151 items found for ""
- 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
- Skogur
Skogur was the General of Warfang's Second Division, a Dragon Knight, and a Master of Earth. Until his death, he was known as the most powerful wielder of Earth alive, one who could 'literally move mountains', and is credited with single-handedly defending Cliffwall from invading dark dragons. He was capable of defeating two Elder Guardians, Masters in their own elements, in a two-on-one battle. He would often speak with Malefor, who remembered him fondly and idolized him. Hayze, on the other hand, faintly remembered a time, early in his life, where Skogur threatened Lynerius for bringing Hayze to Warfang. Lynerius stressed that Hayze never go near Skogur, implying that he could not protect him from the Scions Aether Patriarch. The details around Skogur's death is not well known. His health was perceived to have declined in the year leading up to his death, and Scions Aether announced his passing was the effects of a full life of war. Skogur is revered as a warrior of such strength that only time could defeat him. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Skogur advanced fast in his mastery with a laser focus and a cold drive towards war. He was known to use his element to augment his physical strength, in such a way that he could crush a skull with a single slam of his paw or tail. Though his element offered devastating ranged destruction, he preferred to fight at close quarters with his augmented physical body. Magic Skogur had no interest in learning non-elemental magic, and never did. Physical Skogur was a giant, even by Earth dragon standards. He displayed immense physical strength, which he augmented with his element. For his bulk he traded speed - he was not a fast flier and tended to not bother dodging attacks - rather using his element as a shield or simply tanking the hit. His body bears the scars of many such events. No wound was known to slow him further, save for a near-lethal one in his right side that came close to killing him. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Partner Affiliation Skogur General/Patriarch Skogur of Scions Aether Male (he/him) 165 (at death) Year 2847 6.8m / 22'4 Earth (grey) Class Nine (Master) None Soldier General Second Division Deceased Straight Mourning Azenza (deceased) Warfang Warfang Army Clan Scions Aether Appears in Destiny Intertwined (Chapter 4) (mentioned/depicted/flashback) A Marriage Into Warfang Credits Created by Designed by Owned by DragonOfIceAndFire Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ The Scions Aether Clan Azenza (Unified, deceased) Flareali (daughter, deceased) Chief Ildirai (daughter) Nine more children, four of which are deceased. Guard Zseurael (eldest grandson, missing/presumed deceased) General Undacus (grandson) Commander Icarius (grandson) Blizari (granddaughter, deceased) Ten other grandchildren, one of which are deceased. Sixteen great-grandchildren and other extended family. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ His name derives from the Norwegian word 'skog' and the old Norse word 'skogr' meaning 'forest/woods'. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire
- Wintus
Wintus is the first cousin of Vitreus , and the same age as Isra . The two were seen at each other's side in 3006 when Vitreus attacked Hayze . Wintus cheered for his little cousin, but was soon seen cowering in the presence of Commander Lynerius . Family ⸺⸺⸺⸺⸺⸺⸺⸺ The Frostspear Clan Chief Froszara (great grandmother, deceased) Commander Glaciarus (great grandfather, deceased) Chief Isrun (grandmother) Captain Vitreis (grantfather, deceased) Captain Isrind (father) Unnamed mother Unnamed sister Commander Frossar (uncle) Commander Frosun (uncle) Captain Iskald (uncle) Master Isolda (aunt) Captain Skadin (uncle) Captain Viterius (uncle) Captain Glaciaris (uncle) Guard Isra (first cousin) Frosa (first cousin deceased) Student Frostir (first cousin) Student Vitreus (first cousin) Iszari (first cousin) Glacir (first cousin) Runeisis (first cousin) Ignicia (bastard first cousin) Stryga (bastard first cousin) More extended family. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺ Wintus is only a Learner, so his element stained mouth is an error. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Rank Assignment Status Orientation Social Status Affiliation Wintus Guard Wintus Male (he/him ) 34 Year 2982 5.1m / 16'9 Ice (blue) Class Three (Learner) None Warfang Guard Guard Sector One, District Four Alive Straight Single Warfang Clan Frostspear Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire His frost trait is incorrect. His colors are darkening instead of brightening. As such, Frostspear will not recognize any eventual children of his as part of the clan. Page written by DragonOfIceAndFire
- Dragons (Magic) | Destiny Intertwined
Top dragon magic Dragons (magic) Contents: Magic Mastery Magics List Healing Levitation Access Magic Portal Magic Strike Magic Restraining Magic Magic Depletion Barriers Light Spirit-Body Alignment (New) Heritage Substitution (New) Petrification Corruption Magic Mastery Magic Some dragons specialize not in elements, but magic. This can be by choice, or nature. Dragons weak in element may be strong in other magic. This is rated on a similar scale as elements. A dragon simply does not have enough time in their lifespan to be powerful in both element and magic. Most dragons only know their element, not delving further into their magical abilities. Many dragons, especially dragons with high elemental mastery, are incapable of casting magic. A dragon cannot cast non-elemental magic without first discovering their element. Virtually, magic is limitless. Popularly, magic is used to enchant doors, making them open automatically and only for habitants or accepted individuals. Levitation magic can be used to lift heavy things or suspend something indefinitely. Many spells, if cast by someone sufficiently powerful, can last forever. Magic is used to heal when healing crystals are unavailable, insufficient, or ineffective. Magic can be used to create barriers for protection, or to trap someone in. It can be used to copy entire books, cloak one's appearance , align one's sex to one's gender, allow same-sex couples to genetically share a child, or change one's element (Corruption). The colors of a dragon's magic are, like element, using a color present on the dragon's body, one that differs from the color of the element if possible. If a dragon is monochrome however, the magic may be any other color, even if those colors are not present on the dragon. Inexplicably, this can happen for non-monochrome dragons as well, albeit quite rarely. This can be hereditary. Though magic can do many things, everything needs a specific spell, and creating spells can take years. Dragon Masters with a specialty in magic may go their entire career creating only a few spells. Spells don't exist for everything. Healers cannot save every casualty, or stop every disease, there's no spell to reverse a corrupted dragon, no spell to make a dragon fly without wings, or regrow a limb, or make an infertile dragon fertile. Yet. Magic Mastery Magic mastery functions essentially the same as elemental mastery, although most dragons keep to their element instead, thus residing at 0 or 1. Mastering non-elemental magic requires about the same time and motivations as elemental magic. There is an added challenge of Magic being less innate than dragon elements, and significantly less common in the lower-middle class and nonexistent among the lower rungs of society. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Zero ( 0) | None 70% Dragon knows no non-elemental magic or is unable to do magic. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class One (1 ) | Basic 15% Dragon knows one or two of the ea sy magics (spells). ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Two (2 ) | Starter 9% Dragon knows a handful of easy magics and is able to do them reliably. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Three (3 ) | Intermediate 3.5% Dragon is able to do any simple magics reliably. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Four (4 ) | Competent 2% (~40.000 individuals) Dragon is able to do intermediate magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Five (5) | Practiced 0.5% (~10.000 individuals) Dragon is able to use more complicated magics reliably . ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Six (6) | Dexterous 0.1% (~2.000 individuals) Dragon is able to cast simple, long-lasting spells. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Seven (7) | Proficient 0.02% (~400 individuals) Dragon is able to cast difficult magics and maintain easier magics for very long. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Eight (8) | Expert 0.001% (~20 individuals) Dragon is able to cast permanent simple and long-lasting intermediate magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Nine (9) | Master 0.0005% (~10 individuals) Dragon is able to cast permanent intermediate magic and capable of almost all known magics. Dragon is able to create new magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Class Ten ( 10) | Magical 0.0001% (~2 individuals) Dragon is capable of casting any known magic, as well as permanent hard magics. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ When it comes to magic, a dragon attempting magics above their mastery will either fail or, very rarely, succeed but risk their health and/or life. More commonly, the cast er will fail or, for more difficult spells, lose consciousness if they push themselve s too far. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Magics List Healing Magics List Dragons cast magic without words, only with gestures and intent. When cast, the glow of a dragon's magic will display any runes/words associated with it. The runes are unique and do not represent words. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Heali ng Basic + Dragons able to do any magic is capable of healing spells. A Basic can heal a small cut/scratch at a time. In contrast, a Proficient is capable of bringing an injured dragon back from the brink of death . Healing magic has similar limitations as red gems. After too much time has passed, natural healing processes prevent healing magic from working. Neither red gems nor healing magic can regrow missing limbs, missing organs, or fully repair certain damage (brain damage, damage to eyes, damage to reproductive organs, damage to non-living tissue like horns and plates). While red gems will heal broken bones and and all trauma-induced wounds, red gems do not heal disease s - but in many cases, healing magic can. Healing magic can also technically do damage , by something known as reverse healing . Reverse healing is used when natural healing processes have healed incorrectly or left scars. This natural healing is undone, then redone with magic to remove the body's mistakes or scars. This is an excruciating process. Healing magic has had the most focus among magic scholars, and as such it's become almost separate from non-healing magic. There are a myriad of different healing spells for different ailments, different wounds, different tissue - a healer will learn these and generally won't take the time to learn non-healing spells. It's difficult for a healer to learn and cast non-healing magic aligned to their current mastery, and vice versa. A Master of Magic may be Proficient, but their healing abilities could be as low as Intermediate. Basic - can heal fresh scratches/cuts and light bruises, a few before depleting magic. Starter - can heal recent scratches/cuts/light bruises, several before depleting magic. Intermediate - can heal a flesh wound before depleting magic. Competent - can heal several flesh wound s or a severe wound before depleting magic. Practiced - can heal several severe, but not immediately lethal wounds before depleting magic. Can reverse heal. Dexterous - can heal a near-lethal wound before depleting magic. Proficient - if immediately reaching a dragon fatally wounded, who would die within seconds, a Proficient can halt their immediate death and potentially save their life, though not always. Proficient career healers are awarded the title Master of Healing by the Warfang Council. Expert - higher likelihood of saving a life on the brink. Maste r - very high likelihood of saving a life on the brink. Magical - can, potentially, revive a dragon from death (within a few to several minutes after their death), which would instantly deplete their magic and risk their own life. As a dragon rises in mastery, they can do more of the lesser mastery abilities before depleting their magic. For example, a Competent can heal many, many scratches before depleting their magic. A Magical could, in theory, heal all the scratches in the world before depleting their magic. Most often a healer of high mastery will use a little extra magic to instead heal easier wounds faster. Healing magic is done through direct touch or near-touch - a healer will place their paws near an injury, or hover their paw directly above a wound, when healing. Healing magic will glow from their paws, and can at times be seen flowing through the injured dragon's veins. Healing magic is always red, regardless of the dragon's magic color. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Levitation Basic+ Levitation Levitation is another popular magic that can be done to different degrees by all levels of magic mastery. The heavier an object (or the combined weight of several target objects) is, the higher mastery is needed to levitate them. With higher mastery, permanent levitation is possible. Basic - can levitate very lightweight objects for a small period of time, such as a small pebbles, for a few seconds. Starter - can levitate lightweight things for a minute or two. Intermediate - can levitate heavier but small objects, such as books. Competent - can levitate heavier objects for longer and with less effort. Practiced - can levitate larger, heavier objects, such as furniture for a several minutes. Dexterous - can levitate very heavy, large objects for tens of minutes. Proficient - can levitate a small building for up to an hour. Expert - can levitate objects weighing ~50 tons for hours. Can cast permanent levitation on Dexterous-level objects. Master - can levitate objects weighing a several hundred tons for up to an hour before depleting magic. Can cast permanent levitation on Expert-level objects. Magical - a Magical can permanently levitate massive objects. The floating islands of the Zephyr Kingdom is the life's work of an ancient Magical. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Access Magic Portal Magic Access Magic Competent+ Access Magic is the magic commonly used to keep one's household safe. This is also used in Temples and other establishments. Access Magic enchants doors to open only for residents, and/or with a required phrase - a password, if you will. To cast basic access magic on a door, one's mastery ne eds to be at least Competent (Class Four) . This enchantment is near permanent, but is useless if the door is destroyed, or another, un-enchanted access point is used. This enchantment can only be undone by a magic caster whose mastery was equal or greater than the original caster, up to Proficient (Class Seven) level. This is to say a Proficient can undo any Access Magic. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Portal Magic Dexterous+ Portal Magic is a recent type of magic, but groundbreaking. Portals allow a dragon to immediately step from one location to another - on the other side of the world if needed, so long as there is a portal in both locations. The ground work to create a portal is a Dexterous (Class Six) level skill. Certain steps are required: There needs to be a portal set up in both locations. For the portal to work, it needs a sizeable crystal to contain the magic - the crystal acts as the 'power source' of the portal. The crystal itself needs to be split in two - one for each portal. The crysta l HAS to be from the same piece, and the magic has to be cast into them before they become split. This way, the crystals stay connected. The portal itself can be any size, from a standard doorway to a gate-sized doorway, however, the larger a portal will be the larger the crystal has to be, and the more magic needs to be used on it. Inscriptions are etched into the doorways - these will be different depending on location and destination, but two connected portals will have the same inscriptions. The connected portals also have to be the same size, almost exactly. Once the doorways are set up, the crystals will be imbedded at the top, and they will be activated. Once activated, the portal becomes accessible. Once this is done, the crystals cannot be moved. If a crystal is moved from one portal and put into another, it will not work - both crystals are now useless, and the portal is permanently deactivated. Despite the incredible utility of portals, they are illegal for citizens to create . Portals can only be created by the governing body, to protect against misuse and criminal activity. The magics to create portals is not publicly disclosed, but there have been leaks. Warfang maintains several portals. No portals exist within Warfang City - this is to protect the city against invaders. Instead, a 'world hub' is located within the tallest mountain north of the city, in War's Peak. From this world hub, there are portals leading to: Titan Fields, Concurrent Skies, Agni Flats, Lunar Sea, Shrouded Reach (below the Eternal Hurricane/Zephyr Kingdom). These locations may have additional portals to specific locations within the continent (such as the main portal in Barren Fields (Concurrent Skies) to the Crystal Archipelago.) Warfang maintains an additional set of portals to the Shattered Vale . As the Shattered Vale is a warzone, this portal is not located within the world hub. The portals are used to transport the Army to and from the battlefields, across the sea, and these portals are often deactivated and reconstructed in new locations. Warfang does not maintain portals to Cheetah Tribe territory - another warzone, nor does it currently maintain one in the Dark Lands, as these are often quickly destroyed by enemy dark dragons. Instead, a portal is kept in Paradise Bay. The world hub exists within the mountain for a reason. In case of dire emergency, such as an invasion, the mountain can be sent crumbling on top of the portals, destroying them all as well as the invaders. Portals are heavily guarded at all times by the Warfang Guard . Travelers are documented, and can and will be barred from using portals if their identity or intentions are suspicious. A fee is taken for the upkeep and protection of the portals. The portals in the Lunar Sea and Shrouded Reach are also guarded by the Ocean Domain and Zephyr Kingdom respectively. Portals cannot be momentarily deactivated. In an event that doesn't quite warrant sending the mountain down on all the portals, a Guard can knock down a portal's crystal to permanently deactivate it and stop someone from going through (most often they will simply chase someone passing through without permission - the portal can be deactivated in instances where too big a group are trying to access a specific portal). Back-up crystals which are already enchanted are kept safely to restore portals in an event such as this. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Strike Magic Competent+ Strike Magic A magic similar to levitation, strike magic asserts force upon objects (including living beings) without direct touch. For example, a dragon thrusts their paw towards an opponent, sending a blast of magic into them and the opponent is launched back. Strike magic is a common alternative to elemental magic for soldiers and guards. It can be used to keep enemies from physically reaching the caster, throw them into walls, off heights, or against sharp objects. At most levels of mastery, this is a quick push - the higher the mastery, the harder the push. Especially high levels of mastery brings additional abilities however, similar to direct, drawn out contact. At these levels, a dragon can use strike magic as more of a 'squeeze', allowing them to strangle opponents, break their bones, squeeze organs to cause pain, bleeds, etc. The ability to utilize Strike magic this way requires a mastery of at least Proficient (Class Seven) . Casting magic is not invisible, so this can't be done without anyone seeing that magic is being cast. The standard 'push' version of strike magic is cast either by the user 'throwing' a blast of magic at their opponent, or through a harsh movement of their heads, paws, tail, wings. The 'squeeze' version leaves a visible glow of magic around the area that's being squeezed for the entire duration. Strike magic can also be used outside of combat, such as to open or close doors (or break them), nudge heavy objects, etc. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Restraining Magic Competent+ Restrain Restraining magic essentially creates magic ropes to bind someone. These binds cannot be cut, bit, or forced apart. The only way to free yourself or another from magic binds, besides undoing them with superior magic, is to use elemental magic to destroy them. Restraining magic can be cast at the Competent level, however the strength and resilience of the binds increases with mastery. While a Competent can slowly undo the binds made by a Practiced caster, they cannot undo the binds created by a Proficient caster. Similarly, a Skilled element user cannot destroy binds created by a Proficient caster, but an Adept can. Restraining magic and the binds they create takes after the caster's magic color. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Depletion Magic Competent+ Magic Depletio With Depletion Magic, a caster forcibly drains another dragon of their own magic. While a Competent caster can drain another Competent or a Skilled dragon (roughly, they will have the same amount of magic), they could not drain a Practiced or Experienced dragon fully, as their own magic will deplete before their target is empty. From Competent to Dexterous, magic will be drained from a target and be lost. The magic is not transferred. From Proficient and up, the magic can be transferred from one target to another. While the magic from the caster will bear their magic color initially, it will bleed into and become the green hue associated with green magic gems, much like healing magic. Barrier Magic ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Barrier Magic Competent+ Competent and above casters can create a magic wall around or covering an area which prevents things from passing through the barrier. Competent - can cast 'weather barriers', very simple barriers for windows and passageways that stop wind, rain, snow, hail, dust, and small insects from passing through. Everything else can pass through these barriers. Duration depends on the caster's mastery, from a year long duration to that of centuries. Dexterous - can cast a temporary, defensive barrier around an area that stops anything from crossing it. This can remain for a year if left alone, but can be destroyed by a barrage of elemental or weapon attacks within hours to minutes. Expert - can cast a long-lived defensive barrier around a massive area that remains dormant/invisible until a threat emerges, and the barrier activates. If this barrier never activates, it can linger for millennia. The barrier has to be manually deactivated by the original c aster or by an individual who was assigned this power when the magic was originally cas t. Barriers are static and cannot be moved - Size/radius, duration, and resilience increase with higher mastery. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Light Magic Light Magic Basic+ Simple magic that summons a bit of light, in the color of the dragon's magic. Can be done by any level above None. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Alignment Spirit-Body Alignment Magic Practiced+ Dragons believe in perfect spirits and imperfect bodies. Sometimes the physical body develops in a direction that is misaligned with the spirit, a ' defect'. Gender incongruence is viewed as an issue with the body not reflecting the spirit. In pre-Unification times, before the development of non-elemental magic, this was handled with social transition, then hormonal transition through the frequent use of special herbs. Early after the development of non-elemental magic (post-Unification), a dragon very powerful in magic successfully created a spell t o permanently change their body into a reflection of their spirit. This magic c ould then be cast by dragons Practiced and above in mastery onto themselves or others. The alignment spell changes all the parts of a dragon's body into the desired gender expression. If a dragon experiences incongruence only over their voice and only want that changed, only the voice will be changed. Organs may change, leaving hormones as they are, or vice versa. The dragon does not pick and choose, they may see changes they weren't expecting but subconsciously wanted . If the dragon does not consciously want to go through with the alignment or aren't ready for it, the magic will not work. If the dragon experiences no genuine desire to change their body, it will not work, as such it cannot be used by same-sex couples to reproduce. The spell also does not fix infertility. When the magic is successfully cast onto a dragon, they will go into a long sleep. They will sleep for two to five days (depending on the amount of changes) while their body t ransforms. Bigger changes like a drastic change in height or musculature will happen more slowly over the next few moons, though the sleep will still show a slight change in these areas if desired. Not all changes will necessarily look perfect to the dragon, as the changes reflect what they would have looked like if born that way. It is based off genetics. The alignment spell can be used many times (in cases of regret or gender fluidity) without consequences to health. This spell is intensive to the caster, whose magic will be entirely depleted by the end if only Practiced. Due to this, it is a rather expensive magic to seek. The spell does have a few limitations. It cannot remove sex organs entirely or make a dragon previously able to have children, unable to have children. While this ability was attempted to introduce into the spell, it was at the time heavily opposed on religious grounds. It is a prevalent belief among dragons that having descendants is a spiritual necessity, a core part of becoming an Ancestor after death. While this strides with the general acceptance of dragons seeking to align their body and spirit, the ability to have children is weighed with higher importance. After the creation of the dark elements, the alignment magic came under some fire for its similarities to elemental corruption, however, it was agreed to not be the same. The alignment spell changes the body to a reflection of the spirit, whereas corruption is a perversion of it, chan ging not only body but also twisting the holy, ancestral spirit. It is notable that while corruption can be forced on the unwilling, the alignment magic cannot. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Heritage Petrification Petrification Practiced+ Petrification is a 'suicide attack' magic that turns the caster and up to three targets into igneous rock, crystal, permanent ice, or stone, depending on the caster's element (fire, electricity (wind), ice (water), earth). One needs to be at least Practiced to cast this magic. It only works if the caster is in direct physical contact with at least one other individual - the petrification affects every individual in contact with the caster. It fails if the caster does not touch another. As a tragic result, dragons simply seeking to take their own lives in this way will take another with them to make it happen, although due to the high mastery requirement of this magic, and this magic being withheld from the general public, it rarely ever happens. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Heritage Substitution Magic Practic ed+ This magic is created to allow same-sex couples, or more than two parents to genetically share a child. A pregnancy has to occur naturally first, with one male and one female parent. Once a pregnancy is confirmed (usually 2-3 weeks in), this magic can be cast. The caster will put one paw on the intended new parent, and on the belly of the gravid dragon, and they will 'transfer' genes from the new parent to the f ertilized egg(s). This can replace anywhere from 5 to 95 % of the genes of the offspring. A slight bit of the original parents' genes will still remain, as this spell is difficult to do accurately. The longer the pregnancy has been ongoing, the harder it will be to replace as much of the original genome as possible as there are far more cells to overwrite. The caster has no control over which genes they are replacing, and the distribution of genes may be inequal between parents, especially where there's more that 4 parents. If a dragon is infertile/unable to have children, the caster will be unable to transfer their genetics as the spell uses the genes in their gametes, their reproductive cells. If the dragon has no gametes, or too few of them, the spell will fail. Attempts have been made to amend this part of the spell to allow infertile dragons to have children. While this allows same-sex dragons to reproduce, this spell is extremely unpopular among clans. In reproduction and unity contracts this spell is almost unheard of, as it requires the participation and genes of a third party. This means not only having to pay double the usual payment, but unnecessarily making an entire bloodline unavailable for further descendants - i.e. the third party could have been used in the future when the child would be ready to have offspring of its own. The substitution spell, even when done as completely as possible, makes this a risk clans do not want to take as inbreeding weakens magic ability (and prolonged inbreeding causes magicless children who die when they're supposed to discover their element). This spell is mainly used for queer romantic unions and non-clan dragons simply seeking genetic children. ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ ⸻ Corruption Corruption Proficient+ Corruption is the process of turning a dragon of natural element into one of the dark elements. This magic can be cast on oneself, or on another. When a Proficient casts the Corruption spell, their magic is depleted entirely. Casting the spell is relatively quick and is finished before the corruption process actually starts. The corruption itself is 'self sufficient' and requires no further magical input, which allows self-corruption. The actual corruption can take up to one or two excruciating hours, in which the dragon is physically deformed and undergoing rapid, painful growth. There is no control over this transformation, which can cause undesirable results that may cost the dragon their life. The Corruption magic is strictly forbidden magic, and kept far out of reach from the public. Keeping any instructions on Corruption without permission from the governing body is considered treason and punishable by execution. Planning, attempting, or performing the Corruption is also punishable exclusively with execution. Mind Magic ▲
- Loss of Reality
Loss of Reality Loss of Reality Written by Obsidian The First Division's deployment to the Shattered Vale proves to the men and women of the Fifth Regiment, Second Platoon that at some point....everyone's reality and life can be shattered in a moment of misfortune. > Read Here < Content Warnings: Death Blood Graphic Violence Featured Characters Stratocus Bermuda Location(s) Shattered Vale, Wetland Abyss Timeline 3016, Second Moon, 35-37th Days Word Count ~3,500 words Reading Time ~15 minutes Summary (Spoilers ahead!) With victory in the Wetland Abyss in sight, the Army hosts an event in its halls for the First Division, its soldiers and their families - a farewell party before deployment. Commander Lynerius endures his father's attempts to make him accept a last-minute breeding contract - continuing a recent strategy of sending the girls of interested clans to talk privately with him, a strategy that only leads to many hurt feelings and even tears. Imerus catches a glimpse of the Commander slipping away and is elated, heart fluttering at the chance to be by his beloved's side. He waves Lynerius over and the two chat. Lynerius opens up to Imerus about the inconvenience he's been put through - something he would, notably, not have done to most others. Imerus offers his sympathies, and leads Lynerius out to a balcony where they can have some privacy and room to breathe. Imerus takes this chance to sit close by his Commander, catching the him off guard by coiling his tail around Lynerius’ forepaw as a means of hugging and flirting. While Lynerius frequently dismisses the idea that Imerus is interested in him, he finds himself in a situation where this is impossible. Imerus wants to confess his love, his desire to bring happiness and contentment into the lonely Commander's life. Lynerius, however, goes down a path of dread at this. While the idea of casual sex does not bother him, he is highly averse to the idea of romance, and he doesn't want to risk hurting and losing Imerus. Before Imerus can get the words out, they are interrupted by General Tordner, who is alarmed at what he sees. He separates them, and Lynerius seems more than willing to leave the situation, even missing his father's threatening glares towards Imerus. Imerus laments the missed opportunity, asking himself why he even thought it would go well. Tordner, believing Imerus to be chasing riches, warns Lynerius against pursuing anything with him. Lynerius is angered by the way his Lieutenant is spoken of, and indirectly accuses his father of being upset only because Imerus is male - someone incapable of giving Lynerius the heirs that Tordner wants.
- Skyblaze
Skyblaze is a mixed fire/wind clan of healers and attendants. They are based in Warfang City, and are renowned for their healing capabilities and care. History ⸻⸻⸻⸻⸻ In 2899 Master Healer Sierrus, upon being awarded the title of Master of Healing, was also given the honor of founding a clan due to his family's very favorable reputation as excellent healers. His clan has since been a go-to for injured and ill clan/high-society dragons. Clan Trait ⸻⸻⸻⸻⸻ Skyblaze is recognized by their pastel sky-colored scales and complimentary, warm markings. This is present on both its fire members, and its wind members. The fire dragons of Skyblaze always have their markings representing their element's color, with their clan trait being merely their unique quality. For their wind members, their main scale color is their element's color, with their warm markings sometimes presenting in Saturated wind. Skyblaze dragons also have smooth, upwards curved horns and frills/spikes. Elements ⸻⸻⸻⸻⸻ Skyblaze has 31 fire dragons and 13 wind dragons, as their lineage is biased towards fire. Their fire variants are Orange and Yellow, and their wind variants are Grey, and some Saturated. Trade ⸻⸻⸻⸻⸻ Skyblaze specializes in healing. Most of its members will have a decent grasp of the magic, even if this isn't their main trade. About half of Skyblaze are career healers, while the other half are attendants - working as assistants to the Council, Guardians, Temple Masters, Judges, and Ministers. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Skyblaze Warfang Golden Flare Sky-blue, orange, yellow Dancing orange flames on a blue sky Fire, wind Healers, attendants Warfang City Master Healer Siroccia Healer Sizarra Master Healer Sierrus Year 2899 44 Appears in Destiny Intertwined (Chapter 2) Out of Universe DragonOfIceAndFire Yes* Owned by Open for Characters? *character information and design must be approved and may be subject to corrections. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Skyblaze engages almost exclusively in contracts, seeking out fire or wind dragons with aptitude for healing and non-elemental magic. Most eggs produced by the clan have the clan trait, and they gladly keep all fire and wind eggs. On the small odds of wind breaking into its roots, electricity and earth, Skyblaze generally tries to push these on the other party if they can. If the other party refuses to take them, Skyblaze will reluctantly keep these children but not recognize them as clan members. They will be raised more akin to clan servants. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Master Healer Siroccia (matriarch) Healer Sizarra (heir) Page Written by DragonOfIceAndFire