Back

Creative Corner

Share your own art and stories, or ask for critique.
TOPIC | [LORE THREAD] Dróttningborg
1 2
RESERVED POST
RESERVED POST
y1ib5Xu.png | Wishlist
| Personal Quests
| Food in Sornieth

| The Deathless Bite
| Lore Thread
| Badges
WIrxbxw.png
SRYwKn0.png
windshade.png
8b7a2d23-5bfa-11e9-b21c-e39355bb3972.gif
Arinyl
he/his
FR+9
[center][b]Table of Contents[/b] [size=2][url=http://www1.flightrising.com/forums/cc/2547943/1#post_35801326]Summary[/url] | [url=http://www1.flightrising.com/forums/cc/2547943/1#post_35801330]Location & Lair Layout[/url] | [url=http://www1.flightrising.com/forums/cc/2547943/1#post_35801331]Weather & Wildlife[/url] | [url=http://www1.flightrising.com/forums/cc/2547943/1#post_35807767]Traditions[/url] | [url=http://www1.flightrising.com/forums/cc/2547943/1#post_35807772]Inhabitants & Hierarchy[/url] [url=http://www1.flightrising.com/forums/cc/2547943/1#post_35807775]Beastclans & Allies[/url] | [b][u]Notes & Headcanons[/u][/b] | [url=http://www1.flightrising.com/forums/cc/2547943/1#post_35807782]Timeline[/url][/size][/center] [center][img]https://dl.dropboxusercontent.com/s/uau4yamn96qep5a/earthmid.png[/img][/center] Here's [url=http://www1.flightrising.com/forums/qnc/2547759/1#post_2547759]75 Lore Questions[/url] that I answered. [center][size=4][b]Dragon Breeds Biology & Behaviours[/b][/size][/center] - All dragons are warm-blooded and are not categorized as reptile or mammal, but some breeds and elements do tend to have lower body temps and can feel like theyre cold-blooded sometimes when touched by a warmer dragon. - All Dragon Breeds have sharp teeth, even Tundras. - Most of them also have prehensile tails. Pearlcatchers use them to hold their pearls when they need their talons to do something. - [url=https://arinylfr.tumblr.com/post/169981874418/arinyl-rex-rising-avariea-windforge]Some headcanons for dragon bonding/affection/friendly body language and social customs.[/url] - Mates/friends of long-haired breeds in places like Fire/Earth/Shadow & Nature braid their fur to lower the risk of having the fur singed/dirty/stuck in branches. Likewise clans help brush & maintain the fur of their more hairy members, especially elderly ones who may not be able to move around as much. [b]MIRRORS[/b] - The gill things on Mirrors behind their arms are the main way they breathe. They can still breathe through their mouths as well (else they wouldn't be able to talk or probably smell) but if they need a lot of air at once they breathe through the gills instead. The gills are also useful for letting the Mirror continue to breathe even when they're neck-deep in consuming some large prey/carrion animal. They don't have to stop eating or maneuver all the way back just to take a breath every few moments. - Teeth fall out and regrow at an alarming rate. - Mirrors don't have pupils nor nostrils nor eyelids, their eyes are kinda like insect eyes but not compound. - They can process very rotten meat with no issues. - Their heads except the lower jaw are covered in a horn-like material, probably protecting the brain better? - Mirrors are polyamorous, and just works like a wolf pack. They don't really mind who you love the most, as long as you love them anyway! - Mirrors definitely have vestigial limbs. Maybe not always visible, but more like how on occasion cetaceans will have weird leg bones that don’t need to be there because they’ve evolved past it. But sometimes on certain individuals they’re strong enough to have a physical presence. Plague clans revear these individuals in high regard for being “Gifted” by Plague Mother, as they would for individuals “gifted” with primal eyes. [b]RIDGEBACKS[/b] - Ridgebacks' mouths are like goblinshark ones. [center][img]https://66.media.tumblr.com/005eb56b40b497c1b2302d1243140f67/tumblr_p5ncjcLkzk1uyme53o1_500.gif[/img][/center] - Their skin are tiny spiky scales, like shark skin. [center][img]https://images.ecosia.org/xxwbZV9zkuBeH33BJMJ6w_z10Zc=/0x390/smart/https%3A%2F%2Fwww.oceano.mc%2Fphotos_site%2F1370529935.jpg[/img][/center] - Ridgeback males sword fight with their snoots. [b]SNAPPERS[/b] - The inside of a snapper looks like this: (A leather-back sea turltle) [center][img]https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2F1.bp.blogspot.com%2F-5V8gTYQOY4o%2FU-mhkYZ_i5I%2FAAAAAAAAFcs%2Fgk9wc9ulKFI%2Fs1600%2FLatherback%2Bsea%2Bturtle.png&f=1.png[/img][/center] - Depending on their genes, a snapper molt can be many things. A metallic/alloy snapper will shed metal plates, often used by other dragons to create armors and/or refill their metal stocks. A wasp snapper will leave behind a perfectly shaped molt, like a tarantula does. - Snappers are gentle giants, kind of like really big dogs who think they’re “lap dogs” [b]SKYDANCERS[/b] - Skydancers' little head antenna have bio-luminescence like angler fish to attract insects [b]GUARDIANS[/b] - All Charges are valued highly. An insult to a guardian's Charge is a very serious offense. [b]IMPERIALS[/b] - Different antlers can occur, based on the imperial's element. -Earth can have oryx horns -Fire can have antlers that look like twisted obsidian -Wind can have tiny dikdik horns -Water can have branching, coral-like antlers -Lightning can have antlers laced with metal that act like lightning rods -Ice can have moose antlers -Light remain the same, since that's their native element -Shadow can have elk antlers, for cutting their way through brambles -Plague can have patchy antlers with the velvet hanging down in tatters -Nature can have barking deer horns -Arcane can have broken, suspended chunks of horn bound by energy - The shaving of their mane is considered a drastic and rash decision. Styling the mane, however, is accepted and reveled in! Mohawks, ringlets, complex braids, you name it! [b]NOCTURNES[/b] - They walk on their wings and hind legs. - When not in use their wings are all tucked up like a bat's. - Some sleep upside-down. - Like bats, they have different nose shapes. [b]SPIRALS[/b] - Spiral puplis can range from tiny little lines to huge circles, leaving just a ring of the entire eye color, very flexible pupil size, also their pupil enlarges a lot when they're about to pounce on something, and they have great night vision. - Spirals also have a [url=https://en.wikipedia.org/wiki/Nictitating_membrane]nictitating membrane[/url] like cats. - Spirals can grab stuff with their back feet. - Spiral mating dances involve complex symmetrical dances arouund each other, almost knotting themselves but never actually doing so (unless they heck up). [b]FAES[/b] - Female faes do have longer necks than males. [b]PEARLCATCHERS[/b] - Sometimes Pearlcatchers are born without the fluids necessary to create pearls (much like a human without the ability to make insulin) and instead use magic. "I have a fire PC and he has a magma pearl, and he puts it in the main fireplace whenever he needs to cook something." [b]GAOLERS[/b] - [url=https://www1.flightrising.com/forums/frd/2700282#post_2700282]About Gaolers' wings[/url]: They're not flapflaps. They're patpats. They do not fold all the way like normal wings cause theyre just stumpy, long fingered hands. They have toebeans, therefore need to provide traction/grip. They steady Gaolers in tunnels and also high five each other as they pass like seaturtles. - When Gaolers get excited they pat their sides rapidly w/said toebeans in a sort of hamboning way. - Additional headcannon: Gaoler wings are good for scritches on flanks and back, and sometimes tummy. [b]OBELISKS[/b] - Obelisks purr like cats [b]VEILSPUNS[/b] - Veilspuns chirp like crickets [center][size=4][b]Dragon Variants by Flight[/b][/size][/center] - [b]Earth Bogsneaks[/b] are even more rarely found than others of their kind; in order to find the damp environments they prefer, they burrow deep into the rock of Dragonhome to the water tables below. In these dank caverns, it can be months or years before a Bogsneak sees another of its kind, let alone any other species of Dragon. They make excellent hydrogeologists and are often recruited to help parched clans find aquifers below the rocky desert. - Something about the heat of the Ashfall Waste causes [b]Fire Mirrors[/b] to act most un-Mirror like. Of all the Mirror types they are the most prone to settling in a territory, having one den and never leaving and yet not exhaust their food supply, even their eating habits and need to eat are different. That is not to say they don't feel hunger but it seems to have changed to a cyclical event that they feel more intensely then the constant but low-grade hunger that other Mirrors experience. Because of this elaborate feasts are common place instead of the whenever, whereever eating habits of other Mirror types. They also exhibit the strange need to feed everyone around them no matter species or flight, Fire Mirrors are some of the best cooks to exist. There's nothing on Sorneith like eating at a Fire Mirror pack feast, you'll always walk away full if you can walk at all. Many mixed-breed Fire clans run their clocks by the resident Mirrors hunger cycle. Other Fire breeds will say that Fire Mirrors having inherited the Flamecaller's Hearth Fire more then any other breed and that's the cause for their odd habits. Never mistake this for them being weaker then other Mirrors though, a Fire Mirror with a flared temper is as unstoppable as a raging wildfire, a whole angry pack is akin to a volcano erupting. Fire Mirrors are known to have differently structured eyes that see more variation in heat signatures to compensate for the already high temperatures in the Waste that blind other Mirrors. Contrary to rumor they can still see differences in colder temperatures rather then just seeing everything as cold, they just see it as the standard Mirror variation. - [b]Water Mirrors[/b], like other dragons of the Water flight, are gifted with prophetic abilities. Their wandering nature makes them excellent dowsers, as Mirror travel rivals any Wind dragon's. Water Mirrors are also more likely to carry the culture of various flights with them, and prevalent traditions often reflect where they have traveled most often. These Mirrors tend to be gentle in temperament, and, if they are not the seers of their clan, can often be seen looking after hatchlings, gardens, or familiars. They breathe in water like air, but instead of breathing the water out, it is instead pumped out of the lungs through the gill slits, and this is how they breath. They can switch to breathing air like a normal dragon when they're not in the water, but they will need to get rid of all the water in their lungs first to do so. - Actions speak louder then words but there's little action to take in philosophy, so [b]Light Mirrors[/b] are even less talkative then Plague Mirrors, focusing on quiet introspection. Surprisingly most Light Mirrors think like Plague Mirrors, just a more logical take on Plague philosphy. They embrace the cycle of life, death and adaption. They are more then happy to match themselves against the unknown in pursuit of truth. Most books they make are survival oriented, battle strategies and procedural for things like lair maintence. - [b]Shadow Skydancers[/b] ritually pant themselves using juices from the local bioluminescent plants in preperation for their elaborate ceremonial dances. - [b]Mirrors of the Arcane flight[/b] are librarians, whose packs form to preserve aging texts and tools. Sometimes, Mirrors of the flight even form library lairs, where other dragons can find books on almost any subject, while the lair's inhabitants work behind the scenes, ensuring that returned books are placed back on the shelves as quickly as possible, that fines are collected, and any books that are falling apart are bound again, so that the knowledge of the cosmos may be passed down for generations. They do not swarm, unless they are in relative danger as a group. Moreover, they have enchanted some telescopes to detect the temperature of stars, mimicking their heat-sensing eyes, so that those measurements can be recorded. [b]TUNDRAS[/b] - Tundras born in the ice flight have a body build similar to bears, grizzlies or polar. Heavy and warm. Strong and stubborn - Tundras born in the nature flight are built like leopards. Lanky and muscular easy to get around in the jungle - Tundras born in the shadow flight are also leopard like. Sneaky hunter types. Good spies - Light tundras and lightning tundras resemble lions in their build and manes. Fitting for the warm regions and sandy wastelands - Arcane are ferret like. Long skinny lowset. Wings do most of the work for travel. - Wind are snow leopard. Thick fur light bodies. Wide paws lanky and strong. Wings are powerful - Water and fire have short coarse fur and are bult like cheetahs or ocelots skinny and long lanky legs. To see them bristle means you’ll get scraped up in melee combat - Earth are like heavy dogs. St brenards or irish wolfhounds or even great danes. Loyal to their friends. Tall and heavy. Shorter necks - Plague are bult like ocelots or severals. Their necks are longer and fur on their faces is scarce. Like a vulture. Front talons are free of fur and their fur is short and sleek. Easy to slip free. [color=#FF00FF][b]Arcane[/b][/color] They have no one single defining body type. Due to their magic and the generally radioactive area of the Starfall Isles, mutations are common. Things such as extra parts, deformed bodies, etc. are a norm. [color=brown][b]Earth[/b][/color] Earth dragons are generally burly and strong. Their claws are less sharp and more blunt and tough in order to dig at the hard rock of the land. Like Snappers, the native breed, it is not uncommon for most dragons to have short wings incapable of long flight. Instead, these short wings are used for gliding from place to place. [color=orange][b]Fire[/b][/color] Short coats in the dragon breeds that have fur and feathers. Though not common, hairless tundras have been seen among the Ashfall Wastes. They are generally built muscular however, in order to work their forges without much hassle. (Not much ideas on this one, open to suggestions!) [color=#97FFFF][b]Ice[/b][/color] Thick skin and long fur and feathers. Most Ice dragons have a layer of blubber to protect themselves from the cold as well. Much like Earth dragons, their claws are blunt and strong, as well as their teeth. This is to break through ice sheets in search of food and chew through frozen meals. Wings are long and strong in order to battle freezing winds that could knock them out of the sky. [color=yellow][b]Light[/b][/color] Not built much for fighting, since most Light dragons are historians. They are graceful and lithe, with petite frames. (Not much ideas on this one, open to suggestions!) Since light has an area in their territory that is really dark and ominous, perhaps some of their changes are... Not so delicate. Perhaps they can also end up slightly warped or changed somehow. Perhaps those touched by the darkness in their area have more oddities or are more muscular or monstrous in appearance. Almost unnatural-seeming. [color=cyan][b]Lightning[/b][/color] Similar to desert animals of Earth, Lighting dragons have adapted to life in the harsh environment of the Shifting Expanse. They survive on minimal amounts of water, storing most water needed in their blood and cells. Apart from that, they have also adapted to their element. Things such as horns, claws, and back spines are capable of conducting electricity. Dragons with fur or feathers can produce static electricity from them, dragons of other elements are likely to get a shock by rubbing up against a Lighting dragon. Much like Ice dragons, wings are broad and strong in order to battle vicious air currents. [color=green][b]Nature[/b][/color] Due to the feral savage behaviour of Nature dragons, they have adapted to accommodate that. Dragons are built wiry, with wings that are more meant for gliding than long flight, since it’s hard to get much air in the crowded jungle. They have the sharpest teeth and claws of any element, only being rivaled by Plague dragons. They are used for cutting down prey, and of course fights with rival dragons. [color=red][b]Plague[/b][/color] Very similar to Nature dragons. They are built wiry, but with a more emaciated look, with longer sharper teeth and claws. These long sharp claws are required for digging into the fleshy landscape of the Scarred Wasteland. Dragons of the Plague flight also have inner workings that differ from most elements, such as a boosted immune system and thick skin. Their wings are, unlike Nature dragons, built for long flight. Though running is preferred. [color=purple][b]Shadow[/b][/color] Their build can be described as “tall and skinny”. They are also catlike, with long limbs, eyes built for nightvision, and sometimes have retractable claws. Wings aren’t that different from the norm, but flight isn’t a preferred mode of travel across the Tangled Wood. Instead stalking through the brush like a panther. [color=blue][b]Water[/b][/color] Water dragons can be one of three things, fish-like, cetacean, or a mixture of both. The mix is most common, and traits differ depending on how deep in the Sea of a Thousand Currents a dragon originates from. Dragons closer to the surface enjoy gills and webbed paws, wings are built for swimming and some dragons make short trips to the surface a part of their daily routine. Dragons in the Leviathan Trench and deeper are more...monstrous. Biolights, large eyes, and strange anatomy. These dragons never see the surface, and the very few that do are shunned and even seen as a horror by most other flights, even by some Water dragons that live closer to the surface. [color=#ADFF2F][b]Wind[/b][/color] Light and aerodynamic. Wind dragons are built lithe, and with the largest wings of any other element. Even Snappers are born with the gift of large wings, allowing such dragons flight even if it is only for a short time. Their limbs are short in comparison to other flights, however, due to flight being preferred over walking. Their eyes are also smaller, adapated that way to avoid being blinded by the winds that are ever present in their land. [center][img]https://cdn.discordapp.com/attachments/426799123342032906/564631047053115402/7047998b-5356-4f7f-bcb7-d1875f9d2a1a.jpg[/img][/center] [b]Light [/b]eyes are excellent for particularly bright situations. What is blinding to any other flight is perfectly fine for them, and bright flashes almost never catch them off guard (A light dragon would never blink having their picture taken). However, as the light level drops, their vision becomes worse- twilight might as well be pitch black for a Light dragon, and their eyes never quite adjust to darker areas like the Labyrinth or Tangled Woods. [b]Nature[/b] eyes are much better at low-light vision, but where they excel is at color differentiation and pattern-matching, particularly in low-light stuations. Don’t expect to win a game of hide-and-seek with a Nature dragon, they do much better at picking out close but similar colors, and often see through camouflage without effort or training, and in fact may see more colors than other flights, though it’s a debated question. [b]Water [/b]eyes do not have eyelids- but they do have brilles, and in some breeds, nictating membranes to keep their eyes moist and protected from debris. Their unblinking stares only add to the mystique of being all-seeing, though it does leave them a little more vulnerable to sudden light flashes and blinding. [b]Shadow[/b] eyes of course, are best for low-light situations. You can’t hide from a shadow dragon in the dark, but you could hide out in the light. As a result, shadow dragons living in brighter realms have a higher tendency to go blind, just from over-exertion, often from cataracts. [b]Fire[/b] eyes are similar to Water eyes in that they tend to have brilles, which are necessary to keep them from drying out in the heat. They also protect from sparks, though Fire dragons also tend to blink regularly, which is what sets them apart from their watery kin. Their eyes are also less susceptible to watering- it takes quite a bit to get those tears flowing. [b]Lightning[/b] eyes tend to have an uncommon glow to them, even in death. This does not, however, seem to impede or improve their vision. Smug lightning dragons will inform other dragons that they’ve actually seen the back of their eyelids, which is a positively delightful shade of blue. [b]Earth[/b] eyes are almost a perfect blend of Shadow and Nature qualities- they’re almost as good at low-light vision, and almost as good at picking out patterns and differences. This is especially helpful in burrowing and building tunnels. [b] Ice[/b] eyes, like Fire eyes, are resistant to watering, due to the bitter cold winds of the southern fields. They do blink, albeit infrequently, which can result in a rather dead-eyed stare from the more serious inhabitants. They are also especially resistant to cataracts, and in high-light situations, as good as a nature dragon in seeing through camouflage. [b]Plague[/b] eyes are notoriously prone to disease and failure, but unlike any other flight, are especially sensitive to heat, even outside their native breed, which makes up for the smaller span of colors they have available to them. While Mirrors, with their secondary eyes are always better at thermal vision, any breed with plague eyes is able to make some note of differences of heat signatures in their surroundings. [b]Wind[/b] eyes do not water at all, and have a membrane that protects them from wind and airborne debris. Their long-range vision is second to none, and it is not uncommon for wind dragons in other territories to spy visitors or trespassers well before any other member can make out their form, and are the worst dragons to play I Spy with, because they almost always win. [b]Arcane[/b] eyes, like Lightning eyes, have a glow to them, which seems to neither impede nor improve their vision. However, they insist the back of their eyelids is pink. With the right pair of Arcane and Lightning dragons, this is an argument that can go back and forth for hours. [center][img]https://66.media.tumblr.com/5179a3226548d8811104970cda2d48d5/tumblr_p9gkd8sfy21u1fx3po1_1280.png[/img][img]https://66.media.tumblr.com/b73be36c9433b136f32160b9fcd00f5f/tumblr_p9gkd8sfy21u1fx3po2_1280.png[/img][img]https://66.media.tumblr.com/55437fde5e34ac8482d45d44dee8fe1f/tumblr_p9gkd8sfy21u1fx3po3_1280.png[/img][/center] [center][size=4][b]Dragon movements[/b][/size][/center] [b]GUARDIANS[/b] [center][img]https://49.media.tumblr.com/52defd335c87b6f9a47b3260b0647717/tumblr_o1un9ozWCC1r3ryh0o1_1280.gif[/img][/center] "I referenced a cat running for this one, since they're so big and bulky but seem to have some flexibility to them, I see them moving as big cats!" [b]SKYDANCERS[/b] [center][img]http://45.media.tumblr.com/af5d8ceb9cb36fe7a6cc604b5418e56a/tumblr_o1vs4ukO8Q1r3ryh0o2_1280.gif[/img][/center] "I see them moving like deer! Or maybe like Maned wolves. Those are cool too." [b]MIRRORS[/b] [center][img]http://45.media.tumblr.com/f76930259151dca50756df2c5c46f532/tumblr_o1vy7qvKg91r3ryh0o4_1280.gif[/img] [img]http://45.media.tumblr.com/6154ce0f301ca90e07ab213714ecf26a/tumblr_o1vy7qvKg91r3ryh0o3_1280.gif[/img][/center] "Cheetahs, obviously!" [b]BOGSNEAKS[/b] - They crawl/shimmy like crocodilians - Bogsneaks are pretty much flightless, but still better at flying than snappers. [b]SPIRALS[/b] [center][img]https://66.media.tumblr.com/dac569ac242ac4e24c0a525539db5e67/tumblr_o1wd0kNTUy1r3ryh0o1_1280.gif[/img][/center] [b]COATLS[/b] [center][img]https://s-media-cache-ak0.pinimg.com/originals/f3/2f/fa/f32ffa0af46912986babb738107b435a.jpg[/img][/center] [center][size=4][b]Breed Change[/b][/size][/center] - When a dragon breed changes via a scroll, they'll keep certain aspects of their previous breed. - Pearlcatchers that change into other breeds will still produce their weird black pearl goo. Some pearlcatchers will discard or put away their old pearl, and start on a new one to represent rebirth. This causes fae to walk around with pearls in claw, confusing the living daylights out of other dragons. - In vice versa, when dragons breed change into pearlcatchers, the first thing they eat is turned into goo. This is usually very messy, and unless a PC who was born as a PC helps them, the pearl will probably be horribly misshapen. A good way to pick out breed-changed PCs is by their lumpy pearls. - A guardian whose charge is a PC: their charge dies, and the guardian changes into a PC. They continue to add to their charge's pearl for the rest of their life. - Snappers that breed change usually dont even attempt flying for a good time. Some forget that they can fly now entirely. Snappers who breed change for the sole purpose of flying usually fail horribly when they attempt to take off, and have to have another dragon help them. Its pretty funny watching a changed imp jump up into the air and then plummet face first. - Fae that breed change into a large breed often take a while to get used to their new body- they're incredibly clumsy and are quick to forget their new size. This causes changed imperials to tackle guardians full-force, because the poor imp is so used to perching on their friend's shoulders.... - Dragons that breed change into imps cannot spawn emperors, vice versa, imps that breed change into other breeds still contain the magic that causes emperors to happen... [center][size=4][b]Primal Eyes[/b][/size][/center] - Primal dragons live a lot shorter lives than normal dragons, because they're just not equipped for the touch of the gods; it's both a curse and a blessing - The gods burn through their bodies to show their strength and their pride. - [b]Shadow [/b]primal dragons are born blind. Shadow says they're blessed with the sight of the Shadowbinder, but they often die prematurely. The ones that survive learn to follow the whispers of the shadows and move between them, completely unseen. Parents and clans desperate enough for favour sometimes blind their children to try and replicate it, but those hatchlings will always die young. - [b]Shadow[/b] primals have a hellish life as well. The thick fluid that drains from their eyes blinds them (light cannot touch it, therefore they cannot see) and it feels most unnatural. Primal hatchlings will often spend a majority of their first few days crying and clawing at their eyes. They want to see, they want to stop the pain... what a shame that they will know no other life. - [b]Fire[/b] primal eyes are burning. Always burning. Living is agony, but some have learned to deal with it. Pain only makes them stronger. - [b]Ice[/b] primals are the opposite, the horrible freezing + burning feeling that spreads from their eyes all the way to the backs of their skulls in a near constant migraine. The ice crystals shed from their eyes will sometimes become little stalagmites of ice on the frozen ground. Hatchlings avoid these, they say that if you touch one, you'll be the next one cursed by the Icewarden. - [b]Light[/b] primals are actually blind. The eyesight they once had as a hatchling vanished quickly as they aged, much like staring at the sun would do. Only faint shapes remain in places of the objects in front of them. - [b]Earth[/b] Primal spreads slowly over the dragon from birth until they're completely encased in stone. Their statues are ready made cairns, standing alone among the canyons of Dragonhome. - [b]Earth[/b] primals live in agony as the stones around their eyes slowly consume their skulls. If left alone long enough, the entire body will become encased, in the end only leaving a skeletal half of the body, as part of the corpse will rot away before the stones consume them. - [b]Water[/b] primals see the world through the distorted whirl of water that surrounds them. These dragons must be sure to keep their bodies properly hydrated, otherwise the water in the eyes will dry up, followed by the actual eyes not long after. Droughts are deadly things. - [b]Wind[/b] primals are... strange. The swirling mass of wind and pure energy radiating from their eyes is a mystery to all but the dragon themselves. The wind's whispers are bound to drive anyone mad, especially when they're a part of you... - [b]Lightning[/b] primals are, surprisingly, not quite as harmed as most primals are by their powers. They do however, reach old age much faster, as their bodies wear down at a much faster pace. A few rather immoral scientists have discovered a way to harness the power of these primals for use in experiments or machinery. It is then that these dragons' lives become true hell. - [b]Arcane[/b] primals see the world as it's energy. Each dragon, every object in the world has an energy to it that they just can't describe. The knowledge that they bear is a heavy weight on the soul, and yet it would be so benefictial for dragonkind to know! The arcane primal's mind is a mess that is impossible to fix, as they babble about things they can't quite communicate, and eventually lose the ability to communicate in any other way. - [b]Plague[/b] primal is agony - After all, it's a blessing from the Plaguebringer. They see through all of the eyes blurrily, and are honoured because they survived the touch of the god. - [b]Plague[/b] primals... these poor souls have it the worst. Plague clans hold primal hatchlings with great honor, as they were chosen as a worthy host of the Mother's blessing. The disease rots their body from the inside out, and the dragon becomes horrifically mutated and grotesque. The pain must be unimagineable. When the Mother finally lets her creation Rest, they are given a warrior's burial. To be born a plague primal is a great honor, and an even greater curse. - Plague is not about weakness, it's about strength. Hardship and disease burn away the unfit and leave only the best adapted. Plague cultivates the harshest environment and the strongest selection pressures. Evolution is rapid in plague. Plague primals are the pinnacle of this philosophy. They are not weakened, but strengthened. The green isn't boils or disease, but a perfected version of the eyes that were originally attempted with mirror dragons. Plague primals can see in all directions, in the dark, view all spectrum of light, have thermal vision, and can perfectly track movement from almost any distance. The red is a symbiotic culture of fungus and bacteria. It is strictly beneficial, keeping the eyes clean and filtering irritants from the air before they reach the eyes. - [b]Nature[/b] primals are viewed as the most blessed, in their view. Life itself and spring from their eyes, and it is rumored that if you capture the energy in a nature primal's eyes, you can bring the dead back to life. No one knows if this is true, but many lives have been lost in the pursuit of the idea. Ironic, isn't it? - [b]Nature[/b] eyes are symbiotic: The seeds that nature dragons hatch from fuse with the hatchling as they sprout. They'll grow together their entire lives, and when the dragon dies the plant will consume them. Trees born from this are often treated as graves and shrines in the Labyrinth. If the plant dies first, the dragon is seen as cursed and will live the rest of their life with the feeling of something missing. - Nature, despite its name, does not promote the natural order of things. Life, death, strong, weak: Nature seeks to break that cycle. These are dragons that want to nurture everything to grow well beyond its normal means. Their magic allows them to ignore the limits of what would normally be sustainable. It doesn't matter if something should be capable of existing. Nature will see that it does. Nature primals reflect this philosophy. The plants are parasitic, fed by the body of the primal dragon itself. These dragons are also capable of taking on more growths, and are uniquely suited for it. Their hides are thin to allow easy penetration of the roots, and their nerves are deadened so they feel no pain in the process. Nature primals will gather all variety of species on themselves, nurturing the plants with their own life. Their overflowing nature magic keeps these primals alive long after any normal creature would have succumbed. Eventually they will be nothing but a mass of plant growth, still moving, still sustaining. Growth and life by any means. - Nature Primals eventually looking like [item=barkback boar] [item=wood ear deer]. ... a sapient slightly more planty version of the clickers from the Last of Us? [center][size=4][b]Magic & Dragon Magic[/b][/size][/center] - Casting a magic spell is basically converting channeled magic to latent magic. The opposite happens when latent contacts a channeling force, like an object of that element in pure form or a god/spirit. Dragons are special because they hold magic in their body in channeled form instead of latent state. It allows them to cast spells how they want, when other beings needs a casting medium to converts their latent into the channel they're using to cast. - When someone dies, they release their magic into the atmosphere, as latent. But when a dragon dies, their magic has to be converted back from the channel of the dragon's element to latent, meaning it's a spell casting. This state of things means that a battlefield full of dragons is a wild place. Everytime a dragon dies, a spell is casted. It's why some dragons mages have specialized in what we call "last rite circles". Those mages casts magical circles around the dying dragon in order to contain their final spell. They are very useful in battlefields and hospitals, especially to contain the chaos that many dying dragons could cause. - Seeing as dragons are often more magic than they are flesh and blood, they are susceptible not only to physical diseases but to magical afflictions, diseases which are unique to dragon kind, as well. These include: - [b]Natural Magic Overload / Overdrive (NMO) (Chronic)[/b] This condition has a variety of common names depending on the nature of the infection, the region, etc, and can display itself in a number of ways, but the basic cause is always the same, the case of a chronically overflowing magical reserve. In NMO cases, a dragon’s reserve is holding far more magic than it can handle, causing, among other effects, heightened magical sensitivity, increased spell casting potential, increased spell casting strength, ware upon sanity, ware upon physical condition, loss of appetite, shift in mood, shift in interests / personality / disposition. If left untreated these will develop to include loss of sanity, loss of casting control, wasting, increased susceptibility to other ailments physical and magical, and eventually full magical burnout (death). Other symptoms vary wildly depending on which element of magic is causing the overload, NMO wind and shadow dragons often show manic behavior while those with water, earth, or ice overloads may appear depressive and reclusive. Wind NMO is considered to be among the most damaging because it encourages interactions with others and spreads the affliction further. [Infection can be spread by prolonged exposure to afflicted] It is believed that NMO can only be contracted in one’s own element, which is to say that light dragons are only susceptible to Light NMO, though this has not been definitively proven. The condition is particularly rare and undocumented edge cases may exist. - [b]Shade Touch (Acute)[/b] A mysterious ailment which, while rare, is very well known. Early symptoms include depression, nightmares, mood shift, and increased casting ability. If left untreated, these develop into vomiting, black tears, loss of sanity, hearing voices, development of black rashes or lesions, blindness, full magical burnout (death). The subtle nature of the early symptoms makes this affliction extremely difficult to diagnose without assistance from a medium or other specialized pearl mage. Once more obvious symptoms develop, intervention must be immediate and full recovery may no longer be possible. Many experts suspect this may be a form of NMO under the element Chaos. This has yet to be definitively proven. - [b]Shade Touch (Chronic)[/b] Also called “Remnance” results from a shade infection which was intercepted too late to completely eliminate the disease, but not so late that the infection is fatal. Symptoms include depression, nightmares, weakened casting ability, reduced magical reserve size, development of black rash. - [b]Burning / Consumption (Chronic) [/b] A disease in which one’s magic is slowly consumed over a relatively short period of time, causing a dragon to age and then eventually, if left untreated, full magical burnout (death). - [b]Loosing / Sparking (Acute)[/b] A lesser form of Burning in which a dragon’s reserve is temporarily lowered or weakened, making spell casting more difficult as well as more dangerous. Often the only visible symptoms are sparks of magic which come off of a dragon’s form and flare when casting is attempted. This sickness is highly contagious and can spread through entire clans very quickly, but rarely lasts longer than a number of days. It is often likened to a magical flu. There is currently no cure other than time. - [b]Magical Saturation and Withdrawal / God’s Shadow Sickness (GSS)[/b] An ailment common in exalts and retired exalts resulting from prolonged exposure to a deity’s presence. It may also be seen in areas with strong magical outflows, and is particularly common in Starfall. Direct inflow of so much elemental magic may have ill effects on those with weaker magical constitutions. In those with particularly small reserves NMO may develop, those who can handle the volume but not the intensity develop GSS1. GSS1 (Saturation) is characterized by hyperactivity, increased casting ability, shifting mood, and hypersensitivity, as well as a number of elementally specific affects. The affliction can be cured by removing the dragon from the intense magical field. However, if this removal is done too quickly, the dragon may develop GSS2 (Withdrawal) in which the magical system enters a state of shock without the field boost. It is best to step the dragon down slowly from a GSS1 inducing field. Withdrawal is characterized by lethargy, sensitivity, and mood swings. GSS2 has no known cure. - [b]Magical Blending / Channel Shift Disorder (CS) [/b] CSD arises in similar situations to GSS, but is caused by prolonged, strong exposure to magic of an element other than a dragon’s own. It is more likely to occur when the elements in question show a weakness/supremacy relationship (ex: An earth dragon under Wind magic exposure) Symptoms include nausea, lethargy, irritability, loss of appetite, aches, and headaches. Often the affliction will pass as the dragon acclimates to the bombardment, but may require removal from the magical field to truly pass. [center][size=4][b][url=http://www1.flightrising.com/forums/frd/2634039/1]Would non-Fire dragons breathe anything?[/url][/b][/size][/center] [b]Earth[/b] - Literally stone. A spearlike shard of rock manifests and sprouts from the dragons' mouth. Advanced earth dragons can breathe abrasive sand or smaller flying shards. - Can't breathe anything, but can roar so loud that it can't be heard (like how a dog whistle works), which causes avalanches within a certain range. [b]Wind[/b] - Huge gust of wind, capable of blowing even a large dragon off their feet, and sending small ones flying. A more advanced technique allows the dragon to move and direct the wind, perhaps flinging the target into the air, and letting them fall... [b]Water[/b] - A blast of water, either in a broad wave (which can carry the target away just as wind does), or in a narrow stream, at a high pressure that can bruise and break. More water can come out than it would seem the dragons' body could hold. Such dragons can also make the water trickle out slowly, either for art (fountains!) or to allow their non-watery companions to drink. - Don't breathe anything, though they are capable of swallowing large amounts of water and spitting it back up on enemies later. [b]Fire[/b] - FLAMETHROWER. Hot and burn-y. More powerful dragons can breathe hotter flames, and dragon performers learn to alter the flames' color. [b]Ice[/b] - They breathe a sparkling cloud of white smoke that freezes anything it touches. In the Ice territory, it can be used to create small structures like igloos, or if a group of dragons works together they can create larger structures like palaces. However, the breath has no effect in Fire territory. [b]Lightning[/b] - Their breath is invisible, much like wind, but you can see small lightning sparks within their breath. This is used to shock the enemies, although sometimes it accidentally starts forest fires if they aren't careful enough. - Lightning, clearly. Striking out from the dragon's mouth, burning and shocking. Skilled dragons can learn to modulate their electricity to power machinery, quite a useful skill in the Stormcatcher's realm. Just put a wire in their mouths and they can power your inventions! [b]Light[/b] - A searing shaft of light, blistering all it touches and blinding those who dare to look. Light dragons' default beams are white, but they can learn to alter the color for a dazzling (and potentially deadly) show. Some very skilled dragons can create displays of light that hypnotize and captivate onlookers, leaving them vulnerable to attack. Some say it's as bright as the sun, but anyone who looks at it never sees anything again so nobody knows if that is true. (If you're a light dragon, it doesn't blind you.) [b]Shadow[/b] - They breathe nothing. They have that weird goopy stuff like Shadowbinder, which attracts darkness like a magnet when they spit it up. - Unlike most, I don't think Shadow dragons breathe goop, corrosive or otherwise. I think Shadow dragons breathe gas. Dark drifts of thick, suffocating gas that billows into clouds and smothers out the light. This gas is hallucinogenic as well, and in small enough quantities can be somewhat safer to inhale for a 'trip.' [b]Plague[/b] - Breathe a cloud of pale green smoke, everything in the path of the breath either gets infected or dies. - A horrible slurry of jelly-like, stinking, putrid substance, light pinkish beige in color and unmistakably lumpy. Just getting it on you would be enough to dissuade most any foe. But should this substance get into the eyes, nose, mouth, ears, or even the smallest open wound, it will deliver a massive dose of bacteria, causing a swift-acting, rotting infection. [b]Nature[/b] - Breathe a slightly darker green cloud than Plague (not as pale and sick-looking). Everything in the path comes to life. When used on a sick dragon, it heals them. But if it's used on a healthy dragon, the breath gets confused and starts growing plants as if it was a barren piece of earth. [b]Arcane[/b] - Have no breath, but since Arcane isn't an element in the sense of what the other elements are, they do have the ability to temporarily mimic the breath of any other element. However, after using this ability they are usually extremely tired and refuse to do anything but sleep. - No one can quite classify what arcane breath really is, except in that it never quite does what it did the last time. Invisible, the arcane breath attack can be felt only as a slight, warm tingle. Then, sometimes after several minutes of delay, the target begins to change. Most commonly, the target simply unravels, falling apart into pieces, sometimes dissolving into particles too small to see. Other times they mutate, painfully transforming into a new form that often cannot function or survive for long. Sometimes stranger things happen. A struck limb might get transported forward or back in time, or be teleported through space. Hit in the head, a victim might forget who they are and why they were attacking in the first place, or, more commonly, go mad. [center][size=4][b]Emperors[/b][/size][/center] - If Imperials tried to prevent them forming by burning the bodies, but dumped the ashes together, then an Emperor would still form - albeit a twisting mass of smoke, ash, and sparks held together by their now conjoined souls, but an Emperor nonetheless. They couldn’t attack with claws and teeth, but potentially deadly fires would burn in their path. - We really need non killing-machine depictions of them. Sometimes, emperors decide to reside in libraries, perhaps becoming a sort of ancient encyclopedia, each head specializing in one certain type of knowledge. one head likes to study genetics, while the one just two heads to the right enjoys botany, the two between chatter endlessly about fiction and nonfiction while the head on the very far left is nose-bone deep in a massive book about cooking. Living libraries that if you tell them something they don't know, they'll give you a fun fact back in exchange. [center][size=4][b]Life around the world of Sornieth.[/b][/size][/center] - The Sornieth New Year starts on June 8th. Thus, the Greenskeeper Gathering is the Sornieth equivalent of Earth Christmas. Gifts are given, prosperity is wished upon family, there are feasts, and effigies of the Behemoth are decorated with flowers. - The Riot of Rot is the Sornieth equivalent of Halloween, in that it is used as a week to scare away bad spirits. The Plaguebringer is invoked to keep away pestilence and evil, and the festival culminates with a feast, heavy drinking, and the burning of a tar-covered ball that represents the Shade. - The Beastclans are the end result of surviving humans warped by magic when the Arcanist, Plaguebringer and Gladekeeper were born. - [url=http://www1.flightrising.com/forums/frd/2683301]Some headcanons about Flight borderlands.[/url] [b]PLAGUE FLIGHT[/b] - Plague dragons are all about survival and resourcefulness. When a fallen clanmate dies, all parts of their body are used. The flesh is stripped from the corpse and used to fertilize crops, as a lure to attract flies for insect-eating dragons, or as fishing bait. Depending on the cause of death, sometimes the flesh itself is also consumed. The bones are also put to use. Large bones, such as the rib and leg bones of Coatl and Imperial dragons, are used to form tall fences or frames for a house. Smaller bones are whittled into sewing needles, or used in jewelry or carved into decorative figurines. (Plague clans will sell this jewelry and these figurines to those from other flights, saying that the bones are from deer or elk.) Scales and leather are made into armor or jewelry, and fur woven into cloth or rope. Sometimes the body parts, especially the heart, are sold to Beastclan or Arcane practitioners of dark magic. It isn't a taboo for the bodies of the fallen to be used in such a manner. Instead, the fallen are revered for helping clan members continue to survive. [center][img]https://i.redd.it/vbbe54qrlaf01.jpg[/img] [img]https://cdna.artstation.com/p/assets/images/images/001/647/570/large/renaud-perochon-alienlandscape.jpg[/img] [img]https://cdna.artstation.com/p/assets/images/images/013/108/990/large/aric-salyer-desertchasm.jpg[/img] [img]https://i2.wp.com/www.piriyaphoto.com/wp-content/uploads/2016/07/NP4_1257-copy.jpg[/img][/center] [b]WIND FLIGHT[/b] - Wind dragons that have traveled extensively will occasionally offer to be tour guides for dragons or clans. They take them to all the wonders of Sornieth, including the Pillar of the World, Tempest Spire, the Beacon of the Radiant Eye, and even occasionally the Spiral Keep. Sometimes, these Windies will be hired by wealthy dragons as personal tour guides. - The coming of age ceremony for dragons living in the Windswept Plateau is much different than those of the other flights. As soon as a dragon can fly and fend for itself, their clan holds a huge festival, full of light and music and partying. The festival lasts for five days, and at the dawn of the sixth day, the dragon sets off to travel Sornieth. Their goal is to meet and befriend a dragon of each flight in each territory. Even if they do not meet this goal, most end up returning to the Plateau to share their stories with the hatchlings eager to set off on their own adventures. [b]LIGHTNING FLIGHT[/b] - In lightning flight there is two types of music. - The official workplace music it sounds like nationalist propaganda music and 8s meant to raise morale in the workplace. - But there are also a lot of illegal dance clubs that operate after the workday. They play electro swing music and they are wildly popular. It drives management nuts. [b]EARTH FLIGHT[/b] - Dragonhome resembles the American southwest. Deep, vibrant canyons; large craggy mountains; lots of heat. - While most clans are permanent, Snappers still migrate constantly and pass through any claimed territory unimpeded. They act as gravekeepers and transport the dead of the clans they come across to the sacred canyons where the dead are interred as Inca-like mummies. - There is a large underground city at the base of the Pillar, inhabited by the Exalted on a permanent basis and traders, pilgrims, and scholars in transience. It's lit by large diamond lamp posts and the streets are paved in mosaics portraying the stories of the creation of the world and the breaking of the Pillar. - Secretly very artistic (cave paintings, carvings, statues) but most of their creations are hidden away for future generations to discover and be inspired by... - It's very difficult for any kind of major social change to occur in dragonhome because of the way earth's culture emphasizes preservation and reverence of anything seen as "tradition". This results in many factions in the area being a bit behind the times on a lot of issues. It also gives an easy cultural foothold for oppressive empires to cling to power through. "We can't get rid of the rigid caste system and slaves, it's our ancient tradition!" [img]https://66.media.tumblr.com/93d3ba72be90efeb20d733f00fd15386/tumblr_o9pm7kT5LG1sfoqcpo1_1280.jpg[/img] [b]FOOD & DRINKS[/b] -[b]Light [/b]Flight food has very clean, bright (no pun intended) flavors. They use native plants and animals in light dishes that tend towards the summery- salads, summer rolls, sorbets, light soups, etc. They are very keen on presentation and a Light feast will feature elaborate displays. It’s similar to Thai food in some regards, though it’s almost never spicy. Non-carnivorous Light Flight dragons eat very little meat. -[b]Shadow [/b]Flight food features- unsurprisingly- a lot of mushrooms and ground-hugging forage. Dense, mysterious gumbos and stews are the flight’s signature dishes, but Shadow dragons have a notorious sweet tooth as well. Sornieth’s best candies and pastries come from Shadow confectioneries. -[b]Nature [/b]Flight tends to eschew cooking as a whole, preferring to eat their food raw though not without seasoning from the herbs and spices that grow in their lands. A popular hazing ritual for new dragons in a clan is to eat the hottest pepper that can be found- without making a face! Nature dragons delight in fresh fruits and vegetables and in the summer may eat little else. -[b]Ice[/b] Flight dragons prefer food that is easily stored and freezes well, and aren’t picky about what they eat. They tend to prefer fatty foods that will provide essential calories in the cold, and meat-eating dragons will keep a stash of animal blubber for particularly hard freezes. Ice Flight dragons are fond of a dessert similar to akutaq comprised of animal fat and berries.. -[b]Plague[/b] dragons are always ALWAYS hungry and will eat damn near anything, rotten or not. A dragon from Plague Flight will think about gorging itself first and flavor second, though when a clan has sufficient stores they greatly enjoy preparing dry, spicy dishes typical of desert-bound beings. Any excess food is dried into jerkies or pastes that can be reconstituted or eaten as-is. -[b]Lightning[/b] Flight adores junk food above all else. Its workers often bring stores of chips and other greasy things to tide them over during long hours in the Boss’ workshops. They will fry ANYTHING given the chance. Some of Lightning’s more ambitious chefs enjoy pushing the boundaries of what can be considered food, producing dishes that exist purely as vapor, entire liquid meals, and other feats of culinary engineering. -[b]Water[/b] Flight’s amphibious members don’t do much cooking for obvious reasons and prefer their food to be extremely fresh. A particularly fine catch or harvest might be sliced and presented in a way similar to sashimi, as Water dragons are very conscious of their food’s aesthetics. -[b]Earth[/b] Flight food is simple, humble, and filling. They very rarely include more than a few ingredients in their dishes, and like Ice favor food that can be stored and preserved easily. Earth feasts are very communal affairs where each participant is expected to contribute with whatever they can offer. -[b]Arcane[/b] cuisine is bizarre. They have a habit of twisting their food into new and unorthodox forms inspired by the alien landscape of their home, such that Arcane dishes sometimes aren’t even recognizable as food. They especially favor crystallized desserts dyed to resemble the Starfall Isles’ peaks. -[b]Wind[/b] food consists of many small, varied dishes served in the manner of tapas. Wind dragons tend to snack all day long and typically don’t have large regular meals at all. They are perhaps the most adventurous when it comes to other Flights’ foods and will gladly try anything once. -[b]Fire[/b] Flight food is spicy, dense, and not for the faint of heart. Roasted chunks of meat impaled on sticks are a signature dish of many clans. Fire dragons excel at baking and produce all manner of breads that pair well with the bold flavors of their cooking. - [b]Nature [/b]probably specializes in mead which is fermented from honey since they probably have access to like crazy massive beehives - [b]Fire[/b] flight does whiskey because of its aging process and dry climate - I see u [b]wind [/b]flight with your rice paddies, I see you makin that sake - [b]Ice[/b] flight does it up with vodka as root veggies are some of the only things they can easily cultivate in their short springs - [b]Shadow [/b]is out there with moonshine distilleries hidden away in the tangled wood - [b]Water [/b]flight does it with rum as they don’t have much space to be growing anything large scale other than sugar cane, besides pirate love that shit - [b]Light [/b]flight does wine and will literally list off the lineage and growth record of every vine in their vineyard given the chance - [b]Earth [/b]flight cultivates some of the best hops in Sornieth for their beers thanks to their rich soil and choice altitude - [b]Arcane[/b], really really really fucked up absinthe. - [b]Lightning[/b] gets wild with a large variety of tequila in their off time made from the many species of cacti in the shifting expanse - [b]Plague [/b]probably makes some kind of ale from mushrooms like the dwarves in dragon age (FINE CRAFT BREWS DIRECT FROM THE WYRMWOUND!) [url=https://crestedriverflight.tumblr.com/post/172008429610/draconic-drinks-and-spirits]Another post about alcohol, according to FR Items.[/url] [url=https://blackmarket-fr.tumblr.com/post/138049227614/if-your-dragons-are-drunkards]And another one.[/url] [center][size=4][b]Gods[/b][/size][/center] - Gladekeeper tends to reflect the seasons. She also sometimes produces fruit from the branches on her body. - Arcanist doesn't curse. When you hear an explosion from Arcane territory, it's often followed by the Arcanist going "oh, tiddlywinks" or something like that. [center][i]Some cool links:[/i] http://frlorearchive.tumblr.com/tagged/all%20dragons[/center]
earthmid.png

Here's 75 Lore Questions that I answered.

Dragon Breeds Biology & Behaviours
- All dragons are warm-blooded and are not categorized as reptile or mammal, but some breeds and elements do tend to have lower body temps and can feel like theyre cold-blooded sometimes when touched by a warmer dragon.
- All Dragon Breeds have sharp teeth, even Tundras.
- Most of them also have prehensile tails. Pearlcatchers use them to hold their pearls when they need their talons to do something.
- Some headcanons for dragon bonding/affection/friendly body language and social customs.
- Mates/friends of long-haired breeds in places like Fire/Earth/Shadow & Nature braid their fur to lower the risk of having the fur singed/dirty/stuck in branches.
Likewise clans help brush & maintain the fur of their more hairy members, especially elderly ones who may not be able to move around as much.

MIRRORS
- The gill things on Mirrors behind their arms are the main way they breathe. They can still breathe through their mouths as well (else they wouldn't be able to talk or probably smell) but if they need a lot of air at once they breathe through the gills instead. The gills are also useful for letting the Mirror continue to breathe even when they're neck-deep in consuming some large prey/carrion animal. They don't have to stop eating or maneuver all the way back just to take a breath every few moments.
- Teeth fall out and regrow at an alarming rate.
- Mirrors don't have pupils nor nostrils nor eyelids, their eyes are kinda like insect eyes but not compound.
- They can process very rotten meat with no issues.
- Their heads except the lower jaw are covered in a horn-like material, probably protecting the brain better?
- Mirrors are polyamorous, and just works like a wolf pack. They don't really mind who you love the most, as long as you love them anyway!
- Mirrors definitely have vestigial limbs. Maybe not always visible, but more like how on occasion cetaceans will have weird leg bones that don’t need to be there because they’ve evolved past it. But sometimes on certain individuals they’re strong enough to have a physical presence. Plague clans revear these individuals in high regard for being “Gifted” by Plague Mother, as they would for individuals “gifted” with primal eyes.

RIDGEBACKS
- Ridgebacks' mouths are like goblinshark ones.
tumblr_p5ncjcLkzk1uyme53o1_500.gif
- Their skin are tiny spiky scales, like shark skin.
https%3A%2F%2Fwww.oceano.mc%2Fphotos_site%2F1370529935.jpg
- Ridgeback males sword fight with their snoots.

SNAPPERS
- The inside of a snapper looks like this: (A leather-back sea turltle)
?u=http%3A%2F%2F1.bp.blogspot.com%2F-5V8gTYQOY4o%2FU-mhkYZ_i5I%2FAAAAAAAAFcs%2Fgk9wc9ulKFI%2Fs1600%2FLatherback%2Bsea%2Bturtle.png&f=1.png
- Depending on their genes, a snapper molt can be many things. A metallic/alloy snapper will shed metal plates, often used by other dragons to create armors and/or refill their metal stocks. A wasp snapper will leave behind a perfectly shaped molt, like a tarantula does.
- Snappers are gentle giants, kind of like really big dogs who think they’re “lap dogs”

SKYDANCERS
- Skydancers' little head antenna have bio-luminescence like angler fish to attract insects

GUARDIANS
- All Charges are valued highly. An insult to a guardian's Charge is a very serious offense.

IMPERIALS
- Different antlers can occur, based on the imperial's element.
-Earth can have oryx horns
-Fire can have antlers that look like twisted obsidian
-Wind can have tiny dikdik horns
-Water can have branching, coral-like antlers
-Lightning can have antlers laced with metal that act like lightning rods
-Ice can have moose antlers
-Light remain the same, since that's their native element
-Shadow can have elk antlers, for cutting their way through brambles
-Plague can have patchy antlers with the velvet hanging down in tatters
-Nature can have barking deer horns
-Arcane can have broken, suspended chunks of horn bound by energy
- The shaving of their mane is considered a drastic and rash decision.
Styling the mane, however, is accepted and reveled in! Mohawks, ringlets, complex braids, you name it!

NOCTURNES
- They walk on their wings and hind legs.
- When not in use their wings are all tucked up like a bat's.
- Some sleep upside-down.
- Like bats, they have different nose shapes.

SPIRALS
- Spiral puplis can range from tiny little lines to huge circles, leaving just a ring of the entire eye color, very flexible pupil size, also their pupil enlarges a lot when they're about to pounce on something, and they have great night vision.
- Spirals also have a nictitating membrane like cats.
- Spirals can grab stuff with their back feet.
- Spiral mating dances involve complex symmetrical dances arouund each other, almost knotting themselves but never actually doing so (unless they heck up).

FAES
- Female faes do have longer necks than males.

PEARLCATCHERS
- Sometimes Pearlcatchers are born without the fluids necessary to create pearls (much like a human without the ability to make insulin) and instead use magic. "I have a fire PC and he has a magma pearl, and he puts it in the main fireplace whenever he needs to cook something."

GAOLERS
- About Gaolers' wings: They're not flapflaps. They're patpats. They do not fold all the way like normal wings cause theyre just stumpy, long fingered hands. They have toebeans, therefore need to provide traction/grip. They steady Gaolers in tunnels and also high five each other as they pass like seaturtles.
- When Gaolers get excited they pat their sides rapidly w/said toebeans in a sort of hamboning way.
- Additional headcannon: Gaoler wings are good for scritches on flanks and back, and sometimes tummy.

OBELISKS
- Obelisks purr like cats

VEILSPUNS
- Veilspuns chirp like crickets

Dragon Variants by Flight
- Earth Bogsneaks are even more rarely found than others of their kind; in order to find the damp environments they prefer, they burrow deep into the rock of Dragonhome to the water tables below. In these dank caverns, it can be months or years before a Bogsneak sees another of its kind, let alone any other species of Dragon. They make excellent hydrogeologists and are often recruited to help parched clans find aquifers below the rocky desert.
- Something about the heat of the Ashfall Waste causes Fire Mirrors to act most un-Mirror like. Of all the Mirror types they are the most prone to settling in a territory, having one den and never leaving and yet not exhaust their food supply, even their eating habits and need to eat are different. That is not to say they don't feel hunger but it seems to have changed to a cyclical event that they feel more intensely then the constant but low-grade hunger that other Mirrors experience. Because of this elaborate feasts are common place instead of the whenever, whereever eating habits of other Mirror types. They also exhibit the strange need to feed everyone around them no matter species or flight, Fire Mirrors are some of the best cooks to exist. There's nothing on Sorneith like eating at a Fire Mirror pack feast, you'll always walk away full if you can walk at all. Many mixed-breed Fire clans run their clocks by the resident Mirrors hunger cycle. Other Fire breeds will say that Fire Mirrors having inherited the Flamecaller's Hearth Fire more then any other breed and that's the cause for their odd habits. Never mistake this for them being weaker then other Mirrors though, a Fire Mirror with a flared temper is as unstoppable as a raging wildfire, a whole angry pack is akin to a volcano erupting. Fire Mirrors are known to have differently structured eyes that see more variation in heat signatures to compensate for the already high temperatures in the Waste that blind other Mirrors. Contrary to rumor they can still see differences in colder temperatures rather then just seeing everything as cold, they just see it as the standard Mirror variation.
- Water Mirrors, like other dragons of the Water flight, are gifted with prophetic abilities. Their wandering nature makes them excellent dowsers, as Mirror travel rivals any Wind dragon's. Water Mirrors are also more likely to carry the culture of various flights with them, and prevalent traditions often reflect where they have traveled most often. These Mirrors tend to be gentle in temperament, and, if they are not the seers of their clan, can often be seen looking after hatchlings, gardens, or familiars.
They breathe in water like air, but instead of breathing the water out, it is instead pumped out of the lungs through the gill slits, and this is how they breath. They can switch to breathing air like a normal dragon when they're not in the water, but they will need to get rid of all the water in their lungs first to do so.
- Actions speak louder then words but there's little action to take in philosophy, so Light Mirrors are even less talkative then Plague Mirrors, focusing on quiet introspection. Surprisingly most Light Mirrors think like Plague Mirrors, just a more logical take on Plague philosphy. They embrace the cycle of life, death and adaption. They are more then happy to match themselves against the unknown in pursuit of truth. Most books they make are survival oriented, battle strategies and procedural for things like lair maintence.
- Shadow Skydancers ritually pant themselves using juices from the local bioluminescent plants in preperation for their elaborate ceremonial dances.
- Mirrors of the Arcane flight are librarians, whose packs form to preserve aging texts and tools. Sometimes, Mirrors of the flight even form library lairs, where other dragons can find books on almost any subject, while the lair's inhabitants work behind the scenes, ensuring that returned books are placed back on the shelves as quickly as possible, that fines are collected, and any books that are falling apart are bound again, so that the knowledge of the cosmos may be passed down for generations. They do not swarm, unless they are in relative danger as a group. Moreover, they have enchanted some telescopes to detect the temperature of stars, mimicking their heat-sensing eyes, so that those measurements can be recorded.

TUNDRAS
- Tundras born in the ice flight have a body build similar to bears, grizzlies or polar. Heavy and warm. Strong and stubborn
- Tundras born in the nature flight are built like leopards. Lanky and muscular easy to get around in the jungle
- Tundras born in the shadow flight are also leopard like. Sneaky hunter types. Good spies
- Light tundras and lightning tundras resemble lions in their build and manes. Fitting for the warm regions and sandy wastelands
- Arcane are ferret like. Long skinny lowset. Wings do most of the work for travel.
- Wind are snow leopard. Thick fur light bodies. Wide paws lanky and strong. Wings are powerful
- Water and fire have short coarse fur and are bult like cheetahs or ocelots skinny and long lanky legs. To see them bristle means you’ll get scraped up in melee combat
- Earth are like heavy dogs. St brenards or irish wolfhounds or even great danes. Loyal to their friends. Tall and heavy. Shorter necks
- Plague are bult like ocelots or severals. Their necks are longer and fur on their faces is scarce. Like a vulture. Front talons are free of fur and their fur is short and sleek. Easy to slip free.

Arcane They have no one single defining body type. Due to their magic and the generally radioactive area of the Starfall Isles, mutations are common. Things such as extra parts, deformed bodies, etc. are a norm.
Earth Earth dragons are generally burly and strong. Their claws are less sharp and more blunt and tough in order to dig at the hard rock of the land. Like Snappers, the native breed, it is not uncommon for most dragons to have short wings incapable of long flight. Instead, these short wings are used for gliding from place to place.
Fire Short coats in the dragon breeds that have fur and feathers. Though not common, hairless tundras have been seen among the Ashfall Wastes. They are generally built muscular however, in order to work their forges without much hassle. (Not much ideas on this one, open to suggestions!)
Ice Thick skin and long fur and feathers. Most Ice dragons have a layer of blubber to protect themselves from the cold as well. Much like Earth dragons, their claws are blunt and strong, as well as their teeth. This is to break through ice sheets in search of food and chew through frozen meals. Wings are long and strong in order to battle freezing winds that could knock them out of the sky.
Light Not built much for fighting, since most Light dragons are historians. They are graceful and lithe, with petite frames. (Not much ideas on this one, open to suggestions!)
Since light has an area in their territory that is really dark and ominous, perhaps some of their changes are... Not so delicate. Perhaps they can also end up slightly warped or changed somehow. Perhaps those touched by the darkness in their area have more oddities or are more muscular or monstrous in appearance. Almost unnatural-seeming.
Lightning Similar to desert animals of Earth, Lighting dragons have adapted to life in the harsh environment of the Shifting Expanse. They survive on minimal amounts of water, storing most water needed in their blood and cells. Apart from that, they have also adapted to their element. Things such as horns, claws, and back spines are capable of conducting electricity. Dragons with fur or feathers can produce static electricity from them, dragons of other elements are likely to get a shock by rubbing up against a Lighting dragon. Much like Ice dragons, wings are broad and strong in order to battle vicious air currents.
Nature Due to the feral savage behaviour of Nature dragons, they have adapted to accommodate that. Dragons are built wiry, with wings that are more meant for gliding than long flight, since it’s hard to get much air in the crowded jungle. They have the sharpest teeth and claws of any element, only being rivaled by Plague dragons. They are used for cutting down prey, and of course fights with rival dragons.
Plague Very similar to Nature dragons. They are built wiry, but with a more emaciated look, with longer sharper teeth and claws. These long sharp claws are required for digging into the fleshy landscape of the Scarred Wasteland. Dragons of the Plague flight also have inner workings that differ from most elements, such as a boosted immune system and thick skin. Their wings are, unlike Nature dragons, built for long flight. Though running is preferred.
Shadow Their build can be described as “tall and skinny”. They are also catlike, with long limbs, eyes built for nightvision, and sometimes have retractable claws. Wings aren’t that different from the norm, but flight isn’t a preferred mode of travel across the Tangled Wood. Instead stalking through the brush like a panther.
Water Water dragons can be one of three things, fish-like, cetacean, or a mixture of both. The mix is most common, and traits differ depending on how deep in the Sea of a Thousand Currents a dragon originates from. Dragons closer to the surface enjoy gills and webbed paws, wings are built for swimming and some dragons make short trips to the surface a part of their daily routine. Dragons in the Leviathan Trench and deeper are more...monstrous. Biolights, large eyes, and strange anatomy. These dragons never see the surface, and the very few that do are shunned and even seen as a horror by most other flights, even by some Water dragons that live closer to the surface.
Wind Light and aerodynamic. Wind dragons are built lithe, and with the largest wings of any other element. Even Snappers are born with the gift of large wings, allowing such dragons flight even if it is only for a short time. Their limbs are short in comparison to other flights, however, due to flight being preferred over walking. Their eyes are also smaller, adapated that way to avoid being blinded by the winds that are ever present in their land.
7047998b-5356-4f7f-bcb7-d1875f9d2a1a.jpg

Light eyes are excellent for particularly bright situations. What is blinding to any other flight is perfectly fine for them, and bright flashes almost never catch them off guard (A light dragon would never blink having their picture taken). However, as the light level drops, their vision becomes worse- twilight might as well be pitch black for a Light dragon, and their eyes never quite adjust to darker areas like the Labyrinth or Tangled Woods.
Nature eyes are much better at low-light vision, but where they excel is at color differentiation and pattern-matching, particularly in low-light stuations. Don’t expect to win a game of hide-and-seek with a Nature dragon, they do much better at picking out close but similar colors, and often see through camouflage without effort or training, and in fact may see more colors than other flights, though it’s a debated question.
Water eyes do not have eyelids- but they do have brilles, and in some breeds, nictating membranes to keep their eyes moist and protected from debris. Their unblinking stares only add to the mystique of being all-seeing, though it does leave them a little more vulnerable to sudden light flashes and blinding.
Shadow eyes of course, are best for low-light situations. You can’t hide from a shadow dragon in the dark, but you could hide out in the light. As a result, shadow dragons living in brighter realms have a higher tendency to go blind, just from over-exertion, often from cataracts.
Fire eyes are similar to Water eyes in that they tend to have brilles, which are necessary to keep them from drying out in the heat. They also protect from sparks, though Fire dragons also tend to blink regularly, which is what sets them apart from their watery kin. Their eyes are also less susceptible to watering- it takes quite a bit to get those tears flowing.
Lightning eyes tend to have an uncommon glow to them, even in death. This does not, however, seem to impede or improve their vision. Smug lightning dragons will inform other dragons that they’ve actually seen the back of their eyelids, which is a positively delightful shade of blue.
Earth eyes are almost a perfect blend of Shadow and Nature qualities- they’re almost as good at low-light vision, and almost as good at picking out patterns and differences. This is especially helpful in burrowing and building tunnels.
Ice eyes, like Fire eyes, are resistant to watering, due to the bitter cold winds of the southern fields. They do blink, albeit infrequently, which can result in a rather dead-eyed stare from the more serious inhabitants. They are also especially resistant to cataracts, and in high-light situations, as good as a nature dragon in seeing through camouflage.
Plague eyes are notoriously prone to disease and failure, but unlike any other flight, are especially sensitive to heat, even outside their native breed, which makes up for the smaller span of colors they have available to them. While Mirrors, with their secondary eyes are always better at thermal vision, any breed with plague eyes is able to make some note of differences of heat signatures in their surroundings.
Wind eyes do not water at all, and have a membrane that protects them from wind and airborne debris. Their long-range vision is second to none, and it is not uncommon for wind dragons in other territories to spy visitors or trespassers well before any other member can make out their form, and are the worst dragons to play I Spy with, because they almost always win.
Arcane eyes, like Lightning eyes, have a glow to them, which seems to neither impede nor improve their vision. However, they insist the back of their eyelids is pink. With the right pair of Arcane and Lightning dragons, this is an argument that can go back and forth for hours.
tumblr_p9gkd8sfy21u1fx3po1_1280.pngtumblr_p9gkd8sfy21u1fx3po2_1280.pngtumblr_p9gkd8sfy21u1fx3po3_1280.png

Dragon movements
GUARDIANS
tumblr_o1un9ozWCC1r3ryh0o1_1280.gif
"I referenced a cat running for this one, since they're so big and bulky but seem to have some flexibility to them, I see them moving as big cats!"

SKYDANCERS
tumblr_o1vs4ukO8Q1r3ryh0o2_1280.gif
"I see them moving like deer! Or maybe like Maned wolves. Those are cool too."

MIRRORS
tumblr_o1vy7qvKg91r3ryh0o4_1280.gif
tumblr_o1vy7qvKg91r3ryh0o3_1280.gif
"Cheetahs, obviously!"

BOGSNEAKS
- They crawl/shimmy like crocodilians
- Bogsneaks are pretty much flightless, but still better at flying than snappers.

SPIRALS
tumblr_o1wd0kNTUy1r3ryh0o1_1280.gif

COATLS
f32ffa0af46912986babb738107b435a.jpg

Breed Change
- When a dragon breed changes via a scroll, they'll keep certain aspects of their previous breed.
- Pearlcatchers that change into other breeds will still produce their weird black pearl goo. Some pearlcatchers will discard or put away their old pearl, and start on a new one to represent rebirth. This causes fae to walk around with pearls in claw, confusing the living daylights out of other dragons.
- In vice versa, when dragons breed change into pearlcatchers, the first thing they eat is turned into goo. This is usually very messy, and unless a PC who was born as a PC helps them, the pearl will probably be horribly misshapen. A good way to pick out breed-changed PCs is by their lumpy pearls.
- A guardian whose charge is a PC: their charge dies, and the guardian changes into a PC. They continue to add to their charge's pearl for the rest of their life.
- Snappers that breed change usually dont even attempt flying for a good time. Some forget that they can fly now entirely. Snappers who breed change for the sole purpose of flying usually fail horribly when they attempt to take off, and have to have another dragon help them. Its pretty funny watching a changed imp jump up into the air and then plummet face first.
- Fae that breed change into a large breed often take a while to get used to their new body- they're incredibly clumsy and are quick to forget their new size. This causes changed imperials to tackle guardians full-force, because the poor imp is so used to perching on their friend's shoulders....
- Dragons that breed change into imps cannot spawn emperors, vice versa, imps that breed change into other breeds still contain the magic that causes emperors to happen...

Primal Eyes
- Primal dragons live a lot shorter lives than normal dragons, because they're just not equipped for the touch of the gods; it's both a curse and a blessing - The gods burn through their bodies to show their strength and their pride.

- Shadow primal dragons are born blind. Shadow says they're blessed with the sight of the Shadowbinder, but they often die prematurely. The ones that survive learn to follow the whispers of the shadows and move between them, completely unseen. Parents and clans desperate enough for favour sometimes blind their children to try and replicate it, but those hatchlings will always die young.
- Shadow primals have a hellish life as well. The thick fluid that drains from their eyes blinds them (light cannot touch it, therefore they cannot see) and it feels most unnatural. Primal hatchlings will often spend a majority of their first few days crying and clawing at their eyes. They want to see, they want to stop the pain... what a shame that they will know no other life.

- Fire primal eyes are burning. Always burning. Living is agony, but some have learned to deal with it. Pain only makes them stronger.

- Ice primals are the opposite, the horrible freezing + burning feeling that spreads from their eyes all the way to the backs of their skulls in a near constant migraine. The ice crystals shed from their eyes will sometimes become little stalagmites of ice on the frozen ground. Hatchlings avoid these, they say that if you touch one, you'll be the next one cursed by the Icewarden.

- Light primals are actually blind. The eyesight they once had as a hatchling vanished quickly as they aged, much like staring at the sun would do. Only faint shapes remain in places of the objects in front of them.

- Earth Primal spreads slowly over the dragon from birth until they're completely encased in stone. Their statues are ready made cairns, standing alone among the canyons of Dragonhome.
- Earth primals live in agony as the stones around their eyes slowly consume their skulls. If left alone long enough, the entire body will become encased, in the end only leaving a skeletal half of the body, as part of the corpse will rot away before the stones consume them.

- Water primals see the world through the distorted whirl of water that surrounds them. These dragons must be sure to keep their bodies properly hydrated, otherwise the water in the eyes will dry up, followed by the actual eyes not long after. Droughts are deadly things.

- Wind primals are... strange. The swirling mass of wind and pure energy radiating from their eyes is a mystery to all but the dragon themselves. The wind's whispers are bound to drive anyone mad, especially when they're a part of you...

- Lightning primals are, surprisingly, not quite as harmed as most primals are by their powers. They do however, reach old age much faster, as their bodies wear down at a much faster pace. A few rather immoral scientists have discovered a way to harness the power of these primals for use in experiments or machinery. It is then that these dragons' lives become true hell.

- Arcane primals see the world as it's energy. Each dragon, every object in the world has an energy to it that they just can't describe. The knowledge that they bear is a heavy weight on the soul, and yet it would be so benefictial for dragonkind to know! The arcane primal's mind is a mess that is impossible to fix, as they babble about things they can't quite communicate, and eventually lose the ability to communicate in any other way.

- Plague primal is agony - After all, it's a blessing from the Plaguebringer. They see through all of the eyes blurrily, and are honoured because they survived the touch of the god.
- Plague primals... these poor souls have it the worst. Plague clans hold primal hatchlings with great honor, as they were chosen as a worthy host of the Mother's blessing. The disease rots their body from the inside out, and the dragon becomes horrifically mutated and grotesque. The pain must be unimagineable. When the Mother finally lets her creation Rest, they are given a warrior's burial. To be born a plague primal is a great honor, and an even greater curse.
- Plague is not about weakness, it's about strength. Hardship and disease burn away the unfit and leave only the best adapted. Plague cultivates the harshest environment and the strongest selection pressures. Evolution is rapid in plague.
Plague primals are the pinnacle of this philosophy. They are not weakened, but strengthened. The green isn't boils or disease, but a perfected version of the eyes that were originally attempted with mirror dragons. Plague primals can see in all directions, in the dark, view all spectrum of light, have thermal vision, and can perfectly track movement from almost any distance. The red is a symbiotic culture of fungus and bacteria. It is strictly beneficial, keeping the eyes clean and filtering irritants from the air before they reach the eyes.

- Nature primals are viewed as the most blessed, in their view. Life itself and spring from their eyes, and it is rumored that if you capture the energy in a nature primal's eyes, you can bring the dead back to life. No one knows if this is true, but many lives have been lost in the pursuit of the idea. Ironic, isn't it?
- Nature eyes are symbiotic: The seeds that nature dragons hatch from fuse with the hatchling as they sprout. They'll grow together their entire lives, and when the dragon dies the plant will consume them. Trees born from this are often treated as graves and shrines in the Labyrinth. If the plant dies first, the dragon is seen as cursed and will live the rest of their life with the feeling of something missing.
- Nature, despite its name, does not promote the natural order of things. Life, death, strong, weak: Nature seeks to break that cycle. These are dragons that want to nurture everything to grow well beyond its normal means. Their magic allows them to ignore the limits of what would normally be sustainable. It doesn't matter if something should be capable of existing. Nature will see that it does.
Nature primals reflect this philosophy. The plants are parasitic, fed by the body of the primal dragon itself. These dragons are also capable of taking on more growths, and are uniquely suited for it. Their hides are thin to allow easy penetration of the roots, and their nerves are deadened so they feel no pain in the process. Nature primals will gather all variety of species on themselves, nurturing the plants with their own life. Their overflowing nature magic keeps these primals alive long after any normal creature would have succumbed. Eventually they will be nothing but a mass of plant growth, still moving, still sustaining. Growth and life by any means.
- Nature Primals eventually looking like Barkback Boar Wood Ear Deer .
... a sapient slightly more planty version of the clickers from the Last of Us?

Magic & Dragon Magic
- Casting a magic spell is basically converting channeled magic to latent magic. The opposite happens when latent contacts a channeling force, like an object of that element in pure form or a god/spirit.
Dragons are special because they hold magic in their body in channeled form instead of latent state. It allows them to cast spells how they want, when other beings needs a casting medium to converts their latent into the channel they're using to cast.
- When someone dies, they release their magic into the atmosphere, as latent.
But when a dragon dies, their magic has to be converted back from the channel of the dragon's element to latent, meaning it's a spell casting.
This state of things means that a battlefield full of dragons is a wild place. Everytime a dragon dies, a spell is casted. It's why some dragons mages have specialized in what we call "last rite circles".
Those mages casts magical circles around the dying dragon in order to contain their final spell. They are very useful in battlefields and hospitals, especially to contain the chaos that many dying dragons could cause.

- Seeing as dragons are often more magic than they are flesh and blood, they are susceptible not only to physical diseases but to magical afflictions, diseases which are unique to dragon kind, as well. These include:
- Natural Magic Overload / Overdrive (NMO) (Chronic)
This condition has a variety of common names depending on the nature of the infection, the region, etc, and can display itself in a number of ways, but the basic cause is always the same, the case of a chronically overflowing magical reserve. In NMO cases, a dragon’s reserve is holding far more magic than it can handle, causing, among other effects, heightened magical sensitivity, increased spell casting potential, increased spell casting strength, ware upon sanity, ware upon physical condition, loss of appetite, shift in mood, shift in interests / personality / disposition. If left untreated these will develop to include loss of sanity, loss of casting control, wasting, increased susceptibility to other ailments physical and magical, and eventually full magical burnout (death).
Other symptoms vary wildly depending on which element of magic is causing the overload, NMO wind and shadow dragons often show manic behavior while those with water, earth, or ice overloads may appear depressive and reclusive. Wind NMO is considered to be among the most damaging because it encourages interactions with others and spreads the affliction further. [Infection can be spread by prolonged exposure to afflicted] It is believed that NMO can only be contracted in one’s own element, which is to say that light dragons are only susceptible to Light NMO, though this has not been definitively proven. The condition is particularly rare and undocumented edge cases may exist.
- Shade Touch (Acute)
A mysterious ailment which, while rare, is very well known. Early symptoms include depression, nightmares, mood shift, and increased casting ability. If left untreated, these develop into vomiting, black tears, loss of sanity, hearing voices, development of black rashes or lesions, blindness, full magical burnout (death).
The subtle nature of the early symptoms makes this affliction extremely difficult to diagnose without assistance from a medium or other specialized pearl mage. Once more obvious symptoms develop, intervention must be immediate and full recovery may no longer be possible. Many experts suspect this may be a form of NMO under the element Chaos. This has yet to be definitively proven.
- Shade Touch (Chronic)
Also called “Remnance” results from a shade infection which was intercepted too late to completely eliminate the disease, but not so late that the infection is fatal. Symptoms include depression, nightmares, weakened casting ability, reduced magical reserve size, development of black rash.
- Burning / Consumption (Chronic)
A disease in which one’s magic is slowly consumed over a relatively short period of time, causing a dragon to age and then eventually, if left untreated, full magical burnout (death).
- Loosing / Sparking (Acute)
A lesser form of Burning in which a dragon’s reserve is temporarily lowered or weakened, making spell casting more difficult as well as more dangerous. Often the only visible symptoms are sparks of magic which come off of a dragon’s form and flare when casting is attempted. This sickness is highly contagious and can spread through entire clans very quickly, but rarely lasts longer than a number of days. It is often likened to a magical flu. There is currently no cure other than time.
- Magical Saturation and Withdrawal / God’s Shadow Sickness (GSS)
An ailment common in exalts and retired exalts resulting from prolonged exposure to a deity’s presence. It may also be seen in areas with strong magical outflows, and is particularly common in Starfall.
Direct inflow of so much elemental magic may have ill effects on those with weaker magical constitutions. In those with particularly small reserves NMO may develop, those who can handle the volume but not the intensity develop GSS1.
GSS1 (Saturation) is characterized by hyperactivity, increased casting ability, shifting mood, and hypersensitivity, as well as a number of elementally specific affects. The affliction can be cured by removing the dragon from the intense magical field. However, if this removal is done too quickly, the dragon may develop
GSS2 (Withdrawal) in which the magical system enters a state of shock without the field boost. It is best to step the dragon down slowly from a GSS1 inducing field. Withdrawal is characterized by lethargy, sensitivity, and mood swings. GSS2 has no known cure.
- Magical Blending / Channel Shift Disorder (CS)
CSD arises in similar situations to GSS, but is caused by prolonged, strong exposure to magic of an element other than a dragon’s own. It is more likely to occur when the elements in question show a weakness/supremacy relationship (ex: An earth dragon under Wind magic exposure) Symptoms include nausea, lethargy, irritability, loss of appetite, aches, and headaches. Often the affliction will pass as the dragon acclimates to the bombardment, but may require removal from the magical field to truly pass.

Earth
- Literally stone. A spearlike shard of rock manifests and sprouts from the dragons' mouth. Advanced earth dragons can breathe abrasive sand or smaller flying shards.
- Can't breathe anything, but can roar so loud that it can't be heard (like how a dog whistle works), which causes avalanches within a certain range.
Wind
- Huge gust of wind, capable of blowing even a large dragon off their feet, and sending small ones flying. A more advanced technique allows the dragon to move and direct the wind, perhaps flinging the target into the air, and letting them fall...
Water
- A blast of water, either in a broad wave (which can carry the target away just as wind does), or in a narrow stream, at a high pressure that can bruise and break. More water can come out than it would seem the dragons' body could hold. Such dragons can also make the water trickle out slowly, either for art (fountains!) or to allow their non-watery companions to drink.
- Don't breathe anything, though they are capable of swallowing large amounts of water and spitting it back up on enemies later.
Fire
- FLAMETHROWER. Hot and burn-y. More powerful dragons can breathe hotter flames, and dragon performers learn to alter the flames' color.
Ice
- They breathe a sparkling cloud of white smoke that freezes anything it touches. In the Ice territory, it can be used to create small structures like igloos, or if a group of dragons works together they can create larger structures like palaces. However, the breath has no effect in Fire territory.
Lightning
- Their breath is invisible, much like wind, but you can see small lightning sparks within their breath. This is used to shock the enemies, although sometimes it accidentally starts forest fires if they aren't careful enough.
- Lightning, clearly. Striking out from the dragon's mouth, burning and shocking. Skilled dragons can learn to modulate their electricity to power machinery, quite a useful skill in the Stormcatcher's realm. Just put a wire in their mouths and they can power your inventions!
Light
- A searing shaft of light, blistering all it touches and blinding those who dare to look. Light dragons' default beams are white, but they can learn to alter the color for a dazzling (and potentially deadly) show. Some very skilled dragons can create displays of light that hypnotize and captivate onlookers, leaving them vulnerable to attack.
Some say it's as bright as the sun, but anyone who looks at it never sees anything again so nobody knows if that is true. (If you're a light dragon, it doesn't blind you.)
Shadow
- They breathe nothing. They have that weird goopy stuff like Shadowbinder, which attracts darkness like a magnet when they spit it up.
- Unlike most, I don't think Shadow dragons breathe goop, corrosive or otherwise. I think Shadow dragons breathe gas. Dark drifts of thick, suffocating gas that billows into clouds and smothers out the light. This gas is hallucinogenic as well, and in small enough quantities can be somewhat safer to inhale for a 'trip.'
Plague
- Breathe a cloud of pale green smoke, everything in the path of the breath either gets infected or dies.
- A horrible slurry of jelly-like, stinking, putrid substance, light pinkish beige in color and unmistakably lumpy. Just getting it on you would be enough to dissuade most any foe. But should this substance get into the eyes, nose, mouth, ears, or even the smallest open wound, it will deliver a massive dose of bacteria, causing a swift-acting, rotting infection.
Nature
- Breathe a slightly darker green cloud than Plague (not as pale and sick-looking). Everything in the path comes to life. When used on a sick dragon, it heals them. But if it's used on a healthy dragon, the breath gets confused and starts growing plants as if it was a barren piece of earth.
Arcane
- Have no breath, but since Arcane isn't an element in the sense of what the other elements are, they do have the ability to temporarily mimic the breath of any other element. However, after using this ability they are usually extremely tired and refuse to do anything but sleep.
- No one can quite classify what arcane breath really is, except in that it never quite does what it did the last time. Invisible, the arcane breath attack can be felt only as a slight, warm tingle. Then, sometimes after several minutes of delay, the target begins to change. Most commonly, the target simply unravels, falling apart into pieces, sometimes dissolving into particles too small to see. Other times they mutate, painfully transforming into a new form that often cannot function or survive for long. Sometimes stranger things happen. A struck limb might get transported forward or back in time, or be teleported through space. Hit in the head, a victim might forget who they are and why they were attacking in the first place, or, more commonly, go mad.

Emperors
- If Imperials tried to prevent them forming by burning the bodies, but dumped the ashes together, then an Emperor would still form - albeit a twisting mass of smoke, ash, and sparks held together by their now conjoined souls, but an Emperor nonetheless. They couldn’t attack with claws and teeth, but potentially deadly fires would burn in their path.
- We really need non killing-machine depictions of them. Sometimes, emperors decide to reside in libraries, perhaps becoming a sort of ancient encyclopedia, each head specializing in one certain type of knowledge. one head likes to study genetics, while the one just two heads to the right enjoys botany, the two between chatter endlessly about fiction and nonfiction while the head on the very far left is nose-bone deep in a massive book about cooking.
Living libraries that if you tell them something they don't know, they'll give you a fun fact back in exchange.

Life around the world of Sornieth.
- The Sornieth New Year starts on June 8th. Thus, the Greenskeeper Gathering is the Sornieth equivalent of Earth Christmas. Gifts are given, prosperity is wished upon family, there are feasts, and effigies of the Behemoth are decorated with flowers.
- The Riot of Rot is the Sornieth equivalent of Halloween, in that it is used as a week to scare away bad spirits. The Plaguebringer is invoked to keep away pestilence and evil, and the festival culminates with a feast, heavy drinking, and the burning of a tar-covered ball that represents the Shade.

- The Beastclans are the end result of surviving humans warped by magic when the Arcanist, Plaguebringer and Gladekeeper were born.

- Some headcanons about Flight borderlands.

PLAGUE FLIGHT
- Plague dragons are all about survival and resourcefulness. When a fallen clanmate dies, all parts of their body are used. The flesh is stripped from the corpse and used to fertilize crops, as a lure to attract flies for insect-eating dragons, or as fishing bait. Depending on the cause of death, sometimes the flesh itself is also consumed.
The bones are also put to use. Large bones, such as the rib and leg bones of Coatl and Imperial dragons, are used to form tall fences or frames for a house. Smaller bones are whittled into sewing needles, or used in jewelry or carved into decorative figurines. (Plague clans will sell this jewelry and these figurines to those from other flights, saying that the bones are from deer or elk.) Scales and leather are made into armor or jewelry, and fur woven into cloth or rope. Sometimes the body parts, especially the heart, are sold to Beastclan or Arcane practitioners of dark magic.
It isn't a taboo for the bodies of the fallen to be used in such a manner. Instead, the fallen are revered for helping clan members continue to survive.
vbbe54qrlaf01.jpg
renaud-perochon-alienlandscape.jpg
aric-salyer-desertchasm.jpg
NP4_1257-copy.jpg

WIND FLIGHT
- Wind dragons that have traveled extensively will occasionally offer to be tour guides for dragons or clans. They take them to all the wonders of Sornieth, including the Pillar of the World, Tempest Spire, the Beacon of the Radiant Eye, and even occasionally the Spiral Keep. Sometimes, these Windies will be hired by wealthy dragons as personal tour guides.
- The coming of age ceremony for dragons living in the Windswept Plateau is much different than those of the other flights. As soon as a dragon can fly and fend for itself, their clan holds a huge festival, full of light and music and partying. The festival lasts for five days, and at the dawn of the sixth day, the dragon sets off to travel Sornieth. Their goal is to meet and befriend a dragon of each flight in each territory. Even if they do not meet this goal, most end up returning to the Plateau to share their stories with the hatchlings eager to set off on their own adventures.

LIGHTNING FLIGHT
- In lightning flight there is two types of music.
- The official workplace music it sounds like nationalist propaganda music and 8s meant to raise morale in the workplace.
- But there are also a lot of illegal dance clubs that operate after the workday. They play electro swing music and they are wildly popular. It drives management nuts.

EARTH FLIGHT
- Dragonhome resembles the American southwest. Deep, vibrant canyons; large craggy mountains; lots of heat.
- While most clans are permanent, Snappers still migrate constantly and pass through any claimed territory unimpeded. They act as gravekeepers and transport the dead of the clans they come across to the sacred canyons where the dead are interred as Inca-like mummies.
- There is a large underground city at the base of the Pillar, inhabited by the Exalted on a permanent basis and traders, pilgrims, and scholars in transience. It's lit by large diamond lamp posts and the streets are paved in mosaics portraying the stories of the creation of the world and the breaking of the Pillar.
- Secretly very artistic (cave paintings, carvings, statues) but most of their creations are hidden away for future generations to discover and be inspired by...
- It's very difficult for any kind of major social change to occur in dragonhome because of the way earth's culture emphasizes preservation and reverence of anything seen as "tradition". This results in many factions in the area being a bit behind the times on a lot of issues. It also gives an easy cultural foothold for oppressive empires to cling to power through. "We can't get rid of the rigid caste system and slaves, it's our ancient tradition!"
tumblr_o9pm7kT5LG1sfoqcpo1_1280.jpg

FOOD & DRINKS
-Light Flight food has very clean, bright (no pun intended) flavors. They use native plants and animals in light dishes that tend towards the summery- salads, summer rolls, sorbets, light soups, etc. They are very keen on presentation and a Light feast will feature elaborate displays. It’s similar to Thai food in some regards, though it’s almost never spicy. Non-carnivorous Light Flight dragons eat very little meat.
-Shadow Flight food features- unsurprisingly- a lot of mushrooms and ground-hugging forage. Dense, mysterious gumbos and stews are the flight’s signature dishes, but Shadow dragons have a notorious sweet tooth as well. Sornieth’s best candies and pastries come from Shadow confectioneries.
-Nature Flight tends to eschew cooking as a whole, preferring to eat their food raw though not without seasoning from the herbs and spices that grow in their lands. A popular hazing ritual for new dragons in a clan is to eat the hottest pepper that can be found- without making a face! Nature dragons delight in fresh fruits and vegetables and in the summer may eat little else.
-Ice Flight dragons prefer food that is easily stored and freezes well, and aren’t picky about what they eat. They tend to prefer fatty foods that will provide essential calories in the cold, and meat-eating dragons will keep a stash of animal blubber for particularly hard freezes. Ice Flight dragons are fond of a dessert similar to akutaq comprised of animal fat and berries..
-Plague dragons are always ALWAYS hungry and will eat damn near anything, rotten or not. A dragon from Plague Flight will think about gorging itself first and flavor second, though when a clan has sufficient stores they greatly enjoy preparing dry, spicy dishes typical of desert-bound beings. Any excess food is dried into jerkies or pastes that can be reconstituted or eaten as-is.
-Lightning Flight adores junk food above all else. Its workers often bring stores of chips and other greasy things to tide them over during long hours in the Boss’ workshops. They will fry ANYTHING given the chance. Some of Lightning’s more ambitious chefs enjoy pushing the boundaries of what can be considered food, producing dishes that exist purely as vapor, entire liquid meals, and other feats of culinary engineering.
-Water Flight’s amphibious members don’t do much cooking for obvious reasons and prefer their food to be extremely fresh. A particularly fine catch or harvest might be sliced and presented in a way similar to sashimi, as Water dragons are very conscious of their food’s aesthetics.
-Earth Flight food is simple, humble, and filling. They very rarely include more than a few ingredients in their dishes, and like Ice favor food that can be stored and preserved easily. Earth feasts are very communal affairs where each participant is expected to contribute with whatever they can offer.
-Arcane cuisine is bizarre. They have a habit of twisting their food into new and unorthodox forms inspired by the alien landscape of their home, such that Arcane dishes sometimes aren’t even recognizable as food. They especially favor crystallized desserts dyed to resemble the Starfall Isles’ peaks.
-Wind food consists of many small, varied dishes served in the manner of tapas. Wind dragons tend to snack all day long and typically don’t have large regular meals at all. They are perhaps the most adventurous when it comes to other Flights’ foods and will gladly try anything once.
-Fire Flight food is spicy, dense, and not for the faint of heart. Roasted chunks of meat impaled on sticks are a signature dish of many clans. Fire dragons excel at baking and produce all manner of breads that pair well with the bold flavors of their cooking.

- Nature probably specializes in mead which is fermented from honey since they probably have access to like crazy massive beehives
- Fire flight does whiskey because of its aging process and dry climate
- I see u wind flight with your rice paddies, I see you makin that sake
- Ice flight does it up with vodka as root veggies are some of the only things they can easily cultivate in their short springs
- Shadow is out there with moonshine distilleries hidden away in the tangled wood
- Water flight does it with rum as they don’t have much space to be growing anything large scale other than sugar cane, besides pirate love that ****
- Light flight does wine and will literally list off the lineage and growth record of every vine in their vineyard given the chance
- Earth flight cultivates some of the best hops in Sornieth for their beers thanks to their rich soil and choice altitude
- Arcane, really really really *******up absinthe.
- Lightning gets wild with a large variety of tequila in their off time made from the many species of cacti in the shifting expanse
- Plague probably makes some kind of ale from mushrooms like the dwarves in dragon age (FINE CRAFT BREWS DIRECT FROM THE WYRMWOUND!)

Another post about alcohol, according to FR Items.
And another one.

Gods
- Gladekeeper tends to reflect the seasons. She also sometimes produces fruit from the branches on her body.
- Arcanist doesn't curse. When you hear an explosion from Arcane territory, it's often followed by the Arcanist going "oh, tiddlywinks" or something like that.

y1ib5Xu.png | Wishlist
| Personal Quests
| Food in Sornieth

| The Deathless Bite
| Lore Thread
| Badges
WIrxbxw.png
SRYwKn0.png
windshade.png
8b7a2d23-5bfa-11e9-b21c-e39355bb3972.gif
Arinyl
he/his
FR+9
1 2