Welcome to my project, my progens' cursed linage:
:: BEYOND ARCANE SKIES ::
or just BAS
Intro & Lore | Family Tree | Highlights | Guidelines & Rules | Art | Nests | Quests & Challenges | Adoption Thread | Help, News & Curiosities | Affiliates
Patera, at first glance seems completely normal, if a bit advanced for a growing town in the edge of the Star Wood Strand close to the Focal Point. The clan territory itself is somewhat wide, where many other settlements together makes the clan as a whole.
Dragons there are happy, happier than most and they love the place, born there or not, it's rare to see someone discontent with this beautiful place and rarer still for someone that settled there for some time to leave, it's a place so full of wonders of magic and technology despite the town not being so widely known.
But beneath the veil of contentment and the bubble of joy that permeates the place however... lies something unsettling...
Starbound was the founder of the clan, the patriarch at first, then a mayor and now simply a wise leader, the one that started the construction of the town from nothing and saw it until the end and beyond it, despite his naive and somewhat airheaded personality, he has always been a just and sought out leader for the dragons and beastclans he ruled over... and yet...
He did the best he could to resist the pain and heartbreak of loss, really, he did, until he couldn't anymore and so made a choice that would change the fate of his family and all dragons and creatures of Patera forever.
The spell was an old one, it took him years and endless days and nights of study and despite everything, all the consequences of his actions, the repercussions all throughout his bloodline and even beyond it, until today he still doesn't regret it.
Binding his family and descendants to the land he called home - he doesn't believe it was a mistake nor that he's a bad individual for what he have done, no, only a desperate one.
But as said before, every action, no matter how desperate, has a consequence.
Beyond Arcane Skies is a Linage project of my progens - Starbound and Starseed - with focus on the pearlcatcher Starbound's curse.
After losing many of his offspring to the cruelty of the world Starbound decided enough is enough and used an overcharged ancient spell to bound himself and his loved ones to the land - forever, the consequences of it were many and it's influence was spread to all the inhabitants of the clan, however the most affected by it are the ones that are direct descendants of him.
In the end, the desperate spell turned into a curse and the closer the generations are to him the more affected by it they are.
Generation Zero :: The Cause and The Afflicted
Starbound is forever connected to the land and through it he has gained many boons that otherwise he wouldn't have as a normal dragon, because of his power and being the one to cast the spell he can leave the clan's region, however the longer he stays away faster degrades his sanity and the control over his endless pool of power, despite being able to, he normally doesn't leave the clan unless it's absolutely necessary.
Starseed was never aware of the spell that has been placed upon them and their whole bloodline, simply glad to have his children being born strong in magic and body and with a penchant to not go away from their parents and clan. He never left the clan after the founding of the town, even before the spell was placed he was tired of travelling and had no plans to leave it anymore, because of that, no one knows the consequences if he ever does have to leave it for some reason, not even Starbound. Despite the spell weaving itself in the core of his very being and boosting his body and magic in subtle but meaningful ways, it didn't affect his mind at all.
Despite everything, both of them have a deep and unending love for their children and family... and, because of that, despite not regretting it, Starbound feels terribly guilty when faced with the consequences of his actions reflected on his linage.
:: The Homebound ::
The children and grandchildren of Starbound and Starseed that stayed, they are powerful and very devoted to their home and land, fiercely loyal to their family and clan... and chained there, forever.
Despite the binding spell, Starbound and Starseed children can be terribly stubborn, fighting with fangs and claws to break free of the invisible chains that try to bind them there, and the ones that are able to leave, have to live with the after-effects of their decision... they like to call themselves Bindbreakers.
Generation 1 :: The Runaways
The first generation, the immediate children of them are the most affected when they leave the land, in the Arcane territories they still have some measure of power, but the farther away from their homeland they go, more of their magic is stripped, to the point of weakening their bodies and dulling the color of their eyes to a murky, lifeless awash pink. Some find other creative ways to survive this terrible fate, magical stones, mechanical or magical enhancements, forbidden spells that suck out the magic of others, you name it. One thing is certain tough, despite the curse they carry, these children are above all, survivors.
The longing for their home is an ever-present beast tough, that no matter what they do sit still in the back of their mind like a parasite, it's a deep ache that can only be cured finding their way back to their homeland (some counter it by making regular visits back to the Fallen Stars clan, others, embittered, resist).
Generation 2 :: The Drifters
The first grandchildren of Starbound and Starseed fare a little better regardless if born away from the borders of the Fallen Stars clan or not, but not less affected, their power is always weaker in other lands then when in Arcane territories and only achieve it's full capacity if they find their way back to their family's homeland. The longing for a place they never knew/or never lived on is still just as strong as their parents and despite not becoming completely powerless if too far away from Arcane (regardless of their birth element), their eyes still get murkier the farther they go.
They too tend to use stones and other magical items to boost their magic and if possible mechanical or magical enhancements, for some reason avoiding malignant spells (like some of their parents and uncles seems to prefer).
Generation 3 :: The Irregulars
This generation is more of a wild card, their magic tends to be unbalanced and chaotic, fluctuating between normal, to strong, to almost completely bare thoughout the course of their lives regardless of the distance to their family's original homeland, this wild nature of their magic led many of them to deepen their knowlege in areas related to it, like draconic magic, biology and other areas that study healing and balance. They can resist the siren call of their homeland better and despite the pull being always there it's not something so all consuming as it is to the previous generations.
Generation 4 :: The Fractures
This generation is normally known by the literal fractures in their magic, where arcane essence seems to ooze from their very core and taint their natural one in unpredictable, sometimes harmful ways. This means many of this dragons are either magically crippled where their natural magic fights the cursed arcane one all their lives (even if they are born in Arcane land), have overpowered magical cores (and can't control their enhanced magic) or are impacted by other physical afflictions, such as blindness, small flightless wings (sometimes wingless altogether) and many more subtle ones, like small horns, weak scales, etc. Many of these dragons seek mechanical enhancements to help in their physical afflictions and powerful tools that can contain or stabilize their fractured magical cores. These dragons feel an echo of the pull to their homeland, but is just a background feeling that they can simply ignore.
Generation 5 :: The Breaches
This generation is the one where the curse start to weaken, it can vary between individuals - some are as affected as the previous generation, with the same type of afflictions - but a good portion of them can purge the parasitic arcane essence that they were born with in their magical cores, normally after reaching maturity. They tend to be somewhat weak in their younger years, their magical core in constant fight against the cursed energy that twisted itself in something - despite weaker than before - almost unrecognizable from the biding spell it originated. But as the natural core of these dragons grows stronger as the years pass by, they are finally able to break free of the curse altogether after the purge, it's a natural if sudden process that take days with the dragon in a fevered state, but after it's over only the echo of the pull to their family's homeland remains.
Generation 6 :: The Dissensions
In this generation the curse have weakened even more, to the point the magical core of dragons don't see it much as a parasitic entity, but just as another part of itself, if twisted and strange. These dragons tend to have a deep longing for everything Arcane, no matter where they are born and are happier in or close to Arcane lands, they tend to be stronger there as well regardless of their birth element and the farther away from the Starfall Isles they are, the less control over their magic they have affecting their daily lives in unpredictable (if sometimes funny) ways, these bouts of uncontrolled power are much less dangerous than in previous generations, so it doesn't affect their lives in much negative ways.
:: Next Generations ::
:: PINGLIST ::