speeds and distances, far beyond the previously fastest dragons, their electric cousins. Wind dragons can also use their wind like a whip by concentrating their magic into a very small, very fast stream, allowing their element to cause injury by itself. Above the levels of Experienced, a wind dragon may be able to pull the air out of an opponent's lungs, provided the opponent is immediately close and unable to struggle. While Wind itself is not visible, wind magic is. There are four recognized wind variants, though these have no variations of attributes like other elements, only color classification. Wind Grey: The standard variant of wind, a grey, white or slightly teal-tinted grey. Teal: A natural derivative thought to come from more earth-heavy lineages, a brightly saturated greenish blue, teal, or light green wind. Tinted: Thought to come from more electric-heavy wind lineages, this variant has a slight bit of color to it. Most commonly this presents as green, teal, or blue, but electric origin and concentration of said origin can cause any different color. Tinted wind is always very bright/desaturated, never as colorful as that of teal wind. Any color is possible, but red, orange, and yellow are rarest. Saturated: The rarest variant of wind takes much after multicolored earth. Its main color is grey, with a highly saturated center. Like the tinted variant, this c enter can be any color, but red, orange, and yellow is rarest. This color will always be harsh, and never too dark. Considered the purest form of Wind. Water Like wind, water is a derivative element, the child of Fire and Ice, and the youngest natural element. Water dragons are known to be extroverted, yet possess some of the stoic qualities of their ice ancestors. Water dragons that live on land tend to discover their eleme nt in rather accidental fashion, such as during a sneeze, or in the midst of a laugh. Water dragons that spend the majority of their life in the waters discover their element unknowingly, only realizing after the fact that they have been affecting the waters around them. There is a disconnect between first generation water dragons, water dragons that live on the surface, and water dragons that live in the seas. First generations and land-living water dragons will breathe their element normally in much the same fashion as fire and ice, but water dragons who have lived in water for generations express their element differently, in fact, their breath and manipulation abilities are swapped. When in waters, the standard breath ability is not of much use, and as such those who have been water-living for generations develop manipulation as a standard ability, and water breath as a second ability. This is similar to a type of Abnormal mastery, or the functions of the shadow element (an element born of a dragon of the aforementioned Abnormal mastery). Water-living dragons will use their water manipulation to optimize their swimming, changing the currents around them and boosting their speeds, allowing them to out-swim almost any danger. They are also able to breathe better underwater, while first-generation water dragons struggle with adjusting to this for many, many years. Water breath is a stream of water (temperature can vary between individuals, but is never scalding or ice-cold), which at the starting level is not particularly strong. But already at the level of Discovered (or Skilled for water-living dragons), the water breath has gained significant pressure and can function quite similarly to wind, throwing targets into obstacles, or objects into targets. While not as refined at this as wind is, water has the added benefit of being able to easily impact a target's breathing. With higher mastery, water dragons can compress their water stream more and more and breathe their stream at faster pressure. At Experienced level (Potent for water-living dragons), a water dragon can severely bruise or even draw blood from an opponent. At levels higher still, the water can cut deep, and at Potent/Master, rip straight through a target's soft tissue. Manipulation on land allows water dragons to summon water around themselves (an excellent shield against its root elements, fire and ice - not so much against electricity or earth) or around an opponent to drown them. While magical water can persist long enough to drown someone, it dissipates eventually, meaning it cannot be used to hydrate someone or something. Water has only three variants, a possible result of most water dragons living in the sea, where no other element can influence theirs. There are no attribute differences between the water variants. Water Light blue: The original/standard variant of water, containing all blues and teals from near-white to mid-range. Deep blue: A natural derivative of light blue water, the deep blue variant has all the other shades of blue and teal, except shades too dark to be considered blue/teal. Water dragons take offense if this variant is mistakenly called 'dark' blue. Clear: A natural, new and rare variant of water, distinctly white or mostly white. Thought to be the purest of the water variants. No information about the dark elements is available. ▲

  • Ayrel

    Ayrel is the Headmaster of Warfang City Temple. As one of only three Temple Headmasters, he occupies a very prestigious title. Ayrel, like all Headmasters, was formerly a Dragon Master of Education, and had several flights before his selection as Headmaster. In his most notable flight were Lynerius , Frossar , and Zseurael . Personality ⸺⸺⸺⸺⸺⸺⸺⸺ Ayrel was known as a very strict, no-nonsense Flight Master. He had no tolerance for misbehavior and little patience for shortcomings. He was not above corporal punishment when lines were crossed. This made him ideal for the three leading clans whose likely heirs were of age to begin schooling, and he was specifically requested by them to teach their new generation. His more kind-hearted peers at the time thought his choice of career was odd. He didn't seem to like children very much. Indeed, he had always aimed for the position of Headmaster, the management of other Dragon Masters, not unruly children. After his ascension, he noticeably mellowed out, becoming a less frustrated, unforgiving man. Outside of his career, Ayrel's been considered a good (decent) father and a loyal husband. History ⸺⸺⸺⸺⸺⸺⸺⸺ Ayrel was born in 2858, one of the younger ones among his several siblings. While his elder sister was groomed for clan heir and Ayrel's other older siblings served the family's required time in the Guard, Ayrel was raised to become a Scholar. Ayrel found many subjects interesting, but not so interesting that he wanted to dedicate his life to studying and researching them. As such, he was nudged in the direction of becoming a Dragon Master of Education, which Ayrel begrudgingly followed. He attained the title at age 51. At age 62, he married his betrothed, Fyrina. This was an arranged unity, which didn't bother Ayrel much. He liked Fyrina well enough and she liked him. They came to love each other over the years despite certain incompatibilities. They had five children together. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Assignment Status Orientation Social Status Partner Affiliation Ayrel Headmaster Ayrel Male (he/him ) 158 Year 2858 5.8m / 19'0 Fire (blue) Class Two (Controlled) Class Four (Competent) Temple Headmaster (2981 - present) Flight Master (2909 - 2981) Warfang City Temple Alive Straight Unified Fyrina Warfang Clan Golden Flare Warfang Temples Appears in Destiny Intertwined (Chapter 3) Credits Created by Designed by Owned by DragonOfIceAndFire When Ayrel completed his fourth flight, he was selected to become the next Headmaster of Warfang Temple. While his Golden Flare heritage played a major part, his intelligence and work ethic was nothing to scoff at. He has since made his name as a very respectable Headmaster. Family ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ The Golden Flare Clan Fyrina (Unified) Grand Judge Solari (older sister) Guardian Infernis (granddaughter) Commander Solsticus (nephew) Several adult children and more grandchildren, siblings, and extended family. Abilities ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Element Like much of Golden Flare, high element mastery had little use for Ayrel's desired career. As such, he never progressed past the average Controlled mastery. He discovered his element at age 7, and attained Controlled at age 15. Magic Like his older sister, Ayrel had more aptitude for magic than element, and this was nurtured in him. His mastery is Competent, and he will not surpass this, nor does he need to. Physical Ayrel is slightly taller than average for a fire dragon. His once athletic build has turned more average with age. Page written by DragonOfIceAndFire

  • Astras

    Astras is the single mother of Cerau . She was present at the start of Cerau's schooling, recognizing Commander Lynerius and his dark dragon ward . She expressed concern about Hayze attending the Temple alongside her and the other parents' children, referring to Hayze as a 'thing'. Astras is a poor servant to her wealthy mother, Lady Ceris , who pays for Cerau's education. Ceris works her daughter to the bone, leaving her with almost no time for her son. This impacts Astras significantly, as she loves her son and wants to be there as he grows up. Despite paying for Cerau's education, Ceris refuses to cover any of Astras' other costs such as their home, food, and caretakers, forcing her to spend every coin she earns as soon as she earns it. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Lady Ceris (mother ) Cerau (son) Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Status Orientation Social Status Affiliation Astras Servant Astras Female (she/her) 57 Year 2959 5.2m / 17'1 Electricity (green) Class Two (Controlled) None Servant Alive Unknown Single Warfang Clanless Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Terra

    Terra is a poor child from Paradise Bay, the western end of Warfang Mainland. She lives with her ill mother, and her friends Aeris and Isa . 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, Terra breaks down in fear and tells the truth - they are nobodies. 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 ⸺⸺⸺⸺⸺⸺⸺⸺ Gruni (mother) Profile Name Formal Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Terra Terra, daughter of Gruni Female (she/her) 13 Year 3003 Earth Class One (Discovered) None Alive Warfang Clanless Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Quaker

    Quaker dropped off Quarris at the first day of school, and discussed Commander Lynerius and his dark dragon ward, Hayze , with some other parents. He revealed that the Commander had rescued a dark dragon from the Dark Lands years prior. Quaker is Unified with another soldier, Tecton , and the two had children trough the aid of a surrogate mother, a dragon they had a close friendship with. Although Quaker and Tecton are both frequently deployed, they give their best efforts to make it up to their children when home. Both love their children dearly, and their parenting reflects in the kindness of Quarris and his baby sister, Tectonia. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Lieutenant Tecton (Unified) Student Quarris (son) Tectonia (daughter) Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Partner Affiliation Quaker Lieutenant Quaker Male (he/him) 60 Year 2956 5.5m / 18'1 Earth (green) Class Four (Skilled) None Soldier Lieutenant Fourth Division, 41st Regiment Alive Gay Unified Tecton Warfang Clanless Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Main Characters | Destiny Intertwined

    main characters Main Characters Characters currently central to Destiny Intertwined. This list will be added to when it becomes relevant.

  • Dragons (Magic) | Destiny Intertwined

    Top dragon magic Dragon Magic Contents: Magic Mastery Magics List Healing Levitation Access Magic Portal Magic Strike Magic Restraining Magic Magic Depletion Barriers Light Spirit-Body Alignment (New) Heritage Substitution (New) Petrification Corruption Magic Mastery Magic Some dragons specialize not in elements, but magic. This can be by choice, or nature. Dragons weak in element may be strong in other magic. This is rated on a similar scale as elements. A dragon simply does not have enough time in their lifespan to be powerful in both element and magic. Most dragons only know their element, not delving further into their magical abilities. Many dragons, especially dragons with high elemental mastery, are incapable of casting magic. A dragon cannot cast non-elemental magic without first discovering their element. Virtually, magic is limitless. Popularly, magic is used to enchant doors, making them open automatically and only for habitants or accepted individuals. Levitation magic can be used to lift heavy things or suspend something indefinitely. Many spells, if cast by someone sufficiently powerful, can last forever. Magic is used to heal when healing crystals are unavailable, insufficient, or ineffective. Magic can be used to create barriers for protection, or to trap someone in. It can be used to copy entire books, cloak one's appearance , align one's sex to one's gender, allow same-sex couples to genetically share a child, or change one's element (Corruption). The colors of a dragon's magic are, like element, using a color present on the dragon's body, one that differs from the color of the element if possible. If a dragon is monochrome however, the magic may be any other color, even if those colors are not present on the dragon. Inexplicably, this can happen for non-monochrome dragons as well, albeit quite rarely. This can be hereditary. Though magic can do many things, everything needs a specific spell, and creating spells can take years. Dragon Masters with a specialty in magic may go their entire career creating only a few spells. Spells don't exist for everything. Healers cannot save every casualty, or stop every disease, there's no spell to reverse a corrupted dragon, no spell to make a dragon fly without wings, or regrow a limb, or make an infertile dragon fertile. Yet. Magic Mastery Magic mastery functions essentially the same as elemental mastery, although most dragons keep to their element instead, thus residing at 0 or 1. Mastering non-elemental magic requires about the same time and motivations as elemental magic. There is an added challenge of Magic being less innate than dragon elements, and significantly less common in the lower-middle class and nonexistent among the lower rungs of society. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Zero ( 0) | None 70% Dragon knows no non-elemental magic or is unable to do magic. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class One (1 ) | Basic 15% Dragon knows one or two of the ea sy magics (spells). ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Two (2 ) | Starter 9% Dragon knows a handful of easy magics and is able to do them reliably. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Three (3 ) | Intermediate 3.5% Dragon is able to do any simple magics reliably. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Four (4 ) | Competent 2% (~40.000 individuals) Dragon is able to do intermediate magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Five (5) | Practiced 0.5% (~10.000 individuals) Dragon is able to use more complicated magics reliably . ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Six (6) | Dexterous 0.1% (~2.000 individuals) Dragon is able to cast simple, long-lasting spells. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Seven (7) | Proficient 0.02% (~400 individuals) Dragon is able to cast difficult magics and maintain easier magics for very long. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Eight (8) | Expert 0.001% (~20 individuals) Dragon is able to cast permanent simple and long-lasting intermediate magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Nine (9) | Master 0.0005% (~10 individuals) Dragon is able to cast permanent intermediate magic and capable of almost all known magics. Dragon is able to create new magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Ten ( 10) | Magical 0.0001% (~2 individuals) Dragon is capable of casting any known magic, as well as permanent hard magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ When it comes to magic, a dragon attempting magics above their mastery will either fail or, very rarely, succeed but risk their health and/or life. More commonly, the cast er will fail or, for more difficult spells, lose consciousness if they push themselve s too far. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Magics List Healing Magics List Dragons cast magic without words, only with gestures and intent. When cast, the glow of a dragon's magic will display any runes/words associated with it. The runes are unique and do not represent words. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Heali ng Basic + Dragons able to do any magic is capable of healing spells. A Basic can heal a small cut/scratch at a time. In contrast, a Proficient is capable of bringing an injured dragon back from the brink of death . Healing magic has similar limitations as red gems. After too much time has passed, natural healing processes prevent healing magic from working. Neither red gems nor healing magic can regrow missing limbs, missing organs, or fully repair certain damage (brain damage, damage to eyes, damage to reproductive organs, damage to non-living tissue like horns and plates). While red gems will heal broken bones and and all trauma-induced wounds, red gems do not heal disease s - but in many cases, healing magic can. Healing magic can also technically do damage , by something known as reverse healing . Reverse healing is used when natural healing processes have healed incorrectly or left scars. This natural healing is undone, then redone with magic to remove the body's mistakes or scars. This is an excruciating process. Healing magic has had the most focus among magic scholars, and as such it's become almost separate from non-healing magic. There are a myriad of different healing spells for different ailments, different wounds, different tissue - a healer will learn these and generally won't take the time to learn non-healing spells. It's difficult for a healer to learn and cast non-healing magic aligned to their current mastery, and vice versa. A Master of Magic may be Proficient, but their healing abilities could be as low as Intermediate. Basic - can heal fresh scratches/cuts and light bruises, a few before depleting magic. Starter - can heal recent scratches/cuts/light bruises, several before depleting magic. Intermediate - can heal a flesh wound before depleting magic. Competent - can heal several flesh wound s or a severe wound before depleting magic. Practiced - can heal several severe, but not immediately lethal wounds before depleting magic. Can reverse heal. Dexterous - can heal a near-lethal wound before depleting magic. Proficient - if immediately reaching a dragon fatally wounded, who would die within seconds, a Proficient can halt their immediate death and potentially save their life, though not always. Proficient career healers are awarded the title Master of Healing by the Warfang Council. Expert - higher likelihood of saving a life on the brink. Maste r - very high likelihood of saving a life on the brink. Magical - can, potentially, revive a dragon from death (within a few to several minutes after their death), which would instantly deplete their magic and risk their own life. As a dragon rises in mastery, they can do more of the lesser mastery abilities before depleting their magic. For example, a Competent can heal many, many scratches before depleting their magic. A Magical could, in theory, heal all the scratches in the world before depleting their magic. Most often a healer of high mastery will use a little extra magic to instead heal easier wounds faster. Healing magic is done through direct touch or near-touch - a healer will place their paws near an injury, or hover their paw directly above a wound, when healing. Healing magic will glow from their paws, and can at times be seen flowing through the injured dragon's veins. Healing magic is always red, regardless of the dragon's magic color. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Levitation Basic+ Levitation Levitation is another popular magic that can be done to different degrees by all levels of magic mastery. The heavier an object (or the combined weight of several target objects) is, the higher mastery is needed to levitate them. With higher mastery, permanent levitation is possible. Basic - can levitate very lightweight objects for a small period of time, such as a small pebbles, for a few seconds. Starter - can levitate lightweight things for a minute or two. Intermediate - can levitate heavier but small objects, such as books. Competent - can levitate heavier objects for longer and with less effort. Practiced - can levitate larger, heavier objects, such as furniture for a several minutes. Dexterous - can levitate very heavy, large objects for tens of minutes. Proficient - can levitate a small building for up to an hour. Expert - can levitate objects weighing ~50 tons for hours. Can cast permanent levitation on Dexterous-level objects. Master - can levitate objects weighing a several hundred tons for up to an hour before depleting magic. Can cast permanent levitation on Expert-level objects. Magical - a Magical can permanently levitate massive objects. The floating islands of the Zephyr Kingdom is the life's work of an ancient Magical. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Access Magic Portal Magic Access Magic Competent+ Access Magic is the magic commonly used to keep one's household safe. This is also used in Temples and other establishments. Access Magic enchants doors to open only for residents, and/or with a required phrase - a password, if you will. To cast basic access magic on a door, one's mastery ne eds to be at least Competent (Class Four) . This enchantment is near permanent, but is useless if the door is destroyed, or another, un-enchanted access point is used. This enchantment can only be undone by a magic caster whose mastery was equal or greater than the original caster, up to Proficient (Class Seven) level. This is to say a Proficient can undo any Access Magic. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Portal Magic Dexterous+ Portal Magic is a recent type of magic, but groundbreaking. Portals allow a dragon to immediately step from one location to another - on the other side of the world if needed, so long as there is a portal in both locations. The ground work to create a portal is a Dexterous (Class Six) level skill. Certain steps are required: There needs to be a portal set up in both locations. For the portal to work, it needs a sizeable crystal to contain the magic - the crystal acts as the 'power source' of the portal. The crystal itself needs to be split in two - one for each portal. The crysta l HAS to be from the same piece, and the magic has to be cast into them before they become split. This way, the crystals stay connected. The portal itself can be any size, from a standard doorway to a gate-sized doorway, however, the larger a portal will be the larger the crystal has to be, and the more magic needs to be used on it. Inscriptions are etched into the doorways - these will be different depending on location and destination, but two connected portals will have the same inscriptions. The connected portals also have to be the same size, almost exactly. Once the doorways are set up, the crystals will be imbedded at the top, and they will be activated. Once activated, the portal becomes accessible. Once this is done, the crystals cannot be moved. If a crystal is moved from one portal and put into another, it will not work - both crystals are now useless, and the portal is permanently deactivated. Despite the incredible utility of portals, they are illegal for citizens to create . Portals can only be created by the governing body, to protect against misuse and criminal activity. The magics to create portals is not publicly disclosed, but there have been leaks. Warfang maintains several portals. No portals exist within Warfang City - this is to protect the city against invaders. Instead, a 'world hub' is located within the tallest mountain north of the city, in War's Peak. From this world hub, there are portals leading to: Titan Fields, Concurrent Skies, Agni Flats, Lunar Sea, Shrouded Reach (below the Eternal Hurricane/Zephyr Kingdom). These locations may have additional portals to specific locations within the continent (such as the main portal in Barren Fields (Concurrent Skies) to the Crystal Archipelago.) Warfang maintains an additional set of portals to the Shattered Vale . As the Shattered Vale is a warzone, this portal is not located within the world hub. The portals are used to transport the Army to and from the battlefields, across the sea, and these portals are often deactivated and reconstructed in new locations. Warfang does not maintain portals to Cheetah Tribe territory - another warzone, nor does it currently maintain one in the Dark Lands, as these are often quickly destroyed by enemy dark dragons. Instead, a portal is kept in Paradise Bay. The world hub exists within the mountain for a reason. In case of dire emergency, such as an invasion, the mountain can be sent crumbling on top of the portals, destroying them all as well as the invaders. Portals are heavily guarded at all times by the Warfang Guard . Travelers are documented, and can and will be barred from using portals if their identity or intentions are suspicious. A fee is taken for the upkeep and protection of the portals. The portals in the Lunar Sea and Shrouded Reach are also guarded by the Ocean Domain and Zephyr Kingdom respectively. Portals cannot be momentarily deactivated. In an event that doesn't quite warrant sending the mountain down on all the portals, a Guard can knock down a portal's crystal to permanently deactivate it and stop someone from going through (most often they will simply chase someone passing through without permission - the portal can be deactivated in instances where too big a group are trying to access a specific portal). Back-up crystals which are already enchanted are kept safely to restore portals in an event such as this. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Strike Magic Competent+ Strike Magic A magic similar to levitation, strike magic asserts force upon objects (including living beings) without direct touch. For example, a dragon thrusts their paw towards an opponent, sending a blast of magic into them and the opponent is launched back. Strike magic is a common alternative to elemental magic for soldiers and guards. It can be used to keep enemies from physically reaching the caster, throw them into walls, off heights, or against sharp objects. At most levels of mastery, this is a quick push - the higher the mastery, the harder the push. Especially high levels of mastery brings additional abilities however, similar to direct, drawn out contact. At these levels, a dragon can use strike magic as more of a 'squeeze', allowing them to strangle opponents, break their bones, squeeze organs to cause pain, bleeds, etc. The ability to utilize Strike magic this way requires a mastery of at least Proficient (Class Seven) . Casting magic is not invisible, so this can't be done without anyone seeing that magic is being cast. The standard 'push' version of strike magic is cast either by the user 'throwing' a blast of magic at their opponent, or through a harsh movement of their heads, paws, tail, wings. The 'squeeze' version leaves a visible glow of magic around the area that's being squeezed for the entire duration. Strike magic can also be used outside of combat, such as to open or close doors (or break them), nudge heavy objects, etc. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Restraining Magic Competent+ Restrain Restraining magic essentially creates magic ropes to bind someone. These binds cannot be cut, bit, or forced apart. The only way to free yourself or another from magic binds, besides undoing them with superior magic, is to use elemental magic to destroy them. Restraining magic can be cast at the Competent level, however the strength and resilience of the binds increases with mastery. While a Competent can slowly undo the binds made by a Practiced caster, they cannot undo the binds created by a Proficient caster. Similarly, a Skilled element user cannot destroy binds created by a Proficient caster, but an Adept can. Restraining magic and the binds they create takes after the caster's magic color. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Depletion Magic Competent+ Magic Depletio With Depletion Magic, a caster forcibly drains another dragon of their own magic. While a Competent caster can drain another Competent or a Skilled dragon (roughly, they will have the same amount of magic), they could not drain a Practiced or Experienced dragon fully, as their own magic will deplete before their target is empty. From Competent to Dexterous, magic will be drained from a target and be lost. The magic is not transferred. From Proficient and up, the magic can be transferred from one target to another. While the magic from the caster will bear their magic color initially, it will bleed into and become the green hue associated with green magic gems, much like healing magic. Barrier Magic ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Barrier Magic Competent+ Competent and above casters can create a magic wall around or covering an area which prevents things from passing through the barrier. Competent - can cast 'weather barriers', very simple barriers for windows and passageways that stop wind, rain, snow, hail, dust, and small insects from passing through. Everything else can pass through these barriers. Duration depends on the caster's mastery, from a year long duration to that of centuries. Dexterous - can cast a temporary, defensive barrier around an area that stops anything from crossing it. This can remain for a year if left alone, but can be destroyed by a barrage of elemental or weapon attacks within hours to minutes. Expert - can cast a long-lived defensive barrier around a massive area that remains dormant/invisible until a threat emerges, and the barrier activates. If this barrier never activates, it can linger for millennia. The barrier has to be manually deactivated by the original c aster or by an individual who was assigned this power when the magic was originally cas t. Barriers are static and cannot be moved - Size/radius, duration, and resilience increase with higher mastery. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Light Magic Light Magic Basic+ Simple magic that summons a bit of light, in the color of the dragon's magic. Can be done by any level above None. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Alignment Spirit-Body Alignment Magic Practiced+ Dragons believe in perfect spirits and imperfect bodies. Sometimes the physical body develops in a direction that is misaligned with the spirit, a ' defect'. Gender incongruence is viewed as an issue with the body not reflecting the spirit. In pre-Unification times, before the development of non-elemental magic, this was handled with social transition, then hormonal transition through the frequent use of special herbs. Early after the development of non-elemental magic (post-Unification), a dragon very powerful in magic successfully created a spell t o permanently change their body into a reflection of their spirit. This magic c ould then be cast by dragons Practiced and above in mastery onto themselves or others. The alignment spell changes all the parts of a dragon's body into the desired gender expression. If a dragon experiences incongruence only over their voice and only want that changed, only the voice will be changed. Organs may change, leaving hormones as they are, or vice versa. The dragon does not pick and choose, they may see changes they weren't expecting but subconsciously wanted . If the dragon does not consciously want to go through with the alignment or aren't ready for it, the magic will not work. If the dragon experiences no genuine desire to change their body, it will not work, as such it cannot be used by same-sex couples to reproduce. The spell also does not fix infertility. When the magic is successfully cast onto a dragon, they will go into a long sleep. They will sleep for two to five days (depending on the amount of changes) while their body t ransforms. Bigger changes like a drastic change in height or musculature will happen more slowly over the next few moons, though the sleep will still show a slight change in these areas if desired. Not all changes will necessarily look perfect to the dragon, as the changes reflect what they would have looked like if born that way. It is based off genetics. The alignment spell can be used many times (in cases of regret or gender fluidity) without consequences to health. This spell is intensive to the caster, whose magic will be entirely depleted by the end if only Practiced. Due to this, it is a rather expensive magic to seek. The spell does have a few limitations. It cannot remove sex organs entirely or make a dragon previously able to have children, unable to have children. While this ability was attempted to introduce into the spell, it was at the time heavily opposed on religious grounds. It is a prevalent belief among dragons that having descendants is a spiritual necessity, a core part of becoming an Ancestor after death. While this strides with the general acceptance of dragons seeking to align their body and spirit, the ability to have children is weighed with higher importance. After the creation of the dark elements, the alignment magic came under some fire for its similarities to elemental corruption, however, it was agreed to not be the same. The alignment spell changes the body to a reflection of the spirit, whereas corruption is a perversion of it, chan ging not only body but also twisting the holy, ancestral spirit. It is notable that while corruption can be forced on the unwilling, the alignment magic cannot. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Heritage Petrification Petrification Practiced+ Petrification is a 'suicide attack' magic that turns the caster and up to three targets into igneous rock, crystal, permanent ice, or stone, depending on the caster's element (fire, electricity (wind), ice (water), earth). One needs to be at least Practiced to cast this magic. It only works if the caster is in direct physical contact with at least one other individual - the petrification affects every individual in contact with the caster. It fails if the caster does not touch another. As a tragic result, dragons simply seeking to take their own lives in this way will take another with them to make it happen, although due to the high mastery requirement of this magic, and this magic being withheld from the general public, it rarely ever happens. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Heritage Substitution Magic Practic ed+ This magic is created to allow same-sex couples, or more than two parents to genetically share a child. A pregnancy has to occur naturally first, with one male and one female parent. Once a pregnancy is confirmed (usually 2-3 weeks in), this magic can be cast. The caster will put one paw on the intended new parent, and on the belly of the gravid dragon, and they will 'transfer' genes from the new parent to the f ertilized egg(s). This can replace anywhere from 5 to 95 % of the genes of the offspring. A slight bit of the original parents' genes will still remain, as this spell is difficult to do accurately. The longer the pregnancy has been ongoing, the harder it will be to replace as much of the original genome as possible as there are far more cells to overwrite. The caster has no control over which genes they are replacing, and the distribution of genes may be inequal between parents, especially where there's more that 4 parents. If a dragon is infertile/unable to have children, the caster will be unable to transfer their genetics as the spell uses the genes in their gametes, their reproductive cells. If the dragon has no gametes, or too few of them, the spell will fail. Attempts have been made to amend this part of the spell to allow infertile dragons to have children. While this allows same-sex dragons to reproduce, this spell is extremely unpopular among clans. In reproduction and unity contracts this spell is almost unheard of, as it requires the participation and genes of a third party. This means not only having to pay double the usual payment, but unnecessarily making an entire bloodline unavailable for further descendants - i.e. the third party could have been used in the future when the child would be ready to have offspring of its own. The substitution spell, even when done as completely as possible, makes this a risk clans do not want to take as inbreeding weakens magic ability (and prolonged inbreeding causes magicless children who die when they're supposed to discover their element). This spell is mainly used for queer romantic unions and non-clan dragons simply seeking genetic children. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Corruption Corruption Proficient+ Corruption is the process of turning a dragon of natural element into one of the dark elements. This magic can be cast on oneself, or on another. When a Proficient casts the Corruption spell, their magic is depleted entirely. Casting the spell is relatively quick and is finished before the corruption process actually starts. The corruption itself is 'self sufficient' and requires no further magical input, which allows self-corruption. The actual corruption can take up to one or two excruciating hours, in which the dragon is physically deformed and undergoing rapid, painful growth. There is no control over this transformation, which can cause undesirable results that may cost the dragon their life. The Corruption magic is strictly forbidden magic, and kept far out of reach from the public. Keeping any instructions on Corruption without permission from the governing body is considered treason and punishable by execution. Planning, attempting, or performing the Corruption is also punishable exclusively with execution. Mind Magic ▲

bottom of page