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- Resources and Links | Destiny Intertwined
Resources and Links Resources and Links Contents: Read & Support Downloadable Resources Community Character Guide Read Destiny Intertwined Read on: DeviantART | ComicFury Support Destiny Intertwined on Ko-Fi Shroom Tier: Early access to extra content such as designs, sketches, and comic-related lore art, plus access to discord community! Stone Tier: Early access to pages (9 pages ahead of public release), plus previous tier contents! Crystal Tier: Page WIP/teasers before every new page, plus previous tier contents! Gold Tier: Supports creation of worldbuilding via this wiki, and visual lore. Also gives free access to all available bases, plus previous tier contents! Aether Tier: All previous tier rewards + access to design/art raffles! Ancestor Tier: All previous tier rewards + specific thank-yous on every public page~ Downloadable Resources Note; some resources are only for Destiny Intertwined . Notes have been put next to resources whose terms of use state they can only be used in connection to DI. All are available on my Ko-Fi Shop, most for free! Online Resources DI Character templates, calculators, and resources. Character Template Clan Template Family Template Tales Template Odds Sheet for Clutch Numbers, Element Inheritance, Element Variant Inheritance (see individual tabs) Height Calculator for Dragons (view your dragon's height at different ages) Dragon Ages Compared to Human Ages Sheet Element and Magic Mastery Guide Design creation resources Ultimate Design Guide Guide to Element Color Coverage on the Body Guide to Marking Distribution and Density Marking Outlines and Hollow Markings Hollow Marking Definition and Examples Hibiwiki's visual resources (Please keep in mind that there could be errors, and these resources can be subject to changes.) Fur, Feathers, Hair? Faux (false) Fur Ice Frills Frills vs. Spurs Plate Segments and Shapes Guide Body Plates Guide Body Plates Coverage Guide Additional Plates Guide Wind Whiskers Placement Guide Element Variants Quickguide Element Main, Center, Glow Explained Visually Ice Swirl Markings vs Wind Swirl Markings HSV Ranges for Body, Sclera, Flesh/Teeth, Magic, Elements, and HSV Explained
- Update Log | Destiny Intertwined
Top Update Log 13.9.2025: Incorrect links on Tales page fixed, design updated. 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!
- Tales | Destiny Intertwined
Content List Tales New Official Standalones Written by DragonOfIceAndFire The Knight, the Princess, and the Darkling Written by DragonOfIceAndFire and CrayonSoup Featuring Lynerius, Auralis, and Hayze The Commander and the Squire Written by DragonOfIceAndFire and VyseVee Featuring Lynerius, Raii, and Imerus A Cold Fate Written by DragonOfIceAndFire and SowkaDraws Featuring Frostir and Islyn Unforseen Fortunes Written by DragonOfIceAndFire and VanilleSucre Featuring Skadin and Hivere Community Tales Alphabetical List (Click title to expand) tales Tales Here you can find additional stories set within the Destiny Intertwines universe. These are typically made in collaboration with others, featuring their own Destiny Intertwined characters, and are bundled in named collections. Tales are sorted in chronological order, so start with the topmost tale in a given collection. At the bottom of the page there are Community Tales . These are written by other creators within the Destiny Intertwined setting, however there is no feedback or correction process; these tales may stride against canon lore. New! House Always Wins Written by DragonOfIceAndFire and AnimeRollo Featuring Lostregar and Hex, as well as Scions Aether and The Abyssal Grave Vice & Vices (3016) Official Standalones Venture to the Dark Lands (3016) By DragonOfIceAndFire Official Collaborative Series The Knight, the Princess, and the Darkling Written by DragonOfIceAndFire and CrayonSoup Featuring Lynerius, Auralis, and Hayze A Marriage Into Warfang (3011) The Commander and the Squire Written by DragonOfIceAndFire and VyseVee Featuring Lynerius and Imerus A Quiet Night at Camp (3010) Lieutenants Night Out (3015) Last Night Before Deployment (3016) Counting The Dead (3016) Unrequite d (3016) Written by VyseVee The Inevitable Celebration (3016) A Cold Fate Written by DragonOfIceAndFire and SowkaDraws Featuring Frostir and Islyn Trial by Ice (3005) Written by SowkaDraws A Frigid Path (3016) Written by SowkaDraws and Cappertrope An Unfortunate Betrothal (3016) Unforseen Fortunes Written by DragonOfIceAndFire and VanilleSucre Featuring Skadin and Hivere Be Useful (3016) community Tales Community Tales Click to expand A A Rocky First Meeting (3015) Written by Kowpoke64 Featuring Mahkata, Quartzer, Jasperite, Phytorrigan, and Therozion An Oath To Kill... Together (2747) Written by CrystalDragon241 Featuring Correwen and Mundarren B Blazing the Trail (2893) Written by Spiralled Fury Featuring Ashlen, Incanha, Bengalix, Bedelia, Zynic, Amakaz, Yulanis, Valleynor, Alacria, Torroast Breathe, Burn (3008 - 3013) Written by Spiralled Fury Featuring Tocsin, Ashlin, Aegiz, Kunaris, Frozurne, Statika, Scovius, Amateris, Beriani, Fjolli, Ardiuz C E F G H Hollow Words (3012) Written by Soupspeaks Featuring Railis, Ulleros, Noteri, Frozurne, Ullras I J K L Leper from Inside (3016) Written by Spiralled Fury Featuring Tocsin, Ashlin, Dalfon Love at the Solstice (3016) Written by Jasmine Silveroak Featuring Laminaria, Kryosin, Frosyth, and Chilali M Me and Jack Daniels Got a History (2980) Written by Hunter Hero Featuring Villbrann, Kalawena, Verkfall Mother's Journal (3016) Written by SnowFleet Featuring Ignicia, bastard daughter of Skadin N Never Felt This Way (2971 - 2972) (New) Written by Hunter Hero Featuring Verkfall, Chaaci, Hromoia, Leiftur, Villbrann O Oh, Saturday Sun (2988) Written by Hunter Hero Featuring Hornoiki, Muspelheim, Fornax, Surtis Only Shadows of the Mind (2971) Written by Hunter Hero Featuring Kavyrn, Tokupprum, Staticaus P Purple Haze (???) (New) Written by Hunter Hero Featuring Kaluvir, Naiona Q Quiet as a Rat (2684) Written by Spiralled Fury Featuring Caflagro, Ioniz, Keranor, Novatian, Luminoc, Acoroniz, Hashazi, Cauziko, Lyhkiz, Disikaro, Incia, Arcaries R Red Tainted Snow (???) Written by DrakiLady Featuring Iskvind, Sekka S Single-minded: Stubborn Child (3012) Written by Raviclar Featuring Celsius, Gelidius T Treading Water (3015) Written by Raviclar Featuring Dalfon, Statika U V W X Y Z
- Characters | Destiny Intertwined
Contents: Main Characters Secondary Characters Tertiary Characters Minor Characters Background Characters Non-Comic Characters All Characters (this page) featured characters Featured Characters All All characters All Characters An exhaustive* list of all relevant, living or dead, characters. *Does not include characters who are names only, such as some long dead clan founders or filler family members of other characters. Many names in this list may have no public information and may or may not be intended for future comic appearance. A Aeregina Aedarius Aeris Amberius Arater i Arcadier Astras Avalis Ayrel B Belyse † Blizari C Caedis Cerau Ceris D Disfera E Electis † Embericus Enkaius Eurune F Feurin † Fl areali Flykra Frigir † Frosa Frossar Frostir Frosun † Froszar a † Fulgesis Fusilis G † Galvan Galvaris Glacer Glaciaris Glaciarus Gla cis Grine H Haver Hayze Hydris I Icarius Ignis Ildirai Incendis Infernis Isa Isolda Isra Isrind Isru n Istar J Jordhin K Kaven ys Kindra Kindros Kivira L Lavis Levina Lostregar † L yneris Lynis Lynerius M Male for Mistralus † Monsena N Nivalis O Obscurys † Orkano P † Penumbris Q Quaker Quarris R R ai da Raii Rayne Regner † Ryverun S Saarus Scalder Scorchis Searis Senuna Skadin † Skogur Solari Solsticus Strelazrael † St yrmer T Tecton Tectonia Terrenus Terin Terra Terhenir † Terrifesis Therris Tordena Tordner Tordorn Tormer Tormeris Tswalizar U Umbrice Undacus V Varisis † Venomena Verdante † V iteris Vitreus W Wintus Wyntar Wysta X Xeadan Y Z Zerus Zilan Z seurael community characters Community characters Community characters are fan-made characters that are semi-canon to the Destiny Intertwined setting. Character documents are generally not reviewed and may contain designs or information that does not function with canon or is disallowed. All characters All Characters A Aashani Adrakshi Airavat (New) Ajax Albaries Alphydra Altoscius Amethystine Anameras (New) Apollerus Aquilis Aragonite Ardensin Asterielle Astrai Astralost Astrasaax Aukos Auralis Aurin Aurinzar Aurokus (New) Auroris Aveis Avena B Bastielle Beirani Boldor Boras Bordimir (New) Borealdir Borealus (New) Borialis Bryoel C Carbonore (New) Cascaldrus Celsius Chamus Charsoul Chloronia Clefstrele Coalyn Corrente Correwen Corvanaltus Corvulas Crayga Cryonius Crysone Cygnora Cyrillis D Dalfon Datura Deira Delura Denryu Derange Diadeim Disko Diyodo E Echois Eindar Energira Enfernis Enyara Eosi Equinice Eridus Exanias F Fahrenhise Faleani Faois Favolian (New) Favona Favos Favyra Fiama Fiaryn Firnius Fjolla Fjolli Fjordigar Flimmick Forcir Frazili Frostinia Frozurne Frystaria Frysure Fulgera (New) Fulgin Fumoso Fyire G Gaiara Galeris Gamzey Gelarius Gelidius Geluros Glacello Glissor H Haelius Haile Hathorus Hayazeris Hearthus Hestina Hex Hinokami Hoaris Hoarridix Hraunos (New) I Iciliea Ignaeris Ignitaros Ignytos Ikarus Imerus Imumi Incindeon Indem Ingon Inkeidon Iotias Isakarus Isburdeus Isellia Iskadius Iskvind Ismodeus Isrendir Izotus J Jazeru Jofur Joltisin Jorovar Junira Jyade K Kairos Kaiserin Kaldir Kaltir Kaludan Katiri Kavyrn Kawako Kazkabar Keravnys (New) Khuno Kinori Kirsina Kojin Kosimas Kryssaria Kysal L Lalaeon Lamaras Leonidas Lostrel Lucifyre Lustreis Lycoris M Mahkata Malinia Malstros Matarivi Merin Mithraiain Morphloral N Naige Nerit Nivis Nivishiro Norailys Norette Novis O Ocearwyn Ohmerus Omegus Orkara Oxalis P Panuros Pearlesis Pelena Pelenis Phasma Phasmiri Pisceri Powpel (New) Prometheon Pulsane Pulsus Pyralis Pyrani Pyrell Pyreus Pyrona (New) Q Quakka Quartzer Quasarys R Raearis (New) Raheail Raige Rihki Riptidus Rolloru Roseila Runeos S Saphirus Searenti Seasarja Selacian Selenia Selkaia Setrak Shraka Sialis Silvestra Sirocco Skadiphel Skyvin Sleti Solrae Sonarris Sovari Strelaya Sturm Styrmirius Sudai Sunniva Suryava Svenri T Tarlax Tempestris Tempexi Tephrana Tercotta Terreus Thyellori Tierrais Tocsin Tondro Tordin Trontasm Tuondria Typhooni U Ukko Ullras Umiko Urthuna V Vacilna Valaaxius Valormir (New) Velotivy Venta Vergalos Vermichor Vestrik (New) Vetris Vhaesvisir (New) Viridia Vitales Volcuni Voltacus Voltor Vulcane W X Y Yukina Yurione Z Zaeryn Zenovia Zilvir Zimerah Zvidryn
- 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 The Votary 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 to 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. the votary The Votary Votary The Votary are religious figures who forsake family and pleasures to serve the Ancestors as part of the Ancestral Order. They are a part of the Temples, and spend a long time as acolytes serving Votaries, before they are deemed eligible to take their oath. Ascension is not guaranteed. Votaries are abstinent, living in special Temple-adjacent housing where they sleep, eat, study, and pray in-between their duties. Votaries are the only ones who can officiate weddings, and are nearly always present at Wakes. They are often called to be beside a dragon at their deathbed as well, as a comfort. Votaries are accompanied in their duties by one or more acolytes, who assist them in their duties. Acolytes have not taken the oath, but must live by it if they want to become Votaries. Votaries wear all-white attire, except during weddings and wakes, where they wear all-black. Acolytes wear all-grey. Outside of weddings and wakes, wherein Votaries will bring a spirit gem from the Temples, they will wear a piece of a spirit gem around their neck whenever they are working. Votaries can be any gender, any element, and come from any social or economic class. The Ancestral Order seeks only a calm, professional presence, and devotion to the oath and Ancestors. Becoming a Votary is a very high honor, but leaving the order or breaking the oath is an equally severe offense. Because reproduction is culturally significant for dragons, and Votaries are expected to be celibate, the Ancestral Order is hestant to accept dragons who have not yet had children. 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.
- Golden Flare
A dragon clan within the universe of Destiny Intertwined. One of the main five clans, the Golden Flare is the leading fire clan in Warfang, known for their overwhelming numbers of accomplished Justices and Masters. As one of the leading clans, Golden Flare has a seat on the Warfang Council and represents fire dragons. Most of the clans allied to them are fire clans. History ⸻⸻⸻⸻⸻ Like most other clans, Golden Flare achieved clan status through displaying the worth of their bloodline - having many accomplished Masters and Justices in their ranks. They were awarded clan status in 2712, with their familiy history leading back to the 2400's. Golden Flare's ascension started when its Matriarch was appointed Grand Judge, and then later its heir became Head Master of Magic. For their status, Golden Flare quickly overtook the previous leading fire clan in 2797. Since then, the Grand Judge has always been a Golden Flare. Clan Trait ⸻⸻⸻⸻⸻ The Golden Flare is identified by their dark, warm brown scales and bright, golden accents. Elements ⸻⸻⸻⸻⸻ Exclusively fire. The Golden Flare limits itself to orange and yellow flames, with a rare occurrence of blue flames. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Golden Flare Warfang Hot brown, gold Artistic symmetrical flame displaying clan colors Fire Scholars, Justices Warfang City Master Solari (Matriarch) Commander Solsticus Master Flareer (deceased) Year 2712 194 Appears in Destiny Intertwined (Chapter 1) Out of Universe DragonOfIceAndFire No/Invitation Only Owned by Open for Characters? Trade ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Golden Flare dragons will serve in the Guard if possible, but it's not uncommon for them to choose the Army - usually for a non-combat role that serves their later field of study. After service, most Golden Flare dragons pursue careers as Scholars (with the goal of becoming Masters) and Justices. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Golden Flare engages in a mix of arranged reproduction and unions, as well as romantic unions. While they consider themselves accepting to mixed dragons, they consider being pure fire a core part of their family and do not engage in mixing elements. Like the rest of the leading clans, they choose eggs with their clan trait. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Grand Judge Solari (Matriarch) Headmaster Ayrel (younger brother of Solari) Lady Fyrina (unified of Ayrel) Lady Soleni (eldest daughter of Solari) Solsticus (son of Solari, deceased) Commander Solsticus (son of Solari, Heir) Unnamed (daughter of Solari) Unnamed (son of Solari) Unnamed (daughter of Solari, deceased) Six other children of Solari Aduro (son of Ayrel) Several adult children of Ayrel Captain Solvida (daughter of Solsticus) Two unnamed grandchildren of Solari Guardian Infernis (grandniece of Solari) Several grandchildren of Ayrel And other extended family Page written by DragonOfIceAndFire
- Iron Crown
A dragon clan within the universe of Destiny Intertwined. Iron Crown is a recent, small-family clan consisting of the relatives of Elder Guardian Arcadier. History ⸻⸻⸻⸻⸻ Iron Crown was founded in 2935 by Arcadier upon her achievement of Guardianhood. While not interested in clanhood herself, Arcadier founded the clan simply to elevate her daughter's future family and ensure their wellbeing. Clan Trait ⸻⸻⸻⸻⸻ While the clan does not select traits, they are known for their crown of horns, a trait they share with Guardian Arcadier - the clan's namesake. They mainly have near-black horns and plates. Elements ⸻⸻⸻⸻⸻ While primarily Electric, Iron Crown has some Earth, Fire, and Water members. Their variants are standard and blue electricity, grey earth, yellow fire, and light/dark blue water. Trade ⸻⸻⸻⸻⸻ While Iron Crown members serve in the Army or Guard for their required service and some even stay, Iron Crown lives comfortably by Guardian Arcadier's coin - as she insists not to have much use of it herself. All the children are put through Temple education, and many still choose to work despite not needing to. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Iron Crown Warfang Gold, black, dark grey Crown of horns and electrified eyes displaying clan colors Electricity, diverse Diverse Warfang City Master Amareis Undecided Elder Guardian Arcadier Year 2935 12 Appears in Destiny Intertwined (Chapter 2) Out of Universe DragonOfIceAndFire Closed* Owned by Open for Characters? *All slots taken. Potential future slots depend on current character owners giving children to their characters that can be owned by new people. Invitation only. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Iron Crown does not engage in contracts, neither offering nor accepting contracts from other clans. They engage only in romantic Unions, and every egg is kept. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Elder Guardian Arcadier (Founder) Master Amareis (Matriarch, daughter of Arcadier) Captain Kolus (child of Amareis) Lieutenant Aragonite (child of Amareis) Vihrea (daughter of Amareis) Suosis (daughter of Amareis) Arcenas (child of Amareis) Streamier (child of Vihrea) Unnamed (child of Vihrea) Student Amethystine (daughter of Aragonite) Fulgera (daughter of Kolus) Student Levinnius (son of Suosis) Page Written by DragonOfIceAndFire
- Dragons (Biology) | Destiny Intertwined
Content List Dragon Biology Distribution Lifespan Anatomy Height Appearances Scales Color Group Eyes Fire Dragons Electric Dragons Ice Dragons Earth Dragons Wind Dragons Water Dragons Reproduction Eggbound and Dead-in-Shell dragon biology Dragon Biology Click titles to expand sections. distribution Distribution Dragons are widespread in the Realm, having originated from several of the major landmasses and spread to others. Dragons live in the following areas; Warfang Mainland (Primarily Fire, Electricity, Ice, and Earth dragons) Ice Citadel , Northern Mainland (primarily ice dragons) Titan Fields (Primarily fire and earth dragons) Concurrent Skies (Primarily electric dragons) Much of Concurrent Skies is barren and not suitable for dragon inhabitants, thus quite uninhabited. Shrouded Reach Eternal Hurricane (almost exclusively wind dragons) Much of the Shrouded Reach is not inhabited by dragons save for areas beneath the Hurricane and small settlements in the west. These areas have heavy pirate and raider presences and are unsafe, thus they are not well settled. Agni Flats (primarily fire dragons) Lunar Sea (exclusively water dragons) Dark Lands (dark dragons) Areas with limited or exclusively military presence; Abandoned Arctic, Sanctuary, Shattered Vale, Frozen Flatland, Venomous Garden, Ancient Grove, Towering Thicket, Desolate Swamp. lifespan Lifespan Dragons can live up to 200 years, with an average life expectancy of 150 years (when counting only cases of death related to old age, such as health complications brought on due to old age. Many dragons die young, especially children and newborns without access to healers, bringing an overall life expectancy much further down). They have 7 stages of life. Egg (Average of 6 months) After around 3 months of gestation, a dragon lays its eggs, and the hatchlings within will continue to develop. At birth, the egg shell is somewhat soft, but will quickly expand and harden, becoming quite thick. Around six months after an egg has been laid, the hatchling within will start to break free. If this happens much sooner, due to damage to the egg or the hatchling being premature, this can cause risk to the hatchling's life as they are not done developing. A premature hatchling can take much longer to develop than others, or even have problems that persist through their whole lives. On the opposite end, some dragon eggs are known to wait for decades to hatch. While eggs may 'intuitively' wait for better conditions to hatch (to certain degrees, the hatchling is able to sense winter weather, heatwaves or drought, and will wait to hatch to increase their odds for survival, up to several moons if necessary) some eggs wait so long, they are believed to have been affected by ancestral intervention. They have been given special purpose, and must wait for a certain point in time to hatch. This is extremely rare, happening only a few times every 500 years. On the flip side, damage to the egg or a weak hatchling may delay the hatching for up to three more moons. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Hatchling (0 to 6 years) A dragon is considered born when they hatch. At hatching, dragons are very physically independent. They learn to walk within moments, and are known to be able to hunt and kill critters for food (though this carries a significant risk for them, so they are normally raised and fed by their parents and family). New-born dragon hatchlings operate on instinct, with intelligence and social ability developing later through nurture. Most hatchlings can talk by the age of 3, with some learning as early as age 1, or as late as 6 years. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Child (7 to 12 years) 7.5 years old is the average age of element discovery. At this age, some children learn to fly (mostly electric and wind dragons), although their small wings only allow for brief sustained flight. Children of other elements are capable of flight usually around age 10, with earth dragons learning the latest at age 12 due to their weight and smaller wing spans. However, water dragons living in bodies of water can go their whole lives without ever learning to fly. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Teen (13 to 19 years) Dragons enter their teenage years and start hitting puberty. Physical growth increases fast. While dragons can be sexually mature at around age 18, it is uncommon for them to reproduce until 30-40, as the chances of pregnancy are strongly diminished until they are old enough for a safer pregnancy and birth. This is thought to be rooted in the species being able to reproduce very early in times of extremely low population numbers, although this bears risks for the dam who, despite being almost half the size of a physically mature dragon, has to birth eggs of almost normal size. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Young Adult (20 to 49 years) After reaching sexual maturity, dragons spend another 30 years growing into their full size. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Adult (50 to 119 years) At the age of 50, a dragon's physical growth slows to a crawl, and this is deemed the point of physical maturity. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Elder (120 to 200 years) At the age of 120, a dragon is considered an elder, though dragons will normally not be slowed by age until around age 170. At around this time, elder dragons will slowly fall behind and suffer the ache of old bones, lose weight, and possibly lose reproductive and mental functions. While they can push on until the maximum age of 200, most dragons that are healthy and have access to high quality food and healthcare, die from old age in the 170-180 range. Genetics are usually the deciding factor of whether or not a dragon can push to 200. Natural causes of aging can kill dragons before the years start to show, such as heart and organ problems or conditions of the brain. You can view a comparison between dragon ages and human ages here . Anatomy Anatomy Dragons; are quadruped. Each paw has three fingers. Forepaws have opposable thumbs with reasonable dexterity, enough to write with. Each paw is padded with scales that are extra tough. Claws are not retractable. are omnivores. Teeth are sharp but they have molars. have scales , never skin and never fur. Size, shape and texture of scales have an incredibly wide variety. have horns. These are mostly bone, but covered in scales or a keratin-like material. Horns can be course and diffuse, smooth and shiny, or anywhere in-between. This same material may present on other parts of the body as spikes or spurs. It is extremely rare for a dragon to not have horns. have elemental 'decorations'. These are mostly cartilage and keratin with skin/scales/membrane. There are never fur nor feathers, however, due to mimicry they may often look like it - very notable with some wind dragons, who look as if they have feathers. These decorations compliment the dragon's element, resembling flames,, rocks, icicles, leaves, etc. Elemental decorations usually follow the spine, but frequently appear at the wing 'hand', tail, cheeks, muzzle-ridge, eyebrows, shoulders, hips, and limbs. Dragons cannot be covered in these decorations, nor will these individually be larger than the size of the dragon's head, or heavily clumped together. About 5% of dragons lack elemental decorations. have markings that show their element in some way, such as lightning or flame patterns. These often run the length of their body, from the neck to the tip of the tail, or mainly on the shoulders, thighs, and head. Some dragons have more diffuse markings that cover much of their body, such as gradients or non-elemental markings. Less than 1% of dragons lack elemental markings, this being a defect. have plating along their underside. Generally it covers from below the chin to the very end of the tail, but sometimes only from the chest to just past the hind legs. Sometimes the plating is entirely absent or too thin, though this is considered a defect. Plating is flexible and segmented to allow movement. Many dragons have plates with few or no segments, and generally this means their plates are thin and soft, not much thicker than their scales. Nevertheless, it offers some extra protection for their vital areas. have wings . These are naturally only in single pairs, with exactly three fingers. The wings have no 'thumbs', but often a spur or decorative growths where a thumb would be. The dorsal and ventral sides of the wings are exactly the same. have unique tongue shapes pointing to element or mixed heritage. Range of possible, natural (non-element stained) flesh colors. These affect not only the inner mouth, but all flesh. Generally gums are a darker shade while tongue is brighter. There may be saturation/vibrance variation, but not significant hue variation. General non-dark dragon teeth. Dragon tusks. Water dragon teeth. Range of horn textures and the inclinations of different elements. height Height Age and height comparison, displaying ages 0, 6, 10, 14, 18, 22, 35, 50. Eggs : 0.7 to 0.9m Newborns (0 years) : 0.7 to 0.9 meters, average 0.8 meters. Hatchlings (6 years) : 1.1 to 1.5 meters, average 1.25 meters. Children (10 years) : 1.5 to 2.0 meters, average 1.8 meters. Early Teens (14 years) : 2.0 to 2.7 meters, average 2.3 meters. Mid Teens (16 years) : 2.2 to 3.0 meters, average 2.5 meters. Late Teens (18 years) : 2.5 meters to 3.4 meters, average 2.9 meters. Young Adult (22 years) : 3.2 meters to 4.3 meters, average 3.7 meters. Young Adult (35 years) : 4.6 meters to 6.2 meters, average of 5.3 meters. Adult (50 years) : 4.8 meters to 6.5 meters, average 5.5 meters. Elder (200 years) : 5 meters to 6.7 meters. Average is 5.6 meters. Fire and ice dragons lean average/below average in height. Electricity and earth dragons lean above average. Wind and water dragons are generally smaller than fire and ice dragons. Male dragons are usually taller than female dragons. Female dragons have the same height range as males, just a lower average height. Genetics play a significant part - in some lineages, females are taller than males. In others, the height average is equal, or below. Dark dragons are known to be taller on average than other dragons. Some dragons, around only a few thousand indivuduals, are affected by dwarfism or gigantism. Dragons with dwarfism can survive their condition just fine, reaching between 2 to 3 meters tall at adult height. While the size of a teenaged dragon, their unique proportions distinguishes them - they have a relatively large head, paws, and wings, while their legs will look quite short. This affects their mobility to a degree, but the main concern is severe pregnancy complications in female dragons with dwarfism. The egg may exceed the size of their pelvis and leave them eggbound , which is fatal. Dragons with gigantism have far higher risks of health complications and a guaranteed short lifespan. Due to unregulated growth, they may reach as tall as 7 meters at only 20 years old, double the height that they should be. This causes a myriad of health problems, particularly with their bones, and leaves them unable to fly and struggle to walk. Most dragons with gigantism pass away by 30, with none having exceeded the age of 40. Height at different ages can be calculating by inputting the dragon's stable adult height here. appearances Appearances Scales The main scale color of a dragon is indicative of not just their element, but often the hue of their element. Every color is possible for dragons, with special exceptions for purple, white, and black. Purple dragons were unheard of before the first purple dragon, Malefor, was born in the year 3000, though the significance of this scale color is not yet known. Prophecy says only one purple dragon will be born every ten generations - about every 500 years. White dragons did not occur before the year 2500, at the birth of the first Scions Aether dragon. White dragons are the result of almost a millenia of strictly and systematically crossing every primordial and derivative element to create a dragon whose blood is so elementally mixed, their element is decided at the toss of a die. All current white dragons descend from the first, Izsar, and due to the clan's breeding pattern - which they keep strictly secret - no other lineage has produced a white dragon. Black dragons were likewise not seen before the artificial elements - the dark elements - were created. While black scales are associated with shadow dragons, they are quite common in all dark dragons, hence their association with darkness. A dragon without a dark element will never have a black main scale color. Secondary and tertiary colors (non-scale colors) can be any hue and any shade. These colors will correspond to the element colors if the main scale color does not. Color Groups Dragons can be divided into three groups based on their coloration ; monochrome, duochrome, and trichrome. Monochrome dragons only have one hue on their bodies, for example blue. They may have blue scales, light blue horns and plates, and dark blue wings, but because the hue of these colors are all blue, they are considered monochrome. (example; Vitreus , Incendis ) Duochrome dragons have two different colors on their bodies, for example blue and green. (example; Hayze , Lynerius , Therris , Amberius , Malefor ) Trichrome dragons have three different colors (example; Terin , Jordhin) Colors are defined by color groups; black-grey-white, pink-red, orange, yellow, green, blue, purple. A dragon can only have max three of these color groups . Eye color does not count toward color groups, so a monochrome blue dragon may have red eyes and still be considered monochrome. Eyes Dragon eyes can be any color. Primordial (incl. derivative) dragons have round pupils with white or light colored sclera. Mid-tone or black sclera do not exist on dragons without a dark element or variant. Dragons with a dark element always have slit pupils . Half-blood dragons with non-dark elements can have darker sclera and slit pupils, or non-dark passing eyes. Pure dark dragons may have eyes with no discernible iris. Dark dragons who attained a dark element through corruption will always have these eyes. Half-bloods and 'diluted' dark dragons will never have these eyes normally, however any dark dragon's eyes can temporarily revert to these 'pure' eyes when losing themselves to wrath or fear. Slit dragon eyes dilate, but never become round. When dilated, they appear diamond-like. A dragon's irises can be a single color, two-toned with a hard or soft color separation (gradient), have heterochromia (complete, segmental or central), and can rarely have three different colors, but never more than this. Same applies to dark dragon eyes. Displaying single color, two-tone, and three-tone eyes, and darkest possible colored sclera for non-dark dragons. Displaying half-blood eyes. While slit pupils with mid-tone sclera exists on pure dark dragons, the other examples are exclusive to half-bloods and dark variants. Dark dragon exclusive eyes. Fire Dragons The natural base (scale) colors of fire dragons are red, orange, yellow, blue, and pink. Fire dragons do not have mainly green scales if their element is not green fire. Fire dragons are colorful . Their palettes will generally lie around very saturated, mostly mid-tone colors. Fire dragons tend not to have very desaturated colors. The secondary colors (on horns, plates, membranes, or elemental markings) of fire dragons have more variety, but purple and green are rare, both signs of ice and earth impurity respectively. Fire dragons tend not to have secondary or tertiary colors that are very or completely desaturated, this includes black or white, but may have dark and bright, highly saturated colors. They don't combine dark colors with bright/pale colors, as this kind of contrast is an electric trait. Fire dragons may have smooth or rough horns, plates, and claws, but generally lean more in the middle. Fire dragons favor frills over spurs, meaning they will usually have frills growing istead of spurs. Electric Dragons The natural scale colors of electric dragons are orange, yellow, and blue. Electric dragons are contrasting . Their primary, secondary, and tertiary colors will come together and make a mix of bright colors and dark colors. As such, electric dragons tend to look paler, more desaturated than fire dragons. Commonly their secondary colors will be dark and often desaturated, like metals or stormclouds (unless their base color is dark, then their secondary colors will be pale ). As such, electric dragons aren't colorful like fire dragons, but bearing a mix of washed out brights and darks. Their elemental markings are often colorful, however, as these tend to display the element color. While electric dragons may be light grey, they are rarely dark grey or a mix of grey and black, as this is not usual and really only seen in Stormbringer dragons. While electric dragons with red/pink and green electricity may have these as primary colors, they tend not to be primary colors unless the dragon in question possesses these variants . Even those who do may still only have the natural base colors, and have their element color in their markings. Electric dragons with purple electricity will naturally not have a purple base color, instead one of the natural base colors. Electric dragons usually have semi-rough horns, plates, and claws, but smoother texture is not rare. Electric dragons favor both frills and spurs, often sporting both. Ice Dragons The natural scale colors of ice dragons are blues and light greys . Ice dragons are bright in their coloration, and in general do not have very dark markings or colors . Their scale colors are usually be blues and light blues or light greys, or less commonly darker but saturated blues. Ice dragons are never a saturated red, orange, yellow, or green base color (if heavily mixed, these colors may appear albeit desaturated). At most they may be aqua or pink, but most will be blue, blue-grey, or light grey. Other colors do not exist in their base colors because they are nonexistent in ice variants . As such they tend not to appear as secondary or tertiary colors either. Ice dragons can have purple secondary colors without having purple ice or purple ice heritage. Pure desaturated black markings and secondary colors on ice dragons without dark blood are a result of fire or electric mixing, and is rare. It is very rare for ice dragons to have colors not represented by their element variants, so the presence of these colors on an ice dragon suggests recent impurity. Ice dragons overwhelmingly have smooth textured horns, plates, and claws, giving way for a shiny, ice-like appearance. Ice dragons favor spur growths over frills. Earth Dragons The natural scale colors of earth dragons are browns, tans, and greens. Earth dragons tend to be mid-tone to dark in their scale colors, though a light color is not too uncommon. They can have any level of saturation but don't get too grey, even with grey earth (which itself is never 100% grey, but tinted). An earth dragon's secondary color is usually still a shade of brown or green, but due to the versatility of multicolored earth, all colors are possible for an earth dragon's secondary color. It's not impossible for an earth dragon's base color to be red, yellow, blue, or pink, but these will be more muted . If the earth dragon's base color is not one of the natural colors, these will appear as secondary or tertiary colors. Earth dragons generally do not have black secondary colors, and white is very rare . While they can have dark or light colors, these should be saturated, but not over-saturated unless green or brown. Earth dragons overwhelmingly have rough textured horns; theirs being the roughest, most wooden-like horns among dragons. Smooth, shiny horns are quite uncommon. Earth dragons favor both frills and spurs, often sporting both. Wind Dragons The natural scale colors of wind dragons are grey, cold-tinted greys, and teal. Wind dragons tend to be mid to light colored and generally don't contrast like electric dragons do. While most wind dragons will have a scale color aligned with the natural base colors, the colorful variants of wind allows for any other non-purple base colors, though this is uncommon. Wind dragons can have any secondary colors, usually still mid-tone to light, rarely dark colors. Red, orange, and yellow are the rarest colors on wind dragons . While wind dragons may often have one saturated color (usually markings), wind dragons consist of mainly desaturated/grey colors. If the wind dragon's base color is not a natural scale color, these colors will be present as secondary colors. Wind dragons overwhelmingly have smooth, shiny horns, plates, and claws. Rough, bulky horns are very rare and if they occur, suggests a heavy Earth lineage. Wind dragons favor frills over spurs. Half of wind dragons have whiskers , long symmetrical growths from the face that seem to almost float in the air, and the wind dragon has limited control of these. They are not prehensile. Whiskers are made of a soft cartilege and have a consistent thickness between individuals, never too thick or thin. Whiskers are always tipped with a small frill if the dragon has frills. Whiskers originate in wind dragons but they may pass them to non-Wind descendants for a few generations. Whiskers will disappear if the wind genes get too diluted. Water Dragons The natural scale colors of water dragons are aqua/teal and blue. Water dragons can be dark, mid-tone or light colored, but are generally quite saturated. Due to the fire root of the water element, water dragon base colors can sometimes be warm, though this is uncommon. They may more commonly have any of these colors as secondary colors, though much of the dragon will be blue hues, as the water element comes only in blue colors. Water dragons are capable of limited bioluminescence. Their elemental markings (not other markings) will glow in water when there is insufficient light. This will happen subconsciously but will 'deactivate' if the dragon is afraid or tense, so as to not attract predators. Most of the time, water dragons will have webbed paws. Water dragons can also have barbels, which are similar to wind whiskers but are much shorter, can occur in pairs, and are not tipped with frills. Water dragons usually have smooth horns, plates, and claws, but can also have semi-rough textures. Water dragons favor frills over spurs. reproduction Reproduction Dragons often start courting and having relationships in their teenage years, but are incapable of reproduction until around the age of 18 . It's uncommon for dragons to have children under the age of 30 due to the decreased odds of pregnancy and increased risk , but it's not unheard of. Dragons can have children until the end of their lives , but advanced age (170+) can impair their ability to carry and sustain eggs and other reproductive functions. Male dragons can reproduce at any time, but will experience a monthly hormonal spike that encourages reproduction. Female dragons have a monthly cycle as well, with a fertile window of up to five days. They do not lay unfertilized eggs - once a pregnancy begins, the fetus is formed first, then is enveloped by a tough shell a few weeks before being laid. Gestation lasts three months , and it takes at least six months for the egg to hatch - however, ancestral involvement can prevent an egg from hatching for years, decades, even centuries if needed. No matter how long it takes, the potent magic within dragon eggs will keep a hatchling alive until the right time. Gravid dragons may start experiencing 'morning sickness ' type symptoms at the beginning of their pregnancy, and at around halfway through gestation (5-7 weeks) they will experience rough 'magic sickness' with similar symptoms. This occurs due to the surge of magic to the developing fetus(es) , which affects the dam. Her element/magic will become briefly stronger, but often hard to manage. The sudden increase in magic often causes nausea, vomiting, headaches, and bouts of energy followed by exhaustion. This stops latest at 15 weeks, when the eggshell has hardened enough to contain the magic. Clutches average at two (36%) to three (15%) eggs per clutch. Single-egg clutches are common (33%). It is possible for a clutch to be up to eight eggs, but this is extremely rare (0.2%). From conception to around the 13th week, a dragon fetus develops without a shell , instead growing inside a permeable sac with a yolk feeding it nutrients. After the 13th week, the walls of the sac begin to harden , becoming a tough shell over the next few weeks. The fetus becomes cut off from its surrounding, free-flowing nutrients, and becomes dependent on its yolk. Around the 16th-17th week, the egg is laid . If all is well, the egg is colorful and reflects the dragon’s element. The fetus itself however is still transluscent and without scales or elemental attributes. Over the next 6 moons, the fetus grows to the bounds of its shell, developing scales, tiny claws and horns, and a little bit of wing membrane. Much of the time spent in the egg is magical development; the dragon’s spirit binding to the physical body and infusing it with its element , coloring their body, and working in tandem with the biological genetics to drive the dragon’s appearance to suit and survive their element. A dead or dying egg is recognized by dull or fading colors , semi-translucent shell, splotches, shell softness, and a lack of or losing elemental markings. A healer is able to use magic to detect a heartbeat or assess the general health of an egg . They can heal trauma damage to the egg or fetus and in some cases keep it strong enough to survive, but in many cases, it is out of a healer’s abilities . When a fetus dies before the eggshell begins to harden or has hardened enough, the amniotic fluids around it will ‘digest’ the fetus, shell, and yolk, repurposing the nutrients to other surviving fetuses, and/or the dam. Eggbound and Dead-in-Shell There are various challenges and complications that can impact a dragon’s reproduction. It is uncommon, but possible for a female dragon at the end of her teenage years to become gravid, as dragons reach sexual maturity at this age. This is believed to be an adaption to harsh and long gone times when dragons may not have lived long. Still, this is risky for the dragoness, as at this age their egg to body ratio is significant and becoming eggbound is common. Egg binding is when the dam is unable to lay her eggs. As hatchlings are able to be independent moments after hatching , an eggbound dam is not an end to the lineage (and thus not a concern, from an evolutionary standpoint). Dragons have legends of clutches of living, healthy eggs being discovered amidst the bones of their late dam . Dragon eggs are relatively sturdy, and will wait for the safest time to hatch - forever, if they must. But this is strictly a need for extinction-based scenarios. Dragons will otherwise instinctively avoid reproduction to, earliest, after their last growth spurt which happens between ages 18 and 26, or most ideally after 30 when they are nearly their stable height. At this age, egg binding is much less common (unless the dam is naturally very short). Egg binding can happen at any age and size because of mineral and/or hormone deficiencies, and poor health. Hormone deficiencies can cause weak contractions preventing laying. Sometimes, egg binding can be solved without invasive methods , such as with supplements (especially for minerals that make up the eggshell), massages, hydrating, lubricating, or just waiting. In some cases, magic can help, but there is no healing spell that can directly affect egg binding, neither do healing crystals, as egg binding is not injury. Egg binding is a death sentence without intervention. If all else fails, the eggs have to be removed . This can be done by destroying the egg from the outside and pulling the pieces out (which has its own risks for the dam, being internal injury and internal rot, so this is not practiced by knowledgeable healers - it also kills the would-be hatchling), or cutting the dam open , pulling the eggs out, and immediately closing the wound with excess healing gems before the dam loses consciousness (at which point, she will be unable to call the gems to heal her, and she will die, as most healers will not have the power to heal an opened abdomen fast enough. Unfortunately, the shock of being cut open while awake, and with little to no anesthetic, can also prevent a dragon from calling healing gems, also leading to death. It is unfortunately common for dragons to wind up in debt due to seeking emergency help in egg binding situations, and having to repay healers the cost, even just for the healing gems. This is regardless if the dam (or the egg(s)) survive the ordeal. Deaths from egg binding are naturally far less among clans and high to middle society , whom have access to healers and preventative care (from rare herbs, advanced magic, plentiful magic gems, to plain good diet (and the knowledge of what makes one) and clean facility). While egg binding is a risk to the dam, there are numerous risks to the eggs themselves to consider. It is worth noting that young dams have significantly decreased fertility until the point where a pregnancy is safer. The odds for a pregnancy to start are low, and the odds of a pregnancy staying viable are also low. The younger/smaller the dam is, the smaller her clutches will be - often only one egg at a time. This low fertility can and will respond to certain environmental stressors , wherein the dragon’s fertility will rise if it seems they won’t live long enough to have a safer pregnancy. At the same time, other stressors will make a pregnancy harder to begin or maintain, such as excess physical exertion and recurring injury (such as from war or abuse). Early miscarriages will go physically undetected. If a pregnancy makes it to term and eggs are successfully laid, the risks are not over . During the 6 month minimum the eggs need to incubate, the hatchling within the egg may die. At times, they may be laid already dead - this being clear by the state of the egg. Healers can detect a declining egg, but often be powerless to do anything about it. Eggs can die for a multitude of reasons. A common one is genetic or developmental failures leading to the fetus being unfit for life, or environmental reasons, such as ice eggs being in high temperature environments for too long. Other reasons can be tied to the dam, such as poor diet, poor health during pregnancy, damaged ovaries/womb, premature laying, or back to back pregnancies. They can also die due to their own poor health, which can be due to the above reasons, or on account of being the ‘runt’ of their litter ; wherein their clutch sibling(s) hogged resources before they developed shells - this being more common in larger clutches. The runt’s shell may have been incomplete or weaker, allowing for damage or infection, or they simply lacked adequate nutrients in their yolk. Rarely, eggs can die due to magic exposure; their own . The hatchling dreaming within the egg discovers their element far earlier than what is safe, and not being able to control it or prevent themselves from being hurt by it, will die by it. This usually happens very fast, and is over before the egg’s guardians can detect the newly discovered magic. Theoretically, an egg could survive if the magic is drained in time, and continuously drained, to prevent the fetus from harming itself with their element. Overall, dead-in-shell eggs happen in about 1 in 4 to 1 in 8 eggs . This ratio is affected by dam health and circumstances. On average, dams between 20 to 60 and 150 to 200 experience more dead-in-shell eggs, and it is also more common for first time dams. Genetics will also play a part; some lineages being more prone and others less. An egg with the same complications that leads to dead-in-shell eggs can still make it to hatching , but the hatchling may die later. This can happen in the first two to three years. The hatchling will start out weak and/or decline over time. Depending on the cause, it is possible to save them, but they may carry lifelong complications such as disabilities. Damage to the egg can lead to death, or disabilities if healed in time. Other causes of infant/hatchling mortality are usually illness, then injury and natural death (like predation). Once a hatchling turns 5 they are considered to be out of the danger zone.
- Iceveil
A dragon clan within the universe of Destiny Intertwined. Iceveil is a pure ice clan based in the Ice Citadel. They're known for being Justices, or Guards. History ⸻⸻⸻⸻⸻ In 2871, Judge Nievis was awarded the right to found a clan for their family of reputable, skilled Justices. Virtually all Iceveils serve in the Guard for their mandatory service. Clan Trait ⸻⸻⸻⸻⸻ Iceveils are colored with bright blues, forming markings that look akin to glaciers. These are most prominent on their wings and horns, but also trail like gusts along their bodies. They are also easily recognized by their mask-like markings. Elements ⸻⸻⸻⸻⸻ Iceveil is a pure ice clan, believing in the concept of elemental purity. Trade ⸻⸻⸻⸻⸻ Iceveil is known as a Justice clan, with some percentage of its members staying in the Guard after mandatory service. Reproduction and Eggs ⸻⸻⸻⸻⸻ Iceveil accepts only contracts and the odd romance-union from families of pure ice lineage, and should a non-ice egg be produced, they are rejected from the clan. Iceveil selects eggs showing their glacier patterns. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Iceveil Warfang Frostspear Blue, light blue The clan's ice mask trait and swirls of ice in clan colors Ice Justice, Guard Ice Citadel Minister Ziemaris Justice Ivernis Judge Nievis Year 2871 45 Appears in Destiny Intertwined (Chapter 2) Out of Universe DragonOfIceAndFire Maybe Owned by Open for Characters? Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Minister Ziemaris (mother of Flykra) (Matriarch) Justice Ivernis (child of Ziemaris, Heir) Unnamed daughter Lady Flykra (daughter of Ziemaris) Captain Rhewis (cousin of Flykra) Unnamed son of Flykra Unnamed daughter of Flykra And other extended family Page Written by DragonOfIceAndFire
- Fusilis
TBA Personality TBA History Pre-Destiny Intertwined TBA Name Pronounced As Known Also As Justice Fusilis Gender Age Birth Date Height Build Appearance Blue scales, cyan secondaries curved horns (one pair) fur frills ??? tongue Element Variant Mastery Magic Mastery Status Orientation Civil Status Occupation Justice (??? - present| ???+ years) Grade Affiliation(s) Warfang (current citizen) Fusilis '???' Male (he/him) 71 Year 2945 5.3m / 17'5 (below average) ??? Fire Blue Class Two ??? Class Two Alive Straight Unified Glacis ················ Appearances ················ Destiny Intertwined (Chapter 1) ················ Credits ················ Created, designed, and owned by DragonOfIceAndFire Abilities Element TBA Magic TBA Physical TBA Family ⸻ Clan ??? ⸻ ??? (wife/husband/partner) ??? (paternal grandmother) ??? (paternal grandfather) ??? (maternal grandmother) ??? (maternal grandfather) ??? (father) ??? (mother) ??? (uncle) ??? (aunt) ??? (sibling) ??? (cousin) ??? (child) ??? (grandchild) Relationships Click to Expand ??? ??? ??? ??? ??? ??? Trivia TBA





