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  • Scions Aether

    A dragon clan within the universe of Destiny Intertwined. Scions Aether is the fifth leading clan, and the first clan to hold this position. They are the avatars of mixed dragons - their blood so varied that the presence of all elements have turned their scales white, and granted them an equal chance to be any element upon conception. History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Scions Aether was once called Futures Blood , a well accomplished clan whose view of the future was not that of elemental purity, but a complete mix of all elements. They marked the beginning of the end of the ideals of elemental purity that had persisted for thousands of years after the Unification. Futures Blood was emboldened by the emergence of new elements, Wind and Water, as a result of primordial mixing. And they were even more emboldened when, in the Year of the Dragon, 2500, their family produced the first white dragon in known history, Izar - whose element was one not seen in their lineage for several generations, ice. And despite opinions of the strength of their Ice, Izar ascended to Guardianhood. In Futures Blood's eyes he had proved wrong the idea that mixing weakens a dragon's element. Futures Blood committed fully to Izar, who was made to have dozens of children, most of whom bore white scales, and, as Futures Blood was quick to notice, ended up with any random element present in their blood. Izar became clan leader, and his clan rebranded into the Scions Aether - Aether being the idea of a future element made from all the natural elements. From Izar descends all current members of the Scions Aether. Scions Aether was the first clan to fill the Mixed Leading Clan seat on the Council, which they claimed in 2782 after rallying nearly all mixed clans and demanding representation. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Scions Aether Warfang Black, silver, white A semi-symmetrical circle displaying all six natural elements. All natural elements Diverse Warfang City General Undacus (Patriarch) Undecided Guardian Izar (deceased) Year 2660 239 Appears in Destiny Intertwined (Chapter 2+) Red Gala Out of Universe DragonOfIceAndFire No/Invitation Only Owned by Open for Characters? Elements ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Scions Aether has an equal amount of all the natural elements, by design. Any individual offspring has an equal chance to be Fire, Electricity, Ice, Earth, Wind, or Water, regardless of their parents or even grandparents. It is entirely up to chance. Variant is also a chance game. Curiously, no Scions dragons have been known to have green fire or black ice, a fact which is used as propaganda against dark elements and variants, often by Scions themselves—stating this to be proof of the sinister nature of these elements, in that they cannot occur without the presence of the unnatural. Clan Trait and Appearance ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Any Scions Aether can be spotted from afar, courtesy of their unique and perfectly white scales. They bear clear indication of their element through markings and attributes bearing the colors of their element. They are mainly duochrome in coloration; white as their scale color and a single color group as secondary colors to display element color. Rarely, Scions dragons are monochrome (requires white/grey element) or trichrome. Scions dragons have an array of possible traits, frills, spurs, elemental mimicry. They may have intricate plates with spurs. They have single rows of growths down the spine and often some growing from the back-side of limbs and wing hands, but do not get them on shoulders, thighs, or jaw/muzzle. Another trait they're known for is their crown of horns. Scions dragons almost always have two to four pairs of curving/arching horns, and one to three middle horns. Pure, Fragmented, Veiled Scions Full Scions members all have completely white scales with hard-edged markings, almost exclusively elemental markings. In the family, these dragons are called 'Pure Scions'. There's a high amount of unofficial members that are not Pure Scions. Dragons called 'Fragmented Scions' or more informally, half-Scions, do not adhere to the traits of a Pure Scion. Fragmented Scions are often half-white, bearing a much higher amount of white scales than any non-Scion can have, but their scales are not completely white. They have soft color markings and/or gradients that leave them half- or partially white. While Fragmented Scions have a higher chance of other elements, they are mainly influenced by the elements of their parents. Then there are 'Veiled Scions', dragons with Scions Aether heritage that do not have the white or element traits of Pure or Fragmented Scions. On all accounts they're just like any other dragon. Culture and Customs ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Scions Aether is obsessed with upholding their unique traits. They believe their white scales and element randomness is the future of dragonkind, yet refuse to spread these traits outside of their Clan. They are looked at by subordinate Clans and mixed dragons as blessed by the Ancestors to eliminate elemental purity and elitism. This is the claim to their power, and Scions Aether will not part with it. The steps they take to prevent their genes from leaving the Clan is extensive, and most unknown to the public. Dragons with Scions blood (regardless of purity) are known to be religiously celibate or engage exclusively in same-sex relationships to avoid having children outside of the Clan's strict breeding pattern. It's forbidden for a Scion to have children outside of dragons with the specific elemental mix they are supposed to cross with. This leaves virtually no possibility for children between romantic partners, unless romance develops after the fact. Fragmented Scions are not deemed members of the Clan but are still subjected to contracts so that they can have Pure Scion children. Fragmented Scions are given in-family education rather than costly Temple education, and often serve the Pure family as servants. Veiled Scions dragons however are rarely contracted outside of the clan. Due to Scions Aether having several 'separate' bloodlines that all trace back to Izar and otherwise do not mix, Veiled Scions dragons are used to breed with Pure or Fragmented Scions that they are not significantly related to (less than 0.01% relation). This practice has allowed a higher yield of Pure Scions in recent years. Veiled Scions always serve the Clan as servants. Many Veiled are deemed undesireable by the Clan however, and these are known to voluntarily (or 'voluntarily') be sterilized. Once they cannot have children, they are allowed to leave the clan. This is a requirement for any Scion wishing to leave the Clan, however Fragmented Scions are not allowed to leave without first having several clutches, and Pure Scions are in practice never allowed to leave. Due to the Clan's indoctrination leading members to highly value and commit to their 'genetic destiny', and the ways that deviant thoughts are punished, there's rarely anyone asking to leave, whether or not they want to. Trade ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Much like their elements, Scions Aether dabbles in many trades, mainly Army and Guard. It's not uncommon for them to become Scholars, Justices, or even Templars. Reproduction and Eggs ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Scions Aether has a set pattern to their reproduction. To keep their magical genetics equally mixed, every generation has one element they are permitted to reproduce with, in the order of Fire, Electricity, Ice, Earth, Water, Wind. Scions Aether arranges reproduction based on this order, and chooses only from other heavily mixed families. They will not choose exclusively from clans, prioritizing keeping their blood potently mixed above all. If a Scions is the same element as their would-be partner, a judgment is made for which element their partner will be. There are a lot of other factors and calculations behind the breeding pattern, but Scions Aether is extremely secretive of these. From clutches, Scions Aether keeps every egg. While only about half are white eggs, 'reject' eggs are kept within the clans as non-members, serving the clan as servants and may in the future be used to have Pure children. Notable Members ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ General Skogur (former Patriarch, deceased) Flareali (former Heir, eldest daughter of Skogur, deceased) Chief Ildirai (daughter of Skogur) Guard Zseurael (eldest child of Flareali, presumed dead) General Undacus (Patriarch, second eldest child of Flareali) Commander Icarius (third eldest child of Flareali) Blizari (youngest child of Flareali, deceased) Heliorel (eldest child of Undacus) Riniel (son of Undacus) Hestalia (daughter of Undacus) Thundorus (son of Undacus) Helios (son of Icarius) Selene (daughter of Icarius) Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Scions Aether has a very unusual banner. It's the only clan banner using only black and white, and also the only banner to have virtually indiscernible borders. Page written by DragonOfIceAndFire

  • Hayze

    Hayze is, infamously, the only dark dragon in Warfang City, and all of Warfang's lands beyond the far-north 'Sanctuary'. He was brought to the heart of Warfang by the renowned Commander Lynerius . Some say he was rescued, others call him 'spoils of war'. Hayze's kin in the distant, unknown Dark Lands are known in terror tales from the battlefields—dragons of 'unnatural' elements that paralyze you with terror, kill you slowly with poison, and consume your mind with darkness, turning you against your own. For this reputation, Hayze is judged by many... but not all. Personality As a child, Hayze was shy and sensitive, but not afraid to stand up for himself. As a teenager he has developed thicker scales, retaining his composure in the face of vitriol—if only for his own safety. In truth, the disdain he faces for what he is affects him deeply, and to someone he feels safe with, he may express these feelings... explosively, even. Despite his young maturity, developed out of need, he is still a teenager; prone to emotional outbursts. Hayze is quiet and observant, especially of other dragons; this instilled into him by Lynerius—for Hayze's continued safety depends on knowing who is a danger to him. But unlike the man who raised him, Hayze is also deeply empathetic, conscious of the feelings of others. He shows concern, even to some who have been cruel to him. Despite being ostracized and othered for his dark Element, Hayze finds comfort in his Shadow. He resists the narrative surrounding his kin, but deep down, he struggles, wondering, fearing that the hatred he has faced is justified. Hayze wants to find his place in this world, give meaning to his difficult life. He wants answers, whatever they are, to why he was taken to Warfang, what he is meant to do with his life... but so far, no one has told him his path. Hayze is surrounded by grand destiny, with little indication that he has any future of his own. History Pre-Destiny Intertwined Hayze's life before coming into Commander Lynerius' care is unknown. He was already hatched, one to two years old, at that time, remembering only blurred glimpses of his life in Farsanct. The circumstances around him coming into Lynerius' care is unknown by all except for the Commander himself; circumstances that he refuses to reveal. He claims, simply, that Hayze was all alone, and would have died if left to himself. [Page 210, 228] Commander Lynerius demanded the Council to allow him to raise Hayze within the City, threatening to abandon his service if not—shocking the Council Clans, most of all his own . In need of his immense power for their wars, the Council conceded with no answers to their own questions; why someone of Lynerius' stature was willing to sacrifice everything for this child; a child not only born of their political enemy, but their perceived spiritual enemy. [Page 179, 180] Name Pronounced As Known Also As Hayze, son of the Dark Lands Shadow (by Vitreus ) Darkling (by many, derogatory) Shadowling (by some) Gender Age Birth Date Height Build Appearance Black scales with blue accents, curved horns (two pairs) , spine frills, blade spurs, slit pupils, pincher tongue Element Variant Mastery *Unable to be assessed by a Master. Uncommonly powerful for his age. Estimated Class Four. Magic Mastery Status Orientation Civil Status Partner Occupation Ward and Student of the Ancestor Temple (3016 - present) Student of Warfang City Temple (3006 - 3016) Grade Affiliation Warfang (current citizen) Farsanct (former citizen) Ancestor Temple (ward/student) Clan Stormbringer (ward, formerly) Hayze 'heyz' Male (he/him) 16 (est.) Year 3000 (est.) 3.0m / 9'10 (very tall) Athletic sleek Shadow ??? Unknown* White Class One Alive Unknown Single None Year Eleven ················ Appearances ················ Destiny Intertwined (Chapters 1 - 4) Not According to Plan ················ Credits ················ Created, designed, and owned by DragonOfIceAndFire Nevertheless, Hayze was allowed to remain in Warfang City, raised exclusively in the Stormbringer estate; primarily in a more secluded house set aside for the Commander himself. Knowledge of Hayze was kept decidedly quiet; merely whispers throughout the more powerful Clans. Some of the general public, notably other soldiers, heard tell of him rescuing a shadowling, but were mostly unaware that Lynerius had kept and raised Hayze . [Page 2] Destiny Intertwined Chapter 1 | Child of Shadows During Lynerius' many deployments, Hayze was looked after by caretakers of Lynerius' selection. The year Hayze turned 6, he was enrolled in the Temple for schooling, a decidedly controversial decision, but one permitted by the Council and the Temple Headmaster . As if to lessen outrage, Hayze was placed in a 'low-born' Flight, to a Flight Master of Lynerius' choosing, Master Therris , whose kind outlook on dragons and disbelief in inherent nature made her a safe choice for Hayze. [Page 2, 9, 137] Of course, problems were bound to arise. While other hatchlings were being tutored to discover their elements, Hayze was left out; his elemental discovery undesirable, dangerous, even. Still, in an uncommon display, he discovered his Element with no aid, and began practicing it in secret; something he found joy in. He would play with it while alone, even sneaking away after schooling hours ended, sneaking in some practice before being picked up by whomever his caretaker sent to do so. [Page 12] Inevitably, he was discovered, by his oddly Clan-blooded Flightmate, Vitreus of Clan Frostspear . The incident turned bloody, with both boys injured, and Hayze taken home by Lynerius himself. Though with no joy, and clear remorse, Lynerius harshly whipped Hayze for his transgressions—a common corporal punishment, particularly in Clans such as Stormbringer , but a harsh one nonetheless. The Commander could not afford to be gentler, for Frostspear—notably, Vitreus' father, Commander Frossar —arrived shortly to demand Hayze's arrest. Lynerius defused the situation, lying outright, to spare Hayze further trauma. [Page 13-24] Destiny Intertwined Chapter 2 | Child of Prophecy Hayze had no such incidents in the next ten years of his life. Despite his very young age he grew wiser... but he did not shut away his element. With the unique abilities of Shadow, he could access places no one else could, and train in peace. [Page 26, 27] And at age sixteen, he had become quite powerful; not only to defend himself should the need arise, but to one day return to his place of origin. [Page 52, 108] In the midst of 3016, Hayze's Flight was selected to train with the purple dragon of prophecy, Malefor . Though normally not allowed to train, Hayze was given an exception by Elder Guardian Amberius , who pressed Hayze into participating. Though Malefor had beaten all his Flightmates, Hayze stood his ground, but was steadily losing. Misinterpreting the supportive chants of his Flightmates—who wanted at least one of theirs to beat the purple dragon—Hayze fell into a panic, born of the very real fear of being murdered for what he is. This caused a temporary surge of power, in which Hayze used to knock Malefor, and himself, out of the Dojo ring. Satisfied despite a scare of Malefor's injuries, Malefor and his Elder Guardian departed. [Page 35-51] . Commander Lynerius, who had just returned from a victorious, yet bloody, battle, was enraged by this. Not by Hayze's actions, but the apparent fact that the Council had used Hayze to give the purple dragon practice facing dark dragons in battle, and in doing so, put Hayze's safety at risk. Still, he was forced to leave this for later, required to attend a 'celebration' of Warfang's major victory, and left Hayze again. [Page 62-65] . Hayze said his goodbyes, as he felt it was time to enact his plans, and escape Warfang. Leaving a letter for his caretaker, Hayze began his escape... yet on his way to the City walls, in the midst of a clearing, he ran into Malefor of all dragons. The dragon of prophecy revealed quickly that he'd come searching for Hayze, wanting to spar again. Hayze, however, realized grimly that Malefor's own escape would have the entire Warfang Guard searching for him. [Page 69, 76, 78, 79] He was correct, as the Guard; led by Commander Frossar, arrived and attacked Hayze; deeming this scene as proof of Hayze trying to mislead Malefor to the Dark Lands. Hayze was arrested , and the two of them brought immediately to face the Warfang Council; among them, the Elder Guardians and the heads of Stormbringer and Frostspear . [Page 80-83, 87-88] Lynerius himself arrived quickly, bringing lightning with him. A trial began, Hayze's elemental abilities and escape attempt wielded as proof of illegal training and defection. Sending him to Sanctuary was a weighted option, but Frostspear, intending to drive Lynerius to disgrace his Clan, insisted Hayze be put to death. Lynerius' rage was further stoked by Frossar injuring and committing to end Hayze himself, despite no such call being made by the Council. The Elder Guardians intervened, saving Hayze just as Malefor himself exploded with rage and elemental Fire, burning Frossar and stunning every present dragon with his unexpected elemental discovery. [Page 89-103] The Elder Guardians then offered the only compromise; Hayze would become their ward, such as Malefor, and no longer be that of Stormbringer's, or Lynerius'. Though Lynerius resisted, he ultimately knew this was now the only way Hayze could remain safe. [Page 104-106] Destiny Intertwined Chapter 3 | Bound by Fate Immediately, Hayze was transferred to the Ancestor Temple, where he was put in the care of a peculiar servant, Jordhin , who turned out to be indentured due to their crime of attempting Corruption ; the process in which dragons turn themselves into dark dragons. This conflicted Hayze, as he could not understand why someone would choose his life. [Page 115-123] Hayze spent the next few months at Malefor's side, continuing his schooling with the purple dragon, and even being permitted to train his Shadow so that he may one day be able to defend himself and Malefor, should the need arise. The two teens grow a little closer. [Page 164 - 169, 190, 192, 196] Destiny Intertwined Chapter 4 | Through Trials Trying But then, after an uncomfortable encounter with the Golden Flare heir, Commander Solsticus , who tyrannized Jordhin, Hayze and Malefor fall into an argument over their differing perceptions of Warfang's dragons being good, Farsanct's dark dragons being evil, and Malefor's idea that Hayze is not part of the latter, whom it is his destiny to destroy. [Page 204-208, 209-212] Only shortly after, Hayze is reunited with Lynerius after their three months apart. Though their reunion begins happily, if awkward, it devolves into an argument due to Lynerius' distrust in others, and their conversation turns to Lynerius' reasons for adopting Hayze. Lynerius refuses to give any answers to this, and snaps when pressed. Hayze, in turn, becomes deeply upset, and runs away. [Page 218 - 230] [To be continued] Abilities Element Hayze discovered his element at least as early as 6 years old, and did so without any teaching, which is an achievement among other dragons. He demonstrates the baseline Shadow ability to dematerialize fully into shadows on the ground, and can blast upwards, launching his target into the air; giving himself a window to strike. He also demonstrates some ability to partially dematerialize into shadows. He used this ability growing up to reach otherwise inaccessible areas to train in secret. Since, he has developed the ability to exhale Shadow akin to streaks of flame; but unlike flame, this Shadow breath is cold and asphyxiating. Through his time at the Ancestor Temple, he has successfully learned to harden his Element, allowing him to use it to cut and slash. Magic Hayze was not taught non-elemental magic at the Warfang City Temple, but during his teachings at the Ancestor Temple, he was permitted to participate alongside Malefor. He has since been able to levitate a feather, a very basic and fairly easy feat. Physical Hayze is tall, at least in comparison to non-dark dragons his age. His build is somewhat athletic; he is fit, but ultimately slender. His wings are relatively large, and he is a talented, reasonably fast flier. He was allowed to participate in flying competitions at the Temple, which he enjoyed, even though he did not win. Though not physically strong, Hayze is fast and agile on his paws. In combat, he relies heavily on his Element. Family Lineage unknown. Commander Lynerius (former guardian) Relationships Click to Expand Commander Lynerius The only father Hayze has ever known. Even if the man insists not to be called such, it is abundantly clear that Lynerius cares for Hayze like nothing else. For Hayze, he has sacrificed his reputation, and after Hayze's trial, his freedom. It is unknown, even to Hayze, why Lynerius has gone so far to protect him, and even tried to make a life for him in Warfang City by sending him to the Temple school. Lynerius' refusal to share the true reason or cause for him to adopt Hayze has caused a rift between them. Despite having gone to such lengths, Lynerius has always been emotionally unavailable—to everyone, including Hayze. Hayze, for his part, cares deeply for Lynerius, his father. Vitreus Vitreus, ever since laying his eyes on Hayze, has considered himself Hayze's warden. This self imposed duty is inspired by his family's unique duty, guarding the dark dragons in Sanctuary; the northern ice fortress where Warfang has sent its prisoners of war. This was heavily encouraged by his father, Frossar. Vitreus' life has revolved around Hayze, this duty even permanently marked on his face by his father's insistence, so that Hayze's attack will scar Vitreus for life. Though only to his father, Vitreus's devotion to this cause weakened for a time, as he never caught Hayze doing something illicit again. Though, desperate for his father's love and approval, he steeled his resolve, and began antagonizing Hayze for a reaction—something that never really worked. When turned away by his birth mother, Hayze offered Vitreus sympathy, which Vitreus did not know what to do with, and responded to in anger and flying away. Hayze's trial shocked Vitreus, and the suddenly real possibility of Hayze being sent away or executed brought him pause. His help was reluctant, but he wanted to please his father. He was horrified to see his grandmother insist on Hayze's execution, not genuinely believing that Hayze's transgressions warranted death. Hayze, however, was too preoccupied to notice Vitreus' struggle. Growing up by him, Hayze had learned that Vitreus was not a genuine threat. Hayze did not take him seriously, teasing him on many occasions. They were not friends, but Hayze did not consider him an enemy; evident in his attempt at comfort when Vitreus was upset by his mother. It is yet unknown how Hayze feels about Vitreus after the trial. Malefor The two boys are opposites in many ways, from their personalities and to the way their society looks upon them. While initially overwhelmed, Hayze has gotten used to Malefor and his... eccentricities. His bluntness, and general lack of social skills, normally does not trouble Hayze. However, Malefor's common view of dark dragons has come to light, and despite Hayze's friendship, he believes in his destiny to destroy the dark dragons of the east, lest they destroy Warfang first. He chooses to believe Hayze is different, and not truly a dark dragon due to being raised in Warfang. Hayze resents this, insisting that he is a dark dragon, and that Malefor cannot just contrive a reason as to why his destiny does not affect Hayze. The Elder Guardians Hayze has no close relationship to these powerful elder dragons, but he has formed different levels of comforts towards them. He has developed the most trust in Amberius, who bowed in apology for his part in making Hayze face Malefor—in the spar that was leveraged against Hayze in his trial—and helped him hone his Shadow element. Hayze has also warmed to Arcadier , who offered knowledge of Hayze's origins and past, if only to lighten his spirits. Hayze has not truly spoken to Nivalis , and has the sense that his presence has had a negative impact on the Elder Ice Guardian, who suffers horrible night terrors. Terrenus is the Elder Guardian that Hayze keeps a healthy distance from. Though there is no indication of the elder posing a danger to him, Hayze is aware that the Elder Earth Guardian fought in the dark war, and suffered losses to Hayze's kin. Terrenus accepts Hayze's presence, but does perhaps not agree with it. Jordhin It was no surprise that Hayze felt quickly comfortable with the half-Corrupted; Jordhin was the closest thing to another of his kind that Hayze had met. As such, Jordhin was in much the same situation that Hayze was; bound to the Ancestor Temple. Though deadpan, Jordhin was helpful and forthcoming, and soon looked after Hayze beyond their own duty. Hayze views them like a guardian, or mentor. The Grand Masters Hayze has had little interaction with the Magical Grand Master Eurune , but finds that she treats him about the same way she treats everyone else; with an air of superiority. She does, however, appear have an interest in his Element. For his part, Grand Master Healer Feurin dislikes Hayze; at least his presence in the Ancestor Temple. However, not even Lynerius believes Feurin to be a danger to Hayze, due to his devotion to his duty as Healer. Therris Therris is, on all accounts, Hayze's first mother figure. Though her care and comforts were genuine, they were also professional in nature, extending to all her Flight and not Hayze exclusively. Hayze cared greatly for her and found comfort in her when he needed it. Even no longer her student, he knows he can write to her, and that she will write back. Auralis Hayze's relationship to Auralis is somewhat different. Though he was twelve when they first met, they met in the context of Auralis being a potential wife for Lynerius, which led Hayze to see her as a potential mother. This was a position she was truly willing to fill, lovingly treating Hayze as the child he was, and as someone who might be her son one day. Still, there was a gap in their relationship they could not cross, in part due to the unlikelihood of Lynerius agreeing, by his own will, to marrying Auralis. Then, there was the disapproval around Auralis, from her father and the Royal Guards at her side, preventing them from growing closer; if only because it made Hayze reserved. They did not get to see each other a great many times, but often sent each other letters. Hayze would have loved being a big brother to her children. Terin Terin was the only one in Therris' Flight that made an effort to interact with Hayze, in the beginning, despite clearly being afraid of him. After Hayze wounded Vitreus in front of her eyes however, she became too frightened to continue reaching out to him. In large part, she couldn't help but fear him for what he was, but she also, paradoxically, recognized that he was kind. Kindlo Hayze met Kindlo when they were six, Kindlo being in a parallel flight to Hayze's, and thus at times they would spent time in each other's vicinity. Kindlo was almost entirely oblivious to what Hayze was, simply finding his coloring intriguing, nicknaming Hayze 'Soot'. Kindlo's deeply kind nature prevented him from making any judgments or assumptions about Hayze, seeing him for who he was. They became friends. As they grew older, Hayze drifted away. Kindlo had dreams of Guardianhood, and Hayze knew their association already reflected poorly on his friend. So, he thought it better that they no longer be friends. Hydris and Rayne Hayze learned to tell Hydris and Rayne apart within their few first days at the Temple. He noticed that Rayne was quieter, and Hydris often loud. The former was also wary of him, but the latter somewhat curious. The twins maintained some skepticism towards Hayze, if only because they never had any personal relationships with him, but they never feared to let their guard down around him, nor did they fear him or hesitate to speak to him. Incendis and Kindra Though their initial relationship as children was rocky, with the Fire siblings supporting Vitreus' attack on Hayze, it eventually evolved into one largely indifferent. Incendis did not like Hayze, but also no longer cared, unlike Vitreus. Kindra readily gave Hayze the stink-eye, but Hayze did not find her much kinder to others. Trivia His blue highlights were a late addition to make his otherwise entirely black design interesting. In the early ideas of Destiny Intertwined, Hayze was the second main character, not the primary, who was Malefor. 'Hayze' is a name based on the word 'haze', a word suitable for the element of Shadow. Page written by DragonOfIceAndFire

  • Dragon Spirituality | Destiny Intertwined

    Content List Dragon Spirituality The Ancestors Seers Sun and Moons Birth Signs Seasons Weather Time of Day Day of Week Sun and Moons' Phases dragon spirituality Dragon Spirituality Click titles to expand sections. the ancestors The Ancestors Dragons have no gods or deities, nor do they generally practice worship. The existence of spiritual Ancestors is a known and accepted fact, not so much a belief system or religion. Still, there is a belief system around the Ancestors themselves, as the facts beyond their existence are scarce, and interpretations are as varied as individual opinions. The existence of the Ancestors is fact, but it is unknown just how involved they are in shaping the fates of their descendants. Some dragons merely believe the Ancestors only watch, intervening perhaps only every millennia or so; such as orchestrating the Unification, and creating the Purple Dragon - doing what is good for all of dragonkind. Other dragons believe they try to intervene, guide, and bless their descendants as much as possible, but that the Ancestral Plane is a constant battlefield of bloodlines endlessly killing each other to give their living kin dominance, and that a dragon's own achievements in life strengthen their Ancestors in turn. The Temples and its Votaries do not insist on any interpretation, though the truth seems to lie somewhere in between. [More to be added after relevant story progression] Seers Seers [To be added after relevant story progression] sun and moons Sun and Moons Adrano (larger, reddish-orange moon) and Zella (smaller, dark green moon) are the celestial moons of the Realm. The Sun is known and referred to only by title, as they are the Elder whose eye cannot be looked into, so nor should you refer to them by name. This was historically enforced, and the name is now lost knowledge. These celestial bodies are strongly associated with the Ancestors. Their divine spirits are known; their names cited in Seer’s prophecies and attributed personality traits, virtues, and vices. To dragons, the celestial bodies are eyes of the Ancestors watching over them, and Ancestors themselves. They are both individuals, and a collective of countless ancestors. Dragons may identify with the celestial bodies, which are attributed a list of associations. The Sun is associated with neutrality, honor, fertility, creation, power, justice, judgment and punishment, brutality, and labour. Adrano is associated with masculinity, elements, romantic and familial love, family, service, conflict(including war), temptation, murder, sorrow, and loss. Zella is associated with femininity, magic, devotion, protection, freedom, sacrifice, wrath, revenge, loneliness/abandonment, and sickness. In the last 1000 years, there have been dragons who see Zella instead as an avatar of Dark Dragons, but this was, and is, rejected by most. The belief did, however, spread again when the Dark Dragons were discovered alive and well in the Dark Lands. Other dragons, especially those who identify with and were born under Zella’s watchful gaze, scorn this belief and have even killed ones who blaspheme against her. Families often identify with one celestial more than the other – warrior families may choose Adrano as their patron for his claim to war and service, or they may choose Zella for her claim to sacrifice and wrath. Judges, Justices, and the Guard are very specifically aligned with the Sun due to their claim to justice and judgment. A Commander may look upon their celestial body and pray to them before a battle; a marriage may be scheduled to ensure the preferred celestial body watches. The celestial bodies are also interpreted as birth signs , depending on which body is actively watching when a dragon hatches. birth signs Birth Signs There are a number of circumstances around a dragon’s birth (day of hatching) that are thought to influence the course of their lives. Most commonly, these are season, weather, day of week, time of day, and the phase of the moons . For some, the hour of the day is also interpreted, and/or day of the current moon(month), but the signs of these vary from family to family based on their own history and personal associations. Belief in these effects vary in intensity, whereas some families and individuals believe in these wholeheartedly as signs from the Ancestors, while others only make note of them due to cultural significance. These signs may be used as a path to be followed, but like a Seer’s prophecy, destiny is not written in stone. Most commonly, birth signs are used as part of one’s identity; a dragon may choose to find comfort in their birth weather (or scorn it), or look fondly upon either the Sun, Adrano, or Zella, depending on which watched over them during their birth, if any. They may also be used to find kindred spirits; feeling more drawn to others born under similar circumstances, particularly romantically. Ultimately, the collective interpretations of these conditions are too broad to disprove and too vague to prove. They often make sense, in some way, only in retrospect. Birth signs are culturally significant, and are made note of alongside the date itself in family and citizen records. These signs will be given when consulting the Seer (should you be so fortunate), Votaries (when seeking sense in your current life events), and fortune readers. Seasons There are four seasons, but dragons observe four points during each; Arriving Summer Rising Summer Height of Summer Departing Summer Arriving Fall Rising Fall Height of Fall Departing Fall Arriving Winter Rising Winter Height of Winter Departing Winter Arriving Spring Rising Spring Height of Spring Departing Spring How favorable a dragon’s season of birth is depends on their Element. For Ice dragons, hatching during the height of winter is most favorable. A favorable season is thought to indicate bigger fortunes such as Elemental strength, physical health, or good luck, but can also mean bigger challenges (bigger risk of failure) and life altering (positive or negative) events. The opposite of the favorable season is thought to indicate hardship, illness, or struggles to overcome, something that may make, or break, the dragon. A season neither favorable or unfavorable may indicate mediocrity or a struggle to find one’s calling and place in society, but could also indicate unexpected traits like adaptability and wisdom through experience. More religious families often schedule their reproduction for their eggs to hatch in a favorable season, as it is considered a better start in life–but each season comes with its positive, and negative, indications. Fire dragons favor Summer, particularly the Height of Summer . Ice dragons favor Winter, particularly the Height of Winter . Earth dragons favor Spring, particularly the Height of Spring . Electric dragons favor Fall, particularly the Height of Fall . Wind dragons favor both Arriving Fall and Arriving Spring . Water dragons favor Departing Fall and Departing Summer . Weather Similarly to seasons, weather is favored based on Element, and plays a role in indicating a dragon’s future. Sunny weather is favored by fire dragons and indicates pride, desire/passion(positive or negative), either in trade, people (or person), or cause, or it indicates physical suffering, resentment, or obsession. Windy weather is favored by wind dragons and indicates peace or turmoil (both either physically or psychologically), change, uncertainty, struggle, or doubt. Rainy weather is favored by water dragons and indicates renewal, release, cleansing, regret, grief, or tragedy. Stormy weather is favored by Electric dragons and indicates energy, strength of will, conviction, rebellion, rage, collapse, or destruction. Snowy weather is favored by Ice dragons and indicates protection(as the protected or the protector), endurance, resilience, innocence, loneliness, grudge, or a struggle to survive. Overcast weather is favored by Earth dragons and indicates recovery, nurture, kindness, melancholy, stagnation, stillness, or needs unmet. It is generally believed that favored weather always yields positive outcomes, such as an Electric dragon developing strength of will by being born during a storm, though extremes (like hurricanes, blizzards, deluges, destructive heat waves, thick mist(overcast), etc.) always indicate a very negative outcome. Time of Day Whether a dragon is born at dawn, day, dusk, or night plays a part in how their destiny may be interpreted. While most other signs have varied interpretations, both good and bad, time of day is more rigid. It was not always, but after the emergence of dark dragons, paired with the heightened dangers of the night, nighttime has become a wholly negative association. The closer to the height of night one is born, the more grim their fate may seem. This perception colors other signs, leaning to a darker interpretation. Nevertheless, as many dragons are born during the night as those born during the day, a nighttime birth generally only earns a parent a twinge of superstitious anxiety as opposed to lasting feelings of doom or panic. Dragons born during dawn are associated with a rise to better conditions, such as going from being poor of coin to comforts, or finding better opportunities after struggles in life. Oppositely, dragons born during dusk are associated with falling from grace. This can be the loss of the ability to perform their trade, loss of a sense, or comeuppance. Dragons born during the day, especially the height of day, are considered to enter the world with good beginnings, their future is brighter, as their birth is. Day of Week There is significance also to the day of the week when a dragon hatches. The days are named mostly after elements, barring the first and last days of the week, where the former is named simply after the race of dragons, and the latter, Aether (all elements/magic). If a dragon is born on Day Ignis (Fire), and they are themselves a Fire dragon, this can point to a number of things. They may be gifted or strong with their Element, or their life path may be to do with their Element (such as tutor, or scholar), or they will otherwise be involved with their elemental kin (such as an Elder of a pure family/Clan). If a dragon is born on Day Ignis and they are not themselves a Fire dragon, it may mean a Fire dragon (or dragons) will be significant in their life. Such as a rival, enemy, or lover. This can still apply if the dragon is also a Fire dragon and none of the other interpretations apply. If a dragon is born on Day Draco (Dragon), it may suggest they will serve, teach, or lead many dragons of different elements. They may become a caretaker, or a Commander. If a dragon is born on Day Aether, magic both elemental and non-elemental, as well as spirituality and the Ancestors, may have significance in their life. Sun and Moons' Phases The moons offer the most variety, as there they can be divided into the following major phases; New Moon, Waxing Crescent, First Quarter, Waxing Gibbous, Full Moon, Waning Gibbous, Last Quarter, Waning Crescent. And each moon has these phases, giving a total of 64 possible combinations based on phases alone. Eclipses are thought to be dire signs; if Adrano or Zella hides the birth of a dragon from the Sun, the dragon may be expected to do something terrible, or something grim but for the greater good. If Zella hides a dragon’s birth from Adrano, it is an attempt to spare his view of the dragon’s cruel fate. It is very rare for hatchlings to be born during eclipses, and these are taken quite seriously even by families who are not so superstitious. A total double eclipse has never been observed, despite being theoretically possible. Dragons who have attempted to travel or scale the storms always obscuring the rare double eclipse have never returned. And though not verified, it has been said that any hatchlings in the process of breaking out of their shell, if they are not done when a double eclipse is said to occur, they will pass immediately, regardless of their prior health. When spoken of, the phases of the moons are called eyes. If Adrano is waxing, then he is opening his eye. If he is full, his eye is wide open to watch a dragon’s birth; if he is new, his eye is closed to the dragon’s first moments. The Sun’s eye is ever watchful, and only ever obscured by the horizon or their celestial kin. These associations, or traits, of the celestial bodies are used when interpreting a dragon’s destiny, based on which celestial body observes the dragon’s birth, and how attentively they observe. For example, if during a dragon’s birth Adrano’s eye is wide open(full moon), and Zella’s is closed(new moon), the dragon’s future will be interpreted heavily to align with what Adrano is associated with. Zella’s virtues and vices (such as freedom, revenge) are less likely to apply to them. In the event of a double full moon, a dragon’s life may revolve entirely around both war and revenge, or family and service. The more open both eyes of the celestial moons are, the more grim the prediction of the future; as though they are more attentive in doom. If both moons are waning, or one moon is new and the other waning, it does not suggest an uneventful life, but perhaps one not led by singular, burning purpose or crushing tragedy, but a normal one with its everyday ups and downs. Yet deviations certainly apply; the celestial moons must blink, after all. A dragon born under the fully opened eyes of all three bodies, which is quite rare, is expected to cause a ripple through dragonkind; they will do something of great benefit, or something devastatingly terrible. It is inconsequential if weather obscures the celestial bodies, or if a dragon hatches beneath a roof or in a grotto; they see through them. If their watchful eyes are upon different parts of the realm (below horizon or on other side of the planet) however, then it cannot be said if their signs apply to the hatching dragon. The dragon will be said to have been shy, waiting until no one was looking–or waiting for one specific celestial to look away. A dragon born when no celestial body is watching is thought to be either unremarkable, or lucky. They may go through life without difficult trials or loss or extreme pain. They may become a great thief or spy, or a leader from the shadows. Or they may instead meet a premature end where none can see or know of their passing, as punishment from the celestials for entering the Realm while they all looked away.

  • Frostspear

    A dragon clan within the universe of Destiny Intertwined. One of the main five clans, the Frostspear family is the leading Ice clan in Warfang, known for their overwhelming numbers of accomplished guards. As one of the leading clans, Frostspear has a seat on the Warfang Council and represents ice dragons. History ⸻⸻⸻⸻⸻ Before achieving clan status, the Frostspear family were Guards by trade. The founder, Isbre, was the first to achieve the rank of Chief, which resulted in her family achieving clan status in 2601—although the family records date back to the 2200's. The clan took on the namesake of their spear-like tails, and their ice-manipulation technique of lethal ice spears, Frostspear. Isbre's eventual ascension to Chief of the Guard solidified Frostspear's path to overtake the leading ice clan—she assigned her family to important positions of the Guard, rapidly building her family's power and influence. As such, the Warfang Guard and Frostspear are considered two sides of the same coin. Frostspear replaced the previous leading ice clan in 2729. Clan Traits and Appearance ⸻⸻⸻⸻⸻ The Frost The most identifiable trait of a Frostspear is their color changing scales. As hatchlings, Frostspear dragons start out plain, often without markings. Their secondary colors are dark. As they reach their teens, their scales may lose saturation and will gain markings, and their secondary colors start to brighten. Some time after becoming Elders, their secondary colors have turned completely pale/white. This trait, called the Frost , is part of their namesake. This trait represents on about half of all Frostspear eggs in the form of pale gradients. The fully whitened appearance of a Frostspear is considered their true appearance . Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Frostspear Warfang Black, deep blue, blue, white Symmetrical ice crystals displaying clan colors Ice Guard Warfang City Chief Isrun Undecided Chief Isbre Year 2601 298 Appears in Destiny Intertwined (Chapter 1+) An Unfortunate Betrothal Out of Universe DragonOfIceAndFire No/Invitation Only Owned by Open for Characters? While Frostspear dragons change colors, they always have at least one constant color , the color of their element. This color is present from hatching and through the rest of the dragon's life. It's notable that pre-frost Frostspears have very dark, sometimes black secondary colors , the latter of which is unusual even for impure ice dragons. While this is otherwise a sign of recent fire or electric impurity, Frostspear maintains this is not the case for them as these black colors always change. Usually, Frostspears start changing color at 6 years old and finish changing at 120 years old, the start of their elder years. However, this varies. Some Frostspear hatchlings start changing as early as 2 or as late as 15, and some Frostspear adults have fully whitened at 50, or as late as 150. While the Frost trait starts and spreads mainly from the tips of horns and spurs and the center of plates, there are devations. The trait can occur from the top-down (Isolda) or front to back, or vice versa. It can also occur diagonally. Certain variations are more present in certain family lines. Some Frostspears have a tertiary color bleed into their frost, though this stays at the tips (Isolda, Frossar, Isrun). For some Frostspears, the trait 'fails' . It may stop progressing, or be inverse; bright colors turning dark (Wintus). This is considered undesireable, and Frostspears with this 'error' will not have their children considered part of the clan, even those with the Frost trait on their eggs. The Frost trait is the deciding factor of whether or not an egg is accepted into the clan, but Frostspears have other traits. Spear Tail Another part of their namesake. Most Frostspears have a spear-like tail spade , either flat or 3-sided. These are flat edged and made of bony keratin, and can be sharpened for cutting and stabbing (when necessary, this wears down fast). Usually the spear tail is accompanied with an ice-spear technique, wherein the dragon manipulates a blade/spear of ice around their tail spade for deep slicing and stabbing. All Frostspears are encouraged to go beyond Controlled mastery, and the first manipulation they are expected to master is the ice spear tail. Horns Frostspears have horns that grow in a diamond shape with largely smooth sides. Some Frostspears have blade-like horns and spurs, wherein one side has a thinner, sharper, often different-colored end (Isrun, Skadin, Isolda, Frostir, Vitreus). A number of Frostspears, primarily in the leading family line, have a set of horns jutting out from the front of their head. It's considered a very desireable trait, but present only on a minority. It's a rare trait for dragons in general. Spurs & Frills Most Frostspears have spurs matching their horns. A part of their traits is a split double row of spurs down the spine. They'll often have these blade-like spurs on their limbs and wings. Frills are uncommon in Frostspears, usually appearing only in certain family lines. Eyes Two-toned eyes are present in most Frostspears. Their eyes' second tone is a soft glow around the pupil, and may be less noticeable in some dragons. Other iris colorations are possible but not considered a trait. Body Plates Body plates are unusual for ice dragons, but Frostspears often have them. They appear with age, starting from mid-teens to early twenties. Usually markings appear in these areas as the Frostspear gains color, until these grow thick enough to become proper plating. These usually take after the colors of the Frostspear's plates and are affected by the frost trait. Markings The most common elemental markings for Frostspears are ice swirls and ice glitter, but ice crystals/diamonds are second most common. Other While Frostspear demands the presence of the Frost to be accepted in the family, the presence of other traits are merely bonus. Not every Frostspear adheres to the other traits. Frostspears have forked tongues rather commonly, hinting at old electric impurities, but mostly have diamond and sharp tongues, as ice dragons originally did. Elements ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Frostspear prides itself on being a pure ice family. While they have evidence of impurities, as most dragons do, they claim to not have impurities so recent they might birth non-ice dragons. In the main family line, the line of Isrun, white ice is most prevalent, with blue ice second. Other family lines of the clan have purple, aqua, and deep blue ice. Their distribution is as follows; Blue (98) White (86) Aqua (59) Deep Blue (38) Purple (17) Trade ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Frostspears are notoriously Guards, often high-ranking ones, to the point of being considered to be the law enforcement of Warfang. Every single Frostspear is accepted into the Guard when their service duty comes, even if their evaluations don't at all warrant it. While most Frostspears remain in the Guard, some black sheeps choose other fields. The clan permits this (and sometimes begrudgingly permits service as a soldier instead of as a guard, albeit rarely) only so long as the occupation is deemed respectable, and the dragon isn't bringing shame to the clan name. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Frostspear engages primarily in reproduction contracts, choosing partners from high-standing, pure ice clans. They will engage in union contracts to form alliances. Romantic unions are refused if the non-Frostspear does not meet the above criteria. From reproduction contracts, Frostspear takes all eggs with the Frost trait, this usually being half or more than half of a clutch, and yield the rest of the eggs. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Guard Froskhion (brother of Zaraisa, deceased) Chief Zaraisa (former Matriarch, mother of Froszara, deceased) Captain Frosas (sister of Zaraisa, deceased) Chief Froszara (firstborn daughter of Zaraisa, Matriarch until 3003, deceased) Commander Glaciarus (unified of Froszara, deceased) Commander Kaldur (brother of Froszara, deceased) Commander Pelucidus (brother of Froszara) Elder Isellia (daughter of Frosas, first cousin once removed of Isrun) Chief Isrun (Matriarch, firstborn daughter of Froszara) Captain Vitreis (unified of Isrun, deceased) Chief Isfriar (son of Froszara) Isvrost (son of Froszara, deceased) Commander Frysor (son of Froszara) Captain Glaczana (daughter of Froszara, deceased) Commander Frossar (firstborn son of Isrun) Commander Frosun (son of Isrun) Captain Viterius (son of Isrun) Captain Isrind (son of Isrun) Master Isolda (daughter of Isrun) Captain Skadin (son of Isrun) Captain Iskald (son of Isrun) Kaldis (daughter of Isrun, deceased) Captain Glaciaris (son of Isrun) Guard Isra (firstborn daughter of Frossar) Frosa (daughter of Frossar, deceased) Guard Wintus (firstborn son of Isrind) Isnavina (firstborn daughter of Frosun) Student Frostir (son of Frossar) Student Vitreus (son of Frossar) Student Haelrun (daughter of Isrind) Student Frusrin (daughter of Isrind) Iszari (daughter of Frossar) Glacir (son of Frossar) Runeisis (son of Frossar) Avala (daughter of Isellia, second cousin Isrun) Commander Eiralys (daughter of Isellia, second cousin Isrun) Guard Iskari (daughter of Isellia, second cousin Isrun) Soldier Blizira (daughter of Avala, second cousin once removed of Isrun) Commander Istar (son of Pelucidus, first cousin of Isrun) Luciea (daughter of Pelucidus, first cousin of Isrun, deceased) Guard Trivorst (son of Pelucidus, first cousin of Isrun) Guard Lustreis (daughter of Pelucidus, first cousin of Isrun) And other extended family Page written by DragonOfIceAndFire

  • Ancientscale

    A dragon clan within the universe of Destiny Intertwined. Ancientscale is a pure Earth clan renowned for their military prowess. They are the clan of Terrenus, the current Elder Guardian of Earth . As such, they are not a clan inferior to one of the five leading clans, but directly inferior to the Warfang Council. History ⸻⸻⸻⸻⸻ In 2702, then-Commander Barrora was recognized for not only her family of natural-born soldiers, but for her own excemplary service and loyalty. The right to found a clan was awarded to her and she accepted. She would soon be promoted to the rank of General. Clan Trait ⸻⸻⸻⸻⸻ Ancientscale dragons are recognized not only for their bulk and thick scales, but by their mosslike markings that give them the appearance of ancient boulders or trees covered in overgrowth. Elements ⸻⸻⸻⸻⸻ All of Ancientscale's members are of Earth. 32 are of Grey Earth, 19 are of Green Earth, 10 of Brown Earth, and 7 of Multicolor Earth. Trade ⸻⸻⸻⸻⸻ Ancientscale is a proud and strict military clan where most serve their whole lives in the Army or as Templars. While it's not uncommon for an Ancientscale to become a Guard, most choose the Army. Members who leave the military to pursue other careers (besides Guardian), or members who have disgraced themselves in their conduct in the military, are disowned from the clan. In the former case, while the member loses their clan status they often remain part of the family. In the latter case, they are most often sent away, not even recognized as kin anymore. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Ancientscale Warfang Stone tan, brown, green Thick scales displaying clan colors Earth Military Warfang City General Rochesa Commander Akura General Barrora Year 2702 68 Appears in Destiny Intertwined (Chapter 2) Out of Universe DragonOfIceAndFire Yes* Owned by Open for Characters? *character information and design must be approved and may be subject to corrections. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Ancientscale deals almost exclusively in arranged unions and contracts, but will rarely allow a romantic union if the given partner is of desirable descent or status. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ General Rochesa (Matriarch) Commander Akura (Heir) Elder Guardian Terrenus (clan elder)

  • 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.

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