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  • Quiet as a Rat, Ancestors are Nowhere Near

    Quiet as a Rat, Ancestors are Nowhere Near Quiet as a Rat, Ancestors are Nowhere Near Written by Spiralled Fury A group of vengeful family members chase down an estranged mother for a sin unforgiveable. > Read Here < Content Warnings: Child abuse Violence Cussing Description of wounds, character death, murder Featured Characters Caflagro Ioniz Keranor Novatian Luminoc Acoroniz Hashazi Cauziko Lyhkiz Disikaro Incia Arcaries (mentioned) Location(s) Stone-Edge Keep, Northern Mountains (Warfang Mainland) Timeline 2684, late fall Word Count ~13,700 words Reading Time ~1 hour Summary (Spoilers ahead!) Set in a generation before the clan Ensis Fumoveo, the story opens on a vauge scene from the perspective of a hunter, observing the rest of their family in the hunt of another dragon. This hunt has significantly progressed, with the target wounded and bleeding even as it fights for survival. The hunter mentions that this hunt is not for food or trade, but rather for the hunt alone. The daughter of the current head of the family, Caflagro, is returning home with her brother, Ioniz. She and Ioniz meet up with their younger sibling, Keranor, before delivering the day's early prey to their aunt. Keranor and Ioniz fly off to the lake together, while Caflagro and the aunt - Hashazi - head to the training grounds to locate one of the younger cousins. There, Caflagro notices that one of the younger dragons training is injured, and orders a spar to stop. Caflagro and the mother of the young dragon - Novatian - get into a disagreement about the dragon continuing to train before Hashazi interrupts. Caflagro discovers that Disikaro (the dragon in question) has been hurt badly enough to damage his arm. Hashazi agrees to talk to Acoroniz, the head of the family, about the incident while Caflagro leads Disikaro and Incia (his sister) into the Keep for some care. A few hours later, Caflagro overhears Novatian and her children arguing again, but this time she observes Novatian attacking both of them. One of the hits knocks Disikaro unconscious, and Caflagro attacks her in response. The two argue about Novatian being able to discipline her children, while Caflagro states that she had gone way too far as she defends the two. Ioniz comes to Caflagro's defense while she examines Disikaro, discovering that his neck is broken. Acoroniz arrives, which prompts Novatian to argue that she was simply teaching her children before Caflagro interrupts that Disikaro's neck is broken. Another two members of the family arrive, one (Cauziko) doing her best to give medical care to Disikaro while the rest of the family prevents Novatian from fleeing. Upon recognizing that their family cannot heal or save this damage, Caflagro sends Keranor with a stabilized Disikaro to Northkeep, where he may have a chance. After Keranor has been sent, Acoroniz sentences Novatian to be banished to the woods, alone, where she will surely be hunted by some beast. After her exit however, Acoroniz gives an order that the family will be hunting her down, and informs their children that they do not need to partake in this. Caflagro and Ioniz agree to do it, and take off with the family for the hunt. The family chases Novatian down and circles her in a clearing of the woods, attacking her in loose coordination. She calls them cowards and demands they come and face her properly, only for her brother, Luminoc, to emerge. They have a short conversation wherein she asks him to take care of her children, before the entire family pounces on her. Luminoc is the one who lands the killing blow, before howling for the loss of his sister and matched. The family returns to the Keep, exhausted, and Acoroniz gives orders for the following day. In this conversation, they remind Caflagro and Ioniz that this is something that is not done and not spoken. They inform Caflagro that she will command the Keep the next day as hunt leader, and Caflagro goes to rest.

  • Dragons (Society) | Destiny Intertwined

    dragon society dragons (society) Naming Conventions Dragons are as a rule named after their element in some way - for example; Glacer (Glacier - Ice) , Rayne (Rain - Water) , Scorchis (Scorch - Fire) , - with often a latin-esque suffix , i.e. -us, -ius, -cus, -is, -a, -i, -in, -er, -en. The elemental words aren't always in common tongue, so a name's meaning may not always be obvious, i.e. Isrun, Isolda, Isra ('Is' being a word for 'ice') or Lynerius, Lynis, Lynaricus ('Lyn' being a word for 'lightning) or Tordner , Tordena ('Tord(en/ner') being a word for 'thunder/thundering') . ​ Dragon given names are always a single word, never hyphenated, and rarely an entirely unaltered word (such as Flame, or Ember). Titles such as '(Name) the First/Second/Fifth/etc.' are also very uncommon, as inherited names are altered slightly , i.e. Vitreis to Vitreus, but these titles exist in some cases as remnants of old traditions. ​ Names with the suffix -us are considered masculine , while names with the suffix -is is considered feminine . Names ending with -e(r), or -a are more gender neutral, but leaning masculine and feminine respectively. Still, dragon names are not strictly gendered. ​ Dragons have no surnames. For identification, dragons will introduce themselves as '(Name), (son/daughter/child) of (parent)' , i.e, Lynerius, son of Tordner . Clan dragons may use their clan name, but not as (Name) (Clan name), but as (Name) of (Clan name), i,e. Auralis of Tempest Reign. ​ As a rule, dragons name their same-sex parent, i.e., sons naming their fathers, daughters naming their mothers, but this is not always the case. If the same-sex parent is absent, unknown, or disowned, a dragon may introduce themselves with the name of their opposite-sex parent, i.e. Terin, daughter of Grine(father). Non-binary dragons can choose which parent to name, though it will often be the parent they've introduced in the past. The main rule is consistency. ​ If a dragon does not know their lineage, they will introduce themselves with the place they were hatched, i.e. Stryga, daughter of Warfang City . This is also the case of adopted dragons, as it is taboo to name one's adoptive parents when introducing themselves, due to them not sharing blood. This is especially taboo if the adoptive parents are clan dragons, and the adopted is not. ​ Generally, adult dragons will not introduce themselves with their parent's name , as they will want to be recognized by their own accomplishments (not their parents') and often have titles of their own, such as rank or profession (Commander, Healer, Master, etc.) but their heritage will be included in official registry. ​ Changing one's name is not considered a 'thing' in most dragon societies, it is viewed to be strange, or even looked down upon due to the association with dark dragons who underwent corruption, casting away their birthname to take on a new name based on their dark element. Due to dragon names not being strictly gendered, even transgender dragons will usually keep their birth name, at most only changing their suffix. Language ​ Dragons' written language comes in the form of runes . These runes stand in for sounds, words, phrases and concepts, allowing dragons to read and write optimally. The runes are written top to bottom, right to left. ​ Examples of runes; ​ ​ ABCDEFGHIJKLMNOPQRSTUVWXYZ ​ ​ Vocabulary (The list below shows words that are not used in dragon society, and the words they are replaced with) Married = Unified Marry = Unify Marriage = Unity Engaged / Engagement (to-be married) = Betrothed / Betrothal Applies only to unities arranged by familt; there is no concept of engagement otherwise. ​ Divorced / Divorcing = Diverged / Diverging Funeral = Wake (The list below shows words frequently used in dragon society, with synonyms that are also used)​ Mate = Girlfriend/Boyfriend/Partner Husband, Wife, Spouse = Unified (as noun, i.e. 'my unified' instead of 'my spouse') ​ (The list below shows original words and their meanings, or real words and their in-universe meanings)​ Birthday = (day a dragon hatches from their egg) Birth = (when a dragon hatches from their egg, though when a dragon gives birth, it is to an egg) ​ Love, Marriage, and Reproduction ​ Dragons are usually monogamous. While commonly heterosexual, romantic and sexual relationships between dragons of the same sex/gender are so common nobody would raise a brow to it. Polyamory is unusual, but not unheard of. ​ Dragon partners can marry and become 'Unified'. This is an official acknowledgment of partnership, and a spiritual union. Diverging (divorce) is legal, but viewed unfavorably. Unity and betrothal can be signaled by horn or tail rings. ​ Unity Bands Unity bands are rings worn on a dragon’s head horns or around the end of their tail. They signify that a dragon is Unified to another. It is up to preference if the dragon wears the ring on their horns or tail, and which horn is also up to choice. All Unity bands display the Uniting Crest, the symbol of Unity. A Unity band may be as plain and cheap as can be, but the crest is always there. Otherwise it is not considered a Unity band. The average Unity band is made of one or two common metals, with the Uniting Crest and other (usually elemental) decor etched in. But the most well known aspect of Unity bands is the more expensive inclusion of the Enthral Crystal. This is a costly crystal that, when exposed to dragon elements and magic, absorbs it and reflects it back . This crystal glows and pulses slowly with the magic of the dragon that infused it. The crystal is extremely popular for shrines and other items of sentimental significance. While often used in jewelry, when it comes to rings it is exclusively used for Unity bands . A Unified dragon wears the ring with their Unified’s magic within it. The crystal can hold on to the magic for a century when used in rings, and for much longer in larger, intact pieces. The crystal reflects all colors of the element and/or magic within it. The magic of multiple dragons may be put in, and they will not blend. For Unity bands, however, the magic comes only from one individual each, and is either infused with element or less commonly, non-elemental magic. The more Enthral Crystal is inside the ring, the more expensive it is. In Clans and high society it is common, expected, for the full length ring to display crystal, and to be of rare metals. It is highly unusual for the Unity bands of low-class, menial workers to include Enthral Crystal or be made of rare metals. Unity bands are generally worn all the time, as is expectation. Soldiers and Guards may leave theirs in safer places, however, to prevent loss or theft of the rings. Most often, the bands are not a solid piece, but two connected pieces that can be removed and put back on, as tails and many horns don’t allow the rings to be pushed down to the desired location. Some dragons choose to have the ring halves soldered together once on the horn/tail. The rings will be shaped to fit the dragon’s horn/tail, not necessarily oval. ​ ​ ​Arranged Unity In high society, arranged Unity is common . Clans often wed members into different clans or to individuals of interest to expand their power and influence. Often, a clan's only interest is reproduction. In these cases, unity doesn't happen, instead, a contract is written that states the two dragons will reproduce once, then go their separate ways. How a clutch is divided is pre-determined in the contract. Usually, the more powerful clan takes their pick, and the other clan takes the rest. They may also have to give gifts of treasure and coin to the bigger clan, as theirs has been empowered by more 'worthy blood'. If one clan takes all the eggs, they will pay the other clan handsomely. The parent whose clan is not keeping a given egg will as an unwritten rule not be involved in that child's life, and it is taboo for either the parent or child to seek each other out. ​ Clan members can and do unify for genuine love, but if the clan rejects their chosen partner (on account of being the wrong element, clanless, not sufficiently powerful, etc.), then said partner and any children may not be recognized as part of the clan. If the clan forbid the unity and it happens anyway, the clan member may be disowned and lose clan status. A compromise may be made, in which the clan member in question accepts reproduction contracts so as to bear children desired by the clan. ​ Arranged unity and reproduction contracts are virtually non-existent outside of clans and high society . Among clanless children there's a stigma against 'contract egg' dragons. ​ Eggs Dragons keep their eggs in grottoes with many other eggs. Historically, communities would have a single grotto for all their eggs, which would be protected by the community's strongest. After the Unification, this concept was used to create the Guardians, whose duty is to protect the eggs in all of Warfang. Grottoes are kept within Temples, and the eggs are closely monitored and documented. Dragon eggs are very visually distinct, so mix-ups are not a risk. ​ Clans usually reserve sections of the grottoes for their own eggs . Grottoes are elementally enhanced - fire eggs are left among burning coals, ice eggs among freezing ice, electric eggs among lightning crystals, earth eggs among living flora, wind eggs enveloped in small 'wind pockets', and water eggs sitting in rippling water. This elemental enhancement is believed to strengthen the hatchling within, mimicking the environments dragons were initially divided into, but it's not strictly necessary. ​ It's considered irresponsible to choose to keep an egg in one's own protection , as a few dragons can't compare to four powerful guardians and hundreds of strong Templars, nor to the magic that protects the grottoes. ​ When dragons want to give up their eggs, it's common to leave them by a temple. While this abandonment is illegal, the Temples do not pursue an abandoned egg's parents . Abandoned eggs are sometimes adopted into other families, but most often are raised in the Temple orphanages by caretakers. Unity Rite ​ The Unity Rite, or wedding, is a sacred ceremony that unites two dragons in the eyes of the Ancestors. For Fire, Earth, and Water dragons, this ceremony takes place before sunset. For Electricity, Ice, and Wind, it takes place after sunset. If the parties being married are mixed (such as one Fire, one Ice), it often coincides with sundown. ​ The Rite is hosted by the family that gains a new member, as traditionally marriage is the act of one party joining another’s family. Among commoners this may not always be the case anymore, but in middle and high society, this tradition is always kept. The family usually hosts in their own homes, but if needed can rent a larger venue or hold the Rite in a place of nature, but not public spaces frequented by other dragons. ​ At minimum, both families attend. Parents of the betrothed are a must-attend (if they are still alive and not disowned), and usually siblings and other close family attend also. In clans, Rites are attended by as many as possible, especially clan elders. Aside from family, friends of the family and friends of the betrothed may be invited if the parents of the betrothed and the family elders allow it. In Clans it is common to have semi-open doors, where other clans or individuals of note can make an unannounced appearance, as this is an opportunity to build alliances. Access to the venue is guarded to keep out undesirable visitors. ​ All Rites are serviced by a Votary , a religious figure representing the Dragon Temples. The Votary is accompanied by several acolytes helping them with the service. For every Rite, the Votary brings a spirit gem, which is seen as a direct line to the Ancestors. It is believed this allows the Ancestors to observe the Rite. ​ Upon arrival, the families of the betrothed will give offerings to the Ancestors, in the form of tribute that the Votary returns to the Temple. This is effectively payment for their services, and is in present day usually just Coin. In the past this was food, material, craftwork—sometimes, families who specialize in these things may still give these kinds of offerings. A family giving poor offerings is extremely frowned upon, and reflects poorly on the marriage’s longevity and quality, It’s not uncommon for guests to make offerings too, with significantly less pressure to give much. ​ As these offerings are given, they are placed by the spirit gem, and the dragon giving them may touch the gem and pray to the Ancestors on behalf of the betrothed. Good fertility is almost always asked for. Once the Offerings are concluded, the acolytes carry out the offerings to be taken to the Temple, and the Oath may begin. ​ Oath The Votary summons the betrothed to stand in front of the spirit gem. At this point, the betrothed are seeing each other for the first time that day. The betrothed may touch the spirit gem and say a silent, brief prayer if they so wish. The Votary will then read the rites, to which the betrothed will answer ‘I shall’. There are a number of different rites to choose from, depending on the couple’s priorities. In arranged unities especially, the Rite of Bloodlines is most often chosen, where the highest priority is reproduction. The Votary will then tie a long, vibrantly red ribbon around the ends of the united’s tails, tying them together. The knot is loose, representing blood (in the genetic sense, the union and continuation of two bloodlines) and sex. The united are to wear this knot until consummation. It is believed that if the knot falls off before this, the ‘first night’ will not produce offspring. ​ Dance Immediately after the Oath, the newly united take to the floor and perform a dance with their tails still tied. This dance is generally very calm, deliberate, and brief. Each family has a different dance. At the conclusion of the dance, romantic uniteds often kiss. For contracted marriages, this may not happen, and is not expected to. ​ Gifts Now One, the uniteds sit and are given offerings from their guests. Unlike offerings for the Temples, these offerings are often not simple coin, but useful gifts for the new couple. Clothes, armor, trinkets, jewelry, decor, utensils, alcohol, food, etc. Each family attending is expected to give something, at the very least coin. Attending without giving a gift is another faux pas. Families usually give one large/valuable gift, rather than each member giving something small. The same is common for friends. ​ Celebration After the gifts have been given, it is time for food, drink, and mingling. This can last many hours. Guests may dance, interact with the newly united, or visit the Votary and/or the spirit gem. At some point, the newly united will take flight to nest (this is where many lose the red ribbon). Guests and family may stay for a while longer, but the united will not return. Some time after the united leave, the Votary and their acolytes also will, and that marks the end of the Rite. Guests will return home. ​ Unity Bands Usually, Unity Bands are prepared and ready for the day of the Rite, but they will only be worn after consummation, usually starting the morning after. ​ Attire For the wedding, guests may wear anything formal that isn't mostly white. The unifieds will wear formal attire that is all white , though small details like jewelry, and leather, may be pale colored instead. Armor and fabric must be all-white, without gradients, markings, or sigils. Unity Rite attire must have no emblems or clan insignias, but can and should depict holy sigils. While formal armor may be worn, it should only be a few pieces (not full armor), without weapons like blades and no head piece. ​ Votary The Votary are religious figures who forsake family and pleasures to serve the Ancestors as part of the Ancestral Order . They are a part of the Temples, and spend a long time as acolytes serving Votaries, before they are deemed eligible to take their oath. Ascension is not guaranteed. Votaries are abstinent, living in special Temple-adjacent housing where they sleep, eat, study, and pray in-between their duties. ​ Votaries are the only ones who can officiate weddings, and are nearly always present at Wakes. They are often called to be beside a dragon at their deathbed as well, as a comfort. ​ Votaries are accompanied in their duties by one or more acolytes, who assist them in their duties. Acolytes have not taken the oath, but must live by it if they want to become Votaries. ​ Votaries wear all-white attire, except during weddings and wakes, where they wear all-black. Acolytes wear all-grey. Outside of weddings and wakes, wherein Votaries will bring a spirit gem from the Temples, they will wear a piece of a spirit gem around their neck whenever they are working. ​ Votaries can be any gender, any element, and come from any social or economic class. The Ancestral Order seeks only a calm, professional presence, and devotion to the oath and Ancestors. Becoming a Votary is a very high honor, but leaving the order or breaking the oath is an equally severe offense. ​ Because reproduction is culturally significant for dragons, and Votaries are expected to be celibate, the Ancestral Order is hestant to accept dragons who have not yet had children. Temple Orphanages ​ The temples run orphanages for abandoned/orphaned eggs and children. Not every child is lucky enough to be left at a temple, and may be raised in the streets, fed pity-scraps, or used by criminals. Guards may seize these children and hand them to a Temple. Particularly cruel guards may chase them from the city or at worst kill them, as if they are vermin. ​ Dragons raised in the Temples have little more than a roof over their heads and bland food to eat. They must earn their keep from a young age, and receive no formal education beyond what the caretakers teach. Orphaned eggs and children may be adopted by families coming to visit the Temples, but most grow up there. ​ The temples keep abandoned children until age 18, when they will leave early for the military, provided they continue to work and participate in raising other, younger children. Children who refuse will be left on their own as early as 12 years old, and they will have to find employment. Many of these children turn to crime for lack of other options, and may find themselves reaching adulthood in a cell - provided they do not lose their lives in the streets, due to other criminals, or guards. Currency After the Unification, the trade of items soon turned into items and labor for currency, and trade of currency for labor and items. Warfang uses a currency consisting of six different coins. ​ These coins are made with metal alloys. These alloys cannot be created naturally - they are bound through spells, and these spells are unknown to the public to prevent counterfeits. ​ When these alloys are made to become coins, they are left with a 'magic signature', the mark a dragon leaves with their magic. This signature is used to verify the legitimacy of each individual coin if they are suspected to be counterfeit. Warfang maintains a complete list of all dragons who have bound these alloys, as well as samples of their signature for comparison. A magic signature cannot be faked. One needs at least a magic mastery of Practiced to be able to reliably read a dragon's magic signature (and likewise, Experienced to read element signature). Some dragons make their living around verifying the legitimacy of coins used in high-society trade. ​ As of the fourth millennium, there are 6 different coins in circulation. Left to right: The coin with the smallest worth is in a blue-green metal alloy called Necryte . It is referred to as simply 'coin', and has a worth of one. 'One coin'. ​ The second coin is also of Necryte, but is partially of another alloy called Steel Silver. It is worth five coin. ​ The third coin is a Denar, worth 10 coin. It is made entirely of Steel Silver. ​ Fourth coin is primarily made of Steel Silver, and partially of 'Herculeain Gold', a gold alloy that is virtually impossible to destroy. This coin is worth 100 coin. ​ Fifth coin is almost entirely Herculeain Gold, with a speck of Steel Silver. This one is worth 250 coin., often referred to as a mark. 'One mark, four marks'. Last coin is made entirely of Herculeain Gold. It is the largest coin, worth 1000 coin. It is often simply referred to as 'Herculeain coin' or 'crown'. O ne usually only sees Herculeain Gold coins in high society. ​ The average dragon's only necessities is food and a place to sleep. As such. Most 'low class' occupations yield around 15-20 coins per day, provided the dragon works much of the day. Feeding an adult dragon costs about 15 coins per day, or 660 a month, if they only buy food. ​ ​ Examples of prices ​ 1 snow apple = 3 coin 1 loaf of bread = 2 coin 1 bush of plum grapes = 2 coin 1 serving of meat = 4 coin 1 Roothoof carcass = 20 coin ​ 1 floor of a standard city tower (small enough for 1-2 dragons to sleep and keep a few belongings) = 500 coin (with annual property tax of 100 coin) 1 full armor set = 250 to 2,000+ coin (low to high quality metals, metalwork, tailoring) ​ First 5 years of temple schooling = 5,000 coin annually Years 6-14 = 7,500 coin annually Years 15-18 = 10,000 coin annually (Schooling fee is 15% less for active soldiers/guards, 25% less for soldiers/guards who perished in service before their tenth year of voluntary service, and completely waived for those that served at minimum total of 12 years and then died in the line of duty) ​ ​ Examples of wages Soldier (first 2 years) = 5 coin daily (housing provided. During deployments, housing and food are provided) Soldier (after first 2 years)/Guard = 15 coin daily, plus monthly bonuses for time in grade and other bonuses Lieutenant/Captain = 50 coin daily, plus monthly bonuses for time in grade and other bonuses Commander = 100 coin daily, plus monthly bonuses for time in grade and other bonuses General/Chief = 300 daily, plus monthly bonuses for time in grade and other bonuses Guardian = 150 coin daily Elder Guardian = 400 coin daily Master of Education = 50 coin daily, plus any bonuses Architecture ​ ​ Dragons build their structures in circular and curved shapes. Only in cities have rectangular shapes started appearing for the purpose of utilizing as much space as possible, but the vast majority of dragon-made structures are circular or at least curved, with dome rooftops. Even their doors and windows follow this same principle. ​ Dragons never build with wood, only stone and other ideal minerals. Their structures must be element resistant, hence the aversion to wood, but things such as bookshelves and other furniture may be made with wood instead of stone or metal. Death When a dragon dies, a wake is held for them. Family and friends gather to see the deceased 'return to their element'. While individual families deviate somewhat in practice and may have additional traditions, the death of a dragon is most often handled as such; Fire and electric dragons are placed on pyres (fire dragon pyres will often have obsidian or igneous rocks present, while electric dragons have lightning crystals and metals), and the deceased's eldest child (or other closest relative) is the first to light the pyre ablaze with their element. The rest of the family then contributes. Similarly, ice and earth dragons bury their dead (no coffin or preservative measures - dragons want their remains to reunite with nature one way or the other, as this is thought to be how dragons join the Ancestors after death). While ice dragons will bury their dead with ice, they are buried where they can soon thaw and decompose. ​ Wind dragons may choose to burn or bury their dead, while water dragons prefer burials at sea. ​ When there are ashes remaining of a deceased, they are not kept. They are gathered and spread in an environment suited to the deceased's element - families will often go to the same specific place for this, as with burials. Families may instead keep noteworthy belongings of their departed, such as a soldier's helmet, a unity ring, etc. These will be placed on the dragon's shrine . ​ After the wake (including the spreading of ashes, if any) is complete, a shrine is created for the dragon if possible. Shrines have, at minimum, a plate of stone or metal (or other material, usually families stick to the same material) with the name of the deceased engraved, along with their hatch and death year. These can be small enough to fit in one's paw, but dragons that can afford it will go further. Clans typically have an entire building dedicated to their shrines (which may come with life-sized statues), with the individual shrines listing the deceased's accomplishments and immediate relations, as well as their most valued or noteworthy possessions. These shrines are kept pristine and are visited frequently. ​ If, for whatever reason, a shrine can no longer be kept, it must be destroyed. Metals must be melted, stone must be pulverized - this is due to the belief that shrines must be respected, and the neglect of a shrine is far worse than not having a shrine at all. While shrines are a way to honor a dragon, they aren't tied to a dragon's believed ascension to the Ancestors. It is often enough to have a wake. ​ It can be distressing to a family to not have a body to perform a wake for, so in the event a body is unrecoverable, a wake will still be held, using a belonging of the deceased, such as a cape they'd wore, or a recovered piece of armor. Holidays & Special Days ​ New Year Jubilation / Summer Solstice Celebrated on the very end of the year, the New Year Jubilation celebrates the end of the current year and the beginning of the next, as well as the anniversary of the Unification, and the Summer Solstice (northern hemisphere) which coincides the same week or day (One year it lands on the 1st, next year on the 2nd, the n 3rd, then 4th, then wraps back around). ​ The New Year Jubilation is a holiday. It is celebrated on a national scale, meaning many occupations as well as Temple schools will take the day off. Cities and towns will be decorated to celebrate the Unification and appreciate the unity between the natural elements. There are parades, games, and competitions in the day and private festivities in the evening. ​ If the Summer Solstice does not fall on the 1st, there is generally not a celebration on the day that it does. ​ Winter Solstice For the northern hemispher e, the Winter Solstice falls in the middle of the Fifth Moon, day varying by year. The southern hemisphere has their Summer Solstice on the same day, but due to Warfa ng mainland being in the northern hemisphere, the Winter Solstice is the usual name of this special day . ​ This day marks the beginning of winter, and every Winter Solstice, the Temple schools host an event for its students. For the students between Year One and Year Ten, these are social gatherings with food, entertainment, and games. For Year Eleven up to Year Eighteen, the highlight of the evening is the Solstice Dance. Leading up to the Solstice, students may approach other students to ask them to be their date for the event, and they will dance together at the height of the evening. While one may dance with a friend or a relative, many students wait eagerly for this day to explore their romantic interests. Attendance is obligatory, but dance participation is not. ​ The Winter Solstice is also an excuse for high society to mingle. Gatherings will be hosted worldwide, with drinks and entertainment for its guests. Masquerades are popular for the Winter Solstice. ​ Day of Remembrance / Remembrance Eve 1st Day of the Eighth Moon. Remembrance Day is a holiday dedicated to the Ancestors and the recently departed. In the early morning, shrines of loved ones will be visited. They will have been cleaned the night prior. Incense and candles will be lit, and words and prayers may be spoken to the shrines. Each family member will offer something to the family shrine. Children may leave trinkets they'd made at school the days prior, or some flowers they picked. Adult dragons will generally buy or commission some kind of decoration or utility for the shrine, or make it if they can do it well. Among the clans and rich, these will often be of expensive materials, and even the clan youth and children will be pressured to offer something of value. Clans may, before Remembrance Day, arrange expeditions for clan youth to attain something rare or uncommon, to put effort into their offerings as they lack the coin to buy something expensive. ​ While offerings can be given to the shrine, or specific shrines, every day of the year, Remembrance Day offerings are given to the family shrine as a whole, not any individual's shrine. The offerings will be distributed by the family elders. Some families will distribute evenly, others will be biased. It's not uncommon for clan leader shrines in particular to be overflowing with offerings on Remembrance Day. ​ If food is offered, it must stay until the next day before it can be eaten by the living. Flowers will be removed just as they start to wilt. ​ Offerings need not be given every year, but in big, wealthy, and/or clan families, a rich, impressive shrine is extremely important for appearances, and they will do the ritual every year. ​ Remembrance Day ends with a feast before the evening, as everyone will have fasted up until this point. ​ Once night falls, Remembrance Eve begins. This is seen as an informal part of Remembrance Day and is frowned upon by those traditional. As a day dedicated to death and the deceased, children and young dragons may celebrate it further by adorning costumes and makeup, turning them into depictions of the macabre and 'evil'. They'll take the appearance of skeletons, corpses, the wounded, the sick, dragon-eating creatures, dark dragons, cheetahs, apes, spirits, ghosts, and imaginary monsters. Liberties are often taken to allow for colorful and stylistic designs - glowing paint is popular. Some costumes may not be a depiction of death at all; it has become commonplace particularly for older children and young adults to depict themselves as something abstract and appealing. Costumes don't depict an occupation, particularly as it would be frowned upon to dress as a Guardian, Templar, Soldier, Guard, etc. ​ Cities and towns will have festivals and parades where dragons in their costumes can frolic the streets, sending up colorful displays of elemental fireworks. Music will be played, and performers will follow. Thematic food will be sold by vendors. ​ The parade and festival will have been pre-approved by the city/town, and Guard presence will be heavy. Young dragons like to make a game out of pranking Guards but this can often go poorly. ​ Besides the parade, there may be private parties, competitions, and games. ​ In high society, it's frowned upon to participate in the dress-up, parade, and the festival. It is viewed as a commoner's event. High society has their own events for Remembrance Eve; usually masquerade parties. Make-up and body paint may be used but only in flattering ways, no macabre depictions. It's not too unusual for high society children to make themselves unrecognizable in paint and a costume and attend the festival anyway, as the high society events are much more dull. ​ Week of Aether The Week of Aether is also known as The Week of Elements . It is in the first week of the Third Moon. It is a week long, city-hosted festival celebrating each element, marked by element-based performances and competitions with big prizes. ​ On the first day, Day Draco, the festival starts. There is food and general entertainment, and anyone can sign up for the week's competitions. The next day, Day Ignis, is the day for Fire. Banners and decoration are changed into the standard colors of fire and depicts fire and fire imagery. Non-fire dragons may paint and decorate themselves so they look like fire dragons. More formal dragons will dress in appropriate colors. ​ This pattern is reflected for each day of the festival; Electricity for Day Fulgur, Ice for Day Glacies, Earth for Day Solum, Wind for Day Ventus, Water for Day Aqua. ​ The Week of Aether is a tradition dating back to not long after the Unification, a festival created by the nation of Warfang in an attempt to better relations between dragons of different elements who were now living together. The festival allowed dragons to expose each other to their different elements outside of conflict, encouraging appreciation and understanding. The Week of Aether is culturally significant and important to all economic classes, the Temple Schools will even close for the whole week. Masters and even Elementals may be encouraged to appear and demonstrate their elements. Winning high-end competitions may open many doors to a dragon, such as a marriage invitation into a clan.

  • No Regrets

    No Regrets No Regrets Written by Soupspeaks Frozurne recounts the day he met Beirani, and goes to make things right. > Read Here < Content Warnings: None Featured Characters Frozurne Beirani Rimos (mentioned) Location(s) Warfang City Timeline 2963, 2nd Moon - 3016, 4th Moon Word Count ~5,900 words Reading Time ~26 minutes Summary (Spoilers ahead!) In 2963 during a clan event, Frozurne is surprised by the approach of Beirani, a healer in his regiment, as well as the offer of a betrothal or contract. While initially heistant, the two start to get along, and Frozurne offers to take Beirani for a walk, which she accepts. Along the way, the two run into Frozurne's brother Rimos, who harasses them, but the combined efforts of the two standing up to him makes Rimos back off. The two decide to give the offer a try, promising not to regret it if they do. Years later, in 3016, Frozurne and the 20th return from deployment and Frozurne decides to go and talk to Beirani, having avoided it out of guilt for failing to protect her in 3013. With the encouragement of his family, he approaches her to ask for forgiveness for his failure, only for Beirani to tell him that there isn't anything to be sorry for. The two decide to go wait for their son Cryonius together, not regretting the choice to get unified all those years ago.

  • Thunderborne

    Thunderborne is one of the bigger electricity clans, and a subordinate clan of Stormbringer . History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Founded by General Raiden in 2806, for his family of renowned soldiers, and for achieving the rank of General. Clan Trait ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Thunderborn is recognized by their orange electricity and steel blue secondary colors. Elements ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Exclusively electricity, with orange to yellow electicity. Trade ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Thunderborne is a military clan, with most its members going into the Army. Reproduction and Eggs ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Thunderborn employs a mix of reproduction contracts and unions, choosing eggs bearing the clan traits. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Thunderborne Warfang Stormbringer Steel blue, orange-gold, white Symmetrical lightning bolts plus star displaying clan colors Electricity Army Warfang City Commander Aashni (Matriarch) Undecided General Raiden (deceased) Year 2806 98 Appears in Destiny Intertwined (Chapter 1-2+) Counting the Dead Out of Universe DragonOfIceAndFire Maybe Owned by Open for Characters? ​ Notable Members ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Commander Aashni (Matriarch) Raii (nephew of Aashni) Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Originally 'Thunder Born', then 'Thunderborn'. Now 'Thunderborne'. Page written by DragonOfIceAndFire

  • Amberius

    Amberius is the Elder Guardian of Fire , and one of the main power-figures of the Warfang Council, alongside Arcadier , Terrenus , and Nivalis . Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Amberius appears to have the characteristics of a nurturing teacher - kind, patient, and eager to teach his students. History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ (Pre-Destiny Intertwined) Amberius first became a soldier at the age of 22, serving for six years before he was selected to train under the previous Fire Guardian, becoming one of the many Apprentices. Throughout the next thirty years of training, Amberius would've been the sole apprentice left, proving himself in both element and striving for Guardianship out of the rest, ascending to Guardianship in 2952. After many years, Amberius surpassed his predecessor, and was elected as the Elder Guardian of Fire, retaining this position to the present day, (Destiny Intertwined - Chapter 2) In 3016, Amberius took the purple dragon, Malefor , to train with a flight his age. Said flight happened to be Master Therris ' flight. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element As the Elder Guardian of Fire, Amberius has mastered the element of Fire. His exact mastery is unknown, as the Elders do not disclose which of them is the Elemental. Magic Dedicated to the element of Fire, Amberius has no trained abilities in non-elemental magic. Physical Amberius has an average to athletic build - as the Elder Fire Guardian he no doubt focuses primarily on his element. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Status Orientation Social status Affiliation Amberius (amber-ee-us) Amberius, Elder Guardian of Fire (formal title) Master Amberius (formal address) Male (he/him) 122 Year 2894, Second Moon, Day 34 5.6m / 18’4 Fire (orange) Class Nine (Master - presumed) None Elder Guardian (2989 - present day) Guardian (2952 - 2989) Guardian Apprentice (2922 - 2952) Soldier (2916 - 2922) Alive Straight Single/Unavailable Warfang Warfang Council Order of Guardians Clanless Appears in Destiny Intertwined (Chapter 2+) Credits Created by Designed by Owned by DragonOfIceAndFire Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Flareali (former lover, deceased) Blizari (illegitimate daughter, deceased) Other family deceased or unknown. Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Malefor Being the first purple dragon, Malefor has been taught only by the Elder Guardians, with Amberius appearing to be Malefor's closest teacher out of all Elder Guardians. He takes a great deal to teaching him, nurturing him in knowledge and training; even being eager for him to train with another flight to learn the styles of fighting of all dragons and their respective elements. He even allowed Malefor to spar with a shadow dragon, Hayze , whom he granted permission to use his dark element for such educational purposes. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Amberius was clanless upon being elected Fire Guardian of Warfang. Though this alone gave him the right to start a clan, he never did. The name 'Amberius' is based on the word 'amber', the color of his scales and flame, and a general masculine suffix. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by SowkaDraws, edited by DragonOfIceAndFire

  • Zseurael

    Zseurael was the former heir of Scions Aether , and the elder brother of Undacus , Icarius , and Blizari . For reasons unknown or secret, he vanished one day. Due to his disappearance, his brother became clan heir instead. He was infamously known as a masochist and 'degenerate'. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Before his disappearance, Zseurael was assessed to be Experienced in his wind element. He was considered gifted. Magic While Zseurael successfully cast starting level spells during his temple education, his spells had a habit of going wrong and would 'blow up in his face'. Considered ill-suited for non-elemental magic, his magic classes were substituted with element classes instead. Physical While Scions Aether leans taller than average, Zseurael was always shorter than average, even for pure wind dragons. He was also quite slim, leaving him reliant solely on element in combat. Due to his element and large wings however, his speed was often unmatched. He won multiple of the Temple's prestigious flying tournaments during his education. Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺ The Scions Aether Clan General Skogur (maternal grandfather, deceased) Flareali (mother, deceased) Lostregar (father) General Undacus (younger brother) Commander Icarius (younger brother) Blizari (half-sister, deceased) Chief Ildirai (aunt) 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 Zseurael (See-eur-a-el) Guard Zseurael Zser (by friends/family) Freak (by peers) Intersex male (he/him) Unknown, would be 77 Year 2939, Second Moon, Second Day 5.0m / 16'5 (est.) Wind (grey) Class Five (Experienced) None Guard (formerly) Guard Unknown Unknown (missing, presumed dead) Pan Single (at disappearance) Warfang Warfang Guard Clan Scions Aether (former heir) Appears in Destiny Intertwined (Chapter 3) (Mentioned/depicted) Credits Created by Designed by Owned by DragonOfIceAndFire Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Undacus As a child, Undacus was a bit of a frustrated brat. Zseurael kept him in line and reprimanded his younger brother whenever he acted like 'an asshole'. Their relationship beyond this is unknown. Icarius Icarius looked up to his eldest brother, and would often listen to only him. Skogur In the absence of his father and mother, the closest 'parental figure' Zseurael had was Skogur, his maternal grandfather. Their relationship is unknown. Lynerius Zseurael shared a flight with Lynerius. Their relationship is unknown. Frossar Zseurael shared a flight with Frossar. Their relationship is unknown. Ayrel Zseurael enjoyed getting on his flight master's nerves, being a constant thorn in his side. He considered Ayrel to be 'a dick' and thus set out to be a pain in the ass. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Zseurael was one of the very first characters to be conceptualized for Destiny Intertwined. He is based off/inspired by an original, non-dragon character of DragonOfIceAndFire. Zseurael as a character came into his own after that, but shares certain personality traits with this other character. Because said character was mainly white with black markings, this carried over not only to Zseurael's design, but that of Scions Aether in general. Because non-dark dragons cannot have black elemental markings, nor can wind be black, Zseurael was given grey markings instead with some darker parts. Zseurael's 'freckles' comes from the character he is based on. Zseurael was intersex, and displayed a mix of masculine and feminine physical traits. His voice was distinctly male. He was a hermaphrodite, but lacked ovaries. While identifying mainly as male, Zseurael did not care if other pronouns were used to refer to him. It mainly just humored him, even when used mockingly to address his physique or intersex attributes. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire

  • Terin

    Terin is a student at the Warfang Temple and one of the dragons in Master Therris ' Flight. Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Terin is often shy and timid, but also caring and accepting - as shown in her brief interactions with Hayze . She also seemed level-headed, willing to avoid fights or situations that wouldn't be wise or ideal for her. History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ (Pre-Destiny Intertwined) Terin was born to a united couple, both of whom were soldiers. She was their only child up until her mother's death when Terin was 4. Bittersweetly, her death allowed Terin to get an education at the temple for no charge. (Destiny Intertwined - Chapter 1) In 3006, Terin arrived at the temple alongside other young dragons around her age to be given to Master Therris as her new flight - including Hayze, a shadow dragon. While others were wary and suspecting of him, Terin showed more willingness to help and interact with him - although without much success. Later on, when Vitreus , one of the flight members, wanted to follow Hayze after suspecting he was training his shadow element in secret, Terin was quick to object, only to then call Master Therris when she couldn't convince her flightmates otherwise. It was too late, as Terin brought the Dragon Master when Hayze was already confronted and attacked, and she watched in terror as Hayze wounded Vitreus by accident whilst using his element. (Destiny Intertwined - Chapter 2) Ongoing. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Being at the Controlled mastery, Terin can control her element and use abilities possible within the skill level. Magic Basic mastery of magic. Physical Terin is a small, petite dragonness, and not a very formidable opponent in a physical fight. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Grade Flight Status Orientation Social Status Affiliation Terin Terin, daughter of Grine Female (she/her) 15 - 16 Year 3000, Sixth Moon, Day 38 2.3m / 7'7 Earth (multicolor) Class Two (Controlled) Class One (Basic) Student Year Eleven Master Therris ' Flight Alive Straight Crushing on Quarris Warfang Clanless Appears in Destiny Intertwined (Chapter 1+) Credits Created by Designed by Owned by DragonOfIceAndFire Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Grine (father) ??? (mother, deceased) Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Scorchis Scorchis and Terin have grown to become friends over the years. Despite Scorchis sleeping most of the time, Terin gladly acts as her 'pillow', on top of making sure she isn't left behind. Hayze Terin was the one in Therris' Flight that made a genuine effort in interacting with Hayze, despite being afraid of him. However, after the incident with Vitreus and Hayze using his element in front of her, Terin has grown too scared to interact with him since the incident. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Her name was originally spelled 'Therin', but the H was dropped to better distinguish it from Therris. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by Darkanioid1997

  • Awakening

    Awakening Awakening Written by SubmergedHymn As a Faithful takes the life of a Traitor, the Ancestors bestow upon them uncounted gifts and insight. > Read Here < Content Warnings: Religious extremism Extreme religious hatred Fanatical behavior Graphic descriptions IMPLIED sexually suggestive descriptions Featured Characters Lirife Location(s) Unknown Timeline 2970 Word Count ~900 words Reading Time ~5 minutes

  • Frostspear

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

  • Tordner

    General Tordner is the father of Commander Lynerius and the Patriarch of Clan Stormbringer . Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Stern and commanding, Tordner prioritizes his nation and clan above his own comforts and that of his children. He's not motivated by personal greed but by ensuring his Clan's future and standing. Despite his senior age, Tordner has an infamous taste for young dragonesses—each time he chooses new squires (he has two at any given time), they are always young, female, and beautiful. This is to the distaste of many, including Tordner's own children, but few would say anything against it. While he's relentless in his attempts to marry off Lynerius, his heir, he's known to be lenient when it comes to his other children and family. Tordena is one example—as she's a Guardian, Stormbringer Elders have pushed for her to take a contract and have children. Tordena is asexual, however, and sex repulsed. Tordner, despite his other shortcomings, takes sexual assault very seriously and refuses to force this on his daughter. He has offered Tordena the possibility of having children through a Heritage Substitution spell but she is thus far undecided. Not unlike his eldest daughter, Tordner is aromantic. He has no interest in romantic commitments and finds these suffocating, this being the reason he was deeply upset at his arranged marriage to Levina . Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Through a lifetime of pressures and battles, Tordner reached Adept mastery at the end of his first century. He is capable of an elemental fury, but has only performed this a few times as it costs him his consciousness. Magic Though he was taught magic in his Temple years, Stormbringers are infamously lacking magical affinity. Tordner never managed to cast a single spell. Physical Tordner is a tall, muscular dragon. Despite being an elder dragon, Tordner keeps in top physical shape and is not slowed by age yet. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Affiliation Tordner General Tordner General/Patriarch Tordner of Stormbringer Male (he/him) 123 Year 2893, Second Moon, Day 20 6.0m / 19'8 Electricity (white) Class Six (Adept) None Soldier (Knighted) General General of the Army Alive Straight/Aro Diverged/Single Warfang Clan Stormbringer Appears in Destiny Intertwined (Chapter 2+) A Marriage Into Warfang Credits Created by Designed by Owned by DragonOfIceAndFire Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ The Stormbringer Clan Lady Levina (Former Unified) General Lyneris (mother, deceased) Commander Styrmeer (father, deceased) General Tormer (younger brother) Commander Lynerius (son) Guardian Tordena (daughter) Styrmer (son, deceased) Commander Saarus (son) Commander Lynis (daughter) Lieutenant Voltris (daughter (non-Stormbringer)) Student Thundorn (son) Student Arateri (daughter) Soldier Indra (granddaughter) Student Zerus (grandson) Student Sorine (granddaughter) Lieutenant Galvaris (niece) Lieutenant Tormeris (niece) Student Zilan (grand nephew) Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire

  • Searis

    Searis was present at the first day of Scorchis ' schooling, dropping her daughter off and lecturing her about her responsibilities as a dragon. Although a single occupational caretaker cannot afford to send a child to temple education, her former Unified, Infernius, Scorchis' father and a Guard Captain, pays all of the educational fees. Searis and Infernius diverged when Scorchis was 12. Unbeknownst to Scorchis, she was the reason. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Infernius (Former Unified) Scorchis (daughter) ??? (son) ??? (son) Profile Name Formal Name Gender Age Born Height Element Element Mastery Magic Mastery Occupation Status Social status Affiliation Searis Caretaker Searis Female (she/her) 68 Year 2948 5.0m / 16'5 Fire (blue) Class Two (Controlled) Class One (Basic) Caretaker Alive Diverged Warfang Clanless Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire

  • Earthwood

    Earthwood is the leading earth clan, one of the leading five clans in Warfang. Earthwood founded the independent Templars, who guard the temples with their lives. They are the eldest leading clan. History ⸻⸻⸻⸻⸻ When the founder of Earthwood, Tierra, achieved the rank of Chief in 2452, she was eligible to found a clan. Her family were commonly in the patrols dedicated to temple protection, however, she knew this system was flawed. The Guard had too many other duties and regulations making it difficult to defend the temples, so, with her newfound powers, Tierra founded a new order; the Order of Templars. The Templars have only one duty; defend the temples. They are independent from the military, taking no orders from Generals or Chiefs alike, but take their orders from an independent chain of command with Guardians at the very top. Templars choose their recruits from the Army (rarely the Guard), always ensuring their recruits are the best, to protect the irreplaceable Guardians and aid them in the defense of the population's eggs. Since the introduction of Templars, temple safety has drastically increased. This led to Earthwood overtaking the previous leading earth clan in 2606. Earthwood consists of Templars, soldiers, and guards, with some scholars. Clan Trait ⸻⸻⸻⸻⸻ Earthwood is identified by their earthy brown scales and striking nature-colored accents, as well as their branched, antler-like horns. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Earthwood Warfang Dark brown, cold greens Symmetrical tree displaying clan colors Earth Army, Templars Warfang City General Wysta (Matriarch) Templar Sena Chief Tierra (deceased) Year 2452 355 Appears in Destiny Intertwined (Chapter 1+) Out of Universe DragonOfIceAndFire No/Invitation only Owned by Open for characters? ​ Clan Elements ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Earthwood is almost exclusively Earth. Though they do not forbid taking non-earth partners, the vast majority of the family subscribes to the idea of elemental purity and as such, remain almost pure Earth. Earthwood has primarily green/cold green earths, with some browns, greys, and a few multicolored breaths. Trade ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Earthwood prides themselves as the clan creating the highly respectable Order of Templars. Every Earthwood is expected to meet the standards of the Templars, and to strive to become one. As such, Earthwood dragons will serve in the army well beyond the required service time, until they're eligible to become Templars. Earthwoods that cannot become Templars due to physical, elemental, or psychological reasons may stay in the army or pursue different careers, such as Scholar or Justice. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Earthwood has less focus on reproduction contracts than their peers, allowing their members to take mates and have children through them. Rarely, Earthwood will forbid unions if the Earthwood counterpart is undesirable. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ General Wysta (Matriarch) Templar Senuna (granddaughter of Wysta, Heir) Soldier Feuilla (granddaughter of Wysta) Soldier Sylvie (granddaughter of Wysta) Guardian Avalis (niece of Wysta) Master Therris (Avalis' Unified) Therris and Avalis' three children Page written by DragonOfIceAndFire

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