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TOPIC | {sub} Rusalki: A Necromancer Divergence
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[center][img]https://i.imgur.com/rmAhIPg.jpg[/img][/center] [center][color=navy][b]Intro | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980379]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980492]Breed Standards[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980495]Eye/Apparel/Familiar Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980509]Ancients 1[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980513]Ancients 2[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357708]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357709]Breeders/Pinglists/Additional Credits[/url][/b][/color] [/center] [i]“The Water Flight is weak, defenceless. They are headless and have no direction for the future. They are ripe for the taking; they will be easy converts to the ways of the Mother.” [right]~~[i]unnamed Council Necromancer[/i][/right] [i]“It will not be so easy. They have shared a border with us for millennia; they know their own weaknesses and they know how to contain waterborne pathogens. Gaining their trust will not be easy, but it is necessary.”[/i] [right]~~[i][url=https://www1.flightrising.com/dragon/64011498]Achlys[/url], Advocating Council Necromancer[/i][/right] Ever watchful for opportunities to expand the influence and doctrines of the Plaguebringer, the [url=https://www1.flightrising.com/forums/qnc/2903785/1#post_2903785]Necromantic Council[/url] began to formulate a plan for infiltrating the nearby Water flight, seeing that the return of the Tidelord was delayed. Those Necromancers who lived there, whether as part of the regional Council or simply by birth, were quick to advise the Council of several things: Firstly, the Water Flight in general is suspicious of Plague dragons of any sort. They are acutely conscious of their own weakness to Plague magic and highly sensitive to waterborne pathogens. They thus have developed protocols and specialized spells able to contain Plague magic launched in an attack. Secondly, the monstrous creatures in the depths of the Leviathan Trench remain deadly adversaries to Water dragons (re: Wave Sweeper (Plague) and Mantarune (Ice), are strong against Water), despite centuries of never-ending warfare between the creatures of the deep and the dragons who defend their home. Many secret warrior societies exist in the Trench, specializing in the defensive magic against Plague and Ice attacks in particular. Thus, any dragon who provided weapons or strategies against these adversaries might be grudgingly accepted by these societies, "for as we know: 'the enemy of my enemy is my friend'," as one Councillor put it. Thirdly, while Water dragons claim to all have prophetic gifts, such gifts are actually rare, and much more so after the disappearance of the Tidelord. Many former seers are reduced to improvisation and deception as a result of their deity's silence. With these facts, the Council devised a plan of infiltration. Three groups were sent forth deep into Water territory. The first group, mainly composed of Holy Knights and Hunters, were sent as an expression of goodwill into the depths of the Leviathan Trench, where alongside native Water dragons they learned to fight the dreaded leviathans, shadebeasts, and even Lichs. The second group stayed near the Water-Plague border, where Infectionists and Mutagists worked to experiment with subtle pathogens that could thrive underwater and yet not be immediately neutralized as a threat. And the third and final group, consisting of Oracles, Priests, and Missionaries, began the long and difficult task of conversion. Their task was more subtle--a vague prophecy here, an omen reading there--but a slow buildup to a more radical change: getting the Water denizens to trust the Plaguebringer and Her Oracles over the Tidelord and His seers. This is a Divergence, a spin-off of the [url=https://www1.flightrising.com/forums/drs/2412017#post_2412017]Necromancer subspecies[/url] created by @/TheCell and @/3idolon. Necromancer lore used with permission.
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“The Water Flight is weak, defenceless. They are headless and have no direction for the future. They are ripe for the taking; they will be easy converts to the ways of the Mother.”
~~unnamed Council Necromancer

“It will not be so easy. They have shared a border with us for millennia; they know their own weaknesses and they know how to contain waterborne pathogens. Gaining their trust will not be easy, but it is necessary.”
~~Achlys, Advocating Council Necromancer

Ever watchful for opportunities to expand the influence and doctrines of the Plaguebringer, the Necromantic Council began to formulate a plan for infiltrating the nearby Water flight, seeing that the return of the Tidelord was delayed. Those Necromancers who lived there, whether as part of the regional Council or simply by birth, were quick to advise the Council of several things:

Firstly, the Water Flight in general is suspicious of Plague dragons of any sort. They are acutely conscious of their own weakness to Plague magic and highly sensitive to waterborne pathogens. They thus have developed protocols and specialized spells able to contain Plague magic launched in an attack.

Secondly, the monstrous creatures in the depths of the Leviathan Trench remain deadly adversaries to Water dragons (re: Wave Sweeper (Plague) and Mantarune (Ice), are strong against Water), despite centuries of never-ending warfare between the creatures of the deep and the dragons who defend their home. Many secret warrior societies exist in the Trench, specializing in the defensive magic against Plague and Ice attacks in particular. Thus, any dragon who provided weapons or strategies against these adversaries might be grudgingly accepted by these societies, "for as we know: 'the enemy of my enemy is my friend'," as one Councillor put it.

Thirdly, while Water dragons claim to all have prophetic gifts, such gifts are actually rare, and much more so after the disappearance of the Tidelord. Many former seers are reduced to improvisation and deception as a result of their deity's silence.

With these facts, the Council devised a plan of infiltration. Three groups were sent forth deep into Water territory. The first group, mainly composed of Holy Knights and Hunters, were sent as an expression of goodwill into the depths of the Leviathan Trench, where alongside native Water dragons they learned to fight the dreaded leviathans, shadebeasts, and even Lichs. The second group stayed near the Water-Plague border, where Infectionists and Mutagists worked to experiment with subtle pathogens that could thrive underwater and yet not be immediately neutralized as a threat. And the third and final group, consisting of Oracles, Priests, and Missionaries, began the long and difficult task of conversion. Their task was more subtle--a vague prophecy here, an omen reading there--but a slow buildup to a more radical change: getting the Water denizens to trust the Plaguebringer and Her Oracles over the Tidelord and His seers.

This is a Divergence, a spin-off of the Necromancer subspecies created by @/TheCell and @/3idolon. Necromancer lore used with permission.
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The plans of the Council would have come to nothing, however, if one particular Necromancer had not made a discovery, deep in the darkest part of the Leviathan Trench. Beside a volcanic vent, proliferating rapidly in the warmth, grew a strain of bacteria different from any the Plaguebringer had known. Unlike the Blessed Strains of the Mother, this microbe did not infect other organisms, nor did it cause disease. It simply lived and thrived, here in one of the most inhospitable places in all of Sornieth.

Many Necromancers would have ignored such a discovery, but this one was a Mutagist, ever curious. He called the microbe into himself, and it came and lived and thrived. Unlike the gifts of the Mother, it caused no reaction; it merely intermingled with the Plague in his blood.

More Mutagists came and continued to experiment, and gradually they observed that changes did occur to the body of the Necromancers who adopted this microbe. They developed the ability to breathe underwater, something that many Necromancers lacked unless Waterborn, for it required the blessing of the Tidelord. In addition, their namesake stripes became waterlogged and dark blue, and their bodies and wings shifted to a blue hue as well. Sometimes it was a dark, abyssal blue, blending in perfectly with the murky darkness. Other times it was a pale, nearly translucent blue that stood out in the depths as a ghostly white, yet blended in perfectly in the shallower waters.

More experimentation showed that the symbiotic microbe could be transferred from dragon to dragon by a Necromancer, in much the same way as any disease from the Wyrmwound. However, only a Necromancer attuned to microbes in their bloodstream would be sensitive enough to the microbe to mutate.

This discovery ran like wildfire through the ranks of the Necromancers. With the ability to mimic the blessing of the Tidelord, dragons thronged to the Sea in order to join the ranks of the infiltrators.

Any dragon wishing to join the ranks of the Rusalki, as they came to be called, must first pass the Necromantic Trials. Only Necromancers are given the privilege of re-training to infiltrate the Water Flight. Necroservi, Wraiths, Ghouls, and Neutralized Ghouls may not undergo the rigorous further training. Although a Rusalka may choose to follow Necromantic tradition and select a Servus, this is rare and only possible in a clan where they are fully welcomed.

After receiving the symbiotic microbe, their training begins much the same way as any exaltee to the Tidelord: learning how to swim, how to fight underwater, how to find food, and how to identify friendly or unfriendly beasts or Maren.

The second level of training plunges the new recruits deep into the Leviathan Trench, where alongside Exalted Ones, Water Necromancers, and native-born Guardians they are immersed in the skills of hunting down the fabled beasts in the depths of the abyss. This process takes several months, sometimes years. During the Necromancer’s time in the Trench, their scales begin to take on hues that are more suitable for underwater living. They have now adapted into a true Rusalka.

The third level of training takes place near the Drowned Sanctum, where the Water Necromantic Council meets. Now perfectly adapted to aquatic life, the Rusalka is reintroduced to Plague magic. They become adept at releasing waterborne pathogens to track their prey and develop an understanding and control of native water bacteria, such as the natural saponifying bacteria that neutralize oil seeps. Once mastery is achieved, the Deephunter is deployed back to the Leviathan Trench, the Witness is sent travelling, the Oracle is assigned to a specific Water clan to begin the indoctrination process, and the Mutagist remains near the Sanctum or along the Water-Plague border. Most are assigned in pairs, for mutual assistance and protection, as only a well-established Rusalka will be able to utilize a Necroservus.

Underwater Oracles utilize a variety of different methods of “reading” the Mother’s will. Sometimes they release a thin stream of plague directly into the surrounding water, reading significance in the way it drifts in the currents. Other times they will use a familiar, but never a Beastclan or one of cultural significance to the Water dragons. The Priest’s duties are usually quiet, covert inoculation. Sometimes the inoculated dragons are not fully aware of the significance; they may be told that they are being given some measure of protection against disease, particularly if they plan to be traveling to the Plague border or even into the Plaguelands. The deception is held necessary by the Necromancers and Rusalki in order to prevent widespread panic among their clan.

The Deephunter is specifically designed to hunt Lichs, although some will hunt other massive underwater leviathans or Shadebeasts as well. Mercenary in methods, they will travel from clan to clan seeking monsters to be killed. The modus operandi depends on the individual Rusalka. Many use their Lich-like appearance as a way to get close to Lichs, or even groups of Lichs, and gain their trust before betraying them. The most effective spies are those with the darkest markings. Others will use their skill with waterborne pathogens to search the depths, and then mount an all-out war campaign in a group. Still others approach in male-female pairs: after observing the Lich’s patterns of attraction, the one will attempt to seduce the Lich while the other waits in the shadows to strike. Some Deephunters have become so dedicated to their task of monster and Lich hunting that they have disappeared in the unexplored Outer Ocean. Few have returned to report on their adventures.

Any Rusalka that chooses to leave the Sea of the Thousand Currents and attempt to spread the message of the Plaguebringer under the guise of a Water sage is called a Journeyman. Journeymen can be of any Talon specialty and live in any lair; they are often wandering bards or priests, travelling from region to region.


RELATIONSHIP WITH NECROMANCERS AND THE COUNCIL

Rusalki are one of the first Divergences to develop under the authority of and with the permission of the Necromantic Council. Of course, this does not mean that every Council member agrees with the decision, and many are shunned at first glance due to their remarkable likeness to Lichs. Many Rusalki hold high positions on the Water Necromantic Regional Council, but none have yet been elected to serve on the High Council.

As an attempt to better their relationship with the Council, many Rusalki, with the help of the symbiotic bacteria, have managed to produce a certain pheromone which is easily detectable by Necromancers and Rusalki alike, carrying a distinctive, not entirely unpleasant odor of rotting fish, kelp, and salt. The hope in this practice is that Necromancers will recognize a Rusalka by smell and not attack on sight, as is common when a Lich is spotted. Additionally, Waterborn dragons all over Sornieth have a nostalgic response to the scent, which aids the Journeyman Rusalka in their proselytizing.

Rusalki hold to most of the same beliefs and practices that Necromancers do, maintaining rituals, choosing a Talon or sub-Talon specialty, following various factions, disputing the validity of Ghouls, Neutralized Ghouls, Wraiths, Revenants, Blightlings, Daemons, Sneezes, and the like; every Rusalka has their own opinion as to which Variants and Divergences should and should not be officially recognized by the Council. The one Divergence on which they unanimously agree is their own: they believe that Rusalki are valid representations of the Mother's Will and should bear equal rights and privileges with Necromancers.


The plans of the Council would have come to nothing, however, if one particular Necromancer had not made a discovery, deep in the darkest part of the Leviathan Trench. Beside a volcanic vent, proliferating rapidly in the warmth, grew a strain of bacteria different from any the Plaguebringer had known. Unlike the Blessed Strains of the Mother, this microbe did not infect other organisms, nor did it cause disease. It simply lived and thrived, here in one of the most inhospitable places in all of Sornieth.

Many Necromancers would have ignored such a discovery, but this one was a Mutagist, ever curious. He called the microbe into himself, and it came and lived and thrived. Unlike the gifts of the Mother, it caused no reaction; it merely intermingled with the Plague in his blood.

More Mutagists came and continued to experiment, and gradually they observed that changes did occur to the body of the Necromancers who adopted this microbe. They developed the ability to breathe underwater, something that many Necromancers lacked unless Waterborn, for it required the blessing of the Tidelord. In addition, their namesake stripes became waterlogged and dark blue, and their bodies and wings shifted to a blue hue as well. Sometimes it was a dark, abyssal blue, blending in perfectly with the murky darkness. Other times it was a pale, nearly translucent blue that stood out in the depths as a ghostly white, yet blended in perfectly in the shallower waters.

More experimentation showed that the symbiotic microbe could be transferred from dragon to dragon by a Necromancer, in much the same way as any disease from the Wyrmwound. However, only a Necromancer attuned to microbes in their bloodstream would be sensitive enough to the microbe to mutate.

This discovery ran like wildfire through the ranks of the Necromancers. With the ability to mimic the blessing of the Tidelord, dragons thronged to the Sea in order to join the ranks of the infiltrators.

Any dragon wishing to join the ranks of the Rusalki, as they came to be called, must first pass the Necromantic Trials. Only Necromancers are given the privilege of re-training to infiltrate the Water Flight. Necroservi, Wraiths, Ghouls, and Neutralized Ghouls may not undergo the rigorous further training. Although a Rusalka may choose to follow Necromantic tradition and select a Servus, this is rare and only possible in a clan where they are fully welcomed.

After receiving the symbiotic microbe, their training begins much the same way as any exaltee to the Tidelord: learning how to swim, how to fight underwater, how to find food, and how to identify friendly or unfriendly beasts or Maren.

The second level of training plunges the new recruits deep into the Leviathan Trench, where alongside Exalted Ones, Water Necromancers, and native-born Guardians they are immersed in the skills of hunting down the fabled beasts in the depths of the abyss. This process takes several months, sometimes years. During the Necromancer’s time in the Trench, their scales begin to take on hues that are more suitable for underwater living. They have now adapted into a true Rusalka.

The third level of training takes place near the Drowned Sanctum, where the Water Necromantic Council meets. Now perfectly adapted to aquatic life, the Rusalka is reintroduced to Plague magic. They become adept at releasing waterborne pathogens to track their prey and develop an understanding and control of native water bacteria, such as the natural saponifying bacteria that neutralize oil seeps. Once mastery is achieved, the Deephunter is deployed back to the Leviathan Trench, the Witness is sent travelling, the Oracle is assigned to a specific Water clan to begin the indoctrination process, and the Mutagist remains near the Sanctum or along the Water-Plague border. Most are assigned in pairs, for mutual assistance and protection, as only a well-established Rusalka will be able to utilize a Necroservus.

Underwater Oracles utilize a variety of different methods of “reading” the Mother’s will. Sometimes they release a thin stream of plague directly into the surrounding water, reading significance in the way it drifts in the currents. Other times they will use a familiar, but never a Beastclan or one of cultural significance to the Water dragons. The Priest’s duties are usually quiet, covert inoculation. Sometimes the inoculated dragons are not fully aware of the significance; they may be told that they are being given some measure of protection against disease, particularly if they plan to be traveling to the Plague border or even into the Plaguelands. The deception is held necessary by the Necromancers and Rusalki in order to prevent widespread panic among their clan.

The Deephunter is specifically designed to hunt Lichs, although some will hunt other massive underwater leviathans or Shadebeasts as well. Mercenary in methods, they will travel from clan to clan seeking monsters to be killed. The modus operandi depends on the individual Rusalka. Many use their Lich-like appearance as a way to get close to Lichs, or even groups of Lichs, and gain their trust before betraying them. The most effective spies are those with the darkest markings. Others will use their skill with waterborne pathogens to search the depths, and then mount an all-out war campaign in a group. Still others approach in male-female pairs: after observing the Lich’s patterns of attraction, the one will attempt to seduce the Lich while the other waits in the shadows to strike. Some Deephunters have become so dedicated to their task of monster and Lich hunting that they have disappeared in the unexplored Outer Ocean. Few have returned to report on their adventures.

Any Rusalka that chooses to leave the Sea of the Thousand Currents and attempt to spread the message of the Plaguebringer under the guise of a Water sage is called a Journeyman. Journeymen can be of any Talon specialty and live in any lair; they are often wandering bards or priests, travelling from region to region.


RELATIONSHIP WITH NECROMANCERS AND THE COUNCIL

Rusalki are one of the first Divergences to develop under the authority of and with the permission of the Necromantic Council. Of course, this does not mean that every Council member agrees with the decision, and many are shunned at first glance due to their remarkable likeness to Lichs. Many Rusalki hold high positions on the Water Necromantic Regional Council, but none have yet been elected to serve on the High Council.

As an attempt to better their relationship with the Council, many Rusalki, with the help of the symbiotic bacteria, have managed to produce a certain pheromone which is easily detectable by Necromancers and Rusalki alike, carrying a distinctive, not entirely unpleasant odor of rotting fish, kelp, and salt. The hope in this practice is that Necromancers will recognize a Rusalka by smell and not attack on sight, as is common when a Lich is spotted. Additionally, Waterborn dragons all over Sornieth have a nostalgic response to the scent, which aids the Journeyman Rusalka in their proselytizing.

Rusalki hold to most of the same beliefs and practices that Necromancers do, maintaining rituals, choosing a Talon or sub-Talon specialty, following various factions, disputing the validity of Ghouls, Neutralized Ghouls, Wraiths, Revenants, Blightlings, Daemons, Sneezes, and the like; every Rusalka has their own opinion as to which Variants and Divergences should and should not be officially recognized by the Council. The one Divergence on which they unanimously agree is their own: they believe that Rusalki are valid representations of the Mother's Will and should bear equal rights and privileges with Necromancers.
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[center][color=navy][b][url=https://www1.flightrising.com/forums/drs/3092350#post_3092350]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980379]Lore[/url] | Breed Standards | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980495]Eye/Apparel/Familiar Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980509]Ancients 1[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980513]Ancients 2[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357708]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357709]Breeders/Pinglists/Additional Credits[/url][/b][/color] [/center] There are four variants within this subspecies: three color variants and one gene variant. Unlike the Necromancers, Rusalki variants are determined by secondary color. Journeymen may be of any variant. [center] [img]https://cdn.discordapp.com/attachments/691052436877607015/928739121097244832/Rusalki_Deephunter.png[/img][/center] [center][b]Deephunter[/b] Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Bar, Jupiter, Giraffe, Tide Secondary: Obsidian | Shimmer, Clouded, Current, Foam Tertiary: Denim-Azure | Thylacine Ranking is determined by Coliseum level: Apprentice: Levels 1-7 Hunter: Levels 8-15 Elite: Levels 16-20 Master: Levels 21-24 Wizard: Level 25[/center] The Deephunters are the dedicated trench warriors, serving exclusively as Lich, leviathan, and Shadebeast hunters. The deep black shades of the Deephunter’s wings are indistinguishable from a Lich’s, making them frequently at risk of attack from their own kind. They take more care than other Rusalki to never wear anything that covers their faces, to help ensure their recognition. They almost always take on Holy Knight as their first Talon specialty. Many also take Hunter as their sub-Talon specialty. ((Deephunters are also the only variant with a leveling requirement for registry.)) [center][img]https://cdn.discordapp.com/attachments/691052436877607015/928739121881575424/Rusalki_Witness.png[/img] [b]Witness[/b] Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Bar, Jupiter, Giraffe, Tide Secondary: Navy-Blue, Stonewash-Caribbean | Shimmer, Clouded, Current, Saturn, Daub, Hex, Foam Tertiary: Denim-Azure | Thylacine[/center] The Witness’ wings are dark blue, reflecting their continued dedication to Plague--as if the encroaching water could not completely replace the deep red of the Necromancer’s infection. The deeper the color, the more passionate the Witness about the spread of Plague. Witnesses usually choose either Missionary or Ambassador as their first Talon specialty. ((It is very common for Witnesses and Oracles to be hatched from the same nests, or for them to breed with one another.)) [center][img]https://cdn.discordapp.com/attachments/691052436877607015/928739121680236614/Rusalki_Oracle.png[/img] [b]Oracle[/b] Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Bar, Jupiter, Giraffe, Tide Secondary: Periwinkle-Sky, Teal-Turquoise | Shimmer, Clouded, Current, Saturn, Daub, Hex, Saturn, Foam Tertiary: Denim-Azure | Thylacine[/center] The Oracle’s wings are light-colored, designed to gain the absolute trust of the Water Flight--their task is to pass themselves off as oracles of the Tidelord in order to gain trust and slowly turn the hearts of the clan to Plague. They aim to have the appearance of absolute guilelessness, purity, and innocence. Their conduct around others is to be the same, leaving no room to doubt that their words are truly from the Tidelord. Their first Talon specialty is usually either Oracle or Priest, with their second as Inculcator. ((It is very common for Witnesses and Oracles to be hatched from the same nests, or for them to breed with one another.)) [center][img]https://media.discordapp.net/attachments/691052436877607015/930292156810276894/Rusalki_Mutagist2.png[/img] [b]Mutant[/b] Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Tide, Pharaoh*, Slime*, Ribbon*, Lionfish* Secondary: Navy-Turquoise | Shimmer, Clouded, Current, Daub, Saturn, Foam, Sludge*, Sarcophagus* Tertiary: Denim-Azure | Thylacine *Must have one or more genes marked with an asterisk[/center] Some Rusalki have found that their bodies adapt even further with exposure to the symbiotic pathogen. Strange patterns like those of undersea creatures mark their bodies, and sometimes their body composition is partially or completely altered into a gel-like consistency. These patterns are prized, especially if the accent coloration is of a reddish hue, for this always indicates a more effective carrier of pathogens. Unfortunately, many have also discovered that they cannot leave the water for long periods of time, or they will desiccate and become unable to move. Further research will need to be done to find out if they can be re-constituted after drying out. They usually have Infectionist or Mutagist as their second Talon specialty; with Holy Knight, Missionary, Ambassador, Oracle, or Priest as their first. However, the order is frequently switched.

There are four variants within this subspecies: three color variants and one gene variant. Unlike the Necromancers, Rusalki variants are determined by secondary color. Journeymen may be of any variant.
Rusalki_Deephunter.png
Deephunter
Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Bar, Jupiter, Giraffe, Tide
Secondary: Obsidian | Shimmer, Clouded, Current, Foam
Tertiary: Denim-Azure | Thylacine
Ranking is determined by Coliseum level:
Apprentice: Levels 1-7
Hunter: Levels 8-15
Elite: Levels 16-20
Master: Levels 21-24
Wizard: Level 25

The Deephunters are the dedicated trench warriors, serving exclusively as Lich, leviathan, and Shadebeast hunters. The deep black shades of the Deephunter’s wings are indistinguishable from a Lich’s, making them frequently at risk of attack from their own kind. They take more care than other Rusalki to never wear anything that covers their faces, to help ensure their recognition. They almost always take on Holy Knight as their first Talon specialty. Many also take Hunter as their sub-Talon specialty.
((Deephunters are also the only variant with a leveling requirement for registry.))
Rusalki_Witness.png
Witness
Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Bar, Jupiter, Giraffe, Tide
Secondary: Navy-Blue, Stonewash-Caribbean | Shimmer, Clouded, Current, Saturn, Daub, Hex, Foam
Tertiary: Denim-Azure | Thylacine

The Witness’ wings are dark blue, reflecting their continued dedication to Plague--as if the encroaching water could not completely replace the deep red of the Necromancer’s infection. The deeper the color, the more passionate the Witness about the spread of Plague. Witnesses usually choose either Missionary or Ambassador as their first Talon specialty.
((It is very common for Witnesses and Oracles to be hatched from the same nests, or for them to breed with one another.))
Rusalki_Oracle.png
Oracle
Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Bar, Jupiter, Giraffe, Tide
Secondary: Periwinkle-Sky, Teal-Turquoise | Shimmer, Clouded, Current, Saturn, Daub, Hex, Saturn, Foam
Tertiary: Denim-Azure | Thylacine

The Oracle’s wings are light-colored, designed to gain the absolute trust of the Water Flight--their task is to pass themselves off as oracles of the Tidelord in order to gain trust and slowly turn the hearts of the clan to Plague. They aim to have the appearance of absolute guilelessness, purity, and innocence. Their conduct around others is to be the same, leaving no room to doubt that their words are truly from the Tidelord. Their first Talon specialty is usually either Oracle or Priest, with their second as Inculcator.
((It is very common for Witnesses and Oracles to be hatched from the same nests, or for them to breed with one another.))

Rusalki_Mutagist2.png
Mutant
Primary: Navy-Turquoise | Iridescent, Leopard, Ripple, Tide, Pharaoh*, Slime*, Ribbon*, Lionfish*
Secondary: Navy-Turquoise | Shimmer, Clouded, Current, Daub, Saturn, Foam, Sludge*, Sarcophagus*
Tertiary: Denim-Azure | Thylacine
*Must have one or more genes marked with an asterisk

Some Rusalki have found that their bodies adapt even further with exposure to the symbiotic pathogen. Strange patterns like those of undersea creatures mark their bodies, and sometimes their body composition is partially or completely altered into a gel-like consistency. These patterns are prized, especially if the accent coloration is of a reddish hue, for this always indicates a more effective carrier of pathogens. Unfortunately, many have also discovered that they cannot leave the water for long periods of time, or they will desiccate and become unable to move. Further research will need to be done to find out if they can be re-constituted after drying out. They usually have Infectionist or Mutagist as their second Talon specialty; with Holy Knight, Missionary, Ambassador, Oracle, or Priest as their first. However, the order is frequently switched.

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[center][color=navy][b][url=https://www1.flightrising.com/forums/drs/3092350#post_3092350]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980379]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980492]Breed Standards[/url] | Eye/Apparel/Familiar Lore | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980509]Ancients 1[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980513]Ancients 2[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357708]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357709]Breeders/Pinglists/Additional Credits[/url][/b][/color] [/center] For most eye types, see the [url=https://www1.flightrising.com/forums/drs/2412017#post_32545840]Necromancer Lore. [/url] Listed below are elaborations and exceptions found in the lore of the Rusalki. [columns] [item=vial of darkened sight] [nextcol] [color=transparent]_______[/color] [nextcol] Dark Sclera: Even the hunters of the Shade are not immune to Its call. Those who become corrupted are known by the rings of blackness surrounding their eyes--the only way in which a Rusalka may be distinguished from a Lich, in some cases. No Rusalka or Necromancer who encounters one will leave them alive--unless they die in the attempt. [/columns] [columns] [item=vial of glowing sight] [nextcol] [color=transparent]_______[/color] [nextcol] Glowing: These eyes are an adaptation for greater visibility in the deepest depths of the ocean. Deephunters, particularly the darkest-scaled varieties, prize these eyes as a blessing of the Plaguebringer. Glowing eyes are seen as a good omen and a blessing from the Tidelord in the Water Flight, so Witnesses and Oracles with Glowing eyes are readily welcomed into Water clans. [/columns] [columns] [item=vial of disjointed sight] [nextcol] [color=transparent]_______[/color] [nextcol] Multigaze: These eyes are another mutation that underwater dragons find useful. Being able to watch in multiple directions for enemy or prey is a boon to the Deepseeker; the Witness or Oracle is assumed to have great insight into any problem or prophecy due to their all-seeing capability. As for the Mutagists, they work to develop methods to increase the possibility of hatches with multiple sight. So far, they have been unsuccessful, but the recent development of alchemy to allow for the production of eye-changing vials proves intriguing. [/columns] [columns] [item=vial of elemental sight] [nextcol] [color=transparent]_______[/color] [nextcol] Primal: Any Primal-eyed Rusalka has the same infectious powers and attributes ascribed to a Necromancer of the same element. However, there are two elements worth describing separately: [/columns] [indent][columns] [img]https://imgur.com/2iMDvfi.png[/img] [nextcol] [color=transparent]_______[/color] [nextcol] Water Primal: Obviously any dragon so blessed by the Tidelord must have a strong rapport with him. Thus, Waterborn Rusalki with Primal eyes are viewed as skilled oracles and seers by Water Flight members, and are also readily welcomed into Water clans. [/columns] [/indent] [indent] [columns] [img]https://imgur.com/NwD1VZp.png[/img] [nextcol] [color=transparent]_______[/color] [nextcol] Plague Primal: While prized among Necromancers and honored among Rusalki, dragons with Plague Primal eyes are rarely accepted into the ranks of the Rusalki. It is felt that their connection to the Plaguebringer is a little too obvious, and as such, they cannot manage the delicate deception so vital to a Rusalka's success. Such powers can only be utilized in a clan that has fully turned to the Plaguebringer. [/columns] [/indent] Symbols/Apparel Rusalki will frequently continue to carry their old Necromantic symbols with them, as long as they can withstand the currents and erosion of the Sea. However, they also may adopt new symbols and traditional apparel of the Water Flight, either for convenience or to aid in their integration into a Water clan. Masks: Since it is often only through the eyes that a Rusalka can be quickly identified versus a fallen Lich, the true Rusalka will never cover their face. Masks, helmets, and any other face coverings are not acceptable apparel; a Rusalka wearing one is likely to be killed first and questioned later. Weapons: Weapons, particularly tridents, are popular among Deephunters for obvious reasons. The practical Rusalki consider their weapons as extensions of themselves, and more deadly than tooth and claw when fighting Shadebeasts or Lichs. [center][item=warden's weapons][item=ancient broadsword][item=deeprealm trident][item=polished trident][item=shadowstrike][/center] Armor: Armor is also a popular choice of Deephunters; it can reflect either the plaguelands or the Water realm in its design. No Rusalka will cover their face with a helmet, however, since it is only by the eyes that they may be distinguished from Lichs. [center][item=shadowscale shoulder guards][item=voidfollow grimplate][item=cobalt filigree wing guard][item=bloodscale chest guard][item=plasmpool tasset][/center] Animal Friends: Any and every attempt at endearing themselves to Water residents will be made by a Rusalka Witness, even to the point of adopting pets more suited to underwater life. It is fortunate that the Water residents do not need to watch the lengthy adoption process. [center][item=warmwater wanderers][item=friend red eared slider][item=friend iguana][item=marsh frog companion][item=poison dart frog companion][/center] Traveler's Garb: Journeyman Rusalka will wear any garb that seems appropriate to them and the region they are travelling through. However, certain items of clothing are more popular among them than others. [center][item=swashbuckler's seaspray overcoat][item=seafarer's shirt][item=winterwatcher's arctic pants][item=whisperer's mantle][item=bramble mantle][/center] **((Note: The Sea Slug Cloaks are acceptable apparel, as long as they sit well back on the dragon's head and do not cover the eyes. This varies from pose to pose!)) Sigils: High-ranking Rusalki who had formerly taken a high-ranking Necromantic sigil are loth to give it up; however, only certain sigils can be carried underwater. Some will adopt an equivalent Water sigil instead, if only to gain trust with Water creatures. [center][item=contaminated halo][item=coral crown][item=fathomsearch spirit jug][item=fathomsearch halo][item=seashell mantle][/center] Mutations: Many Rusalki will gain extra appendages as part of their adaptation into an aquatic world. These are considered blessings to aid them in their fight against Shade-corrupted beings. They are also considered an indication of their full embodiment of the Plaguebringer's philosophy of adaptation and survival. [center][item=fin jewels][item=petal jewels][item=aqua deepsea bulb][item=ruby deepsea bulb][item=eerie cyan grasp] [item=proto wings][item=runaway rotclaw][item=thresher flatfins][item=undine's flatfins][item=bewitching ruby grasp][/center] Skins: Any skins or accents that look like the dragon has adapted its body to live underwater are acceptable, as long as the dragon is still recognizably a Rusalka. Many old Water fest accents are excellent! [center][item=accent: a betta experience][item=accent: entangled tentacles][item=accent: deepsea dweller][item=accent: the dweller][item=accent: tender grasp] [item=accent: jewels of the kraken][item=accent: halitrephes][item=skin: noodlebranch][item=skin: underwater angler][item=skin: surface camouflage] [/center] Familiars While it is certain that Rusalki will prefer Plague-aligned familiars, the unhappy truth is that many of them are unable to survive in the depths of the oceans. The Rusalka therefore usually chooses a swimming creature. Highest-level familars: [center][item=water sprite][item=bubbling goblin][item=fathomsearch ambassador][item=flowing taurus][item=seawater savior] [item=tsunami gem guardian][item=spirit of water][item=wavebreak snarler][item=mantarune][item=wave sweeper] [item=leatherback wave sweeper][item=mossy pohip][item=flowering pohip][item=deeprealm hunter][item=spiney whale] [item=crystalhide jester][item=hawksbill goliath][item=bladebone goliath][item=disappearing pisces][item=golden featherfin][item=regenerating reedjumper][/center] Midlevel familiars: [center][item=sunsea pseudo][item=torrent tricktail][item=driftwood baron][item=liquid fiendcat][item=octoflyer baron] [item=rivermouth flatbill][item=bubble nymph][item=Autumn Sea Dragon][item=seaweed scavenger][item=glamourtail hopper] [item=Bellus Glamourtail][item=Cinderkelp Loach][item=tendril loach][item=Crystal Carrier][item=orbiting spirit] [item=Fairy Octopus][item=Melon Squirmscoot][item=Alabaster Squirmscoot][item=maren ambusher][item=maren warrior] [item=deepwater traveller][item=maren currentfinder][item=maren shark hunter][item=maren defender][item=maren spearmaiden] [item=maren scout][item=maren wavesinger][item=maren sorceress][item=redfin wavespinner][item=maren warlock] [item=clearwater oracle][item=oceansurf magus][item=waveswell sorcerer][item=waveswell seer][item=octoflyer][item=jeweled octoflyer][item=bearded pupowl][item=lap pupowl][item=depin][item=corrosive depin][item=abyss striker][item=relic eel][item=cloud chaser][item=golden porpoise][item=harlequin feathercroak][item=sable feathercroak][item=kelpie][item=swamphaunt kelpie][item=marshfowl][item=protobeast][item=painted protobeast][item=quetzeel][item=blotched quetzeel][item=river muck][item=radioactive slime] [/center] Low-level familiars: [center][item=fenfisher flattail][item=chillriver bucktooth][item=blackline bicorn whale][item=ashen bicorn whale][item=skycrest bicorn][item=seaglass swimmer][item=almandine sturgeon][item=amber gulper][item=bearded pupowl][item=lap pupowl][item=blue dragon reef snail][item=crimson reef snail][item=blueridge greatshell][item=greatshell][item=bubble brook gecko][item=princess petal gecko][item=watermelon coleus gecko][item=cosmo gecko][item=chalcedony snipper][item=moonbeam crayfish][item=clown hippocampus][item=hippocampus][item=coast charger][item=surf strider][item=coastline sawbeak][item=green-breasted sawbeak][item=crested river flight][item=goldfin river flight][item=dainty wavehopper][item=vivid wavehopper][item=everglade lasher][item=greater sandstrike][item=fanfin noggle][item=scaleside noggle][item=sludge sifter][item=furry fiddle][item=muckbottom catfish][item=gladeveins needletooth][item=butter caiman][item=rosetail][item=tropical caiman][item=glam nudibranch][item=cauldron crawler][item=grey river flight][item=brown river flight][item=highfin sea serpent][item=mottled sea serpent][item=igueel matriarch][item=toxic igueel][item=leopard coralclimber][item=noxious coralclimber][item=lilyfowl][item=paddyfowl][item=lurefish][item=longjaw lurefish][item=mirage puffer][item=daydream puffer][item=murkbottom gull][item=tradewinds gull][item=noggle][item=sunset lasher][item=poisonous toridae][item=venomous toridae][item=riptide clipper][item=sandshore snipper][item=ruffletail tadhop][item=palefoot tadhop][item=silt wolf][item=swamp wolf][item=marsh kelpie][item=vilevenom kelpie][item=granite thresher][item=shale thresher][/center]

For most eye types, see the Necromancer Lore.
Listed below are elaborations and exceptions found in the lore of the Rusalki.
Vial of Darkened Sight _______ Dark Sclera: Even the hunters of the Shade are not immune to Its call. Those who become corrupted are known by the rings of blackness surrounding their eyes--the only way in which a Rusalka may be distinguished from a Lich, in some cases. No Rusalka or Necromancer who encounters one will leave them alive--unless they die in the attempt.
Vial of Glowing Sight _______ Glowing: These eyes are an adaptation for greater visibility in the deepest depths of the ocean. Deephunters, particularly the darkest-scaled varieties, prize these eyes as a blessing of the Plaguebringer. Glowing eyes are seen as a good omen and a blessing from the Tidelord in the Water Flight, so Witnesses and Oracles with Glowing eyes are readily welcomed into Water clans.
Vial of Disjointed Sight _______ Multigaze: These eyes are another mutation that underwater dragons find useful. Being able to watch in multiple directions for enemy or prey is a boon to the Deepseeker; the Witness or Oracle is assumed to have great insight into any problem or prophecy due to their all-seeing capability. As for the Mutagists, they work to develop methods to increase the possibility of hatches with multiple sight. So far, they have been unsuccessful, but the recent development of alchemy to allow for the production of eye-changing vials proves intriguing.
Vial of Elemental Sight _______ Primal: Any Primal-eyed Rusalka has the same infectious powers and attributes ascribed to a Necromancer of the same element. However, there are two elements worth describing separately:
2iMDvfi.png _______ Water Primal: Obviously any dragon so blessed by the Tidelord must have a strong rapport with him. Thus, Waterborn Rusalki with Primal eyes are viewed as skilled oracles and seers by Water Flight members, and are also readily welcomed into Water clans.
NwD1VZp.png _______ Plague Primal: While prized among Necromancers and honored among Rusalki, dragons with Plague Primal eyes are rarely accepted into the ranks of the Rusalki. It is felt that their connection to the Plaguebringer is a little too obvious, and as such, they cannot manage the delicate deception so vital to a Rusalka's success. Such powers can only be utilized in a clan that has fully turned to the Plaguebringer.


Symbols/Apparel
Rusalki will frequently continue to carry their old Necromantic symbols with them, as long as they can withstand the currents and erosion of the Sea. However, they also may adopt new symbols and traditional apparel of the Water Flight, either for convenience or to aid in their integration into a Water clan.

Masks: Since it is often only through the eyes that a Rusalka can be quickly identified versus a fallen Lich, the true Rusalka will never cover their face. Masks, helmets, and any other face coverings are not acceptable apparel; a Rusalka wearing one is likely to be killed first and questioned later.

Weapons: Weapons, particularly tridents, are popular among Deephunters for obvious reasons. The practical Rusalki consider their weapons as extensions of themselves, and more deadly than tooth and claw when fighting Shadebeasts or Lichs.
Warden's Weapons Ancient Broadsword Deeprealm Trident Polished Trident Shadowstrike

Armor: Armor is also a popular choice of Deephunters; it can reflect either the plaguelands or the Water realm in its design. No Rusalka will cover their face with a helmet, however, since it is only by the eyes that they may be distinguished from Lichs.
Shadowscale Shoulder Guards Voidfollow Grimplate Cobalt Filigree Wing Guard Bloodscale Chest Guard Plasmpool Tasset

Animal Friends: Any and every attempt at endearing themselves to Water residents will be made by a Rusalka Witness, even to the point of adopting pets more suited to underwater life. It is fortunate that the Water residents do not need to watch the lengthy adoption process.
Warmwater Wanderers Friend Red Eared Slider Friend Iguana Marsh Frog Companion Poison Dart Frog Companion

Traveler's Garb: Journeyman Rusalka will wear any garb that seems appropriate to them and the region they are travelling through. However, certain items of clothing are more popular among them than others.
Swashbuckler's Seaspray Overcoat Seafarer's Shirt Winterwatcher's Arctic Pants Whisperer's Mantle Bramble Mantle
**((Note: The Sea Slug Cloaks are acceptable apparel, as long as they sit well back on the dragon's head and do not cover the eyes. This varies from pose to pose!))

Sigils: High-ranking Rusalki who had formerly taken a high-ranking Necromantic sigil are loth to give it up; however, only certain sigils can be carried underwater. Some will adopt an equivalent Water sigil instead, if only to gain trust with Water creatures.
Contaminated Halo Coral Crown Fathomsearch Spirit Jug Fathomsearch Halo Seashell Mantle

Mutations: Many Rusalki will gain extra appendages as part of their adaptation into an aquatic world. These are considered blessings to aid them in their fight against Shade-corrupted beings. They are also considered an indication of their full embodiment of the Plaguebringer's philosophy of adaptation and survival.
Fin Jewels Petal Jewels Aqua Deepsea Bulb Ruby Deepsea Bulb Eerie Cyan Grasp
Proto Wings Runaway Rotclaw Thresher Flatfins Undine's Flatfins Bewitching Ruby Grasp

Skins: Any skins or accents that look like the dragon has adapted its body to live underwater are acceptable, as long as the dragon is still recognizably a Rusalka. Many old Water fest accents are excellent!
Accent: A Betta Experience Accent: Entangled Tentacles Accent: DeepSea Dweller Accent: The Dweller Accent: Tender Grasp
Accent: Jewels of the Kraken Accent: Halitrephes Skin: Noodlebranch Skin: Surface Camouflage

Familiars
While it is certain that Rusalki will prefer Plague-aligned familiars, the unhappy truth is that many of them are unable to survive in the depths of the oceans. The Rusalka therefore usually chooses a swimming creature.

Highest-level familars:
Water Sprite Bubbling Goblin Fathomsearch Ambassador Flowing Taurus Seawater Savior
Tsunami Gem Guardian Spirit of Water Wavebreak Snarler Mantarune Wave Sweeper
Leatherback Wave Sweeper Mossy Pohip Flowering Pohip Deeprealm Hunter Spiney Whale
Crystalhide Jester Hawksbill Goliath Bladebone Goliath Disappearing Pisces Golden Featherfin Regenerating Reedjumper

Midlevel familiars:
Sunsea Pseudo Torrent Tricktail Driftwood Baron Liquid Fiendcat Octoflyer Baron
Rivermouth Flatbill Bubble Nymph Autumn Sea Dragon Seaweed Scavenger Glamourtail Hopper
Bellus Glamourtail Cinderkelp Loach Tendril Loach Crystal Carrier Orbiting Spirit
Fairy Octopus Melon Squirmscoot Alabaster Squirmscoot Maren Ambusher Maren Warrior
Deepwater Traveller Maren Currentfinder Maren Shark Hunter Maren Defender Maren Spearmaiden
Maren Scout Maren Wavesinger Maren Sorceress Redfin Wavespinner Maren Warlock
Clearwater Oracle Oceansurf Magus Waveswell Sorcerer Waveswell Seer Octoflyer Jeweled Octoflyer Bearded Pupowl Lap Pupowl Depin Corrosive Depin Abyss Striker Relic Eel Cloud Chaser Golden Porpoise Harlequin Feathercroak Sable Feathercroak Kelpie Swamphaunt Kelpie Marshfowl Protobeast Painted Protobeast Quetzeel Blotched Quetzeel River Muck Radioactive Slime

Low-level familiars:
Fenfisher Flattail Chillriver Bucktooth Blackline Bicorn Whale Ashen Bicorn Whale Skycrest Bicorn Seaglass Swimmer Almandine Sturgeon Amber Gulper Bearded Pupowl Lap Pupowl Blue Dragon Reef Snail Crimson Reef Snail Blueridge Greatshell Greatshell Bubble Brook Gecko Princess Petal Gecko Watermelon Coleus Gecko Cosmo Gecko Chalcedony Snipper Moonbeam Crayfish Clown Hippocampus Hippocampus Coast Charger Surf Strider Coastline Sawbeak Green-Breasted Sawbeak Crested River Flight Goldfin River Flight Dainty Wavehopper Vivid Wavehopper Everglade Lasher Greater Sandstrike Fanfin Noggle Scaleside Noggle Sludge Sifter Furry Fiddle Muckbottom Catfish Gladeveins Needletooth Butter Caiman Rosetail Tropical Caiman Glam Nudibranch Cauldron Crawler Grey River Flight Brown River Flight Highfin Sea Serpent Mottled Sea Serpent Igueel Matriarch Toxic Igueel Leopard Coralclimber Noxious Coralclimber Lilyfowl Paddyfowl Lurefish Longjaw Lurefish Mirage Puffer Daydream Puffer Murkbottom Gull Tradewinds Gull Noggle Sunset Lasher Poisonous Toridae Venomous Toridae Riptide Clipper Sandshore Snipper Ruffletail Tadhop Palefoot Tadhop Silt Wolf Swamp Wolf Marsh Kelpie Vilevenom Kelpie Granite Thresher Shale Thresher
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[center][color=navy][b][url=https://www1.flightrising.com/forums/drs/3092350#post_3092350]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980379]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980492]Breed Standards[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980495]Eye/Apparel/Familiar Lore[/url] | Ancients 1 | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980513]Ancients 2[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357708]Registry[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357709]Breeders/Pinglists/Additional Credits[/url][/b][/color] [/center] [center]ANCIENT CROSSOVERS[/center] ----- [emoji=aether size=1]Aether coming soon! ----- [center][img]https://imgur.com/WcYTLWC.png[/img] Aberrations[/center] Aberrations, the Firstborn of the Plaguebringer, will try anything to make themselves stronger. And if that involves adding pilgrimages to the Leviathan Trench to their journeys to and from the Wyrmwound, then so be it. Aberrations are keen in their devotion to strength and the Mother. They are fickle in their devotion to both the Necromancers and to the Rusalki, passing from one to the other as easily as if they are shedding their skins. This obviously creates tension between Necromancers, Rusalki, and the Aberrations, so Aberrations tend to partner solely with other Aberrations. They are also unlikely to seek political power within the ranks of Rusalki. [url=https://www1.flightrising.com/forums/drs/3110282#post_3110282]For more about Necromancer Aberrations, click here![/url] Aberration Necros owned by @/3idolon [center][img]https://cdn.discordapp.com/attachments/691052436877607015/1064772796426768414/Abberation_Rusalki.png[/img][/center] Due to their blunt natures, Aberration Rusalki are rarely effective as Oracles, although a few have been known to succeed as Witnesses. They are happiest when testing their strength against that of a Lich or Shadebeast, regardless of their wing color. [center]Primary: Navy-Turquoise | Bar, Giraffe, Savannah Secondary: Black-Midnight; Navy-Turquoise | Daub, Hex, Safari Tertiary: Denim-Azure | Thylacine Ranking is determined by Coliseum level and is not required for registration: Apprentice: Levels 1-7 Hunter: Levels 8-15 Elite: Levels 16-20 Master: Levels 21-24 Wizard: Level 25 [/center] The mostly-unmarked scales of a young Aberration Rusalka are a rare sight, as they return to the Wyrmwound to test themselves every season with the rest of their ancient brethren. Therefore, the Mutant varieties are much more commonly found, as each subsequent trip to the Wyrmwound and return to the Sea causes more and more mottling and marking of the scales. Even Ghouls and Wraiths have been known to accept the Rusalka microbe with success. Some among both the Necromancers and the Rusalki watch their progress with dismay, figuring that such frequent and major changes to the body cannot be possible without major consequences. So far, the Aberrations are unconcerned. Mutant Aberration Rusalki are rarely interested in research, much to the dismay of their Rusalki brethren. Rusalki researchers frequently have to resort to unorthodox methods to get one to stick around long enough for study. The microbe has unusual effects on their bodies, resulting in brilliant patterning of varying colors. All are prized as a demonstration of strength and vitality. Mutants with the Slime/Sludge genes, when accompanied by Mucous, have the ability to secrete their own moisture and maintain their flexibility even when out of the water, much to the envy of their modern counterparts. [center][img]https://cdn.discordapp.com/attachments/691052436877607015/1064772796212846613/Abberation_Rusalki_mutants.png[/img][/center] In addition to the genes above, Mutant Aberration Rusalki may have one or more of the following. [center]Primary: Navy-Turquoise | Lionfish, Orb, Pharaoh, Ribbon, Slime, Wasp Secondary: Black-Midnight; Navy-Turquoise | Eel, Noxtide, Sarcophagus, Sludge, Weaver Tertiary: Denim-Azure | Thylacine OR Navy-Turquoise | Mucous [/center] [emoji=special eyes size=1]Eye types carry the same stigmas and associations as with the Rusalki and the Necromancers. Like the Rusalki, the Dark Sclera eye type is forbidden*, as it is the only way some can be distinguished from Lichs. ((*forbidden in lore, not in registration. You are more than welcome to have a fallen Rusalka!)) [emoji=silhouette size=1]A note on Skins/Accents: Aberration Rusalki, like their modern brethren, are also prone to bizarre mutations. Any skin or accent that transforms them into a monster of the deep is welcome, as long as enough of the genes are showing to determine that they are in fact a Rusalka. ----- [emoji=banescale size=1]Banescales coming soon! ----- [center][img]https://i.imgur.com/AB3DFZ0.png[/img] Gaolers[/center] Gaoler Necromancers in particular are eager to embrace anything that will help them go after the Shade. Some Gaolers have even taken the Necromantic Trials solely as a middle step towards gaining the ability to accept the Rusalka microbe. Many of these fail, but those who do manage to pass the Trials go on to become frightful denizens of the deeps. They strike terror into the hearts of all Shade-touched monsters and Lichs they encounter, and tend to frighten other dragons as well with their immense size and power. Gaoler Rusalki tend to work in pairs or small groups, and rarely associate directly with a clan. Their complicated allegiances make relationships with other dragons difficult as a general rule, unless they be other Rusalki. For more about Gaoler Necromancers, [url=https://www1.flightrising.com/forums/drs/3004953]click here![/url] Gaoler Necros owned by @/Mako [center][img]https://cdn.discordapp.com/attachments/691052436877607015/989673303104958474/Gaoler_Rusalki.png[/img][/center] Most Gaoler Rusalki, regardless of their coloration, are first and foremost Deephunters. However, those with lighter coloring patrol the shallows, and are on relatively good terms with the clans they encounter along the shoreline. [center]Primary: Navy-Turquoise | Bar, Clown, Giraffe, Phantom, Ripple Secondary: Black-Midnight; Navy-Turquoise | Current, Daub, Eye Spots, Hex, Spirit Tertiary: Denim-Azure | Thylacine Ranking is determined by Coliseum level and is not required for registration: Apprentice: Levels 1-7 Hunter: Levels 8-15 Elite: Levels 16-20 Master: Levels 21-24 Wizard: Level 25 [/center] [center][img]https://cdn.discordapp.com/attachments/691052436877607015/989673338404233256/Gaoler_Mutants.png[/img][/center] Like their modern brethren, occasionally the Rusalka microbe results in strange, brilliant patterns or adaptations. Those exhibiting the Shaggy, Streak, or Wasp genes have extra glossy fur, allowing them to move through the water in a more streamlined fashion. Those with Mosaic and/or Breakup are envied as being nearly impossible to see underwater, as the weird patterning breaks up their outlines and acts as camouflage. The mutation of Fans allows them far greater agility and control under the water, making them formidable swimmers. The Scorpion and Shardflank mutations, rather like the unfortunate Gaoler Ghouls, contain powerful neurotoxins that can result in immediate disabling of their prey. [center]Primary: Navy-Turquoise | Bar, Clown, Giraffe, Mosaic**, Phantom, Ripple, Streak*, Wasp* Secondary: Black-Midnight; Navy-Turquoise | Breakup**, Current, Daub, Eye Spots, Hex, Shaggy*, Spirit Tertiary: Denim-Azure | Thylacine OR Navy-Turquoise | Fans*, Scorpion*, Shardflank* *Must have at least one gene marked with an asterisk **Mosaic and/or Breakup dragons must have XXX or XXY coloration[/center] [emoji=special eyes size=1]Eye types carry the same stigmas and associations as with the Rusalki and the Necromancers. Like the Rusalki, the Dark Sclera eye type is forbidden*, as it is the only way some can be distinguished from Lichs. ((*forbidden in lore, not in registration. You are more than welcome to have a fallen Rusalka!)) [emoji=silhouette size=1]A note on Skins/Accents: Gaoler Rusalki, like their modern brethren, are also prone to bizarre mutations. Any skin or accent that transforms them into a monster of the deep is welcome, as long as enough of the genes are showing to determine that they are in fact a Rusalka. [center][item=accent: abyss gazer][item=accent: all-seeing eye][item=accent: ancient highfin][item=Accent: Bioluminesce-GM][item=Accent: IwannaJellyyyy] [item=accent: lap pupowl][item=accent: octomane][item=accent: seaweed mane][item=accent: Seaweed Mane][/center]
ANCIENT CROSSOVERS

Aether coming soon!
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Aberrations
Aberrations, the Firstborn of the Plaguebringer, will try anything to make themselves stronger. And if that involves adding pilgrimages to the Leviathan Trench to their journeys to and from the Wyrmwound, then so be it. Aberrations are keen in their devotion to strength and the Mother. They are fickle in their devotion to both the Necromancers and to the Rusalki, passing from one to the other as easily as if they are shedding their skins. This obviously creates tension between Necromancers, Rusalki, and the Aberrations, so Aberrations tend to partner solely with other Aberrations. They are also unlikely to seek political power within the ranks of Rusalki.

For more about Necromancer Aberrations, click here! Aberration Necros owned by @/3idolon
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Due to their blunt natures, Aberration Rusalki are rarely effective as Oracles, although a few have been known to succeed as Witnesses. They are happiest when testing their strength against that of a Lich or Shadebeast, regardless of their wing color.
Primary: Navy-Turquoise | Bar, Giraffe, Savannah
Secondary: Black-Midnight; Navy-Turquoise | Daub, Hex, Safari
Tertiary: Denim-Azure | Thylacine
Ranking is determined by Coliseum level and is not required for registration:
Apprentice: Levels 1-7
Hunter: Levels 8-15
Elite: Levels 16-20
Master: Levels 21-24
Wizard: Level 25

The mostly-unmarked scales of a young Aberration Rusalka are a rare sight, as they return to the Wyrmwound to test themselves every season with the rest of their ancient brethren. Therefore, the Mutant varieties are much more commonly found, as each subsequent trip to the Wyrmwound and return to the Sea causes more and more mottling and marking of the scales. Even Ghouls and Wraiths have been known to accept the Rusalka microbe with success. Some among both the Necromancers and the Rusalki watch their progress with dismay, figuring that such frequent and major changes to the body cannot be possible without major consequences. So far, the Aberrations are unconcerned.

Mutant Aberration Rusalki are rarely interested in research, much to the dismay of their Rusalki brethren. Rusalki researchers frequently have to resort to unorthodox methods to get one to stick around long enough for study. The microbe has unusual effects on their bodies, resulting in brilliant patterning of varying colors. All are prized as a demonstration of strength and vitality. Mutants with the Slime/Sludge genes, when accompanied by Mucous, have the ability to secrete their own moisture and maintain their flexibility even when out of the water, much to the envy of their modern counterparts.
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In addition to the genes above, Mutant Aberration Rusalki may have one or more of the following.
Primary: Navy-Turquoise | Lionfish, Orb, Pharaoh, Ribbon, Slime, Wasp
Secondary: Black-Midnight; Navy-Turquoise | Eel, Noxtide, Sarcophagus, Sludge, Weaver
Tertiary: Denim-Azure | Thylacine OR Navy-Turquoise | Mucous

Eye types carry the same stigmas and associations as with the Rusalki and the Necromancers. Like the Rusalki, the Dark Sclera eye type is forbidden*, as it is the only way some can be distinguished from Lichs.

((*forbidden in lore, not in registration. You are more than welcome to have a fallen Rusalka!))

A note on Skins/Accents: Aberration Rusalki, like their modern brethren, are also prone to bizarre mutations. Any skin or accent that transforms them into a monster of the deep is welcome, as long as enough of the genes are showing to determine that they are in fact a Rusalka.

Banescales coming soon!
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Gaolers
Gaoler Necromancers in particular are eager to embrace anything that will help them go after the Shade. Some Gaolers have even taken the Necromantic Trials solely as a middle step towards gaining the ability to accept the Rusalka microbe. Many of these fail, but those who do manage to pass the Trials go on to become frightful denizens of the deeps. They strike terror into the hearts of all Shade-touched monsters and Lichs they encounter, and tend to frighten other dragons as well with their immense size and power. Gaoler Rusalki tend to work in pairs or small groups, and rarely associate directly with a clan. Their complicated allegiances make relationships with other dragons difficult as a general rule, unless they be other Rusalki.

For more about Gaoler Necromancers, click here! Gaoler Necros owned by @/Mako
Gaoler_Rusalki.png

Most Gaoler Rusalki, regardless of their coloration, are first and foremost Deephunters. However, those with lighter coloring patrol the shallows, and are on relatively good terms with the clans they encounter along the shoreline.
Primary: Navy-Turquoise | Bar, Clown, Giraffe, Phantom, Ripple
Secondary: Black-Midnight; Navy-Turquoise | Current, Daub, Eye Spots, Hex, Spirit
Tertiary: Denim-Azure | Thylacine
Ranking is determined by Coliseum level and is not required for registration:
Apprentice: Levels 1-7
Hunter: Levels 8-15
Elite: Levels 16-20
Master: Levels 21-24
Wizard: Level 25
Gaoler_Mutants.png

Like their modern brethren, occasionally the Rusalka microbe results in strange, brilliant patterns or adaptations. Those exhibiting the Shaggy, Streak, or Wasp genes have extra glossy fur, allowing them to move through the water in a more streamlined fashion. Those with Mosaic and/or Breakup are envied as being nearly impossible to see underwater, as the weird patterning breaks up their outlines and acts as camouflage. The mutation of Fans allows them far greater agility and control under the water, making them formidable swimmers. The Scorpion and Shardflank mutations, rather like the unfortunate Gaoler Ghouls, contain powerful neurotoxins that can result in immediate disabling of their prey.
Primary: Navy-Turquoise | Bar, Clown, Giraffe, Mosaic**, Phantom, Ripple, Streak*, Wasp*
Secondary: Black-Midnight; Navy-Turquoise | Breakup**, Current, Daub, Eye Spots, Hex, Shaggy*, Spirit
Tertiary: Denim-Azure | Thylacine OR Navy-Turquoise | Fans*, Scorpion*, Shardflank*
*Must have at least one gene marked with an asterisk
**Mosaic and/or Breakup dragons must have XXX or XXY coloration


Eye types carry the same stigmas and associations as with the Rusalki and the Necromancers. Like the Rusalki, the Dark Sclera eye type is forbidden*, as it is the only way some can be distinguished from Lichs.

((*forbidden in lore, not in registration. You are more than welcome to have a fallen Rusalka!))

A note on Skins/Accents: Gaoler Rusalki, like their modern brethren, are also prone to bizarre mutations. Any skin or accent that transforms them into a monster of the deep is welcome, as long as enough of the genes are showing to determine that they are in fact a Rusalka.
Accent: Abyss Gazer Accent: All-Seeing Eye Accent: Ancient Highfin Accent: Bioluminesce-GM Accent: IwannaJellyyyy
Accent: Lap Pupowl Accent: Octomane Accent: Seaweed Mane Accent: Seaweed Mane



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Sandsurge coming soon!
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[center][color=navy][b][url=https://www1.flightrising.com/forums/drs/3092350#post_3092350]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980379]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980492]Breed Standards[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980495]Eye/Apparel/Familiar Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980509]Ancients 1[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980513]Ancients 2[/url] | Registry | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357709]Breeders/Pinglists/Additional Credits[/url][/b][/color] [/center] [center][b]Deephunters[/b][/center] [columns][url=https://www1.flightrising.com/dragon/69795999][img]https://www1.flightrising.com/rendern/avatars/697960/69795999.png[/img][/url][br][center][color=maroon]Vuroja (Wizard)[/color][/center][nextcol][url=https://www1.flightrising.com/dragon/69842631][img]https://www1.flightrising.com/rendern/avatars/698427/69842631.png[/img][/url][br][center][color=maroon]Viz (Apprentice)[/color][/center][nextcol][url=https://www1.flightrising.com/dragon/71465077][img]https://www1.flightrising.com/rendern/avatars/714651/71465077.png[/img][/url][br][center][color=maroon]Lynox (Apprentice)[/color][/center][nextcol][url=https://www1.flightrising.com/dragon/71465078][img]https://www1.flightrising.com/rendern/avatars/714651/71465078.png[/img][/url][br][center][color=maroon]Navito (Apprentice)[/color][/center][nextcol][url=https://www1.flightrising.com/dragon/77574238][img]https://www1.flightrising.com/rendern/avatars/775743/77574238.png[/img][/url][br][center][color=maroon]Flayre (Apprentice)[/color][/center][/columns] [columns][url=https://www1.flightrising.com/dragon/71465080][img]https://www1.flightrising.com/rendern/avatars/714651/71465080.png[/img][/url][br][center][color=maroon]Pomodora (Apprentice)[/color][/center][nextcol][url=https://www1.flightrising.com/dragon/71465081][img]https://www1.flightrising.com/rendern/avatars/714651/71465081.png[/img][/url][br][center][color=maroon]Arvedui (Apprentice)[/color][/center][nextcol][url=https://www1.flightrising.com/dragon/71465079][img]https://www1.flightrising.com/rendern/avatars/714651/71465079.png[/img][/url][br][center][color=maroon]Sliatha (Apprentice)[/color][/center][nextcol] [/columns] [center][b]Witnesses[/b][/center] [columns][url=https://www1.flightrising.com/dragon/70087276][img]https://www1.flightrising.com/rendern/avatars/700873/70087276.png[/img][/url][br][center][color=maroon]Ventus[/color][/center][nextcol] [/columns] [center][b]Oracles[/b][/center] [columns][url=https://www1.flightrising.com/dragon/72161706][img]https://www1.flightrising.com/rendern/avatars/721618/72161706.png[/img][/url][br][center][color=maroon]Cameron[/color][/center][nextcol] [/columns] [center][b]Mutants[/b][/center] [columns][url=https://www1.flightrising.com/dragon/69839226][img]https://www1.flightrising.com/rendern/avatars/698393/69839226.png[/img][/url][br][center][color=maroon]Aesop[/color][/center][nextcol] [/columns]
Deephunters
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Vuroja (Wizard)
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Viz (Apprentice)
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Lynox (Apprentice)
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Navito (Apprentice)
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Flayre (Apprentice)
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Pomodora (Apprentice)
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Arvedui (Apprentice)
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Sliatha (Apprentice)
Witnesses
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Ventus
Oracles
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Cameron
Mutants
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Aesop
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[center][color=navy][b][url=https://www1.flightrising.com/forums/drs/3092350#post_3092350]Intro[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980379]Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980492]Breed Standards[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980495]Eye/Apparel/Familiar Lore[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980509]Ancients 1[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_49980513]Ancients 2[/url] | [url=https://www1.flightrising.com/forums/drs/3092350/1#post_51357708]Registry[/url] | Breeders/Pinglists/Additional Credits[/b][/color] [/center] Header and buttons by @/Loucat! [center][img]https://i.imgur.com/bd44trc.png[/img] [img]https://i.imgur.com/S0NEw31.png[/img][/center] [code][url=https://www1.flightrising.com/forums/drs/3092350/1#post_3092350][img]https://i.imgur.com/bd44trc.png[/img][/url][/code] [code][url=https://www1.flightrising.com/forums/drs/3092350/1#post_3092350][img]https://i.imgur.com/S0NEw31.png[/img][/url][/code]
Intro | Lore | Breed Standards | Eye/Apparel/Familiar Lore | Ancients 1 | Ancients 2 | Registry | Breeders/Pinglists/Additional Credits

Header and buttons by @/Loucat!
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These are so gorgeous [emoji=mirror love size=1] The link between the dark blue aesthetic and Lich lore is so well done, and you've seamlessly blended the new genes with the old. Master work done here for sure!
These are so gorgeous The link between the dark blue aesthetic and Lich lore is so well done, and you've seamlessly blended the new genes with the old. Master work done here for sure!
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I'm still digging into the lore but I love that nostalgic smell. What a lovely bit of storytelling!
I'm still digging into the lore but I love that nostalgic smell. What a lovely bit of storytelling!
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