top of page

151 results found with an empty search

  • Leaving Hope

    Leaving Hope Leaving Hope Written by SubmergedHymn Returning to Warfang to uncaring parents, Velyzun just wants to sleep. Unfortunately, on this day, she gets the worst news she could ever get. > Read Here < Content Warnings: Domestic neglect Strong language Grimdark Featured Characters Lirife Velyzun Atheael Aquaria Location(s) Warfang, Deep Seekers Estate Timeline 2997 Word Count ~1,700 words Reading Time ~8 minutes Summary (Spoilers ahead!) Velyzun isn't happy coming back home to her somewhat absentminded mother and massively uncaring Lirife, and so, drawls on how worthless he is, before going to rest, hoping she can see Firra soon to give her a stuffed gemstone wolf plushie. Unfortunately, she is awoken to receive a letter, the contents revealing that Firra has been declared dead. She immediately breaks down, and cries much in the same way Lirife does a bit later. Knowing that she would not be able to survive the storm alone, she departs immediately for the Deep Seekers Estate to see Aquaria, which also had recently received the news. They wordlessly hold each other, easing each other's pain, if only a little.

  • Venture to the Dark Lands

    Venture to the Dark Lands Venture to the Dark Lands Written by DragonOfIceAndFire Three adventurous children decide to fly to the Dark Lands and become pioneers, ignorant to the true dangers of their journey... and their destination. Read Here Content Warnings: None. Featured Characters Isa , Terra , Aeris , Obscurys , Caedis Location(s) Paradise Bay (Warfang Mainland) Mid-eastern Dark Lands Timeline 3016, Second Moon Word Count ~2,400 words Reading Time ~10.5 minutes Summary (Spoilers ahead!) Isa, an orphan and fresh teenager, convinces his friends Terra and Aeris to fly across the east sea to the Dark Lands. Isa and Aeris are orphans, and Terra's mother is sick, but can't afford a healer. Isa pushes Terra, who is reluctant, on this basis that exploring the Dark Lands will make them a rich clan. Isa assures them that his navigating skills will get them there safely, and Terra concedes. They set out. After some hours of flying with no land in sight in any direction, the teenagers become lost in a storm and thrown off course. After staying for hours longer in the air than planned, the three are ready to drop from the sky to their doom, but spot land last minute. Aeris, a wind dragon, uses her element in powerful fashion to blow them to safety. They immediately pass out on the rocky shore. When they wake up, they are surrounded... and by dark dragons at that. Isa tries to intimidate them but naturally fails. He is then approached by an elder Shadow dragon, Obscurys, who seems to be the leader. The other dark dragons confiscate the kids' bags and conclude they aren't spies, and they ask the kids if they are part of clans. Isa lies and claims they are from a powerful clan and thus untouchable, though when pressed, fails to give a clan name. Terra breaks down and admits they are just orphans with no worth to them, and they were stupid for coming there. A Fear dragon scoffs to the leader and says Warfang will never trade for the children, to which Obscurys concurs. Though begrudgingly, Obscurys commands that the children be taken home, and most of them leave. Only three dark dragons remain - a poison dragon named Caedis, the aforementioned Fear dragon, and another dragon of uncertain element. Because the children still lack the strength to fly all the way, they are carried on the backs of the three dark dragons. Isa remains awake, observing as they navigate with the stars and take advantage of wind currents to glide far. Once Paradise Bay is in sight, the kids are told to glide the rest of the way themselves, which they do, and the dark dragons turn back to return to the Dark Lands.

  • Character Guide | Destiny Intertwined

    CHARACTER GUIDE character guide Destiny Intertwined is an open setting, meaning anyone can make a character within the universe canon. However, characters are restricted to follow the in-universe logic and can not interfere with the in-universe status quo nor the comic story and characters. For example, your character cannot be an Elemental, a General, or Guardian, as these are too rare. Likewise, your character cannot be a 'close friend of Hayze' as this would interfere with the comic. This guide lists what you can and cannot do with community/fan characters. To keep things streamlined, little to no explanation is given, so refer to other sections of this wiki to understand why something might be disallowed. Dragons Dragon community characters must; accurately follow the biology without exception (height calculator with height limits by age ) follow the naming conventions of dragons never have white, black, or purple base color (see this guide for what colors and shades are allowed ) follow the guidelines for what colors, markings, and appearance dragons should have based on different elements adhere to the element/magic mastery limits (detailed on this page) and not excessively apply high mastery to too many characters or without justification not occupy disallowed occupations (detailed on this page) not be related to or involved with other people's characters/clans without their permission not be related/ancestors to canon Legend of Spyro characters as some DI characters may be intended for this already not have all-black armor unless they are an active-duty Templar Please follow the guidelines written in this wiki and the resources linked. Design principles for DI dragons are fairly rigid and specific, so please do not push the boundaries. Available elements for community characters; Fire, E lectricity, Ice, Earth, Wind, Water. Unavailable elements and variants; Shadow , Fear, Poison , Green Fire , Purple Fire , Black Ice. Limited variants; Red Electricity, Purple Ice, Clear Water. Only one of each variant, or two of the same variant if both are closely related (parent-child, sibling, (great) gr a ndparent- (great) grand child, uncle/aunt-nephew/niece). Element and Magic Mastery Community characters cannot; discover their element earlier tha n age 2 reach Class Two before age 8 (70% of dragons do not go beyond this level in Element! 70% of dragons also never learn any Magic) reach Class Three before age 13 reach Class Four before age 19 reach Class Five before age 45 reach Class Six before age 90 (you are only allowed to assign one Adept and one Dexterous total. Dead characters count towards this total.) higher mastery levels are not allowed to be self-assigned. Potent, Savant, Master, and Elemental cannot be assigned t o community characters. while, rarely, higher mastery may be awarded to certain community characters that have the qualities for higher mastery, please do not ask for this. if the dragon has high mastery (Skilled+/Competent+) in one category (element or magic), their other mastery must be low (Controlled or Starter) or regressing. If the class levels add up to 7, the dragon cannot progress in either without the other regressing in level. These numbers are NOT, in any shape or form, an average. These are limits - the average dragon, or even gifted and dedicated dragons, will not reach these levels so soon . Please refer to this p age to see how mastery is attained and follow that. Characters who are listed with high mastery without sufficient reason will be asked to downgrade, or be removed from canon. The limits for magic mastery are the same , however, a dragon cannot be Class 3 in element AND Class 3 in magic at age 14. These are separate mastery levels and are trained separately. Occupation/Trade Please read this page before assigning your character an occupation. These are the disa llowed or limited occupations; General/Chief of Army/Guard (disallowed) Guardian (disallowed) Grand Judge (disallowed) Guard Commander in Sector One (disallowed) Sanctuary Warden (currently disallowed) Guardian Apprentice (invitation only) Army Commander or Lieutenant in the First Division (invit ation only) Knight (invitation only) Templar (limited to 2 per person) Army Commander (limited to 2 per person) Guard Commander (limited to 1 per person) Titles that cannot be used for unique character occupations/clans due to them already existing as official and/or revered titles (if you make your own organization or ranking system, these titles cannot be used) ; Soldier/Lieutenant/Captain/Commander/General/Chief Templar Guardian Master Grand Master/Grandmaster Headmaster Knight Council House (as it pertains to families/clans) King/Queen/Prince/Princess Royal How to link your character sheet on the wiki Use this stencil to fill out your character information. If you are a member of the supporter's server, post your link to the designated channel and this will be linked to the wiki. Remember to enable sharing on the doc, and be sure all information is obeying the limits on this page and that your name and discord name is at the credits section so you can be contacted for any issues. Things to note Purple fire will never be available to community characters (past or present), as this variant only occurs a few times each millennia and is too significant in-universe. Green fire and black ice variants will on ly be made available when dark dragons are . These dark variant dragons can then only be living in the Dark Lands, as dark variants outside the Dark Lands rarely ever survive the society that wants them dead. Thus, green fire and black ice dragons who live in Warfang will not be allowed. Non-dark dragons with dark blood are not allowed at present. Dragons who have been corrupted or attempted to be corrupted into a dark element are not allowed, even if this was against their will (comic will go into why this is not available). If you are making a clan for submission and would like your clan to have been founded by a General/Chief/Guardian, ask me to roll a dice for you - the dice will decide if you may use either of these for your founder (D6 for General, D10 for Chief, D20 for Guardian). Only one dice roll per clan. If you fail a General dice roll you cannot get a Chief dice roll. If you make designs based off of another IP, such as a Pokemon, Disney characters, etc, you forfeit all exclusivity to your design - anyone can make a design based off of the same thing and heavy similarities are inevitable, unless you do what I recommend, which is to take only slight or inspired aspects from the original creation and apply it to your design, in a way that works naturally with DI's established visual design - as opposed to copying over as many attributes as you can get away with while forgoing extremely common dragon design attributes like elemental markings. This gives you room to have a unique design even if someone else has the same idea. Per this rule, you cannot ask others to not base a design off of the same thing, even if you have a clan or family based around the trait. Clan/family/character ideas that are based off of real cultures or countries are not accepted, due to issues with improper/disrespectful handling (especially with native cultures of which the creator are not a part of) and/or stereotyping. This rule applies to visual design as well (i.e. designing your character with attributes heavily inspired by a native headdress). Themes of CSA (child sexual assault) and pedophilia is not pe rmitted for DI characters in any capacity. Change History Certain rules may change when necessary, such as limited positions or ele ments getting crowded. 24/2/24 - added information about the usage of CSA within DI stories/characters being prohibited. 2 /2/24 - added information about exclusivity regarding IP-inspired designs 4/12/23 - clarification fo r mastery limits added 26/3/23 - clarification added about corrupted dragon s 26/4/23 - corrected incorrect age for Experience d limit 10/5/23 - added bit about clanhood and certain ranks in clan origin stories

  • Hailscale

    A dragon clan within the universe of Destiny Intertwined. Hailscale is a recent ice clan based in Cloudchill, Warfang mainland. Hailscale descends from the former leading ice clan, Winter's Yield , which collapsed in 2731, shortly after being dethroned by Clan Frostspear. History ⸻⸻⸻⸻⸻ The former leading ice clan, Winter's Yield , reigned from 2571 to 2729 by their merit as scholars, Dragon Masters, Justices, and Guards. By the year 2700, the weakening of their position was noticeable. Much of its newest generations of adults were under-achieving, and the older generations filling powerful positions were dying out and being replaced by other clans. When the Warfang Council whispered of replacing Winter's Yield with Clan Frostspear, who at this time was the strongest, most influential clan in the Guard, the Patriarch of Winter's Yield panicked. He established draconian rules and extreme punishments for his clan to force them to pick up the slack. It did not have the effect he desired; some members left the clan, others suffered permanent or fatal physical injuries from his punishments, burned out from overworking themselves, or developed detrimental psychological issues over the conditions of their homes. This solidified the clan's downfall, and the Council and ice clans of the time came together and voted for Frostspear to replace Winter's Yield. The clan moved out of their 1st District estate, moving far off to the Abandoned Arctic - a barren wasteland that dragons no longer occupy. This was at the whim of the Patriarch, who was said to be no longer sound of mind, not only due to his clan's fall, but due to what he had done to his own family over the last decades of his life. Winter's Yield was barely heard from for the next two years. What trades and positions the clan had held was pulled out of when they lost their position as leading ice clan. Due to their complete exit from Warfang society, there were already suggestions to remove their clan status. But when Frostspear sent the Guard to investigate the silence of Winter's Yield, they found that the clan's new estate in the Arctic was unfinished, and empty. No bodies were found in or around the land. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Hailscale Warfang Frostspear Navy blue, blue, light blue Hail falling from the stars displaying clan colors Ice Guard, diverse Cloudchill (main estate) Warfang City (minor estate) Commander Zesair Captain Haglair Commander Hagleda Year 2909 138 Appears in Destiny Intertwined (Chapter 1) Out of Universe DragonOfIceAndFire Yes* Owned by Open for Characters? *Designs and information must be approved and corrections to design and character must be applied The only signs of what may have happened were abandoned belongings miles away from Winter's land; ripped furs, waterskins, cups. But no bodies. Though Frostspear investigated thoroughly, the truth of what happened was to remain a mystery forever. For the lack of signs of struggle within the estate, Frostspear's official theory was that the unwell Patriarch of Winter's Yield dragged the remnants of his clan into the midst of nowhere where they all became lost and died of the crippling cold, their bodies buried by the frequent blizzards. The only remnants of Winter's Yield were the members who had walked out early on and remained in the city, now clanless. Many of these participated in the search for answers and solemnly supported Frostspear's theory. In the face of their tragedy, the elders of the family gathered all who were left and swore to persevere and rebuild their family to their former glory. They pledged loyalty to Frostspear who in kind granted them opportunities within the Guard. Over the decades, the remnant family rebuilt their numbers, raising and training their children for the Guard. Having learned from the errors of their last Patriarch, they made sure to not repeat his mistakes. They didn't push their children out of fear of punishment but rather raised them to desire their lost glory. While the family heavily favored the Guard, they were open to other prestigious goals such as Dragon Master and Justice as their heritage had once boasted, playing into the strengths of each new individual. Almost two centuries after the fall of Winter's Yield, its descendants had grown powerful once more, boasting a plethora of Commanders, Captains, Justices, and Dragon Masters across several generations. In 2909, the Council granted this new bloodline their own clan status. The family became Clan Hailscale, referencing the snowfall markings that had overtaken their members since the fall of Winter's Yield. Clan Trait ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Hailscale is most known for its snowfall markings - a covering of 'snow' on their backs and/or falling snow/hail markings. These markings are soft in appearance. Notably, these markings occurred after the suspected deaths of the rest of the family's bloodline - as though those who remained alive were grimly marked in the way their kin perished; frozen and buried by snowfall. This is not lost on Hailscale, which bears these markings to remember their lost kin as well as a reminder to not repeat history. Beyond this, Hailscale commonly has horns and soft spurs that blend into their scales, giving the shape of icicles growing from their heads, spines, tails, and limbs. These can be frills, which may sometimes be feathery in appearance. Another common trait is their semi-translucent, wavy, fin-like frills, which often glimmer with specs of 'falling snow'. This particular trait once belonged to Winter's Yield. Elements ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Hailscale is a pure ice clan. They possess all ice variants except black ice. The distribution is as follows; Ice (138 total) Blue (56) White (34) Deep Blue (28) Aqua (17) Purple (3) Trade ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Hailscale is first and foremost a Guard clan, with 70% of their adult members being career Guards. The other 30% are Scholars, Dragon Masters, Justices, Clan Ambassadors, and other respectable trades. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Hailscale only allows for contracts and unions with other pure ice dragons. While members are allowed to be involved with and unify with non-ice dragons, the offspring of such unions will never be recognized as part of Hailscale. Due to their taught and ingrained belief in purity, however, this rarely happens. In contracts, Hailscale will choose eggs bearing their snowfall trait first and foremost. In unions both romantic and arranged, they naturally keep all eggs and recognize all as clan members unless this was denied as a condition to the romantic union. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Commander Hagleda (Founder and former Matriarch, deceased) Commander Zesair (Patriarch, great grandson of Hagleda) Captain Haglair (Heir, second born child of Zesair) Reolus (child of Zesair) Elder Zaudar (third cousin of Zesair) Two other siblings of Zaudar Captain Gelarius (child of Zaudar) Scholar Altoscius (son of Zaudar, deceased) Captain Nixonia (child of Zaudar) Five other children of Zaudar Unnamed grandchild of Zaudar Zaudarus (grandchild of Zaudar) Scholar Raheail (son of Altoscius) Mistirea (daughter of Altoscius) Student Glere (son of Gelarius) Neveri (child of Gelarius) Krisina (grandchild of Zaudar) Two other grandchildren of Zaudar Guardian Glacer (nephew of Zaudar) Four children of Glacer Flurric (third cousin of Zesair, deceased) Lady Elurra (daughter of Flurric) Freezar (second cousin of Zesair, deceased) Freeza (child of Freezar) And other extended family Page Written by DragonOfIceAndFire

  • Frostir

    Frostir is the eldest brother of Vitreus , a deranged dragon that enjoys tormenting others. Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ A 'quintessential' Frostspear—a bully, a torturer, and allegedly a killer, Frostir uses his clan status to be above the law and get away with all he does... even murder. Frostir has no empathy, he takes pleasure in inflicting suffering. He refuses to be a follower, always the leader of his 'friend' group. He cares not for the wellbeing of those around him—once they lose their use or he becomes bored with them, he leaves them behind, even those he has been 'romantically' inclined with. This is not to say that Frostir treats everyone horribly. On the contrary, when faced with someone senior and/or superior to him, or someone he wants to have at his side, Frostir will be charming and polite. To most of high society, he is viewed favorably through his carefully crafted reputation, as a mature, intelligent, elemental prodigy. Those 'lesser' than him, however, he will treat more cruelly if he can get away with it. If he knows he cannot retaliate without consequence, Frostir will virtually always be impossible to rile up. Though proud, his anger at any slight or insult will not be made known in the moment. History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Frostir is the firstborn son of Frossar , his father's third child. Like all his siblings, Frostir came from a contracted reproduction. He was the only egg in his clutch. He was a skittish, frightened hatchling that bit and scratched caretakers whenever they got a hold of him. He was described as a feral child. This was quietly attributed to the fact that his egg had never been spoken to, so there was no familiar voice to trust upon his hatching... and neither did his father try to bond with him in his first moments, in fact, Frossar seemed intent to do the opposite. Frostir's feral nature also had him greet other hatchlings not with play, but with attack—he was extremely resource competitive and would chase other hatchlings away from food, toys, and territory. Caretakers would eventually resort to corporeal punishment to make him behave, to slow success. When he discovered his element alarmingly early at age 2, he was given an outlet for his wild emotions in form of training, which he seemed to enjoy and was something he did as much as he could. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Grade Flight Status Orientation Social Status Partner Affiliation Frostir Frostir, son of Frossar Male (he/him) 21 - 22 Year 2994, Sixth Moon, Day 29 4.2m / 13’9 Ice (white) Class Five (Experienced) None Student Year Seventeen Master Wyntar's Flight Alive Loosely Straight Taken (not exclusive) Anion Warfang Clan Frostspear Appears in Destiny Intertwined (Chapter 2+) The Frostspear Incident A Deadly Initiation An Unfortunate Betrothal Credits Created by Designed by Owned by DragonOfIceAndFire Other children had learned to avoid Frostir, and to Frostir this was unfulfilling. Unable to lead a positive social interaction, he resorted to starting fights—and if he could not start a fight, he would simply hurt his targets. Bringing them to tears was thrilling for Frostir, who otherwise was not met with such strong emotion. Frostir was largely non-verbal until the age of 6, only speaking a few words when he was forced to. He started speaking more into his first Flight year. By this point he was already Controlled in element, and used this to assert his 'dominance' over his flightmates. It was here that he realized how much he liked being submitted to, especially by strangers—he could control others simply by being stronger. By age 8 it was already clear that Frostir enjoyed inflicting pain and fear—it made him feel powerful and in control, a feeling he desperately sought. He would target younger, clanless students to bully and assault. This would get him in trouble, as not every clanless was fair game—many hailed from families associated with Frostspear itself, and he was punished by his family. Over the years Frostir quickly learned other ways to get what he wanted—especially towards adults he could not intimidate. He developed a charming demeanor and found he had a talent for reading others, and in this he was able to discern who he could hurt, and who he could not. He willingly spent a lot of time in formal events with his family, so he could observe their interactions with other clans and persons of interest. He learned much about high society, about other clans and the world, and even picked up an adult manner of speaking. As he got older, he experimented with new ways to hurt others. Emotional abuse, manipulation, blackmail, sexual abuse. And he grew interested in the idea of killing another dragon, as he found killing animals quite boring. He wanted to know what it felt like. When Frostir was 12, he accomplished this. It had not been carefully planned out—he was presented with a chance, and simply took it. The victim was a clanless, 9-year old girl from a poor family. While he got away from the scene of the crime without being seen, he was caught quite literally red-handed by a Guard. His family was summoned, and Frostir was forced by his father and grandmother to admit to what he had done. He cried profusely and insisted it had been an accident, and that he was scared and sorry. Frostspear moved to hide the murder but the body had already been found by civilians and reported, so the best they could do was remove all evidence, sabotage the investigation, and have the case declared a dead end by the Guard. This was met with protests from the grieving family, who began their own investigation. They uncovered the fact that their daughter was last seen with Frostir, and confronted Frostspear. The clan, however, was angered at the implication, and threatened the family into silence. They compensated them with coin to further encourage the secret, and soon the family moved out of the city. Only the inner circle of Frostspear and the victim's family know that this went down, although there are whispers contained within the Frostspear clan that Frostir is a killer. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Frostir learned his element at an extremely early 2 years old, the youngest among Frossar's children by far, and among the youngest in clan history. Despite his age, Frostir is already Experienced in his element, having reached this mastery at the alarmingly early age of 19 - seven years sooner than Lynerius, who would go on to reach Elemental. In fact, Frostir has attained all his masteries sooner than Warfang's renowned Elemental - earning Controlled at 5, Learner at 9, and Skilled at 13. This is to such unusual, almost unheard of levels that he is suspected to be Elemental-bound himself, though he will not be assessed until he reaches Adept. Frostir's ascension is entirely unobstructed - he possesses a clear, 'logical' mind unhampered by fears, anxiety, sadness, anger, or self doubt. Nothing distracts him from his goal, he does not love nor care for any but himself, seeking strength to fulfill his insatiable thirst for power and control. This is not lost on those close to him, who know his creeping strength is indicative of his malice. Magic Frostir has no interest in non-elemental magic, and has never been able to cast even the slightest magic. Physical Frostir is projected to become a particularly tall ice dragon, if not the tallest among his family. He has an athletic but not overly muscular build. Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ The Frostspear Clan Student Islyn (betrothed) Chief Isrun (grandmother) Captain Vitreis (grandfather, deceased) Chief Isfriar (great uncle) Isvrost (great uncle, deceased) Commander Frysor (great uncle) Captain Glaczana (great aunt, deceased) Commander Frossar (father) Kavinai (mother, contract) Commander Frosun (uncle) Captain Viterius (uncle) Captain Isrind (uncle) Master Isolda (aunt) Captain Skadin (uncle) Captain Iskald (uncle) Kaldis (aunt, deceased) Captain Glaciaris (uncle) Guard Isra (older sister) Frosa (older sister, deceased) Student Vitreus (younger brother) Iszari (younger sister) Glacir (younger brother) Runeisis (younger brother) Guard Wintus (cousin) Isnavina (cousin) Student Haelrun (cousin) Student Frusrin (cousin) Ignicia (bastard cousin) Student Stryga (bastard cousin) And other extended family Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Frossar Frossar is not much involved in his children's lives, and this suits Frostir fine. He doesn't like his father, but pretends to just to manipulate him. It works, as Frossar has admitted Frostir would be his heir should he himself inherit the clan. Frossar is unaware just how lost his son really is. Vitreus Frostir loves to torment Vitreus and their other siblings - finding it to be an easy power trip. He will frequently physically assault them, and has nearly drowned Vitreus on more than one occasion. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ The name 'Frostir' is based on the word 'frost' combined with a masculine suffix. Frostir is named after his father, Frossar, who was named after his grandmother. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire, edited by Darkanioid1997

  • Cerau

    Cerau is a student at the Warfang Temple and one of the dragons in Master Therris ' Flight. Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Cerau is quiet and reserved, content to simply being present and spoken for. He seems wary and uncertain of his surroundings, and is also rather lacking in courage and confidence. History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Cerau was born to Astras , his mother, and never knew his father or who he is. This is a constant insecurity for Cerau, who wonders if his father abandoned him. He also wishes he did have a male parental figure in his life, as he finds it difficult to talk to his mother and grandmother. Astras is a poor servant to her wealthy mother, Lady Ceris , who pays for Cerau's education. Ceris likes to parade Cerau like a trophy among her peers, flaunting his magical prowess, and shows excessive affection for him when others are watching. Outside of social events, she has no time for her grandson, and she works her daughter to the bone - inadvertently assuring that Cerau sees little of his mother also. Despite paying for Cerau's education, Ceris refuses to cover any of Astras' other costs such as their home, food, and caretakers, forcing her to spend every coin she earns as soon as she earns it. Cerau has noticed this and struggles with a lot of guilt around it. Early in his life, when watched by caretakers, he met Terin and Scorchis . Scorchis was the daughter of his and Terin's caretaker, Searis , and the three became friends. As such, they were eventually placed in the same Flight. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Cerau discovered his element late at the age of 10 and still hasn't gotten it completely under control. Magic Making up for his weak element, Cerau is the best non-elemental magic user in his class. He prefers healing and enjoys helping others, especially his flight, by healing their wounds. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Grade Flight Status Orientation Social Status Affiliation Cerau Cerau, son of Astras Male (he/him) 15 - 16 Year 3000, Eighth Moon, Day 7 2.65m / 8'8 Electricity (green) Class One (Discovered) Class Three (Intermediate) Student at Warfang Temple Year Eleven Master Therris ' Flight Alive Gay Single Warfang Clanless Appears in Destiny Intertwined (Chapter 1+) Credits Created by Designed by Owned by DragonOfIceAndFire Physical As an electric dragon, Cerau may be the fastest flier in his flight. He is quite sleek and light. Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Lady Ceris (grandmother) Unnamed grandfather, deceased Servant Astras (mother) Unknown father Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Astras Cerau is unable to see his mother much, but he knows she sacrifices everything for him and he loves her, dreaming of one day becoming a well-off healer so he can take care of her for a change. Ceris Cerau doesn't know his grandmother well. On one hand he likes the affection she (sometimes) gives him and wants to feel loved, but he's perceptive enough to notice how... empty it feels. Like she doesn't mean it. There's also the way his grandmother overworks his mother for little pay. She tells Cerau that times are hard and this is just how their society works. Terin Where there's Terin, there's most likely Cerau. The two, alongside Scorchis, have been friends since before they arrived at the temple, and have stuck together through the years. Cerau has briefly been jealous of Terin due to her closeness to Quarris - also having a crush on him - and bitter about not standing a chance with Quarris himself (as Quarris is straight) but he has moved past this. He still finds Quarris attractive, but is happy his best friend is finding romance. Hayze Cerau seems to be very wary of Hayze ever since they met. As far as was shown, he only briefly interacted with the shadow dragon when nudged by Terin to do so. Quarris Cerau is too shy and reserved to make friends easily, but Quarris has always been bubbly and inclusive towards him, something Cerau deeply appreciates. Around the age of 14, in the height of puberty, Cerau began falling for an increasingly buff Quarris. Quarris has never realized. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ When meeting the purple dragon, Malefor , Cerau was heard hyperventilating, and seen blushing profusely as he yielded to him in the ring, suggesting that Cerau found him attractive. The logic behind his name has been forgotten, but 'cera' is Latin for wax, thus it may have been based on the color of his scales. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonofIceandFire and Darkanioid1997

  • Malefor

    Malefor is the first known dragon bearing purple scales. A dramatic, world-changing prophecy surrounds him. Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Strange, eager for fighting, speaks rarely and when he does, he's brief. Excitable, to the point of being overwhelming. History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ ...The prophecies spoke of a purple dragon destined to put his stamp on this age... Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Malefor's element was discovered extremely late at age 16. Somehow, his element is standard fire. Magic Malefor has yet to attempt non-elemental magic. Physical As if to make up for his (previous) lack of magic, Malefor is excessively tall and muscular for his age, and is likely to out-perform any other dragon his age in a non-magic fight. Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Lineage unknown. Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Amberius Out of the four Elder Guardians, it was Amberius who brought Malefor to the Warfang City Temple to train with Master Therris' flight. He appears to be close to Malefor, knowing when Malefor may take things too far, as well as being frightened when Malefor fell unconscious. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Master Status Orientation Social Status Affiliation Malefor Malefor, son of Warfang City The Purple Dragon Male (he/him) 16 Year 3000, First Moon, First Day 3.1m / 10'2 Fire (orange) Class Four (Skilled) None Student Elder Guardians Alive Unknown Single Warfang The Elder Guardians Appears in Destiny Intertwined (Chapter 2+) Credits Created by Designed by Owned by Krome/Sierra/Activision Krome, redesigned by DragonOfIceAndFire Krome/Sierra/Activision Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ In the original vision of Destiny Intertwined, Malefor was the main character. Malefor is named after the Realm's tallest mountain, the Mountain of Malefor (formerly referred to as Mountain of Maledict Forest). This is due to his element having been unknown/assumed new, so he could not be named after his element. His appearance is based on his The Eternal Night depiction, though his Dawn of the Dragon appearance is not entirely disregarded. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire

  • Righteous Indignation

    Righteous Indignation Righteous Indignation Written by SowkaDraws Day after the Celebration, Commander Torsten and his regiment find themselves busy with tons of work, which includes visiting families of those whose members died in the retaking of the Wetland Abyss. Torsten is later left to recollect on this gruesome day alone. > Read Here < Content Warnings: Mentions of violence Extreme gore Death Featured Characters Torsten Nilera Wystan Obsidius Talctun Location(s) Warfang City Timeline 3016, Fourth Moon Word Count ~8,100 words Reading Time ~36 minutes Summary (Spoilers ahead!) Day after the Celebration, Commander Torsten is busy in his office going over the reports, analysing the contents whilst in thought. Soon his Squire, Lieutenant Nilera, enters the office with a few other papers; the cross-references of addresses to dragons confirmed dead and other parchments. The two fall into discussion whilst Torsten reads one of the reports handed to him. At some point during their conversation, something catches Torsten's attention in the second report he's reading, and prods his Squire for information on three dragons—Lieutenant Baldyr, Soldier Belvidar, and Soldier Montarus. Nilera tells Torsten that both Baldyr and Montarus were found dead, with Montarus' cause of death being undetermined. The details of her remains alarm Torsten, causing him to disassociate for a moment. Nilera follows up by sharing that Belvidar is still missing. Torsten quickly returns the reports to Nilera, preparing to leave. Announcing his intention to visit the three dragons first, Nilera offers to do it for him, but Torsten refuses. Ordering her to take on a different list instead, then asks her to go home once finished. Torsten visits the clan of which the three dragons hail from all-together, the Bane Behemoths clan. He's taken to the Patriarch and heir of the clan, Templar Wystan and Commander Obsidius, by an characteristically short Bane Behemoth called Petrius. Torsten announces the deaths of Montarus and Baldyr, to which the Bane Patriarch appears unfazed by. Unlike the heir of the clan, who prods Torsten further for details of their deaths. It is then revealed that Torsten used his fury, last seeing Montarus there, and having no memory of her after awakening. Obsidius seems frustrated and distraught by the news, whilst Wystan directs the conversation by subtly condescending Torsten. The discussion ends with Wystan prying Torsten about any remains of armour, arranging the collection of remains, and annulling Temple fees of Baldyr's children. Upon conclusion, Torsten is escorted by Obsidius, who finally unleashes his anger at Torsten and blames him for the death of not only his two children, nephew, but that of his brother, and other Banes that were under Torsten's regiment. Torsten takes it in silence, then proceeds to leave the estate alone after exchanging two sentences with the Obsidius. After visiting a few more homes on his list, Torsten is on his way to the office for more until another short dragon interrupts him; Scout Talctun, of Bane Behemoths. The bright dragon announces that he sought him out to give Torsten the report on Montarus' body—she died defending the unconscious Commander after he used his fury, and died in his place once the Apes swarmed for a counter-attack. The news sparked an odd reaction in Torsten, one that Talctun notices, but is brushed off by Torsten who asks he leave the report at the shared office of his Lieutenants, thanking the Scout before both depart their separate ways. Once the day of work ends, and night starts to fall, Torsten travels to the forests in Warfang mainland instead of going home. He recollects on his wrath, self-spite, and bits of the past whilst reaffirming his purpose. Growing more determined, and spiralling into the cycle he's trapped in for search of power.

  • Warfang City | Destiny Intertwined

    Top Warfang City Warfang City Warfang City was the first official settlement of the nation of Warfang, founded in the year 0 in the wake of the Unification. It has since been the heart of Warfang, the center of its politics and trade. The Elder Guardians and the five most powerful dragon Clans reside here. Ancestor Temple The Ancestor Temple was the first building to be constructed in the City. It was to be the home of the first Guardians, and would protect the new Warfang nation's eggs. Today it is the home of the Elder Guardians, who keep not only the knowledge of the secrets of elemental mastery but all of the nation's secrets, knowledge, and intelligence. It also houses the Grand Master of Magic, and the Grand Master of Healing; the most powerful and knowledgeable Dragon Masters in their field. There are other, non-magical Grand Masters of their fields who are called upon by the Council when their knowledge and advice is needed, and many of them make their home in the Ancestor Temple. The Ancestor Temple employs hundreds of servants and is protected by hundreds of Templars at any given time. In recent times, this has also been the home of the purple dragon, Malefor . Inside the Ancestor Temple are several areas of note; The Summit, in which the Council convenes. In the Summit is also the Pool of Visions, where the Elder Guardians may seek knowledge or information in the form of visions, dreams, or glimpses of places far away. Rarely, even glimpses of the future. The Great Hall, the lower part of which is a massive dojo, where the Elder Guardians train themselves and their successors. The upper part contains the floating staircase to the Summit, giant, levitating light crystals, and a vast library used by the Elder Guardians, the Dragon Masters, and various visitors. The contents of this library is public and contains no classified material. The Grottoes, which once housed the nation's eggs. Today they are kept empty, set aside in case the younger Warfang City Temple is compromised, or reserved as a shelter in case of an attack or natural disaster. The Tunnels, not a publicly known part of the Ancestor Temple; these tunnels located near the Grottoes can be used as an escape route into or out of the City. There are exits into every district and far outside the city. The tunnels are a maze, and one can get lost if they don't know the way. The exits are concealed, but if a member of the public stumbles upon them, the exit will be moved. The exit doors will only open for the Elder Guardians and a handful of others, including the Council. The entrances to the tunnels will open for the above as well as the Temple's Dragon Masters, a handful of select Templars, and the purple dragon. Only the ones the doors will open for know about the tunnels for safety reasons. The Master Study , which can only be accessed by the Elder Guardians, the Council members, and the Grand Masters. This library contains all secret knowledge Warfang possesses; erased histories, forbidden knowledge, and confidential intelligence on enemy nations. Crescent Hall The Crescent Hall is a place for catering and entertainment. It is owned by the City and is used when the City/Council hosts events and celebrations. It cannot be used for events hosted privately by clans, for example. It is the closest building to the Ancestor Temple. Warfang City Temple The Warfang City Temple was built to house the new Guardians of the Warfang Mainland, as the Elder Guardians became focused on ruling the nation. Still to this day, the Warfang City Temple houses all the eggs of the mainland citizens, protected by the Warfang mainland Guardians, and over a hundred Templars at any given point. It is extremely secure, and has had no incidents of eggs killed by intruders for hundreds of years. Since initially being built, it has been expanded significantly into the Warfang Temple School, where thousands of students attend every year for an expensive education. Areas of note; Main Hall, this is the massive main building in center. At the top floor of this dome is a large dojo, used by the Guardians and at times, students. Lower floors house a massive library for use by students and the Guardians, as well as Dragon Masters and any others with previously approved access. The courtyard , the outside area where students may reside during free period. It is not permitted for non-students to linger here, and an hour after school hours, only staff and servants are permitted to be on school grounds. The grottoes and tunnels; much like the Ancestor Temple, the Warfang City Temple has grottoes and underground evacuation tunnels. The grottoes are deep within the Temple structure and reach underground. The evacuation tunnels can only be opened by a Guardian. The tunnels connect with and use the same exits as the Ancestor Temple. The orphanage , a Temple run home for orphaned children. The Temple orphanage is on temple grounds, but is not in the main building, rather behind it. The orphans there do not attend the school, but often do cleaning after-hours. Some of the many towers around the Main Hall are the studies of various Dragon Masters employed by the Temple who study and teach flights. Other towers contain many flightrooms each. Warfang City Hall A majority of Warfang City Hall is the center for Warfang's Justice and Law system. Here are offices for Warfang's Judges, Ministers, and Justices e mployed by the City (not private Justices), and courtrooms for sentencing criminals and settling disputes. The other part of City Hall is for relations between the government and the public; whenever the Council needs to address the public, they have a large, indoor symposium for invite-only conferences; usually for Clan leaders/ambassadors. For rarer occasions, they also have an outdoor pedestal where a speaker can address a large crowd, which would consist of any citizen choosing to attend. The Warfang City Hall is locat ed in District 7. The Amphitheatre The Amphitheatre is located near Warfang City Hall in District 7 , and is owned by the City. It is used for official tournaments, gladiatorial games, performances, and most notably, the Seer's Trials . The Amphitheatre may be rented for private events at a very significant fee, and all activities must be legal. Even very wealthy clans who want to use the Amphitheatre must collaborate with multiple other clans and entities to afford reserving the Amphitheatre, so this happens very rarely and for very special events. Army Fort Army Headquarters The Army Fort is the headquarters to the Warfang Army. It is the office for the General of the Army, and has offices for his 20 subordinate Generals in the top floor of the main building. Between their offices is a meeting room where they convene frequently. The remainder of the main building is used for logistics (243rd Regiment), such as storing confidential information like details about individual soldiers and managing payments. It is also the home for the 246th Regiment, Army Intelligence , but it is unknown if there are any offices there at all due to the secrecy surrounding this Regiment. Divisions 1 to 5 has a section set off for Regiment offices outside the main building, where Commanders and their Regiment Lieutenants manage the logistics of their individual Regiments. Divisions 6, 7, 8, 9 and 20 have their own headquarters and offices in a Fort near Stormfall, Warfang Mainland. Divisions 10 to 14 have their headquarters in Titan Fields, Dragonfly Falls, and Divisions 15 to 19 in Concurrent Skies, Stormy Beach. Each fort has a well protected portal deep in their main buildings to allow Generals to travel to and from the Army Fort, which in emergencies can be used to transport other individuals or items. Recruits are trained by Division 20 near Stormfall, where the wide surrounding terrain can be used to effectively train soldiers for their unique roles. The Army Fort has a dungeon for temporary holding of unruly or criminal soldiers. The Army Fort is located in District 3. Guard Keep Guard Headquarters Like the Army, the Guard headq uarters make their home in Warfang City. It is the office of the Chief of the Guard and is used to manage and communicate with Guard headquarters in Titan F ields, Concurrent Skies, and Agni Flats, as well as all Guard stations in other Warfang Mainland cities and towns. Each District in Warfang City has its own Guard station with a dungeon for temporary holding of criminals. The Guard Keep does not have it's own dungeon. Commanders and Captains have their offices in their Districts. New Guards are trained on the job. Training drills will occur frequently in the Keep or around the city. Districts Warfang City is divided into districts, which are separated by extremely tall walls and joined by gates. The Guard patrols these walls and it is forbidden to fly over them. To enter the city or enter a different district, you must pass through an open gate. Gates are manned by the Guard, and they will stop suspicious individuals from passing through. The gates are closed at night, and flying over the walls at these hours yields a much harsher sentence than during daytime. Each district is joined to the next by one or two gates, and the outer districts have one or two gates out of the city. Districts 1 to 7 and 11 to 14 are also connected by bridges over the river. Distr ict 1 D istrict 1 is the center of the City, housing the Ancestor Temple, Crescent Hall, Warfang City Temple, and the five leading clan estates. The rest of the District is comprised of expensive, top quality markets, and the headquarters of the nations top institutions and individuals for everything ranging from trade, tutoring, study, and services. There are several other clan and family estates in District 1, all among the wealthiest and most influential in the nation. District 2 - 4 Districts 2, 3, and 4 are similar to District 1; they house countless clan and family estates and businesses, with vast high quality markets and services. There are also smaller housing towers for more regular workers, though these are located in the midst of the district around the markets, taverns, inns, etc., while the rich estates have more vast areas of nature between them, and the peace and quiet that comes with that. District 5 - 10 In Districts 5 to 10, there are gradually less clan and family estates, until there are only middle to low class homes. Like other districts, there are markets for both necessities and luxuries. These districts are where the top blacksmiths, clothiers, potterers, etc. have their production shops. Crime is not uncommon here, commonly petty theft, but they have their fair share of organized and violent crime. District 11 - 15 Di stricts 11 to 15 are the poorer districts. Menial laborers make their homes here. The markets are in declining quality to stay cheap and are subject to frequent theft. Homelessness and orphans are rampant here, and as is crime. Murder cases are a near daily event, and usually go unsolved by the Guard. In truth, the Guard has little control over these districts; organized crime is prevalent, and many businesses and families pay crime lords for protection instead. The Underground City Around the year 2000, Warfang City was expanded into the underground. Originally, this was where the mole population lived, but it is now shared with dragons. The Underground City can be accessed through Districts 6, 7, 8, 14, and 15, as it resides beneath these districts and are considered a part of them. The purpose of the Underground City was to expand housing options to keep most of the above-ground Warfang City high class and peaceful, and this partially succeeded. The Underground City is to date a pit of crime and poverty, all but ruled by several crime syndicates, most notably The Virens Inferna , which maintains fragile control of the other syndicates, for now. The lawlessness of the Underground City benefits the degenerates of the low class and the high class alike. Despite its circumstances, there are places in the Underground City gleaming with riches due to the wealth immoral trade and entertainment brings. Clans and others of high society frequent the Underground City to satisfy desires beyond the law. The moles still reside in what is the Underground City, but after dragons moved in, they've dug their own, separate residence for their own safety. They have their own exits which lead to District 6. Another walled off part of the Underground City is uninhabited; a large chasm used primarily for secretive training by the Guardians, Army, and Guard. This is not known to the public. ▲

  • Blizari***

    This page is a wip! This page hasn't been worked on yet, information is subject to change, errors will be fixed as time goes Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ ??? Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element ??? Magic ??? Physical ??? Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺ The Scions Aether Clan Skogur (grandfather, deceased) Azenza (grandmother, deceased) Flareali (mother, deceased) Elder Guardian Amberius (father) Chief Ildirai (aunt) Guard Zseurael (older brother, missing) General Undacus (older brother) Commander Icarius (older brother) Other extended family Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Affiliation Blizari Blizari of Scions Aether ??? (she/her) (?) ??? Year ???, ??? Moon, ??? Day ???m / ???' Ice (???) Class ??? (???) ??? ??? ??? ??? Deceased ??? ??? Warfang Clan Scions Aether Appears in A Marriage Into Warfang Credits Created by Designed by Owned by DragonOfIceAndFire Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ ? ?? ??? Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ ??? Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire

  • She's Gone Away

    She's Gone Away She's Gone Away Written by SubmergedHymn An short experimentally written tale about how badly Lirife took Firra's disappearance. With his only link to normalcy gone, Lirife has but one option to fall back to. > Read Here < Content Warnings: Gratuitous violence Religious extremism Featured Characters Lirife Firra (mentioned) Location(s) Unknown Timeline 2997 Word Count ~800 words Reading Time ~4 minutes Summary (Spoilers ahead!) The tale follows Lirife's mind at its bare. Where nothing has definition, shape or reason. As Lirife looks upon the endless casualty reports hoping to find Firra well, he finds that she has been declared as 'missing in action'. Lirife immediately assumes she died, and runs away to avoid his emotions overflowing. He breaks down, and assumes that he failed her, and that he wasn't good enough against the darkness, that due to her kindness, she died, while Lirife could have averted it. He steels himself in the resolve of slaughtering dark dragons as revenge. In battle, his savagery takes to new heights. He has to be forced off of the eviscerated remains of a dark dragon. And as he lays back into the night, he understands that he must protect against evil and darkness, by embracing his calling as Warmaster Lirife.

  • Update Log | Destiny Intertwined

    Top Updat e Log 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 prohi bited. 2. 2. 2024: Added clarificaton 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 rea dded. 24.3.2023: New images a dded to Dragons (biology) 12.3.2023: Fixed a number of incorrect inform ation 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 gotte n 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 upda ted. 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! ▲

bottom of page