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- Frostir
Frostir is the eldest brother of Vitreus , a deranged dragon that enjoys tormenting others. Personality ⸺⸺⸺⸺⸺⸺⸺⸺⸺ A 'quintessential' Frostspear—a bully, a torturer, and allegedly a killer, Frostir uses his clan status to be above the law and get away with all he does... even murder. Frostir has no empathy, he takes pleasure in inflicting suffering. He refuses to be a follower, always the leader of his 'friend' group. He cares not for the wellbeing of those around him—once they lose their use or he becomes bored with them, he leaves them behind, even those he has been 'romantically' inclined with. This is not to say that Frostir treats everyone horribly. On the contrary, when faced with someone senior and/or superior to him, or someone he wants to have at his side, Frostir will be charming and polite. To most of high society, he is viewed favorably through his carefully crafted reputation, as a mature, intelligent, elemental prodigy. Those 'lesser' than him, however, he will treat more cruelly if he can get away with it. If he knows he cannot retaliate without consequence, Frostir will virtually always be impossible to rile up. Though proud, his anger at any slight or insult will not be made known in the moment. History ⸺⸺⸺⸺⸺⸺⸺⸺⸺ Frostir is the firstborn son of Frossar , his father's third child. Like all his siblings, Frostir came from a contracted reproduction. He was the only egg in his clutch. He was a skittish, frightened hatchling that bit and scratched caretakers whenever they got a hold of him. He was described as a feral child. This was quietly attributed to the fact that his egg had never been spoken to, so there was no familiar voice to trust upon his hatching... and neither did his father try to bond with him in his first moments, in fact, Frossar seemed intent to do the opposite. Frostir's feral nature also had him greet other hatchlings not with play, but with attack—he was extremely resource competitive and would chase other hatchlings away from food, toys, and territory. Caretakers would eventually resort to corporeal punishment to make him behave, to slow success. When he discovered his element alarmingly early at age 2, he was given an outlet for his wild emotions in form of training, which he seemed to enjoy and was something he did as much as he could. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Grade Flight Status Orientation Social Status Partner Affiliation Frostir Frostir, son of Frossar Male (he/him) 21 - 22 Year 2994, Sixth Moon, Day 29 4.2m / 13’9 Ice (white) Class Five (Experienced) None Student Year Seventeen Master Wyntar's Flight Alive Loosely Straight Taken (not exclusive) Anion Warfang Clan Frostspear Appears in Destiny Intertwined (Chapter 2+) The Frostspear Incident A Deadly Initiation An Unfortunate Betrothal Credits Created by Designed by Owned by DragonOfIceAndFire Other children had learned to avoid Frostir, and to Frostir this was unfulfilling. Unable to lead a positive social interaction, he resorted to starting fights—and if he could not start a fight, he would simply hurt his targets. Bringing them to tears was thrilling for Frostir, who otherwise was not met with such strong emotion. Frostir was largely non-verbal until the age of 6, only speaking a few words when he was forced to. He started speaking more into his first Flight year. By this point he was already Controlled in element, and used this to assert his 'dominance' over his flightmates. It was here that he realized how much he liked being submitted to, especially by strangers—he could control others simply by being stronger. By age 8 it was already clear that Frostir enjoyed inflicting pain and fear—it made him feel powerful and in control, a feeling he desperately sought. He would target younger, clanless students to bully and assault. This would get him in trouble, as not every clanless was fair game—many hailed from families associated with Frostspear itself, and he was punished by his family. Over the years Frostir quickly learned other ways to get what he wanted—especially towards adults he could not intimidate. He developed a charming demeanor and found he had a talent for reading others, and in this he was able to discern who he could hurt, and who he could not. He willingly spent a lot of time in formal events with his family, so he could observe their interactions with other clans and persons of interest. He learned much about high society, about other clans and the world, and even picked up an adult manner of speaking. As he got older, he experimented with new ways to hurt others. Emotional abuse, manipulation, blackmail, sexual abuse. And he grew interested in the idea of killing another dragon, as he found killing animals quite boring. He wanted to know what it felt like. When Frostir was 12, he accomplished this. It had not been carefully planned out—he was presented with a chance, and simply took it. The victim was a clanless, 9-year old girl from a poor family. While he got away from the scene of the crime without being seen, he was caught quite literally red-handed by a Guard. His family was summoned, and Frostir was forced by his father and grandmother to admit to what he had done. He cried profusely and insisted it had been an accident, and that he was scared and sorry. Frostspear moved to hide the murder but the body had already been found by civilians and reported, so the best they could do was remove all evidence, sabotage the investigation, and have the case declared a dead end by the Guard. This was met with protests from the grieving family, who began their own investigation. They uncovered the fact that their daughter was last seen with Frostir, and confronted Frostspear. The clan, however, was angered at the implication, and threatened the family into silence. They compensated them with coin to further encourage the secret, and soon the family moved out of the city. Only the inner circle of Frostspear and the victim's family know that this went down, although there are whispers contained within the Frostspear clan that Frostir is a killer. Abilities ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Element Frostir learned his element at an extremely early 2 years old, the youngest among Frossar's children by far, and among the youngest in clan history. Despite his age, Frostir is already Experienced in his element, having reached this mastery at the alarmingly early age of 19 - seven years sooner than Lynerius, who would go on to reach Elemental. In fact, Frostir has attained all his masteries sooner than Warfang's renowned Elemental - earning Controlled at 5, Learner at 9, and Skilled at 13. This is to such unusual, almost unheard of levels that he is suspected to be Elemental-bound himself, though he will not be assessed until he reaches Adept. Frostir's ascension is entirely unobstructed - he possesses a clear, 'logical' mind unhampered by fears, anxiety, sadness, anger, or self doubt. Nothing distracts him from his goal, he does not love nor care for any but himself, seeking strength to fulfill his insatiable thirst for power and control. This is not lost on those close to him, who know his creeping strength is indicative of his malice. Magic Frostir has no interest in non-elemental magic, and has never been able to cast even the slightest magic. Physical Frostir is projected to become a particularly tall ice dragon, if not the tallest among his family. He has an athletic but not overly muscular build. Family ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ The Frostspear Clan Student Islyn (betrothed) Chief Isrun (grandmother) Captain Vitreis (grandfather, deceased) Chief Isfriar (great uncle) Isvrost (great uncle, deceased) Commander Frysor (great uncle) Captain Glaczana (great aunt, deceased) Commander Frossar (father) Kavinai (mother, contract) Commander Frosun (uncle) Captain Viterius (uncle) Captain Isrind (uncle) Master Isolda (aunt) Captain Skadin (uncle) Captain Iskald (uncle) Kaldis (aunt, deceased) Captain Glaciaris (uncle) Guard Isra (older sister) Frosa (older sister, deceased) Student Vitreus (younger brother) Iszari (younger sister) Glacir (younger brother) Runeisis (younger brother) Guard Wintus (cousin) Isnavina (cousin) Student Haelrun (cousin) Student Frusrin (cousin) Ignicia (bastard cousin) Student Stryga (bastard cousin) And other extended family Relationships ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Frossar Frossar is not much involved in his children's lives, and this suits Frostir fine. He doesn't like his father, but pretends to just to manipulate him. It works, as Frossar has admitted Frostir would be his heir should he himself inherit the clan. Frossar is unaware just how lost his son really is. Vitreus Frostir loves to torment Vitreus and their other siblings - finding it to be an easy power trip. He will frequently physically assault them, and has nearly drowned Vitreus on more than one occasion. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ The name 'Frostir' is based on the word 'frost' combined with a masculine suffix. Frostir is named after his father, Frossar, who was named after his grandmother. Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire, edited by Darkanioid1997
- A Patriarch's Wisdom
A Patriarch's Wisdom A Patriarch's Wisdom Written by MoonshineTheleocat and Hibiwiki Despite being deathly afraid of flying, Rohrn someday wants to learn how to, and get over his fears. His mother wishing to help, decided to take her chance at requesting the patriarch of clan Saryda's guidance on the matter, as a dragon who was blinded but re-learned how to fly... > Read Here < Content Warnings: None Featured Characters Teslius Rohrn Crysone Location(s) Warfang City Timeline 3015 Word Count ~6,300 words Reading Time ~24 minutes Summary (Spoilers ahead!) Crysone brings her son Rohrn to the Saryda estate in Warfang city to ask Patriarch Teslius for guidance on how her son could learn how to fly while blind. After some discussion, Teslius suggested that Rohrn learned how to swim first, and get used to how the vibrations feel in water, and the feeling of weightlessness while in it. And hopefully, if he can learn how to understand the vibrations in water, he could learn how to understand them in the air as well. Happy with the results, they both thank Teslius for his time and guidance, and set home with a smile on their faces.
- Flora and Fauna | Destiny Intertwined
flora and fauna Flora and Fauna the Storm Raptor The Storm Raptor (or Storm Reaper , as they are unofficially called) is a large carnivorous avian. Like the Titan Basilisk, they make dragons a part of their diet. Storm Raptors have no elemental abilities, but are unmatched fliers. Storm Raptors are either inclined towards Electricity or Wind. The Wind Storm Raptors are the fastest , and can catch any dragon. Electric Storm Raptors can catch any dragon, with the exception of strong Wind dragons. That is to say, if a Storm Raptor makes a dragon its prey, it will catch that dragon—if in the air. In flight, dragon’s chances are low—they must hope to make it to the ground to fight , or flee into a small cave or dense woods. Storm Raptors make their homes in mountains and towering stone spires, and they thrive in storms and winds; their edge over competing airborne predators. They can be found in all known lands, and while they may travel to colder areas to hunt, they will not live there. Standard Storm Raptors find Agni Flats too hot, but a slower, fire-aligned cousin has come forth to claim that area for itself; the Volcanic Raptor. A wind Storm Raptor and Volcanic Raptor. Storm Raptors have a number of means to kill their prey. Most notable are their jaws, packed with permanently exposed, bone-crushing, large teeth. Their talons (two in front, two in the back on each leg) can cut through dragon scales with ease. They also have spurs from their wings that they will use to stab, and a similar spur from their tail—though their tails lack the strength to drive this spur deep, unlike their wing spurs. Mature male Storm Raptors also have a long spur from their beak that they use to impale prey, or fight other male Storm Raptors. This is called the sword. The longer the sword, the older the male. Older males are also much larger, stronger, and faster. Middle aged male with a sword beak compared to a female/young male, and the latter with an open maw. Mature males will form harems of female Storm Raptors , as many as he can attract. Adolescents all leave—females to find other alpha males, and males to compete with each other. Young male Storm Raptors will not stand a chance at competing with elder males. They either die trying, or they lay low, blending in with an alpha male’s harem and trying to court his females. Sometimes they are successful. As young males are most often solitary, they are more likely to die hunting, being hunted, fighting other males, or at the wrath of alpha males. If they make it to older age however, they begin to grow a sword, and will soon be able to compete with alpha males to conquer a harem and/or draw young females to him. Storm Raptors hunt in groups. Females of a harem may leave in small groups to hunt, groups consisting of three to six, depending on the size of the harem. But most often, the alpha male starts a hunt, and most of the females will follow him—sans enough females to protect everyone’s nests and chicks. The size of an alpha Storm Raptor’s harem is virtually limitless . Storm Raptors have historically hunted in large enough groups to destroy villages and even towns of dragons , and in general Storm Raptors are a threat to any traveler. Storm Raptors are intelligent enough to avoid large settlements, and to assess when they have the advantage in numbers. Much like with Titan Basilisks, another formidable dragon predator, dragons have made efforts to drive them to extinction. Dragons will track nests and attack them at their most vulnerable to kill chicks and smash eggs, as well as attack lone young males and adolescents. But Storm Raptors are hard to kill off , as once they are adult and settled, they are never alone , and they live up high where they have the advantage. Still, their numbers have dwindled over the years, as professionally hunting them is a path to glory for dragons. Not only does it lead to a status of protecting dragonkind, but the carcasses of Storm Raptors are sought after. While their meat is rarely liked, their beaks, spurs, bones and bone marrow are used by healers , and their feathers may be used for impressive quills, if treated. However, their skin and feathers are rough and smell quite badly, so they are not used for other means such as attire or decoration. Every so often, a population of Storm Raptors grows out of control due to an undefeatable alpha male. When dragons manage to kill an alpha, his females will flock to another alpha, making this flock a much bigger threat. Though attempts are made to kill the females before they find another harem, many will get away and make another male stronger. In recent years, this has occurred—as recently as year 3010 . An old, powerful male (dubbed ‘Karnaq’ ) found himself reigning over around a hundred females on Warfang mainland, along with countless chicks and eggs. To feed this many, he would lead his flock to attack town after town. Houses would be destroyed, farm animals killed, children eaten. Due to the size of not only his flock, but his own size and power, Raptor Hunters were helpless to stop him; he had already killed too many of them. As mutterings of the Guard needing to step in began, the most prominent Raptor hunters that remained made a choice; to ask an Elemental for help. Requesting the help of the Stormbringer heir caused a flurry of debates. The Stormbringer elders, and Army leadership, saw this as too big of a risk to their sole Elemental; who might not just be irreparably injured, but quite possibly killed challenging an animal . Some voices insisted the Guard step in first, others believed the Stormbringer duty to protect the nation not only meant standing in the way of enemy nations, but anyone and anything threatening their civilians. Debates had not concluded before Commander Lynerius left on his own accord with the Raptor hunters. With the little time they had, they imparted their knowledge and tactics to him and recruited as many volunteers as possible to aid, and intercepted Karnaq and his hunting party on their way to the next town . While the hunters and volunteers attacked the females, Lynerius faced the beastly elder alpha; a monster that proved capable of withstanding an Elemental’s attacks for an hour before he finally fell from the sky. Lynerius, despite numerous injuries and several close calls, then assisted in eliminating the remaining Storm Raptors—most who were now fleeing—and destroying the nest. Though many volunteers and career hunters perished, the assault was a success and the mainland returned to a safer state. Today, the skull of Karnaq is on display in the Stormbringer estate , and Commander Lynerius has expressed interest in hunting dragon predators again. Size comparison between a 6 meter dragon, a Storm Raptor's egg, chick, adolescent, adult female/young male, alpha male, and Karnaq, a very old alpha male. TBA TBA TBA TBA
- Frigir
Frigir was Isolda's Master, the Master of Magic she apprenticed under after leaving the Frostspear Clan . He lives in the Ice Citadel as a practicing Master of Magic - someone studying non-elemental magic and offering their rare abilities for hire. As a Master of Magic herself, Isolda is no longer his Apprentice, but they work closely together still. Trivia ⸺⸺⸺⸺⸺⸺⸺⸺⸺ His name is based on the word 'frigid'. His name rings unintentionally similar to 'Frijir' the name of a central character in Zonoya's Revenge, another TLoS based comic from 2009 - 2014. Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Status Orientation Social Status Affiliation Frigir Master Frigir Male (he/him) 136 Year 2880 5.4m / 17'9 Ice (blue) Class Two (Controlled) Class Seven (Proficient) Master of Magic Alive Unknown Unknown Warfang Clanless Appears in Destiny Intertwined (Chapter 3) Credits Created by Designed by Owned by DragonOfIceAndFire Gallery ⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺⸺ Page written by DragonOfIceAndFire
- Northwind
A dragon clan within the universe of Destiny Intertwined. Northwind is a recent, small clan consisting of the relatives of Elder Guardian Nivalis. History ⸻⸻⸻⸻⸻ Northwind was founded in 2956 by Nivalis upon his achievement of Guardianhood. While Nivalis did not have his own children nor could have, he claimed his right to clanhood for the benefit of his siblings and their descendants. Clan Trait ⸻⸻⸻⸻⸻ Northwind is recognized by several features. They are largely a monochrome greyscale or a desaturated blue, and have stripe and 'snowfall' markings. Their most recognizeable trait is how a small part of their body is much darker than the rest. This can either be the head or tail tip, or the paws and top of the wing. This darkening can be gradual or a hard cut-off like that of the founder, Nivalis. Markings that follow the rest of the body will still be visible beneath the darkening. Northwind dragons are thus said to have a 'permanent shadow' on parts of their bodies. Sometimes brighter markings will poke through the shadow as if they glow. Some members lack the 'shadow' due to the clan not being selective based on trait. Elements ⸻⸻⸻⸻⸻ Northwind is primarily ice, but one fourth of its members are wind due to a wind dragon unifying with the Patriarch. The variants in Northwind are white and blue ice, and grey and tinted (blue) wind. There are no other current element impurities. Information Name Allegiance Colors Banner Element Trade Location Leader Heir Founder Founding Year Living Members Northwind Warfang Cold greys and white Swirls of ice and wind in clan colors, displaying clan trait of darker parts on the body Ice, some Wind Guard, diverse Warfang City Commander Rimeius Sanctus Elder Guardian Nivalis Year 2956 34 Appears in Destiny Intertwined (Chapter 2) Out of Universe DragonOfIceAndFire No/Maybe* Owned by Open for Characters? *New character openings only available when current character owners open slots for their character's children. Character information and design must be approved and may be subject to corrections. Character may be declined. Trade ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Much of Northwind follows the path of Nivalis, who was a Guard before becoming a Guardian. During obligatory service, members will aim for selection into the Guard, and due to their clanhood and association to Nivalis, most pass selection. A few members choose the Army instead, mostly descendants of the brother that remained in the Army. Half the clan remain in the Guard, while others seek different careers after mandatory service. Reproduction and Eggs ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Northwind accepts both romantic and contract unions/reproduction, but encourages a limit to ice and wind, with emphasis on ice. They also seek to not introduce further variants into their bloodline. Notable Members ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻ Elder Guardian Nivalis (Founder) Commander Rimeius (Patriarch, eldest sibling of Nivalis) Commander Nohrus ( brother of Nivalis) Captain ??? (sister of Nivalis) Captain Sanctus (son of Rimeius, Heir) Guard Crivaliger (son of Rimeius) Captain Soleis (son of Rimeius) Icenis (daughter of Nohrus) Polaris (daughter of Nohrus) Soldier Auroris (child of Nohrus) Student Hoaris (son of Nohrus) Arcturus (son of Sanctus) Ismorta (daughter of Sanctus) Venya (daughter of Crivaliger) Arcalis (daughter of Icenis) Orion (child of Polaris) And other extended family Page Written by DragonOfIceAndFire
- Resources and Links | Destiny Intertwined
Resources and Links resources and links Contents: Read & Support Downloadable Resources Community Character Guide Read & Support Destiny Intertwined Read on: DeviantART | ComicFury Support on: Ko-Fi Shroom Tier: Early access to extra content such as designs, sketches, and comic-related lore art, plus access to discord community! Stone Tier: Early access to pages (9 pages ahead of public release), plus previous tier contents! Crystal Tier: Page WIP/teasers before every new page, plus previous tier contents! Gold Tier: Supports creation of worldbuilding via this wiki, and visual lore. Also gives free access to all available bases, plus previous tier contents! Aether Tier: All previous tier rewards + access to design/art raffles! Ancestor Tier: All previous tier rewards + specific thank-yous on every public page~ Downloadable Resources Note: Some resources are only for Destiny Intertwined . Notes have been put next to resources that are DI only Dragon bases ($5-15 each) Adult Dragon base (New) ($15) Teen / Young adult Dragon base (New) ($15) Child Dragon base ($5) Old Adult Dragon base ($5) Old Teen Dragon base ($5) Other bases ($4-10 each) Cheetah base ($10) Guard Armor base ($4) (DI Only ) Soldier Armor base ($4) ( DI Only ) Templar Armor base ($4) ( DI Only ) All Armors pack ($8) ( DI Only ) Additional resources (15$) Poseable DI Dragon Mannequin Additional resources (Free) Element Base (for references, DI Only ) Eye, Paws, Tongue, and Magic Circle Stencils (for references) Eye Stencil (old version - for references) Clan Banner base ( DI Only ) Unity Band base ( DI Only ) Name Stencil (Requires the Ringbearer font, and Dragon Runes font) Dragon Runes font DI / TLOS Pattern brushes ( Some symbols are DI Only ) Online Re sources DI Character templates, calculators, and resources Character Template Clan Template Odds Sheet for Clutch Numbers, Element Inheritance, Element Variant Inheritance (individual tabs) Height Calculator for Dragons (view your dragon's height at different ages) Dragon Ages Compared to Human Ages Sheet Element and Magic Mastery Guide DI Design creation resources Feedback Masterlist/Design Rules Dragon Main Color Guide Dragon Element and Element Varian t Color Guide Dragon Design Attribut es Guide to Color Groups and Monochrome, Duochrome, and Trichrome dragons Guide to Element Color Coverage on the Body How colors on the dragon change based on element Tongue shapes Guide to Frill Distribution and Density Guide to Marking Distribution and Density Marking Outlines and Hollow Markings Hollow Marking Definition and Examples Hibiwiki's visual resources (please keep in mind that there could be errors, and these resources can be subject to changes.) Wings Guide Fur, Feathers, Hair? Faux (false) Fur Ice Frills Frills vs. Spurs Which elements favor frills and which favor spurs Decoration(frills/spurs) Area Growth Guide Plate Segments and Shapes Guide Body Plates Guide Body Plates Coverage Guide Additional Plates Guide Wind Whiskers Placement Guide Element Variants Quickguide Element Main, Center, Glow Explained Visually Elemental Marking Placement Guide Ice Swirl Markings vs Wind Swirl Markings HSV Ranges for Body, Sclera, Flesh/Teeth, Magic, Elements, and HSV Explained Element Tongue Staining Guide
- FAQ | Destiny Intertwined
frequently asked questions Frequently Asked Questions What programs do you use? For everything writing, I use Scrivener . For 3D I use Blender , and for everything 2D I use the latest version of Photosho p (don't be like me, get Clip Studio or something). What is the writing process for Destiny Intertwined? Since the beginning I've known where the story is leading, and what major plot points occur along the way, including character deaths. However as DI is a long-term project, I leave a lot of room for details and development to be new to me as well, so the excitement stays fresh. While I'll know the context of the next few chapters ahead of time, I write them as the current chapter progresses. While this does lead to some poor planning (such as the very long chapter 2) , I prefer to prioritize my own enjoyment over perfection. This way, I'll never get bored. :) What brushes do you use? Some self-made brushes, plus official PS brushes by Kyle Webster and some from the lazybrushes set by Vesner. How do you make your backgrounds? My inorganic (non-nature) backgrounds are 3D made. I design and build all structures in 3D from the ground up, including textures and material design. I will then render these for comic panels and do paintovers and other effects to try and blend them with the 2D art. Why do you use 3D? I have a strong dislike for drawing geometric/straight edged objects by hand, particularly ones that need perspective. This is also extremely time consuming, which isn't ideal for comic work. On the flip side, I really enjoy 3D modeling. Ultimately, all the work in the comic is still entirely my own, just not all made with the same medium. Can I translate your comic into [language]? I'm not looking to get the comic translated at the moment, but thank yo u! Can I make a character for Destiny Intertwined? Of course, please check out the Character Guide pa ge for guidelines on what is allowed within canon. Do note that this does not guarantee a cameo in the comic, much less a role. What else can I make? Clan submissions will intermittently open for acceptance/rejection in the supporter's server. Other than characters and clans, I ask that you do not invent anything else for DI. That includes animals, plants, spells, elemental techniques, diseases/afflictions, locations, schools, metals/minerals, medicines, myths, curses, etc. While most of these are things I would enjoy seeing people make, I am too swamped with dealing with characters and clans that I would be unable to review other contributions. I'd go insane if I tried. Can my character cameo in you r comic? If your character is not created/adapted for DI, no. I choose cameos from supporters who have made characters for DI with eligible designs and integrated information (see 'characters' page.) I usually also choose based on what makes sense - if I have a scene that takes place in the Temple Sch ool, I'll pick characters who are students in the age group I want/need, so it's not enough to have only a design. Is this project related to DI? Concerning another TLoS oriented project, The Dragon Realms; Neither me nor Destiny Intertwined are related or affiliated with this project, nor is TDR and its creators associated with Destiny Intertwined. While TDR finds its roots in DI and thus some similarities may be noted, TDR has moved into its own as an Art Roleplaying Game and the two are now distinct and separate projects. Creators of both projects have agreed that contributions should be kept separate, in that a character and/or clan may not be present in both projects due to differences and the preferences of the creators. We intend for these two projects to coexist in their own corners of the TLoS fandom.
- Characters | Destiny Intertwined
Contents: Main Characters Secondary Characters Tertiary Characters Minor Characters All Characters (this page) featured characters featured characters All All characters all characters A Aeregina Aedarius Aeris Amberius Arater i Arcadier Astras Avalis Ayrel B † Blizari C Caedis Cerau Ceris D E Electis † Embericus Enkaius Eurune F Feurin † Fl areali Flykra Frigir † Frosa Frossar Frostir Frosun † Froszar a † Fulgesis Fusilis G † Galvan Galvaris Glacer Glaciaris Glaciarus Gla cis Grine H Haver Hayze Hydris I Icarius Ignis Ildirai Incendis Infernis Isa Isolda Isra Isrind Isru n Istar J Jordhin K Kaven ys Kindra Kindros Kivira L Lavis Levina † L yneris Lynis Lynerius M Male for Mistralus † Monsena N Nivalis O Obscurys † Orkano P † Penumbris Q Quaker Quarris R R ai da Raii Rayne Regner † Ryverun S Saarus Scalder Scorchis Searis Senuna Skadin † Skogur Solari Solsticus † St yrmer T Tecton Tectonia Terrenus Terin Terra † Terrifesis Therris Tordena Tordner Tordorn Tormer Tormeris U Umbrice Undacus V † Venomena Verdante † V iteris Vitreus W Wintus Wyntar Wysta X Y Z Zerus Zilan Z seurael community characters Community Characters Note; community character documents are no t reviewed and ma y contain designs or inf ormation that does not function with canon or is disallowed. Names with an asterisk* need design and/or info fixes All characters All Characters A Aashani Achylus Adheiris Adrakshi Adrius Aegiz Aerin Agnikai* Ainus Airaii* Akash Alban* Albanius Alorosis Altelmos Amateris Amethystine Anameras Aparctia* Aquaris Aquilis Aradinis (New) Arboren Arcenas Ardensin Ardiuz Aretas Argyrius Arkanion Arrlukus Artemisa Asheth Astrai (New) Astrape Atkalum Auloretta* Auracius Auralis Aurin* Auroris Aveis Azurias* B Bazal Beirani* Bhaumiula Blitzius Blizira Borauros Borealus Borialis Bourras Brannius Breeza Bryoel (New) C Cailla Candela Candescin Carbonore Caric Caarvelian Caspia (New) Celsius Cepheus Chamus Charsoul Charybdis Clayd Clefstrele (New) Coalyn Corrente Corolla (New) Correwen (New) Corsa Crayga Crivaliger (New) Cryonius Crysone Cyclion (New) Cyclonis D Dalfon Damana (New) Datura Derechon* Dimissus (New) Dynamiz E Echois Edur Electi Electrice Electros Elurra Elurus Emberis Embira Energira Enfernis Erebus Escarcher Escoria (New) Exalos Exanias Eyrin I (New) F Fahrenhise Fannar* Favona Favos (New) Fehnis Fell* Fenikus Fenix Fera Fervonus Feugniss* Feuilla Feurius Fjolli Flavius Fluria* Flurin * Forcir Forestius Frorin (New) Frostarch IV* Frozurne Frystin Fuegus Fueriosa Fulgera Fulgess Fulgin Fyire Fyra G Galeon (New) Galvas Galvelius (New) Gamzey (New) Gantarus (New) Gelarius (New) Gelidius Geleur Geluros Glacello Glacia Glaciendor Glere (New) Glissus Grovus H Haile (New) Haillia Hailmarius (New) Halogai z Hanabi Hayazeris (New) Hekevir (New) Hekka Helenis Hikaro Hinokami Hivere Hoaris Homarrus (New) Hurricanis I Icildus I (New) Idaila Ignaeris (New) Ignitaros Iizslen (New) Iloata Imerus Incindeon (New) Indrania (New) Infernier* Infernus Ingon Iridin Irynas Isarora Isavada Isburdeus I skaria Islyn Isrendir* Izelis* J Janira Joltisin Joltera Joltor Jorovar (New) Jounetis K Kagero (New) Kazkabar Keravna Kirsina Koudic Khuno Kinori L Lalaeon Lamara s Lavar Lazulia Lectos Lestorm Lirife Lucernas Lumbrier Lumia Lutuma M Mari Maenhir Maglarion Magmodeus Makani Malina Malstros Maris Merin Midoris (New) Miko* Mrina Myrskis Myrtilla N Naige Neira Nevaska Nilais Nivime (New) Nivishiro Nivulana (New) Novis Nuvala (New) O Ocearwyn Onitrum Oris Oscita Oxalis Oxylus P Pearlesis Pearlis Petiri Phasma Pisceri (New) Plasmis Proofin Prometheon Pruinaerius (New) Pouri Pulsane Pyralis Pyrani Pyreus Pyrius Pyrona* Pytheus Q R Raevar Rafalis Ragianis Raheail (New) Railis Ranieira (New) Renki* Revanira* Rhadan Rhewis Rhodonite (New) Rigel Rihki Riptidus Rocava Rohrn Rousse Rudrus Ruke Ryza S Sade Samui Sakuris Sanrai Santorina Santrui Saphiris Scyllis Sear Searenti Searius * Seasarja Selva Serace Seraphina Seyla Shraka Sidreus Silvestra Sirenne Sirocco Skyvin Sleti (New) Smoldres Sodus Solairis (New) Solus Solynia (New) Spierling Statika Stratocus Strayven* Stryvas Stygivus Styrmiri u s Sudai* Surge Suryava Suseos (New) T Tairo Tarlax Teal l une Tempestris Tephrana Tempesta Tercotta Terreus Terrex Teslas* Teslius Thundis Tocsin Tolvanis Tondro Torben Tordonius Torgana Tornadacus Typhonus Typhooni U Ugalikus Ulleros Ursata V Vahtsa Valia Vahrel a Valkeros Valleren Valleris Vallian Vatralla Vatranna Velazur (New) Venta Verdasia * Verglasi s Vestorm* Vihari (New) Villamis (New) Vitari Voltanth Vol era Volteran Volterra (New) Vorsteir Vycadi a Vyndkar W Wisterra Witzkier (New) X Xerrunia (New) Xod a l Y Yarzion (New) Yzikla Z Zazena* Zenovia Zentiva Zephrus (New) Zephyrine * Zerutra Zilarri Zinsius Zragate
- Professions and Trade | Destiny Intertwined
Top professions and trade Professions and trade Contents: Guardians Military Service/Warfang Guard Warfang Army Unique roles Templars Civilian Occupations School Guardians The concept of Guardians stems from dragons' historical communal protection of eggs. Dragons would leave their eggs in grottoes protected by their community’s most powerful. After the Unification , the Guardians were created, a group of four powerful dragons with one of each primordial element. Guardians go through extensive elemental training, and have high mastery. Guardians have an unspoken authority as hands of the Warfang Council—they are looked to for guidance from the people, and can even command/dismiss guards, captains, soldiers, and lieutenants in the absence of their superiors, and fully command the Templars. There is a group of Guardians in Warfang City, Titan Fields, and Concurrent Skies. There are also the Elder Guardians . History In the beginning of the empire of Warfang, there was only one set of Guardians who, on top of guarding the eggs of dragonkind, was also its leaders. Before portals, it was too dangerous for dragons on other continents to bring their eggs across the sea, so new groups of Guardians were made from the would-be successors of the original Guardians. These new Guardians were to be ruled by the original Guardians. When the original Guardians found themselves unable to handle their Guardian duties as well as their leadership duties, they once again parted with their successors, who would from then on guard the eggs of Warfang mainland, while the original Guardians became the Elder Guardians —the heads of the new Warfang Council, the leadership of Warfang alongside the four most prominent families, one of each primordial element. This system continues to date. Apprentices and Succession When the time comes to prepare for a Guardian to step down, the other Guardians of that same element will select apprentices. These can in theory be any dragon of the given element— a retired Commander, a dragon finishing their military service, a child studying at the temple, or even a child raised in the streets. It only depends if they meet the criteria to be Guardian; relatively high elemental mastery (for their age), the potential for future high mastery, and the drive and desire to be Guardian out of a good-natured wish to protect and guide the children of the future. Each Guardian of the given element may select 5 to 15 apprentices. These apprentices can be from any walk of life, clan dragons and clanless alike, however, most potential apprentices presented to them are from clans, due to Guardians' position in high society, and the resources clans possess to train their children. These apprentices needn't all be selected at once. The Guardian will meet their apprentices frequently to get to know them and train them. During this process they will judge who are and who aren't cut for the job. Due to difference in age, some apprentices will be more powerful than younger ones—however age is taken into account. If an older apprentice is more powerful than a young apprentice, the older one may still be dropped in favor of the younger if the younger has the potential to be more powerful when the same age, and/or if their drive and nature are stronger. Younger apprentices can also remain Guardians for longer. After a few years (this varies), all the Guardians of the relevant element will present their remaining apprentices (about 1 to 4) to the Elder Guardians. The Elder Guardian of the relevant element will then take over and start training the apprentices. Once they have grown familiar with the apprentices, the Elder Guardians will send home many who don't make the cut, until around five apprentices are left. This can take years. When there are only a handful apprentices left, personality and drive are no longer a question, only mastery and potential. The remaining apprentices become fully devoted to their training—this is now a full-time occupation. They will barely have time for other things—they train every day, for most of the day. If the apprentice has a previous occupation or study, they must abandon it. Once an apprentice can no longer keep up with the rest, they are sent home permanently. This continues until only one apprentice is left. This apprentice then becomes future Guardian, and they gain additional training to prepare them for the job. Apprentices rejected based on their motivation or personality (i.e. wanting to become Guardian for the power, or not seeming willing to die protecting the egg grottoes) will be rejected from becoming apprentices again. Few exceptions are made. Apprentices rejected based on another simply being more powerful may be accepted again, and will go through the process over again. Duty Guardians cannot prioritize anything above their duty. They cannot be clan leaders while they are Guardians (if they are clanless upon achieving Guardianhood and want a clan, someone else in their immediate family must be named leader—but the Guardian themselves cannot take orders from the clan leader), and while they may have children, they must be able to choose duty over their own offspring. Guardians live in the temple they are assigned to and have their own quarters in the egg grottoes. On certain days they will train temple students, though this is occasional. While the grottoes are closed for visitors, the Guardians will check on the eggs, to ensure they are healthy and be alert of when they may hatch. During the days/hours visitors are allowed, Guardians stand by to defend the eggs—though due to the strict rules of who are allowed in and where they are allowed, threats to eggs from visitors are few are far between. It is mainly Templars who allow visitors in and escort them to and from their eggs/grottoes. When an egg is on the verge of hatching, its parents and family will be alerted, and they will be allowed into a separate room too be present for the birth, both outside and inside visiting hours. A Master of Healing is on standby should complications arise. Once the hatchling is freed from its egg and all is well, the family takes it home. When Guardians have free time outside of visiting hours, they may train their element, visit family or friends, or attend formal gatherings related to their duties, etc., however, at least two Guardians must be near the grottoes at all times. Remaining Guardians may enjoy personal company in their quarters or around the temple, read/write, or rest with intermittent patrols of the grottoes. Interim Guardians Sometimes a Guardian dies abruptly before they retire, or something happens to them leaving them suddenly unable to do their duty. A temple can go a short time with only three Guardians, if waiting for a final apprentice to finish their training, but usually an Interim Guardian is selected. An Interim Guardian is a dragon temporarily filling the role of the former Guardian until a trained successor can take their place. Interim Guardians are often the last apprentice in a selection to be sent home, as they possess the qualities of a Guardian as well as most of the training. Interim Guardians can in theory be anyone strong and worthy enough, but their nature and abilities must be well known to the public, and the remaining Guardians and the Elder Guardians must approve. Once a successor is ready, the Interim Guardian must step down, but the position itself is still honorable. Militay Servce Military Service Every able-bodied dragon has a responsibility of military service. Warfang has many ongoing wars, and a constant need for soldiers. When a dragon is around 24 years old, they're called in for service. The mandatory service period is two years, plus a three month training period. Warfang Guard Strength: ~50,000 The Warfang Guard is considered part of the military. Recruits in training have two paths: Guard, and Soldier. Becoming a Guard is attractive to many, as it means a significantly smaller chance to end up in combat. Guards are sent to all Warfang settlements, where they enforce Warfang's laws, keep the peace, and are the first line of defense if a settlement is attacked. In theory. In reality, the Warfang Guard is known to be corrupt. Because most dragons don’t want to be sent to war, the Guard gets the most applicants. Many have to be turned away and sent to the army. Officially, selection into the guard is based on performance and suitable personality as a recruit. What’s painfully evident however, is that wealth is the answer. Dragons from rich families and clans make up the bulk of the Guard’s higher ranks. As such, they select other rich dragons into the guard—often because their clans don’t want their children to die in the wars (this may force dragons into the guard, even if they wanted to be noble and serve as a soldier). Otherwise they may be bribed, but they are greedy. If the bribe is too small, they arrest you for the crime of bribery. The Guard has a habit of looking the other way when it comes to clan dragons, especially if any victims aren’t in clans nor sufficiently rich. The Guard is respected by high society, and despised by the rest. The Warfang Guard is divided into five Sectors, each commanded by a Chief, who answers to the Head Chief, Chief Isrun, the Frostspear Matriarch—who in turn answers to the Warfang Council. Warfang City is an entire sector to itself, and is divided into Districts, which are led by Commanders, with multiple Captains each commanding and organizing Patrols of Guards. The other four Sectors are divided similarly, but covering multiple settlements. A small settlement may have only a Captain and a handful of Guards, or a single Captain presiding over multiple small settlements. Sector One is Warfang City. 15 districts, each with 10 to 20 patrols. Sector Two is the rest of Warfang mainland. 25 districts, each with 15 to 30 patrols. Sector Three is Titan Fields. 25 districts, each with 15 to 25 patrols. Sector Four is Concurrent Skies. 25 districts, each with 20 to 30 patrols. Sector Five is Agni Flats. 10 districts, each with 10 to 20 patrols. The Warfang Guard requires some armor; a headpiece, neck protection, and a collar displaying the Guard insignia and rank. Greaves may be used, but are not paid for by the Guard. Guards do not wear full armor, but may change into more armor if needed (and if they have it). The headpiece is mandatory for Guards, but not for Captains, Commanders, or Chiefs. Becoming a Captain takes 10-20 years of service to be eligible, and becoming a Commander can take as much as 40 years. For many, the rank of Commander is the ceiling. When an existing Chief retires or dies, a new one is chosen from existing senior commanders. Unique roles Like the Army, the Guard also has unique roles in their ranks. The standard role of the Guard is to patrol the streets and ward against crimes, investigate and arrest when crimes do occur, and protect settlements and cities. Other roles include; Investigator Investigators are called to crime scenes and are tasked with finding out what happened, how it happened, and who is responsible. They'll take statements from witnesses and victims and build a profile on the perpetrator to track them down. Investigators are usually only called where a deeper look is needed. If someone was pickpocketed in the markets, regular guards will just make note and report it. Investigators are called where there is a crime scene and standard Guards can't take the time or are able to gather necessary information. Most of the time, Investigators will find what clues there are and speak to who they can, but if there were no witnesses or suspects then the case is reported and shelved with the intent to bring it back if another perpetrator is believed to be the same. When it comes to clans and higher society, Investigators are often pushed much further due to there being more coin at stake, or the crime has been especially grievous. While there is no way for a dragon to detect and compare DNA, Investigators are trained to be sensitive to magic, and are able to detect any elements that may have been used recently, or detect if spells have been used. Intelligence Intelligence Guards rarely take to the streets, keeping to their offices where they hoard information on citizens and criminals alike. They sort and compare reports and cases, and keep track of all the inner workings of their sector—including that of organized crime. In short, if there's any information the Guard might need, their intelligence offices either have it, or they have a parchment that confirms they don't have it. When more information is needed on something, Intelligence Guards find it. They may even work undercover, pay off criminals, or hire criminals to attain this information—with their Commander's approval. There are different levels of confidentiality to the information the Guard stores, and any given Intelligence Guard cannot access any or them all. Privacy is not a concern, but information leaks are, especially when it comes to information pertaining to clans or high-profile individuals. Mid-level confidentiality information can only be accessed by a handful of Captains in Intelligence, higher levels have to be attained by the sector's Commander of Intelligence, and the highest level of confidentiality has to be retrieved by the Chief of the Sector. All information is stored in vaults with Master-level enchantments, with copies at different locations. Wardens Sometimes crimes do not warrant execution, but also require more than immediate physical/financial punishment, or criminals need to remain detained during investigation, especially if they are facing execution. In these situations, there are dungeons guarded full-time by special guards, wardens . Wardens are in charge of guarding prisoners, sentenced or otherwise, transporting them to and from cells, and delivering them food. This is an assignment, and a guard may be in this role for a year or more until they can be considered for a change, but it's also a role someone can stay in their whole career. There is very little opportunity for promotion in this role however. There are dungeons in all major cities, then a few outside the cities for all other settlements in the sector, making less than ten dungeons in each sector. Most are commanded by a single Captain, who reports to the Commander of that district. Sanctuary Wardens A special group of Wardens are the Sanctuary Wardens . These have the same duties as regular Wardens, but they guard only one place; Sanctuary, the home of dark dragons on Warfang land. Becoming a Warden for Sanctuary is highly selective. Firstly, they can only be ice dragons, due to the extremely low temperatures and the deadly, eternal blizzard that surrounds the Sanctuary island (a result of an ancient Elemental's suicide fury). Recruits for Sanctuary are thoroughly assessed. They cannot have 'misplaced' sympathy for dark dragons, they must be able to follow orders no matter what, and they must have at least Skilled elemental mastery, usually higher. Sanctuary Wardens are often compared to Templars as a result. The Sanctuary Commander has always been a Frostspear, as have many of its Captains and many of the Guards. No one knows exactly what happens on Sanctuary, as its wardens are bound by strict orders of non-disclosure. The promotion rate of Sanctuary Wardens are virtually stagnant, with promotions only happening if a Captain or the Commander resigns from the role or from the Guard. If this happens, another Sanctuary Warden is selected for promotion. Due to the slow rate of promotions, and the 'inherent danger' of working with dark dragons, Sanctuary Wardens have a high bonus to their salary. Executioners Due to the costs of incarceration, most grievous crimes are punished by execution. For this, the Guard has a special role, executioner . This is not a full time role, but an addition to the standard Guard or Warden role. The role of executioner is applied for, and executioners are chosen with selectiveness that varies depending on demand and competition. It gives a Guard a bonus to their salary, on account of the dangers of being an executioner, as associates and families of the executed may target the executioner. Maintaining anonymity is difficult for dragons, as they have so many varying identifiable qualities. This makes Executioner an undesirable role for many, and the salary bonus of executioners rise and fall with demand. Most executions are not public anymore, unless there is an example to be made. Commanders and Chiefs cannot be Executioners, and promotion into these ranks removes the role of Executioner. Warfang Army Unque Roles Warfang Army Strength: ~150,000 While not unpleasantly corrupt, the Army is a better place if you're from a clan. Clan status and connections can help steer you into a non-combat role, such as navigator, scout, hunter, messenger, etc. For those that embrace combat, clan status may lead to easier promotions. Overall, however, the Army tends to humble a dragon. A soldier can be clanless or from a clan, but both are the same rank. Riches mean nothing on a battlefield, something that's beat into you during training. Your superiors must be obeyed, even if they're from a 'lesser' clan, or clanless. Disrespecting chain of command is extremely frowned upon, and being kicked out of the Army is a shame for any dragon regardless of status. Disobeying orders can lead to a prison sentence. Armor The Warfang Army does not pay for their soldiers' armor. Armor must be paid for by the soldier or their family/clan. This is expensive, and often a dragon chooses only pieces for their vital areas rather than full armor. Clan dragons are generally recognized by having complete armor—particularly colored armor displaying clan crests. Many soldiers have to make do with their natural defenses. Organization Similar to the Guard, the Army is divided into 20 Divisions , each commanded by a General. All twenty Generals answer to the Army General, Tordner of Stormbringer, who in turn answers to the Warfang Council. Each division is divided into several Regiments, each under a Commander, Regiments are then divided into Platoons, commanded by Lieutenants. Not all Lieutenants have command positions. First Division through Twentieth Division are commanded by Generals, all of which are commanded by General Tordner, as such there are only twenty-one Generals. 1st Regiment through 246th Regiment are commanded by Commanders. There are only 246 Commanders in the Army. Each Division has 10 to 13 Commanders and Regiments (1st Regiment. 3rd Regiment, 45th Regiment, etc.) First Division has the 1st Regiment through the 12th Regiment, Second Division has the 13th Regiment through the 24th Regiment, and so on. Each Regiment has Infantry Platoons, a Scout Platoon, a Hunter Platoon, a Healer Platoon, and Logistics Platoons. Logistics Platoons include navigators, scribes, and messengers. Platoons are named according to their function, such as 1st Infantry Platoon, 1st Healer Platoon, 30th Logistics Platoon, 50th Scout Platoon, etc. A Soldier's full assignment could go as follows; Third Division, 30th Regiment, 30th Healer Platoon. Usually, they will only give their Regiment if inquired. "Soldier (name) of the 30th Regiment." The Headquarters of all twenty Divisions is in the Army Fort in Warfang City, but every Division can be deployed anywhere in the realm. First Division, commanded by General Tormer of Stormbringer 1st Regiment through 12th Regiment First Division, 1st Regiment is commanded by Commander Lynerius of Stormbringer Commander Lynerius' squire is Lieutenant Raii 4 Regiment Lieutenants 1st Infantry Platoon through 13th Infantry Platoon ~455 Infantry (13 Lieutenants) 1st Healer Platoon through 3rd Healer Platoon ~90 Healers (3 Lieutenants) 1st Hunter Platoon through 5th Hunter Platoon ~75 Hunters (5 Lieutenants) 1st Scout Platoon ~30 Scouts (1 Lieutenant) 1st Logistics Platoon ~15 Messengers, ~10 Navigators, ~10 Scribes (3 Lieutenants) 1st through 4th Guard Platoon ~80 Guards (4 Lieutenants) ~770 soldiers (32 Lieutenants) Second Division 13th Regiment through 24th Regiment Third Division 25th Regiment through 36th Regiment Fourth Division 37th Regiment through 49th Regiment Fifth Division 50th Regiment through 63rd Regiment Sixth Division 64th Regiment through 75th Regiment Seventh Division 76th Regiment through 86th Regiment Eighth Division 87th Regiment through 99th Regiment Ninth Division 100th Regiment through 110th Regiment Tenth Division 111th Regiment through 124th Regiment Eleventh Division 125th Regiment through 136th Regiment Twelfth Division 137th Regiment through 149th Regiment Thirteenth Division 150th Regiment through 161st Regiment Fourteenth Division 162th Regiment through 175th Regiment Fifteenth Division 176th Regiment through 187th Regiment Sixteenth Division 188th Regiment through 199th Regiment Seventeenth Division 200th Regiment through 210th Regiment Eighteenth Division 211th Regiment through 222nd Regiment Nineteenth Division 223rd Regiment through 233rd Regiment Twentieth Division 234th Regiment through 245th Regiment This division is dedicated to the training of recruits Rank In the Army, rank is attained through years of service, combat ability, and command potential. Lieutenant requires 10-15 years of service, Commander requires at least 35 years, and General is a minimum of 50 years. Attaining rank is a competitive process and not a guarantee of long service. Some clans will pay their children out of military service altogether, by ‘giving their worth in coin’. This is legal, and helps fund the war effort. Naturally, this price is too much for most families to pay. Unique roles Not every soldier's primary job is to fight. Below is a list of roles a soldier may take. In formal titles, this role will replace rank, i.e. "Scout Ignis'." These roles may have soldiers and lieutenants, but not commanders. Vitrually all new recruits serve two or more years in Infantry, as special roles tend to be filled by career soldiers. Hunter When deployed, divisions and/or regiments need food. While supplies are brought along, rations are kept as last resorts. Hunters take down large prey and forage for edible fruits, vegetables, and roots. This is a full-time job during deployment, and a vital one, so hunters do not participate in combat unless necessary. Hunters are extensively taught to identify what's edible and what's toxic, as well as how to take down certain prey and what to watch out for (such as magic-draining leeches, or acid spitters). Every regiment must have at least 5% of its total number be hunters, which can be split into groups, each with a senior (often a Lieutenant) hunter designated as Lead Hunter. Navigator Navigator is another non-combat role. It is a navigator's job to help their commander navigate their division en-route to their destination, as well as locate optimal camp sites and mapping where they go. Navigators need to know how to read and draw maps, plot a course, and read the stars. Every regiment has at least one senior navigator, and one or more junior navigators. Scout Scouts have a dangerous occupation. While not intended for combat, scouts go in small teams or even alone to scout enemy territory—assessing their numbers, strength, positions, and defenses. Scouts must be quick, quiet, and cool-headed. They may be spotted by the enemy, or even captured and/or killed. They must be strong enough to have a chance to fight their way out of this possibility, but their main objective is to avoid confrontations— if spotted, they must try to escape and report back to their Commander. If this entails abandoning fellow scouts, so be it—a scout must be able to make this sacrifice. They must also keep the enemy from finding their camp at all cost, whether that means leading pursuers away (even if this means suicide), or to withhold knowledge under gruesome torture. Healer Army healers may be non-combatants, but they will frequently find themselves near the midst of a raging battle. Healers specialize in non-elemental magic to heal wounds. While red magic crystals are effective, they're a limited quantity and are kept exclusively for emergencies. During deployment, it is a healer's job to gather red crystals, assess and maintain the health of their soldiers, tend to the sick or wounded, and save their soldiers from certain death. During battle, healers stay behind the front lines, tending to the wounded that are brought away from it. Healers need to know how to make fast and often hard decisions—such as letting a young soldier die to instead save a badly wounded Commander, or preserve their energy if saving someone will take too much. Sometimes they may only have time to stop a soldier's bleeding before moving on to the next. Healers aren't easily distinguished among other soldiers, they have a small mark on their armor that the enemy won't see unless close. If the enemy identifies a healer, they WILL target them. If a platoon/regiment loses their healers, the battle may very well be lost. As such, healers have soldiers assigned to them as guards. Guard Guards are soldiers whose combat prowess is reserved for specific tasks. Guards may be assigned to a healer, Commander, or General's side as protection, or they may be in charge of guarding a camp, supplies, or prisoners. The more important something is, the stronger the guards assigned to it will be. A Commander may send guards to the front lines as regular combatants if needed. Scribe Another non-combat role, scribes are soldiers in charge of putting ink to paper for their Lieutenant, Commander, or General. This may be mission reports, updates, emergency requests, inquiries, etc. Anything their superior wants written, they write. Scribes are quick with a quill, either by hand or magic, often writing down words as their superior speaks. Scribes are also in charge of sending these letters to headquarters or permanent camps, using simple magic wherein the letter they wrote burns up, then reappears where it is destined to. This only works on a location basis—letters cannot be sent to an individual whose location is unknown. The sender must also have physically visited the letter's destination at least once. This system is good for urgent messages to a known and safe location—but if it needs to go to a temporary camp, or elsewhere unsecure or a place the scribe hasn't been, the letter is handed to a messenger. Scribe is a no-promotion role. Scribes are always only Soldiers, and spending time in this role does not make them eligible for promotion into other roles. Messenger Messengers have an obvious role—they ferry letters or commands to a destination, wherever a scribe's magic cannot reach. Often, they receive verbal messages that are too urgent to even write down, and relay them to the recipients. Messengers must be capable of long-sustained and fast flight, and as such is popular with wind and electric dragons. Messenger is a no-promotion role. Messengers are always only Soldiers, and spending time in this role does not make them eligible for promotion into other roles. Knight Knight isn't a role, per se, but a label of honor. A dragon Knight is a soldier (or guard) of such high merit they are appointed by the Elder Guardians themselves, and receive the title through ceremony. Knighthood may be awarded to any role, or even posthumously, but it is a rare title to receive. Commander Lynerius is a popularly-known Dragon Knight, though he never introduces himself as such. Generals are always knighted. Squire Squires are Soldiers or Lieutenants in service of a Commander or General. They act as bannerbearers and aides, helping their superiors put on and take off armor (which they are also in charge of maintaining/cleaning), and are otherwise on the ready to do anything their superior asks of them, even menial things such as fetching them food or drink, or cleaning their tents. Commanders and Generals choose their own squires, most often soldiers from clans that are allies of their own. Squires are at their superior's side almost always, and it's their close one-on-one relationship that makes squires a target of soldier gossip. Squires are said to cater to all of their superior's needs, including those sexual in nature. Bored soldiers love to ogle and guess whether or not a squire sleeps with their Commander/General. This is not forbidden, but superiors who abuse their rank against any soldier risks severe punishment. Warfang Templars Strength: ~1000 The Warfang Templars is a recent addition to the military. Templars have only one duty; defend the temples and the egg grottoes. 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. History When the founder of clan 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, whose sole job was the protection of the temples—including the protection of the dragon eggs alongside the Guardians. Rank & Chain of Command The Templar Order has only one rank; Templar. Positions of authority are given temporarily when necessary and individuals are rotated between each time. Templars do not answer to any Chief or any General unlike the rest of the military—they answer only to the Guardians, with the Warfang Council at the very top. Selection Process & Criteria Only the best of the best are chosen to become Templars. The Order chooses their recruits from seasoned soldiers (rarely from the Guard), who demonstrate strength both physical and elemental, unyielding loyalty, and a certain character. Most Templars are chosen over the age of 70. Templars have Experienced element mastery at minimum, often more, but character and strength of mind is prioritized above elemental strength. Templars need to be level-headed, professional, loyal to the death, and must prioritize their duty above all else. A Templar can witness the brutal murder of a civilian, and they will still not leave their post. Absolutely nothing can budge them, other than a threat to the temple or its Guardians. Unless dismissed, a Templar cannot leave their post to save even the life of their own family. Given this selection criteria, most Templars are thought to have hearts of stone. For a Templar to abandon their post for 'selfish' reasons is grounds for execution with disgrace to their name, and that of their blood. If a Templar is from a clan (a dragon becoming a Templar gives a significant boost to their family's chances of earning clanhood) and abandons their post, their entire clan risks being disgraced, losing clan status, and being shunned from society. As such, while being a tremendous honor, the invitation to become a Templar is one that is often declined. Templars also need to be in top shape. They cannot have missing eyes or limbs including wings—only a missing tail tip or single toe can be overlooked. They must have perfect hearing, perfect vision, high strength, stamina, and speed. Any health issues results in a potential recruit being passed over—they may even be passed up for a lack of a sense of smell! The more potential recruits they have to choose from, the stricter the requirements become. If selection is scarce, rarely does the Templar standards drop. Duty and Day to Day Templars guard the temples at every hour of every day. Warfang City itself has about 600 Templars divided between the Warfang City Temple and the Ancestor Temple, leaving each Temple with about 100 Templars guarding it at any given moment. The Titan Fields and Concurrent Skies Temple have 200 Templars each, with about 65 Templars active at any given moment. These numbers fluctuate often, and in times of need, Templars will work overtime, in which case the number of active Templars will more than double. Upon daily arrival, a Templar is assigned to an outpost where they have full overview of a section of the Temple, and the Templar previously holding this outpost will be dismissed. A Templar will stay here for several hours keeping watch, until another Templar takes their post and they can have downtime to eat, rest, and if given leave, can make a quick stop home or attend some other duty. They will come back after a few hours, and take another post. After another several hours, they are dismissed and go home to be with their families and rest for the next day. Templars are also assigned to keep watch inside the egg grottoes, aiding the Guardians in the protection of the eggs and escorting parents and families to and from the grottoes. For the most part, the life of a Templar is uneventful, but they are required to stay sharp and participate in regular training and reassessments to ensure their abilities are up to expectation. Templars Civ Oc List of Occupations Below is a list of occupations a dragon may have; High Class Occupations Occupations that yield a high salary and status in dragon society, usually entered by dragons already in a high position, such as clan dragons. Elder Guardians (Senior Guardians elected to the Warfang Council, the highest possible position in Warfang society) Warfang Council (Beside the Elder Guardians, the Council is made up of the leaders of the main five most powerful clans. This is usually in addition to a career. The Council decides their nation's politics, decides its wars and questions of peace, its expansion, its laws, and so on.) Guardians (information above) General/Chief (Army/Guard) Dragon Master (excluding Master of Education—Dragon Masters are appointed by the Warfang Council as experts in their field of study) Templar (information above) Judge (a Justice elected by the Warfang Council to sentence criminals in their place) Minister (a Justice elected by the Warfang Council to write and suggest new laws, amendments or removals to existing laws, as well as regulations on trade and the taxation of trade and land.) High-Middle Class Occupations These occupations have varied salary and standing in society, dependent on the quality and demand of the dragon's work. Masters of Education (information above—usually just middle class, with other factors like clan status bumping up to high class) Commanders (Army or Guard) Justice (Justices act as representatives for dragons in trials, arguing their client's innocence or the guilt of the opposing Justice's client to a Judge. Often permanently hired by multiple clients. Justices with reputations good enough to be hired as a clan's Justice are considered part of high society) High-Middle-Low Class Occupations These occupations have extremely varied salary and standing in society, widely dependent on the quality and demand of the dragon's work. Lieutenant/Captain (Army/Guard - usually middle class but influenced by role, achievements and existing clan status) Scholars (dragons dedicated to a field of study, either independently or studying under a senior Scholar or Master. Can be hired by clans, temples, the council, or by individuals, or can sell their work. Scholars can cover any topic from magic, the elements, nature, stars, the sea, fauna, individual elements (their own, often acting as private teachers). Status depends on notoriety and income) Healer (a magic-focused dragon who heals illnesses and wounds with magic, herbs, and gems. Senior and noteworthy healers may be designated Masters of Healing by the Warfang Council. Class and income dependent on skill and reputation) Jeweler (a dragon who makes jewelry - often a family affair, and the very best jewelers are clans themselves, who make top quality, expensive jewelry for other clans) Artist (a dragon who uses their paws or magic to create illustrations, usually with paint. Often employed by temples, scholars, and clans) Sculptor (like artists, sculptors carve figures out of stone or build them with clay. Very popular with temples and clans, and are often earth or fire dragons, though ice dragons popularly make ice sculptures) Architect (some one who designs buildings. Often electric dragons) Blacksmith (a dragon that crafts weapons, armor, or other things with metal. Often fire dragons) Clothier (a dragon that makes clothes - much like jewelers, this can be a family affair, and richer and more reputable clothiers can acquire more expensive materials and sell to clans) Merchant (a dragon that acquires and sells items. Solo merchants are usually low to middle class, but merchants that hire other merchants to do this work and benefiting from it can get to high class with high value wares) Middle-Low Class Occupations The standing of these occupations depend on who the dragon is hired by. Being hired by clans as these occupations (usually selected based on reputation or connections) make one considered middle class based on income. Soldier/Guard (Ranks - soldier is usually low-class, guard is middle-class, but both are affected by personal accomplishments and time in service) Caretaker (a dragon who raises the children of other dragons whenever those are working or otherwise occupied. Often under employment by clans to take care of their children, or employed by temples to raise orphans.) Servant (a dragon employed by other dragons to perform domestic tasks. Very commonly employed by clans. Servants to the largest clans are often decently well off) Potter (someone who crafts ceramic, clay, or stone pots, plates, vases, cups, etc. Often fire dragons) Low Class Occupations These occupations are ones a dragon can get into immediately with no experience or study, and are thus saturated and paid little. Hunter (a dragon venturing into the wilds by themselves or with a group to catch prey, then selling the catches to a butcher for coin. Either freelance or hired to do this) Forager (like hunters, these venture into the wilds and gather berries, herbs, wild vegetables & fruits, and roots, then sell these to healers or vendors. Either freelance or hired to do this) Crop Keeper (a dragon that raises crops of vegetables, herbs, fruits, and/or berries, then sell these to vendors or directly to clans or institutions. Crop keepers are overwhelmingly earth dragons) Livestock Keeper (like crop keepers, a livestock keeper raises and breeds animals for slaughter and consumption. Commonly fire and ice dragons) Butcher (someone who buys fresh carcasses, skinning them then selling all their parts. Pelts, horns, and bones are sold as well as the meat. Butchers use magic or enchanted crystals to protect against spoiling and rot.) Scribe (civilian - a scribe is employed most often by scholars to write down their research or their book, then copy it. Once the first version is completed, a scribe can rather easily use enchantments to create virtually endless copies, only needing quills, ink, and paper.) Builder (someone who constructs buildings, usually with stone or metal. Often earth dragons) Miner (a dragon who mines for minerals/metals and/or crystals. Often electric dragons) ...and more. ▲
- Clans | Destiny Intertwined
dragon clans Dragons (Clans) Dragon Clans Dragon clans are powerful, rich families that lead and influence dragon society. There are five clans in the Warfang Council. The four most powerful clans of each primordial element, and in recent history a fifth was accepted into the Council. Scions Aether is a clan of white-scaled dragons whose blood is so elementally mixed, their eggs can be any primordial or derivative element, regardless of their parents or even grandparents' elements. There are only a few hundred clans in the realm. Typically, the top four single-element clans represent the lesser clans of their element. Scions Aether represents clans that are mixed. Most dragons do not belong to a clan. Clanless dragons are also represented by the clans, bringing concerns and desires to lesser clans who carry it up to the leading five. What defines a clan? Clans are blood-ties. Dragons are only ever born into them, or join one through unity (marriage) and having their children be clan members by blood. The family of the dragon that marries into the clan does not become a part of the clan. Adopted family members are never viewed as genuine clan members, and disowned family members lose clan status. Two unrelated dragons/unrelated families can never start a clan together - clans are not an alliance, but a family wherein every dragon is related in some way. Arranged unity and reproduction is used frequently among clans. Due to beliefs of ancestral intervention and destiny, most clans pick eggs that match their clan colors. For example, Stormbringers only pick eggs that are predominantly grey, white and black, making up their famously storm-colored scales. The Scions Aether pick white eggs from a clutch. How are clans created? Clan status is awarded by the Warfang Council (or Tempest Reign/Ocean Delegation for Zephyr Kingdom and Ocean Domain) as a mark on a 'superior' bloodline. This is decided by vote. Clan status cannot be directly applied for, not self-awarded. It takes much to be eligible for clan status . The status and wealth of a single dragon is virtually never enough to give their whole family 'value' - it often takes multiple generations of high achievers to earn clanhood for one's bloodline. Exceptions can be made for elementals, generals/chiefs, and guardians. If a single clanless individual attains these labels, they are eligible to be awarded clan status. It is taboo to assign one's family a clan name without first being awarded the ability to. How many dragons are there in a clan? Clans with less than ten or even five members are not uncommon. The more powerful clans usually have many members. The more members in a clan means more wealth, more claws in the Army, the Guard, the Temple, the Justices, etc. Nepotism is rampant in clans. The Stormbringers are said to ‘command half the Warfang Army’ and the Warfang Guard are nicknamed the ‘Frostspear Guard’ for the fact that Frostspears make up much of the high ranks. Numbers alone can help push a clan further towards the top, but if half of a family has achieved very little, that reflects poorly on the clan image. Can clan status be lost? If a clan has too many members, it will stretch their wealth thin and they risk losing clan status. This can also happen if there are too many members, and most have unimpressive achievements. If a clan falls out of favor, the Council/Reign/Delegation may vote again to remove clan status. What are the public view on clans? Clans are looked at unfavorably by many, if not most clanless due to their dominance in politics, wealth, and influence. Clan dragons occupy most favorable positions in the army and guard, as well as other high society positions such as the Justices and Guardians. They are also much more likely to get away with crimes with minimum punishment, especially if the crime is against clanless dragons. How are clans run ? Primarily, clans are run by its Matriarch/Patriarch/Atriarch. This is a single individual, most often a direct descendant of their predecessor. Clan Atriarchs decide the clan's priorities, goals, spending, contracts, training, education, etc. This is a lot of work, so bigger clans will have Clan Ambassadors . Ambassadors represent the Atriarch and the clan in social events, in the creation and negotiations of contracts, and when hiring contractors such as tutors, guards, etc. Ambassadors are meant to act, to the best of their ability, as the Atriarch would. Then there are Clan Elders. While a clan's Elders do not actively work in managing the clan like Ambassadors to, they play an important role. Clan Elders are the 5-20 eldest, most accomplished members of a clan. While they may have power over other clan members simply by seniority, they have a special power over the Atriarch; the power to relieve them of their position. If deemed so by 70% of the clan's Elders, the current reigning Atriarch may be permanently or temporarily relieved as clan leader. The clan will then go to the clan heir, if they are of age. If they are not, a temporary Atriarch will be elected by vote until the heir is ready. If no heir was chosen by the Atriarch, the Elders will then vote on who will take over the family. This is a significant event. A clan's Atriarch is not replaced unless extremely unpopular with the Elders, by either being inept or neglecting clan traditions or values. Elders may also vote to reject heirs, contracts, or other decisions of an Atriarch though their eagerness to do so varies from clan to clan. As such, Atriarchs are sometimes at the mercy of their clan's Elders. Clan List (click banners for individual pages) Council Clans (clans which the Elder Guardians are a part of, and thus not aligned to a leading clan) Zephyr Kingdom Ocean Domain Former Clans (clans that were destroyed, disbanded, or disgraced)
- Materials | Destiny Intertwined
materials materials Magic Gems Spirit Gems About Healing Gems About Magic Gems About Enthral Crystals About Light Crystals About Radiance Crystals About Metals Minerals Fabrics Appearances Reproduction
- Secondary Characters | Destiny Intertwined
secondary characters Secondary Characters