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TOPIC | [Subspecies] Alchemist Exiles
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The Alchemist Exiles


It is said that within every region lies a settlement of alchemists, ones who have perfected their craft, can create gold and life, but at the cost of their appearance, their magical capabilities and quality of life. None who looked have ever found them, expeditions and research going fruitless. This was disregarded as a fairy tale, a warning of things not to be trifled with. Do not play with life, or it may ruin yours.

When the flow of magic shifted and manifested in the form of varying eyes, they stopped hiding.

The Alchemist Exiles felt it safe to reveal their mutated forms, claiming it to be a result of the world's changes rather than their curse. With them came their creations, often draconic in appearance, nearly indistinguishable from those that are natural. A look into their eyes, the pulsing of their magic tells another story, reveals their synthetic nature.

While their hidden civilizations remain a mystery, these dragons are re-entering the world and sharing their knowledge-- but with the secret of life comes great consequences, they warn the eager, for life is controlled only by the gods.



Latest update:

Oct. 23rd
The subspecies is open! The thread isn't the most pleasing to look at, sorry about that!
But just in time for my 5 yr fr anni!
The Alchemist Exiles


It is said that within every region lies a settlement of alchemists, ones who have perfected their craft, can create gold and life, but at the cost of their appearance, their magical capabilities and quality of life. None who looked have ever found them, expeditions and research going fruitless. This was disregarded as a fairy tale, a warning of things not to be trifled with. Do not play with life, or it may ruin yours.

When the flow of magic shifted and manifested in the form of varying eyes, they stopped hiding.

The Alchemist Exiles felt it safe to reveal their mutated forms, claiming it to be a result of the world's changes rather than their curse. With them came their creations, often draconic in appearance, nearly indistinguishable from those that are natural. A look into their eyes, the pulsing of their magic tells another story, reveals their synthetic nature.

While their hidden civilizations remain a mystery, these dragons are re-entering the world and sharing their knowledge-- but with the secret of life comes great consequences, they warn the eager, for life is controlled only by the gods.



Latest update:

Oct. 23rd
The subspecies is open! The thread isn't the most pleasing to look at, sorry about that!
But just in time for my 5 yr fr anni!
Lore

The Alchemist Exiles refers to a group of dragons who have traded their natural, physical health and magical abilities for science, and to master their craft.
In every region there is a small community of them, hidden away from prying eyes-- and even with their gradual reintroduction into society, these communities remain unfound. Those who share the 'curse' are aware of their locations, however, as part of the knowledge shared when a dragon is affected by the curse. The communities in the Starfall Isles and the Sunbeam Ruins are the largest, so Alchemists of those elements are the most common.

The Alchemist communities are not as big on social activities as other societies, most pursuing their own goals and research. However, dragons with similar interests often band together as a research team, and these teams occasionally end up growing into close bonds.

The curse placed upon the Alchemists alters the magic within them, rendering spells useless-- They create a sort of magical 'goo' instead, called 'essence'-- and making them especially susceptible to the effects of certain spells, the powerful magic energy in which they live, and so forth. They still maintain a general draconic form, but often with mutations matching the areas in which they've lived. This is difficult to generalize as magic affects every Alchemist differently, but these mutations tend to make them frail, sickly, and not suited for combat. By extension, they have difficulty with tasks like hunting, and gathering is fairly dangerous as well. In theory, they should not have been able to survive on their own as long as they did.

This is where their Companions come in. Alchemists have, in a way, managed to create "life" intelligent enough to match your average dragon. However, creating true life is something that still eludes them; rather, they can create bodies run on magic by mixing in the aforementioned 'magic essence'. These creations take the form of any known creatures, from miths to beastclans to even dragons.
And, perhaps unsurprisingly, dragons tend to be the favored.
These Companions make up for the Alchemists' shortcomings. They run on magic, look almost completely normal, are bright and colorful where the Alchemists are often fairly dull. These Companions are not without their own weaknesses, however; they're dependent on magic, and initially have no will of their own. While they have the ability to make logical decisions, it's unusual that one takes initiative or does something the Alchemist hasn't instructed them to.
It's unusual, but certainly not unheard of.
As their bodies run on magic, they're immune to most magical effects, and absorb it instead. However, if a dragon were to seal their magical ability, the Companion would be unable to function, and perhaps even die.

The process of creating Companions is a lengthy and time-consuming one, the effort needed often changing with the intended goal. It is, however, needed so that the Alchemists have the necessities they are unable to gather themselves, or need bodyguards for. These Companions also act as messengers between the settlements, and keeps them all connected and in touch.

Alchemy
Contrary to what your ordinary dragon may suspect, alchemy doesn't allow for endless possibilities. However, it does let them do some neat stuff-- start fires with dirt, melt metals together without fire, beak down metals into it's base elements... But it's still impossible to turn lead into gold.
(Creating Fool's Gold is another story, if given the right materials...)
They have to be able to understand what they're doing and how everything fits into their end goal. To help visualize and accomplish this, they make use of transmutation circles. These circles can be enchanted with magic-- any kind will do-- to have them carry out their purpose. The catch is that the one who creates the circle has to be the one who enchants and uses it.
Since they need to understand what they're doing and what they're working with so well, alchemists tend to know a lot about the world and chemistry.
Lore

The Alchemist Exiles refers to a group of dragons who have traded their natural, physical health and magical abilities for science, and to master their craft.
In every region there is a small community of them, hidden away from prying eyes-- and even with their gradual reintroduction into society, these communities remain unfound. Those who share the 'curse' are aware of their locations, however, as part of the knowledge shared when a dragon is affected by the curse. The communities in the Starfall Isles and the Sunbeam Ruins are the largest, so Alchemists of those elements are the most common.

The Alchemist communities are not as big on social activities as other societies, most pursuing their own goals and research. However, dragons with similar interests often band together as a research team, and these teams occasionally end up growing into close bonds.

The curse placed upon the Alchemists alters the magic within them, rendering spells useless-- They create a sort of magical 'goo' instead, called 'essence'-- and making them especially susceptible to the effects of certain spells, the powerful magic energy in which they live, and so forth. They still maintain a general draconic form, but often with mutations matching the areas in which they've lived. This is difficult to generalize as magic affects every Alchemist differently, but these mutations tend to make them frail, sickly, and not suited for combat. By extension, they have difficulty with tasks like hunting, and gathering is fairly dangerous as well. In theory, they should not have been able to survive on their own as long as they did.

This is where their Companions come in. Alchemists have, in a way, managed to create "life" intelligent enough to match your average dragon. However, creating true life is something that still eludes them; rather, they can create bodies run on magic by mixing in the aforementioned 'magic essence'. These creations take the form of any known creatures, from miths to beastclans to even dragons.
And, perhaps unsurprisingly, dragons tend to be the favored.
These Companions make up for the Alchemists' shortcomings. They run on magic, look almost completely normal, are bright and colorful where the Alchemists are often fairly dull. These Companions are not without their own weaknesses, however; they're dependent on magic, and initially have no will of their own. While they have the ability to make logical decisions, it's unusual that one takes initiative or does something the Alchemist hasn't instructed them to.
It's unusual, but certainly not unheard of.
As their bodies run on magic, they're immune to most magical effects, and absorb it instead. However, if a dragon were to seal their magical ability, the Companion would be unable to function, and perhaps even die.

The process of creating Companions is a lengthy and time-consuming one, the effort needed often changing with the intended goal. It is, however, needed so that the Alchemists have the necessities they are unable to gather themselves, or need bodyguards for. These Companions also act as messengers between the settlements, and keeps them all connected and in touch.

Alchemy
Contrary to what your ordinary dragon may suspect, alchemy doesn't allow for endless possibilities. However, it does let them do some neat stuff-- start fires with dirt, melt metals together without fire, beak down metals into it's base elements... But it's still impossible to turn lead into gold.
(Creating Fool's Gold is another story, if given the right materials...)
They have to be able to understand what they're doing and how everything fits into their end goal. To help visualize and accomplish this, they make use of transmutation circles. These circles can be enchanted with magic-- any kind will do-- to have them carry out their purpose. The catch is that the one who creates the circle has to be the one who enchants and uses it.
Since they need to understand what they're doing and what they're working with so well, alchemists tend to know a lot about the world and chemistry.
[center][size=4][font=Book Antiqua][url=http://www1.flightrising.com/forums/drs/2555519#post_2555519]Top[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976269]Lore[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976271]More on Alchemists[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976272]More on Companions[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976274]Genes[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976275]Registry[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976302]Sales & Breeders[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976305]Banners & Buttons[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976306]Pinglist[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976310]Affiliates[/url][/font][/size][/center] [center][size=6][font=Book Antiqua]More about the Alchemists[/font][/size][/center] The Alchemists tend to be very secretive dragons. They're often goal-oriented and logical, but occasionally a little out of touch with their emotions. They can't empathize as well as most other dragons, and are the type to view emotions as annoyances. Most of all they're morally ambiguous, feeling that end results are worth the sacrifices. The Alchemists' Curse, as stated, warps their natural magic and brings with it many side-effects, such as making spells particularly deadly and magnifying the natural magic around them to cause mutations. This curse can be spread through some of their teachings, and often will take place early into a mentorship. For this reason Alchemists don't often accept eager pupils, and those that do are incredibly clear about the consequences. Due to their appearances Alchemists have hesitated to rejoin the outside world, with confidence in the idea that their mutations would cause others to lash out or look down on them. However, with the shifting of the elements causing mutations in other dragons, they've begun to test the waters and see how they're received. And this reception is mixed; Some are accepting of them despite their weaknesses and appearances and some want nothing to do with them. The Alchemists that leave their settlements often do so in search of knowledge, and try to find another community to join almost immediately. Even if they leave with a Companion, it's entirely possible the Companion can fall in battle, leaving them defenseless-- and some environments are simply too harsh to survive in. Alchemists in the Southern Icefield or Scarred Wastelands can't live very long outside their specialized bubble, for instance. The more creative alchemists specialize in geometric and mathematical art, and enjoy things that work their brains. Visual puzzles and the like. This happens to tie into their usage of transmutation circles, of course, though the question of which came first between their artistic preference or alchemic method remains unanswered. [center][size=5][font=Book Antiqua]The Royal Bloodline[/font][/size][/center] While your average Alchemist tries to liven up their appearances with common transmuted genes, the Royal Bloodline instead wears theirs with pride. They sport a distinctive appearance as a result. The Royals are notably prideful, but not without reason-- they are the best at their craft, and often are the ones leading the settlements. It was their ancestors that first held the curse, however, and it is them it affects the most. This makes them much weaker than their 'common' counterparts and affects their appearance the most. They're extremely hesitant to leave their settlements, and it's rare that one does. However, should a clan look past their warped appearances and clear weaknesses, a powerful alchemist could join them. They dislike when outsiders look down on and fret over them, however. While they're aware their appearances make them seem about ready to collapse, they make a point of explaining they can take care of themselves and will not, in fact, die on the spot. [center][size=5][font=Book Antiqua]Favored Apparel[/font][/size][/center] Some Alchemists, despite their appearances, tend to dress fancy and, perhaps, a little ominously. After all, they don't leave their settlements often, so their outfits don't get too dirty or torn up. Others may prefer outfits more suited to their task, however. Example: [outfit=583120] [center][size=5][font=Book Antiqua]Favored Familiars[/font][/size][/center] Alchemist familiars tend to be the result of their experiments (companions or otherwise) rather than the usual means of gaining them. They include: [item=conjoined skink][item=lesser wisp][item=iron golem][item=Animated Statue][item=Curious Kettle][item=Death Seeker][item=Flamescale Venomcaster][item=Inquisitive Shroud][item=Irregular Nekomata][item=Spellbound Golem][item=Nochnyr][item=Poltergeist Pile][item=Serpentine Lamp][item=Stormcloud Harpy][item=Spellbound Tome]
More about the Alchemists

The Alchemists tend to be very secretive dragons. They're often goal-oriented and logical, but occasionally a little out of touch with their emotions. They can't empathize as well as most other dragons, and are the type to view emotions as annoyances. Most of all they're morally ambiguous, feeling that end results are worth the sacrifices.

The Alchemists' Curse, as stated, warps their natural magic and brings with it many side-effects, such as making spells particularly deadly and magnifying the natural magic around them to cause mutations. This curse can be spread through some of their teachings, and often will take place early into a mentorship. For this reason Alchemists don't often accept eager pupils, and those that do are incredibly clear about the consequences.

Due to their appearances Alchemists have hesitated to rejoin the outside world, with confidence in the idea that their mutations would cause others to lash out or look down on them. However, with the shifting of the elements causing mutations in other dragons, they've begun to test the waters and see how they're received. And this reception is mixed; Some are accepting of them despite their weaknesses and appearances and some want nothing to do with them.
The Alchemists that leave their settlements often do so in search of knowledge, and try to find another community to join almost immediately. Even if they leave with a Companion, it's entirely possible the Companion can fall in battle, leaving them defenseless-- and some environments are simply too harsh to survive in. Alchemists in the Southern Icefield or Scarred Wastelands can't live very long outside their specialized bubble, for instance.

The more creative alchemists specialize in geometric and mathematical art, and enjoy things that work their brains. Visual puzzles and the like. This happens to tie into their usage of transmutation circles, of course, though the question of which came first between their artistic preference or alchemic method remains unanswered.

The Royal Bloodline
While your average Alchemist tries to liven up their appearances with common transmuted genes, the Royal Bloodline instead wears theirs with pride. They sport a distinctive appearance as a result.
The Royals are notably prideful, but not without reason-- they are the best at their craft, and often are the ones leading the settlements. It was their ancestors that first held the curse, however, and it is them it affects the most. This makes them much weaker than their 'common' counterparts and affects their appearance the most. They're extremely hesitant to leave their settlements, and it's rare that one does. However, should a clan look past their warped appearances and clear weaknesses, a powerful alchemist could join them.

They dislike when outsiders look down on and fret over them, however. While they're aware their appearances make them seem about ready to collapse, they make a point of explaining they can take care of themselves and will not, in fact, die on the spot.

Favored Apparel
Some Alchemists, despite their appearances, tend to dress fancy and, perhaps, a little ominously. After all, they don't leave their settlements often, so their outfits don't get too dirty or torn up.
Others may prefer outfits more suited to their task, however.
Example:

Alchemist 1


Favored Familiars
Alchemist familiars tend to be the result of their experiments (companions or otherwise) rather than the usual means of gaining them. They include:

Conjoined Skink Lesser Wisp Iron Golem Animated Statue Curious Kettle Death Seeker Flamescale Venomcaster Inquisitive Shroud Irregular Nekomata Spellbound Golem Nochnyr Poltergeist Pile Serpentine Lamp Stormcloud Harpy Spellbound Tome
More about the Companions

The Companions are created through a process that can take anywhere from a week to a few months, depending on the creature being created. To create one, the ingredients that make up that creature's physical body is needed, but magic essence is also utilized to give it "life". Then, the ingredients are placed into a cauldron, heated to a simmer, and remain in there until the resulting creature is ready to emerge.
Companions are emotionless upon creation. They have the capacity to learn and act efficiently, but usually only ever do what they're told. However some Companions, over many years, begin to show signs of emotion. Nobody is quite sure why; as far as studies have shown there's no clear pattern to this phenomenon, and many Alchemists are devoting their lives to learning about this.

Companions are incredibly similar to their natural counterparts, but with consistent differences. Their eyes are distinctive and unique, with a faint pulsing glow and the appearance of shifting smoke in their color. They also may give off a stronger glow if they store enough magic. Draconic Companions in particular often exhibit genes similar to those created through common transmutation, and show bright colors. On occasion there may be small altercations to the intended 'design' to fit the creator's preference, but for the most part they turn out very on-point.
There is also their dependence on magic. As previously stated they are unaffected by spells and such, but are also made vulnerable by having their magic sealed. If a Companion's magic is sealed they are rendered unable to move, and their body begins burning the magic stored to survive. In this state they can only survive an hour or two tops, as they would be unable to take in any more as well. If someone is around to dispel the seal the Companion could survive, but if left alone it could very well be fatal.
If they survive, side effects of this "magic starvation" includes clumsiness, a slowness in healing, general unresponsiveness, and a need to sleep-- something generally not needed, since they need only the energy produced naturally by the world to survive. Emotional Companions also temporarily lose their emotions and go back to how they were when they were just created, but are usually back to normal within a week. The situation is observed to cause them extreme stress, and should especially be avoided with them.

Emotional Companions are fairly hard to predict-- some remain distant and hide their emotions, save for natural things like curiosity, hesitation, and confusion. Others may become very obvious about it, asking about what they feel and letting their emotions affect their actions. A consistent problem is that these Companions are bad at managing their emotions in productive and safe ways, partly due to the Alchemists' habit of putting theirs' aside and largely remaining distant-- they aren't really fit to be teaching them properly. Fortunately, since Companions are loyal as long as they're treated well, teaching them how to at least redirect strong feelings is usually simple. Companions are also known to begin struggling with the knowledge that they were created through alchemy-- some worry that they're easily replaceable, or that they have little worth.
These problems are magnified when joining another clan. As other dragons and beastclans display their emotions more, the Companions struggle to understand their own better and question their worth more. Fortunately, in the outside world there are dragons qualified to handle these kinds of situations and can help them adapt.

Favored Apparel
Companions often don't have much of a fashion sense until they gain a will of their own, so many dress in ways that vary with those they assist. Companions that do care about fashion dress in garb that is either very fancy or very useful.

Example:

Not Found


Favored Familiars
Companions aren't particularly good with familiars that require socialization. Therefore, they prefer many reptiles, golems, robots, and so on. Emotional Companions may take on a more involved familiar, but most still stick with low maintenance ones.

(Adding examples tomorrow it's 1 am my dudes)
More about the Companions

The Companions are created through a process that can take anywhere from a week to a few months, depending on the creature being created. To create one, the ingredients that make up that creature's physical body is needed, but magic essence is also utilized to give it "life". Then, the ingredients are placed into a cauldron, heated to a simmer, and remain in there until the resulting creature is ready to emerge.
Companions are emotionless upon creation. They have the capacity to learn and act efficiently, but usually only ever do what they're told. However some Companions, over many years, begin to show signs of emotion. Nobody is quite sure why; as far as studies have shown there's no clear pattern to this phenomenon, and many Alchemists are devoting their lives to learning about this.

Companions are incredibly similar to their natural counterparts, but with consistent differences. Their eyes are distinctive and unique, with a faint pulsing glow and the appearance of shifting smoke in their color. They also may give off a stronger glow if they store enough magic. Draconic Companions in particular often exhibit genes similar to those created through common transmutation, and show bright colors. On occasion there may be small altercations to the intended 'design' to fit the creator's preference, but for the most part they turn out very on-point.
There is also their dependence on magic. As previously stated they are unaffected by spells and such, but are also made vulnerable by having their magic sealed. If a Companion's magic is sealed they are rendered unable to move, and their body begins burning the magic stored to survive. In this state they can only survive an hour or two tops, as they would be unable to take in any more as well. If someone is around to dispel the seal the Companion could survive, but if left alone it could very well be fatal.
If they survive, side effects of this "magic starvation" includes clumsiness, a slowness in healing, general unresponsiveness, and a need to sleep-- something generally not needed, since they need only the energy produced naturally by the world to survive. Emotional Companions also temporarily lose their emotions and go back to how they were when they were just created, but are usually back to normal within a week. The situation is observed to cause them extreme stress, and should especially be avoided with them.

Emotional Companions are fairly hard to predict-- some remain distant and hide their emotions, save for natural things like curiosity, hesitation, and confusion. Others may become very obvious about it, asking about what they feel and letting their emotions affect their actions. A consistent problem is that these Companions are bad at managing their emotions in productive and safe ways, partly due to the Alchemists' habit of putting theirs' aside and largely remaining distant-- they aren't really fit to be teaching them properly. Fortunately, since Companions are loyal as long as they're treated well, teaching them how to at least redirect strong feelings is usually simple. Companions are also known to begin struggling with the knowledge that they were created through alchemy-- some worry that they're easily replaceable, or that they have little worth.
These problems are magnified when joining another clan. As other dragons and beastclans display their emotions more, the Companions struggle to understand their own better and question their worth more. Fortunately, in the outside world there are dragons qualified to handle these kinds of situations and can help them adapt.

Favored Apparel
Companions often don't have much of a fashion sense until they gain a will of their own, so many dress in ways that vary with those they assist. Companions that do care about fashion dress in garb that is either very fancy or very useful.

Example:

Not Found


Favored Familiars
Companions aren't particularly good with familiars that require socialization. Therefore, they prefer many reptiles, golems, robots, and so on. Emotional Companions may take on a more involved familiar, but most still stick with low maintenance ones.

(Adding examples tomorrow it's 1 am my dudes)
[center][size=4][font=Book Antiqua][url=http://www1.flightrising.com/forums/drs/2555519#post_2555519]Top[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976269]Lore[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976271]More on Alchemists[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976272]More on Companions[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976274]Genes[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976275]Registry[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976302]Sales & Breeders[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976305]Banners & Buttons[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976306]Pinglist[/url] | [url=http://www1.flightrising.com/forums/drs/2555519#post_35976310]Affiliates[/url][/font][/size][/center] [center][size=6][font=Book Antiqua]Genes[/font][/size][/center] This subspecies is big on color matching baldwin genes! A lot of these are going to be general guidelines, since I feel color matching is somewhat hard to do at times. I'm aware that some people have difficulty seeing and distinguishing colors, so below are some linked color matching guides! Remember, it's fine to be a little off, and I'm willing to answer any questions should you have any! [url=http://www1.flightrising.com/forums/gde/1889942#post_1889942]Poison/Toxin Color Matching[/url] [url=http://www1.flightrising.com/forums/gde/1943397#post_1943397]Skink/Spinner Color Matching[/url] [url=http://www1.flightrising.com/forums/gde/2365323#post_2365323]Pinstripe/Trail Color Matching[/url] (The secondary matches larger stripes while the tertiary matches the small, dark ones. Either works for a match!) [url=http://www1.flightrising.com/forums/gde/2552779]Lionfish/Noxide Color Matching[/url] (WIP as of my typing this) [center][size=5][font=Book Antiqua]The Alchemist Exiles[/font][/size][/center] [img]https://i.imgur.com/78fGS0b.png[/img] The Alchemists' Curse dulls their colors, and very few are considered vibrant. Some Alchemists accept this and see no problem with it, while others prefer gene scroll experimentation to bring out the accents hidden within. While their primary and secondaries are the same as their unaffected counterparts, this affects their tertiary color. Any Breed Any Flight (Though Light and Arcane are the most common) Primary Color: Silver-Coal, Thistle-Fog, Stonewash-Denim, Murk-Goldenrod, Sand-Tarnish Secondary Color: Same as Primary [b]Natural:[/b] Tertiary Color: Either matching the element, or 1-2 off of the primary and secondary Primary Gene: Savannah, Python, Jaguar, Falcon, Tapir Secondary Gene: Safari, Morph, Rosette, Peregrine, Striation Element-matching Tertiary Genes: Opal, Runes, Firefly Otherwise: Okapi, Scales, Ringlets [b]Altered:[/b] Tertiary Color: Matching accents brought out by primary and secondary genes Primary Gene: Skink, Poison, Lionfish, Pinstripe Secondary Gene: Spinner, Toxin, Noxide, Trail Tertiary Genes: Opal, Runes, Firefly, Ringlets, Okapi, Scales [center][size=5][font=Book Antiqua]The Royal Bloodline[/font][/size][/center] [img]https://i.imgur.com/bUzjEmK.png[/img] The Royals are known for their distinctive appearance, still displaying dark and dull coloration but never displaying a bright accent. They are untouched by gene experimentation, perhaps due to their pride or extreme aversion to being affected by magic. Any Breed Any Flight (Though Light and Arcane are the most common) Primary Color: Soil-Sand Secondary Color: Murk, Moss, Charcoal, Coal Tertiary Color: Ivory-Banana, Antique Primary Gene: Jaguar Secondary Gene: Trail, Striation Tertiary Gene: Filigree [center][size=5][font=Book Antiqua]The Exiles' Companions[/font][/size][/center] [img]https://i.imgur.com/fdVMRPp.png[/img] The Companions, unlike their creators, display many bright colors and genes. However, due to their strong connection to magic, their colors always match their eyes. They also display all alchemy genes, as well as other genes that bring out strange coloration. Any Breed Any Flight Aside from the dull colors the Alchemists sport, any color is free game for the Companions. The only condition is that the secondary and tertiary must be a color match-- or close to one-- with the primary's accent (though not necessarily an XYY match). Particularly powerful Companions display colors that match their element! Primary Gene: Skink, Poison. When they bring out new accent colors-- Pinstripe, Python, Tapir, Wasp, Jaguar, Lionfish Secondary Gene: Spinner, Trail, Toxin, Striation, Bee, Rosette, Noxide Tertiary Genes: Runes, Capsule, Scales, Opal
Genes

This subspecies is big on color matching baldwin genes! A lot of these are going to be general guidelines, since I feel color matching is somewhat hard to do at times.

I'm aware that some people have difficulty seeing and distinguishing colors, so below are some linked color matching guides! Remember, it's fine to be a little off, and I'm willing to answer any questions should you have any!

Poison/Toxin Color Matching

Skink/Spinner Color Matching

Pinstripe/Trail Color Matching
(The secondary matches larger stripes while the tertiary matches the small, dark ones. Either works for a match!)

Lionfish/Noxide Color Matching (WIP as of my typing this)

The Alchemist Exiles
78fGS0b.png

The Alchemists' Curse dulls their colors, and very few are considered vibrant. Some Alchemists accept this and see no problem with it, while others prefer gene scroll experimentation to bring out the accents hidden within. While their primary and secondaries are the same as their unaffected counterparts, this affects their tertiary color.

Any Breed
Any Flight (Though Light and Arcane are the most common)
Primary Color: Silver-Coal, Thistle-Fog, Stonewash-Denim, Murk-Goldenrod, Sand-Tarnish
Secondary Color: Same as Primary

Natural:
Tertiary Color: Either matching the element, or 1-2 off of the primary and secondary
Primary Gene: Savannah, Python, Jaguar, Falcon, Tapir
Secondary Gene: Safari, Morph, Rosette, Peregrine, Striation
Element-matching Tertiary Genes: Opal, Runes, Firefly
Otherwise: Okapi, Scales, Ringlets

Altered:
Tertiary Color: Matching accents brought out by primary and secondary genes
Primary Gene: Skink, Poison, Lionfish, Pinstripe
Secondary Gene: Spinner, Toxin, Noxide, Trail
Tertiary Genes: Opal, Runes, Firefly, Ringlets, Okapi, Scales

The Royal Bloodline
bUzjEmK.png

The Royals are known for their distinctive appearance, still displaying dark and dull coloration but never displaying a bright accent. They are untouched by gene experimentation, perhaps due to their pride or extreme aversion to being affected by magic.

Any Breed
Any Flight (Though Light and Arcane are the most common)
Primary Color: Soil-Sand
Secondary Color: Murk, Moss, Charcoal, Coal
Tertiary Color: Ivory-Banana, Antique
Primary Gene: Jaguar
Secondary Gene: Trail, Striation
Tertiary Gene: Filigree

The Exiles' Companions
fdVMRPp.png

The Companions, unlike their creators, display many bright colors and genes. However, due to their strong connection to magic, their colors always match their eyes. They also display all alchemy genes, as well as other genes that bring out strange coloration.

Any Breed
Any Flight

Aside from the dull colors the Alchemists sport, any color is free game for the Companions. The only condition is that the secondary and tertiary must be a color match-- or close to one-- with the primary's accent (though not necessarily an XYY match).
Particularly powerful Companions display colors that match their element!

Primary Gene: Skink, Poison. When they bring out new accent colors-- Pinstripe, Python, Tapir, Wasp, Jaguar, Lionfish
Secondary Gene: Spinner, Trail, Toxin, Striation, Bee, Rosette, Noxide
Tertiary Genes: Runes, Capsule, Scales, Opal
Registry

How to Register
To get your dragon registered, please use the form below! Please check for:
-Matching accent colors
-That they have the correct genes

I'll ping you once you've been added!

You don't have to register to call your dragon an Exiled Alchemist or Companion!

Form:
Quote:
Username:
Dragon Name:
Alchemist/Companion: (As in Natural Alchemist, Royal Bloodline, Companion...?)
Image: (Like, the bbcode)

Depending, I may set up a google form in the future. We'll see!
Registered Dragons
Alchemist Exiles
The Royal Bloodline
Companions
Registry

How to Register
To get your dragon registered, please use the form below! Please check for:
-Matching accent colors
-That they have the correct genes

I'll ping you once you've been added!

You don't have to register to call your dragon an Exiled Alchemist or Companion!

Form:
Quote:
Username:
Dragon Name:
Alchemist/Companion: (As in Natural Alchemist, Royal Bloodline, Companion...?)
Image: (Like, the bbcode)

Depending, I may set up a google form in the future. We'll see!
Registered Dragons
Alchemist Exiles
The Royal Bloodline
Companions
Dragons for Sale

None at the moment!
Registered Breeders
Alchemist Exiles
The Royal Bloodline
Companions
Dragons for Sale

None at the moment!
Registered Breeders
Alchemist Exiles
The Royal Bloodline
Companions
Banners & Badges
Banners & Badges
Pinglist
General
SnuSnu (Royals and Companions), mageoflight
Updates
Lore Prompts
Pinglist
General
SnuSnu (Royals and Companions), mageoflight
Updates
Lore Prompts
Affiliates

None yet!

(You're now free to post!)
Affiliates

None yet!

(You're now free to post!)
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