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  • Aeris

    Aeris is an orphan from Paradise Bay, the western end of Warfang Mainland. She lives with her friends, Isa and Terra , in the home of the latter's ill mother. Aeris is a dragon of few words - none, actually - with surprising level-headedness for her age, and a gifted ability with her element of wind. In 3016, Isa convinced Aeris and Terra to fly across the east sea to the Dark Lands. Proving himself overconfident in planning and navigating, the three become lost in a storm and nearly perish. They find land which they promptly pass out on, only to wake up surrounded by dark dragons. While Isa tries to lie and trick the dark dragons into letting them go, Aeris comforts a frightened Terra. The dark dragons - deducting the children were neither spies nor ones Warfang would miss - decide to let them go free, flying them back to Warfang. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Unknown Lineage. Profile Name Formal Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Aeris Aeris, daughter of Paradise Bay Feminine (she/her) 13 Year 3003 Wind Class Three (Learner) None Alive Warfang Clanless Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Dragons (Society) | Destiny Intertwined

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

  • Terra

    Terra is a poor child from Paradise Bay, the western end of Warfang Mainland. She lives with her ill mother, and her friends Aeris and Isa . In 3016, Isa convinced Aeris and Terra to fly across the east sea to the Dark Lands. Proving himself overconfident in planning and navigating, the three become lost in a storm and nearly perish. They find land which they promptly pass out on, only to wake up surrounded by dark dragons. While Isa tries to lie and trick the dark dragons into letting them go, Terra breaks down in fear and tells the truth - they are nobodies. The dark dragons - deducting the children were neither spies nor ones Warfang would miss - decide to let them go free, flying them back to Warfang. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Gruni (mother) Profile Name Formal Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Terra Terra, daughter of Gruni Female (she/her) 13 Year 3003 Earth Class One (Discovered) None Alive Warfang Clanless Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Judgement

    Judgement Judgement Written by SubmergedHymn and Spiritstrike An adaptation of a scene in the Water and Earthshot RP, taking part in the past, when they were in Stielvrek's flight. > Read Here < Content Warnings: Attempted assault Combat Description of wounds Featured Characters Typhonus Lirife Location(s) Warfang City Timeline ~2960 Word Count ~3,400 words Reading Time ~15 minutes Summary (Spoilers ahead!) It is a relatively normal day as Stielvrek's flight exit their class, with the focus being on Lirife. He walks about thinking of his own problems, until he encounters three clan dragons assaulting a clanless dragon, one of his best friends, Typhonus. Lirife protects his friend and engages the other dragons in a fight, with him being successful. Once the fight is over, Lirife checks Typhonus' wounds and they head for the healers.

  • 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)

  • Index | Destiny Intertwined

    Top Featured w iki content ​New Information Flora and Fauna the Storm Raptors Dragon Reproduction (Egg binding and dead-in-shell) ​New Pages Frigir , Mistralus , Isra , Saarus , Senuna ​ Destiny Intertwined is a webcomic based on the game series, The Legend of Spyro. It explores the unknown, distant past - and how everything went so very wrong. Knowledge about the source material isn't necessary to enjoy the comic. Destiny Intertwined can be read on DeviantART and ComicFury for free , or on Ko-F i for supporters , 10 pages ahead of the public. To support the comic, pledge with the widget on the right! You can use the e-mail you pledge with to make an account, which is recommended to view exclusive content. Page access is Stone Tier and up. This wiki is dedicated as an info hub for th e comic and those who wish to participate within its universe. [Content Warnings] Destiny Intertwined touches on or is expected to touch on a number of sensitive topics and depictions. Among these are; ​ Graphic violence (including gore and body horror), war, violent death/murder and attempted murder, abuse, child abuse, sexual harassment /sexual abuse . ​ The warnings highlighted in red will be explicitly warned for in the descriptions of relevant pages. These pages will always come with a written description of what is happening on the page for those that do not want to see it. This will not apply to other warnings, as they will be far more frequent. ​ Please be aware; community character pages may be missing appropriate content warnings. A Thank-you to Hibiwiki for ongoing help with the wiki! ▲

  • Hailscale

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

  • Paternal Pain

    Paternal Pain Paternal Pain Written by Sammy Cailla seeks out their imprisoned father, Naius, for some long awaited answers. > Read Here < Content Warnings: Strong language Implied child death and murder Emotional and verbal abuse Implied panic attack Featured Characters Cailla Naius Location(s) Warfang City Timeline 3016, Third Moon Word Count ~1,000 words Reading Time ~4 minutes Summary (Spoilers ahead!) Cailla, after mustering up enough courage, finally visits Naius, their absentee father, in Warfang City's prison. They ask Naius why he abandoned their egg at Warfang's orphanage. Naius, who wants to drive Cailla away from him, in a misguided attempt to protect his child, lies and tells Cailla that he did so in order to prevent their egg from being smashed. Cailla does not initially believe this, which prompts Naius to double down and intensify his manipulation.

  • A Duet of Duty and Devotion

    A Duet of Duty and Devotion A Duet of Duty and Devotion Written by VanilleSucre Rocava, a well-known healer residing within Warfang City, is called upon by a distressed teenager. She informs Rocava that her mother is ill, and begs for her help. Without hesitation, Rocava agrees, and travels to the child's home. There, she meets the afflicted mother, who is eggbound, and performs a c-section in hopes of saving her, and her unborn child's, life. > Read Here < Content Warnings: Descriptions of anxiety/panic attacks Descriptions of blood, gore, death, and dismemberment Heavy emotional turmoil Description and operation of a c-section Death of a loved one Featured Characters Rocava Location(s) Warfang City Timeline 2995-2996, Seventh Moon Word Count ~4,100 words Reading Time ~18 minutes Summary (Spoilers ahead!) After waking up from a nightmare from her bloody times in war, Rocava is awoken by a young earth dragon, Poppis, who wails that her mother is going to die if she's not helped. Poppis frantically explains that her mother, Neiga, is laying right now, but one of the eggs isn't coming out. Rocava, who realizes the mother is most likely eggbound, asks Poppis how long her mother has been laying. Poppis tearfully answers that it's been two and a half hours. Neiga is eggbound, without a doubt. Rocava gathers the supplies she'll need to save Neiga, and instructs Poppis to lead her to her mother. Poppis guides Rocava to her home, where Neiga is awash in pain, tended to by her mate, Feurra. Feurra begs Rocava for her help, saying they'll pay any expense. Rocava explains what's afflicting Neiga, including the risks of the operation that could save her, and asks for the parent's decision. They both agree to take the risk, and the surgery begins. Rocava cuts open Neiga, who begins to bleed profusely, but she manages to safely deliver the egg. Neiga's wounds are healed with healing crystals and healing magic; the operation is a success. Rocava leaves after staying for a few hours with the family. A year later, Feurra, Neiga, and Poppis all travel to Rocava's clinic, to properly thank her for her help. Rocava spies a hatchling peering at her, and she asks if this is one of their children. They mothers confirm that he is, and that he's the child Rocava saved. Overwhelmed by emotion, Rocava bids the family farewell, and retreats into her clinic, where she finally smiles.

  • Caedis

    Caedis is a poison dragon, and one of the dark dragons that intercepted Isa , Terra , and Aeris when they landed in the Dark Lands. She was one of three dragons tasked with flying the children back home, and treated them kindly - if not just professionally. Profile Name Gender Age Born Element Element Mastery Magic Mastery Status Affiliation Caedis Female (she/her) Unknown Unknown Poison Unknown Unknown Alive Dark Lands Appears in Venture to the Dark Lands Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

  • Malefor

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

  • Fusilis

    Fusilis is the father of Hydris and Rayne , and a dragon of blue fire. He was the one dropping the twins off for their first day, encouraging them to engage with their friends. He expressed some knowledge about Commander Lynerius , but was surprised by his ward, Hayze . He did not appear too worried about a dark dragon sharing a flight with his children, content that the Masters of the Temple would keep them safe. Fusilis unified with an ice dragonness, Glacis, and the two had a single blue and teal egg together. They were shocked to learn their unity had created a new water dragon! It was certainly another shock to find twins hatching from the very same egg. Family ⸺⸺⸺⸺⸺⸺⸺⸺ Glacis (Unified) Student Hydris (daughter) Student Rayne (son) Profile Name Also Known As Gender Age Born Height Element Element Mastery Magic Mastery Occupation Status Orientation Social Status Partner Affiliation Fusilis Justice Fusilis Male (he/him) 71 Year 2945 5.3m / 17'5 Fire (blue) Class Two (Controlled) Class Two (Starter) Justice Alive Straight Unified Glacis Warfang Clanless Appears in Destiny Intertwined (Chapter 1) Credits Created by Designed by Owned by DragonOfIceAndFire Page written by DragonOfIceAndFire

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