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  • Skogur

    Skogur was the General of Warfang's Second Division, a Dragon Knight, and a Master of Earth. Until his death, he was known as the most powerful wielder of Earth alive, one who could 'literally move mountains', and is credited with single-handedly defending Cliffwall from invading dark dragons. He was capable of defeating two Elder Guardians, Masters in their own elements, in a two-on-one battle. He would often speak with Malefor, who remembered him fondly and idolized him. Hayze, on the other hand, faintly remembered a time, early in his life, where Skogur threatened Lynerius for bringing Hayze to Warfang. Lynerius stressed that Hayze never go near Skogur, implying that he could not protect him from the Scions Aether Patriarch. The details around Skogur's death is not well known. His health was perceived to have declined in the year leading up to his death, and Scions Aether announced his passing was the effects of a full life of war. Skogur is revered as a warrior of such strength that only time could defeat him. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Skogur advanced fast in his mastery with a laser focus and a cold drive towards war. He was known to use his element to augment his physical strength, in such a way that he could crush a skull with a single slam of his paw or tail. Though his element offered devastating ranged destruction, he preferred to fight at close quarters with his augmented physical body. Magic Skogur had no interest in learning non-elemental magic, and never did. Physical Skogur was a giant, even by Earth dragon standards. He displayed immense physical strength, which he augmented with his element. For his bulk he traded speed - he was not a fast flier and tended to not bother dodging attacks - rather using his element as a shield or simply tanking the hit. His body bears the scars of many such events. No wound was known to slow him further, save for a near-lethal one in his right side that came close to killing him. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Partner Affiliation Skogur General/Patriarch Skogur of Scions Aether Male (he/him) 165 (at death) Year 2847 6.8m / 22'4 Earth (grey) Class Nine (Master) None Soldier General Second Division Deceased Straight Mourning Azenza (deceased) Warfang Warfang Army Clan Scions Aether Appears in Destiny Intertwined (Chapter 4) (mentioned/depicted/flashback) A Marriage Into Warfang Credits Created by Designed by Owned by DragonOfIceAndFire Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ The Scions Aether Clan Azenza (Unified, deceased) Flareali (daughter, deceased) Chief Ildirai (daughter) Nine more children, four of which are deceased. Guard Zseurael (eldest grandson, missing/presumed deceased) General Undacus (grandson) Commander Icarius (grandson) Blizari (granddaughter, deceased) Ten other grandchildren, one of which are deceased. Sixteen great-grandchildren and other extended family. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ His name derives from the Norwegian word 'skog' and the old Norse word 'skogr' meaning 'forest/woods'. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire

  • Wintus

    Wintus is the first cousin of Vitreus , and the same age as Isra . The two were seen at each other's side in 3006 when Vitreus attacked Hayze . Wintus cheered for his little cousin, but was soon seen cowering in the presence of Commander Lynerius . Family ⸺⸺⸺⸺⸺⸺⸺⸺ The Frostspear Clan Chief Froszara (great grandmother, deceased) Commander Glaciarus (great grandfather, deceased) Chief Isrun (grandmother) Captain Vitreis (grantfather, deceased) Captain Isrind (father) Unnamed mother Unnamed sister Commander Frossar (uncle) Commander Frosun (uncle) Captain Iskald (uncle) Master Isolda (aunt) Captain Skadin (uncle) Captain Viterius (uncle) Captain Glaciaris (uncle) Guard Isra (first cousin) Frosa (first cousin deceased) Student Frostir (first cousin) Student Vitreus (first cousin) Iszari (first cousin) Glacir (first cousin) Runeisis (first cousin) Ignicia (bastard first cousin) Stryga (bastard first cousin) More extended family. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺ Wintus is only a Learner, so his element stained mouth is an error. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Affiliation Wintus Guard Wintus Male (he/him ) 34 Year 2982 5.1m / 16'9 Ice (blue) Class Three (Learner) None Warfang Guard Guard Sector One, District Four Alive Straight Single Warfang Clan Frostspear Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire His frost trait is incorrect. His colors are darkening instead of brightening. As such, Frostspear will not recognize any eventual children of his as part of the clan. Page written by DragonOfIceAndFire

  • Dragons (Magic) | Destiny Intertwined

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

  • Loss of Reality

    Loss of Reality Loss of Reality Written by Obsidian The First Division's deployment to the Shattered Vale proves to the men and women of the Fifth Regiment, Second Platoon that at some point....everyone's reality and life can be shattered in a moment of misfortune. > Read Here < Content Warnings: Death Blood Graphic Violence Featured Characters Stratocus Bermuda Location(s) Shattered Vale, Wetland Abyss Timeline 3016, Second Moon, 35-37th Days Word Count ~3,500 words Reading Time ~15 minutes Summary (Spoilers ahead!) With victory in the Wetland Abyss in sight, the Army hosts an event in its halls for the First Division, its soldiers and their families - a farewell party before deployment. Commander Lynerius endures his father's attempts to make him accept a last-minute breeding contract - continuing a recent strategy of sending the girls of interested clans to talk privately with him, a strategy that only leads to many hurt feelings and even tears. Imerus catches a glimpse of the Commander slipping away and is elated, heart fluttering at the chance to be by his beloved's side. He waves Lynerius over and the two chat. Lynerius opens up to Imerus about the inconvenience he's been put through - something he would, notably, not have done to most others. Imerus offers his sympathies, and leads Lynerius out to a balcony where they can have some privacy and room to breathe. Imerus takes this chance to sit close by his Commander, catching the him off guard by coiling his tail around Lynerius’ forepaw as a means of hugging and flirting. While Lynerius frequently dismisses the idea that Imerus is interested in him, he finds himself in a situation where this is impossible. Imerus wants to confess his love, his desire to bring happiness and contentment into the lonely Commander's life. Lynerius, however, goes down a path of dread at this. While the idea of casual sex does not bother him, he is highly averse to the idea of romance, and he doesn't want to risk hurting and losing Imerus. Before Imerus can get the words out, they are interrupted by General Tordner, who is alarmed at what he sees. He separates them, and Lynerius seems more than willing to leave the situation, even missing his father's threatening glares towards Imerus. Imerus laments the missed opportunity, asking himself why he even thought it would go well. Tordner, believing Imerus to be chasing riches, warns Lynerius against pursuing anything with him. Lynerius is angered by the way his Lieutenant is spoken of, and indirectly accuses his father of being upset only because Imerus is male - someone incapable of giving Lynerius the heirs that Tordner wants.

  • Skyblaze

    Skyblaze is a mixed fire/wind clan of healers and attendants. They are based in Warfang City, and are renowned for their healing capabilities and care. History ⸻⸻⸻⸻⸻ In 2899 Master Healer Sierrus, upon being awarded the title of Master of Healing, was also given the honor of founding a clan due to his family's very favorable reputation as excellent healers. His clan has since been a go-to for injured and ill clan/high-society dragons. Clan Trait ⸻⸻⸻⸻⸻ Skyblaze is recognized by their pastel sky-colored scales and complimentary, warm markings. This is present on both its fire members, and its wind members. The fire dragons of Skyblaze always have their markings representing their element's color, with their clan trait being merely their unique quality. For their wind members, their main scale color is their element's color, with their warm markings sometimes presenting in Saturated wind. Skyblaze dragons also have smooth, upwards curved horns and frills/spikes. Elements ⸻⸻⸻⸻⸻ Skyblaze has 31 fire dragons and 13 wind dragons, as their lineage is biased towards fire. Their fire variants are Orange and Yellow, and their wind variants are Grey, and some Saturated. Trade ⸻⸻⸻⸻⸻ Skyblaze specializes in healing. Most of its members will have a decent grasp of the magic, even if this isn't their main trade. About half of Skyblaze are career healers, while the other half are attendants - working as assistants to the Council, Guardians, Temple Masters, Judges, and Ministers. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Skyblaze Warfang Golden Flare Sky-blue, orange, yellow Dancing orange flames on a blue sky Fire, wind Healers, attendants Warfang City Master Healer Siroccia Healer Sizarra Master Healer Sierrus Year 2899 44 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 ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Skyblaze engages almost exclusively in contracts, seeking out fire or wind dragons with aptitude for healing and non-elemental magic. Most eggs produced by the clan have the clan trait, and they gladly keep all fire and wind eggs. On the small odds of wind breaking into its roots, electricity and earth, Skyblaze generally tries to push these on the other party if they can. If the other party refuses to take them, Skyblaze will reluctantly keep these children but not recognize them as clan members. They will be raised more akin to clan servants. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Master Healer Siroccia (matriarch) Healer Sizarra (heir) Page Written by DragonOfIceAndFire

  • Main Characters | Destiny Intertwined

    main characters Main Characters

  • Golden Flare

    One of the main five clans, the Golden Flare is the leading fire clan in Warfang, known for their overwhelming numbers of accomplished Justices and Masters. As one of the leading clans, Golden Flare has a seat on the Warfang Council and represents fire dragons. Most of the clans allied to them are fire clans. History ⸻⸻⸻⸻⸻ Like most other clans, Golden Flare achieved clan status through displaying the worth of their bloodline - having many accomplished Masters and Justices in their ranks. They were awarded clan status in 2712, with their familiy history leading back to the 2400's. Golden Flare's ascension started when its Matriarch was appointed Grand Judge, and then later its heir became Head Master of Magic. For their status, Golden Flare quickly overtook the previous leading fire clan in 2797. Since then, the Grand Judge has always been a Golden Flare. Clan Trait ⸻⸻⸻⸻⸻ The Golden Flare is identified by their dark, warm brown scales and bright, golden accents. Elements ⸻⸻⸻⸻⸻ Exclusively fire. The Golden Flare limits itself to orange and yellow flames, with a rare occurrence of blue flames. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Golden Flare Warfang Hot brown, gold Artistic symmetrical flame displaying clan colors Fire Scholars, Justices Warfang City Master Solari (Matriarch) Commander Solsticus Master Flareer (deceased) Year 2712 194 Appears in Destiny Intertwined (Chapter 1) Out of Universe DragonOfIceAndFire No/Invitation Only Owned by Open for Characters? Trade ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Golden Flare dragons will serve in the Guard if possible, but it's not uncommon for them to choose the Army - usually for a non-combat role that serves their later field of study. After service, most Golden Flare dragons pursue careers as Scholars (with the goal of becoming Masters) and Justices. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Golden Flare engages in a mix of arranged reproduction and unions, as well as romantic unions. While they consider themselves accepting to mixed dragons, they consider being pure fire a core part of their family and do not engage in mixing elements. Like the rest of the leading clans, they choose eggs with their clan trait. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Grand Judge Solari (Matriarch) Headmaster Ayrel (younger brother of Solari) Commander Solsticus (son of Solari, Heir) Guardian Infernis (???) Page written by DragonOfIceAndFire

  • Clans | Destiny Intertwined

    dragon clans Dragons (Clans) Dragon Clans Dragon clans are powerful, rich families that lead and influence dragon society. There are five clans in the Warfang Council. The four most powerful clans of each primordial element, and in recent history a fifth was accepted into the Council. Scions Aether is a clan of white-scaled dragons whose blood is so elementally mixed, their eggs can be any primordial or derivative element, regardless of their parents or even grandparents' elements. There are only a few hundred clans in the realm. Typically, the top four single-element clans represent the lesser clans of their element. Scions Aether represents clans that are mixed. Most dragons do not belong to a clan. Clanless dragons are also represented by the clans, bringing concerns and desires to lesser clans who carry it up to the leading five. What defines a clan? Clans are blood-ties. Dragons are only ever born into them, or join one through unity (marriage) and having their children be clan members by blood. The family of the dragon that marries into the clan does not become a part of the clan. Adopted family members are never viewed as genuine clan members, and disowned family members lose clan status. Two unrelated dragons/unrelated families can never start a clan together - clans are not an alliance, but a family wherein every dragon is related in some way. Arranged unity and reproduction is used frequently among clans. Due to beliefs of ancestral intervention and destiny, most clans pick eggs that match their clan colors. For example, Stormbringers only pick eggs that are predominantly grey, white and black, making up their famously storm-colored scales. The Scions Aether pick white eggs from a clutch. How are clans created? Clan status is awarded by the Warfang Council (or Tempest Reign/Ocean Delegation for Zephyr Kingdom and Ocean Domain) as a mark on a 'superior' bloodline. This is decided by vote. Clan status cannot be directly applied for, not self-awarded. It takes much to be eligible for clan status . The status and wealth of a single dragon is virtually never enough to give their whole family 'value' - it often takes multiple generations of high achievers to earn clanhood for one's bloodline. Exceptions can be made for elementals, generals/chiefs, and guardians. If a single clanless individual attains these labels, they are eligible to be awarded clan status. It is taboo to assign one's family a clan name without first being awarded the ability to. How many dragons are there in a clan? Clans with less than ten or even five members are not uncommon. The more powerful clans usually have many members. The more members in a clan means more wealth, more claws in the Army, the Guard, the Temple, the Justices, etc. Nepotism is rampant in clans. The Stormbringers are said to ‘command half the Warfang Army’ and the Warfang Guard are nicknamed the ‘Frostspear Guard’ for the fact that Frostspears make up much of the high ranks. Numbers alone can help push a clan further towards the top, but if half of a family has achieved very little, that reflects poorly on the clan image. Can clan status be lost? If a clan has too many members, it will stretch their wealth thin and they risk losing clan status. This can also happen if there are too many members, and most have unimpressive achievements. If a clan falls out of favor, the Council/Reign/Delegation may vote again to remove clan status. What are the public view on clans? Clans are looked at unfavorably by many, if not most clanless due to their dominance in politics, wealth, and influence. Clan dragons occupy most favorable positions in the army and guard, as well as other high society positions such as the Justices and Guardians. They are also much more likely to get away with crimes with minimum punishment, especially if the crime is against clanless dragons. How are clans run ? Primarily, clans are run by its Matriarch/Patriarch/Atriarch. This is a single individual, most often a direct descendant of their predecessor. Clan Atriarchs decide the clan's priorities, goals, spending, contracts, training, education, etc. This is a lot of work, so bigger clans will have Clan Ambassadors . Ambassadors represent the Atriarch and the clan in social events, in the creation and negotiations of contracts, and when hiring contractors such as tutors, guards, etc. Ambassadors are meant to act, to the best of their ability, as the Atriarch would. Then there are Clan Elders. While a clan's Elders do not actively work in managing the clan like Ambassadors to, they play an important role. Clan Elders are the 5-20 eldest, most accomplished members of a clan. While they may have power over other clan members simply by seniority, they have a special power over the Atriarch; the power to relieve them of their position. If deemed so by 70% of the clan's Elders, the current reigning Atriarch may be permanently or temporarily relieved as clan leader. The clan will then go to the clan heir, if they are of age. If they are not, a temporary Atriarch will be elected by vote until the heir is ready. If no heir was chosen by the Atriarch, the Elders will then vote on who will take over the family. This is a significant event. A clan's Atriarch is not replaced unless extremely unpopular with the Elders, by either being inept or neglecting clan traditions or values. Elders may also vote to reject heirs, contracts, or other decisions of an Atriarch though their eagerness to do so varies from clan to clan. As such, Atriarchs are sometimes at the mercy of their clan's Elders. Clan List (click banners for individual pages) Council Clans (clans which the Elder Guardians are a part of, and thus not aligned to a leading clan) Zephyr Kingdom Ocean Domain Former Clans (clans that were destroyed, disbanded, or disgraced)

  • Iron Crown

    Iron Crown is a recent, small-family clan consisting of the relatives of Elder Guardian Arcadier. History ⸻⸻⸻⸻⸻ Iron Crown was founded in 2935 by Arcadier upon her achievement of Guardianhood. While not interested in clanhood herself, Arcadier founded the clan simply to elevate her daughter's future family and ensure their wellbeing. Clan Trait ⸻⸻⸻⸻⸻ While the clan does not select traits, they are known for their crown of horns, a trait they share with Guardian Arcadier - the clan's namesake. They mainly have near-black horns and plates. Elements ⸻⸻⸻⸻⸻ While primarily Electric, Iron Crown has some Earth, Fire, and Water members. Their variants are standard and blue electricity, grey earth, yellow fire, and light/dark blue water. Trade ⸻⸻⸻⸻⸻ While Iron Crown members serve in the Army or Guard for their required service and some even stay, Iron Crown lives comfortably by Guardian Arcadier's coin - as she insists not to have much use of it herself. All the children are put through Temple education, and many still choose to work despite not needing to. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Iron Crown Warfang Gold, black, dark grey Crown of horns and electrified eyes displaying clan colors Electricity, diverse Diverse Warfang City Master Amareis Undecided Elder Guardian Arcadier Year 2935 12 Appears in Destiny Intertwined (Chapter 2) Out of Universe DragonOfIceAndFire Closed* Owned by Open for Characters? *All slots taken. Potential future slots depend on current character owners giving children to their characters that can be owned by new people. Invitation only. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Iron Crown does not engage in contracts, neither offering nor accepting contracts from other clans. They engage only in romantic Unions, and every egg is kept. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Elder Guardian Arcadier (founder) Master Amareis (matriarch, daughter of Arcadier) Amareis' five children and six grandchildren Page Written by DragonOfIceAndFire

  • Timeline | Destiny Intertwined

    Top Timeline Timeline Timeline Prehistory Dragons formed societies based on element. Fire dragons lived in the Agni Flats, electric dragons in Concurrent Skies, earth dragons in the Shrouded Reach, and ice dragons in the now-Abandoned Arctic. As they expanded, they began to fight over the vast and fertile lands of War Fang. The First Millenium Year 0 The Unification. The Four Elementals of each element ceased the fighting and called for peace. Warfang is founded, and the Guardians created. First Year of the Dragon. Year 422 Non-Elemental magic is discovered, i nitial reactions are negative. The discoverer learns the ability to magically heal without gems, turning much of the public's fear into awe and wonder, though questions arise over the implications of dragons harnessing what is believed to be the power of the Ancestors. The Elder Guardians seize the discoverer's research. Year 679 Current Elder Guardians are interested in non-elemental magic, and begin a search for someone able to use the discoverer's notes. They locate one, who expands on the notes and teaches them to others. Only Healing and Levitation magic is known. The Second Millenium Year 1284 The first wind dragon is born. Wind eggs begin to appear in electric/earth clutches at a rate of 1 in 100 eggs. Year 1325 Non-elemental magic has been greatly improved over the centuries. Public opinion is positive. Healing is able to repair many, even severe injuries. Levitation has advanced, and Access Magic, Barrier Magic, and Light Magic have been created since 679. Year 1626 The first water dragon is born. Water eggs begin to appear in fire/ice clutches at a rate of 1 in 100 eggs. Year 1788 Strike Magic, Restraining Magic, Magic Depletion, Spirit-Body Alignment and Heritage Substitution Magic has been created since 1325. Year 1907 Embericus , a fire dragon, perverts his element with magic, creating the first artificial element, shadow . Other dragons flock to him, and are corrupted as well. Their offspring are natural-born shadow dragons. The Third Millenium Year 2040 Monsena , an earth dragon, and Fulgesis , an electric dragon, create another two elements, poison and fear , respectively. Together they corrupted the willing into their followers, who then helped them corrupt others against their will. Year 2102 The descendants and followers of Penumbris (formerly Embericus), Venomena (Monsena), and Terrifesis (Fulgesis) are persecuted by Warfang, and escape to the unknown, hostile Dark Lands , where they are thought to die out. Year 2177 The Zephyr Kingdom is born. Descendants of the first wind dragon unites the wind dragons and guides them to the Shrouded Reach, where they raise mountains in the sky to live on. Year 2314 Petrification Magic is accidentally created. Year 2438 Water dragons begin to settle the Lunar Sea, creating the Ocean Domain . Many water dragons follow. Year 2603 Portal Magic is perfected. Year 2657 Warfang settles the Wetland Abyss, Shattered Vale, and build a new temple. Year 2705 The Temple of Wetland Abyss is destroyed by ape tribes. Warfang begins its long war against the apes. Year 2874 Having lost more than half of the Shattered Vale to dragonkind, the Ape Tribes form an united front against dragons, united by the Ape King, and start to push back and destroy Warfang's settlements with improved weaponry and their tamed creatures. Year 2921 Warfang expands to Willow Woods, Dark Lands, and discover that the dark dragons have persisted and tamed the dangerous wilds. Year 2944 The conscription is changed from affecting a percentage of each family above the age of 30, to a mandatory two-year service from all r eaching the age of 24 . Incentives are put in place to encourage soldiers staying in the army for longer. Year 2960 The Seer, in her last moment, prophesizes the coming of the purple dragon, and his destiny to change the world forever. Year 2970 The first purple dragon egg appears. Conflicts between Warfang and the Dark Lands break out into full-scale war. Year 2974 Warfang continues to push Cheetah territories further west to increase their own farmlands. Cheetahs refuse, causing a slow war to finally break out. The Cheetahs are at a major disadvantage, lasting only due to Warfang's war against the Dark Lands. Year 2975 General Lyneris begins an expansion of the Warfang Army, increasing the number of Divisions from 11 to 20. Year 2982 As the Warfang Army is fully occup ied fighting the Dark Lands, the Apes retake the Wetland Abyss and all lands to the west of it. Unable to defend its territories in the Shattered Vale, Warfang evacuates their citizens by the borders Year 2991 The Apes retake the Wetland Abyss. The Fourth Millenium Year 3000 Year of the Dragon. The purple dragon hatches. Year 3002 Conflicts with the Dark Lands come to a slow halt. Having regained their lost territory, the Dark Lands do not attack Warfang, who remain on the defensive as they focus on the Apes and Cheetahs. Year 3014 The new Seer is identified. Year 3016, Fourth Moon The Wetland Abyss is retaken by Warfang. Exact dates may be subject to change. ▲

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  • Dragons (Politics) | Destiny Intertwined

    Top dragon politics and law Dragons (Politics and Law) Contents: Pre-history History Present Prison & Punishment Laws Present Pre-history In the earliest known days of dragonkind, dragons lived in communities. Dozens to a hundred dragons living in close proximity as a pack, united against the dangerous, untamed wilds. In these communities, it was the eldest dragons who ruled— those few who survived into old age. Often, these dragons were also among the strongest in the community, thus part of a handful that protected the eggs and young. This role would, after the Unification, become known as 'Guardian'. Hist ory After the Unification, the title of Guardians were created. The four Elementals who brought peace between the elements became the first Guardians, and were elected rulers of an united Warfang. When Warfang dragons returned to their continents of Titan Fields, Agni Flats, and Concurrent Skies, the distance became a problem. This was before the days of portals, and parents had to brave the seas to bring their eggs to the Temple. As such, new Temples were built and new, local Guardians were elected. These Guardians would govern their continents in place of the original Guardians, who became known as the Elder Guardians, whose sole purpose was to govern the nation of Warfang. After a millennia of this system, economic and influential differences had grown among the populations of Warfang. The strongest dragon families wanted a say in Warfang's politics. To prevent conflict, the Elder Guardians cre ated the Warfang Council , consisting of themselves and the four most influential families of each primordial element. After another half millennia, the Council introduced the Dragon Clan system, a status indicator to be awarded to the most noteworthy of dragon bloodlines. The second major change came around the year 2500, when the pressure on the Council to represent mixed blood dragons became too much. The Council caved, opening for one more clan, whose blood was mixed with all elements. This clan would represent dragons of wind and water as well. Present Today, the Council has 9 members; the 4 Elder Guardians; Elder Guardian Arcadier (Electricity) Elder Guardian Amberius (Fire) Elder Guardian Nivalis (Ice) Elder Guardian Terrenus (Earth) and the 5 Clan Leaders; General Tordner of Stormbringe r (Electricity) Chief Isrun of Frostspear (Ice) General Undacus of Scions Aether (Mixed) , General Wysta of Earthwood (Earth) Grand Judge Solari of Golden Flare (Fire) . The Council convenes multiple times a week to address current matters and cast votes on proposed new laws or actions proposed by a Council member on behalf of their subordinate clans. The Council may convene off schedule on short notice. It is the Council who decides on all matters from laws, taxes, service requirements, Guardians, and to war. Prison & Punishment Dragons generally do not resort to use of prisons. It's considered ludicrous to give shelter and food to criminal s, a waste of coin . Most use of incarceration is simply jail time; locking up a suspected criminal until they receive sentencing or have their name cleared. The most usual punishment to small crimes are lashings or beatings. These do not warrant a court, here the Guard is judge and executioner. Usually one can get out of this by paying a fine instead, or the other way around; the criminal is told to pay a fee, and if they refuse or can't pay, they are beaten. More serious crimes are given permanent punishment, such as amputation ( finger, paw, outer wing finger, whole wing, or tongue, usually fitting the nature of their crime. Eyes and tail are not targeted). This can also be at the Guard's discretion, but may also be a sentence from a Judge. Further still, sentences that must come from a Judge or the Council include forced labor or forced military service, or deprivation of water, food and sleep (in tandem with incarceration that doesn't last more than a few moons). The most grievous crimes are punished by execution. This is common. Clan dragons, the rich, and notorious are rarely ever on the chopping block, even for terrible crimes (unless their victims are their equals or superiors). The low and middle class are overrepresented in executions. Executions became more common after exile lost its appeal (originally, exiles were sent to the Dark Lands; a perceived death sentence. At least, that was until it was discovered the Dark Lands were inhabited by Dark Dragons, and that some exiles had actually survived there. Exiles became a security concern, and this punishment ended in favor of executions. Executions are usually not public, unless the Guard wants to make an example, or the public calls for it. Executions are carried out through beheadings. Aside from keeping suspect s in jail until they are seen in court (which can take moons), or the incarceration of those younger than 18 (as Warfang doesn't want to maim future soldiers—criminals between 18 and 24 may be sent to early military service) prison time is used for a small number of specific criminals. These will be powerful dragons (elementally or magically) that refuse, despite torture and deprivation, to engage in forced labor, but who cannot be set free due to the danger they pose. They are dragons that Warfang does not want to execute because they want to put them in military service (often return them to military service), but who need 'rehabilitation'. They may also be individuals that the Guard wants to keep coming back to, such as former leaders of organized crime. Each District in Sector One has a set of cells, a dungeon, for short term incarceration. For longer term incarceration, there are a handful of prisons located away from any city or town. Prison Laws Things that are forbidden by law, including but not limited to; Murder Wherein an individual kills another for any reason that isn't self defense or the defense of others, or where the murderer is not acting on behalf of or with permission from the Council, i.e. executioner, soldier, guard, gladiator, etc. Due to Guard corruption, the murder of the poor and 'insignificant' is rarely given enough resources to be fully followed up on. Murder against clan dragons or those from noteworthy families are taken the most serious. Cases where a clanned or rich/high status dragon kills a poor/unknown dragon or a citizen of another race, the Gu ard will bury, as long as the killer's clan or family will compensate them (the Guard itself) for it. More morally aligned clans/families may still do this and then punish their member privately, so as to not damage their clan/family reputation and position. If clan on clan murder happens, the clans are usually allowed to sort it out privately, either with monetary/material compensation, or eye-for-eye. The Guard looks the other way. Usually, the punishment for mu rder is execution, but judges can often be swayed by other dragons in power—for example, a Commander from a more powerful clan wanting their soldier accused of murder to receive a lighter sentence of continued, forced military service. Theft and Property Destruction Wherein someone steals or damages property not belonging to them. This includes trying to free someone's slaves/indentured servants/indebted wards or killing farm animals. Most thieves are caught by bounty hunters, unless they are caught in the act by the Guard. Simple theft such as pickpocketing is just made note of when reported, without a description there is little the Guard can do. When there are physical descriptions to go off of (dragons are generally very visually unique and identifiable) or serial crimes seemingly perpetrated by the same individual, a profile is built and a bounty is put out. The Guard generally doesn't have the resources to pursue petty/small time theft and so will allow bounty hunters to do the work, though they will still make an arrest if a thief is recognized. When the victims are high class and the monetary loss is high, the Guard will investigate and pursue by themselves. Usually, the punishment for theft is cutting off the thief's fingers/paw, or wing, depending on severity of the crime. This may be done on the spot by the Guard. The thief may instead or in addition be made to 'pay back' their debt in disproportionate slave labor. If the thief is under 24, they will serve some prison time instead but may also or instead receive lashe s. When the cost of damages/theft is very high, even if in the case of theft the coin/valuables are returned, the thief/thieves may be executed. Assault ([content warning] including sexual assault) Wherein someone severely wounds another for any reason that isn't self defense or the defense of others. This includes sexual assault wherein penetration occurs without consent. Verbal or non-penetrative assault is ignored by the Guard except in cases where the victim is a clan dragon or otherwise of note, and especially in these cases when the perpetrator is neither. Age of consent is 18, any sexual acts towards a dragon under 18 when the perpetrator is above 18 is considered assault. Punishments for assault may be lashes, forced labor, amputation of a limb or body part (including sexual organs), sterilization , or in extreme or repeat offense cases, or cases involving minors , execution. If a victim is poor/low class, the Guard rarely prioritizes the case unless pressured to. It's difficult to prove assault without witnesses, but one might be judged based simply on their merit and history. This does lead to outcasts being unfairly judged, and 'upstanding members of society' to be unjustly pardoned. False accusations also happen, usually by more powerful dragons who feel slighted by 'lesser' individuals. Destruction or disposal of viable dragon eggs Wherein a dragon deliberately smashes a viable dragon egg (even one's own) or discards of one in such a way that it will be destroyed (such as leaving it in an unsafe area where it may be destroyed by accident or eaten by wildlife). While technically illegal to abandon one's egg at the doorsteps of Temple orphanages, the Temples do not report parents who do this. It's not uncommon for clans to engage in this act. Naturally, the Guard looks away. Punishments for destruction of one's own eggs may be lash es, amputation, forced labor, and/or fines. The destruction of other dragons' eggs is considered murder and is punished with that in mind. Disruption and/or disrespect towards the Army, Guard, Templars, or Guardians Wherein an individual taunts, interferes with, or attacks an on-duty Soldier, Guard, Templar, or Guardian. Depending on severity, punishments can range from fines and/or lashes, amputation of limb, forced labor, or execution. Libel/slander Wherein an individual of lower status orally or in written form attacks a dragon of high stature in an attempt to defame or humiliate them with lies. While this law in theory defends powerful dragons and officials against smear campaigns, it is often invoked by high class dragons to retaliate when their egos are bruised. For example, a clan dragon hearing of a non-clan dragon bad mouthing them/their clan for something that is fully true may still call on the Guard to cut out that clanless dragon's tongue for 'slander'. There have been a few cases where dragons 'guilty' of libel/slander were deemed to be planning violence against their targets, and were judged for the offense of planning assault/murder. This being, in large part, due to the 'victim' being a powerful figure in the Guard or Justice or a friend of such dragons. Citizens can be punished for bad mouthing the Army, Guard, Guardians, Templars, Council, etc. in similar fashion. Warfang has no rights or concepts of free speech, and so attacking the integrity of the Warfang empire's official bodies and individuals is deemed an attack of the empire itself, and this is highly frowned upon even socially. While clan dragons and other dragons of significant influence have more freedom of speech, they will either air grievances in private or ensure those they speak badly of are their equal or lesser. While they are unlikely to be punished by the Guard, if they are punching up they may face retaliation from more powerful clans and lose their own position/influence. Punishment for libel/slander generally defaults to lashes, a beating, and/or a fine. More permanent punishments include cutting out the tongue/cutting off a paw (for slander/libel respectively) or even a wing, which is considered far worse. In theory , a corrupt Guard can take these punishments to any degree of severity if they so please or are paid to, to whichever lengths that will not come back to bite the Guard or the Warfang elites in the ass later. But usually, at least for first time offenses, punishments are rather light, if not simply a warning (this especially the case with teenagers and children), so as to not invoke public unrest. Repeated offenses lead to the punishments listed above. Subjects and laws surrounding them; Alcohol There are no age limits on alcohol, but virtually all taverns and other establishments serving alcohol will not allow anyone younger than 20 to drink. Commoners have little other access to alcohol. Clans and the rich have their own cellars for alcohol but generally don't serve these to children. Drugs Drugs that induce highs, calmness, hallucination, drowsiness, or drugs with anesthetic effect are not illegal, even if severely impacting the user's health. While it's not illegal to give such drugs to another against their will/knowledge (except in cases where the victim's health is severely impacted), doing this to facilitate actual crimes is a crime in of itself. Drugs that cause an individual to attack others or encourages theft are illegal to own, use, produce, and sell. Tax dodging Land and trade is taxed. While failure to pay tax on one's land results in eviction and forfeiture of said land and any buildings and belongings on it, dodging trade taxes by deliberately reporting incorrect information will cause many or all of one's assets, including coin, to be taken by the state. If this is insufficient, lashing, amputation, forced labor, or even execution are also on the table. Draft dodging Every Warfang citizen must serve the required time in the military unless excused. Failure to heed the call can result in forced service without pay and benefits, for five times the duration. Failure to comply with this will be punished by lashing, deprivation of food, water, sleep, and if all this fails to elicit compliance, final punishment is often execution. Laws ▲

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