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