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...... 38101229.png ... greenwitch | #38101229
Bio: Yes | Lore: Yes | Art: Yes
Jump to lore: (short story I), (short story II)

Factions: The SKWAD (non-canon)
Possible Connections in: (none yet)


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[center][color=#BBBABF][size=1][b]PREV.[/b][/size] [size=2][url=https://www1.flightrising.com/forums/cc/2323941/51#post_40406351]Dragon[/url] | [url=http://www1.flightrising.com/forums/cc/2323941/1#post_2323941]Contents[/url] • Characters [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507351]A-M[/url] [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507353]N-Z[/url] • [url=https://www1.flightrising.com/forums/cc/2323941/2#post_30507380]NPC Lore[/url] | [/size][size=1][b]NEXT[/b][/size] [size=2][url=https://www1.flightrising.com/forums/cc/2323941/52#post_40406410]Dragon[/url][/color][/size][/center] ----- [right][url=http://flightrising.com/main.php?dragon=38101229][img]http://flightrising.com/rendern/coliseum/portraits/381013/38101229.png[/img][/url] [size=2][color=#9494A9][url=http://flightrising.com/main.php?dragon=38101229]profile[/url] • back to[/color] [url=https://www1.flightrising.com/forums/cc/2323941/52#post_40406389]main post[/url][/right] [columns][center][item=witch's hat][/center][nextcol][color=transparent]..[/color][nextcol][color=#629C3F][font=garamond][size=7][size=4]{ a story for greenwitch }[/size][/size][/font][/color] [size=2]written by [url=https://www1.flightrising.com/clan-profile/224484]Raan[/url] proofread by Disillusionist [color=#9494A9]429 words[/color][/size][/columns] [color=#1D2715]Greenwitch is a witch-doctor who specializes in the darker arts. Although she is not a healer, she can cure anything. She's also very skilled with curses. As such, many dragons visit her, despite her... unusual payment plans. Very little is known about this mysterious Pearlcatcher -- though there are two facts every dragon knows. First, that she is a student of odd magic. Second, that only the desperate pay her a visit. Those who have been to her lair recount that the Pearlcatcher claims she can make anything reality. She showed up at the Coven late one night from seemingly nowhere. She proposed that she stay with the Coven as a healer, though her arrogance made her bedside manner deplorable. Still, she was allowed to stay since the Coven had lost many healers in the recent months. Greenwitch required no training, even knowing a few remedies that were unknown to the oldest healers. Although she was blunt, rude, and insensitive to her patients, she never lost one, even bringing a few back from the brink of death...though none knew how she did it. That is, until she offered help to the wrong dragon. She had seen the rage in [url=https://www1.flightrising.com/dragon/24926020]Midnight's[/url] eyes as his [url=https://www1.flightrising.com/dragon/21029344]uncle[/url] once again slandered the good name of his [url=https://www1.flightrising.com/dragon/20663420]mother[/url]. She had seen the same spark in the eyes of all her clients. Greenwitch offered to take revenge against the Coatl. She never accounted for Midnight saying no. Nor was she prepared for him to call her out for the offer. It was that small miscalculation that led to the Pearlcatcher being stripped of her right as a healer, and banished to the edge of the Coven. Many say it was her magic that kept her from being completely cast out. However, her new location has done little to drive away her market. She openly advertises that she can do anything for a price. Her price varies from customer to customer: it can be money, a treasured object, a scraping of a claw, a freshly plucked eye, or your very soul. What the price will be is anyone's guess, but it's for this reason that they say only the desperate come to her. Though for those who are willing to pay, Greenwitch offers everything. [i]"I can bottle wealth and cage luck. I can tell you ten words to make someone fall in love, and five to help them pass without pain. I can make real your greatest desire, or cause any problem to vanish like sand in the wind. So now I ask...what brings you here, stranger?"[/i][/color] [right][font=Copperplate Gothic Light][color=#629C3F][size=5][b]~ The End[/b][/color][/size][/font][/right] ----- [center][color=#BBBABF][size=1][b]PREV.[/b][/size] [size=2][url=https://www1.flightrising.com/forums/cc/2323941/51#post_40406351]Dragon[/url] | [url=http://www1.flightrising.com/forums/cc/2323941/1#post_2323941]Contents[/url] • Characters [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507351]A-M[/url] [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507353]N-Z[/url] • [url=https://www1.flightrising.com/forums/cc/2323941/2#post_30507380]NPC Lore[/url] | [/size][size=1][b]NEXT[/b][/size] [size=2][url=https://www1.flightrising.com/forums/cc/2323941/52#post_40406410]Dragon[/url][/color][/size][/center]
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38101229.png
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Witch's Hat
.. { a story for greenwitch }
written by Raan
proofread by Disillusionist
429 words
Greenwitch is a witch-doctor who specializes in the darker arts. Although she is not a healer, she can cure anything. She's also very skilled with curses. As such, many dragons visit her, despite her... unusual payment plans.

Very little is known about this mysterious Pearlcatcher -- though there are two facts every dragon knows. First, that she is a student of odd magic. Second, that only the desperate pay her a visit. Those who have been to her lair recount that the Pearlcatcher claims she can make anything reality.

She showed up at the Coven late one night from seemingly nowhere. She proposed that she stay with the Coven as a healer, though her arrogance made her bedside manner deplorable. Still, she was allowed to stay since the Coven had lost many healers in the recent months. Greenwitch required no training, even knowing a few remedies that were unknown to the oldest healers. Although she was blunt, rude, and insensitive to her patients, she never lost one, even bringing a few back from the brink of death...though none knew how she did it. That is, until she offered help to the wrong dragon.

She had seen the rage in Midnight's eyes as his uncle once again slandered the good name of his mother. She had seen the same spark in the eyes of all her clients. Greenwitch offered to take revenge against the Coatl. She never accounted for Midnight saying no. Nor was she prepared for him to call her out for the offer.

It was that small miscalculation that led to the Pearlcatcher being stripped of her right as a healer, and banished to the edge of the Coven. Many say it was her magic that kept her from being completely cast out. However, her new location has done little to drive away her market. She openly advertises that she can do anything for a price. Her price varies from customer to customer: it can be money, a treasured object, a scraping of a claw, a freshly plucked eye, or your very soul. What the price will be is anyone's guess, but it's for this reason that they say only the desperate come to her. Though for those who are willing to pay, Greenwitch offers everything.

"I can bottle wealth and cage luck. I can tell you ten words to make someone fall in love, and five to help them pass without pain. I can make real your greatest desire, or cause any problem to vanish like sand in the wind. So now I ask...what brings you here, stranger?"


~ The End

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[right][size=1][url=http://www1.flightrising.com/forums/cc/2323941#post_2323941][b]CONTENTS[/b][/url][/size] • [size=1][url=http://www1.flightrising.com/forums/cc/2323941/2#post_30507375][b]HC Hub[/b][/url][/size][/right] [columns][center][url=http://www1.flightrising.com/forums/cc/1985777][img]https://i.imgur.com/PDNmiBP.png[/img][/url][/center][nextcol][color=transparent]..[/color][nextcol][color=#7995C1][font=garamond][size=7][size=4]{ hc } [b]relating[/b][/size][/size][/font][/color] [font=sylfaen][size=6][color=#556979]courtship, marriage, separation[/color][/size][/font][/columns] [b][size=4][font=cambria][color=#BEA55D]»[/color] [color=#6394DD]DATING[/color][/font][/size][/b] [b]Courtship[/b] in the clan tends to take a long time. It's an intensely private, personal facet of life that doesn't get shared too often, and practices vary among breeds. One thing that's common is the presentation of material gifts, whether they're bought or made: The Disillusionists have a strong commercial bent, and material gifts are always fun. Bonus points if you made it with your bare claws, because that's boss as [i]heck[/i]. (If it doesn't match the receiver's tastes, well, ~y[i]o[/i]u [i]t[/i]r[i]i[/i]e[i]d[/i]~) Price doesn't really play a factor, as the aforementioned "strong commercial bent" means expensive gifts are likelier to be seen as assets to be sold or traded rather than as declarations of love. Courting dragons generally live apart, but moving in with each other isn't unheard of. The lair only has a few spots that lend themselves well to dates -- the Terrace Garden, Bamboo Path, and Crispy Phoenix restaurant are the most popular. Dating couples may also visit nearby towns and cities or go for strolls along the beach. They may also work together in the same office or industry -- not unusual for romantic relationships to start (and sometimes end) with the dragons as business partners, or for one of the dragons to shift to a job that can let them help out their partner. I know I mentioned earlier that courtship is "an intensely private facet of life", and for the most part this is true, but when the relationship starts becoming more serious, the rest of the clan will eventually notice. They may also want to get involved, and I swear this isn't as cringey as it sounds. Most Disillusionists are notorious gossips and absolutely adore hearing about who's courting whom, as well as all the sappy/gory details that go into declarations of love. Even some of the grimmest, sternest members will get all giddy if asked to help out -- and they may even waive their commission fees if they're asked to make courtship gifts! [i]For true love![/i] The best way to guarantee this is to praise your chosen artificer outrageously and then invite them to your wedding. Just don't ask them to be your bridesdrake or sponsor or whatever, though -- they will run away. If your Disillusionist friends have about as much craftsmanship as a sack of rotting potatoes, do not fret -- for like sacks of potatoes dumped as fertilizer onto gorgeous flowerbeds, they can still help love bloom! They can yell "You got this!" and wave pompoms. Look, I never said it was [i]significant[/i] help. Anyway, have some juicy dating tidbits:[list] [*] Breed headcanons:[list] [*] As an ultimate declaration of trust, Pearlcatchers will allow their significant others to carry and care for their pearls. [*] In addition to collecting stuff on their own, Ridgies will borrow (yes, really) items from supportive clan members. They will use these to create cute bowers or spell sappy messages for their intended partners. [url=http://www1.flightrising.com/forums/cc/2323941/4#post_32433374]Here's[/url] Adrastos doing that after overcoming some serious kleptomania. [*] Snappers will take their partners along with them when they follow their ancestors' routes. Along the way, they will tell stories about their families. If both dragons are Snappers, they will take turns and may eventually merge their families' trails into a single route. [/list] [*] [url=http://flightrising.com/main.php?dragon=26565626]Roxley[/url] and [url=http://flightrising.com/main.php?dragon=26947253]Kisharaq[/url] bonded over knitting. They used to sneak out of diplomacy classes and knit stuff together. Then they started looking up patterns for baby clothes and it really just kind of grew from there. [*] [url=http://flightrising.com/main.php?dragon=33029109]Faustino[/url] and [url=http://flightrising.com/main.php?dragon=33548824]Mara[/url] initially bonded over their shared adoration of cold, hard cash and their hobby of wringing the money out of other dragons' pockets. [size=2]I'm being facetious; they adore each other for richer [i]and for poorer[/i], I swear.[/size] They then tried to set their respective Guardians up and ended up falling in love with each other instead. [*] But it still worked because [url=http://flightrising.com/main.php?dragon=31033001]Laurant[/url] eventually professed her love for [url=http://flightrising.com/main.php?dragon=33209964]Aidan[/url] with a ridiculous poem comparing her adoration for him to a dumpster fire. No one had ever written a poem for him before. The bar was not very high. [/list] [center][url=http://www1.flightrising.com/forums/cc/2257922][img]https://dl.dropboxusercontent.com/s/jixjr6aoblsclqn/Hor-divider-640.png[/img][/url][/center] [b][size=4][font=cambria][color=#BEA55D]»[/color] [color=#6394DD]OFFICIATING[/color][/font][/size][/b] [b]Weddings[/b] can be as fancy or as simple as the couple wants. The Disillusionists are generally not good at fancy-schmancy weddings. Most of them are allergic to formal clothes. Plus fancy weddings tend to drag on for a while, and no one really likes that, especially with the Crispy Phoenix beckoning nearby. Regardless of fanciness, simplicity, or duration, most weddings follow this pattern:[list=1] [*] Private proposal between partners. The dragons discuss whether to get married or not. If yes, a public proposal date is agreed upon. [*] Public proposal. This is a planned event, and while a lot of dragons may be invited, it's a very simple, straightforward process. The pair formally proposes to each other in front of witnesses (usually clanmates, friends, and relatives) and then announces their willingness to marry each other. At this point, a wedding date may be announced, and invitations may be issued. [*] Legal and/or religious stuff. Arrangements for property ownership, businesses, and so on. The "religious stuff" mentioned mostly comes into play if the dragons are of different Flights. It's generally not too heady and usually involves the dragons pledging to support their partner's god in addition to the one they already answer to. [*] Actual wedding ceremony, again in front of witnesses. In contrast with the public proposal, the clan is more deeply involved, considering one dragon may be moving away from the clan, or into the clan, etc. The officiant "presents" the couple to the witnesses and reviews some salient points discussed during Step 3, like their jobs, deity affiliations, and so on. Vows are said and confirmed, and the priest says the "Speak now or forever hold your peace" thing.[list] [*] If anyone says yes to this, the ceremony ends. The couple and the dissenting party will adjourn for discussion, usually presided over by the officiant, clan leaders, or other authority figures. If the claim is deemed insignificant, the dissenter gets kicked out (security may be involved), and the ceremony resumes. Significant claims are a whole other box of biscuits and are much the same as ours, including: previous undissolved marriage, false identity, serious crimes, etc.[/list] [*] The officiant confirms the marriage, and the ceremony ends. The wedding party usually adjourns for the reception, and couples may soon depart on their honeymoon. [*] At some point from Steps 2 onward, the clan and/or the couple might release an announcement of the wedding. This is mostly for the benefit of the public: for example, so that customers won't wonder why the artisans they want to hire have suddenly taken a one-month vacation (honeymoon).[/list] [b]Family sigils:[/b] My dragons don't have surnames, so their names stay the same when they marry (e.g. Mara Eltanin is still Mara Eltanin, not Mara E. Dyeus). The uniting of families is instead shown with family sigils. Each family has a sigil of its own. This can be any kind of symbol, from a simple rune to a more ornate crest. A dragon inherits the sigil from their parents. When the dragon is about to marry, one of the things they discuss with their partner is the creation of a new sigil. This new sigil usually incorporates elements from both dragons' families' sigils, but it can also be an entirely different design, though this is more common among dragons who are estranged from or never knew their families. Couples can hire artists to design sigils for them, but this is generally considered tacky and may offend the couples' families. A more acceptable method is for the couple to come up with a rough design and then have a professional artist refine it for them. These sigils can be worn on all types of apparel. Mixed-breed couples may opt for different items, since the same kind might not be practical for them. For example, a Wildclaw/Guardian couple: the Wildclaw might prefer to wear the sigil on a ring; the Guardian might find that any rings they wear quickly get worn down, so they elect to wear the same sigil on a pendant or a headdress instead. [size=2]Since someone has already asked: No, I'm not going to draw each and every one of my dragons' sigils. That would make my head hurt so bad. :'D[/size] [b]Wedding gifts:[/b] Disillusionists are not too fussy about gifts, as long as they aren't illegal. As with courtship gifts, guests should be warned that any expensive gifts might be sold or traded away later on. When giving to their own clanmates, most Disillusionists will go with things they made or gathered themselves. Not unusual for less skilled dragons to band together for a single gift. Artisans and performers may waive their talent fees or just straight-up ask for food. These gifts are [i]unacceptable[/i] to the Disillusionists: Beastclan familiars, unhatched eggs, and other dragons (though in the cases of vassals or servants, these can take new vows or allegiances or have their contracts transferred, with their understanding and consent).* [size=1]* This is just headcanon; I totally accept these as payment for stuff. Except maybe other dragons.[/size] [b]Venues and staff:[/b] The clan has a small chapel, and weddings are sometimes held here, though it's not unusual for couples to have their special day somewhere else. The clan priest, [url=http://flightrising.com/main.php?dragon=26082103]Radiance[/url], usually officiates, but couples can also choose officiants from outside. Disillusionists can use the chapel, the Crispy Phoenix, and other lair features for free in their weddings. Other clans can rent these and/or hire Radiance for a small fee. They can also hire [url=http://flightrising.com/main.php?dragon=28592608]Melqart[/url] the caterer for a not-so-small fee. If couples would like to hire performers they saw at his restaurant, he can try to connect them with said performer. Other Disillusionists can also be hired to perform at weddings and receptions: popular ones include [url=http://flightrising.com/main.php?dragon=29109531]Dante[/url] the MC, [url=http://flightrising.com/main.php?dragon=26439393]Tantris[/url] the bard, and Laurant the living synthesizer. Artists can also be hired for the aforementioned sigils and wedding attires, including [url=http://flightrising.com/main.php?dragon=33007024]Camillus[/url] the jeweler, Faustino the make-everything-or-die-trying-er, and Roxley the clothier. [b]Receptions:[/b] The Crispy Phoenix is the Disillusionists' go-to reception venue, bar none. Melqart usually gives clanmates a hefty discount and may even bring out special dishes, unavailable to the public, just for the event. If the party is large enough, the restaurant may turn away customers, but this is rare and more often than not, they are encouraged to join the party instead (at the married couple's expense, of course). Disillusionists are [i]strongly[/i] encouraged to stay and help clean up once the party ends and the staff has gone home. The married couple is excused. [b]Honeymoons:[/b] The lair is a bad place for this. You are expected to go back to work the day after your wedding unless you can run away in time. Most Disillusionists wisely choose this route and go somewhere work can't reach them, i.e. far away from the Sunbeam Ruins. Among the Disillusionists, the most popular destinations are (in order): Viridian Labyrinth, the Sea of a Thousand Currents, and Windswept Plateau. Honeymoons don't often last long; given that most Disillusionists are into commerce, a lot of newlyweds get anxious about making money to recoup the wedding costs and come ambling back to work after a few weeks. Oddly enough, given the clan's "get back to work" mentality, the Shifting Expanse is not a popular place for honeymoons. [center][url=http://www1.flightrising.com/forums/cc/2257922][img]https://dl.dropboxusercontent.com/s/jixjr6aoblsclqn/Hor-divider-640.png[/img][/url][/center] [b][size=4][font=cambria][color=#BEA55D]»[/color] [color=#6394DD]SEPARATING[/color][/font][/size][/b] [b]Separations[/b] happen for a variety of reasons -- the Disillusionists aren't really too curious about [i]this[/i], and anyway the more serious matters are handled outside the lair. (This is because A) objectivity is important in these cases, and B) the Disillusionists do not yet have any lawyers and judges among their ranks.) If couples are unmarried, separations aren't too troublesome. They just stop being involved with each other, and that will be the end of it. Married couples have to wade through more stuff. There are assessments to determine that the separation wasn't caused by anything overwhelmingly negative, e.g. one of the dragons has secretly been a serial killer all along. In particularly egregious cases, outside authorities will get involved and may [i]dissolve[/i] the marriage for the safety of one or more dragons. Cases involving health are similarly referred to professionals. Separations are judged on a case-by-case basis, but generally the following happens, regardless of whether the dragons are married or not:[list] [*] Splitting up conjugal property can be the messiest part. A common practice is to take the couple's co-earned funds and split these 50/50. Property, especially businesses, is harder to divide. The clan mostly leaves this up to lawyers, though they may need to testify on the couple's behalf. [*] Clan administrators might become more involved, particularly when one of the dragons leaves for another clan. They need to make sure that funds and properties get transferred over correctly and that the remaining dragon (should they choose to stay) is given the support they need. [*] Much like surnames, when married dragons split up, they go back to using their previous sigils. It's considered bad form to reuse a sigil that belonged to a now-separated couple -- a bad omen for a marriage, akin to wishing misfortune upon your own relationship. [*] Children, being independent from the moment of hatching, are largely shielded from separation proceedings. [*] In the case of business co-owners, the clan may release a public notice explaining any changes in ownership, e.g. "X's Shop (formerly 'X and Y's Shop') is now owned and managed by Dragon X." This is done for the sake of remaining transparent with customers and also to avoid any awkward questions from them. [*] Forging new relationships, including remarriages, is encouraged. Couples who remain in the lair even after separation may still cooperate for their businesses or children -- not unusual to see an ex helping out a business, though this mostly happens after several months have passed and much of the sting from the breakup has gone.[/list] [right][size=1][url=http://www1.flightrising.com/forums/cc/2323941#post_2323941][b]CONTENTS[/b][/url][/size] • [size=1][url=http://www1.flightrising.com/forums/cc/2323941/2#post_30507375][b]HC Hub[/b][/url][/size][/right] -----
PDNmiBP.png
.. { hc } relating
courtship, marriage, separation

» DATING
Courtship in the clan tends to take a long time. It's an intensely private, personal facet of life that doesn't get shared too often, and practices vary among breeds. One thing that's common is the presentation of material gifts, whether they're bought or made: The Disillusionists have a strong commercial bent, and material gifts are always fun. Bonus points if you made it with your bare claws, because that's boss as heck. (If it doesn't match the receiver's tastes, well, ~you tried~) Price doesn't really play a factor, as the aforementioned "strong commercial bent" means expensive gifts are likelier to be seen as assets to be sold or traded rather than as declarations of love.

Courting dragons generally live apart, but moving in with each other isn't unheard of. The lair only has a few spots that lend themselves well to dates -- the Terrace Garden, Bamboo Path, and Crispy Phoenix restaurant are the most popular. Dating couples may also visit nearby towns and cities or go for strolls along the beach. They may also work together in the same office or industry -- not unusual for romantic relationships to start (and sometimes end) with the dragons as business partners, or for one of the dragons to shift to a job that can let them help out their partner.

I know I mentioned earlier that courtship is "an intensely private facet of life", and for the most part this is true, but when the relationship starts becoming more serious, the rest of the clan will eventually notice. They may also want to get involved, and I swear this isn't as cringey as it sounds. Most Disillusionists are notorious gossips and absolutely adore hearing about who's courting whom, as well as all the sappy/gory details that go into declarations of love. Even some of the grimmest, sternest members will get all giddy if asked to help out -- and they may even waive their commission fees if they're asked to make courtship gifts! For true love! The best way to guarantee this is to praise your chosen artificer outrageously and then invite them to your wedding. Just don't ask them to be your bridesdrake or sponsor or whatever, though -- they will run away.

If your Disillusionist friends have about as much craftsmanship as a sack of rotting potatoes, do not fret -- for like sacks of potatoes dumped as fertilizer onto gorgeous flowerbeds, they can still help love bloom! They can yell "You got this!" and wave pompoms. Look, I never said it was significant help.

Anyway, have some juicy dating tidbits:
  • Breed headcanons:
    • As an ultimate declaration of trust, Pearlcatchers will allow their significant others to carry and care for their pearls.
    • In addition to collecting stuff on their own, Ridgies will borrow (yes, really) items from supportive clan members. They will use these to create cute bowers or spell sappy messages for their intended partners. Here's Adrastos doing that after overcoming some serious kleptomania.
    • Snappers will take their partners along with them when they follow their ancestors' routes. Along the way, they will tell stories about their families. If both dragons are Snappers, they will take turns and may eventually merge their families' trails into a single route.
  • Roxley and Kisharaq bonded over knitting. They used to sneak out of diplomacy classes and knit stuff together. Then they started looking up patterns for baby clothes and it really just kind of grew from there.
  • Faustino and Mara initially bonded over their shared adoration of cold, hard cash and their hobby of wringing the money out of other dragons' pockets. I'm being facetious; they adore each other for richer and for poorer, I swear. They then tried to set their respective Guardians up and ended up falling in love with each other instead.
  • But it still worked because Laurant eventually professed her love for Aidan with a ridiculous poem comparing her adoration for him to a dumpster fire. No one had ever written a poem for him before. The bar was not very high.
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» OFFICIATING
Weddings can be as fancy or as simple as the couple wants. The Disillusionists are generally not good at fancy-schmancy weddings. Most of them are allergic to formal clothes. Plus fancy weddings tend to drag on for a while, and no one really likes that, especially with the Crispy Phoenix beckoning nearby. Regardless of fanciness, simplicity, or duration, most weddings follow this pattern:
  1. Private proposal between partners. The dragons discuss whether to get married or not. If yes, a public proposal date is agreed upon.
  2. Public proposal. This is a planned event, and while a lot of dragons may be invited, it's a very simple, straightforward process. The pair formally proposes to each other in front of witnesses (usually clanmates, friends, and relatives) and then announces their willingness to marry each other. At this point, a wedding date may be announced, and invitations may be issued.
  3. Legal and/or religious stuff. Arrangements for property ownership, businesses, and so on. The "religious stuff" mentioned mostly comes into play if the dragons are of different Flights. It's generally not too heady and usually involves the dragons pledging to support their partner's god in addition to the one they already answer to.
  4. Actual wedding ceremony, again in front of witnesses. In contrast with the public proposal, the clan is more deeply involved, considering one dragon may be moving away from the clan, or into the clan, etc. The officiant "presents" the couple to the witnesses and reviews some salient points discussed during Step 3, like their jobs, deity affiliations, and so on. Vows are said and confirmed, and the priest says the "Speak now or forever hold your peace" thing.
    • If anyone says yes to this, the ceremony ends. The couple and the dissenting party will adjourn for discussion, usually presided over by the officiant, clan leaders, or other authority figures. If the claim is deemed insignificant, the dissenter gets kicked out (security may be involved), and the ceremony resumes. Significant claims are a whole other box of biscuits and are much the same as ours, including: previous undissolved marriage, false identity, serious crimes, etc.
  5. The officiant confirms the marriage, and the ceremony ends. The wedding party usually adjourns for the reception, and couples may soon depart on their honeymoon.
  6. At some point from Steps 2 onward, the clan and/or the couple might release an announcement of the wedding. This is mostly for the benefit of the public: for example, so that customers won't wonder why the artisans they want to hire have suddenly taken a one-month vacation (honeymoon).

Family sigils: My dragons don't have surnames, so their names stay the same when they marry (e.g. Mara Eltanin is still Mara Eltanin, not Mara E. Dyeus). The uniting of families is instead shown with family sigils. Each family has a sigil of its own. This can be any kind of symbol, from a simple rune to a more ornate crest. A dragon inherits the sigil from their parents. When the dragon is about to marry, one of the things they discuss with their partner is the creation of a new sigil. This new sigil usually incorporates elements from both dragons' families' sigils, but it can also be an entirely different design, though this is more common among dragons who are estranged from or never knew their families. Couples can hire artists to design sigils for them, but this is generally considered tacky and may offend the couples' families. A more acceptable method is for the couple to come up with a rough design and then have a professional artist refine it for them.

These sigils can be worn on all types of apparel. Mixed-breed couples may opt for different items, since the same kind might not be practical for them. For example, a Wildclaw/Guardian couple: the Wildclaw might prefer to wear the sigil on a ring; the Guardian might find that any rings they wear quickly get worn down, so they elect to wear the same sigil on a pendant or a headdress instead.

Since someone has already asked: No, I'm not going to draw each and every one of my dragons' sigils. That would make my head hurt so bad. :'D

Wedding gifts: Disillusionists are not too fussy about gifts, as long as they aren't illegal. As with courtship gifts, guests should be warned that any expensive gifts might be sold or traded away later on.

When giving to their own clanmates, most Disillusionists will go with things they made or gathered themselves. Not unusual for less skilled dragons to band together for a single gift. Artisans and performers may waive their talent fees or just straight-up ask for food.

These gifts are unacceptable to the Disillusionists: Beastclan familiars, unhatched eggs, and other dragons (though in the cases of vassals or servants, these can take new vows or allegiances or have their contracts transferred, with their understanding and consent).*

* This is just headcanon; I totally accept these as payment for stuff. Except maybe other dragons.

Venues and staff: The clan has a small chapel, and weddings are sometimes held here, though it's not unusual for couples to have their special day somewhere else. The clan priest, Radiance, usually officiates, but couples can also choose officiants from outside.

Disillusionists can use the chapel, the Crispy Phoenix, and other lair features for free in their weddings. Other clans can rent these and/or hire Radiance for a small fee. They can also hire Melqart the caterer for a not-so-small fee. If couples would like to hire performers they saw at his restaurant, he can try to connect them with said performer. Other Disillusionists can also be hired to perform at weddings and receptions: popular ones include Dante the MC, Tantris the bard, and Laurant the living synthesizer. Artists can also be hired for the aforementioned sigils and wedding attires, including Camillus the jeweler, Faustino the make-everything-or-die-trying-er, and Roxley the clothier.

Receptions: The Crispy Phoenix is the Disillusionists' go-to reception venue, bar none. Melqart usually gives clanmates a hefty discount and may even bring out special dishes, unavailable to the public, just for the event. If the party is large enough, the restaurant may turn away customers, but this is rare and more often than not, they are encouraged to join the party instead (at the married couple's expense, of course). Disillusionists are strongly encouraged to stay and help clean up once the party ends and the staff has gone home. The married couple is excused.

Honeymoons: The lair is a bad place for this. You are expected to go back to work the day after your wedding unless you can run away in time. Most Disillusionists wisely choose this route and go somewhere work can't reach them, i.e. far away from the Sunbeam Ruins. Among the Disillusionists, the most popular destinations are (in order): Viridian Labyrinth, the Sea of a Thousand Currents, and Windswept Plateau. Honeymoons don't often last long; given that most Disillusionists are into commerce, a lot of newlyweds get anxious about making money to recoup the wedding costs and come ambling back to work after a few weeks.

Oddly enough, given the clan's "get back to work" mentality, the Shifting Expanse is not a popular place for honeymoons.
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» SEPARATING
Separations happen for a variety of reasons -- the Disillusionists aren't really too curious about this, and anyway the more serious matters are handled outside the lair. (This is because A) objectivity is important in these cases, and B) the Disillusionists do not yet have any lawyers and judges among their ranks.)

If couples are unmarried, separations aren't too troublesome. They just stop being involved with each other, and that will be the end of it.

Married couples have to wade through more stuff. There are assessments to determine that the separation wasn't caused by anything overwhelmingly negative, e.g. one of the dragons has secretly been a serial killer all along. In particularly egregious cases, outside authorities will get involved and may dissolve the marriage for the safety of one or more dragons. Cases involving health are similarly referred to professionals.

Separations are judged on a case-by-case basis, but generally the following happens, regardless of whether the dragons are married or not:
  • Splitting up conjugal property can be the messiest part. A common practice is to take the couple's co-earned funds and split these 50/50.

    Property, especially businesses, is harder to divide. The clan mostly leaves this up to lawyers, though they may need to testify on the couple's behalf.
  • Clan administrators might become more involved, particularly when one of the dragons leaves for another clan. They need to make sure that funds and properties get transferred over correctly and that the remaining dragon (should they choose to stay) is given the support they need.
  • Much like surnames, when married dragons split up, they go back to using their previous sigils. It's considered bad form to reuse a sigil that belonged to a now-separated couple -- a bad omen for a marriage, akin to wishing misfortune upon your own relationship.
  • Children, being independent from the moment of hatching, are largely shielded from separation proceedings.
  • In the case of business co-owners, the clan may release a public notice explaining any changes in ownership, e.g. "X's Shop (formerly 'X and Y's Shop') is now owned and managed by Dragon X." This is done for the sake of remaining transparent with customers and also to avoid any awkward questions from them.
  • Forging new relationships, including remarriages, is encouraged. Couples who remain in the lair even after separation may still cooperate for their businesses or children -- not unusual to see an ex helping out a business, though this mostly happens after several months have passed and much of the sting from the breakup has gone.

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[right][size=1][url=http://www1.flightrising.com/forums/cc/2323941#post_2323941][b]CONTENTS[/b][/url][/size] • [size=1][url=http://www1.flightrising.com/forums/cc/2323941/2#post_30507375][b]HC Hub[/b][/url][/size][/right] [columns][center][url=http://www1.flightrising.com/forums/cc/1985777][img]https://i.imgur.com/RAS7foa.png[/img][/url][/center][nextcol][color=transparent]..[/color][nextcol][color=#BEA55D][font=garamond][size=7][size=4]{ headcanon } [b]spiritology[/b][/size][/size][/font][/color] [font=sylfaen][size=6][color=#556979]spirits and the spirit world[/color][/size][/font][/columns] The term "spirits" is probably not a very good one to use, as it applies to many different beings or phenomena. Before we go into those, there are a couple of terms to become familiar with first: [b]Second sight:[/b] The term "third eye" is also used, albeit rarely as it can cause confusion (what with Multi-Gaze and various skins and accents). "Second sight" refers to a dragon's ability to see things that aren't normally visible to the naked, unmagicked eye. These things largely include spirits and visions. There are also cases of dragons being able to see magical effects, signs of the Shade's touch, and so on. It's important to note that second sight should be considered on a case-by-case basis. For example, Dragon A has second sight but can only see ghosts, Dragon B can see both ghosts and visions of the past, and Dragon C can only detect auras. They all have second sight, just in different varieties, and to different degrees. Second sight is considered fairly common, but also poorly understood. You either have it or you don't. The overwhelming assumption is that it is linked to magic, and indeed, many dragons with second sight are also powerful mages in their own right. But this is not always the case; similarly, there are many powerful magic-users who completely lack second sight. It is also common for second sight to be inherited from a relative, but again, this seems to be patchy and difficult to predict. Some dragons obviously inherit it from a parent; others come from families that are otherwise completely mundane and ordinary, even going back several generations. There are also cases of dragons acquiring second sight through experience. They can be taught to develop this, or they develop it as a result of magical experiments or various non-magical experiences (e.g. Osmanthus developed second sight after a non-magical near-death experience). Second sight is seen as just another kind of talent, like being able to do sports well. Dragons react differently to it; unfortunately, there are recorded cases of dragons being persecuted for this ability. In the region where the Disillusionists live, however, the usual response is to find a mentor for the dragon in question, or to send them away to another clan in the hope that, through new connections, they will find one. It might be a bit unfair, but second-sighted dragons are generally expected to be able to deal with the things they see, e.g. a dragon who can see fairies is expected to know how to deal with them and banish them. Not all second-sighted dragons will have this knowledge, but those who do will often capitalize upon it and become professional spirit-wranglers and/or seers. This is a very lucrative profession, and it is common for second-sighted dragons to travel long distances to aid clans that have summoned them. Dragons tend to have mixed reactions to their own second sight. Those who develop it in childhood are generally better-adjusted, while those who develop it later in life often find themselves stunned by the new things they see, and often jumpy and nervous about them. Dragons belonging to this latter group may require counseling or magical aid (like obscuring spells) to dampen their second sight. There have been cases of dragons having mental breakdowns after developing second sight. There is a growing body of knowledge about the things that can be seen only by second-sighted dragons, but the nature of spirits and visions means that it's very difficult to experiment on them, so progress remains slow. As for the things that can be [i]seen[/i] with second sight, they, too, have mixed reactions to being perceived by dragons. The simpler ones will continue going about their business, but more intelligent beings might take interest in dragons that have noticed them. A common piece of advice to dragons with second sight is to never make eye contact with a spirit unless you know what to do next. Fairies are particularly notorious for inciting confrontations, and there are some larger elementals that actively prey on dragons. [b]The Spirit World:[/b] This is a rather nebulous concept, and given the number of seers and spirits around Sornieth, no one has yet reached an agreement on what it is. So the term "Spirit World" can refer to any or a combination of these:[list] [*] the plane of reality on which spirits can be seen. It is in the same world as our own, but only perceivable by those with second sight. [*] a dimension separate from our own. Some dragons make references to "crossing over" to this world using rituals, special items, or magical portals. [*] pocket dimensions contained in our reality. Separated to some degree, but not completely, i.e. some natural laws will work in those dimensions, the same as they do outside. [*] the Underworld, where the dead go [*] various lands of Faerie, inhabited by fairies and other spirits[/list] It's likelier that all these places should actually be given separate classifications and definitions, but most spiritologists agree that spirits can freely cross over from one to the other, e.g. a ghost can easily go from the Underworld, to Faerie, and then to the mortal plane before returning to the Underworld. Therefore, all of these can be referred to as the Spirit World. It's probably best to think of the Spirit World as a long street lined with clubs, where each club is a different worldlet. Spirits have membership cards to most or all of these clubs and can freely visit them, seers have limited access and might only be able to stroll down the street and look into the windows, and non-sighted dragons wouldn't be allowed onto the street at all. Currently, the Disillusionists recognize these kinds of spirits: [b][size=4][font=cambria][color=#BEA55D]»[/color] [color=#005F49]GHOSTS[/color][/font][/size][/b] What it says on the gravestone. These are the spirits of deceased dragons. The Disillusionists prefer the terms "the dead" and "the deceased", whereas "ghosts", while valid, is usually avoided by them. The dead occasionally wander through the lair. Most of them are really just passing through and mean no harm, which is great as the Disillusionists aren't really good with dead things. They can usually be detected hanging around the Grove of Memory, either because they're looking for various relatives or because they just like how peaceful and quiet the place is. Most Disillusionists don't want anything to do with ghosts. This can be chalked up to three reasons: A) encountering the ghost of a loved (or reviled) one can open up some old wounds, B) some Disillusionists are tremendous cowards, and C) some Disillusionists are not tremendous cowards but tend to go dumb when they encounter a problem they can't punch, stab, or throw money at. Disillusionists with second sight tend to be more accepting and less fearful of ghosts. Osmanthus the necromancer is your go-to clanmate for dealing with the dead. His special sight enables him to see ghosts of any kind; he can even see the souls of those about to die, and gauge how long they have left to live. Tamamayu is also much respected by ghosts, as it is she who maintains the Grove of Memory. Priests like Radiance are usually ignored by ghosts -- while they can still be commanded by deities, the gods usually ignore them, so they feel that ignoring the gods' servants is only fair. Hostile ghosts are rare and are considered borderline demonic. An example includes the forgotten king who impaled Origenes with a sword back when Origenes liked poking around in buildings that weren't his. Dragons may require specialized help to deal with these, such as professional necromancers or thaumaturges. Exorcism may degrade over time and allow the ghost to come back later; banishment requires more effort, but is largely permanent. Binding a ghost to a place or object ensures it won't be able to come back -- provided the place or object in question isn't destroyed. [center][url=http://flightrising.com/main.php?dragon=2177898][img]https://dl.dropboxusercontent.com/s/9mdlz7vt00fiv52/naturemid.png[/img][/url][/center] [b][size=4][font=cambria][color=#BEA55D]»[/color] [color=#005F49]FAIRIES[/color][/font][/size][/b] The Fair Folk being what they are, they are both inside and outside the Spirit World and can cross the veils between worlds like nobody's business. A couple of Disillusionists, Aurelie and Minuit, have had run-ins with them. The general consensus is that fairies are trouble, even if their intentions are good. Fairies are considered exceptionally powerful spirits. It's almost impossible for mortals to manipulate them -- they have to be bargained with or befriended instead. A fairy slighted is akin to a chronic illness: visiting unending pain and discomfort upon you, flaring into a disaster when you least expect it, and never really going away. Good fairies are generous, almost outrageously so, though caution must be heavily exercised when dealing with them, as their customs and morals are very, very different from that of mortals. Fairies do not really find the Disillusionists interesting. For possible exceptions, especially Minuit, there are ways to ensure that interested fairies still stay away. Iron remains a popular deterrent, as do certain herbs and charms. in this case, "fight fire with fire" works well, as the Disillusionists have been known to enlist fairy allies to get rid of any hostile spells wrought by the more unseelie folk. The Disillusionists aside, fairies are intrigued by mortal lives and customs, for a variety of reasons. Some see mortals as scientific curiosities; others, like Aurelie, become huge fans and try their darnedest to have the same experiences -- with varying effects on the unwitting mortal populace. Fairies tend to look very beautiful. Some of them may look more unsettling when viewed up close; others retain their radiant gorgeousness. Most dragons, upon looking at the fairy, will perceive no hint of their true nature, except maybe a subtle feeling of wrongness (face is too pretty, teeth are too even, etc.). Those with second sight can see right through these glamours, however. Some dragons who have no second sight, but who have spent much time around the Fair Folk (like Minuit), may also be able to instinctively tell who is and isn't a fairy. [b]"Faerie" or "fairy" or "fey"?[/b] In my lore, I use the following distinctions:[list] [*] "Faerie" is a noun, and refers only to the [i]world[/i] fairies hail from, e.g. a King of Faerie. [*] "Fairy" functions as both a noun and an adjective. As a noun, it refers to the [i]inhabitants[/i] of the world of Faerie. As an adjective, it describes fairy-related things. Example: "They were fairies of the Seelie Court." / "Fairy gifts should be accepted with care." "The Fair Folk" is a common epithet for fairies. [*] "Fey" has the same function as "fairy" but is very rarely used as it is often confused with "Fae" (breed). It more commonly appears in older literature.[/list] [center][url=http://flightrising.com/main.php?dragon=2177898][img]https://dl.dropboxusercontent.com/s/9mdlz7vt00fiv52/naturemid.png[/img][/url][/center] [b][size=4][font=cambria][color=#BEA55D]»[/color] [color=#005F49]KITSUNE[/color][/font][/size][/b] The Kitsune subspecies hub is a wonderful place for more in-depth information. What follows is how kitsune are handled in my own lore-- Like ghosts and elementals, kitsune are largely invisible to the naked eye. They are visible to those with second sight, and can reveal themselves to everybody when they take on a physical form. The Disillusionists are honestly kind of baffled by them and not really sure how to deal with them. They're generally just thought of as furry dragons that tend to disappear a lot. The resident kitsune have told their clanmates about Remnant. Some Disillusionists claim they remember hearing about it somewhere; they just don't know [i]where[/i]. Some of the more rabid explorers, i.e. Mara, Origenes, and Aurelie, are keen on going there and checking it out for themselves. * Exodus, while registered as a Wraith Kitsune, is not a kitsune in my own lore. [center][url=http://flightrising.com/main.php?dragon=2177898][img]https://dl.dropboxusercontent.com/s/9mdlz7vt00fiv52/naturemid.png[/img][/url][/center] [b][size=4][font=cambria][color=#BEA55D]»[/color] [color=#005F49]ELEMENTALS[/color][/font][/size][/b] These are creatures that are heavily inspired by the mushi from [i]Mushishi[/i], as well as other myths and traditions around the world (such as yokai). Elementals are largely fueled by magic and energy that corresponds to their own element, e.g. Light elementals feed on sunlight, firelight, Light magic, etc. Some of them can siphon energy directly from other living things or objects, however. They also look as though they are made of the magic they feed upon, resembling glowing, translucent animals or shapes. When they die, they do not decay -- instead, any energy left within them is dispersed throughout the environment. Two rough classes of elementals are recognized: [b]Lesser elementals:[/b] The term "lesser" denotes magical strength rather than size. These behave more like animals than anything else. They are not believed to be sentient. They come in many different forms; the most numerous look like overgrown bacteria, plankton, or algae. There are also slightly larger ones that resemble animals such as birds or snakes. Generally speaking, the smaller an elemental is, the less shy it is about moving in with dragons, and there are many lairs that play host to hundreds of small elementals. The larger, more animal-like ones tend to avoid dragons, instead dwelling in the wilderness or in hard-to-reach locations such as mountain peaks or arid deserts. Lesser elementals can be manipulated by many petty magics, such as the smell of certain herbs or smoke from fires. Like the bacteria or animals they resemble, they are best treated as a part of the environment, left alone unless they actually cause trouble. Smaller elementals can cause illnesses if their populations are left unchecked; when this happens, stronger magic may be required in order to remove them. Larger elementals tend to be solitary, and gatherings of these are very rare. Lesser elementals usually feed on magic and [i]are[/i] magic -- it is rare for them to manipulate and [i]cast[/i] magic. Some of the larger ones can do this, but generally only as a defensive tactic. In the elemental world, all kinds of lesser elementals are regarded as being at the bottom of the food chain. They are preyed upon by greater elementals. They can also be captured and used to power artifacts and spells, made into familiars, or simply kept as curiosities. [b]Greater elementals:[/b] These are usually larger than lesser elementals and are sentient, wielding strange and powerful magic of their own. Many of them resemble prehistoric beasts, grown grotesque and bloated on a rich diet of magic. They make their lairs in secluded places such as caves, the bottom of lakes and rivers, or high up among the clouds. Some of them are capable of speech, and many can communicate telepathically. Greater elementals prey on their lesser brethren, but there are records of them also devouring physical beings, including dragons and Beastclans. More sinister are the stories of them entrapping these beings and having children with them. After many, many years, a greater elemental's body starts to break down. One way to delay this is for the elemental to acquire a new body. Some of them do this by simply removing parts from other beings, but all too quickly the organic matter decays and the elemental must repeat the process all over again. Another way is for the elemental to produce a half-mortal, half-elemental child. It does this by capturing a mortal (dragons are preferred due to their great magic) and producing a child with them. Several eggs may be discarded until one is produced that can withstand the magic building up inside it. The resulting child seems completely draconic at first. It's only when they near adolescence that their magic begins to awaken. Draconic and elemental magic is often very unstable and easily dissipates. Without enough magic left, the half-breed will die, and so it must consume magical energy (in addition to the usual food and drinks) to stay alive. It is at this stage that the elemental usually takes over its offspring. It pours itself into the child, overloading them with magic and killing them from within. The elemental takes over the body -- like a matching organ donor, the transition is easier if the host body shares part of its substance with the elemental -- and the body becomes its new form. The elemental can extend its life for several centuries more, and then it can choose to fade away. More often than not, however, it finds a new mortal to prey upon, and the cycle of producing and taking over a new body begins again. Capturing greater elementals is possible, but incredibly difficult. Half-breeds seem to have more success with this. The elemental in question is usually forced into a vessel -- common materials include enchanted crystal or stone. The vessel is then stoppered with a magical seal, preferably one that can be removed only by the captor. They can then be deployed or recalled as needed, and thaumaturges will often use these spirits as part of their magical arsenal. Binding greater elementals to objects is even more difficult. Most elementals do not take kindly to being fettered and have been known to overload the object with magic, even if it means destroying themselves in the process. [b]Half-breeds:[/b] Not really elementals, and so can't be classified as spirits, but they are worth mentioning here. These are dragons (or other beings) that were sired or mothered by greater elementals. They often resemble real dragons, their other half manifesting only in their magic and their nature. Half-breeds that master their magic will almost always become powerful sorcerers, casting spells with an ease that would put higher-level thaumaturges to shame. Those with second sight can more easily detect their other nature, often perceiving it as extra appendages, lights within the body, or strange forms superimposed over the dragon. These magics and manifestations will vary from dragon to dragon, and are largely dependent on what kind of elemental parent they have. As previously mentioned, half-breeds must maintain their magic by consuming other magics. They do this chiefly by preying on lesser elementals, which they capture with a wide variety of spells. Half-breeds who have become spirit wranglers can also form partnerships with greater elementals. The usual arrangement is to keep the elemental constantly supplied with energy and then feed on negligible amounts of the greater elemental's magic. As the greater elemental feeds, it replenishes its magic, and the half-breed can siphon it out again. Because of this specialized diet, many half-breeds may live for centuries, their lifespans approaching that of greater elementals. Half-breeds are not well-understood; even they have trouble understanding themselves. They tend to distance themselves from "normal" dragons, particularly because their other nature attracts spirits (not just elementals) that might be troublesome. They are very careful not to let other dragons see how they feed on lesser elementals, as this can sometimes look very alarming. In the past, half-breeds were often persecuted, but nowadays there is a growing interest in the Spirit World, and half-breeds are as keen as anyone else to learn more about it. And they have more incentive to do so. While they are often close-mouthed towards normal dragons, they will open up considerably to other half-breeds, freely exchanging information about the spirits and the magic they have observed. This information is compiled and submitted to researchers, but only if the half-breed decides that they are worth sharing the information with. It is also common for a young half-breed to apprentice themselves to an older one so that they can learn more about their other nature: the spirits that brought them here, the ones they will need to feed upon, and how they can use their magic to fit in with the rest of dragonkind. [right][size=1][url=http://www1.flightrising.com/forums/cc/2323941#post_2323941][b]CONTENTS[/b][/url][/size] • [size=1][url=http://www1.flightrising.com/forums/cc/2323941/2#post_30507375][b]HC Hub[/b][/url][/size][/right] -----
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.. { headcanon } spiritology
spirits and the spirit world
The term "spirits" is probably not a very good one to use, as it applies to many different beings or phenomena. Before we go into those, there are a couple of terms to become familiar with first:

Second sight: The term "third eye" is also used, albeit rarely as it can cause confusion (what with Multi-Gaze and various skins and accents). "Second sight" refers to a dragon's ability to see things that aren't normally visible to the naked, unmagicked eye. These things largely include spirits and visions. There are also cases of dragons being able to see magical effects, signs of the Shade's touch, and so on. It's important to note that second sight should be considered on a case-by-case basis. For example, Dragon A has second sight but can only see ghosts, Dragon B can see both ghosts and visions of the past, and Dragon C can only detect auras. They all have second sight, just in different varieties, and to different degrees.

Second sight is considered fairly common, but also poorly understood. You either have it or you don't. The overwhelming assumption is that it is linked to magic, and indeed, many dragons with second sight are also powerful mages in their own right. But this is not always the case; similarly, there are many powerful magic-users who completely lack second sight. It is also common for second sight to be inherited from a relative, but again, this seems to be patchy and difficult to predict. Some dragons obviously inherit it from a parent; others come from families that are otherwise completely mundane and ordinary, even going back several generations. There are also cases of dragons acquiring second sight through experience. They can be taught to develop this, or they develop it as a result of magical experiments or various non-magical experiences (e.g. Osmanthus developed second sight after a non-magical near-death experience).

Second sight is seen as just another kind of talent, like being able to do sports well. Dragons react differently to it; unfortunately, there are recorded cases of dragons being persecuted for this ability. In the region where the Disillusionists live, however, the usual response is to find a mentor for the dragon in question, or to send them away to another clan in the hope that, through new connections, they will find one. It might be a bit unfair, but second-sighted dragons are generally expected to be able to deal with the things they see, e.g. a dragon who can see fairies is expected to know how to deal with them and banish them. Not all second-sighted dragons will have this knowledge, but those who do will often capitalize upon it and become professional spirit-wranglers and/or seers. This is a very lucrative profession, and it is common for second-sighted dragons to travel long distances to aid clans that have summoned them.

Dragons tend to have mixed reactions to their own second sight. Those who develop it in childhood are generally better-adjusted, while those who develop it later in life often find themselves stunned by the new things they see, and often jumpy and nervous about them. Dragons belonging to this latter group may require counseling or magical aid (like obscuring spells) to dampen their second sight. There have been cases of dragons having mental breakdowns after developing second sight. There is a growing body of knowledge about the things that can be seen only by second-sighted dragons, but the nature of spirits and visions means that it's very difficult to experiment on them, so progress remains slow.

As for the things that can be seen with second sight, they, too, have mixed reactions to being perceived by dragons. The simpler ones will continue going about their business, but more intelligent beings might take interest in dragons that have noticed them. A common piece of advice to dragons with second sight is to never make eye contact with a spirit unless you know what to do next. Fairies are particularly notorious for inciting confrontations, and there are some larger elementals that actively prey on dragons.

The Spirit World: This is a rather nebulous concept, and given the number of seers and spirits around Sornieth, no one has yet reached an agreement on what it is. So the term "Spirit World" can refer to any or a combination of these:
  • the plane of reality on which spirits can be seen. It is in the same world as our own, but only perceivable by those with second sight.
  • a dimension separate from our own. Some dragons make references to "crossing over" to this world using rituals, special items, or magical portals.
  • pocket dimensions contained in our reality. Separated to some degree, but not completely, i.e. some natural laws will work in those dimensions, the same as they do outside.
  • the Underworld, where the dead go
  • various lands of Faerie, inhabited by fairies and other spirits
It's likelier that all these places should actually be given separate classifications and definitions, but most spiritologists agree that spirits can freely cross over from one to the other, e.g. a ghost can easily go from the Underworld, to Faerie, and then to the mortal plane before returning to the Underworld. Therefore, all of these can be referred to as the Spirit World. It's probably best to think of the Spirit World as a long street lined with clubs, where each club is a different worldlet. Spirits have membership cards to most or all of these clubs and can freely visit them, seers have limited access and might only be able to stroll down the street and look into the windows, and non-sighted dragons wouldn't be allowed onto the street at all.

Currently, the Disillusionists recognize these kinds of spirits:

» GHOSTS
What it says on the gravestone. These are the spirits of deceased dragons. The Disillusionists prefer the terms "the dead" and "the deceased", whereas "ghosts", while valid, is usually avoided by them.

The dead occasionally wander through the lair. Most of them are really just passing through and mean no harm, which is great as the Disillusionists aren't really good with dead things. They can usually be detected hanging around the Grove of Memory, either because they're looking for various relatives or because they just like how peaceful and quiet the place is.

Most Disillusionists don't want anything to do with ghosts. This can be chalked up to three reasons: A) encountering the ghost of a loved (or reviled) one can open up some old wounds, B) some Disillusionists are tremendous cowards, and C) some Disillusionists are not tremendous cowards but tend to go dumb when they encounter a problem they can't punch, stab, or throw money at. Disillusionists with second sight tend to be more accepting and less fearful of ghosts.

Osmanthus the necromancer is your go-to clanmate for dealing with the dead. His special sight enables him to see ghosts of any kind; he can even see the souls of those about to die, and gauge how long they have left to live. Tamamayu is also much respected by ghosts, as it is she who maintains the Grove of Memory. Priests like Radiance are usually ignored by ghosts -- while they can still be commanded by deities, the gods usually ignore them, so they feel that ignoring the gods' servants is only fair.

Hostile ghosts are rare and are considered borderline demonic. An example includes the forgotten king who impaled Origenes with a sword back when Origenes liked poking around in buildings that weren't his. Dragons may require specialized help to deal with these, such as professional necromancers or thaumaturges. Exorcism may degrade over time and allow the ghost to come back later; banishment requires more effort, but is largely permanent. Binding a ghost to a place or object ensures it won't be able to come back -- provided the place or object in question isn't destroyed.
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» FAIRIES
The Fair Folk being what they are, they are both inside and outside the Spirit World and can cross the veils between worlds like nobody's business. A couple of Disillusionists, Aurelie and Minuit, have had run-ins with them. The general consensus is that fairies are trouble, even if their intentions are good.

Fairies are considered exceptionally powerful spirits. It's almost impossible for mortals to manipulate them -- they have to be bargained with or befriended instead. A fairy slighted is akin to a chronic illness: visiting unending pain and discomfort upon you, flaring into a disaster when you least expect it, and never really going away. Good fairies are generous, almost outrageously so, though caution must be heavily exercised when dealing with them, as their customs and morals are very, very different from that of mortals.

Fairies do not really find the Disillusionists interesting. For possible exceptions, especially Minuit, there are ways to ensure that interested fairies still stay away. Iron remains a popular deterrent, as do certain herbs and charms. in this case, "fight fire with fire" works well, as the Disillusionists have been known to enlist fairy allies to get rid of any hostile spells wrought by the more unseelie folk.

The Disillusionists aside, fairies are intrigued by mortal lives and customs, for a variety of reasons. Some see mortals as scientific curiosities; others, like Aurelie, become huge fans and try their darnedest to have the same experiences -- with varying effects on the unwitting mortal populace.

Fairies tend to look very beautiful. Some of them may look more unsettling when viewed up close; others retain their radiant gorgeousness. Most dragons, upon looking at the fairy, will perceive no hint of their true nature, except maybe a subtle feeling of wrongness (face is too pretty, teeth are too even, etc.). Those with second sight can see right through these glamours, however. Some dragons who have no second sight, but who have spent much time around the Fair Folk (like Minuit), may also be able to instinctively tell who is and isn't a fairy.

"Faerie" or "fairy" or "fey"?
In my lore, I use the following distinctions:
  • "Faerie" is a noun, and refers only to the world fairies hail from, e.g. a King of Faerie.
  • "Fairy" functions as both a noun and an adjective. As a noun, it refers to the inhabitants of the world of Faerie. As an adjective, it describes fairy-related things. Example: "They were fairies of the Seelie Court." / "Fairy gifts should be accepted with care."
    "The Fair Folk" is a common epithet for fairies.
  • "Fey" has the same function as "fairy" but is very rarely used as it is often confused with "Fae" (breed). It more commonly appears in older literature.
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» KITSUNE
The Kitsune subspecies hub is a wonderful place for more in-depth information. What follows is how kitsune are handled in my own lore--

Like ghosts and elementals, kitsune are largely invisible to the naked eye. They are visible to those with second sight, and can reveal themselves to everybody when they take on a physical form. The Disillusionists are honestly kind of baffled by them and not really sure how to deal with them. They're generally just thought of as furry dragons that tend to disappear a lot.

The resident kitsune have told their clanmates about Remnant. Some Disillusionists claim they remember hearing about it somewhere; they just don't know where. Some of the more rabid explorers, i.e. Mara, Origenes, and Aurelie, are keen on going there and checking it out for themselves.

* Exodus, while registered as a Wraith Kitsune, is not a kitsune in my own lore.
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» ELEMENTALS
These are creatures that are heavily inspired by the mushi from Mushishi, as well as other myths and traditions around the world (such as yokai). Elementals are largely fueled by magic and energy that corresponds to their own element, e.g. Light elementals feed on sunlight, firelight, Light magic, etc. Some of them can siphon energy directly from other living things or objects, however. They also look as though they are made of the magic they feed upon, resembling glowing, translucent animals or shapes. When they die, they do not decay -- instead, any energy left within them is dispersed throughout the environment.

Two rough classes of elementals are recognized:

Lesser elementals: The term "lesser" denotes magical strength rather than size. These behave more like animals than anything else. They are not believed to be sentient. They come in many different forms; the most numerous look like overgrown bacteria, plankton, or algae. There are also slightly larger ones that resemble animals such as birds or snakes. Generally speaking, the smaller an elemental is, the less shy it is about moving in with dragons, and there are many lairs that play host to hundreds of small elementals. The larger, more animal-like ones tend to avoid dragons, instead dwelling in the wilderness or in hard-to-reach locations such as mountain peaks or arid deserts.

Lesser elementals can be manipulated by many petty magics, such as the smell of certain herbs or smoke from fires. Like the bacteria or animals they resemble, they are best treated as a part of the environment, left alone unless they actually cause trouble. Smaller elementals can cause illnesses if their populations are left unchecked; when this happens, stronger magic may be required in order to remove them. Larger elementals tend to be solitary, and gatherings of these are very rare.

Lesser elementals usually feed on magic and are magic -- it is rare for them to manipulate and cast magic. Some of the larger ones can do this, but generally only as a defensive tactic. In the elemental world, all kinds of lesser elementals are regarded as being at the bottom of the food chain. They are preyed upon by greater elementals. They can also be captured and used to power artifacts and spells, made into familiars, or simply kept as curiosities.

Greater elementals: These are usually larger than lesser elementals and are sentient, wielding strange and powerful magic of their own. Many of them resemble prehistoric beasts, grown grotesque and bloated on a rich diet of magic. They make their lairs in secluded places such as caves, the bottom of lakes and rivers, or high up among the clouds. Some of them are capable of speech, and many can communicate telepathically.

Greater elementals prey on their lesser brethren, but there are records of them also devouring physical beings, including dragons and Beastclans. More sinister are the stories of them entrapping these beings and having children with them.

After many, many years, a greater elemental's body starts to break down. One way to delay this is for the elemental to acquire a new body. Some of them do this by simply removing parts from other beings, but all too quickly the organic matter decays and the elemental must repeat the process all over again. Another way is for the elemental to produce a half-mortal, half-elemental child. It does this by capturing a mortal (dragons are preferred due to their great magic) and producing a child with them. Several eggs may be discarded until one is produced that can withstand the magic building up inside it.

The resulting child seems completely draconic at first. It's only when they near adolescence that their magic begins to awaken. Draconic and elemental magic is often very unstable and easily dissipates. Without enough magic left, the half-breed will die, and so it must consume magical energy (in addition to the usual food and drinks) to stay alive.

It is at this stage that the elemental usually takes over its offspring. It pours itself into the child, overloading them with magic and killing them from within. The elemental takes over the body -- like a matching organ donor, the transition is easier if the host body shares part of its substance with the elemental -- and the body becomes its new form. The elemental can extend its life for several centuries more, and then it can choose to fade away. More often than not, however, it finds a new mortal to prey upon, and the cycle of producing and taking over a new body begins again.

Capturing greater elementals is possible, but incredibly difficult. Half-breeds seem to have more success with this. The elemental in question is usually forced into a vessel -- common materials include enchanted crystal or stone. The vessel is then stoppered with a magical seal, preferably one that can be removed only by the captor. They can then be deployed or recalled as needed, and thaumaturges will often use these spirits as part of their magical arsenal.

Binding greater elementals to objects is even more difficult. Most elementals do not take kindly to being fettered and have been known to overload the object with magic, even if it means destroying themselves in the process.

Half-breeds: Not really elementals, and so can't be classified as spirits, but they are worth mentioning here. These are dragons (or other beings) that were sired or mothered by greater elementals. They often resemble real dragons, their other half manifesting only in their magic and their nature. Half-breeds that master their magic will almost always become powerful sorcerers, casting spells with an ease that would put higher-level thaumaturges to shame. Those with second sight can more easily detect their other nature, often perceiving it as extra appendages, lights within the body, or strange forms superimposed over the dragon. These magics and manifestations will vary from dragon to dragon, and are largely dependent on what kind of elemental parent they have.

As previously mentioned, half-breeds must maintain their magic by consuming other magics. They do this chiefly by preying on lesser elementals, which they capture with a wide variety of spells. Half-breeds who have become spirit wranglers can also form partnerships with greater elementals. The usual arrangement is to keep the elemental constantly supplied with energy and then feed on negligible amounts of the greater elemental's magic. As the greater elemental feeds, it replenishes its magic, and the half-breed can siphon it out again. Because of this specialized diet, many half-breeds may live for centuries, their lifespans approaching that of greater elementals.

Half-breeds are not well-understood; even they have trouble understanding themselves. They tend to distance themselves from "normal" dragons, particularly because their other nature attracts spirits (not just elementals) that might be troublesome. They are very careful not to let other dragons see how they feed on lesser elementals, as this can sometimes look very alarming. In the past, half-breeds were often persecuted, but nowadays there is a growing interest in the Spirit World, and half-breeds are as keen as anyone else to learn more about it. And they have more incentive to do so. While they are often close-mouthed towards normal dragons, they will open up considerably to other half-breeds, freely exchanging information about the spirits and the magic they have observed. This information is compiled and submitted to researchers, but only if the half-breed decides that they are worth sharing the information with. It is also common for a young half-breed to apprentice themselves to an older one so that they can learn more about their other nature: the spirits that brought them here, the ones they will need to feed upon, and how they can use their magic to fit in with the rest of dragonkind.

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[center][color=#BBBABF][size=1][b]PREV.[/b][/size] [size=2][url=http://www1.flightrising.com/forums/cc/2323941/52#post_40406416]Dragon[/url] | [url=http://www1.flightrising.com/forums/cc/2323941/1#post_2323941]Contents[/url] • Characters [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507351]A-M[/url] [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507353]N-Z[/url] • [url=https://www1.flightrising.com/forums/cc/2323941/2#post_30507380]NPC Lore[/url] | [/size][size=1][b]NEXT[/b][/size] [size=2][url=NEXT]Dragon[/url][/color][/size][/center] ----- [right][url=http://flightrising.com/main.php?dragon=48096757][img]http://flightrising.com/rendern/coliseum/portraits/480968/48096757.png[/img][/url] [size=2][color=#9494A9][url=http://flightrising.com/main.php?dragon=48096757]profile[/url] • back to[/color] [url=http://www1.flightrising.com/forums/cc/2323941/52#post_40406444]main post[/url][/right] [columns][center][item=eerie cloth trappings][/center][nextcol][color=transparent]..[/color][nextcol][color=#A261CF][font=garamond][size=7][size=4]{ a story for strix }[/size][/size][/font][/color] [size=2]written by Disillusionist [color=#9494A9]655 words[/color][/size][/columns] [color=#8A0349]She has existed for so long that her first waking memory has been lost to time. Instead, there are scattered images and impressions. She wakes as the sun goes down and stares out, enraptured, at the light staining the sky. Red upon deep purple with the faintest glints of gold, eventually shading into deep, deep black. Her scarlet wings stroke the air, and away she flies.... She recalls when dragonkind first came to these steep desert crags. Rough beasts with simple belongings, fumbling their way through the uncharted wilderness. Some of them looked like her, but that was only as far as it went; beneath the scales, she was very much a different creature. She approached them, and they spoke to her. They were all smiles and warmth and kindness. “Oh! Hey there! What’s a young and pretty thing like you doing way out in the middle of nowhere?” She didn’t remember what she first said in return. She never does, because honestly, it never matters. She could tell them that she eats hatchlings alive for breakfast, and it still wouldn’t matter. At the sound of her croon, the dragons lean in closer. Their gazes become soft. Unfocused. “Really. Tell me more,” they sigh. She leads them away into the darkness, and there she begins to feed.... In the earliest days, there were few dragons in the Shifting Expanse, but soon more came, and more. They built towns that sprawled over the hills and encroached upon the high white crags. She looked at the dark shadow of civilization pressing against the lower walls of her home, and again, something within her stirred. [i]Caution.[/i] She had to be more careful now. Perhaps move somewhere less densely populated, but if she was careful, she would survive.[/color] [url=http://www1.flightrising.com/forums/cc/2257922][img]https://i.imgur.com/a7PN2kC.png[/img][/url] [color=#8A0349]The officers stood over the body. A Mirror, recently arrived from inland. He wore simple clothes and a shocked expression, and the life had been drained from his body neatly, as though siphoned out by a syringe. The detective turned to the Mirror’s acquaintance. The young Pearlcatcher had gone looking for her friend; it was she who’d first found his body. In a trembling voice, she described the dragon she’d seen with him the night before. “They were...small, I guess.” “You guess?” The Pearlcatcher paused. She blinked blearily. Why couldn’t she remember? She concentrated harder, clutching her pearl to her chest. Something else was flickering in her mind. Brightness, a memory... “Red wings. They had...red wings. They were so bright...” Her eyes watered just thinking about it, and then she could say no more. The officers thanked her for her time. They added the report to a folder, and in time it was forgotten. Similar stories still crop up from time to time, of dragons led away by a mysterious person and then found dead the next morning. Their faces wear shock; their life has left them. Presumably their assailant flies straight up into the air after the murder, for no tracks are ever found leading away from the body. As for the creature who leads those poor dragons away, accounts differ. Red wings are sometimes mentioned. It’s more common to hear tell of a sleek, dark body. Nobody can seem to agree on their size or gender. The night obscures many things, and this strange stalker hunts exclusively at night. In time, a composite image is produced: a being with glowing red eyes (to see better in the dark, you know), colossal in stature (how else would they overpower those Imperials and Guardians?), and as black as the night (the better to hunt in the shadows). The red wings trail behind them like a cape; everyone agrees on the red wings now, because they make the creature look so much scarier. No one ever suspects the delicate Nocturne with bright-colored scales and sparkling blue eyes. But then again, why would they? She’s such a young and pretty thing, after all.[/color] [right][font=Copperplate Gothic Light][color=#A261CF][size=5][b]~ The End[/b][/color][/size][/font][/right] [size=2][color=#9494A9][b]Note:[/b] This story was written as an adoption fee for the [url=http://www1.flightrising.com/forums/raf/2608308]Writer's Hatchery[/url].[/color][/size] ----- [center][color=#BBBABF][size=1][b]PREV.[/b][/size] [size=2][url=http://www1.flightrising.com/forums/cc/2323941/52#post_40406416]Dragon[/url] | [url=http://www1.flightrising.com/forums/cc/2323941/1#post_2323941]Contents[/url] • Characters [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507351]A-M[/url] [url=http://www1.flightrising.com/forums/cc/2323941/1#post_30507353]N-Z[/url] • [url=https://www1.flightrising.com/forums/cc/2323941/2#post_30507380]NPC Lore[/url] | [/size][size=1][b]NEXT[/b][/size] [size=2][url=NEXT]Dragon[/url][/color][/size][/center]
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Eerie Cloth Trappings
.. { a story for strix }
written by Disillusionist
655 words
She has existed for so long that her first waking memory has been lost to time. Instead, there are scattered images and impressions. She wakes as the sun goes down and stares out, enraptured, at the light staining the sky. Red upon deep purple with the faintest glints of gold, eventually shading into deep, deep black.

Her scarlet wings stroke the air, and away she flies....

She recalls when dragonkind first came to these steep desert crags. Rough beasts with simple belongings, fumbling their way through the uncharted wilderness. Some of them looked like her, but that was only as far as it went; beneath the scales, she was very much a different creature.

She approached them, and they spoke to her. They were all smiles and warmth and kindness.

“Oh! Hey there! What’s a young and pretty thing like you doing way out in the middle of nowhere?”

She didn’t remember what she first said in return. She never does, because honestly, it never matters. She could tell them that she eats hatchlings alive for breakfast, and it still wouldn’t matter. At the sound of her croon, the dragons lean in closer. Their gazes become soft. Unfocused. “Really. Tell me more,” they sigh.

She leads them away into the darkness, and there she begins to feed....

In the earliest days, there were few dragons in the Shifting Expanse, but soon more came, and more. They built towns that sprawled over the hills and encroached upon the high white crags. She looked at the dark shadow of civilization pressing against the lower walls of her home, and again, something within her stirred. Caution. She had to be more careful now. Perhaps move somewhere less densely populated, but if she was careful, she would survive.


a7PN2kC.png
The officers stood over the body. A Mirror, recently arrived from inland. He wore simple clothes and a shocked expression, and the life had been drained from his body neatly, as though siphoned out by a syringe.

The detective turned to the Mirror’s acquaintance. The young Pearlcatcher had gone looking for her friend; it was she who’d first found his body. In a trembling voice, she described the dragon she’d seen with him the night before.

“They were...small, I guess.”

“You guess?”

The Pearlcatcher paused. She blinked blearily. Why couldn’t she remember? She concentrated harder, clutching her pearl to her chest. Something else was flickering in her mind. Brightness, a memory...

“Red wings. They had...red wings. They were so bright...” Her eyes watered just thinking about it, and then she could say no more.

The officers thanked her for her time. They added the report to a folder, and in time it was forgotten.

Similar stories still crop up from time to time, of dragons led away by a mysterious person and then found dead the next morning. Their faces wear shock; their life has left them. Presumably their assailant flies straight up into the air after the murder, for no tracks are ever found leading away from the body.

As for the creature who leads those poor dragons away, accounts differ. Red wings are sometimes mentioned. It’s more common to hear tell of a sleek, dark body. Nobody can seem to agree on their size or gender. The night obscures many things, and this strange stalker hunts exclusively at night.

In time, a composite image is produced: a being with glowing red eyes (to see better in the dark, you know), colossal in stature (how else would they overpower those Imperials and Guardians?), and as black as the night (the better to hunt in the shadows). The red wings trail behind them like a cape; everyone agrees on the red wings now, because they make the creature look so much scarier.

No one ever suspects the delicate Nocturne with bright-colored scales and sparkling blue eyes. But then again, why would they? She’s such a young and pretty thing, after all.


~ The End

Note: This story was written as an adoption fee for the Writer's Hatchery.
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